Thread Items

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Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Thread Items

Post by Aegharan » Mon Jul 06, 2020 10:53 pm

This topic will be used to feature Thread Items our characters get.
Once posted, the character can use this item, find it in their next, or have found it in their last adventure.

Please do not post in this thread, but feel free to discuss in Discord.
Last edited by Aegharan on Mon Jul 06, 2020 10:59 pm, edited 1 time in total.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Glamered Stones

Post by Aegharan » Mon Jul 06, 2020 10:55 pm

Character Name: Moe'uhane
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1685
Points spent on item tier (10/20/30): 20
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: Crystal necklace with detachable crystals
If 8 points spent on item choice, select 1 requested power: distributed crystals that glow when targeted by a spell I cast.

Total TIPs spent: 28
Glamered Stones

Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

A golden necklace set with a variety of polished jaspilite stones in various sizes. Each of the red and black stones is etched with a matching rune.

Thread Rank One
Key Knowledge:
The owner must learn the necklace’s Name.
Effect: The wearer can detach one stone per thread rank and produce a variety of effects through the detached stones if they are within rank ×10 yards of the wearer. As a Simple action (“Begin”) the wearer can: cause the stones to glow softly, only the red, black, or runes to glow, vibrate or pulse softly, grow cool or warm to the touch (but not uncomfortable in either direction), emit a humming sound, or flash. This effect cannot single out individual stones. The wearer can end this effect as a Simple action (“End”). Each Simple action can only be performed once per round. If a stone is not replaced, it becomes inert and turns to dust after a week, and the necklace replaces the stone.

Thread Rank Two
Effect:
The wearer gains +1 to Social Defense.

Thread Rank Three
Key Knowledge:
The wearer must learn where the stones were quarried.
Effect: The wearer gains the Glamered Stones ability. As a Simple action for 1 Strain, the wearer removes a stone and causes it to softly glow alternating red and black in a soothing pattern while emitting a strangely peaceful sound. While all who see it are soothed, the wearer gains a +1 bonus to non-violent Charisma-based tests against whoever is holding the stone as they are mildly hypnotized by the effect. The effect lasts for up to thread rank minutes, or until the wearer ends it as a Simple action; the effect can be renewed by paying 1 Strain. This cannot be used during combat, nor to intimidate, directly put them in danger, or similar. The removed stone must be within thread rank × 10 yards and counts against the total number of stones that can be removed.

Thread Rank Four
Effect:
The wearer gains +1 to Mystic Defense.

Thread Rank Five
Key Knowledge: The owner must learn about who created the necklace.
Effect: The Glamered Stones ability now gives a +2 bonus to non-violent Charisma-based tests.

Thread Rank Six
Effect: The owner can now see a secret set of runes on the reverse of each stone. These can only be seen by an owner at this thread rank. This gives each stone a distinct identity and allows the wearer to target each stone individually or omit specific stones. This allows the wearer to use Glamered Stones on stones already handed out.

Thread Rank Seven
Key Knowledge:
The owner must learn the nature of the runes adorning the stones.
Effect: The wearer gains +2 to Social Defense and the Glamered Stones ability now gives a +3 bonus to non-violent Charisma-based tests.

Thread Rank Eight
Effect: When Glamered Stones is active, the wearer can gather information about the person in possession of the stone by spending 3 Strain making a CHA + Thread Rank test as a Standard action against their Social Defense. Each success allows the wearer to ask one question about the possessor’s state of mind, desires, fears, etc. The stone gathers feedback from the possessor and provides information to the wearer after one minute for each question. The wearer is not required to ask all their questions immediately and can wait for a response before asking a new question.
Last edited by Aegharan on Mon Jul 06, 2020 11:05 pm, edited 2 times in total.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Design: Quicksilver

Post by Aegharan » Mon Jul 06, 2020 10:57 pm

Designed by Dubhan:

Upgraded to Warden
Spoiler:
Upgrade Request
Character Name: Dubhan Goronich
Thread Item to be Upgraded: Quicksilver
Upgrade Cost: 10 TIPs, Journeyman -> Warden
No requested powers. I'd honestly like to request one, as I collaborated on the Design, but I can't think of how things should go with moving the boots up a tier to Warden. So I shall leave it to others. :D
Quicksilver

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

These soft leather boots are comfortable and largely non-descript outside of the glyph imprinted into the leather on each boot. Once donned, they give any wearer a slight spring in their step.

