Discord ID: anoush#2243
Character Name: Bloodbeat II of Syrtis
Race: T’skrang, female
Other PCs: Mirage, Keel
ECR: 10 (490,000 - 921,999 LP)
Nethermancer 9 / Weaponsmith 7 / Elementalist 1
Unspent Legend Points: 785
Lifetime Legend Point Total: 548,835
Silver: 653.8
Lifetime Silver: 22,360.7
Thread Item Points: 26
Lifetime Thread Item Points:102
Participation Template
Spoiler:
Name: Bloodbeat II of Syrtis
ECR: 10
Last game played: 6/28/2021
Discipline: Nethermancer 9 / Weaponsmith 7 / Elementalist 1
Quote: Tsch! I hate birds!!
Unique/Notable Abilities: Experience Death, Friendly Darkness, Frighten, Last Chance, Soul Armor, Spirit Talk, Summon Ally Spirits, Viewpoint, Foul Vapors, Lifesight, Recovery, Orbiting Spy, Air Armor
Downtime:
* Alchemy 11 (rank 4) [Booster Potion, Small Light Quartz]
* Forge Armor 19 (rank 8, step 15 + karma)
* Forge Weapon 19 (rank 8, step 13 + karma)
* Item History 19 (rank 8, step 13 + karma)
* Research 27 (rank 9, step 16 + karma +4 [Speed Reading spirit] with library access +3 [20 SP])
ECR: 10
Last game played: 6/28/2021
Discipline: Nethermancer 9 / Weaponsmith 7 / Elementalist 1
Quote: Tsch! I hate birds!!
Unique/Notable Abilities: Experience Death, Friendly Darkness, Frighten, Last Chance, Soul Armor, Spirit Talk, Summon Ally Spirits, Viewpoint, Foul Vapors, Lifesight, Recovery, Orbiting Spy, Air Armor
Downtime:
* Alchemy 11 (rank 4) [Booster Potion, Small Light Quartz]
* Forge Armor 19 (rank 8, step 15 + karma)
* Forge Weapon 19 (rank 8, step 13 + karma)
* Item History 19 (rank 8, step 13 + karma)
* Research 27 (rank 9, step 16 + karma +4 [Speed Reading spirit] with library access +3 [20 SP])
Spoiler:
Bloodbeat’s SOP
* Nethermancer. Weaponsmith & Elementalist Karma Ritual in the morning.
* Fire Heal (2) in the morning.
* Temper Flesh in the morning.
* Woodskin in the morning
* On watch, stays hidden in shadows via Shadow Meld.
* With a group, generally lurks in the back, away from the front lines.
* When party does Recovery Tests, cast Recovery, with 3 threads, giving a +11 bonus to Recovery Tests
**Matrices**
Enhanced A (9) - Foul Vapors (with 1st thread of 2 in matrix)
Standard B (9) - Air Armor
Standard C (4) - Soul Armor
Enhanced Object D (4) - Viewpoint
— [or Summon Bone Spirit and Aspect of the Bone Spirit]
Enhanced E (6) - Friendly Darkness (with 1 thread of 2 in matrix)
Enhanced Object F (4) — Pain (with 1 thread for 1 extra wound)
Enhanced Object G (4) — Astral Spear (with 1 thread for base spell)
Armored H (3) — Death’s Head (with 1 thread for +2 Frighten)
**Chain Casting** (10 Slots)
* Soul Armor [8 slots] (cast on self & 3 allies, 2 threads each to increase MA by +4, for a total of +7)
* Soul Armor [2 slots] (cast on 2 allies, 1 thread each to increase MA by +2, for a total of +5)
**Spirits**
S-Dial Spirits (SR6 City/Ally Spirits):
* Spirit of Secrets: Find, Invisibility, Tracking
* Spirit of Safety: Awareness, Nobody Here, See the Unseen
* Spirit of Support: Aid Summoner, Enhance Summoner, Baseline Subtraction
Bonebeat (SR8):
* If within 80 miles of one of her Bone Circles, replaces Night’s Edge with Summon Bone Spirit; may summon the Spirit, Bonebeat, with a Spellcasting test
* Bonebeat is the spirit of a previous incarnation of Bloodbeat
* Bone Circle locations: Throal, Syrtis, Sosonopa, Kampung Gajah, Grannagroth, Iron Bark Grove
* She will request the following services:
— Stay and protect her (with Unarmed Combat) for 8 Rounds
— Use its senses to warn her (Awareness, Astral Sight, Lifesight)
— Use Curse to hinder the enemy
— The spirit’s first action is to Manifest
* Nethermancer. Weaponsmith & Elementalist Karma Ritual in the morning.
