Thread Items

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Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am
Belt of the Nightflyer

Post by Very Useful Gloves » Mon Oct 19, 2020 10:18 pm

Character Name: Dvarim

Name of item: Belt of the Nightflyer
Current tier of item: Journeyman
Points spent on upgrade: 10
Requested new power: No request


Character Name: Dvarim Bolg
Spoiler:
Character forum thread link: viewtopi ... 604#p11770

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: Belt
If 8 points spent on item choice, select 1 requested power: Bonus to armor (adding to worn armor)

Total TIPs spent: 18
The Very Useful Gloves wonder why this belt feels so familiar.

Belt of the Nightflyer

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

A heavy belt with a black buckle on which a krillworm is portrayed in golden crystals.

Thread Rank One
Key Knowledge:
The owner must learn the belt’s Name.
Effect: The wearer gains +1 to their Physical Armor.

Thread Rank Two
Effect:
The wearer gains +1 rank to Command Nightflyer.

Thread Rank Three
Key Knowledge:
The owner must learn who created the belt. [Faux]
Effect: The wearer gains +1 to their Mystic Armor.

Thread Rank Four
Effect:
The wearer gains +1 rank to Great Leap.

Thread Rank Five
Key Knowledge:
The owner must learn the Name of the belt’s first owner. [Bru Swain]
Effect: The wearer gains +2 to their Physical Armor.

Thread Rank Six
Effect:
The wearer gains the Cloak of the Nightflyer ability. As a Standard action for 4 Strain, the wearer can turn into any nightflyer for Thread Rank +10 minutes. Clothing and equipment worn by the wearer is transformed and reappears when the spell ends.

While in the nightflyer form, the wearer can use all the creature’s normal abilities, including flight and enhanced senses. They cannot speak or cast spells, but can use talents and abilities requiring only thought or eye contact. The wearer is vulnerable to the Command Nightflyer talent and can end the transformation anytime as a Standard action.

Thread Rank Seven
Key Knowledge:
The owner must learn where the belt was enchanted. [Twilight Tower]
Deed: The owner must travel to the location where the belt was enchanted, capture a krilworm, and sacrifice it on the very same altar just as the sun passes below the horizon.
Effect: As a Simple action for 4 Strain, the wearer can summon a cloud of ethereal darkness in a 4-yard radius around them until the end of the next round. The darkness extinguishes all light, causing those within the area of effect to suffer a Full Darkness penalty to sight-based Action tests. Ordinary light does not penetrate it. Those with knowledge of Nethermancy are unaffected and can see normally. The wearer is considered to possess this knowledge while wearing the belt.

Thread Rank Eight
Effect:
The wearer can spend additional Karma Points on Action tests while in darkness. The first Karma Point spent with this effect each round costs 1 Strain and each subsequent Karma Point costs 1 additional Strain. For example, the third Karma Point spent with this effect in a round costs 3 Strain, for 6 Strain total.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Re: Thread Items

Post by Very Useful Gloves » Tue Oct 20, 2020 1:32 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: Crystal Raider Shield
If 8 points spent on item choice, select 1 requested power: reduced initiative penalty

It would be awesome if the shield thematically went with Death Flies on Sparkly Wings

Total TIPs spent: 18
Upgrade:
Spoiler:
Character Name: Elisen
Name of item: Falling Star Shower
Current tier of item: Journeyman
Points spent on upgrade: 10


The Very Useful Gloves are excited about unstoppable Sparkles.

Falling Star Shower

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

This crystal raider shield is cut with facets to maximize how much it sparkles when light touches it. The shield is in an unusual octagram shape tapering to slender points. Runes are carved along the exterior vertices suggestive of a meteor shower.

While the shield is sized for a windling by default, it reluctantly automatically resizes to fit the owner.


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The shield is Initiative Penalty 1.

Thread Rank Two
Effect:
The shield is Physical Defense +3.

Thread Rank Three
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The shield is Initiative Penalty 0.

Thread Rank Four
Effect:
The shield is Mystic Defense +3.

