Dale Corson, Human Illusionist/Nethermancer

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nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas
Dale Corson, Human Illusionist/Nethermancer

Post by nathaniel » Wed Apr 08, 2020 2:45 am

Roll20 Name: Nate
Discord ID: Nate
Character Name: Dale Corson
Race: Human

ECR: 7
Lifetime Legend Total: 105400
Unspent Legend: 200
Thread Item Points: 21
Silver: 498


SOP
Spoiler:

Code: Select all

**Dale's SOP**
Karma Ritual in the morning.
**Matrices**
Enh (6) - Stop Right There
Std (6) - Pain
Enh (6) - Recovery
Std (4) - Soul Armor
Std (2) - Astral Sense
Enh (1) - Astral Spear

**Chain Casting** (6 Total Slots)
Slots Used (1-3): Soul Armor, 3 Targets, +3 MA
Slots Used (4-5): Soul Armor, +2 Effect, +5 MA, Self 
Slots Used (6): Astral Sense (30 yards)

**Long Duration Spells**
Wizard Mark 
Quicken Pace (+2 Yards)
Plant Feast + Heat food +4 to recovery tests
Air Mattress +2 to 1st Recovery test 
Shelter
Flying Carpet (20 move @ 200lbs, 18 move @400lbs, or 16 move @600lbs)
Signup Template
Spoiler:

Code: Select all

[b]Name:[/b] [url=http://www.fasagames.com/forum/viewtopic.php?f=56&t=1683]Dale [/url]
[b]Last played:[/b] 
[b]ECR:[/b] 7
[b]Discipline:[/b] Illusionist/Nethermancer
[b]Notable Abilities:[/b] Illusions, Nethermancy, Elementalism, Wizardry, Folding Paper, etc.
[b]Downtime:[/b] Item History 14 (Rank 3), Enchanting 21(with Evolved Consciousness)
Discipline: Illusionist
Circle: 6
Discipline Abilities
+2 MD, +1 SD
Karma on Interaction tests, a Karma Point to add a +2 bonus to a spell’s Effect Step.
Glamour: For 2 Strain, the adept creates a clearly illusory scene (no Sensing test necessary) to delight and entertain onlookers as a Standard action. The adept makes an Illusionism test against the highest Social Defense in the crowd. If successful, the adept gains a +2 bonus to Making an Impression tests for a number of hours equal to the successes scored.

Discipline: Nethermancer
Circle: 6
Discipline Abilities
+2 MD, +1 SD
Karma once per round on any test against a Horror, Horror Construct, or undead target. Karma Point to increase the target’s penalty from a spell he is casting by 2
Blood Summon: The adept may take Blood Magic Damage equal to the Strength rating of a spirit being summoned to gain an extra success on a Summon test. This damage may only be healed a full day after the spirit has left the summoner’s service.

Characteristics
Dex: 11
Str: 10
Tou: 13
Per: 16
Wil: 16
Cha: 13

Karma Mod: 5
Karma Step: 4
Karma Max: 30 (5 x Circle )
Uncon: 44 (26 +3 x Circle)
Death: 56 (32 +4 x Circle)
Blood Magic: 2

Init: 4 (5 -1 armor)
PD: 8 (7 +1 buckler)
PA: 5 (0 +9 armor)
MD: 11 (9 +2 Illusionist)
MA: 4 = (3 +1 armor )
SD: 9 (8 + 1 Illusionist)

Movement: 12
Carrying Capacity: 80
Wound Threshold: 9
Recovery tests per day: 3

Talents
1st Circle Illusionist Talent: False Sight (6)
1st Circle Illusionist Talent: First Impression (6)
1st Circle Illusionist Talent: Illusionism (6)
1st Circle Illusionist/Nethermancy Talent: Patterncraft (7)
1st Circle Illusionist/Nethermancy Talent: Spellcasting (7) +1
2nd Circle Illusionist Talent: True Sight (2)
3rd Circle Illusionist Talent: Conversation (6)
4th Circle Illusionist Talent: Disguise Self (6)
5th Circle Illusionist Talent: Power Mask (4)
6th Circle Illusionist/Nethermancy Talent: Willforce (6)

