Thorkell Gulbrandsen, Troll Weaponsmith/Warrior [ECR 12]

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verse86
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Thorkell Gulbrandsen, Troll Weaponsmith/Warrior [ECR 12]

Post by verse86 » Wed Jun 17, 2020 3:02 am

Roll20 Name: verse86
Discord ID: verse86
Character Name: Thorkell Gulbrandsen
Race: Troll

ECR: 12
Lifetime Legend Total: 2037390
Unspent Legend: 3590
Thread Item Points: 46/ 158
Silver: 12736.8

Discipline: Weaponsmith
Circle: 12
Discipline Abilities
The adept may spend a Karma Point on any test to craft or repair an item.
The adept may spend a Karma Point on Recovery tests
The adept can spend a Karma Point on Damage tests he makes with a weapon he crafted.
The adept may spend a Karma Point once per round on any test being performed by an adjacent ally.
The adept may spend a Karma Point on any test to resist the effects of a spell or Horror power
+4 Mystic Defense
+2 Physical Defense
+1 Social Defense
+2 Mystic Armor
+1 Recovery Test
Traveling Smithy: For 2 Strain, the adept uses magic to create an improvised forge, provided he has the minimum requirements necessary, such as a fire for working metal. The smithy lasts for one day, and gives a -3 penalty to any tests made that use it. Only the Weaponsmith may use the forge for tests.
Blood Bound Forge: The adept may enhance weapons or armor they have crafted. The adept must touch the item, infusing it with the power of their blood by taking 1 Blood Magic Damage. Weapons gain a +3 Damage Step bonus, while armor gains a +2 to Physical and Mystic Armor. Anyone using the item gains the benefit of the bonus. The adept can enhance a number of items up to their Thread Smithing rank, and can only enhance one item per round. The bonus lasts until the adept releases the bond (in which case the damage can be healed), or dies.


Discipline: Warrior
Circle: 8
Discipline Abilities
The adept may spend a Karma Point on Recovery tests
The adept may spend a Karma Point on any Damage test made in close combat.
+3 Physical Defense
+1 Mystic Defense
+1 Recovery Test
Battle Rites: The adept spends 30 minutes in meditation and selects a talent. During any encounter over the next 24 hours, the adept may activate Battle Rites by spending a Karma Point as a Simple action. This allows the adept to reduce the Strain cost of the selected talent by 1 once per round for the duration of the encounter. Battle Rites may be used in multiple encounters, but requires a Karma Point be spent for each encounter.

Questor: Upandal
Rank: 9
The questor can spend a Devotion Point on a test to know or learn information about an item or structure.
The questor can spend a Devotion Point on a test to design something new.
The questor can spend a Devotion Point on a test to create something physical and practical.
+2 Mystic Defense
+1 Mystic Armor
+1 Social Defense

Characteristics
Spoiler:
Dex: 16 / 7 (+3 attr inc)
Str: 13 / 6
Tou: 22 / 9 (+3 attr inc) (+2 Ring of Endurance)
Per: 16 / 7
Wil: 13 / 6
Cha: 13 / 6 (+1 attr inc)

Karma Mod: 3
Karma Step: 4
Karma Max: 36
Devotion Step: 5
Devotion Start: 36
Uncon: 120 (125-1-1-1-2) Bloodbound Forge x3, Absorb Blow
Death: 141 (146-1-1-1-2) Bloodbound Forge x3, Absorb Blow

Init: 5 with shield, 6 with no shield (7-3-1+2)
PD: 15 (9+3+2+1)
PA: 24 (8+14+2) (+4 vs fire)
MD: 15 (9+4+1+1)
MA: 14 (8+2+2+2) (+4 vs fire)
SD: 10 (8+1+1)

Movement: 14
Carrying Capacity: 140
Wound Threshold: 15
Recovery tests per day: 6 (4 + 1 + 1)

Weaponsmith Talents
Spoiler:
Novice
First Circle Discipline Talent: Forge Weapon (13+1)
First Circle Discipline Talent: Item History (4)
First Circle Discipline Talent: Melee Weapons (13)
First Circle Discipline Talent: Steel Thoughts (12+2)
First Circle Discipline Talent: Thread Smithing (12)
First Circle Talent Option: Awareness (12+1)