Thread Rank Five
Key Knowledge:
The wearer must learn about the specific meteor shower during which the shield was enchanted.
Effect: The wearer gains the Falling Star Shower ability. As a Simple action for 1 Strain when the wearer moves at least half of their (or their mount’s) Movement Rate, sparkling light spills forth from the shield, leaving long contrails off of the vertices behind the wearer. The wearer gains +3 to any Knockdown Difficulties in close combat until the end of the turn.

Thread Rank Six
Effect:
When the wearer uses Falling Star Shower, the light stretches around the wearer in a corona and trails behind them as they move. Every 5 points by which an opponent fails a Knockdown test caused by the wearer in close combat knocks them back 2 yards. This is treated as falling damage (Gamemaster’s Guide, p. 167).

Thread Rank Seven
Key Knowledge:
The wearer must learn where the meteor shower landed and what it created.
Effect: The shield is Physical Defense +4 and Mystic Defense +4.

Thread Rank Eight
Effect:
When the wearer uses Falling Star Shower, the light erupts upon impact with a foe. For 1 additional strain, when a foe fails a knockdown test, the explosive impact causes 2 temporary wounds that last for Rank rounds.
Last edited by Very Useful Gloves on Sat Feb 05, 2022 6:37 am, edited 2 times in total.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Skuld (Thorkell, Enchant)

Post by Very Useful Gloves » Sun Oct 25, 2020 10:28 pm

Character: Thorkell
Spoiler:
Design Difficulty:
Journeyman: 15, 8 successes
True Element (Air): +1
Orichalcum: -1
Total: 15

Enchanting Difficulty:
Journeyman: 20
Custom Pattern: +5
Craftsmanship: -3
True Element (Air): -1
Orichalcum: -2
Total: 19

Cost:
Journeyman: 500
Craftsmanship: 500
True Element: 5 kernels (500)
Orichalcum: 1000
Total: 2500 sp
The Very Useful Gloves take note that you now have two swords, and no gloves.

Skuld

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

This finely crafted troll sword is largely utilitarian in appearance, though perfectly balanced due to the True air infused in the blade. The sole adornment is the orichalcum lining the runnel.

Thread Rank One
Key Knowledge:
The owner must learn the sword’s Name.
Effect: The wielder gains +1 to Attack tests with the sword.

Thread Rank Two
Effect:
The sword is Damage Step 7.

Thread Rank Three
Key Knowledge:
The owner must learn who crafted the sword.
Effect: The wielder gains +2 to Attack tests with the sword.

Thread Rank Four
Effect:
The sword is Damage Step 8.

Thread Rank Five
Key Knowledge:
The owner must learn where the sword was crafted.
Effect: The wielder gains the Winds of Fate ability. As a Free action for 1 Strain, the orichalcum runnel fills with swirling energy and possibilities. The wielder gains +3 to their next Attack test with the sword.

Thread Rank Six
Effect:
When the wielder is using Winds of Fate to attack an opponent with lower Initiative, they may spend an additional Karma Point on the Attack test.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Assumed Authority

Post by Very Useful Gloves » Sun Oct 25, 2020 10:44 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 item choice (0-8): 6
If 6 or 8 points spent on item choice, select exact base item: Chainmail

Total TIPs spent: 26
Show me what we got for Master tier relics, if it's helpful for an Illusionist/Boatman/Messenger even better.
The Very Useful Gloves wonder if they themselves will ever reach Master Tier.

Assumed Authority

Maximum Threads: 2
Mystic Defense: 16
Legend Point Cost: Master

This chainmail is largely nondescript, appearing as countless other similar sets produced for guardsmen and soldiers throughout the province and Theran Empire. The most notable thing about it are the various unit insignias concealed under the mail, on the gambeson.

Thread Rank One
Key Knowledge:
The owner must learn the armor’s Name.
Effect: The armor is Mystic Armor 1.

Thread Rank Two
Effect:
The wearer gains +1 rank to Disguise Self.

Thread Rank Three
Key Knowledge:
The owner must learn the history of any three insignias on the gambeson.
Effect: The armor is Mystic Armor 2.

Thread Rank Four
Effect:
The wearer gains +1 rank to Mimic Voice.

