Discord ID: dougansf
Character Name: Sandrin
Race: Elf
Lifetime Legend Total: 407,370 (ECR 9)
Unspent Legend: 1670
Thread Item Points: 1
Silver: 831.7
Characteristics
Dex: 19
Str: 13
Tou: 14 (16)
Per: 13
Wil: 13
Cha: 17 (19)
Initiative: 13 (8 Dex, 3 Gale Cutter, 2 Storm Dancer)
Karma Mod: 4
Karma Step: 4
Karma Max: 36 (42)
Blood Magic Damage: 6
Uncon: 71 (77)
Death: 87 (93)
PD: 16 (17 Buckler)
PA: 20 (5 Storm Dancer, 13 Forge Armor, 2 Auric Thunder)
MD: 9 (10 Buckler)
MA: 4 (2 Base, 2 Storm Dancer)
SD: 13
Movement: 14
Carrying Capacity: 125
Wound Threshold: 10
Recovery tests per day: 4
Air Sailor
Circle: 9
Spoiler:
Discipline Abilities
Free Talent: Air Sailing (9)
First Circle Discipline Talent: Avoid Blow (10)
First Circle Discipline Talent: Climbing (5)
First Circle Discipline Talent: Melee Weapons (10)
First Circle Discipline Talent: Thread Weaving (7)
First Circle Discipline Talent: Wind Catcher (7)
First Circle Talent Option: Thrown Weapon (10)
Second Circle Discipline Talent: Awareness (9)
Second Circle Talent Option: Navigation (6)
Third Circle Discipline Talent: Empathic Sense (9)
Third Circle Talent Option: Distract (10+2)
Fourth Circle Discipline Talent: Wound Balance (9+1)
Fourth Circle Talent Option: Maneuver (10)
Fifth Circle Discipline Talent: Heartening Laugh (6)
Fifth Circle Talent Option: Second Weapon (10)
Sixth Circle Discipline Talent: Air Dance (9+1)
Sixth Circle Talent Option: Resist Taunt (6+1)
Seventh Circle Discipline Talent: Inspire Others (9)
Seventh Circle Talent Option: Leadership (5)
Eighth Circle Discipline Talent: Lion Heart (9)
Eighth Circle Talent Option: Great Leap (2)
Ninth Circle Discipline Talent: Lasting Impression (0)
Ninth Circle Talent Option: Spot Armor Flaw (8)
- Circle 2: PD +1
- Circle 3: Karma on Initiative
- Circle 4: SD +1
- Circle 5: Collaborate (Simple Action: Once per round, take 1 Strain to give +2 bonus to ally working towards a common goal)
- Circle 5: Karma on Interaction Tests
- Circle 6: PD +2
- Circle 7: +1 Recovery Test
- Circle 8: PD +3
- Circle 9: Coordinate Attacks: Any Harried penalties caused by the adept working together with their allies are increased by 1. This does not affect Harried penalties caused by spells.
- Circle 9: Karma on Recovery Tests
Free Talent: Air Sailing (9)
First Circle Discipline Talent: Avoid Blow (10)
First Circle Discipline Talent: Climbing (5)
First Circle Discipline Talent: Melee Weapons (10)
First Circle Discipline Talent: Thread Weaving (7)
First Circle Discipline Talent: Wind Catcher (7)
First Circle Talent Option: Thrown Weapon (10)
Second Circle Discipline Talent: Awareness (9)
Second Circle Talent Option: Navigation (6)
Third Circle Discipline Talent: Empathic Sense (9)
Third Circle Talent Option: Distract (10+2)
Fourth Circle Discipline Talent: Wound Balance (9+1)
Fourth Circle Talent Option: Maneuver (10)
Fifth Circle Discipline Talent: Heartening Laugh (6)
Fifth Circle Talent Option: Second Weapon (10)
Sixth Circle Discipline Talent: Air Dance (9+1)
Sixth Circle Talent Option: Resist Taunt (6+1)
Seventh Circle Discipline Talent: Inspire Others (9)
Seventh Circle Talent Option: Leadership (5)
Eighth Circle Discipline Talent: Lion Heart (9)
Eighth Circle Talent Option: Great Leap (2)
Ninth Circle Discipline Talent: Lasting Impression (0)
Ninth Circle Talent Option: Spot Armor Flaw (8)
Circle 5
Spoiler:
Discipline Abilities
Free Talent: Entertainer (5)
First Circle Discipline Talent: Emotion Song (2)
First Circle Discipline Talent: First Impression (4)
First Circle Discipline Talent: Heartening Laugh (As Fifth Circle Air Sailor)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Thread Weaving (1)
First Circle Talent Option: Haggle (5)
Second Circle Discipline Talent: Etiquette (5)
Second Circle Talent Option: Conversation (5)
Third Circle Discipline Talent: Empathic Sense (As Third Circle Air Sailor)
Third Circle Talent Option: Speak Language (1)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Impressive Display (5)
Fifth Circle Discipline Talent: Inspire Others (As Seventh Circle Air Sailor)
Fifth Circle Talent Option: Engaging Banter (1)
- Circle 1: Karma on Interaction Tests
- Circle 2: SD +1
- Circle 3: Karma on Tests to Gain or Recall information
- Circle 4: +1 MD
- Circle 5: One Last Word: If the adept fails a test against a target’s Social Defense, the adept may take 2 Strain to add a Karma Die to the test result. One Last Word can only be used once per failed test.
