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Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am
The Rune-Carved Citadel (Norg, Upgrade)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:25 pm

Character: Norg
Spoiler:
Character Name: Norg
Name of item: Rune-Carved Citadel
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if the first power on any Crystal Plate shouldn't be 'Deodorize'.

The Rune-Carved Citadel

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This crystal juggernaut armor is a veritable mountain. The massive plates are carved with Scythan runes of protection, warding, and channeling the elements. As a whole, it represents an outstanding feat of craftsmanship and enchanting. Anyone wearing this has given up the pretense of being the wind and waves in battle, swift and deadly, but instead become the rock the waves break against.

Without a thread attached, this armor is Physical and Mystic Armor 8, Initiative Penalty 6, and weighs 110 pounds. A potential wearer must have at least Strength 16 (14 if a dwarf) and is sized for a dwarf by default. With a thread attached, the armor automatically resizes to fit the wearer. It will not resize to fit a windling under any circumstance.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The wearer can wear the armor even if it reduces their Initiative Step to 0; they cannot wear it if it or other items (e.g., shields) would reduce their Initiative Step below 0. At Initiative Step 0, the wearer does not roll Initiative and acts at Initiative 0. If there is a tie at Initiative 0, the wearer acts last.

Thread Rank Two
Effect
: The armor is Physical Armor 9.

Thread Rank Three
Key Knowledge
: The owner must learn who designed, crafted, and enchanted the armor.
Effect: The armor gains the Rune-Carved Citadel ability. For 1 Strain as a Free action, the wearer causes some of the armor’s runes on the armor to glow. These runes form a bulwark across the armor and buttress it against attack. The wearer gains a +2 bonus to Physical Armor against the next successful Attack that affects Physical Armor before the end of the next round. This ability can be used after the Attack test is resolved, but must be used before the Damage test is made.

Thread Rank Four
Effect
: The armor is Mystic Armor 9.

Thread Rank Five
Key Knowledge
: The owner must learn the meanings of the various runes and the personal runes of all involved in the creation.
Effect: The Rune-Carved Citadel ability now causes a new set of runes to flare across the armor. The wearer also adds a +2 bonus to Mystic Armor and the ability works against the next successful Attack that affects Physical or Mystic Armor before the end of the next round.

Thread Rank Six
Effect
: The Rune-Carved Citadel ability now causes a new set of runes to blaze to life, dancing with contained, violent energy. When Rune-Carved Citadel protects against a Damage test (whether it was necessary or not to prevent damage), the wearer gains a +2 bonus to their next close combat Damage test until the end of the round. If Rune-Carved Citadel protects against more than one Damage test, the bonus to Damage tests is cumulative; i.e., if Rune-Carved Citadel is activated three times (paying 3 Strain) and protects against three attacks from two different opponents, the wearer gains +6 to their next close combat Damage test until the end of the round.

Thread Rank Seven
Key Knowledge
: The owner must learn about the first owner.
Effect: When Rune-Carved Citadel is active, the protective runes glow more intensely and a field of protective energy can be faintly seen around the wearer. The wearer gains +3 to Physical and Mystic Armor against the next successful attack before the end of the next round.

Thread Rank Eight
Effect
: The Rune-Carved Citadel establishes itself as a fortification for the wearer’s allies and a place for their enemies to crash against in futility and face their inevitable destruction. For 1 additional Strain (2 Strain total), the wearer can extend the protective field from Rune-Carved Citadel to an adjacent ally. The ally gains the bonus to Physical and Mystic Armor against the attack and it counts as a Damage test Rune-Carved Citadel protected against for the purpose of the close combat Damage test bonus.

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

Urdr (Thorkell, Enchant)

Post by Very Useful Gloves » Tue Oct 13, 2020 5:56 pm

Character: Thorkell
Spoiler:
Design Difficulty:
Warden: 15, 8 successes
True Element (Air): +1
True Element (Fire): +1
Total: 17

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

Cost:
Journeyman: 500
Craftsmanship: 500
True Element (Air): 500
True Element (Fire): 500
Total: 2000 sp
The Very Useful Gloves wonder if perhaps you need some fine gloves to hold that fine sword.