Thread Rank Five
Key Knowledge:
The owner must learn about the first owner.
Effect: The wearer gains the Assumed Authority ability. As a Simple action for 1 Strain, the wearer gains +2 to their next Disguise Self test. The disguise is not a specific person, but the wearer’s clothing assumes the appearance of someone who may belong in the area (assuming such a person is wearing chainmail), such as a guard, based on the onlookers’ expectations. This does not conceal the wearer’s race.

Thread Rank Six
Effect:
When the wearer uses Assumed Authority, they also gain a +2 bonus to their next Mimic Voice test. This is not a specific voice, but gives listeners the impression of the kind of voice they expect from who they are looking at. The wearer’s voice still sounds like someone of their race.

Thread Rank Seven
Deed:
The owner must acquire a unit insignia through subterfuge and attach it to the armor’s gambeson.
Effect: The bonuses to Disguise Self and Mimic Voice from Assumed Authority are now +3. When the wearer is using Assumed Authority, others treat them favorably based on the authority they are assuming. This gives the wearer +1 to all Interaction tests as appropriate to their assumed role.

Thread Rank Eight
Effect:
When using Assumed Authority, the wearer gains +3 to all Interaction tests as appropriate to their assumed role.

Thread Rank Nine
Deed:
The owner must learn the truth about the first owner, because what they learned the first time was all lies.
Effect: When using Assumed Authority, the wearer’s appearance can change significantly, causing them to appear and sound like a different Namegiver to a greater extent than Disguise Self typically allows. For example, t’skrang can conceal their entire tail, trolls can appear as most Namegivers, and windlings can appear as human children. This doesn’t change their features, so a troll still maintains their mass.

Thread Rank Ten
Effect:
All bonuses from Assumed Authority are +4.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Mercy

Post by Very Useful Gloves » Wed Oct 28, 2020 9:45 pm

Character Name: Karl Tomsson
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1527
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: Elven Warbow
If 8 points spent on item choice, select 1 requested power: "The owner gains +1 Circle to their highest Circle discipline for the purpose of determining their Karma pool."

Total TIPs spent: 18
Upgrade to Warden
Spoiler:
Character Name: Karl Tomsson
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1527
Name of item: Mercy
Current tier of item: Journeyman
Points spent on upgrade: 10
Requested new power: -
Mercy

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

A beautiful and powerful bow made from pale, golden wood

Thread Rank One
Key Knowledge:
The owner must learn the bow’s Name.
Effect: The bow is Damage Step 6.

Thread Rank Two
Effect:
The wielder can use the Attacking to Knockdown combat option with the bow.

Thread Rank Three
Key Knowledge:
The owner must learn the first owner’s Name.
Effect: The wielder gains +1 to Attack tests with the bow.

Thread Rank Four
Effect:
The wielder gains +1 rank to Spot Armor Flaw.

Thread Rank Five
Deed:
The owner must know the true measure of mercy.
Effect: The wielder gains +2 to Damage tests with the bow against targets suffering from at least one Wound.

Thread Rank Six
Effect:
The owner may store Karma Points up to the Thread Rank in the bow. The wearer may transfer Karma Points between their Karma pool and the bow during their Karma Ritual, and may spend Karma from the bow as if it were in their Karma pool.

Thread Rank Seven
Key Knowledge:
The owner must learn where the circumstances where the bow became a thread item.
Deed: The owner must travel to that location and pay homage.
Effect: The wielder gains the Mercy ability. As a Free action for 1 Strain after a successful Spot Armor Flaw test, the wielder may designate the target as their quarry. They see their quarry’s frailty and the pain of their existence, overcome with a desire to give them a peaceful end. The successes on Spot Armor Flaw give an additional +1 damage per success (typically +3 damage per success) when using the bow for the duration of the talent. The wielder can only have one quarry through this ability at a time.

Thread Rank Eight
Effect:
The wielder’s quarry suffers -3 to their Wound Threshold against attacks with the bow.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

The Haytrish Family Jewels (Zivilyn)

Post by Very Useful Gloves » Tue Nov 10, 2020 3:30 pm

Character Name: Zivilyn
Spoiler:
Character Name: Zivilyn
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1647 *
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: Spellcasting "weapon" (one-handed) **
If 8 points spent on item choice, select 1 requested power: The owner gains a +1 bonus to his Karma Step when using Karma to enhance Spellcasting, Effect, or Thread Weaving tests.

