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user:joew:pc:glassinger [2015/01/18 01:37]
joew [Loot]
user:joew:pc:glassinger [2016/07/22 22:39]
joew
Line 22: Line 22:
   * Great Weapon Finesse   * Great Weapon Finesse
   * Great Weapon Potency   * Great Weapon Potency
 +  * Tough
   * Tough   * Tough
   * Implement Use   * Implement Use
   * Retrieve Implement   * Retrieve Implement
   * Mana Simulation   * Mana Simulation
 +  * Minor Ritualist
  
 Spells\\ Spells\\
Line 33: Line 35:
   * Sapping Steel   * Sapping Steel
   * Fault of Memory   * Fault of Memory
 +  * Fault of Power
   * Faultlines   * Faultlines
 +  * Fault of Earth
  
 Secondary Secondary
Line 40: Line 44:
   * Brand the Memory   * Brand the Memory
   * Cut the Thread   * Cut the Thread
 +  * Steal the Scarred Soul
  
 Arcane Curse Arcane Curse
 +  *Draconic Insight 
 +  *Draconic Influence 
 +  *Acceptance of Fate
 ==== Stats ==== ==== Stats ====
  
-Hits: 7+2+Hits: 9+2
  
 Calls: Calls:
 DOUBLES\\ DOUBLES\\
-1x Wound 5, 3x Strikedown, 1x Shatter\\+1x Wound 10, 3x Strikedown, 1x Shatter\\
 4 Protomana 4 Protomana
  
Line 58: Line 65:
   *Dagger   *Dagger
   *4 Mana Crystals   *4 Mana Crystals
 +  *1 Restoration of the Flesh
 +  *1 Resist Fatigue
   *Crudely skinned alpha wolf pelt   *Crudely skinned alpha wolf pelt
   *Heart of the Wolf-chieftain   *Heart of the Wolf-chieftain
Line 69: Line 78:
   *The Dragon'​s Eye: an evil crystal ball that let's you gaze into the void. Invariably it gazes back.   *The Dragon'​s Eye: an evil crystal ball that let's you gaze into the void. Invariably it gazes back.
  
-170R+**Acceptance of Fate** 
 + 
 +You have stolen power from the Immaculate, and now you reject the very bonds the world places upon you. You exude a strange aura, as if the very air were trying not to touch you. As well as frightening strangers, this also means that you are slightly easier to track than most people as the talented see subtle signs that the very earth tried 
 +to avoid your footsteps. 
 + 
 +Mundane bonds that you touch melt away in green fire (ropes on your arms, a lock in a door). This ability cannot be turned off, and can have wide and varying definitions of a bond at the whim of the GM (e.g., shoelaces). 
 + 
 +Once per an adventure you may turn your attention to destroying a more potent bond (be it a magical door, a mind control spell, or the "​rights"​ of a slave owner). 
 + 
 +Bonds you have over others will be destroyed over time, they will not remember they owe you a favour, or an item you purchased, or (given enough time apart) even that you were once friends. Of particular note, this means that if you attempt to collect payment for adventuring separately from the rest of the party, your employer will not pay up. 
 + 
 +If you have it, you may use the spell "Fault of Power" to destroy an item related to one of the dragons in order to engage in a short dialogue with them. The more strongly related the artefact, the longer the dialogue will be. As per the usual rules for the spell, purchasing these between adventures is possible, but this will only allow a short dialogue (1 or 2 responses tops). 
 + 
 +**Resources**- Gang of Hoodlums 
 + 
 +154R
  
 ==== Specials ==== ==== Specials ====
-  *Syllable ​of Ruin - MASS SHATTER ​once per Adventure (Costs a protomana, inflicts a rend) +  *2 Syllables ​of Ruin - MASS SHATTER ​twice per Adventure (Costs a protomana, inflicts a rend) 
-  *Plumage of Chaos - Resist mind effecting call once per Adventure ​+  *Plumage of Chaos - Resist mind effecting call once per Adventure 
 +  *3 Resists Binding Magic, 3 Resists Wounding Magic, 3 Resists Leader Miracles, 3 Resists Traitor Miracles ​
 ===== Adventures ===== ===== Adventures =====
 {{topic>:​resources:​adventure?"​glassinger"&​nouser}} {{topic>:​resources:​adventure?"​glassinger"&​nouser}}
  
 {{tag>"​joew"​ "​glassinger"​ pc}} {{tag>"​joew"​ "​glassinger"​ pc}}
user/joew/pc/glassinger.txt · Last modified: 2017/06/24 17:46 by joew