Second Circle Discipline Talent: Conversation (3)
Second Circle Talent Option: Disarm Trap (1)

Third Circle Discipline Talent: Suppress Curse (12)
Third Circle Talent Option: Haggle (13)

Fourth Circle Discipline Talent: Wound Balance (12)
Fourth Circle Talent Option: Fireblood (7)

Journeyman
Fifth Circle Discipline Talent: Forge Armor (13+1)
Fifth Circle Talent Option: Iron Constitution (3)

Sixth Circle Discipline Talent: Temper Flesh (13)
Sixth Circle Talent Option: Resist Taunt (12)

Seventh Circle Discipline Talent: Spot Armor Flaw (12)
Seventh Circle Talent Option: Fire Heal (1)

Eighth Circle Discipline Talent: Lion Heart (1)
Eighth Circle Talent Option: Battle Shout (9)

Warden
Ninth Circle Discipline Talent: Perfect Focus (8)
Ninth Circle Talent Option: Momentum Attack (12)

Tenth Circle Discipline Talent: Dispel Magic (12)
Tenth Circle Talent Option: Unflinching Fortitude (3)

Eleventh Circle Discipline Talent: Living Weapon (12)
Eleventh Circle Talent Option: Lion Spirit (2)

Twelfth Circle Discipline Talent: Forge Flesh (8)
Twelfth Circle Talent Option: Evidence Analysis (1)

Free Talent: Craftsman (12)

Warrior Talents
Spoiler:
Novice
First Circle Discipline Talent: Avoid Blow (9+1)
First Circle Discipline Talent: Melee Weapons (*)
First Circle Discipline Talent: Tiger Spring (8)
First Circle Discipline Talent: War Weaving (1)
First Circle Discipline Talent: Wood Skin (9)
First Circle Talent Option: Anticipate Blow (8)

Second Circle Discipline Talent: Wound Balance (*)
Second Circle Talent Option: Maneuver (8)

Third Circle Discipline Talent: Air Dance (9)
Third Circle Talent Option: Missile Weapons (1)

Fourth Circle Discipline Talent: Waterfall Slam (7)
Fourth Circle Talent Option: Danger Sense (1)

Journeyman
Fifth Circle Discipline Talent: Earth Skin (0)
Fifth Circle Talent Option: Second Weapon (8)

Sixth Circle Discipline Talent: Temper Flesh (*)
Sixth Circle Talent Option: Disarm (1)

Seventh Circle Discipline Talent: Crushing Blow (9)
Seventh Circle Talent Option: (0)

Eighth Circle Discipline Talent: Second Attack (9)
Eighth Circle Talent Option: (0)

Questor Devotions
Spoiler:
Follower
Devotion 1: Research (6)
Devotion 2: Artisan (Rune Carving) (3)
Devotion 3: Project Management (0)
Devotion 4: Upandal's Armory (0)
Adherent
Exemplar
Devotion 9: Silence Influence (0)

Talent Knacks
Spoiler:
Handle Elements (Thread Smithing Knack)
Design Enchanting Pattern (Thread Smithing Knack)
Craft True Pattern (Thread Smithing Knack)
Efficient Weapon Forging (Forge Weapon Knack)
Rapid Weapon Forging (Forge Weapon Knack)
Rapid Armor Forging (Forge Armor Knack)
Take The Hit (Anticipate Blow Knack)
Temper Spirit (Temper Flesh Knack)
Skills
Spoiler:
Knowledge Skill: Ancient Weapons (2)
Knowledge Skill: Legends and Heroes (1)
Knowledge Skill: Architecture (3)
Knowledge Skill: Horror Lore (1)

Read/Write Language: (2) (Troll, Dwarf)
Speak Language: (3) (Dwarf, Obsidiman, Troll)

General Skill: Air Sailing (2)
General Skill: Resist Pain (1)

Equipment:
Spoiler:
Enchanting Pattern: Crystalline Depths
Enchanting Pattern: Urðr
Enchanting Pattern: Skuld
Enchanting Pattern: Ring of Endurance

2 Gorgon eyes (2000 sp of Orichalcum)
10 Kernels of True Fire
8 Kernels of True Earth
8 Kernels of True Wood

Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Carving Tool
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Monoculeye
Trail Rations (3 week)

