Downtime:
Circle Up (Cavalryman 6 -> 7, 1500sp) (5 days)
Research: 3rd key knowledge for Anklebiter (7 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)
Legend Spent:
Raised Lion Heart to 7 (8100)
Raised Wheeling Defense to 5 (3100)
Tied rank 4 thread to Death Flies on Sparkly Wings (800)
Tied rank 4 thread to Falling Star Shower (800)
Downtime:
Research: 1st, 2nd key knowledge for Flying Hussar Cape (7 days)
Research: 3rd key knowledge for Flying Hussar Cape (7 days)
Refresh Isidoros' Training (1 day)
Refresh Jacint's Training (3 days)
Refresh Teh's Training (1 day)
Enhance Jacint 7 -> 8 (2 days)
Legend Spent:
Raised Animal Bond to 8 (3400)
Raised Armor Mount to 8 (5500)
Raised Enhance Animal Companion to 8 (3400)
Raised Lion Heart to 8 (5500)
Raised Rider Weaving to 8 (3400)
Raised Sure Mount to 8 (3400)
Raised Trick Riding to 8 (3400)
Tied rank 4 thread to Flying Hussar Cape (1800)
Legend Spent:
Raised Double Charge to 8 (5500)
Raised Empathic Sense to 6 (2100)
Raised First Impression to 6 (2100)
Raised Heartening Laugh to 6 (2100)
Raised Taunt to 6 (2100)
Tied rank 6 thread to Death Flies on Sparkly Wings (2100)
Tied rank 6 thread to Falling Star Shower (2100)
Tied rank 6 thread to Flying Hussar Cape (2100)
Downtime:
Dexterity training 16 -> 17 (7 days)
Circle Up (Troubadour 5 -> 6, 1000sp) (5 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)
Legend Spent:
Raised Blood Share to 5 (1800)
Raised Etiquette to 7 (5500)
Raised First Impression to 7 (3400)
Raised Inspire Others to 7 (5500)
Raised Item History to 7 (5500)
Raised Research to 7 (5500)
Raised Speak Language to 6 (5200)
Raised Taunt to 7 (3400)
Tied rank 6 thread to Anklebiter (4200)
Dexterity Training 16 -> 17 (800)
Downtime:
Dexterity training 17 -> 18 (414sp, 7 days)
Circle Up (Troubadour 6 -> 7, 1380sp) (5 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)
Legend Spent:
Raised Haggle to 4 (1800)
Raised Heartening Laugh to 7 (3400)
Raised Empathic Sense to 7 (3400)
Raised Speak Language to 7 (3400)
Raised Engaging Banter to 7 (13900)
Raised Resist Taunt to 7 (13900)
Dexterity Training 17 -> 18 (1300)
Half-Magic: Cavalrymen may use half-magic for knowledge of different types of mounts used by the Namegiver races, upkeep of riding gear, animal husbandry and first aid, and knowledge of significant cavalry units in Barsaive.
One Soul, Two Bodies: The adept gains a +2 bonus to any non-combat test involving his connection to his favored mount. For example, Animal Bond, Animal Training, and Blood Share would get the bonus, but Trick Riding in combat would not.
Half-Magic: Troubadours may make Half-Magic tests for knowledge of legends, myths, and folklore of their home province’s lands and people. They may also make Half-Magic tests to identify instruments and performing arts of different areas.
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.
Cavalryman Talents
First Circle Discipline Talent: Animal Bond (8)
First Circle Discipline Talent: Charge (8)
First Circle Discipline Talent: Melee Weapons (8)
First Circle Discipline Talent: Rider Weaving (7)
First Circle Discipline Talent: Trick Riding (8)
First Circle Talent Option: Battle Shout (8)
Second Circle Discipline Talent: Animal Training (5)
Second Circle Talent Option: Sure Mount (8)
Third Circle Discipline Talent: Enhance Animal Companion (8)
Third Circle Talent Option: Blood Share (1)
Fourth Circle Discipline Talent: Call Animal Companion (1)
Fourth Circle Talent Option: Conversation (5)
Fifth Circle Discipline Talent: Armor Mount (8)
Fifth Circle Talent Option: Animal Companion Durability (5)
Sixth Circle Discipline Talent: Wheeling Attack (8)
Sixth Circle Talent Option: Lion Heart (8)
Seventh Circle Discipline Talent: Wheeling Defense (8)
Seventh Circle Talent Option: ???
