Roll20 Name: Dwayne M.
Discord ID: #8987 (ottdmk)
Character Name: Dubhan Goronich
Race: Dwarf
Discipline: Wizard (Circle 13)
- +4 MD
- Spend Karma on tests to recall information (including Knowledge checks.)
- +3 SD
- Book Mage (1 Strain, +5 to Reattune on the Fly if looking at the Spell in his Grimoire)
- For 1 Karma change the Range of a Spell from Self to Touch
- +2 MA
- Matrix Split (EDC pg 42)
- Spend Karma on Recovery Tests
- +1 Initiative Step
- Spend a Karma to weave an additional Extra Thread (maximum 4)
- +1 PD
- Mystic Triangle
Lifetime Legend Total: 2,802,070
Unspent Legend: 30,070
Current Thread Item Points: 56
Total Thread Item Points: 208
Current Silver: 6,086.5
Total Silver: 74,016
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
This bizarre contraption is only something a dwarf or a Wizard could possibly think was a good idea. A collection of various lenses is set in front of each eye and part of a brass mechanism is attached to a leather strap to firmly attach the whole affair to the victim’s head. Without a thread attached, the best that can be said is it is much sturdier than it appears.
With a thread attached, it is another story. When worn while using Astral Sight, the lenses automatically move in and out of place, adjusting distance, rotating, flipping, moving forward and back, all assisting the wearer’s astral perception. Astrally sensed entities and objects have a ghostly green outline.
Thread Rank One
Key Knowledge: The owner must learn the lenses’ Name. Effect: The lenses contain a Standard Matrix with rank equal to the Thread Rank.
Thread Rank Two
Effect: The wearer gains +1 rank to Astral Sight.
Thread Rank Three
Key Knowledge: The owner must learn who created the lenses. Effect: The wearer gains +1 to Mystic Armor.
Thread Rank Four
Effect: The owner gains +2 ranks to Astral Sight.
Thread Rank Five
Key Knowledge: The owner must learn the nature of the glyph on the lenses. Effect: The wearer gains the Astrally Filtered Spectral Lenses ability. As a Simple action for 2 Strain, the lenses glow ghostly green and side shields fold out to prevent unfiltered astral energy reaching the wearer’s eyes. As they slide in and out and focus, they begin filtering out the background noise from astral corruption, improving the wearer’s detection limit. The wearer reduces the Difficulty Modifier to astral sensing from corruption by one region type (e.g., Corrupt to Tainted) until the end of the next round.
Thread Rank Six
Effect: When the wearer uses Astrally Filtered Spectral Lenses, the lenses provide the wearer additional information regarding the patterns of those astrally sensed. Red lines highlight weaknesses and possible vectors to assist in constructing patterns to better affect them. As a Free action for 1 Strain, the wearer gains a +2 to a test against a target’s Mystic Defense; the wearer must have astrally sensed the target. If the test uses the spell stored in the goggles’ spell matrix, it does not cost Strain.
Thread Rank Seven
Key Knowledge: The owner must learn how many iterations it took to get the mechanism to change the lenses to work correctly. Effect: The Standard Matrix is now an Enhanced Matrix.
Thread Rank Eight
Effect: When the wearer uses Astrally Filtered Spectral Lenses, the Difficulty Modifier to astral sensing from corruption is reduced by two region types (e.g., Corrupt to Open) and the benefit to a test against a target’s Mystic Defense is +4.
Belt of Clan Goronich: (Current thread rank: 8)
Spoiler:
Maximum Threads: 1 Mystic Defense: 14 Legend Point Cost: Warden
This finely crafted wide leather strap manages to be both thick and supple. So wide it’s nearly a girdle. The dark stain contrasts with the brilliant oversized brass buckle. Two glyphs adorn the buckle, carved into the surface in severe angles. Once a thread is woven, the wearer appears much larger than they are at first glance. Though any scrutiny reveals the truth and it’s merely a passing impression.
Thread Rank One
Key Knowledge: The owner must learn the belt’s Name. Effect: The belt contains a Standard Matrix with rank equal to the Thread Rank.
Thread Rank Two
Effect: The wearer gains +1 rank to Iron Constitution.