Thread Rank One
Key Knowledge:
The owner must learn the boots’ Name.
Effect: The boots contain a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect:
The wearer gains the Quicksilver ability. As a Free action for 1 Strain, the boots shine like liquid metal and the wearer moves fluidly across the battlefield. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Three
Key Knowledge:
The wearer must learn who created the boots.
Effect: The wearer gains +1 to Physical Defense.

Thread Rank Four
Effect:
The bonus from Quicksilver is now +3 ranks to Avoid Blow.

Thread Rank Five
Key Knowledge:
The wearer must learn about the glyph on the boots.
Effect: As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.

Thread Rank Six
Effect:
If the wearer has Quicksilver active, they can use the following special maneuver:
Quicksilver (Wearer, Avoid Blow): Energy from movement is conserved and transferred by the boots. The wearer can spend additional successes on Avoid Blow tests to gain +1 to their next Initiative test. These bonuses are cumulative; e.g., two additional successes from one Avoid Blow test and one additional success from a second gives a total of +3 to the wearer’s next Initiative test.

Thread Rank Seven
Key Knowledge:
The owner must learn what leather the boots were made from.
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect:
The wearer gains +2 to Physical Defense and the bonus from Quicksilver is now +4 ranks to Avoid Blow.
Last edited by Aegharan on Fri Sep 04, 2020 10:40 am, edited 3 times in total.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Design: Astrally Filtered Spectral Lenses

Post by Aegharan » Mon Jul 06, 2020 11:00 pm

Designed by Dubhan:

Astrally Filtered Spectral Lenses

Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

This bizarre contraption is only something a dwarf or a Wizard could possibly think was a good idea. A collection of various lenses is set in front of each eye and part of a brass mechanism is attached to a leather strap to firmly attach the whole affair to the victim’s head. Without a thread attached, the best that can be said is it is much sturdier than it appears.

With a thread attached, it is another story. When worn while using Astral Sight, the lenses automatically move in and out of place, adjusting distance, rotating, flipping, moving forward and back, all assisting the wearer’s astral perception. Astrally sensed entities and objects have a ghostly green outline.

Thread Rank One
Key Knowledge:
The owner must learn the lenses’ Name.
Effect: The lenses contain a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect:
The wearer gains +1 rank to Astral Sight.

Thread Rank Three
Key Knowledge:
The owner must learn who created the lenses.
Effect: The wearer gains +1 to Mystic Armor.

Thread Rank Four
Effect:
The owner gains +2 ranks to Astral Sight.

Thread Rank Five
Key Knowledge:
The owner must learn the nature of the glyph on the lenses.
Effect: The wearer gains the Astrally Filtered Spectral Lenses ability. As a Simple action for 2 Strain, the lenses glow ghostly green and side shields fold out to prevent unfiltered astral energy reaching the wearer’s eyes. As they slide in and out and focus, they begin filtering out the background noise from astral corruption, improving the wearer’s detection limit. The wearer reduces the Difficulty Modifier to astral sensing from corruption by one region type (e.g., Corrupt to Tainted) until the end of the next round.

Thread Rank Six
Effect:
When the wearer uses Astrally Filtered Spectral Lenses, the lenses provide the wearer additional information regarding the patterns of those astrally sensed. Red lines highlight weaknesses and possible vectors to assist in constructing patterns to better affect them. As a Free action for 1 Strain, the wearer gains a +2 to a test against a target’s Mystic Defense; the wearer must have astrally sensed the target. If the test uses the spell stored in the goggles’ spell matrix, it does not cost Strain.