Eighth Circle Discipline Talent: Double Charge (8)
Eighth Circle Talent Option: ???
Troubadour Talents
Free Talent: Entertainer (7)
First Circle Discipline Talent: Emotion Song (5)
First Circle Discipline Talent: First Impression (7)
First Circle Discipline Talent: Heartening Laugh (7)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Story Weaving (1)
First Circle Talent Option: Taunt (7)
Second Circle Discipline Talent: Etiquette (7)
Second Circle Talent Option: Impressive Display (0)
Third Circle Discipline Talent: Empathic Sense (7)
Third Circle Talent Option: Haggle (4)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Speak Language (7)
Fifth Circle Discipline Talent: Inspire Others (7)
Fifth Circle Talent Option: ???
Sixth Circle Discipline Talent: Lasting Impression (0)
Sixth Circle Talent Option: Engaging Banter (7)
Seventh Circle Discipline Talent: Resist Taunt (7)
Seventh Circle Talent Option: ??? (0)
The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.
It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.
Rank 1: Key Knowledge: The owner must learn the polearm’s Name. Effect: The glaive is Damage Step 5.
Rank 2: Effect: The wielder gains +1 to Attack tests made with the glaive.
Rank 3: Key Knowledge: The owner must learn what glyph was inscribed on the blade. Effect: The wielder gains +1 rank to Waterfall Slam.
Rank 4: Effect: The glaive is Damage Step 6.
Rank 5: Key Knowledge: The owner must learn the nature of the carvings on the haft. Effect: The wielder can use the following special maneuver:
Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.
Rank 6: Effect: The wielder gains +2 ranks to Waterfall Slam.
Death Flies on Sparkly Wings
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3 Forged: +9 expires on 2021-06-04
This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.
While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.
Rank 1: Key Knowledge: The owner must learn the armor’s Name. Effect: The armor is Physical Armor 8.
Rank 2: Effect: The armor is Mystic Armor 8.
Rank 3: Key Knowledge: The owner must learn the meaning of the runes. Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.
Rank 4: Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.
Rank 5: Key Knowledge: The wearer must learn about the first owner. Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Rank 6: Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Falling Star Shower
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3
This crystal raider shield is cut with facets to maximize how much it sparkles when light touches it. The shield is in an unusual octagram shape tapering to slender points. Runes are carved along the exterior vertices suggestive of a meteor shower.
While the shield is sized for a windling by default, it reluctantly automatically resizes to fit the owner.
Rank 1: Key Knowledge: The owner must learn the shield’s Name. Effect: The shield is Initiative Penalty 1.
Rank 2: Effect: The shield is Physical Defense +3.
Rank 3: Key Knowledge: The owner must learn the meaning of the runes. Effect: The shield is Initiative Penalty 0.
Rank 4: Effect: The shield is Mystic Defense +3.
Rank 5: Key Knowledge: The wearer must learn about the specific meteor shower during which the shield was enchanted. Effect: The wearer gains the Falling Star Shower ability. As a Simple action for 1 Strain when the wearer moves at least half of their (or their mount’s) Movement Rate, sparkling light spills forth from the shield, leaving long contrails off of the vertices behind the wearer. The wearer gains +3 to any Knockdown Difficulties in close combat until the end of the turn.