Urdr

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

This finely crafted troll sword has an oddly shaped crossguard that sweeps up and runs parallel with the blade’s ricasso. A skilled wielder can use this unusual feature in such a large weapon to trap weapons and leverage that size to damage them. Its defensive design makes it better-suited as an off-hand weapon, while the True elements infused in the blade enhance the wielder’s ability to wield it.

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

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 ranks to Second Weapon.

Thread Rank Four
Effect
: The wielder gains +1 rank to Avoid Blow.

Thread Rank Five
Key Knowledge
: The owner must learn where the sword was crafted.
Effect: The wielder gains the Fires of Fate ability. As a Simple action for 1 Strain, the sword’s fuller glows bright red and flames engulf it until the end of the next round. The wielder gains a +2 bonus to Damage tests with the sword and adds the Fire keyword.

Thread Rank Six
Effect
: While the wielder is using Fires of Fate, they can use the Grip of Fate special maneuver.

Grip of Fate (Wielder, Avoid Blow): For 1 Strain per success, the wielder can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.

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

Taika (Jael, Upgrade)

Post by Very Useful Gloves » Tue Oct 13, 2020 5:58 pm

Character: Jael
Spoiler:
Upgrade Request
Character Name: Jael
Name of item: Taika
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder how you feel about murder as a pathway to greater power. No judgement!

Taika

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

A single bracer made from dark brown leather with deep claw marks.

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

Thread Rank Two
Effect
: The wearer gains +1 rank to Claw Shape. When the wearer uses Claw Shape, the claw markings emit slight silver light.

Thread Rank Three
Key Knowledge
: The owner must learn the bracer’s first owner.
Effect: The wearer gains +2 ranks to Unarmed Combat.

Thread Rank Four
Effect:
The wearer gains +1 to Initiative tests.

Thread Rank Five
Key Knowledge
: The owner must learn from what kind of leather the bracer is made.
Effect: The wearer gains the Crojen’s Rage ability. As a Simple action for 1 Strain, the wearer gains +2 to Claw Shape tests until the end of the round.

Thread Rank Six
Effect:
The wearer gains +2 to their Dexterity Value.

Thread Rank Seven
Deed
: The owner must stalk, hunt, and battle a suitable legendary creature.
Effect: When using Crojen’s Rage and the wearer causes a Wound, they gain +2 to their next Initiative test and their target suffers a -2 penalty to their next Initiative test. The bonuses and penalties do not stack.

Thread Rank Eight
Effect
: When using Crojen’s Rage, the wearer now gains +3 to Claw Shape tests, and if they cause a Wound, they gain +3 to their next Initiative test and their target suffers a -3 penalty to their next Initiative test.

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

Belt of Clan Goronich (Dubhan, Enchant)

Post by Very Useful Gloves » Tue Oct 13, 2020 6:02 pm

Character Dubhan
Spoiler:
Design Difficulty:
Warden: 20, 12 successes
Glyph (2): +2
Spell matrix
Giant Size
Total: 22

Enchanting Difficulty:
Warden: 30
Craftsmanship: -3
Glyph (2): -2
Total: 25

Cost:
Warden: 1000
Craftsmanship: 1000
Glyph (2): 2000
Total: 4000 sp
The Very Useful Gloves wonder why you didn't enchant a pair of gloves, first.

Belt of Clan Goronich

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This finely crafted wide leather strap manages to be both thick and supple. So wide it’s nearly a girdle. The dark stain contrasts with the brilliant oversized brass buckle. Two glyphs adorn the buckle, carved into the surface in severe angles. Once a thread is woven, the wearer appears much larger than they are at first glance. Though any scrutiny reveals the truth and it’s merely a passing impression.

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

Thread Rank Two
Effect
: The wearer gains +1 rank to Iron Constitution.

Thread Rank Three
Key Knowledge:
The owner must learn who enchanted the belt.
Effect: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Four
Effect
: The wearer gains +2 ranks to Iron Constitution.

Thread Rank Five
Key Knowledge:
The owner must learn what legendary figure served as the inspiration for the belt.
Effect: The wearer gains +2 to their Toughness Value.