* Fire Heal (2) in the morning.
* Temper Flesh in the morning.
* Woodskin in the morning
* On watch, stays hidden in shadows via Shadow Meld.
* With a group, generally lurks in the back, away from the front lines.
* When party does Recovery Tests, cast Recovery, with 3 threads, giving a +11 bonus to Recovery Tests
**Matrices**
Enhanced A (9) - Foul Vapors (with 1st thread of 2 in matrix)
Standard B (9) - Air Armor
Standard C (4) - Soul Armor
Enhanced Object D (4) - Viewpoint
— [or Summon Bone Spirit and Aspect of the Bone Spirit]
Enhanced E (6) - Friendly Darkness (with 1 thread of 2 in matrix)
Enhanced Object F (4) — Pain (with 1 thread for 1 extra wound)
Enhanced Object G (4) — Astral Spear (with 1 thread for base spell)
Armored H (3) — Death’s Head (with 1 thread for +2 Frighten)
**Chain Casting** (10 Slots)
* Soul Armor [8 slots] (cast on self & 3 allies, 2 threads each to increase MA by +4, for a total of +7)
* Soul Armor [2 slots] (cast on 2 allies, 1 thread each to increase MA by +2, for a total of +5)
**Spirits**
S-Dial Spirits (SR6 City/Ally Spirits):
* Spirit of Secrets: Find, Invisibility, Tracking
* Spirit of Safety: Awareness, Nobody Here, See the Unseen
* Spirit of Support: Aid Summoner, Enhance Summoner, Baseline Subtraction
Bonebeat (SR8):
* If within 80 miles of one of her Bone Circles, replaces Night’s Edge with Summon Bone Spirit; may summon the Spirit, Bonebeat, with a Spellcasting test
* Bonebeat is the spirit of a previous incarnation of Bloodbeat
* Bone Circle locations: Throal, Syrtis, Sosonopa, Kampung Gajah, Grannagroth, Iron Bark Grove
* She will request the following services:
— Stay and protect her (with Unarmed Combat) for 8 Rounds
— Use its senses to warn her (Awareness, Astral Sight, Lifesight)
— Use Curse to hinder the enemy
— The spirit’s first action is to Manifest
Dex: 13
Str: 11 (base 9 + 2)
Tou: 15 (base 14 + 1)
Per: 16
Wil: 20 (base 16 + 1 + 3 nethermancer)
Cha: 15 (base 14 + 1)
Karma Mod: 4
Karma Step: 4
Karma Max: 36
Uncon: 65 [base 71 -2 absorb blow charm -3 desperate spell charm -1 Otherworldly Willpower]
Death: 80 [base 86 -2 absorb blow charm -3 desperate spell charm -1 Otherworldly Willpower]
Init: 5 (base 6, armor -1
PD: 10 (base 8 with +1 for buckler, +1 for Weaponsmith 4)
PA: 13 (hide armor forged +8; forging expires 9/11/2021)
MD: 13 (base 9 with +3 for nethermancer, +1 for buckler)
MA: 14 (base 4 with hide armor +1 nethermancer +1 crystal buckler +1 Soul Armor +7)
SD: 10 (base 9 +1 for nethermancer)
Movement: 12
Carrying Capacity: 95
Wound Threshold: 16 [base 10 + temper self 6]
Recovery tests per day: 3
Discipline: Nethermancer
Spoiler:
Circle: 9
Discipline Abilities
Discipline Abilities
- Nethermancer Half-Magic:
- recognize uses of nethermantic magic, different types of undead and spirits, and magical rituals—especially blood magic rituals
- understand the effects of different blood charms, as these are linked with Nethermancy
- sense the presence of spirits within 30 yards of his location.