1x Last Chance Salve
1x Absorb Blow Charm
1x Thick Skin Blood Charm

The Spirit of Adventure
Forge Lenses
Inhibitor
Verktoy
Ring of Endurance

Crystalline Depths +14 (14/0)
Hide Armor
Footman's Shield
Skuld +14
Urðr +14
Scythan Axe +14
Troll Sling +14
Dagger +14

Timers
Spoiler:
Crystalline Depths (21-09-17)
Troll Sword Forging (21-09-02)
Scythan Axe Forging (21-09-02)
Troll Sling Forging (21-09-02)
Dagger Forging (21-09-02)

Threads Tied:
Thread Items:
Spoiler:

Crystalline Depths
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This crystal plate armor dark blue espagra scale as the inner liner, creating an effect similar to looking into deep water. Runes are inlaid with orichalcum are carved across the armor and it is infused with True water. This not only reduces the grating noise to a tolerable level, but allows the wearer considerable grace when moving..

The armor automatically resizes to fit the wearer once a thread is attached.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Initiative Penalty 4.

Thread Rank Two
Effect
: The armor is Physical Armor 8.

Thread Rank Three
Key Knowledge
: The owner must learn who crafted the armor.
Effect: The armor is Initiative Penalty 3.

Thread Rank Four
Effect
: The armor is Mystic Armor 8.

Thread Rank Five
Key Knowledge:
Effect
: The wearer gains the Crystalline Depths ability. As a Free action for 1 Strain, veins of deep blue appear throughout the armor as the True water infusing it leaks to the surface, lubricating it. The wearer gains +3 to their next test to break free from an entangling or grappling effect until the end of the round.

Thread Rank Six
Effect
: The True water from Crystalline Depths also provides increased flexibility to the armor and wearer, giving +2 to Jump Up tests when the ability is used.
The Spirit of Adventure
Test Knowledge: 4/4
Research Knowledge: 4/4
Rank 8/8
Spoiler:
Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This high-necked cape is made from a fine sapphire blue cloth of elf make that feels like satin and shines brilliantly in the light. The edges are trimmed in ornate gold embroidery, revealing elven runes along the length. It’s held together by a delicate golden chain with an oak leaf clasp, though once a thread is attached this is purely decorative as the cape always rests comfortably on the wearer’s shoulders regardless of the conditions. Attempting to restrain or any other resistance is futile.

Thread Rank One
Key Knowledge:
The owner must learn the cape’s Name.
Effect: The wearer gains a +1 bonus to Initiative tests. At times the cape billows behind them dramatically. Sometimes it’s at an appropriate moment, others it’s when they’re sitting in the common room of an inn. A very careful observer notes it looks a little like something is holding onto the cape and flapping it to make it look like it’s billowing in a non-existent wind. There’s a non-zero chance those are grip marks at the end of the cape..

Thread Rank Two
Effect:
The wearer gains +1 to their Social Defense. The cape spends noticeably more time billowing now, especially in social situations. From giving a grand speech to a clandestine meeting in the shadows: billowing.

Thread Rank Three
Key Knowledge:
The owner must learn the bound spirit’s Name.
Effect: The wearer gains a +2 bonus to Initiative tests. The wearer may think now they know an air elemental is bound to the cloak, they have some ability to mitigate the billowing. They would be wrong. So very wrong. If anything, attempts to get it to stop only make it worse. Or better. Depends where you are on the billowing issue. Watching a play? Definitely not popular. Watching an adult get into an argument with a rebellious piece of fabric? Perhaps the height of comedy.

Thread Rank Four
Effect:
The wearer gains +1 to their Mystic Defense. At least the billowing is quite impressive and the cape seems to get almost impossibly long when it billows.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The owner can use the runes to keep the bound elemental in line or make peace with them. This decision must be made when this thread is woven and cannot be changed. If the owner uses the runes, they have complete control over the billowing and it looks natural, gaining a +3 bonus to Initiative tests. If they make peace with the bound elemental, they suffer at its whims, but it may listen to requests. It also actively attempts to help; as a Free action the wearer can spend 1 Strain to gain a +3 bonus to an Avoid Blow test.