Rank 6: Effect: When the wearer uses Falling Star Shower, the light stretches around the wearer in a corona and trails behind them as they move. Every 5 points by which an opponent fails a Knockdown test caused by the wearer in close combat knocks them back 2 yards. This is treated as falling damage (Gamemaster’s Guide, p. 167).
Flying Hussar’s Cape
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3
This jaunty half-cape is meant to be worn over one shoulder and is significantly better at providing decoration than protection. It is also gold lamé. It shines. It shimmers. It gleams. It glows. It most certainly flaps and flows most enchantingly during high speed maneuvers. It is also emblazoned with a green dragonfly sigil.
Rank 1: Key Knowledge: The owner must learn who first wore the cape. Effect: The cape can be made to glow as if it were a medium Light Quartz. The wearer can turn this effect on and off as a Free action (though only once per round).
Rank 2: Effect: The wearer gains +1 to Initiative.
Rank 3: Key Knowledge: The owner must learn what military company commissioned these capes (The 2nd Northern Gossamer Hussars). Effect: The wearer gains +1 Rank of Trick Riding.
Rank 4: Effect: The wearer gains +2 to Initiative.
Rank 5: Key Knowledge: The owner must learn who made the cape. Effect: The wearer gains the Golden Parachute ability. The cape balloons as it catches the air. As a Free action, the wearer may spend 1 strain to gain +3 Ranks of Gliding Stride.
Rank 6: Effect: The wearer gains +2 Ranks of Trick Riding.
Animal Companions: Jacint, the Night that Devours Sin
Half-Magic: Cavalier may use half-magic for knowledge of different types of mounts used by the Namegiver races, upkeep of riding gear, animal husbandry and first aid, and knowledge of significant cavalry units in Barsaive.
One Soul, Two Bodies: The adept gains a +2 bonus to any beast ability involving their bound mount.
Half-Magic: Troubadours may make Half-Magic tests for knowledge of legends, myths, and folklore of their home province’s lands and people. They may also make Half-Magic tests to identify instruments and performing arts of different areas.
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.
Cavalier Talents
First Circle Discipline Talent: Animal Bond (8)
First Circle Discipline Talent: Cavalry Charge (8)
First Circle Discipline Talent: Melee Weapons (8)
First Circle Discipline Talent: Mount Weaving (7)
First Circle Discipline Talent: Riding (8)
First Circle Talent Option: Creature Analysis (1)
Second Circle Discipline Talent: Animal Training (5)
Second Circle Talent Option: Conversation (8)
Third Circle Discipline Talent: Enhance Animal Companion (8)
Third Circle Talent Option: Speak Language (8)
Fourth Circle Discipline Talent: Battle Cry (8)
Fourth Circle Talent Option: ???
Fifth Circle Discipline Talent: Armor Mount (6)
Fifth Circle Talent Option: Mount Attack (8)
Sixth Circle Discipline Talent: Fearsome Assault (8)
Sixth Circle Talent Option: Animal Companion Durability (5)
Seventh Circle Discipline Talent: Wheeling Attack (8)
Seventh Circle Talent Option: Lion Heart (0)
Eighth Circle Discipline Talent: Lightning Charge (8)
Eighth Circle Talent Option: ???
Troubadour Talents
Free Talent: Entertainer (7)
First Circle Discipline Talent: Emotion Song (5)
First Circle Discipline Talent: First Impression (7)
First Circle Discipline Talent: Heartening Laugh (7)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Story Weaving (1)
First Circle Talent Option: Taunt (7)
Second Circle Discipline Talent: Etiquette (7)
Second Circle Talent Option: Impressive Display (3)
Third Circle Discipline Talent: Empathic Sense (7)
Third Circle Talent Option: Haggle (7)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Read/Write Language (0)
Fifth Circle Discipline Talent: Inspire Others (7)
Fifth Circle Talent Option: ???
Sixth Circle Discipline Talent: Lasting Impression (0)
Sixth Circle Talent Option: Engaging Banter (7)
Seventh Circle Discipline Talent: Resist Taunt (7)
Seventh Circle Talent Option: ???
