Caesar Bonaparte, Human Illusionist

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ChrisDDickey
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Caesar Bonaparte, Human Illusionist

Post by ChrisDDickey » Thu May 13, 2021 2:37 pm

Roll20 Name:   Chris D.
Discord ID:   chrisddickey (@chrisddickey#0745)
Character Name:   Caesar Bonaparte
Race:   Human.
ECR: 4

Characteristics
Dex: 13 (6) (Init 4 -2 IP)
Str: 10 (5)
Tou: 13 (6) (increased twice)
Per: 16 (7)
Wil: 13 (6)
Cha: 16 (7)

Karma Mod: 5 Karma Step: 4 (d6) Karma Max: 20

PD: 10 Nat PD 8 (+2 Shield)
MD: 9. Nat MD 9 (+0 Shield)
SD: 10 Nat SD 9 (+1 Ill 4th).
PA: 4 (TI #1 5)
MA: 6 (2 Nat, 4 TI#1)
Uncon: 38 (26 + Dur x 3)
Death: 48 (32 + Dur x 4)
Wound Threshold: 9
Recovery tests per day: 3.
Movement: 12
Carrying Capacity: 80 (Armor 25 lbs, Shield 10 lbs. Tent 20 lbs, other gear ?? lbs)

Discipline: Illusionist  
Circle: 4rd,
Discipline Abilities:  Free Talent: Standard Matrix x2. May spend a Karma Point on Interaction tests.

Half-Magic: Illusionists make Half-Magic tests to recognize different types of magic use, as well as specific uses of illusion magic. They also make Half-Magic tests when attempting to perceive the “truth” of a given situation.
Matrixes - Standard: (F-1, F-1, Ver-1).

Illusionist Talents
1st DT: False Sight 2 Wil (8) Free
1st DT: First Impression 4 Cha (11) Standard
1st DT: Patterncraft 4 Per (11) Standard
1st DT: Spellcasting 4 Per (11) Standard
1st DT: Thread Weaving (Illusionism) Per 4 (11) Standard
2nd DT: True Sight 3 NA
3rd DT: Conversation 4 Cha (11) Sustained
4th DT: Disguise Self 0 Per() Standard
1st TO: Astral Sight 4 Per (11) Simple
2nd TO: Awareness 4 Per (11) Simple
3rd TO: Taunt 4 Cha (11) Simple

Questor (Astendar) Devotions
The questor can spend a Devotion Point on an Interaction test.
Follower: Winning Smile 2 Cha (9).
Follower: Emotion Song 2 Cha (9)


Other Talents
Racial Talent: Versatility: 4
Ver: Wilderness Survival 1 Per (8)
Ver: Standard Matrix 1
Ver: Navigation 1 Per (8)
Ver: Item History 1 Per (8)


Talent Knacks Lip Reading, Befuddle, Courage, Stutter.
Spoiler:
Lip Reading
Talent: Awareness Action: Standard Strain: 1
The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading test against the target’s Social Defense. Read what the speaker is saying for a number of minutes equal to the test result. Must be able to understand the language being spoken to make sense of the conversation.
Spellcasting:
Befuddle: Action: Standard (Special) Strain: 1 10 yards, causing momentary confusion. Spellcasting vs MD. Target suffers -2 SD until the end of the next round. Simple action if used Illusionism.
Courage Action: Standard (Special) Strain: 0 10 yards, smile.
Spellcasting (6) test. Target gains +1 per success to next Initiative test if close combat Attack. Simple action if Illusionism.
Stutter Action: Standard (Special) Strain: 0 10 yards TMD.
Inflicts a minor curse of stuttering, the target suffers -2 to Charisma-based tests until the end of the next round. Simple action if Illusionism.
Doubt Action: Standard (Special) Strain: 1 10 yards.
Spellcasting test against the target’s Mystic Defense, the target suffers -1 per success to their next Initiative test.