- Add +3 to Mystic Defense
- May spend a Karma Point once per round on any test against a Horror, Horror Construct, or undead target.
- Add +1 to Social Defense
- One Standard Matrix upgraded to Enhanced
- Blood Summon: May take Blood Damage equal to Strength rating of spirit being summoned to gain an extra success on a Summon test
- May spend karma to increase target’s penalty from a spell by 2
- Add +1 to Mystic Armor
- Add +1 to Physical Defense
- Add +1 all Charisma-base tests (including Interaction and Spirit Talk, but not Summoning) that target a spirit [S-Dial, Rank 6]
- May spend a Karma Point on Recovery Tests
- Otherworldly Willpower: spend 1 Blood Magic damage and gain +3 to Willpower
Spoiler:
Circle: 7
Discipline Abilities
Discipline Abilities
- Weaponsmith Half-Magic:
- caring for weapons and armor
- recognize different types of weapons & armor used or worn by different Namegiver races or their creators
- May spend a Karma Point on any Test to craft or repair an item
- Add +2 to Mystic Defense (N/A)
- May spend a Karma Point on Recovery Tests
- May spend a Karma Point on Damage Tests when using a weapon she created
- Traveling Smithy: For 1 Strain, improvise a forge (lasts for 1 day), results at -3
Spoiler:
Circle: 1
Discipline Abilities
Discipline Abilities
- Elementalist Half-Magic:
- knowledge of nature, the elements, uses of elemental magic and other magical rituals
- may make Perception-based half-magic test to detect the presence of elemental spirits within 30 yards (TN = the spirit’s Mystic Defense)
Spoiler:
Circle 9
First Circle Discipline Talent: Astral Sight (10)
First Circle Discipline Talent: Frighten (10)
First Circle Discipline Talent: Patterncraft (8)
First Circle Discipline Talent: Spellcasting (10)
First Circle Discipline Talent: Thread Weaving/Nethermancy (10)
First Circle Talent Option: Standard Matrix C (4)
Second Circle Discipline Talent: Steel Thought (10)
Second Circle Talent Option: Dispel Magic (7)
Third Circle Discipline Talent: Spirit Talk (9)
Third Circle Talent Option: Avoid Blow (10)
Fourth Circle Discipline Talent: Spirit Hold (4)
Fourth Circle Talent Option: Arcane Mutterings (10)
Fifth Circle Discipline Talent: Summon [Ally Spirits] (12) [10+2]
Fifth Circle Talent Option: Enhanced Matrix E (6)
Sixth Circle Discipline Talent: Willforce (10)
Sixth Circle Talent Option: Banish (4)
Seventh Circle Discipline Talent: Orbiting Spy (5)
Seventh Circle Talent Option: Lifesight (9)
Eighth Circle Discipline Talent: Hold Thread (4)
Eighth Circle Talent Option: Research (9)
Ninth Circle Discipline Talent: Matrix Sight (3)
Ninth Circle Talent Option: Armored Matrix H (3)
Free Talent: Enhanced Matrix A (9) [originally Standard]
Free Talent: Standard Matrix B (9)
First Circle Discipline Talent: Astral Sight (10)
First Circle Discipline Talent: Frighten (10)
First Circle Discipline Talent: Patterncraft (8)
First Circle Discipline Talent: Spellcasting (10)
First Circle Discipline Talent: Thread Weaving/Nethermancy (10)
First Circle Talent Option: Standard Matrix C (4)
Second Circle Discipline Talent: Steel Thought (10)
Second Circle Talent Option: Dispel Magic (7)
Third Circle Discipline Talent: Spirit Talk (9)
Third Circle Talent Option: Avoid Blow (10)
Fourth Circle Discipline Talent: Spirit Hold (4)
Fourth Circle Talent Option: Arcane Mutterings (10)