Thread Rank Six
Effect
: The wearer gains +1 Recovery Test per day.

Thread Rank Seven
Key Knowledge
: The owner must learn the location of the Clan Goronich ancestral hall.
Deed: The owner must take the belt to the Clan Goronich ancestral hall and throw a proper party.
Effect: The wearer gains +3 Circles to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Eight
Effect
: The Standard Matrix is now an Enhanced Matrix.

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

Death Flies on Sparkly Wings (Elisen)

Post by Very Useful Gloves » Tue Oct 13, 2020 6:06 pm

Character: Elisen
Spoiler:
Character Name: Elisen
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): 6

If 6 or 8 points spent on item choice, select exact base item: Crystal Plate

Total TIPs spent: 16
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 wonders if this was perhaps a gift from an important Windling family.

Death Flies on Sparkly Wings

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

This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.

While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The armor is Physical Armor 8.

Thread Rank Two
Effect:
The armor is Mystic Armor 8.

Thread Rank Three
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.

Thread Rank Four
Effect:
The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.

Thread Rank Five
Key Knowledge:
The wearer must learn about the first owner.
Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.


Thread Rank Six
Effect:
Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.

Thread Rank Seven
Key Knowledge:
Must learn the name of the house that commissioned the armor
Effect: The armor is Physical Armor 9 and Mystic Armor 9

Thread Rank Eight
Effect:
As a free action for 2 strain, when using Death Flies on Sparkly Wings and having moved at least half their (or their mount’s) Movement Rate, the wearer may make a Per + Thread Rank test against the highest Mystic Defense of up to Thread Rank targets that they moved adjacent to. If successful, these targets will be considered Blindsided to all allies for the rest of the round.
Last edited by Very Useful Gloves on Sat Feb 05, 2022 6:42 am, edited 1 time in total.

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

Mistish Farad (Jael)

Post by Very Useful Gloves » Tue Oct 13, 2020 6:08 pm

Character: Jael
Spoiler:
Character Name: Jael
Points spent on item tier (10/20/30): 10
Points spent on item choice (0-8): 6
Exact base item: a Nordaltres

Total TIPs spent: 16
The Very Useful Gloves wonder if the Blood Elf who gifted you this scarf was hot.

Mistish Farad

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

This dark green nordaltres features an embroidered stag as the symbol for the nordal. Like all nordaltres, it repels dirt and stains, always looking clean and new.

Thread Rank One
Key Knowledge
: The owner must learn the nordaltres’s Name.
Effect: The wearer gains +3 to resistance tests against gases.

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

Thread Rank Three
Key Knowledge
: The owner must learn which nordal it symbolizes.
Effect: The wearer gains +1 rank to Wilderness Survival.

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

Thread Rank Five
Key Knowledge
: The owner must learn the fate of the nordal.
Effect: The wearer gains the Mistish Farad ability. After succeeding on a Tracking test, the wearer can declare a hunt and take 1 Blood Magic Damage to make the target they are tracking their quarry. This sharpens the wearer’s senses and focuses them on their quarry. The wearer gains +2 to Awareness tests against their quarry and Danger Sense tests if the quarry is included in the opposing group. They also do not suffer penalties from sensory deprivation against their quarry. For example, the wearer doesn’t suffer Blindness penalties to attacks against their quarry.

The wearer can end their hunt at any time and heal the damage as normal. Once the hunt ends, the wearer must find their trail and succeed at a Tracking test to declare a hunt against the target. The wearer can only have one hunt declared at a time.

Thread Rank Six
Effect
: The wearer’s predatory instincts are honed against their quarry while a hunt is declared with Mistish Farad. The wearer gains +2 to Attack and Damage tests against their quarry as long as the Blood Magic Damage is committed.

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

Grip of the Forge (Dvarim, Upgrade)

Post by Very Useful Gloves » Tue Oct 13, 2020 6:11 pm

Character: Dvarim
Spoiler:
Character Name: Dvarim
Name of item: Grips of the Forge
Current tier of item: Journeyman
Points spent on upgrade: 10
Requested new power: No specific requirement or request.
The Very Useful Gloves are always happy to see another pair of gloves getting the attention they deserve.