Thread Rank Six
Effect:
If the owner used the runes to control the elemental, they gain +1 to the Physical Defense. If they made peace with the elemental, the spirit allows the owner to store Karma in the cloak, up to the thread rank. 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 Seven
Deed
Must travel to where the cloak was crafted and add your own rune representing your relationship to the spirit.
Effect: If the owner used the runes to control the elemental, they gain +3 to their Physical Defense. If the owner made peace with the elemental, they may spend 1 strain as a Simple Action to add +3 to the Physical Defense of an ally with a lower initiative, as the cloak billows in front of the ally obscuring them from the enemies.

Thread Rank Eight
Effect:
The wearer gains the Wind Beneath your Wings special maneuver
Wind Beneath your Wings (Adept, Initiative): Prior to rolling Initiative, the wearer may nominate an ally. After initiative is rolled, compare the wearer’s initiative value to that of the chosen ally. For each extra success, the wearer may spend 1 strain to increase the chosen allies initiative value by 2

Ring of Endurance
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This gold ring has a band of swirled brown and blue tones. At times, the bands of blue seem to coil through and around the gold of the ring.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer gains +1 Circle to a Discipline of their choice for the purposes of determining Durability.

Thread Rank Two
Effect:
The wearer gains +1 rank to Fireblood

Thread Rank Three
Key Knowledge:
The name of the person who created the item.
Effect: As a simple action for 1 Strain the wearer gains +2 Physical Armor until the end of the next round.

Thread Rank Four
Effect:
The owner can use the Resilient Fate ability as a Free action. After the wearer is hit by an attack, but before damage is determined, they may spend a Karma point to add their Karma Die to either Physical or Mystic Armor. When the owner uses this ability, a swirl of magical energy appears where the attack will hit immediately before the impact and strengthens the area before dissipating. This ability can be used a number of times per round equal to the thread rank.

Thread Rank Five
Key Knowledge:
Where the item was created.
Effect: The wearer gains +2 to their Toughness value.

Thread Rank Six
Effect:
The wearer gains +1 Recovery Test
Forge Lenses
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

These living crystal lenses are connected by a thin orichalcum wire that wraps around the wearer’s ears. The edge of each lens is smoky gray and etched in tidy runes.

Thread Rank One
Key Knowledge:
The owner must learn the lenses’ Name.
Effect: The wearer gains +1 rank to Awareness.

Thread Rank Two
Effect:
The wearer gains +1 rank to Forge Weapon

Thread Rank Three
Key Knowledge:
The wearer must learn where the living crystal was harvested.
Effect: The lenses allow the wearer to focus on and see the microcrystalline structures in the metal they are working. They get +1 to tests involving inspecting, crafting, and repairing metal items. This includes Forge Weapon and Forge Armor for metal weapons and armor, but does not include any kind of mystical inspection, such as Astral Sight, Item History, or Thread Sight.

Thread Rank Four
Effect:
The wearer gains +1 rank to Forge Armor.

Thread Rank Five
Key Knowledge
: The owner must learn the meaning of the runes.
Effect: The wearer gains +2 to tests involving inspecting, crafting, and repairing metal items.

Thread Rank Six
Effect:
The lenses polarize when exposed to bright lights. As a Free action the wearer may reduce the blindness penalty caused by bright light by 2. For example, the Partial Blindness penalty inflicted by Fireball is reduced to 0.

Skuld
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This finely crafted troll sword is largely utilitarian in appearance, though perfectly balanced due to the True air infused in the blade. The sole adornment is the orichalcum lining the runnel.

Thread Rank One
Key Knowledge:
The owner must learn the sword’s Name.
Effect: The wielder gains +1 to Attack tests with the sword.

Thread Rank Two
Effect:
The sword is Damage Step 7.

Thread Rank Three
Key Knowledge:
The owner must learn who crafted the sword.
Effect: The wielder gains +2 to Attack tests with the sword.

Thread Rank Four
Effect:
The sword is Damage Step 8.

Thread Rank Five
Key Knowledge:
The owner must learn where the sword was crafted.
Effect: The wielder gains the Winds of Fate ability. As a Free action for 1 Strain, the orichalcum runnel fills with swirling energy and possibilities. The wielder gains +3 to their next Attack test with the sword.

Thread Rank Six
Effect:
When the wielder is using Winds of Fate to attack an opponent with lower Initiative, they may spend an additional Karma Point on the Attack test.