Skills
Knowledge Skills: 3 Per (10): Barsaive History
Artisan Skills: 1 Chr (8) Acting
General Skills: 3 Per (10): Physician
1 Str (6) Swimming
1 Dex (7) Disarm Trap
Language Read/Write: 3 (Throalic, Human (Travar), Therian)
Speak: 3 (Throalic, Human (Travar), Therian)


Equipment: (Carried)
Vestments of the Masquerade TI#1 (25 lbs), Footmans shield (10 lbs).
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak), (3 lbs). Wool Jacket and Wool Hat, gloves.
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack). Physicians Kit & refills, Climbing Kit, Navigation Charts. Light Quartz lantern, Watertight oiled leather dry bags (2).
Grimoire (see below) (1 lbs). Fake Grimoire (see below) 10 sp. Notebook (unlisted, est 10 sp est <1 lbs).
Artisan tools: (several small books of speeches, soliloquies, and famous acting scenes).
Potions, charms Etc. (some are on mount): “Astendar’s Blessings” (Upandal’s Blessings for Artist Tests).
Trail Rations (7 days), Mine Rations (7 days).
Trophies:
Equipment on mount
At base Hide Armor (25 lbs)


Threads Tied:
TI #1: Vestments of the Masquerade Tier: Journeyman, IH&R 0 of 6. Tied 0 of 6.
Spoiler:
TI #1: Vestments of the Masquerade. For one strain armor changes appearance, giving +3 Disguise Self, +2 Mimic Voice.
Spoiler:
Mystic Defense: 12, Maximum Threads: 2, Legend Point Cost: Journeyman
This rather drab Crystalweave armor is so boring you can understand why it's been collecting dust in the chest where you discovered it. It's only after wearing it that it slowly begins to gain some color.
The color of the armor changes depending on the mood of the wearer; blue tones for sad, red for anger, yellow for scared etc... The true power of the armor comes later once the owner discovers that they can control the color changes to turn the armor into any form of clothing they wish. The armor starts to giggle to the owner once the armor disguises itself and it will encourage the owner to deceive everyone once The Actor ability has been activated. Some mischievous fey spirit is bound to this armor.
Without a thread tide to the item it functions as a normal set of Crystalweave armor: Physical Armor: 3, Mystic Armor: 4, Initiative Penalty: 1
Thread Rank One Key Knowledge: The owner must learn the item’s Name. Vestments of the Masquerade Effect: The armor is Physical Armor 4.
Thread Rank Two Effect: The armor is Mystic Armor 5
Thread Rank Three Key Knowledge: Discover who created the armor Effect: The Actor For 1 strain the wearer gains +3 steps to a Disguise Self test along with the ability to change the appearance of the armor to any other clothing or armor they wish. (armor stats remain)
Thread Rank Four Effect: The armor is Physical Armor 5
Thread Rank Five Key Knowledge: Research the name of the fey spirit tied to the armor. Cedpar Thifreg Effect: The Actor ability also provides +2 to Mimic Voice tests.
Thread Rank Six Effect: The armor not only changes its appearance depending on whom the wearer is talking to, increasing the wearer’s attractiveness. The wearer gains +2 charisma.



Mount:
None


Spells
Grimoire: Caesar's grimoire looks at first glance to be a book of (bad) song and poetry. It is stored with the books of his Acting Kit. Before transcribing a spell into it, he first renders it into some sort of verse. The tone and rhythm of the spells are the essential pieces that Caesar records in this grimoire, and when studying his spells, Caesar will almost always be humming, or even singing. He also carries a notebook in which notes about all sorts of things, including magical musings are recorded, but while it contains much magical musings, it is not his grimoire.
Caesar also carries around a fake grimoire. It is impressive looking and bound in snake skin, but it contains nonsense written in some half dozen obscure languages. Sections of it have been made to look as if they are under a powerful and long lasting encrypt spell, but are impossible to decrypt simply because they actually are gibberish.

(C) means natively Chain Castable. (C+) means Chain Castable if use extra thread.
(1) Assuring Touch(C+), Best Face (C), Cloak (C), Ephemeral Bolt, True EB, Monstrous Mantle, Trust (C*).
(2) Blindness, Innocent Activity, Mind Fog, See the Unseen (C).
(3) Nobody Here (C).
(4) Notice Not (C).

Spell Details:
Spoiler:
(1) Assuring Touch, Best Face, Cloak, Ephemeral Bolt, True EB, Monstrous Mantle, Trust.
Spoiler:
Assuring Touch:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 rounds
Effect: +3 to Mystic and Social Defense; +3 Willpower test bonus against fear
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 bonus), Additional Target (+Rank)
This spell increases resistance to fear. The magician thinks positive thoughts, then gently touches the target while murmuring something reassuring like “everything’s going to be okay” and makes a Spellcasting test against the target’s Mystic Defense.
If successful, the target adds +3 to his Mystic and Social Defense against fear-causing attacks and gains a +3 bonus to any Willpower tests he makes to resist the effects of fear or Intimidation (see the Gamemaster’s Guide).

Best Face:
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 minutes
Effect: +3 bonus to Charisma-based tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Additional Target (+1)
Illusion. This spell disguises one’s identity. The magician splashes water or cologne on the target’s face then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s face changes to match a face envisaged by the magician—if he is copying a specific face, he must have seen that individual within the last month.
The target gains a +3 bonus to Disguise Self (and may use Disguise Self as a default skill if they do not possess it) or Charisma-based tests when trying to convince others of his false identity and attempting to persuade them to act according to that misperception. Any Interaction tests made against the target are considered Sensing tests (see Illusions, p.266). The spell only affects the target’s head and neck, including hair and ears. The maximum possible size difference between the target’s face and that being mimicked is 100 percent in any dimension—the magician must find another way to disguise obvious differences. The target’s voice is unchanged, so he must try to mimic the speech characteristics of the character whose face he has borrowed as best he can.

Cloak:
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 bonus to stealthy Action tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Figment. This spell masks a character, making him less noticeable to others. The magician quietly touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target becomes semi-transparent and gains a +3 bonus to any Action tests he makes that are aimed at concealment or stealth, such as Stealthy Stride tests and may use Stealthy Stride as a default skill if they do not possess it.

Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL+4/Mystic and -2 to Willpower tests
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Illusion. This spell creates a wriggling, glowing green bolt that squirms its way through the air toward an opponent. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted.
Additionally, the target suffers a -2 penalty to any Willpower tests until the end of the next round. This spell may be disbelieved (see Disbelieving Illusions, pg. 267). This spell may be placed in the same spell matrix as True Ephemeral Bolt.

Monstrous Mantle
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +2 close combat Attack and Damage tests, and +2 Physical Defense
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+1 to all bonuses), Additional Target (+Rank)
Illusion. This spell improves a character’s combat prowess by making onlookers believe they have transformed into a monster.
The magician makes snarling and growling sounds, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, twin helixes of light appear around the target, rotating and spinning into the form of a monstrous humanoid creature, typically increasing in size, and gaining unnatural characteristics such as axes, tentacles or giant pincers for hands.
The target gains a +2 bonus to his Attack and Damage tests for close combat and adds +2 to his Physical Defense. The illusion does not give the target any special attack forms or abilities. Any physical tests which interact with the target are considered Sensing tests; for example, Attack, Avoid Blow and Riposte tests.

True Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL+1/Mystic and -2 Penalty to next Sensing test
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Effect (-2 penalty), Increase Effect (Penalty applies to additional Sensing test), Additional Target (+1)
This spell looks and acts exactly like the Ephemeral Bolt spell, p. 296, but packs less punch than its illusory twin. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, a glowing green bolt squirms through the air and hits the target. The magician’s Effect test determines how much damage is inflicted and any target has a -2 penalty to their next Sensing test as their perceptions become skewed.
This spell may be placed in the same spell matrix as Ephemeral Bolt.

Trust
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: 10 yards Duration: Rank minutes
Effect: Creates a friendly relationship between magician and target
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+10 yards)
This spell inspires a character to trust the magician. The magician smiles and nods toward the target, then makes a Spellcasting test against the target’s Mystic Defense.
If successful, the target will not deceive or harm the magician and others obviously Friendly to him for the duration of the spell as long as the magician and his friends do not deceive or harm the target. When the spell ends, the target becomes aware of the manipulation and his Attitude towards the magician decreases by one degree.

(2) Blindness, Innocent Activity, Mind Fog, See the Unseen.
Spoiler:
Blindness
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank minutes
Effect: Obscures the target’s vision
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes)
Illusion. This spell affects the target’s visual perception. The magician closes one eye, points at the target, blinks twice, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s vision is obscured with an inky blackness; the target is effectively “blinded” and suffers a Full Darkness penalty to sight-based Action tests. Any sight-based Action tests he makes are considered Sensing tests. Targets who don’t require vision to “see” are unaffected by this spell.

Innocent Activity
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank+10 rounds
Effect: Covers up true activity
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Additional Target (+1)
Illusion. This spell masks a character’s activity. The magician waves his hands about as if painting on a large canvas, then makes a Spellcasting test against the target’s Mystic Defense. If successful, everyone will only see an image of the target performing an apparently innocent activity appropriate to the setting. If the target moves from his current location, the illusion is broken. The target may otherwise perform any action, even attacking an opponent, during the spell’s duration. Any obviously inexplicable phenomena as a result of action on the part of the target, such as voices, spells, or attacks, allows those viewing or listening to make a Perception test as a Sensing test (see Illusions, p. 266). If successful, the sensing character sees through the illusion, and the spell ends. If failed, the sensing character concocts some other plausible explanation for what happened.

Mind Fog
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank+5 rounds
Effect: WIL+3
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
This spell clouds a characters perceptions and makes him forget what he was about to do. The magician scratches his temple as if trying to remember something, then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target can only react to actions made against him, until he remembers what it is he wants to do. Appropriately defending yourself against hooligans is considered a reaction, though why they are under attack will remain a mystery. The target may make a Willpower test each round against the Effect Step if they have reason to suspect something is amiss. Each round in combat gives the target a cumulative +5 to the Willpower test.

See the Unseen
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: Touch Duration: Rank+5 minutes
Effect: +5 bonus to sight-based Perception tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
This spell allows a character to better see hidden things. The magician lightly touches the target’s eyes, then makes a Spellcasting test against the target’s Mystic Defense. If successful, he gains a +5 bonus to sight-based Perception tests made to detect hidden objects or characters. The spell does not enable the target to see things that cannot normally be seen, such as Horrors lurking in astral space, although it will help when combined with a talent or ability that allows such astral viewing.

(3) Nobody here
Spoiler:
Nobody here
Spoiler:
Threads: 1 Weaving: 7/12 Casting: TMD (see text) Range: Self Duration: Rank+5 minutes Area of Effect: 4-yard radius
Effect: Make onlookers ignore a group of characters
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+2 yards)
Illusion. This spell hides characters from others. The magician concentrates on the thought of “nobody here” and makes a Spellcasting test against the highest Mystic Defense among any targets (including himself) within the area of effect. If successful, those affected become invisible to anyone outside the area of effect able to view them. Once cast, the spell’s effect does not move with the magician and only the original targets gain the benefit of the invisibility, not those who enter later. Targets who exit the area of effect become visible to others—they can regain their invisibility by moving back inside the circle.
A character who walks into the area of the illusion makes a Perception test as a Sensing test (see Illusions, p. 266). The viewing character adds a +3 bonus to his Perception test if a concealed target manipulates the environment in a way that requires explanation, such as moving books in plain sight, opening or shutting doors, and so on. The viewing character gains a +5 bonus to his Perception test if a concealed target makes physical contact with him. If successful, the illusion is revealed for that observer. If failed, the viewing character’s sensory feedback is magically suppressed—his senses detect any characters that would normally be visible, but the knowledge is suppressed by the spell. If a concealed target causes damage to another character, the attacked character is no longer affected by the illusion and any onlookers immediately make a Sensing test with a +5 bonus.

(4) Notice Not
Spoiler:
Notice Not
Spoiler:
Threads: 1 Weaving: 8/13 Casting: TMD Range: Touch Duration: Rank minutes
Effect: Creates an illusion that the target is not there
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Additional Target (+1)
Illusion. This spell masks a character, making others ignore him entirely. The magician quietly touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, anyone in the target’s area will ignore them and subconsciously move out of the way to avoid his presence. If the target interacts with anything in the area, onlookers may make Sensing tests as appropriate. Anyone actively aware (such as guards) may make Perception tests as Sensing tests. Any intention to cause violence will result in the spell ending immediately. This spell explicitly does not protect against any form of astral sensing (e.g. Astral Sight).




Caesar's Backstory and personal "Way of the Illusionist"  
Caesar is Cocky, and Curious, but Friendly and Easy-going.

Caesar is from Travar. His mother is an opera star of considerable fame in Travar. His father is a theater Illusionist (creates visual and audio effects for the productions). He has a number of brothers and sisters. In addition to the training he received from his father, Caesar attended the Stonebridge Academy, Travar's premier academy of magic, with faculty from all spellcasting disciplines, and headed by a former Champion of the Games.

Caesar has an appreciation for the arts and delights in plays and song. He studied as an actor and appeared in several children's productions, as well as child silent parts at the Opera house. His and his parents background in theater has shaped his view of Illusion. He knows that not only magic lies behind Illusion, but the huge role that illusion plays in reality. He understands how thin even the most impressive facade might be. He feels that an Illusionist should strive to free peoples minds from deception.

At the beginning of his career, Caesar does not consider himself a full-time professional Adventurer. He came to Throal to check out it's theater scene (he is unimpressed), and picks up the occasional adventuring job when he runs short of cash and can't find anything theater related. He plans that he will eventually go into one of the typical Illusionist careers in the arts or professions (for example he has a good friend who runs a flying carpet rental in Travar).

In the meantime, there is one aspect of adventuring that Caesar is particularly interested in. During the long centuries of the Scourge, each individual kear was cut off from all others, developed their own cultures in isolation. Books, and poetry, plays and songs written in one kear and known to no other. Caesar is interested in traveling to other places and obtaining copies of works of art (particularly copies of plays and songs) and bringing them to Travar. He is one of the founding members of the Cultural Preservation Institute of Travar. If he ever does any kear delving, he would focus upon private libraries and manuscripts.

Caesar reveres all the non-mad passions, and celebrates their various holy days with enthusiasm and devotion. At various times in his youth he has given thought to dedicating himself to several. Lately his heart has mostly gone out to Astendar, but has so far been unable place any one Passions ideals above all the others.


Cash accounting: 50 sp Hide armor, 15 sp footmans shield. 20 sp for a notebook and a fake grimoire = 85 sp. 15 sp remaining.
Last edited by ChrisDDickey on Sun Apr 10, 2022 4:55 pm, edited 29 times in total.

ChrisDDickey
Posts:1011
Joined:Sun Nov 27, 2016 10:02 pm

Re: Caesar Bonaparte, Human Illusionist

Post by ChrisDDickey » Thu May 13, 2021 2:37 pm

Original character
Spoiler:
Roll20 Name:   Chris D.
Discord ID:   chrisddickey (@chrisddickey#0745)
Character Name:   Caesar Bonaparte
Race:   Human.

Characteristics
Dex: 13 (6) (Init 4 -2 IP)
Str: 10 (5)
Tou: 11 (5)
Per: 16 (7)
Wil: 13 (6)
Cha: 16 (7)

Karma Mod: 5 Karma Step: 4 (d6) Karma Max: 5

PD: 10 Nat PD 8 (+2 Shield)
MD: 9. Nat MD 9 (+0 Shield)
SD: 9 Nat SD 9
PA: 5 (armor 5)
MA: 2 (2 Nat)
Uncon: 25 (22 + Dur x 3)
Death: 31 (27 + Dur x 4)
Wound Threshold: 8
Recovery tests per day: 2 (2).
Movement: 12
Carrying Capacity: 80 (Armor 25 lbs, Shield 10 lbs. gear ?? lbs)

Discipline: Illusionist  
Circle: 2st
ECR: 2
Discipline Abilities:  Free Talent: Standard Matrix x2.

Half-Magic: Illusionists make Half-Magic tests to recognize different types of magic use, as well as specific uses of illusion magic. They also make Half-Magic tests when attempting to perceive the “truth” of a given situation.
Matrixes - Standard: (F-1, F-1).

Illusionist Talents
1st DT: Patterncraft 2 Per (9)
1st DT: Spellcasting 3 Per (10)
1st DT: Thread Weaving (Illusionism) Per 3 (10)
2nd DT: True Sight 0

Other Talents
Racial Talent: Versatility: 0


Talent Knacks
Spoiler:

Skills
Knowledge Skills: 3 Per (10): Barsaive History
Artisan Skills: 1 Chr (8) Acting
General Skills: 3 Per (10): Physician
1 Str (6) Swimming
Language Read/Write: 3 (Throalic, Human (Travar), Therian)
Speak: 3 (Throalic, Human (Travar), Therian)


Equipment: (Carried)
Hide Armor (25 lbs) Footmans shield (10 lbs).
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak), (3 lbs).
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack).
Grimoire (see below) (1 lbs). Fake Grimoire (see below) 10 sp. Notebook (unlisted, est 10 sp est <1 lbs).
Artisan tools: (several small books of speeches, soliloquies, and famous acting scenes).
Potions, charms Etc. (some are on mount):
Trail Rations (7 days)
Trophies:
Equipment on mount
At base

Threads Tied:
Spoiler:

Mount:
None


Spells
Grimoire: Caesar's grimoire looks at first glance to be a book of (bad) song and poetry. It is stored with the books of his Acting Kit. Before transcribing a spell into it, he first renders it into some sort of verse. The tone and rhythm of the spells are the essential pieces that Caesar records in this grimoire, and when studying his spells, Caesar will almost always be humming, or even singing. He also carries a notebook in which notes about all sorts of things, including magical musings are recorded, but while it contains much magical musings, it is not his grimoire.
Caesar also carries around a fake grimoire. It is impressive looking and bound in snake skin, but it contains nonsense written in some half dozen obscure languages. Sections of it have been made to look as if they are under a powerful and long lasting encrypt spell, but are impossible to decrypt simply because they actually are gibberish.

(C) means natively Chain Castable. (C+) means Chain Castable if use extra thread.
(1) Assuring Touch(C+), Best Face (C), Cloak (C), Ephemeral Bolt, True EB, Monstrous Mantle, Trust (C*).
(2) See the Unseen (C).

Spell Details:
Spoiler:
(1) Assuring Touch, Best Face, Cloak, Ephemeral Bolt, True EB, Monstrous Mantle, Trust.
Spoiler:
Assuring Touch:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 rounds
Effect: +3 to Mystic and Social Defense; +3 Willpower test bonus against fear
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 bonus), Additional Target (+Rank)
This spell increases resistance to fear. The magician thinks positive thoughts, then gently touches the target while murmuring something reassuring like “everything’s going to be okay” and makes a Spellcasting test against the target’s Mystic Defense.
If successful, the target adds +3 to his Mystic and Social Defense against fear-causing attacks and gains a +3 bonus to any Willpower tests he makes to resist the effects of fear or Intimidation (see the Gamemaster’s Guide).
Best Face:
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 minutes
Effect: +3 bonus to Charisma-based tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Additional Target (+1)
Illusion. This spell disguises one’s identity. The magician splashes water or cologne on the target’s face then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s face changes to match a face envisaged by the magician—if he is copying a specific face, he must have seen that individual within the last month.
The target gains a +3 bonus to Disguise Self (and may use Disguise Self as a default skill if they do not possess it) or Charisma-based tests when trying to convince others of his false identity and attempting to persuade them to act according to that misperception. Any Interaction tests made against the target are considered Sensing tests (see Illusions, p.266). The spell only affects the target’s head and neck, including hair and ears. The maximum possible size difference between the target’s face and that being mimicked is 100 percent in any dimension—the magician must find another way to disguise obvious differences. The target’s voice is unchanged, so he must try to mimic the speech characteristics of the character whose face he has borrowed as best he can.
Cloak:
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 bonus to stealthy Action tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Figment. This spell masks a character, making him less noticeable to others. The magician quietly touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target becomes semi-transparent and gains a +3 bonus to any Action tests he makes that are aimed at concealment or stealth, such as Stealthy Stride tests and may use Stealthy Stride as a default skill if they do not possess it.
Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL+4/Mystic and -2 to Willpower tests
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Illusion. This spell creates a wriggling, glowing green bolt that squirms its way through the air toward an opponent. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted.
Additionally, the target suffers a -2 penalty to any Willpower tests until the end of the next round. This spell may be disbelieved (see Disbelieving Illusions, pg. 267). This spell may be placed in the same spell matrix as True Ephemeral Bolt.
Monstrous Mantle
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +2 close combat Attack and Damage tests, and +2 Physical Defense
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+1 to all bonuses), Additional Target (+Rank)
Illusion. This spell improves a character’s combat prowess by making onlookers believe they have transformed into a monster.
The magician makes snarling and growling sounds, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, twin helixes of light appear around the target, rotating and spinning into the form of a monstrous humanoid creature, typically increasing in size, and gaining unnatural characteristics such as axes, tentacles or giant pincers for hands.
The target gains a +2 bonus to his Attack and Damage tests for close combat and adds +2 to his Physical Defense. The illusion does not give the target any special attack forms or abilities. Any physical tests which interact with the target are considered Sensing tests; for example, Attack, Avoid Blow and Riposte tests.
True Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL+1/Mystic and -2 Penalty to next Sensing test
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Effect (-2 penalty), Increase Effect (Penalty applies to additional Sensing test), Additional Target (+1)
This spell looks and acts exactly like the Ephemeral Bolt spell, p. 296, but packs less punch than its illusory twin. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, a glowing green bolt squirms through the air and hits the target. The magician’s Effect test determines how much damage is inflicted and any target has a -2 penalty to their next Sensing test as their perceptions become skewed.
This spell may be placed in the same spell matrix as Ephemeral Bolt.
Trust
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: 10 yards Duration: Rank minutes
Effect: Creates a friendly relationship between magician and target
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+10 yards)
This spell inspires a character to trust the magician. The magician smiles and nods toward the target, then makes a Spellcasting test against the target’s Mystic Defense.
If successful, the target will not deceive or harm the magician and others obviously Friendly to him for the duration of the spell as long as the magician and his friends do not deceive or harm the target. When the spell ends, the target becomes aware of the manipulation and his Attitude towards the magician decreases by one degree.
(2) See the Unseen.
Spoiler:
See the Unseen
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: Touch Duration: Rank+5 minutes
Effect: +5 bonus to sight-based Perception tests
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
This spell allows a character to better see hidden things. The magician lightly touches the target’s eyes, then makes a Spellcasting test against the target’s Mystic Defense. If successful, he gains a +5 bonus to sight-based Perception tests made to detect hidden objects or characters. The spell does not enable the target to see things that cannot normally be seen, such as Horrors lurking in astral space, although it will help when combined with a talent or ability that allows such astral viewing.



Caesar;s Backstory and personal "Way of the Illusionist"  
Caesar is Cocky, and Curious, but Friendly and Easy-going.

Caesar is from Travar. His mother is an opera star of considerable fame in Travar. His father is a theater Illusionist (creates visual and audio effects for the productions). He has a number of brothers and sisters. In addition to the training he received from his father, Caesar attended the Stonebridge Academy, Travar's premier academy of magic, with faculty from all spellcasting disciplines, and headed by a former Champion of the Games.

Caesar has an appreciation for the arts and delights in plays and song. He studied as an actor and appeared in several children's productions, as well as child silent parts at the Opera house. His and his parents background in theater has shaped his view of Illusion. He knows that not only magic lies behind Illusion, but the huge role that illusion plays in reality. He understands how thin even the most impressive facade might be. He feels that an Illusionist should strive to free peoples minds from deception.

At the beginning of his career, Caesar does not consider himself a full-time professional Adventurer. He came to Throal to check out it's theater scene (he is unimpressed), and picks up the occasional adventuring job when he runs short of cash and can't find anything theater related. He plans that he will eventually go into one of the typical Illusionist careers in the arts or professions (for example he has a good friend who runs a flying carpet rental in Travar).

In the meantime, there is one aspect of adventuring that Caesar is particularly interested in. During the long centuries of the Scourge, each individual kear was cut off from all others, developed their own cultures in isolation. Books, and poetry, plays and songs written in one kear and known to no other. Caesar is interested in traveling to other places and obtaining copies of works of art (particularly copies of plays and songs) and bringing them to Travar. He is one of the founding members of the Cultural Preservation Institute of Travar. If he ever does any kear delving, he would focus upon private libraries and manuscripts.

Caesar reveres all the non-mad passions, and celebrates their various holy days with enthusiasm and devotion. At various times in his youth he has given thought to dedicating himself to several. Lately his heart has mostly gone out to Astendar, but has so far been unable place any one Passions ideals above all the others.


Cash accounting: 50 sp Hide armor, 15 sp footmans shield. 20 sp for a notebook and a fake grimoire = 85 sp. 15 sp remaining.
Reserved
A clue written in the Stars
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2424

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                        3               3
Legend points           800     40      800       40             840
Silver                  100     50       15      150             150       200
Alternate rewards: Circle 2 training, (200 sp value). See the Unseen Spell.
Physician Kit - Current: 0.
Items Purchased: Caesar, Wool Jacket and Wool Hat, gloves (15.2 sp)
Downtime / Legend Spent: False Sight, First Impression 0->2 (300, 300 lp). 2nd Circle Training (5 days, Adventure reward).
Astral Sight (TO#1), Awareness (TO#2) 0->1 (100, 100 lp).
Pastries, Plagues, Pipers
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2465

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                        6               6
Legend points           800     40      800       80            1680
Silver                  100     50      100      300             400       200
Alternate rewards:
Physician Kit - Current: 7. Used 2.
Items Purchased: Physicians kit & 2 refills (100 sp).
Downtime / Legend Spent: First Impression 2->3 (300 lp), Awareness 1->3 (500 lp).
We happy few
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... 4&start=10