Fifth Circle Discipline Talent: Summon [Ally Spirits] (12) [10+2]
Fifth Circle Talent Option: Enhanced Matrix E (6)
Sixth Circle Discipline Talent: Willforce (10)
Sixth Circle Talent Option: Banish (4)
Seventh Circle Discipline Talent: Orbiting Spy (5)
Seventh Circle Talent Option: Lifesight (9)
Eighth Circle Discipline Talent: Hold Thread (4)
Eighth Circle Talent Option: Research (9)
Ninth Circle Discipline Talent: Matrix Sight (3)
Ninth Circle Talent Option: Armored Matrix H (3)
Free Talent: Enhanced Matrix A (9) [originally Standard]
Free Talent: Standard Matrix B (9)
Spoiler:
Circle: 7
First Circle Discipline Talent: Forge Weapon (8)
First Circle Discipline Talent: Item History (8)
First Circle Discipline Talent: Melee Weapons (4)
First Circle Discipline Talent: Steel Thought (9) [Learned as Nethermancer]
First Circle Discipline Talent: Thread Weaving/Smithing (3)
First Circle Talent Option: Speak Language (3)
Second Circle Discipline Talent: Conversation (5)
Second Circle Talent Option: Fireblood (8)
Third Circle Discipline Talent: Suppress Curse (7) [originally Nethermancer Talent Option]
Third Circle Talent Option: Danger Sense (8)
Fourth Circle Discipline Talent: Wound Balance (7)
Fourth Circle Talent Option: First Impression (3)
Fifth Circle Discipline Talent: Forge Armor (8)
Fifth Circle Talent Option: Resist Taunt (8)
Sixth Circle Discipline Talent: Temper Flesh (6)
Sixth Circle Talent Option: Fire Heal (8)
Seventh Circle Discipline Talent: Spot Armor Flaw (1)
Seventh Circle Talent Option: Etiquette (6)
Free Talent: Craftsman (7)
First Circle Discipline Talent: Forge Weapon (8)
First Circle Discipline Talent: Item History (8)
First Circle Discipline Talent: Melee Weapons (4)
First Circle Discipline Talent: Steel Thought (9) [Learned as Nethermancer]
First Circle Discipline Talent: Thread Weaving/Smithing (3)
First Circle Talent Option: Speak Language (3)
Second Circle Discipline Talent: Conversation (5)
Second Circle Talent Option: Fireblood (8)
Third Circle Discipline Talent: Suppress Curse (7) [originally Nethermancer Talent Option]
Third Circle Talent Option: Danger Sense (8)
Fourth Circle Discipline Talent: Wound Balance (7)
Fourth Circle Talent Option: First Impression (3)
Fifth Circle Discipline Talent: Forge Armor (8)
Fifth Circle Talent Option: Resist Taunt (8)
Sixth Circle Discipline Talent: Temper Flesh (6)
Sixth Circle Talent Option: Fire Heal (8)
Seventh Circle Discipline Talent: Spot Armor Flaw (1)
Seventh Circle Talent Option: Etiquette (6)
Free Talent: Craftsman (7)
Spoiler:
Circle 1
First Circle Discipline Talent: Awareness (7) [originally Weaponsmith Talent Option]
First Circle Discipline Talent: Patterncraft (8) [learned as Nethermancer]
First Circle Discipline Talent: Spellcasting (10) [learned as Nethermancer]
First Circle Discipline Talent: Thread Weaving/Elementalism (2)
First Circle Discipline Talent: Woodskin (2)
First Circle Talent Option: Wind Catcher (2)
Free Talent: Enhanced Matrix A (9) [originally Standard] [learned as Nethermancer]
Free Talent: Standard Matrix B (9) [learned as Nethermancer]
First Circle Discipline Talent: Awareness (7) [originally Weaponsmith Talent Option]
First Circle Discipline Talent: Patterncraft (8) [learned as Nethermancer]
First Circle Discipline Talent: Spellcasting (10) [learned as Nethermancer]