Urðr
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This finely crafted troll sword has an oddly shaped crossguard that sweeps up and runs parallel with the blade’s ricasso. A skilled wielder can use this unusual feature in such a large weapon to trap weapons and leverage that size to damage them. Its defensive design makes it better-suited as an off-hand weapon, while the True elements infused in the blade enhance the wielder’s ability to wield it.

Thread Rank One
Key Knowledge
: The owner must learn the sword’s Name.
Effect: The wielder gains +1 rank to Second Weapon.

Thread Rank Two
Effect
: The sword is Damage Step 7.

Thread Rank Three
Key Knowledge
: The owner must learn who crafted the sword.
Effect: The wielder gains +2 ranks to Second Weapon.

Thread Rank Four
Effect
: The wielder gains +1 rank to Avoid Blow.

Thread Rank Five
Key Knowledge
: The owner must learn where the sword was crafted.
Effect: The wielder gains the Fires of Fate ability. As a Simple action for 1 Strain, the sword’s fuller glows bright red and flames engulf it until the end of the next round. The wielder gains a +2 bonus to Damage tests with the sword and adds the Fire keyword.

Thread Rank Six
Effect
: While the wielder is using Fires of Fate, they can use the Grip of Fate special maneuver.
Grip of Fate (Wielder, Avoid Blow): For 1 Strain per success, the wielder can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.

Inhibitor
Test Knowledge: 4/4
Research Knowledge: 3/4
Rank 8/8
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

Description
A heavy set of leather gloves with intertwined filagree of gold and silver around the cuff and along the back of the hand, a symbol of Upandal can be found on the inside cuff of each glove.

Upon tying a thread the gloves adapt to fit the size of the wearer. The gold and silver are notably shinier, except where they intersect, which seems to be a dull neutral tone.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name. (Inhibitor)
Effect: +2 PA/MA vs fire

Thread Rank Two
Effect:
+1 Steel Thought

Thread Rank Three
Key Knowledge:
The owner must learn wear the gloves we made (Shores of the Death Sea)
Effect: +4 PA/MA vs Fire

Thread Rank Four
Effect:
+2 Steel Thought

Thread Rank Five
Key Knowledge:
The owner must learn the name of the tools they were meant to hold (Verktoy)
Effect: 1 strain +3 to next Suppress Curse use

Thread Rank Six
Effect:
- +1 Mystic Defense and + 1 Physical Defense

Thread Rank Seven
Deed:
The wearer must submerge the gloves in the flames of the Death’s Sea
Effect: - Upon a successful use of Suppress Curse, as a simple action for 1 strain the wearer may enflame his weapon. This will add step 4(D6) fire damage to the weapon for 3 rounds.

Thread Rank Eight
Effect:
- The wearer gains the Empowered Thought special maneuver:
Empowered Thought (Adept, Steel Thought)” The adept may spend an additional success on Steel Thought to activate and empower a Rune inscribed with Verktoy. An Empowered Rune lasts until the end of the turn and increases all of it’s bonuses by 1. Additional successes may be spent to activate the Rune for an additional turn per success.
Verktoy
Test Knowledge: 4/4
Research Knowledge: 4/4
Rank 8/8
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

Description Without a thread tied, this is an odd looking object with a large wooden handle stained red and where the head of the tool would be sprouts 11 separate tools pointing in a variety of directions. No tool looks like it is made to do anything.

Upon weaving a thread to the tool a single white symbol of Upandal appears on the handle and all of the tools fold into the handle. The handle is warm to the touch and the heat pulses like the heartbeat of a battle.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name. (Verktoy)
Effect: The tool takes the form of the tool that the user currently needs.

Thread Rank Two
Effect:
+1 to tests using the tools

Thread Rank Three
Key Knowledge:
Must learn the number of elementals inside the tool (3)
Effect: gains Rune Mark ability. For 4 blood magic damage during their morning Karma Ritual the bearer can inscribe the Rune of Protection on an ally's armor lasting until sunrise the next day. When activated the rune will grant a 2 armor bonus split between PA and MA at time of inscription.
For a simple action, the bearer of Verktoy may spend 3 strain to activate a rune until the end of the turn.

You may have a number of runes equal to the thread Rank of Verktoy, you must pay the blood magic damage for each Rune separately..

Linked:If the user has 3 or more threads tied to Inhibitor the runes cost 1 blood magic to inscribe, and 1 strain to activate.