- Circle 5: Karma: Once per round the adept may spend a Karma Point to add to another character’s test by offering encouragement. The target must be able to hear and/or see the Troubadour.
Free Talent: Entertainer (5)
First Circle Discipline Talent: Emotion Song (2)
First Circle Discipline Talent: First Impression (4)
First Circle Discipline Talent: Heartening Laugh (As Fifth Circle Air Sailor)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Thread Weaving (1)
First Circle Talent Option: Haggle (5)
Second Circle Discipline Talent: Etiquette (5)
Second Circle Talent Option: Conversation (5)
Third Circle Discipline Talent: Empathic Sense (As Third Circle Air Sailor)
Third Circle Talent Option: Speak Language (1)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Impressive Display (5)
Fifth Circle Discipline Talent: Inspire Others (As Seventh Circle Air Sailor)
Fifth Circle Talent Option: Engaging Banter (1)
Rank: 6
Spoiler:
Path Abilities
Path Talent: Sun Herald (Master Tier) (6)
Optional Talent 1: Sun Simulacra (6)
Optional Talent 2: Mystic Aim (6)
Optional Talent 3: Tactics (5)
Optional Talent 4: True Sight (5)
Optional Talent 5: Sun Stroke (6)
Optional Talent 6: Battle Bellow (6)
- Rank 2: +1 PD
- Rank 4: +1 SD
- Rank 6: +2 PD
Path Talent: Sun Herald (Master Tier) (6)
Optional Talent 1: Sun Simulacra (6)
Optional Talent 2: Mystic Aim (6)
Optional Talent 3: Tactics (5)
Optional Talent 4: True Sight (5)
Optional Talent 5: Sun Stroke (6)
Optional Talent 6: Battle Bellow (6)
Talent Knacks
Spoiler:
Aggressive Maneuver - Maneuver 5
Air Legs - Air Sailing 3
Cast Net - Second Weapon 5
Emblazon Target - Impressive Display 5
Illuminate Target - Mystic Aim Rank 6
Leader in Light - Sun Herald Rank 2
Librarian - Research 5
Make Concession - Resist Taunt 6
Mapmaking - Navigation Rank 2
Returning - Throwing Weapons Rank 4
Roll With the Punches - Avoid Blow 6
Sun Herald - Thread Weaving 5
Swing Attack - Melee Weapons 6
Swinging Move - Climbing Rank 3
Air Legs - Air Sailing 3
Cast Net - Second Weapon 5
Emblazon Target - Impressive Display 5
Illuminate Target - Mystic Aim Rank 6
Leader in Light - Sun Herald Rank 2
Librarian - Research 5
Make Concession - Resist Taunt 6
Mapmaking - Navigation Rank 2
Returning - Throwing Weapons Rank 4
Roll With the Punches - Avoid Blow 6
Sun Herald - Thread Weaving 5
Swing Attack - Melee Weapons 6
Swinging Move - Climbing Rank 3
None
Skills
Spoiler:
Artisan Skill: Craft Weapon (1)
Knowledge Skill: Trade Routes (1)
Knowledge Skill: Creature Lore (1)
Read/Write Language: (2) (Throal, Theran)
Speak Language: (3) (Throal, Elven, Theran)
General Skill: Danger Sense (3)
General Skill: Disarm Trap (1)
General Skill: Resist Pain (1)
General Skill: Swimming (1)
General Skill: Wilderness Survival (1)
Knowledge Skill: Trade Routes (1)
Knowledge Skill: Creature Lore (1)
Read/Write Language: (2) (Throal, Theran)
Speak Language: (3) (Throal, Elven, Theran)
General Skill: Danger Sense (3)
General Skill: Disarm Trap (1)
General Skill: Resist Pain (1)
General Skill: Swimming (1)
General Skill: Wilderness Survival (1)
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (Smithing tools)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Broadsword
1 Dagger
7 Throwing Dagger
1 Flight Dagger
Hardened Leather Armor
Crystal Buckler
Footman's Shield
Navigation Charts
Paper
Quill Pen
Map Case
Small Light Quartz
Booster Potion x4
Kelia's Antidote x1
Kelix's Poultice x2
Salve of Closure x2
Physician Kit Charges x4
Last Chance Salve x1
Common Bone Charm (1 BMD, +1 Recovery Tests)
Horror Fend Charm (3 BMD, 1 Strain/rnd = +3 PD & MD vs Horrorspawn)