Total TIPs spent: 18

* the short version, because that character is absurdly complicated: he has 4 magician disciplines (Shaman 7, Wizard 6, Elementalist 5, and Nethermancer 1). He is just freshly Warden tier ECR.

** that is the talisman statue rank 6 ability, which I figure should be fine on a "spellcasting weapon" because the talisman statue is essentially a hands-free spellcasting weapon. if it isn't, let me know and I'll figure out something else to request as a power.
The Very Useful Gloves wonder if a spirit led you to the place where these were hidden.

The Haytrish Family Jewels

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

This large piece of gold could easily pass as a heavily jewel-encrusted paperweight for someone with more money than sense to those of effete pursuits. However, anyone else will likely quickly identify it as the fanciest knuckleduster to perhaps ever grace Barsaive. The knuckles are studded with rubies and emeralds framing chocolate diamonds which form a rampant bear. Carvings on the jewels and the arrangement of how the bear is formed mean anyone on the business end of the knucks will have “Property of HH” with the rampant bear prominently displayed on the exposed skin. The palm grip bears a glyph carved on one side and the rampant bear carved on the other.

The knuck automatically resizes to the wearer when a thread is attached.

Thread Rank One
Key Knowledge
: The wearer must learn the knuckleduster’s Name.
Effect: The wearer gains +1 rank to Spellcasting.

Thread Rank Two
Effect:
The wearer gains +1 to Thread Weaving tests.

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

Thread Rank Four
Effect:
The wearer gains The Haytrish Family Jewels ability. As a Simple action for 1 Strain, the wearer pounds their fist wearing the knuckles into their palm (this may hurt a bit, especially for most spellcasters who aren’t accustomed to that kind of physicality) and the jewels gleam to life with the roar of a bear from the wearer’s bare hand. The wearer gains +2 to Spellcasting tests until the end of the round (this includes tests that mimic Spellcasting, such as Concise Casting).

Thread Rank Five
Key Knowledge
: The owner must learn where the gems were mined.
Effect: When the wearer uses The Haytrish Family Jewels to cast a “touch” ranged spell and delivers it with the knucks, their fist has the image of a roaring bear’s head around it. The wearer also gains +2 to the Effect test. The wearer can choose to reduce the range of any spell to touch. This has no effect on spells with the range “self,” even if adjusted to “touch.”

Thread Rank Six
Effect
: The owner gains +1 to their Karma Step when using Karma to enhance Effect (spells only), Spellcasting, or Thread Weaving tests.

Thread Rank Seven
Key Knowledge
: The owner must learn the first owner’s Name.
Effect: When the wearer uses The Haytrish Family Jewels, the bear’s eyes light up like disco ball kaleidoscopes of madness and violence. If the wearer reduces the range of a spell to touch, they gain +1 to the Spellcasting and Effect test for every 10 yards it is reduced; the range cannot be first increased then decreased. The wearer can also spend an additional Karma Point on the Effect test for a touch range spell.

Thread Rank Eight
Effect
: When the wearer uses The Haytrish Family Jewels, the wearer finds themselves roaring along with the bear. The owner gains +2 to their Karma Step when using Karma to enhance Effect (spells only), Spellcasting, or Thread Weaving tests. The wearer can also spend an additional Karma Point on the Effect test for such a spell. The wearer can also spend an additional Karma Point on the Spellcasting test for a touch range spell.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Patternwrack (Daldorer, Upgrade)

Post by Very Useful Gloves » Tue Nov 10, 2020 3:33 pm

Character Name: Daldorer
Spoiler:
Character Name: Daldorer
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1583
Name of item: Patternwrack
Current tier of item: Journeyman
Points spent on upgrade: 10
Requested new power: Surprise Me
Patternwrack

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

A single, bold glyph adorns the otherwise plain obsidian amulet. It hangs from the wearer’s neck on a leather thong affixed to the amulet with wrapped silver wire.

The amulet resizes to the wearer and never pierces their skin when a thread is attached.