Thread Rank Three
Key Knowledge: The owner must learn who enchanted the belt. Effect: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.
Thread Rank Four
Effect: The wearer gains +2 ranks to Iron Constitution.
Thread Rank Five
Key Knowledge: The owner must learn what legendary figure served as the inspiration for the belt. Effect: The wearer gains +2 to their Toughness Value.
Thread Rank Six
Effect: The wearer gains +1 Recovery Test per day.
Thread Rank Seven
Key Knowledge: The owner must learn the location of the Clan Goronich ancestral hall. Deed: The owner must take the belt to the Clan Goronich ancestral hall and throw a proper party. Effect: The wearer gains +3 Circles to a Discipline of their choice for the purpose of determining Durability.
Thread Rank Eight
Effect: The Standard Matrix is now an Enhanced Matrix.
Quicksilver (Thread Item Boots): Current Thread Rank: 8
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
These soft leather boots are comfortable and largely non-descript outside of the glyph imprinted into the leather on each boot. Once donned, they give any wearer a slight spring in their step.
Thread Rank One
Key Knowledge: The owner must learn the boots’ Name. Effect: The boots contain a Standard Matrix with rank equal to the Thread Rank.
Thread Rank Two
Effect: The wearer gains the Quicksilver ability. As a Free action for 1 Strain, the boots shine like liquid metal and the wearer moves fluidly across the battlefield. The wearer gains +2 ranks to Avoid Blow until the end of the next round.
Thread Rank Three
Key Knowledge: The wearer must learn who created the boots. Effect: The wearer gains +1 to Physical Defense.
Thread Rank Four
Effect: The bonus from Quicksilver is now +3 ranks to Avoid Blow.
Thread Rank Five
Key Knowledge: The wearer must learn about the glyph on the boots. Effect: As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.
Thread Rank Six
Effect: If the wearer has Quicksilver active, they can use the following special maneuver: Quicksilver (Wearer, Avoid Blow): Energy from movement is conserved and transferred by the boots. The wearer can spend additional successes on Avoid Blow tests to gain +1 to their next Initiative test. These bonuses are cumulative; e.g., two additional successes from one Avoid Blow test and one additional success from a second gives a total of +3 to the wearer’s next Initiative test.
Thread Rank Seven
Key Knowledge: The owner must learn what leather the boots were made from. Effect: The Standard Matrix is now an Enhanced Matrix.
Thread Rank Eight
Effect: The wearer gains +2 to Physical Defense and the bonus from Quicksilver is now +4 ranks to Avoid Blow.
Goldentone (Thread Item Chainmail): Current Thread Rank: 8, Forged 13 (+9 PA, +4 MA) +15 PA, +6 MA
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
The links of this chain mail armor are exceptionally fine, masterfully crafted, and have a warm, golden hint to them. Owners write of a warmth to the armor, how it clings to them comfortable like a second skin. This description, along with the Sperethiel inscriptions on many of the links, betray the armor’s Wyrm Wood origins. Armor like this was used by celebrated warders before the Scourge.
The armor automatically resizes to fit the owner wearing it.
Thread Rank One
Key Knowledge: The owner must learn the armor’s Name. Effect: The armor is Initiative Penalty 2
Thread Rank Two
Effect: The armor is Mystic Armor 1.
Thread Rank Three
Key Knowledge: The owner must learn the Name of the creator and the first owner. Effect: The armor gains the Goldentone ability. When the wearer is affected by a spell, they may choose to enhance the spell as it is cast, causing a golden sheen to briefly ripple across the armor and some of the inscriptions to gleam with iridescent light as they emit a tone. Together, this causes a short melody to play in a reflection of the spell. Air Armor may result in an aria, while Monstrous Mantle is fierce but playful, Astral Targeting is otherworldly, and Shadow Meld is subtle and quickly fades into the background.
The wearer may increase their benefits from that spell by +1 for the duration of the spell. If more than one benefit is provided, each gains +1. This has no effect on spells without a numerical bonus (e.g., Earth Staff or Notice Not), spells that inflict penalties, and does not improve the spell on other targets. This use can affect one spell at a time.