Artisan Tools (Smithing tools)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Broadsword
1 Dagger
7 Throwing Dagger
1 Flight Dagger
Hardened Leather Armor
Crystal Buckler
Footman's Shield
Navigation Charts
Paper
Quill Pen
Map Case
Small Light Quartz
Booster Potion x4
Kelia's Antidote x1
Kelix's Poultice x2
Salve of Closure x2
Physician Kit Charges x4
Last Chance Salve x1
Common Bone Charm (1 BMD, +1 Recovery Tests)
Horror Fend Charm (3 BMD, 1 Strain/rnd = +3 PD & MD vs Horrorspawn)
Gale Cutter
Broadsword (Forged +13) Range 2-10/11-20
Thread Rank: 8
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden (28 TIP)
A lithe, silvery blade that sparkles with its abundance of True air. The transition from blade to the hilt is almost seamless with only a hint of a guard to keep the wielder’s hand in place and properly seated in a scabbard. This broadsword style was once popular with elves from the Western Kingdoms before the Scourge and demanded a style of grace rather than power.
The sword has the statistics of a broadsword without a thread attached.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the sword’s Name.
Effect: The owner gains +1 to their Initiative test when wielding the sword.
Thread Rank Two
Effect: The owner can use the sword as a throwing weapon [short: 2-10 yards, long: 11-20 yards].
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn of the fighting style used with this sword design.
Effect: The owner may use the Gale Cutter ability as a Simple Action. For 1 Strain, the blade becomes translucent but for the sparkles of True Air and leaves cavitations in its wake. This gives the owner +2 to their Attack tests with the sword against opponents with lower Initiative. Gale Cutter lasts until the end of the round.
Thread Rank Four
Effect: The owner gains +2 to their Initiative test when wielding the sword.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn where the True air for the sword was harvested.
Effect: The Gale Cutter ability now also gives +2 to Damage tests with the sword against opponents with lower Initiative.
Thread Rank Six
Effect: The owner gains +3 to their Initiative test when wielding the sword.
Thread Rank Seven - Item History and Researched
Key Knowledge: The owner must learn who last wielded this sword.
Effect: The Gale Cutter ability now gives +3 to Attack and Damage tests with the sword against opponents with lower Initiative. The range it can be thrown also increases [short: 2-20 yards, long: 21-40 yards].
Thread Rank Eight
Effect: The owner may use the Howling Gale special maneuvers, as motes of True Air that accompany the translucent blade swirl into a powerful gust of wind.
Howling Gale [Melee] (Wielder, Melee Weapons): The wielder may spend two extra successes on a Melee Weapons attack to force the target to make a Knockdown test against the Attack test result.
Howling Gale [Thrown] (Wielder, Thrown Weapons): The wielder may spend an extra success on a Thrown Weapons attack to give the target the Harried condition until the end of the round.
Mystic Defense: 14
Legend Point Cost: Warden (28 TIP)
A lithe, silvery blade that sparkles with its abundance of True air. The transition from blade to the hilt is almost seamless with only a hint of a guard to keep the wielder’s hand in place and properly seated in a scabbard. This broadsword style was once popular with elves from the Western Kingdoms before the Scourge and demanded a style of grace rather than power.
The sword has the statistics of a broadsword without a thread attached.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the sword’s Name.
Effect: The owner gains +1 to their Initiative test when wielding the sword.