First Circle Discipline Talent: Thread Weaving/Elementalism (2)
First Circle Discipline Talent: Woodskin (2)
First Circle Talent Option: Wind Catcher (2)
Free Talent: Enhanced Matrix A (9) [originally Standard] [learned as Nethermancer]
Free Talent: Standard Matrix B (9) [learned as Nethermancer]
Talent Knacks
Spoiler:
Absorb Spell (Steel Thought 6)
Astral Strain (Spellcasting 3)
Bleed (Spellcasting 3)
Improvised Pattern (Patterncraft 8)
Jinx (Arcane Mutterings 5)
Learn Improved Spells (Patterncraft 5)
Lip Reading (Awareness 3)
Make Concession (Resist Taunt 6)
Named Bone Circle (Patterncraft 1)
Piercing Surveillance (Patterncraft 4)
Psychometry (Item History 6)
Roll with the Punches (Avoid Blow 6)
Shadow Box (Patterncraft 2)
Shared Bone Circle (Patterncraft 1)
Unsettle (Spellcasting 2)
Astral Strain (Spellcasting 3)
Bleed (Spellcasting 3)
Improvised Pattern (Patterncraft 8)
Jinx (Arcane Mutterings 5)
Learn Improved Spells (Patterncraft 5)
Lip Reading (Awareness 3)
Make Concession (Resist Taunt 6)
Named Bone Circle (Patterncraft 1)
Piercing Surveillance (Patterncraft 4)
Psychometry (Item History 6)
Roll with the Punches (Avoid Blow 6)
Shadow Box (Patterncraft 2)
Shared Bone Circle (Patterncraft 1)
Unsettle (Spellcasting 2)
Spoiler:
1st
Astral Spear
Bone Circle
Ethereal Darkness
Experience Death
Life Circle of One
Shadow Meld
Soul Armor
Soulless Eyes
Spirit Dart
2nd
Aspect of the Fog Ghost
Chilling Circle
Death’s Head
Night’s Edge
Shadow’s Whisper
Shield Mist
Summon Fog Ghost
3rd
Aspect of the Bone Spirit
Fog of Fear
Grave Message
Pain
Summon Bone Spirit
4th
Last Chance
Viewpoint
5th
Aspect of the Cruel Physician
Blind
Circle of Astral Protection
Dust to Dust
Reverse Withering
Wither Limb
6th
Friendly Darkness
Recovery
Step Through Shadows
7th
Foul Vapors
8th
Netherblade
9th
One 9th circle spell
Astral Spear
Bone Circle
Ethereal Darkness
Experience Death
Life Circle of One
Shadow Meld
Soul Armor
Soulless Eyes
Spirit Dart
2nd
Aspect of the Fog Ghost
Chilling Circle
Death’s Head
Night’s Edge
Shadow’s Whisper
Shield Mist
Summon Fog Ghost
3rd
Aspect of the Bone Spirit
Fog of Fear
Grave Message
Pain
Summon Bone Spirit
4th
Last Chance
Viewpoint
5th
Aspect of the Cruel Physician
Blind
Circle of Astral Protection
Dust to Dust
Reverse Withering
Wither Limb
6th
Friendly Darkness
Recovery
Step Through Shadows
7th
Foul Vapors
8th
Netherblade
9th
One 9th circle spell
Spoiler:
1st
Air Armor
Purify Water
Resist Element (Air, Earth, Fire, Water Wood)
Shelter
Snuff
Air Armor
Purify Water
Resist Element (Air, Earth, Fire, Water Wood)
Shelter
Snuff
Spoiler:
Knowledge Skill: Ancient History (1)
Knowledge Skill: Blood Curdling Tales (1)
Knowledge Skill: History of Barsaive (1)
Knowledge Skill: T’skrang Lore (1)
Read/Write Language: (2) Throalic, T’skrang Hieroglyphs
Speak Language: (2) Throalic, T’skrang (Cliff City of Syrtis)
Artisan Skill: Drumming (1)
General Skill: Alchemy (4)
General Skill: Physician (1)
General Skill: Swimming (1)
General Skill: Taunt (1)
Knowledge Skill: Blood Curdling Tales (1)
Knowledge Skill: History of Barsaive (1)
Knowledge Skill: T’skrang Lore (1)
Read/Write Language: (2) Throalic, T’skrang Hieroglyphs
Speak Language: (2) Throalic, T’skrang (Cliff City of Syrtis)
Artisan Skill: Drumming (1)
General Skill: Alchemy (4)
General Skill: Physician (1)
General Skill: Swimming (1)
General Skill: Taunt (1)