1st Circle Nethermancy Talent: Frighten (6)
1st Circle Nethermancy Talent: Nethermancy (6)
1st Circle Nethermancy Talent: Astral Sight (6)
2nd Circle Nethermancy Talent: Steel Thought (6)
3rd Circle Nethermancy Talent: Spirit Talk (4)
4th Circle Nethermancy Talent: Spirit Hold (5)
5th Circle Nethermancy Talent: Summon [Ally Spirits] (6)

1st Circle Illusionist Talent Option: Standard Matrix (2)
2nd Circle Illusionist Talent Option: Arcane Mutterings (6)
3rd Circle Illusionist Talent Option: Awareness (2)
5th Circle Illusionist Talent Option: Enhanced Matrix (6)

1st Circle Nethermancy Talent Option: Read and Write Language (1)
2nd Circle Nethermancy Talent Option: Speak Language (1)
3rd Circle Nethermancy Talent Option: Avoid Blow (6)
4th Circle Nethermancy Talent Option: Cold Purify (1)
5th Circle Nethermancy Talent Option: Research (1)


Free Talent: Enhanced Matrix(6)
Free Talent: Standard Matrix(6)

Journeyman Path Talents
Journeyman (1)
1st:

Other Talents
Human Talent: Versatility (5)
Versatility Talent 1: Elementalism (1)
Versatility Talent 2: Wizardry (1)
Versatility Talent 3: Danger Sense (1)
Versatility Talent 4: Item History (3)
Versatility Talent 5: Woodskin (3)

Talent Knacks
Journeyman (Path Knack)
Jinx (Arcane Mutterings Knack)
Incorporate Glyph (Patterncraft/Enchanting knack)
Fluster (Spellcasting knack)
Craft True Pattern (Patterncraft/Enchanting knack)
Applied Versatility(Journeyman Knack, Karma on Versatility talents, 2 strain, 1/round)

Spells
Illusionist
Circle 1: Assuring Touch, Best Face, Disaster, Monstrous Mantle, Cloak, Ephemeral Bolt, True Ephemeral Bolt
Circle 2: Mind Fog, Blindness
Circle 3: Phantom Warrior
Circle 4: Notice Not, Phantom Lightning, Stop Right There
Circle 5: Phantom Fireball, Illusion
Circle 6: Flying Carpet
Nethermancy
Circle 1: Bone Circle, Soul Armor, Life Circle of One, Astral Spear
Circle 2: Death’s Head
Circle 3: Pain
Circle 4: Last Chance
Circle 5: Dust to Dust
Circle 6: Recovery, Bone Shatter
Elementalist
Circle 1: Heat Food, Air Armor, Shelter
Circle 2: Air Mattress
Circle 3: Plant Feast
Circle 5: Fireball
Wizardry
Circle 1: Astral Sense, Quicken Pace, Speed Reading
Circle 3: Wizard Mark
Circle 4: Evolved Consciousness

Skills (2 points available)
Knowledge Skill: Horror Lore (1), Barsaive History (1)
Read/Write Language: Human (1), Dwarven (1)
Speak Language: Human (1), Dwarven (1)
Artisan Skill: Origami (2)
General Skill: Haggle(3), Artist(Engraving) 1

Read/Write Language
1:

Speak Language
1:

Thread Items
Your Staff (6/6 Woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This exceptionally plain, ordinary staff is made of wood. Probably pine or something. Just a very run of the mill, entirely ordinary wooden staff. Totally unadorned in any way, even if you look really closely. Even more closely than that. Nothing weird hiding in it. No secret compartments or a unicorn hair core or anything out-of-the-ordinary like that. Possibly the most ordinary staff ever, you wonder why you’re even bothering to pay this much attention at all. Just totally and completely ordinary, unless you roll like really high.
42? That’s a pretty good result...
Still ordinary.