Thread Rank Four
Effect:
The bearer may now choose to inscribe the Rune of Swiftness upon an ally's armor, which when activated will grant +2 to the next initiative test of the marked individual.

Thread Rank Five
Key Knowledge:
Must learn the names of the elementals fighting within the tool(Forbrennig, Eksplojh, Ildkule)
Effect: The bearer may now choose to inscribe the Rune of Competence upon a tool, weapon, or garment, which when activated will grant +2 to the next action they take. (Damage tests are not actions)

Thread Rank Six
Effect:
The bearer may now activate a Rune as a free action for the same strain cost, no Rune may be activated more than once.

Thread Rank Seven
Key Knowledge:
Must learn the source of the battle between the Elementals. (Eksplojh tried to steal Forbrnnig’s power to destroy Ildkule)
Effect: As a free action, the bearer may spend 2 strain to call all the Runes to himself, cancelling all bonuses and erasing all the runes, granting him +5 bonus on his next dice roll.

Thread Rank Eight
Effect:
The bearer may now inscribe the Rune of Wrath upon a weapon or garment (such as gloves), which when activated grants +2 to Damage or Spell Effect test.
Animal Companions:
Granlain (with tack) named Jarl

Brief Backstory:
Thorkell was always fascinated by weapons, even from an early age. It was not so much their destructive power as their ability to seemingly turn fate. Nearly every heroic adventurer had an equally impressive weapon. While other trolls would practice their skills with weapons, Thorkell preferred to learn about the great weapons and what truly made them so awe inspiring. It was no wonder then that he decided to try his hand at creating the weapons he so admired from his books. He soon came to realize, though that just making the weapons was not enough. He must learn firsthand what truly made a weapon great and in the process forge a name for his weapons. What better way to prove how great his handiwork was than to prove it in the field. And so Thorkell set out with his trusty sword, Gram.


Journals:
Character Submission
Spoiler:

Code: Select all

[b]Name:[/b] [url=http://fasagames.com/forum/viewtopic.php?f=56&t=1872]Thorkell Gulbrandsen[/url]
[b]Date of Last Game Played:[/b] 
[b]ECR:[/b] 12
[b]Discipline:[/b] Weaponsmith 12/Warrior 8
[b]Unique:[/b] Thorkell brings the downtime activities. Besides that he is a perceptive and tanky troll.
[b]Downtime:[/b]
[Craftsman] Rank 12 / 39 (+2 if metal) can make mundane items, weapons, and armor
[Efficient Forge Weapon] Rank 14 / 32 (+2 if metal) (can forge rank weapons at once)
[Rapid Forge Weapon] Rank 14 / 32 (+2 if metal) (can use extra successes to reduce downtime by 1 day each)
[Rapid Forge Armor] Rank 14 / 31 (+2 if metal) (can use extra successes to reduce downtime by 1 day each)
[Item History] Rank 4 / 26
[Research] Rank 6 / 24
[Design Enchanting Pattern] Rank 12 / 34
[Craft True Pattern] Rank 12 / 39 (+2 if metal)
[Craft True Pattern] [url=http://fasagames.com/forum/viewtopic.php?f=57&t=1937&start=120#p17801]Ring of Endurance[/url]: Ask for details.

SOP
Spoiler:

Code: Select all

Thorkell SOP: Perfect Focus -> Temper Spirit
Offer runes of
Protection: +2 PA or MA
Swiftness: +2 init
Competence: +2 to action (not damage)
Wrath: +2 to damage/spell effect
Last edited by verse86 on Sat Sep 25, 2021 6:26 pm, edited 236 times in total.

ottdmk
Posts:462
Joined:Mon Dec 12, 2016 10:25 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by ottdmk » Fri Jun 19, 2020 6:40 pm

Sanctioned!
Spoiler:
verse86 wrote:
Wed Jun 17, 2020 3:02 am
Roll20 Name: verse86
Discord ID: verse86
Character Name: Thorkell Gulbrandsen
Race: Troll

ECR: 1 (0-599 Legend)
Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 6.2

Discipline: Weaponsmith
Circle: 1
Discipline Abilities
can spend a Karma Point on any test to craft or repair an item.