Thread Rank Two
Effect: The owner can use the sword as a throwing weapon [short: 2-10 yards, long: 11-20 yards].
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn of the fighting style used with this sword design.
Effect: The owner may use the Gale Cutter ability as a Simple Action. For 1 Strain, the blade becomes translucent but for the sparkles of True Air and leaves cavitations in its wake. This gives the owner +2 to their Attack tests with the sword against opponents with lower Initiative. Gale Cutter lasts until the end of the round.
Thread Rank Four
Effect: The owner gains +2 to their Initiative test when wielding the sword.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn where the True air for the sword was harvested.
Effect: The Gale Cutter ability now also gives +2 to Damage tests with the sword against opponents with lower Initiative.
Thread Rank Six
Effect: The owner gains +3 to their Initiative test when wielding the sword.
Thread Rank Seven - Item History and Researched
Key Knowledge: The owner must learn who last wielded this sword.
Effect: The Gale Cutter ability now gives +3 to Attack and Damage tests with the sword against opponents with lower Initiative. The range it can be thrown also increases [short: 2-20 yards, long: 21-40 yards].
Thread Rank Eight
Effect: The owner may use the Howling Gale special maneuvers, as motes of True Air that accompany the translucent blade swirl into a powerful gust of wind.
Howling Gale [Melee] (Wielder, Melee Weapons): The wielder may spend two extra successes on a Melee Weapons attack to force the target to make a Knockdown test against the Attack test result.
Howling Gale [Thrown] (Wielder, Thrown Weapons): The wielder may spend an extra success on a Thrown Weapons attack to give the target the Harried condition until the end of the round.
Espagra-scale Cloak (Base: 3 PA, 1 MA, 0 Init)(Forge Armor +13 PA)
Thread Rank: 6
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden (28 TIP)
This particular cut of cloak has not been popular for hundreds of years and was last seen in the Western Kingdoms. Cloaks of this style were especially popular and identified practitioners of a particular fighting style that emphasized grace rather than power. It falls to the wearer’s mid-shin and has comfortably loose sleeves, notably lacking a hood entirely. The espagra hide used is a brilliant white with delicate blue and gray shading. The length sparkles with True air and flows in an ever-present breeze. Deep blue cuffs embroidered with orichalcum thread complete the once highly fashionable look.
The cloak resizes to fit the wearer when a thread is attached.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.
Thread Rank Two
Effect: The wearer gains +1 to their Initiative test.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn of the fighting style associated with this cloak design.
Effect: The wearer gains the Storm Dancer ability. As a Free action for 1 Strain, storm clouds roll across the cloak and lightning crackles from them, wreathing the wearer’s arms. The owner gains a separate Step 4/D6 Lightning Die with their next Damage test against an opponent with lower Initiative.
Thread Rank Four
Effect: The wearer gains +2 to their Initiative test.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn the variety of espagra the cloak was made from and where it lives.
Effect: The owner may store Karma Points up to the thread rank in the armor. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.
Thread Rank Six
Effect: When Storm Dancer is active, the wearer can spend a Karma Point on any Action test against an opponent with a lower Initiative. This can be used once per round.
Thread Rank Seven - Item History and Researched
Deed: The wearer must gain a means to affect another's fate (I.e. spend Karma on the action of an ally)
Effect: When spending a Karma from the cloak on an allies action, increase the Karma step by + 1
Thread Rank Eight
Effect: The armor is now Physical Armor 5 Mystic Armor 2.
Mystic Defense: 14
Legend Point Cost: Warden (28 TIP)
This particular cut of cloak has not been popular for hundreds of years and was last seen in the Western Kingdoms. Cloaks of this style were especially popular and identified practitioners of a particular fighting style that emphasized grace rather than power. It falls to the wearer’s mid-shin and has comfortably loose sleeves, notably lacking a hood entirely. The espagra hide used is a brilliant white with delicate blue and gray shading. The length sparkles with True air and flows in an ever-present breeze. Deep blue cuffs embroidered with orichalcum thread complete the once highly fashionable look.
The cloak resizes to fit the wearer when a thread is attached.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.
Thread Rank Two
Effect: The wearer gains +1 to their Initiative test.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn of the fighting style associated with this cloak design.
Effect: The wearer gains the Storm Dancer ability. As a Free action for 1 Strain, storm clouds roll across the cloak and lightning crackles from them, wreathing the wearer’s arms. The owner gains a separate Step 4/D6 Lightning Die with their next Damage test against an opponent with lower Initiative.