Item History:
Rank 1: Known
Rank 3: Known
Rank 5: Known

Research:
Rank 1: Known
Rank 3: Known

Deed:
Rank 5: Complete

Effect:
Rank 1: The staff contains a Standard Matrix with rank equal to the Thread Rank.
Rank 2: The wielder’s illusions (talents and spells) gain +1 to their Sensing Difficulty.
Rank 3: The wielder gains +1 Spellcasting rank.
Rank 4: The wielder’s illusions (talents and spells) gain +2 to their Sensing Difficulty.
Rank 5: The wielder gains the Your Staff ability. As a Free action for 1 Strain, the wielder can weave an additional thread to an illusion spell. This thread does not count against the normal maximum for additional threads. There are no discernible special effects when using this ability.
Rank 6: When the wielder uses Your Staff and uses the ability to weave an additional thread (they do not have to weave all additional threads available, just one), they can use the following special maneuver with the affected spell:
Your Staff (Wielder, Spellcasting): For 1 Strain per additional success on a Spellcasting test, the wielder can inflict a -1 penalty per success to the targets’ Mystic Defense for the duration of the spell. Only the highest instance of this penalty affects the target. The targets are overwhelmed by this ordinary feeling. Useful, but very ordinary. Much like the staff.
Jakoro’s Robes (6/6 Woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This set of Ring Mail features leather so supple it appears almost like red cloth, with the rings providing a varying pattern of indigo, blue and black. It originally belonged to the Master Illusionist Jakoro, a T’skrang bon vivant famous for debating the Wizards of their day on the theoretical underpinnings of Magic… and winning. The mail will resize to fit the wearer when the first Thread is tied, including reshaping to accommodate a T’skrang’s tail or a Windling’s wings.

Item History:
Rank 1: Known
Rank 3: Known
Rank 5: Known

Research:
Rank 1: Known (Key Knowledge: The owner must learn the item’s Name.)
Rank 3: Known (Key Knowledge: The Owner must learn the name of the bar where Jakoro liked to hold court and debate the scholars of the day.)
Rank 5: Known (Key Knowledge: The Owner must determine the name of Jakoro’s noble patron, who originally gifted them with the Armor.)

Effects
Rank 1: The Armor provides Mystic Armor 1.
Rank 2: The Armor’s Initiative Penalty is reduced to 1. When casting a spell with an area of effect the armor will briefly flare with a color appropriate to the Spell. (The Owner may repress this effect at will.)
Rank 3: The armor provides Physical Armor 7.
Rank 4:The Armor provides Mystic Armor 2. When casting a spell with an area of effect the Owner may make the visual representation of the Spell what they choose, within limits. (A Fireball could be made to look like an inferno, but not a blizzard.)
Rank 5: The Armor provides Physical Armor 8.
Rank 6: When casting a Spell with an area of effect the Owner may spend 2 Strain to modify the area to create a small pocket of space where the Spell has no effect. This “hole” may be no more than 2y in diameter.
Good Enough (2/6 Woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This scrap of fabric appears as though it belongs in a trash bin more than on an adventurers shoulder. The edges are tattered and worn, holes can be seen at various spots in the faded grey fabric. If not for the ornately engraved orichalcum pin set against the plain black iron of the cloak pin, no one would guess there was anything extraordinary about this cloak.

Item History:
Rank 1: Known
Rank 3: Known
Rank 5:

Research:
Rank 1: Known (Key Knowledge: The owner must learn the item’s Name.)
Rank 3: Known (Key Knowledge: Must learn who created the cloak (Enric Sankesta, a hermit Wizard))
Rank 5: (Key Knowledge: Must learn where the fabric for the cloak was sourced (Enric found the cloth wrapping a corpse that had been dug up by scavenging animals))

Effect:
Rank 1: The cloak provides +1 Spellcasting
Rank 2: The cloak provides +1 Mystic Armor
Rank 3: The cloak provides +1 Mystic Defense
Rank 4: The cloak provides +2 to tests to re-attune on the fly.
Rank 5: The cloak grants +2 Willpower.
Rank 6: As a Free action, for 1 strain the wearer may add +3 to a Willforce effect.
Enhanced Matrix Object (1 Thread Woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

Item History:
Rank 1: Known
Research:
Rank 1: Known (Key Knowledge: The owner must learn the item’s Name.)