Thread Rank Four
Effect: The armor is Initiative Penalty 1.
Thread Rank Five
Key Knowledge: The owner must learn the significance of the armor and what the inscriptions mean (not just the translation). Effect: The Goldentone ability can also affect abilities that cause penalties to the wearer and target their Mystic or Social Defense as they are applied, though the melody played is the inversion of the power (eg., a fear-based spell sounds uplifting).
The penalty is reduced by 2. This has no effect on powers without a numerical penalty and does not reduce the power on other targets. This use can affect one ability at a time and is separate from the Rank Three effect.
Thread Rank Six
Effect: For 2 Strain as a Free action, when the wearer uses the Goldentone ability on themselves, they can now affect up to Thread Rank allies within Thread Rank ×2 yards as well. Each target affected adds depth to the melody, as though played by more instruments.
This can increase the bonus from spells cast on them, or reduce the penalties from powers that target Mystic or Social Defense. If this is used to target a spell maintained through Chain Casting, the Strain is taken as Blood Magic Damage for the duration of the spell.
Thread Rank Seven
Key Knowledge: The owner must learn where the armor was enchanted. Deed: The owner must travel to that location and use magic to create a symphony. Effect: The armor is Initiative Penalty 0 and Mystic Armor 2.
Thread Rank Eight
Effect: When the wearer uses Goldentone, they can give the melody a triumphant crescendo. All targets affected by Goldentone (Rank Six, including the owner) gain a +2 bonus to their next Action test by the end of the next round.
Shield of Aras Nehem (Thread Item Footman's Shield): Current Thread Rank: 8
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
A cursory inspection of this footman’s shield reveals it to be solidly constructed of wood with a steel boss and rim on the face, and steel grip and brace on the back. The cover and strap are both simple, but sturdy leather. There’s nothing to warrant anything more than that cursory inspection. However, sometimes a glance at the shield causes it to appear corroded and rotten, though it always appears proper on a second look.
Thread Rank One
Key Knowledge: The owner must learn the shield’s Name. Effect: The shield is Physical Defense +3. Attacks that strike the shield are strangely muffled, giving a dull thud rather than an expected clang from striking metal.
Thread Rank Two
Effect: The shield’s Initiative Penalty is 0. Subtle runes and glyphs appear along the rim. Rather than being carved into the metal, they appear like they are the result of wear and corrosion.
Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes and glyphs along the rim. Effect: The wearer gains the Shield of Aras Nehem ability. As a Simple action for 1 Strain, failed mystic effects against the wearer sputter out as though drained, rather than not happening. They gain +2 ranks to Steel Thought until the end of the next round. Bizarre, indistinct, and ghostly images are seen briefly along the rim, but never when studied.
Thread Rank Four
Effect: The shield is Physical Defense +4. Subtle runes and glyphs appear along the boss. Rather than being carved into the metal, they appear like they are the result of wear and corrosion.
Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes and glyphs around the boss. Effect: Images similar to what are briefly seen on the rim now appear on the boss, though images are more distinct. This does not help identify them, only makes them more disconcerting. If the wearer has Shield of Aras Nehem active, they can use the following special maneuver:
Shield of Aras Nehem (Wearer, Steel Thought): Mystic power is drained and some small amount returned to the wearer. The wearer can spend additional successes on Steel Thought tests to gain +1 to their next Spellcasting or Thread Weaving test by the end of next round. These bonuses are cumulative; e.g., two additional successes from one Steel Thought test and one additional success from a second gives a total of +3 to the wearer’s next Spellcasting or Thread Weaving test. The bonus must be used on the next applicable test, it cannot be saved. This special maneuver can only be used against successful Action tests.
Thread Rank Six
Effect: The shield is Physical Defense +5. It often leaves behind a residue of what looks like soot and corroded metal after use.
Thread Rank Seven
Deed: The owner must travel to where the shield was created. Effect: While the Shield of Aras Nehem ability is active, the wearer can hear unintelligible whispering of at least three distinct voices. The ability now provides +4 ranks to Steel Thought.