Characteristics
Dex: 13
Str: 14
Tou: 17
Per: 16
Wil: 13
Cha: 11

Karma Mod: 3
Karma Step: 4
Karma Max: 3
Uncon: 39
Death: 47

Init: 5
PD: 10 (8+2)
PA: 4
MD: 9
MA: 2
SD: 7

Movement: 14
Carrying Capacity: 140
Wound Threshold: 11
Recovery tests per day: 3

Weaponsmith Talents
First Circle Discipline Talent: Forge Weapon (3)
First Circle Discipline Talent: Item History (2)
First Circle Discipline Talent: Melee Weapons (3)
First Circle Discipline Talent: Steel Thoughts (0)
First Circle Discipline Talent: Thread Smithing (0)
First Circle Talent Option: Awareness (0)

Free Talent: Craftsman (1)

Other Talents


Talent Knacks


Skills
Knowledge Skill: Ancient Weapons (2)
Knowledge Skill: Legends and Heroes (1)

Read/Write Language: (2) (Troll, Dwarf)
Speak Language: (3) (Dwarf, Obsidiman, Troll)

Artisan Skill: Rune Carving (1)
General Skill: Research (3)
General Skill: Anticipate Blow (2)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Carving Tool
Dagger
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Padded Leather
Troll Sword
Footman's Shield


Threads Tied:

Animal Companions:

Brief Backstory:
Thorkell was always fascinated by weapons, even from an early age. It was not so much their destructive power as their ability to seemingly turn fate. Nearly every heroic adventurer had an equally impressive weapon. While other trolls would practice their skills with weapons, Thorkell preferred to learn about the great weapons and what truly made them so awe inspiring. It was no wonder then that he decided to try his hand at creating the weapons he so admired from his books. He soon came to realize, though that just making the weapons was not enough. He must learn firsthand what truly made a weapon great and in the process forge a name for his weapons. What better way to prove how great his handiwork was than to prove it in the field. And so Thorkell set out with his trusty sword, Gram.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Sat Jun 20, 2020 8:33 pm

Home on the Plains (1M)


Rewards:
TIPs: 3
Legend points: 210
Silver: 187.5
Alternate Rewards: Half Price Mounts

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Forge Weapon: Talent Rank 14 raises Troll Sword from 0 to +2. (7 days)
Forge Weapon: Talent Rank 14 raises Troll Sword from +2 to +3. (7 days)

Legend Spent:
Raised [Thread Smithing] to 1 (100 LP)
Raised [Steel Thought] to 1 (100 LP)

Purchases in the Grand Bazaar:
Granlain (half cost) 57.5
Granlain Tack 38.3
Last edited by verse86 on Thu Aug 13, 2020 10:36 pm, edited 4 times in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Wed Jun 24, 2020 4:06 am

School's in for Summer (2M)


Rewards:
TIPs: 3
Legend points: 840
Silver: 250

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Weaponsmith Circle 1 -> 2: 5 days
Create Weapon (Troll Sling): 4 days
Create Weapon (Scythan Axe): 3 days

Legend Spent:
Raised [Thread Smithing] to 2 (200 LP)
Raised [Steel Thought] to 2 (200 LP)
Raised [Awareness] to 1 (100 LP)
Raised [Awareness] to 2 (200 LP)
Raised [Disarm Trap] to 1 (100 LP)

Purchases in the Grand Bazaar:
Soup 0.1 sp
Week of Rations 9.4 sp
Circle advancement: 200 sp
Create Weapon (Troll Sling): 7.5 sp
Create Weapon (Troll Sling): 10 sp
Last edited by verse86 on Sun Jul 26, 2020 4:41 am, edited 3 times in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Sat Jun 27, 2020 5:20 am

Bring Out Your Dead (3M)


Rewards:
TIPs: 3
Legend points: 1470
Silver: 343.8
Half Price Booster Potions

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Weaponsmith Circle 2 -> 3: 5 days
Forge Weapon (Troll Sling) 0 -> 2: 7 days


Legend Spent:
Raised [Item History] to 3 (300 LP)
Raised [Steel Thought] to 3 (300 LP)
Raised [Thread Smithing] to 3 (300 LP)
Raised [Awareness] to 3 (300 LP)
Raised [Avoid Blow] to 1 (100 LP)
Raised [Avoid Blow] to 2 (200 LP)