Thread Rank Seven
Key Knowledge:
The owner must learn how many iterations it took to get the mechanism to change the lenses to work correctly.
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect:
When the wearer uses Astrally Filtered Spectral Lenses, the Difficulty Modifier to astral sensing from corruption is reduced by two region types (e.g., Corrupt to Safe) and the benefit to a test against a target’s Mystic Defense is +4.
Last edited by Aegharan on Mon Jul 06, 2020 11:05 pm, edited 1 time in total.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Anklebiter

Post by Aegharan » Mon Jul 06, 2020 11:02 pm

Character Name: Elisen
Spoiler:
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8

If 6 or 8 points spent on item choice, select exact base item: Windling Polearm
If 8 points spent on item choice, select 1 requested power: Bonus to knockdown

Total TIPs spent: 18
Anklebiter

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.

It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.

Thread Rank One
Key Knowledge:
The owner must learn the polearm’s Name.
Effect: The glaive is Damage Step 5.

Thread Rank Two
Effect:
The wielder gains +1 to Attack tests made with the glaive.

Thread Rank Three
Key Knowledge:
The owner must learn what glyph was inscribed on the blade.
Effect: The wielder gains +1 rank to Waterfall Slam.

Thread Rank Four
Effect:
The glaive is Damage Step 6.

Thread Rank Five
Key Knowledge:
The owner must learn the nature of the carvings on the haft.
Effect: The wielder can use the following special maneuver:

Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.

Thread Rank Six
Effect:
The wielder gains +2 ranks to Waterfall Slam.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Beryl Scale

Post by Aegharan » Mon Jul 06, 2020 11:07 pm

Character Name: Nez
Spoiler:
Character forum thread link:http://fasagames.com/forum/viewtopic.php?f=56&t=1684
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8):8 Wyvern Skin Armor

If 8 points spent on item choice, select 1 requested power: Decrease Init Penalty

Total TIPs spent: 18
Beryl Scale

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This armor is made from brilliant emerald wyvern skin with a blue sheen without a thread attached. However, once a thread is attached the True water moves throughout the scales and undulates like a current. Iridescent runes become visible under the blue sheen as it moves across the armor.

The armor resizes to the wearer when a thread is attached.

Thread Rank One
Key Knowledge:
The owner must learn the armor’s Name.
Effect: The armor is now Mystic Armor 2.

Thread Rank Two
Effect:
The armor is now Mystic Armor 3.

Thread Rank Three
Key Knowledge:
The owner must learn where the wyvern and True water used in the armor’s construction came from.
Effect: The armor forms more tightly to the wearer and gains increased flexibility. It has Initiative Penalty 2.

Thread Rank Four
Effect:
The armor continues to further conform to the wearer and once the wearer dons it, the armor extends up their neck, and down to their wrists and ankles. The wearer gains +2 to their Movement Rate.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning behind the runes.
Effect: The armor now extends around their wearer’s hands and feet, and around their face when worn. It looks like the wearer is scaled, rather than wearing armor with how it breathes and moves with the wearer. It has Initiative Penalty 1.

Thread Rank Six
Effect:
The owner develops a handful of small green and blue scales across their body and may feel a sense of comfort and safety when wearing their armor rather than being outside of it. The wearer gains +1 to Recovery tests.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Crucible of Purity

Post by Aegharan » Mon Jul 06, 2020 11:14 pm

Thread Item Request: Character Name: Mazor
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... 440#p12440
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: Crystal Raider Shield.
If 8 points spent on item choice, select 1 requested power: Initiative Penalty Reduction.
Total TIPs spent: 18
Crucible of Purity

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

A smooth crystal raider shield carved with gentle, flowing glyphs across surfaces entirely devoid of facets. In truth, it looks more like a large basin than a shield as it lacks any way to hold it. Once a thread is attached, it securely fits to the owner’s arm without need for any physical method to secure it. Blue and green veins of True water and wood run throughout the crystal like a network of roots or veins.