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

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

Thread Rank Three
Key Knowledge
: The owner must learn the glyph’s meaning.
Effect: The wearer gains the Patternwrack ability if they are casting or weaving threads for an “astral” or “spirit” spell (this can be in the spell’s name). As a Simple action for 1 Strain, darkness spills out of the amulet and down the wearer’s arms, forming ghostly glyphs along them. If the wearer’s next Spellcasting test is successful, the targets suffer a -2 penalty to their Mystic Armor until the end of the next round. The Spellcasting test does not have to be a spell. None of the penalties from Patternwrack are from a spell.

Thread Rank Four
Effect
: When the wearer uses the Patternwrack ability, the glyphs become more distinct and prevalent. If the wearer uses the Patternwrack ability, they can also use the Stagger Pattern special maneuver.
Stagger Pattern (Wearer, Spellcasting): The wearer can spend additional successes on their Spellcasting test to inflict a -1 penalty per success spent to all Attack and Spellcasting tests until the end of the next round. This affects all targets of the Spellcasting test.

Thread Rank Five
Key Knowledge
: The owner must learn the Name of the spirit bound to the amulet.
Effect: When the wearer uses the Patternwrack ability, the glyphs and darkness stretch across their body. The targets also suffer a -2 penalty to Mystic Defense until the end of the next round.

Thread Rank Six
Effect:
When the wearer uses the Patternwrack ability, a halo of darkness spreads behind them. The penalties to Mystic Defense and Mystic Armor are now -3.

Thread Rank Seven
Key Knowledge:
The owner must learn about the amulet’s creator.
Effect: The wearer gains +2 ranks to Spellcasting and +2 Mystic Armor.

Thread Rank Eight
Effect:
When the wearer uses Patternwrack, the darkness pools around their feet in tendrils. These tendrils curl up and attach to the limbs of everyone in the area, either providing comfort and leaving silvery glyphs on their skin, or searing at their pattern. Every adjacent ally gains +1 to their Mystic Defense and every adjacent opponent suffers a -1 penalty to Mystic Defense (this is cumulative with the penalty to Mystic Defense from being targeted with Patternwrack).

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Cold Calculations (Juniper)

Post by Very Useful Gloves » Sun Nov 15, 2020 9:30 pm

Character Name: Juniper
Spoiler:
Character Name: Juniper

Points spent on item tier (10/20/30): 10
Points spent on item choice (0-8): 8

If 6 or 8 points spent on item choice, select exact base item: Waistcoat / Vest
If 8 points spent on item choice, select 1 requested power: +1 Circle Durability

Total TIPs spent: 18
The Very Useful Gloves wonders if this was taken off a mysteriously murdered slaver.

Cold Calculations

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

This black vest is woven from silk of unearthly smoothness. The fibers are always ice cold to the touch, even as they seem to be strong as iron. Close examination of the shiny fabric reveals small symbols, runes and glyphs along the front panels, giving it a slightly textured look even as the craftsmanship means they don’t stand out, only reflect what little light they do slightly differently. A row of elegant silver buttons tarnished with the patina of time round out the front. The back panel is dominated by a stylized, angular spider in thread which absorbs all light. But otherwise unadorned.

When a thread is woven to the vest, it resizes itself to perfectly fit the wearer. Aside from the tarnished buttons (which only make it look distinguished), the vest is never disheveled or out of place. It’s the perfect fashion for any situation, whether dominating trade negotiations, or laying in wait for prey.

Thread Rank One
Key Knowledge
: The owner must learn the vest’s Name.
Effect: The wearer gains +1 to their Physical Armor.

Thread Rank Two
Effect
: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Three
Key Knowledge
: The owner must learn the creator’s Name.
Effect: The wearer gains +1 to their Mystic Armor.

Thread Rank Four
Effect
: The wearer gains +2 Circles to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Five
Key Knowledge
: The owner must learn the bound spirit’s Name. [Szazi]
Effect: The wearer gains the Cold Calculations ability. As a Free action for 2 Strain before Initiative is determined, the wearer runs their fingers along the vest’s buttons, making a particular symbol, and feels a chill run through their body. They become detached from the world around them, seeing it without feelings, only the moving pieces laid before them. The wearer gains +2 to one of the following until the end of the round: Initiative, Physical Defense, Mystic Defense, or Social Defense. Each selection has a different symbol the wearer makes along the buttons associated with it.