Purchases in the Grand Bazaar:
Circle advancement: 300 sp
2x Booster Potion: 50 sp
Last edited by verse86 on Sun Jul 26, 2020 4:41 am, edited 3 times in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Sat Jul 04, 2020 12:28 am

Up Upandal! (3H) (Failure)


Rewards:
TIPs: 3
Legend points: 1470
Silver: 343.8

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Forge Weapon (Troll Sword) 3 -> 4: 7 days (wears off on 20-09-25)
Forge Weapon (Troll Sling) 2 -> 4: 7 days (wears off on 20-09-25)

Legend Spent:
Raised [Forge Weapon] to 4 (500 LP)
Raised [Melee Weapons] to 4 (500 LP)
Raised [Avoid Blow] to 3 (300 LP)

Purchases in the Grand Bazaar:
Last edited by verse86 on Sun Jul 26, 2020 4:41 am, edited 3 times in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Wed Jul 08, 2020 2:23 am

Toy Soldiers (3M)


Rewards:
TIPs: 3
Legend points: 1470
Silver: 343.8

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Forge Weapon (Scythan Axe) 0 -> 2: 1 week
Forge Weapon (Scythan Axe) 2 -> 4: 1 week (wears off on 20-09-29)

Legend Spent:
Raised [Avoid Blow] to 4 (500 LP)
Raised [Steel Thought] to 4 (500 LP)
Raised [Suppress Curse] to 1 (100 LP)
Raised [Suppress Curse] to 2 (200 LP)
Raised [Suppress Curse] to 3 (300 LP)

Purchases in the Grand Bazaar:
Replacement Physician Kit for Vralino: 8 sp
Translating note from adventure: 5 sp
Last Chance Salve: 600 sp
Last edited by verse86 on Fri Jul 24, 2020 2:07 am, edited 1 time in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Sun Jul 12, 2020 4:37 am

Return to the Tower (Up, Upandal Pt 2) (3H)


Rewards:
TIPs: 5
Legend points: 2100
Silver: 516.3

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Circle Up Weaponsmith 3 -> 4: 7 days downtime
Upandal Questor 0 -> 1: 7 days downtime

Legend Spent:
Raised [Item History] to 4 (500 LP)
Raised [Thread Smithing] to 4 (500 LP)
Raised [Awareness] to 4 (500 LP)
Upandal Questor to 1: (200 LP)

Purchases in the Grand Bazaar:
Circle Up Weaponsmith 3 -> 4: 500 sp
Booster Potion: 25 sp
1 week Rations: 10 sp
Request TI: 18 TIPs
Last edited by verse86 on Wed Sep 09, 2020 3:04 am, edited 3 times in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Thu Jul 16, 2020 3:23 am

Paradox of Supply and Demand (4M)


Rewards:
TIPs: 3
Legend points: 2310
Silver: 468.8

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Note: Extra week of downtime due to not playing for a week.
Item History (Spirit of Adventure): 2 weeks (can be done alongside other downtime activities)
Craft Armor (Hide Armor): 3 weeks

Legend Spent:
Raised [Melee Weapons] to 5 (800 LP)
Raised [Awareness] to 5 (800 LP)
Raised [Steel Thought] to 5 (800 LP)
Raised [Fireblood] to 1 (100 LP)
Raised [Fireblood] to 2 (200 LP)

Purchases in the Grand Bazaar:
Craft Armor (Hide Armor): 31.2 sp
Last edited by verse86 on Sun Jul 26, 2020 4:40 am, edited 1 time in total.

verse86
Posts:269
Joined:Tue Jun 16, 2020 11:16 pm

Re: Thorkell Gulbrandsen, Troll Weaponsmith

Post by verse86 » Sun Jul 26, 2020 4:15 am

Falling to Pieces (4M)


Rewards:
TIPs: 3
Legend points: 2310
Silver: 468.8

Items used:
N/A

Are you going to write a Journal?
Yes

Downtime:
Research (Spirit of Adventure): 1 week
Questor (Upandal) 1 -> 2: 1 week


Legend Spent:
Thread Rank Up (Spirit of Adventure) 0 -> 1: 200 LP
Questor (Upandal) 1 -> 2: 300 LP
[Avoid Blow] 4 -> 5: 800 LP
[Forge Weapon] 4 -> 5: 800 LP

Purchases in the Grand Bazaar:

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