Thread Rank One
Key Knowledge:
The owner must learn the shield’s Name.
Effect: The wearer gains +3 to Mystic Defense.

Thread Rank Two
Effect:
The wearer gains +3 to Physical Defense

Thread Rank Three
Key Knowledge:
The Owner must learn where the Living Crystal was harvested.
Effect: The shield is Initiative Penalty 1.

Thread Rank Four
Effect: The shield gains the Crucible of Purity ability. As a Sustained action, the owner can pour water into the basin of the shield. The shield glows blue and green, illuminating glyphs carved into the crystal and causing the water to give an eerie but comforting light show over the course of a minute. The water is purified of mundane filth, but not poison or corruption, and is remarkably refreshing. Each such preparation makes a single drink regardless of the shield’s size and gives the imbiber a +1 bonus to their next Recovery test. This ability can be used thread rank times per day and like other bonuses from the same source, cannot be stacked.

Thread Rank Five
Key Knowledge: The owner must learn who created the Shield.
Effect: The wearer gains +4 to Mystic Defense.

Thread Rank Six
Effect:
The water affected by Crucible of Purity now gives a +2 bonus to their next Recovery Test.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Storm Eyes

Post by Aegharan » Mon Jul 06, 2020 11:16 pm

Character Name: Langren Vogel
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... =56&t=1545
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8

If 6 or 8 points spent on item choice, select exact base item: Dwarven Winternight cloak. The shell of this cloak is made from a single, expertly skinned and tanned hide donated from a dying Stormwolf, whose spirit empowered the cloak. The lining is made from specially treated cloths with a ribbed design that produces enough heat when rubbed to keep a traveler warm on the coldest nights. The cowl of the cloak is of a single piece with the cloak itself, made from the head of the Stormwolf and slightly reinforced to keep its shape. The upper muzzle is still lined with some of the wolf's teeth, and the lower muzzle can be pulled up to protect the wearer's lower face. In its eye sockets are a pair of matched ambers, which glow when the cloak's powers are activated.

If 8 points spent on item choice, select 1 requested power: Extends the use of Creature Analysis to affect Horrors and Horror Constructs.
Original request was denied.
New Request: The ability to detect Horrors/Horror Constructs at range.
Storm Eyes

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This heavy cloak is made from a single storm wolf hide. The distinctive silver-grey fur and lining keep a traveler warm on the coldest nights. A cowl made from the storm wolf’s head can be drawn over the wearer’s head, which still maintains teeth from when it was alive.

Without a thread attached, the cloak behaves as a dwarf winternight cloak (Player’s Guide, p. 419).

Thread Rank One
Key Knowledge:
The owner must learn the cloak’s Name.
Effect: The wearer gains +3 to Physical and Mystic Armor against cold damage.

Thread Rank Two
Effect:
The wearer gains Enhanced Sense [Hearing] (2).

Thread Rank Three
Key Knowledge:
The owner must learn who crafted the cloak.
Effect: The wearer gains +1 rank to Danger Sense.

Thread Rank Four
Effect:
The wearer gains Enhanced Sense [Smell] (2). This can be added to a Danger Sense or Tracking test if appropriate; e.g., ambushers or the quarry leave a smell to detect.

Thread Rank Five
Key Knowledge:
The owner must learn the Name of the storm wolf whose pelt was used to create the cloak.
Effect: The wearer gains the Storm Eyes ability. As a Simple action for 1 Strain, the wearer’s irises turn gold and faintly gold, giving them a distinctively lupine appearance. The wearer makes a PER + Thread Rank test against the Mystic Defense of each Horror and Horror construct within 20 yards; the wearer is not aware of the result. Each target the test succeeds against is detected and the wearer knows the number of detected targets in range.