Thread Rank Four
Effect: The wearer gains +2 to their Initiative test.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn the variety of espagra the cloak was made from and where it lives.
Effect: The owner may store Karma Points up to the thread rank in the armor. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.
Thread Rank Six
Effect: When Storm Dancer is active, the wearer can spend a Karma Point on any Action test against an opponent with a lower Initiative. This can be used once per round.
Thread Rank Seven - Item History and Researched
Deed: The wearer must gain a means to affect another's fate (I.e. spend Karma on the action of an ally)
Effect: When spending a Karma from the cloak on an allies action, increase the Karma step by + 1
Thread Rank Eight
Effect: The armor is now Physical Armor 5 Mystic Armor 2.
Boots
Thread Rank: 3
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman (12 TIP)
These boots are made from dark leather and are covered in metal plates. Wearing the boots they feel flexible and thin like a second skin, until one starts to dig their heels in..
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the item’s Name.
Effect: The wearer gains +1 rank to Wound Balance.
Thread Rank Two
Effect: The wearer gains +1 rank to Steel Thought.
Thread Rank Three - Item History and Researched
Key Knowledge: The Owner must find out who made the boots and for whom.
Effect: The wearer gains +1 rank to Resist Taunt.
Thread Rank Four
Effect: The wearer gains the Digging the Heels In ability. For 1 Strain as a Free action after making a Knockdown Test the wearer gains +1 rank to Steel Thought, Resist Taunt, and +1 to WIL-based Resistance Tests until the end of the next round. This is not cumulative with itself.
Thread Rank Five - Item History
Key Knowledge: The Owner must find out who is the most stubborn, the creator, the first owner, or the animal that gave its hide.
Effect: The wearer gains +2 ranks to Wound Balance.
Thread Rank Six
Effect: The Digging the Heels In ability now gives +2 ranks to Steel Thought, Resist Taunt, and +2 to WIL-based Resistance Tests until the end of the next round.
Mystic Defense: 12
Legend Point Cost: Journeyman (12 TIP)
These boots are made from dark leather and are covered in metal plates. Wearing the boots they feel flexible and thin like a second skin, until one starts to dig their heels in..
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the item’s Name.
Effect: The wearer gains +1 rank to Wound Balance.
Thread Rank Two
Effect: The wearer gains +1 rank to Steel Thought.
Thread Rank Three - Item History and Researched
Key Knowledge: The Owner must find out who made the boots and for whom.
Effect: The wearer gains +1 rank to Resist Taunt.
Thread Rank Four
Effect: The wearer gains the Digging the Heels In ability. For 1 Strain as a Free action after making a Knockdown Test the wearer gains +1 rank to Steel Thought, Resist Taunt, and +1 to WIL-based Resistance Tests until the end of the next round. This is not cumulative with itself.
Thread Rank Five - Item History
Key Knowledge: The Owner must find out who is the most stubborn, the creator, the first owner, or the animal that gave its hide.
Effect: The wearer gains +2 ranks to Wound Balance.
Thread Rank Six
Effect: The Digging the Heels In ability now gives +2 ranks to Steel Thought, Resist Taunt, and +2 to WIL-based Resistance Tests until the end of the next round.
Bracers
Thread Rank: 6
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
These finely crafted steel bracers are slim and form perfectly to the owner’s forearms. An elaborate and stylized storm scene is engraved into them and inlaid with gold, while slender runes adorn each end. When a thread is attached, the storm scene seems to slowly move across the surface of the bracers, growing in intensity to match the wearer’s mood.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the bracers’ Name.
Effect: The wearer gains +1 to Physical Armor.
Thread Rank Two
Effect: The wearer gains +1 rank to Distract.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must decipher the runes.
Effect: The wearer gains the Auric Thunder ability. As a Free action before Initiative is determined for 1 Strain, the bracers rumble with thunder and lightning crackles around them until the end of the round. The wearer gains +2 to their Initiative test.
Thread Rank Four
Effect: The wearer gains +2 to Physical Armor.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn who created the bracers.
Effect: When the wearer uses Auric Thunder, the thunder grows louder and the lighting courses up their arms. While Auric Thunder is active, the wearer gains +2 to a Distract test against an opponent with lower Initiative.
Thread Rank Six
Effect: The wearer gains +2 to their Toughness Value.