Effect:
Enhanced Matrix Equal to Rank
Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Origami 'Tools' (relevant to character’s Artisan skill, straight edge, colored paper)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
gloves, scarf, woolen hat, woolen jacket
Trail Rations (1 week)
Buckler (5s)
Hide Armor (50s) (+3PA Forged)
Adventures kit upgrade: Tent (25s)
Wine Bottle, clear glass (1/4 filled with tiny origami Griffin's) (1s)
Jakoro’s Robes (Ringmail, 8/2/1, +5 PA forging)
1 Booster potion
1 Kelia’s Antidote
Healing kit refill (2 uses)

Brief Backstory:
Last edited by nathaniel on Sun Jul 25, 2021 5:09 am, edited 117 times in total.

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

Re: Dale Corson, Human Illusionist [SECONDARY]

Post by ottdmk » Wed Apr 08, 2020 5:17 am

Sanctioned!
Spoiler:
nathaniel wrote:
Wed Apr 08, 2020 2:45 am
Roll20 Name: Nate
Discord ID: Nate
Character Name: Dale Corson
Race: Human

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 19

Discipline: Illusionist
Circle: 1
Discipline Abilities

Characteristics
Dex: 11 = 10 +1 (1)
Str: 10
Tou: 13 = 10 +3 (3)
Per: 16 = 10 +6 (9)
Wil: 16 = 10 +6 (9)
Cha: 13 = 10 +3 (3)

Karma Mod: 5
Karma Step: 4
Karma Max: 5 (5 x Circle )
Uncon: 29 (26 +3 x Circle)
Death: 36 (32 +4 x Circle)

Init: 4 (5 -1 armor)
PD: 8 (7 +1 buckler)
PA: 5 (0 +5 armor)
MD: 9
MA: 4 = (3 +1 armor)
SD: 8

Movement: 12
Carrying Capacity: 80
Wound Threshold: 9
Recovery tests per day: 3

[Discipline] Talents
1st Circle Discipline Talent: False Sight (0)
1st Circle Discipline Talent: First Impression (0)
1st Circle Discipline Talent: Patterncraft (1)
1st Circle Discipline Talent: Spellcasting (3)
1st Circle Discipline Talent: Illusionism (3)
1st Circle Talent Option: Standard Matrix (1)

Free Talent: Standard Matrix(1)
Free Talent: Standard Matrix(1)

Other Talents
Human Talent: Versatility (0)

Talent Knacks

Spells
Illusionist
Circle 1: Assuring Touch, Best Face, Disaster, Monstrous Mantle, Cloak, Ephemeral Bolt, True Ephemeral Bolt

Skills
Knowledge Skill: Horror Lore (1), Barsaive History (1)
Read/Write Language: Human (1), Dwarven (1)
Speak Language: Human (1), Dwarven (1)
Artisan Skill: Origami (2)
General Skill: Haggle(3), Conversation(2), Awareness (1)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Origami 'Tools' (relevant to character’s Artisan skill, straight edge, colored paper)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week)

Buckler (5s)
Hide Armor (50s)
Adventures kit upgrade: Tent (25s)
Wine Bottle, clear glass (1/4 filled with tiny origami Griffin's) (1s)


Brief Backstory:

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Have You Any Wool?

Post by nathaniel » Sun May 10, 2020 8:50 pm

Have You Any Wool?
LFG/AAR

Rewards:
800 LP, 200 Sp, 3 TIP's

Are you going to write a Journal?
No

Downtime:
Circle 2 Illusionist Training (200sp, Free Spell: Mind Fog)

Legend Spent:
Patterncraft 1->2 (200lp)
Standard matrix 1->2 (200lp)
First Impression 0->2 (300lp)
New Optional Circle 2: Arcane Mutterings 0->1 (100lp)

Purchases in the Grand Bazaar:
none

Running Totals: TIP 3, 0/800 LP, 19 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Invaders

Post by nathaniel » Fri Jul 10, 2020 4:20 am

Invaders
LFG/AAR

Rewards:
1200LP, 300SP, 5 TiP's

Downtime:
Versatility Learn Elementalism (1 week)
Forge Armor (+1 PD, 1 week, 50 x 1 = 50s -6% = 47s)

Legend Spent:
Versatility 0->1 (100lp)
Elementalism 0->1 (200lp)
Patterncraft 2->3 (300lp)
New Spell: Heat Food (100lp, 50 x Circle 1 = 50s/2 = 25s)
New Spell: Air Armor (100lp, 50 x Circle 1 = 50s/2 = 25s))
New Spell: Shelter (100lp, 50 x Circle 1 = 50s/2 = 25s))
Arcane Mutterings 1->2 (200lp)
False Sight 0->1 (100lp)

Purchases in the Grand Bazaar:
none

Running Totals: TIP 8, 0/2000 LP, 197 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Git Along Little Dogie!