Thread Rank Six
Effect
: The bonus from Cold Calculations is now +3.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Tempest Guide (Sandrin)

Post by Very Useful Gloves » Sat Nov 21, 2020 4:24 pm

Character Name: Sandrin
Spoiler:
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
Total TIPs spent: 18

If 6 or 8 points spent on item choice, select exact base item: Hat
If 8 points spent on item choice, select 1 requested power: Increase Charisma
The Very Useful Gloves wonder if you found this in an abandoned high mountain kaer.

Tempest Guide

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

A tricorn hat made from the softest espagra hide imaginable. The brilliant white scales are shaded with delicate blue and gray, and sparkle with True air woven into them. A iridescent, dark blue feather , dark blue piping along the edges of the hat, and embroidery with orichalcum thread complete the look. This style was once fashionable before the Scourge and is certainly still eye catching.

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

Thread Rank Two
Effect
: The wearer gains +1 rank to Air Dance.

Thread Rank Three
Key Knowledge
: The owner must learn when and where the hat was once fashionable.
Effect: The wearer gains the Tempest Guide ability. As a Free action for 1 Strain, a storm begins to brew around the wearer if they are using Air Dance. Each footstep is a crack of lightning and between them the roll of thunder. The wearer gains +3 to their Initiative and this effect lasts until the end of the round.

Thread Rank Four
Effect
: While the wearer is using Tempest Guide, lightning strikes when they attack, drawing the target’s attention. The wearer gains the effects of an additional success on their Distract test if they attacked the target this round and the target has a lower Initiative result.

Thread Rank Five
Key Knowledge:
The owner must learn why time only flows in one direction.
Effect: While the wearer is using Tempest Guide, ominous thunder fills the area, building to a crescendo. They gain the following special maneuver:

Tempest Guide (Wearer, Initiative): After the wearer successfully uses Distract on a target, they may compare their Initiative to the target’s and can spend additional successes to give an ally +1 per success to their next close combat Attack test against the target.

Thread Rank Six
Effect
: The wearer gains +2 to their Charisma Value.
Last edited by Very Useful Gloves on Sun Nov 22, 2020 1:46 am, edited 1 time in total.

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am

Windfury (Truck)

Post by Very Useful Gloves » Sat Nov 21, 2020 4:28 pm

Character Name: Truck
Spoiler:
Points spent on item tier (10/20/30): 10
Points spent on item choice (0-8): 6
If 6 or 8 points spent on item choice, select exact base item: Windling Sword

Total TIPs spent: 16
(character is windling warrior going towards windmaster)
The Very Useful Gloves wonder if this was a Windling heirloom that you inherited.

Windfury

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

This windling sword is notable for the subtle, graceful curve to its nearly translucent blade, chisel tip, and lack of any guard. It’s a rare, but classic design from a windling tribe that calls Glenwood Deep home. Crafted for a flurry of slashing attacks while moving at high speed and relying entirely on the wielder’s ability to evade counterattacks.

Thread Rank One
Key Knowledge
: The owner must learn the sword’s Name.
Effect: The wielder gains +1 to Attack tests.

Thread Rank Two
Effect
: The wielder gains +1 to Initiative tests.

Thread Rank Three
Key Knowledge
: The owner must learn about the windling tribe.
Effect: The wielder gains +2 to Attack tests.

Thread Rank Four
Effect
: The wielder gains +2 to Initiative tests.

Thread Rank Five
Deed
: The owner must travel to the tribe and earn their favor.
Effect: The wielder gains the Windfury ability. As a Simple action for 1 Strain, slashing winds emanate around the sword and the blade darkens. The wielder gains +2 to close combat Damage tests with the sword against opponents with lower Initiative until the end of the round.

Thread Rank Six
Effect
: If Windfury is active, the wielder can spend an additional Karma Point on a close combat Damage test with the sword against an opponent with lower Initiative.

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