Thread Rank Eight
Effect: The shield is Physical Defense +6. When Shield of Aras Nehem is active, the wearer can spend an additional Karma Point on Steel Thought tests. The owner never remembers their dreams, though are still affected by them (e.g., magic which causes effects by manipulating dreams still causes the effects, but the owner doesn’t remember anything).
Tamerlan's Impressive Wand: Current Thread Rank: 6
Spoiler:
Thread Rank 1: Thread Rank Standard Matrix
Thread Rank 2: +1 Rank to Spellcasting
Thread Rank 3: PD+1
Thread Rank 4: +1 Rank to Willforce
Thread Rank 5: +2 Ranks to Spellcasting
Thread Rank 6: +2 Ranks to Willforce
Tamerlan's Confidence: Current Thread Rank: 6
Spoiler:
Thread Rank 1: Thread Rank Standard Matrix
Thread Rank 2: +1 Rank to Spellcasting
Thread Rank 3: +1 Step to Thread Weaving tests
Thread Rank 4: +2 Ranks to Spellcasting
Thread Rank 5: +2 Steps to Thread Weaving tests
Thread Rank 6: +1 Karma Step when used with Spellcasting, Thread Weaving and Effect Tests.
Gammerghast (Enhanced Matrix Object): Current Thread Rank 3
Bitterghast (Enhanced Matrix Object): Current Thread Rank 3
Alchemy Formulae: Booster Potion, Small Light Crystal, Kelix' Poultice, Kelia's Antidote
Garlen Stone
6x Kelia's Antidote
2x Kelix' Poultice
1x Last Chance Salve
12x Booster Potions
1x Healing Potions
20 pins of various shapes
550 sp worth of orichalcum
4,000 sp worth of Enchanting Supplies
Brief Backstory: Grew up in the Throal Kaer, was fortunate to have his talent recognized early so he could train. Chomped at the bit to explore the outside when the time came.
Last edited by ottdmk on Sun Jun 06, 2021 5:45 pm, edited 127 times in total.
Brief Backstory: Grew up in the Throal Kaer, was fortunate to have his talent recognized early so he could train. Chomped at the bit to explore the outside when the time came.
Are you going to write a Journal? Yes
+150 Legend Points, +140.8 Silver Pieces
Downtime:
Days 1-7: Item History 1st Rank
Days 1-7: Research Step 23 (Ranks 1,3,5): Tamerlan's Impressive Wand
Days 8-12: Circle 4 Training
Days 8-14: Item History 3rd Rank
Purchases in the Grand Bazaar:
Circle 5 Training: 800 sp
Jinx Knack Training: 5 days x 50 sp per day = 250 sp
Repair Armor (Dvarim): 2 sp
Last Chance Salve: 600 sp
Circle 5 Free Spell: Flight
Thread Item Requested: 18 TIPs
Last edited by ottdmk on Mon Jun 22, 2020 5:39 am, edited 3 times in total.
Discipline: Warrior
Circle: 6
Discipline Abilities
- +2 to PD
- May spend a Karma Point on a Recovery Test
- +1 to MD
- Battle Rites
- May spend a Karma Point on any Close Combat Damage Test
Movement: 10
Carrying Capacity: 235
Wound Threshold: 15/16 When Working with Group
Recovery tests per day: 5 (Crystal Bulwark Thread Ability)
[Discipline] Talents
First Circle Discipline Talent: Avoid Blow(6) (Step 13, d12+d10)
First Circle Discipline Talent: Melee Weapons(6/9) (Step 13, d12+d10/Step 16, d12+d8+d6)
First Circle Discipline Talent: Tiger Spring(6)
First Circle Discipline Talent: War Weaving(6) (Step 11, d10+d8)
First Circle Discipline Talent: Wood Skin(6) (Step 14, 2d12)
First Circle Talent Option: Acrobatic Defense(5/7) (Step 12, 2d10/Step 14, 2d12)