Mystic Defense: 12
Legend Point Cost: Journeyman
These finely crafted steel bracers are slim and form perfectly to the owner’s forearms. An elaborate and stylized storm scene is engraved into them and inlaid with gold, while slender runes adorn each end. When a thread is attached, the storm scene seems to slowly move across the surface of the bracers, growing in intensity to match the wearer’s mood.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the bracers’ Name.
Effect: The wearer gains +1 to Physical Armor.
Thread Rank Two
Effect: The wearer gains +1 rank to Distract.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must decipher the runes.
Effect: The wearer gains the Auric Thunder ability. As a Free action before Initiative is determined for 1 Strain, the bracers rumble with thunder and lightning crackles around them until the end of the round. The wearer gains +2 to their Initiative test.
Thread Rank Four
Effect: The wearer gains +2 to Physical Armor.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn who created the bracers.
Effect: When the wearer uses Auric Thunder, the thunder grows louder and the lighting courses up their arms. While Auric Thunder is active, the wearer gains +2 to a Distract test against an opponent with lower Initiative.
Thread Rank Six
Effect: The wearer gains +2 to their Toughness Value.
Tricorn hat
Thread Rank: 6
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
A tricorn hat made from the softest espagra hide imaginable. The brilliant white scales are shaded with delicate blue and gray, and sparkle with True air woven into them. An iridescent, dark blue feather, dark blue piping along the edges of the hat, and embroidery with orichalcum thread complete the look. This style was once fashionable before the Scourge and is certainly still eye-catching.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the hat’s Name.
Effect: The wearer gains +1 rank to Distract.
Thread Rank Two
Effect: The wearer gains +1 rank to Air Dance.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn when and where the hat was once fashionable.
Effect: The wearer gains the Tempest Guide ability. As a Free action for 1 Strain, a storm begins to brew around the wearer if they are using Air Dance. Each footstep is a crack of lightning and between them the roll of thunder. The wearer gains +3 to their Initiative and this effect lasts until the end of the round.
Thread Rank Four
Effect: While the wearer is using Tempest Guide, lightning strikes when they attack, drawing the target’s attention. The wearer gains the effects of an additional success on their Distract test if they attacked the target this round and the target has a lower Initiative result.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn why time only flows in one direction.
Effect: While the wearer is using Tempest Guide, ominous thunder fills the area, building to a crescendo. They gain the following special maneuver:
Tempest Guide (Wearer, Initiative): After the wearer successfully uses Distract on a target, they may compare their Initiative to the target’s and can spend additional successes to give an ally +1 per success to their next close combat Attack test against the target.
Thread Rank Six
Effect: The wearer gains +2 to their Charisma Value.
Mystic Defense: 12
Legend Point Cost: Journeyman
A tricorn hat made from the softest espagra hide imaginable. The brilliant white scales are shaded with delicate blue and gray, and sparkle with True air woven into them. An iridescent, dark blue feather, dark blue piping along the edges of the hat, and embroidery with orichalcum thread complete the look. This style was once fashionable before the Scourge and is certainly still eye-catching.
Thread Rank One - Item History and Researched
Key Knowledge: The owner must learn the hat’s Name.
Effect: The wearer gains +1 rank to Distract.
Thread Rank Two
Effect: The wearer gains +1 rank to Air Dance.
Thread Rank Three - Item History and Researched
Key Knowledge: The owner must learn when and where the hat was once fashionable.
Effect: The wearer gains the Tempest Guide ability. As a Free action for 1 Strain, a storm begins to brew around the wearer if they are using Air Dance. Each footstep is a crack of lightning and between them the roll of thunder. The wearer gains +3 to their Initiative and this effect lasts until the end of the round.
Thread Rank Four
Effect: While the wearer is using Tempest Guide, lightning strikes when they attack, drawing the target’s attention. The wearer gains the effects of an additional success on their Distract test if they attacked the target this round and the target has a lower Initiative result.
Thread Rank Five - Item History and Researched
Key Knowledge: The owner must learn why time only flows in one direction.
Effect: While the wearer is using Tempest Guide, ominous thunder fills the area, building to a crescendo. They gain the following special maneuver:
Tempest Guide (Wearer, Initiative): After the wearer successfully uses Distract on a target, they may compare their Initiative to the target’s and can spend additional successes to give an ally +1 per success to their next close combat Attack test against the target.
Thread Rank Six
Effect: The wearer gains +2 to their Charisma Value.
Brief Backstory: