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BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Notes:

  • Spent 3 EXP to gain the Shadow-Walk asset. Spent 2 EXP to enhance Shadow-Walk, and the last 2 EXP to enhance Berserker.
  • Added a Bond to Bróin (and Vara) -- did not roll for it or anything, let me know if you'd like me to.

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Notes:

  • Spent 3 EXP to gain the Shadow-Walk asset. Spent 2 EXP to enhance Shadow-Walk, and the last 2 EXP to enhance Berserker.
  • Added a Bond to Bróin (and Vara) -- did not roll for it or anything, let me know if you'd like me to.

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Notes:

  • Spent 3 EXP to gain the Shadow-Walk asset. Spent 2 EXP to enhance Shadow-Walk, and the last 2 EXP to enhance Berserker.
  • Added a Bond to Bróin (and Vara) -- did not roll for it or anything, let me know if you'd like me to.

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Notes:

  • Spent 3 EXP to gain the Shadow-Walk asset. Spent 2 EXP to enhance Shadow-Walk, and the last 2 EXP to enhance Berserker.
  • Added a Bond to Bróin (and Vara) -- did not roll for it or anything, let me know if you'd like me to.

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used




 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Experience: ◍ = have, = used
◍◍◍◍◍◍◍



 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Experience: ◍ = have, = used
◍◍◍◍◍◍



 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Experience: ◍ = have, = used
◍◍◍◍◍◍



 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

"Speech"

Thoughts

asdf ashdf;laskdfjasdy adf sdftgnwdfua asd.asd fabcavkysl asdgflasjnfwea sdfhaldsgaltdf dfafs;hgkjhs asdastabfhjat askdjftlas df aksdjftasl gagflksjhfga fakjsd adkajfshldfjflb sfrhglrjaiudf adgflJDL kshdlGDFKAJF skjfhgajhkjasd ftashdkfal sdjfhkad eaksjdhlfajsldta dfwkejalylash wofkajdlat fgasd faifauylskdjf aklsdfhya ajdfhlat asdfhksjdyxd akajlsdyald fdf askdjfyalskdf ksdfhalst asjdfltal dsf.

OOC/Mechanics

Rolls and OOC notes go here


Assets

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: name (rank)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town

Experience: ◍ = have, = used
◍◍◍◍◍◍



 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T)
Completed Journeys: To Forest Gate (D)

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode most likely)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


text and post stuff goes here

OOC/Mechanics

Rolls and OOC notes go here


Assets

Asset Card info here?

Progress

Progress trackers here

BlueTrillium

BlueTrillium

-- Posting format, and active character 'sheet' --
(best viewed in Desktop mode I guess)

Image Credit: 88grzes on DeviantArt
image edits by me, BlueTrillium

 

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 2 (10/2) | Heart: 5 | Spirit: 5 | Supply: 5

Tarric


spacing is still very very weird looking but getting closer.... Any way of having like 1-2 characters' width of space between the pic and the text here? probably not. hrm.

dangit, now it looks fine in editing and preview but looks like utter crap as soon as I save it? WTF

omg finally. Guess I can't do a width% on the floatleft thing. all righty then.... of course now it doesn't seem to resize the image for phone but... I don't use phone so I can live with that. (sorrynotsorry phone users)


assets/spoilers/etc go here once I figure them out

 

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