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                        9               9
Legend points          1400     70     1500       50            3080
Silver                  275     69      476      168             744       200
Alternate rewards:
Physician Kit - Current: 7.
Items Purchased: Climbing Kit 36 sp, Navigation Charts 15 sp, Mine Rations (one week) 25 sp. Spell Innocent Activity (200 lp, 100 sp).
Downtime / Legend Spent: Illusionst 3rd circle (300 sp and 7 days, Spell Nobody Here). Versatility 0->1 (100 lp), Wilderness Survival 0->1 (200 lp, Versatility, 7 days), Patterncraft 2->3 (300 lp), True Sight 0->3 (800 lp), Conversation 0->1 (100).
Community Service
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2480

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                       12              12
Legend points          2200    110     2300       60            5390
Silver                  375     94      350      287            1213       200
Alternate rewards:
Physician Kit - Current: 7.
Items Purchased:
Downtime / Legend Spent: Versatility 1->3 (500 lp), Navigation, Standard Matrix 0->1 (Versatility 200 lp, 200 lp, and 7 days with Keel, 7 days with Orphen), Train Tou (800 lp, 250 sp, 5 days), Learn Befuddle Knack 200 lp, 100 sp). Astral Sight 1->2 (200 lp), Conversation 1->2 (200 lp).
Thivanadir
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2491

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                       15              15
Legend points           800     40      900       00            6130
Silver                  100     40      200      227            1253       400
Alternate rewards: 200 sp of knack training.
Physician Kit - Current: 7.
Items Purchased:
Downtime / Legend Spent: Taunt 0->1 (100 lp). Courage, Stutter, Lip Reading Knacks (200, 300, 300 lp, 50, 75, 75 sp).
A Lady in need may pay indeed.
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2511 800 LP, 158 SP, 3 TIPs. Light Quartz lantern (85 sp value).

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                       18              18
Legend points           800     40      500      340            6970
Silver                  158     40        0      425            1451       485
Physician Kit - Current: 7.
Items Purchased:
Downtime / Legend Spent: 500 spellcasting 3->4 (500 lp).
All the world's a stage.
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2521

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
Alt Reward “Astendar’s Blessings” (Upandal’s Blessings for Artist Tests) (137/137 sp).
TIPs                      5                       23              23
Legend points          2000    100     1600      840           10070
Silver                  276    103      134      670            1451       622
Physician Kit - Current: 10. Used 3, purchased 6 (50 sp).
Items Purchased: 2 waterproof dry bags (oiled leather) 14 sp. Rented some pack goats (20 sp).
Downtime / Legend Spent: Now ECR 4. Questor of Astendar 0->1 (200), Versatility 3->4 (500 lp), Item History 0->1 (200 lp from Qwillem), Disarm Trap skill 0->1 (200 lp, 10 sp 1 week), Doubt knack (500 lp, 100 sp, 4 days).
A jungle story. (gm rewards)
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... 044#p19044

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3              18        8              26
Legend points          2200      0     300       40           12270
Silver                  375      0      260      410            1826       622
Physician Kit - Current: 10.
Items Purchased:
Downtime / Legend Spent: 2nd Tou Training (1300 lp, 250 sp, 5 days), Questor 1->2 (300lp, 1 week), Winning Smile, Emotion song 0->2 (300, 300 lp), Taunt 1->3 (500), Astral Sight 2->3 (300).
Laying a Brotherhood of Stone to Rest. (gm rewards)
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=2534

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                       11              29
Legend points          2200      0     2000      240           14470
Silver                  375      0        0      785            2201       622
Physician Kit - Current: 10.
Items Purchased:
Downtime / Legend Spent: Illusionism, Taunt, Awareness, Astral Sight 3->4 (4 x 500 = 2000 lp)
A monster most fowl
Spoiler:
AAR: http://www.fasagames.com/forum/viewtopi ... 27ac1c8eaa

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                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3                       14              32
Legend points          1400     70      1700       10           15940
Silver                  175     55      530      485            2431       722
Physician Kit - Current: 10.
Items Purchased: 2 half priced 2nd circle spells Blindness & Mind Fog (400 lp, 100 sp). Tent (30 sp).
Downtime / Legend Spent: Illusionist 3->4 500 sp and 5 days, Notice Not spell. Conversation 2->4 (800 lp), First Impression 3->4 (500 lp).
0 of 8
5 @ 16,500

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