The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.
It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.
Rank 1: Key Knowledge: The owner must learn the polearm’s Name. Effect: The glaive is Damage Step 5.
Rank 2: Effect: The wielder gains +1 to Attack tests made with the glaive.
Rank 3: Key Knowledge: The owner must learn what glyph was inscribed on the blade. Effect: The wielder gains +1 rank to Waterfall Slam.
Rank 4: Effect: The glaive is Damage Step 6.
Rank 5: Key Knowledge: The owner must learn the nature of the carvings on the haft. Effect: The wielder can use the following special maneuver:
Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.
Rank 6: Effect: The wielder gains +2 ranks to Waterfall Slam.
Death Flies on Sparkly Wings
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3 Forged: +9 expires on 2021-06-04
This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.
While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.
Rank 1: Key Knowledge: The owner must learn the armor’s Name. Effect: The armor is Physical Armor 8.
Rank 2: Effect: The armor is Mystic Armor 8.
Rank 3: Key Knowledge: The owner must learn the meaning of the runes. Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.
Rank 4: Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.
Rank 5: Key Knowledge: The wearer must learn about the first owner. Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Rank 6: Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Falling Star Shower
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3
This crystal raider shield is cut with facets to maximize how much it sparkles when light touches it. The shield is in an unusual octagram shape tapering to slender points. Runes are carved along the exterior vertices suggestive of a meteor shower.
While the shield is sized for a windling by default, it reluctantly automatically resizes to fit the owner.
Rank 1: Key Knowledge: The owner must learn the shield’s Name. Effect: The shield is Initiative Penalty 1.
Rank 2: Effect: The shield is Physical Defense +3.
Rank 3: Key Knowledge: The owner must learn the meaning of the runes. Effect: The shield is Initiative Penalty 0.
Rank 4: Effect: The shield is Mystic Defense +3.
Rank 5: Key Knowledge: The wearer must learn about the specific meteor shower during which the shield was enchanted. Effect: The wearer gains the Falling Star Shower ability. As a Simple action for 1 Strain when the wearer moves at least half of their (or their mount’s) Movement Rate, sparkling light spills forth from the shield, leaving long contrails off of the vertices behind the wearer. The wearer gains +3 to any Knockdown Difficulties in close combat until the end of the turn.
Rank 6: Effect: When the wearer uses Falling Star Shower, the light stretches around the wearer in a corona and trails behind them as they move. Every 5 points by which an opponent fails a Knockdown test caused by the wearer in close combat knocks them back 2 yards. This is treated as falling damage (Gamemaster’s Guide, p. 167).
Flying Hussar’s Cape
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman Item History: 3 Research: 3
This jaunty half-cape is meant to be worn over one shoulder and is significantly better at providing decoration than protection. It is also gold lamé. It shines. It shimmers. It gleams. It glows. It most certainly flaps and flows most enchantingly during high speed maneuvers. It is also emblazoned with a green dragonfly sigil.
Rank 1: Key Knowledge: The owner must learn who first wore the cape. Effect: The cape can be made to glow as if it were a medium Light Quartz. The wearer can turn this effect on and off as a Free action (though only once per round).
Rank 2: Effect: The wearer gains +1 to Initiative.
Rank 3: Key Knowledge: The owner must learn what military company commissioned these capes (The 2nd Northern Gossamer Hussars). Effect: The wearer gains +1 Rank of Trick Riding.
Rank 4: Effect: The wearer gains +2 to Initiative.
Rank 5: Key Knowledge: The owner must learn who made the cape. Effect: The wearer gains the Golden Parachute ability. The cape balloons as it catches the air. As a Free action, the wearer may spend 1 strain to gain +3 Ranks of Gliding Stride.
Rank 6: Effect: The wearer gains +2 Ranks of Trick Riding.
Animal Companions: Jacint, the Night that Devours Sin