Post by nathaniel » Thu Jul 16, 2020 11:22 pm

Git Along Little Dogie!
LFG/AAR

Rewards:
800 Legend, 200 sp, 3 TIP's

Downtime:
Forge Armor (+1 PD, 1 week, 50 x 2 = 100s -6% = 94s)
Forge Armor (+1 PD, 1 week, 150 x 2 = 150s -6% = 141s)

Legend Spent:
Arcane Mutterings 2->3 (300lp)
First Impression 2->3 (300lp)
Versatility 1->2 (200lp)

Purchases in the Grand Bazaar:
none

Running Totals: TIP 11, 0/2000 LP, 162 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Strange Things Afoot at the Circle K

Post by nathaniel » Mon Aug 03, 2020 8:05 pm

Strange Things Afoot at the Circle K
LFG/AAR

Rewards:
1200 LP, 300 SP 5 TIPs

Downtime:
Circle 3 Training (1 week, 300sp)

Legend Spent:
False Sight 1->3 (500lp)
Conversation 0->1 (100lp)
New Optional C3: Astral Sight 0->3 (600lp)
Free Spell: Phantom Warrior

Purchases in the Grand Bazaar:

Running Totals: TIP 16, 0/3200 LP, 162 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Unbreak the bow

Post by nathaniel » Wed Aug 12, 2020 9:58 pm

Unbreak the bow
LFG/AAR

Rewards:
Dale: 800lp, 200sp, 3 TIPs

Downtime:

Legend Spent:
Illusionism 3-> 4 (500lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 19, 300/4000 LP, 362 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

August Staff Award

Post by nathaniel » Sun Sep 06, 2020 7:01 pm

August Staff Award

Rewards:
Dale: 1400lp, 275sp, 3 Tip

Downtime:
Item History Your Staff (1 week, 75sp -6% = 70.5sp)
Research Your Staff (1 week, 150sp -6% = 141sp)


Legend Spent:
Spellcasting 3-> 4 (500lp)
Patterncraft 3-> 4 (500lp)
Astral Sight 3-> 4 (500lp)
Your Staff 0->1 (200lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 4, 0/5400 LP, 425.5 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

September Staff Award

Post by nathaniel » Sun Sep 06, 2020 7:04 pm

September Staff Award

Rewards:
Dale: 1400lp, 275sp, 3 Tip

Downtime:

Legend Spent:
False Sight 3-> 4 (500lp)
First Impression 3-> 4 (500lp)
Your Staff 1->2 (300lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 7, 100/6800 LP, 700.5 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

The B-Team

Post by nathaniel » Thu Sep 10, 2020 7:43 pm

The B-Team
LFG/AAR

Rewards:
1,400 LP, 275 SP, 3 TIPs

Downtime:
Circle 4 Illusionist Training (1 week, 500sp - 6% haggle =470sp)
Versatility: Learn Wizardry (1 week)

Legend Spent:
Arcane Mutterings 3->4 (500lp)
Free Spell: Notice Not
Disguise Self 0->1 (100lp)
Versatility 2->3 (300lp)
Versatility Talent 2: Wizardry 0->1 (200lp)
Learn Astral Sense (Circle 1, 100lp, 50sp/2 = 25sp)
Learn Wizard Mark (Circle 3, 300lp, 150sp/2 = 75sp)

Purchases in the Grand Bazaar:

Running Totals: TIP 10, 0/8200 LP, 305.5 sp
Last edited by nathaniel on Sun Nov 15, 2020 7:14 pm, edited 1 time in total.

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