Thread Rank Six
Effect:
When the wearer activates Storm Eyes, they gain +2 to their next Action test against a Horror within Thread rank minutes.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

The Coldest Care

Post by Aegharan » Mon Jul 06, 2020 11:19 pm

Character Name: Azurea
Spoiler:
Character forum thread link:http://fasagames.com/forum/viewtopic.php?f=56&t=1812
Points spent on item tier (10/20/30):10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8):8
If 6 or 8 points spent on item choice, select exact base item: arm circlet
If 8 points spent on item choice, select 1 requested power: Bonous to one or more purifier healing (ex..Cold Purifier/Earth Bond/Blood Share/Purification) (

Total TIPs spent: 18
The Coldest Care

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

Without a thread attached this silver armlet set with blue precious stones and neatly inscribed in gently curving runes is a piece of fine jewelry, once associated with high status among Landan nobles long ago. Once a thread is attached, the blue stones turn brilliant blue and cold to the touch. The metal shines as though wet and the enamel in the runes glows blue very faintly. When the wearer uses Cold Purify, the armlet absorbs into their skin, leaving the glowing blue runes as tattoos on the surface. The True water turns their blood vessels, lips, and eyes blue, and their skin cold. They exhale gentle frost for the duration.

Thread Rank One
Key Knowledge:
The owner must learn the torc’s Name.
Effect: The wearer gains +1 rank to Cold Purify.

Thread Rank Two
Effect:
The wearer gains +1 to Mystic Defense.

Thread Rank Three
Key Knowledge:
The Owner must learn where the silver used for this armlet was mined.
Effect: The wearer gains +2 ranks to Cold Purify.

Thread Rank Four
Effect:
The wearer can spend a Karma Point on an Action test to heal or treat a target’s injuries (this includes disease and poison). This is in addition to any other abilities that allow the owner to spend Karma on an associated test.

Thread Rank Five
Key Knowledge:
The Owner must learn who crafted the armlet
Effect: As a Free action when the wearer successfully heals a target’s damage with Cold Purify, they can spend a Recovery Test to heal additional damage using their Recovery Step for the test.

Thread Rank Six
Effect:
The wearer gains an additional Recovery Test per day. This can only be used with the Rank Five effect.

Aegharan
Posts: 386
Joined: Sat Oct 14, 2017 2:58 pm

Wyvern Oil

Post by Aegharan » Mon Jul 06, 2020 11:20 pm

Character Name: Zivilyn
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?p=12137#p12137
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: Wyvern Skin Armour
If 8 points spent on item choice, select 1 requested power: some protection from being grappled (whether that comes from thorns hurting the grappler, slippery oil that makes it hard for them to get a grip, being able to briefly become immaterial to avoid a grapple, or some other thing)

Total TIPs spent: 18
Wyvern Oil

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

Iridescent blue and green scales cover this wyvern skin armor and have a glistening sheen to them. Unlike the typical texture of wyvern scales, these are slick to the touch and have beautiful runes infused with True water carved into them. When light hits the scales just right, the sheen on the surface reveals patterns forming glyphs across the surface.

Thread Rank One
Key Knowledge:
The owner must learn the armor’s Name.
Effect: The armor is Mystic Armor 2.

Thread Rank Two
Effect:
The armor is Mystic Armor 3.

Thread Rank Three
Key Knowledge:
The owner must learn about the runes and glyphs of the armor.
Effect: The wearer gains the Wyvern Oil ability. As a Simple action for 1 Strain, the armor begins secreting a prodigious amount of oil until the end of the next round, quickly coating the armor and everything nearby, making the wearer quite a slippery little devil. The wearer gains +3 to their Physical Defense against Attack tests to grapple them and +3 to tests to escape from a grapple.

Thread Rank Four
Effect:
When the wearer uses Wyvern Oil, they experience the joys of nearly zero friction and the armor is Initiative Penalty 2.

Thread Rank Five
Key Knowledge:
The owner must learn where the wyvern used to create the armor lived.
Effect: The benefits from Wyvern Oil increase to +3 to Physical Defense against Attack tests to grapple them and +4 to tests to escape from a grapple.

Thread Rank Six
Effect:
When the wearer uses Wyvern Oil, the oil is slightly noxious. If a special maneuver allows an opponent to initiate a grapple against the wearer, it requires an additional success to use.

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