Second Circle Discipline Talent: Wound Balance(6) (Step 14, 2d12)
Second Circle Talent Option: Fireblood(4) (Step 12, 2d10)
Third Circle Discipline Talent: Air Dance(6) (Step 13, d12+d10)
Third Circle Talent Option: Danger Sense(3) (Step 10, 2d8)
Fourth Circle Discipline Talent: Waterfall Slam(6)
Fourth Circle Talent Option: Maneuver(5) (Step 12, 2d10)
Fifth Circle Discipline Talent: Earth Skin(6) (Step 14, 2d12)
Fifth Circle Talent Option: Momentum Attack(4) (Step 11, d10+d8)
Sixth Circle Discipline Talent:
Sixth Circle Talent Option: Life Check(3) (Step 11, d10+d8)
Rewards:
TIPs 5
Legend points 6,000
Silver 713
- Alternate Rewards:
- Alchemy Lab: 500 sp
- Circle 1 Spell (Bedazzling Display of Logical Analysis): 25 sp
- Circle 4 Spell (Lighten Load): 100 sp
- Actual Silver: 88 sp
Items used:
2 Uses of Physician's Kit
Are you going to write a Journal? Yes
+300 Legend Points, +178.3 Silver Pieces
Downtime:
Days 1-7: Item History on necklace Rank 1 (Dvarim)
Days 1-7: Forge Armor +5 PA
Days 8-14: Research on Tamerlan's Confidence
Days 8-14: Item History on Tamerlan's Confidence Rank 3 (Dvarim)
Are you going to write a Journal? Yes
+300 Legend Points, +178.3 Silver Pieces
Downtime:
Days 1-2: Booster Potion
Days 1-7: Item History on Chain Mail (Rank 1, William)
Days 8-14: Item History on Chain Mail (Rank 3, William)
Days 8-14: Research on Chain Mail (Ranks 1-3)
Are you going to write a Journal? Yes
+300 Legend Points, +178.3 Silver Pieces
Downtime:
Days 1-7: Item History on Goldentone Rank 5 (Dvarim)
Days 1-7: Forge Armor +3 PA Goldentone (Dvarim)
Days 8-14: Item History Rank 5 on Tamerlan's Confidence (Dvarim)
Days 8-14: Forge Armor +1 MA, +1 PA Goldentone (Dvarim)
Purchases in the Grand Bazaar:
Perception Training: 7 days * 70sp per day = 490 sp
Circle 5 Spell: 250 sp
Healing Potion to replace Karl's : 300 sp
Booster Potion ingredients: 25 sp
Purchases in the Grand Bazaar:
Circle 3 spell: 150 sp
Circle 6 spell: 300 sp
Ingredients for 3 Booster Potions: 75 sp
2 Physician's Kit refills: 50 sp
Training for Resist Pain: 10 sp
TIPs spent: 16 for new Enhanced Matrix Object (Bitterghast)
Are you going to write a Journal? Yes
- Journal Rewards +1,400 Legend, +337.5 sp
Downtime:
Days 1-14: Work on Design for Lenses (1 week to go)
Legend Spent:
Steel Thought 9->10: 8,900 LP
Avoid Blow 9->10: 14,400 LP
Range Pattern: 4->6: 2,100 + 3,400 = 5,500 LP
Circle 4 Spell: 500 LP
Purchases in the Grand Bazaar:
Circle 4 Spell (Ball of String): 200 sp
Item History on Shield (Rank 1, William): 100/2 = 50 sp
Item History on Shield (Rank 3, William): 300/2 = 150 sp
Downtime:
Days 1-7: Research Shield
Days 8-14: Forge Goldentone (+4 PA, +1 MA)
Legend Spent:
Dispel Magic 9->10: 8,900 LP
Patterncraft 9->10: 8,900 LP
Astral Sight 9->10: 8,900 LP
Tenacious Weave 7->8: 3,400 LP
Circle 1 Spell: 100 LP
Circle 5 Spell: 800 LP
Circle 6 Spell: 1,300 LP
Shield of Aras Nehem 0->6: 300+500+800+1,300+2,100+3,400 = 8,400 LP
Purchases in the Grand Bazaar:
Great Library access: 20 sp
Circle 1 Spell (Divine Aura): 50 sp
Rank 5 Forge Armor: 250 sp
Circle 5 Spell (Slow): 250 sp
Circle 6 Spell (Sleep): 300 sp
Last edited by ottdmk on Fri Nov 20, 2020 4:35 pm, edited 2 times in total.