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, water skin, large sack) [Wt 14]
Musical Instrument: Hand Drum [Wt 2]
Dagger [Wt 1]
Grimoire [Wt 1]
Traveler’s Garb (soft boots, shirt, belt, robe, traveler’s cloak) [Wt 3.3]
Trail Rations (1 week) [Wt 8]
Hide Armor (covers the tail) [cost 62.5] [Wt 27.5] Forged +8 (elapses 9/11/2021)
Crystal Buckler [cost 50] [Wt 5]
Whistle [cost 0.3] [Wt 0]
Physician’s Kit (3 doses) [cost 50] [Wt 3]
Firefly Chalk (1) [cost 12] [Wt 0]
Light Crystal Pendant [cost 75] [Wt 1]
Tread Lightly Boots [cost 200] [Wt 2]
Absorb Blow Blood Charm [cost 100] [Wt 1]
Desperate Spell Charm [Wt 1]
Kelia’s Antidote [cost 125] [Wt 2]
Last Chance Salve [cost 300, reward discount] [Wt 1]
Total Weight Carried: 71.8
In Throal
Rider’s Shield [cost 20]
Padded Leather Armor (covers the tail) [cost 25]
Ear Wax [cost 0.3] [Wt 0.2]
Candle (3) [cost 0.9] [Wt 0.75]
Chalk (5 pieces) [cost 0.3] [Wt 0.25]
Climbing Kit [cost 33.8] [Wt 19]
Dwarf Winternight Cloak [cost 275] [Wt 2]
Alchemy Shop [cost 500]
Musical Instrument: Hand Drum [Wt 2]
Dagger [Wt 1]
Grimoire [Wt 1]
Traveler’s Garb (soft boots, shirt, belt, robe, traveler’s cloak) [Wt 3.3]
Trail Rations (1 week) [Wt 8]
Hide Armor (covers the tail) [cost 62.5] [Wt 27.5] Forged +8 (elapses 9/11/2021)
Crystal Buckler [cost 50] [Wt 5]
Whistle [cost 0.3] [Wt 0]
Physician’s Kit (3 doses) [cost 50] [Wt 3]
Firefly Chalk (1) [cost 12] [Wt 0]
Light Crystal Pendant [cost 75] [Wt 1]
Tread Lightly Boots [cost 200] [Wt 2]
Absorb Blow Blood Charm [cost 100] [Wt 1]
Desperate Spell Charm [Wt 1]
Kelia’s Antidote [cost 125] [Wt 2]
Last Chance Salve [cost 300, reward discount] [Wt 1]
Total Weight Carried: 71.8
In Throal
Rider’s Shield [cost 20]
Padded Leather Armor (covers the tail) [cost 25]
Ear Wax [cost 0.3] [Wt 0.2]
Candle (3) [cost 0.9] [Wt 0.75]
Chalk (5 pieces) [cost 0.3] [Wt 0.25]
Climbing Kit [cost 33.8] [Wt 19]
Dwarf Winternight Cloak [cost 275] [Wt 2]
Alchemy Shop [cost 500]
Spoiler:
- Enhanced Spell Matrix Object D: Rank 4
- Enhanced Spell Matrix Object F: Rank 4
- Enhanced Spell Matrix Object G: Rank 4
- S-Dial
Rank 6- Rank 1: Summon +1
- Rank 2: Dial S for Secrets — spend 1 Recovery to Summon Ally [max SR 6] with Find, Invisibility, Tracking [up to SR/2+1 abilities]
- Rank 3: Summon +2 (total)
- Rank 4: Dial S for Safety — spend 1 Recovery to Summon Ally [max SR 6] with Awareness, Nobody Here, See the Unseen [up to SR/2+1 abilities]
- Rank 5: Gain +1 to all Charisma-based tests (but not including Summoning) that target a spirit
- Rank 6: Dial S for Support — spend 1 Recovery to Summon Ally [max SR 6] with Aid Summoner, Enhance Summoner, Speed Reading, Baseline Subtraction [up to SR/2+1 abilities]
Spoiler:
Bloodbeat is a t’skrang Nethermancer from the Cliff City of Syrtis, by way of Kampung Gajah. She’s a young, blood red t’skrang with a striking bone white crest, spine ridges and tail spikes, and speaks in an oddly formal, anachronistic style in both the Throalic and T’skrang languages. It’s quickly apparent that it’s as though she is a crotchety old t’skrang bat of a Nethermancer in a young woman’s body. She seems to know her stuff, but it’s very odd as she snorts at all you “hatchlings without the sense your chaida used to wipe your tails with”. [NB, a chaida is the male t’skrang nanny who takes care of a hatchling in t’skrang culture.]
As you get to know Bloodbeat, you get the impression that she believes she is similar to a t’skrang Lahala. A Lahala is the female matriarchal elder of each naill (extended t’skrang family). As a Lahala’s body dies, she undergoes a nethermatic ritual to transfer her memories and her essence to her successor. Bloodbeat doesn’t make any bones about her belief that her adult Name chose her, and her initiation as an adept merged her new body with the pattern of a legendary Pre-Scourge t’skrang Nethermancer of the same mystical Name. You have seen Bloodbeat get very frustrated with the “slow pace of rebuilding the ability of her descendant’s body to channel the magics that are hers by right”. She drops references to ancient blood curdling tales into conversation as though they happened yesterday, and talks about preparing the rituals to put her spirit into the wards being woven to protect the Cliff City of Syrtis through the Scourge as if she was there. Frankly, it’s hard to tell if she is for real or just delusional, but she does wield a mean spell and talks to dead people, so you don’t press too hard.
A few years ago, she had the strangest dream, and woke up completely believing that the events actually happened. In a small valley, she and her friends were attacked by corrupted falcons of some kind. They swooped and dove on everyone, seeming to be in multiple places at once. The dream ended as one of the falcons swooped down on her stabbing her in the heart, and carrying a chunk of her flesh away with it. She awoke with her dying scream still echoing in the air. Bloodbeat hates, hates, hates birds of all kinds. The only good bird is a dead one, roasted and juicy on her plate ready to be carved for dinner.
A couple years ago, a bit north of Clear Creek Crossing, Bloodbeat felt a compelling urge to investigate something off the road. Her instincts led her to a box canyon in which she sensed the spirit of a dead Name-giver. Much to her shock, this dead spirit’s appearance was nearly identical to her own, the only differences being that of clothing and gear. Talking to the spirit, she realized that this was the spirit of her previous incarnation that had fallen in battle when attacked by a large, corrupted crow. Bloodbeat and her sister, for lack of a better term, are now traveling together, with her sister providing spiritual assistance. Bloodbeat collected her sister’s remains and brought them to her rooms in Throal, where they are now safely stored in a beautiful porcelain urn, proudly displayed on a wall shelf.
Bloodbeat arrived in Throal in late 1422 at age 21, and is now 25 years old.
Spoiler:
- Freedom of the Soaring Espagra
- Talkin' Bout My Generation
- The Generalist Fraternity
- Long Ago, But Not Forgotten
- Phaelon's Festival of Wonder
- The Book Lover
- The Kidnapping of Victor
- Out of Time
- Corporate Espionage
- Obsidiman Troubles
- The Slavers Come Home to Roost on the Soaring Espagra
- Another Murder Night in Sosonopa
- Unlikely Danger
- The Chains We Forge
- Pillars of Sin
- Stolen Property
- A Plea for Help
- River City Ransom
- Dance Commanders
- Paper Chase
- War Pigs
- Some Like it Hot
- To Grandmother’s Grave We Go
- Monk Business
- The Serpent Rises
- Fire in the Belly
- Caving In
- The Last Farewell