Grip of the Forge

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

Silver gauntlets with a symmetrical, finely worked pattern, interlaced with golden and orichalcum plates.

Thread Rank One
Key Knowledge
: The owner must learn the gauntlets’ Name.
Effect: The wearer gains +1 to close combat Attack tests.

Thread Rank Two
Effect:
The wearer gains +1 rank to Avoid Blow

Thread Rank Three
Key Knowledge
: The owner must learn the Name of the gauntlets’ creator.
Effect: The wearer gains +2 to close combat Attack tests.

Thread Rank Four
Effect:
The wearer gains +2 ranks to Avoid Blow.

Thread Rank Five
Key Knowledge
: The owner must learn where the gauntlets were created.
Effect: The wearer gains the Red Heat ability. As a Simple action for 1 Strain, the gauntlets glow red with heat which envelops the weapons they are wielding until the end of the next round. The wearer gains a +2 bonus to close combat Damage tests and adds the Fire keyword.

Thread Rank Six
Effect:
While the wearer is using Red Heat, they can use the Grip of the Forge special maneuver.

Grip of the Forge (Wearer, Avoid Blow): For 1 Strain per success, the wearer can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.

Thread Rank Seven
Key Knowledge
: The owner must learn the first owner’s fate.
Effect: The wearer gains +1 to Physical and Mystic Armor.

Thread Rank Eight
Effect:
The wearer gains a +4 bonus to close combat Damage tests when using Red Heat.

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

Unquenchable Fire (A'horangi)

Post by Very Useful Gloves » Tue Oct 13, 2020 6:17 pm

Character: A'horangi
Spoiler:
Character Name: A'horangi
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: Bracelet (Would be nice for it to have a fire aesthetic, to balance Paradox of Water, but no worries if it doesn't)
If 8 points spent on item choice, select 1 requested power: Reduced strain from Aggressive stance

Total TIPs spent: 18
The Very Useful Gloves wonder if you make steam when you clap, now.

Unquenchable Fire

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

A bracelet that seems to be cut from gleaming red crystal. The facets sparkle too much and in ways they shouldn’t when light shines on it, which belies its true nature. Once a thread is attached, the bracelet glows and blazes in time with the wearer’s heartbeat and disposition. The True fire never goes out, merely moving from a simmer to conflagration around the wearer’s arm. As the wearer’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flame.

Strange runes reveal themselves to the owner within the bracelet as the thread rank increases. These runes shift and change; they seem to tell a story that reveals slowly, but it is incomplete.

Thread Rank One
Key Knowledge:
The owner must learn the bracelet’s Name.
Effect: The fire’s burning reflects in the wearer, making them warm and affable as required. The wearer gains a +1 bonus to Interaction tests.

Thread Rank Two
Effect
: The fire wraps around their limbs, a reminder of how it both brings life and warmth, but is terrible in anger. The wearer gains a +1 bonus to close combat Attack tests.

Thread Rank Three
Key Knowledge
: The owner must learn the locations of where the True fire was harvested.
Effect: Uncontrolled fire runs rampant without regard, but when harnessed and focused, it is a tool. The wearer does not take Strain for the Aggressive Attack combat option.

Thread Rank Four
Effect
: Fire consumes what is in its path. It is hungry and relentless. The wearer gains a +1 bonus to close combat Damage tests.

Thread Rank Five
Key Knowledge
: The owner must begin to unravel the mysteries of the runes in the bracelet.
Deed: The owner must travel to the locations where the True fire was harvested and entreat with a fire spirit dwelling there.
Effect: Fire is defined not by how long it burns, but how bright and how hot. For 1 Strain, the wearer gains an additional +1 to Attack and Damage tests when using the Aggressive Attack combat option.

Thread Rank Six
Effect
: Time is the unquenchable fire in which we burn. Once per round for 2 Strain, the wearer may spend an additional Karma Point on a direct, violent Action test.

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

Sensitive Gloves

Post by Very Useful Gloves » Mon Oct 19, 2020 9:58 pm

Character Name: Lazulin
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1869
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8): 2
Points spent on item choice (0-8): 0
Total TIPs spent: 12
Victorious warriors win first and then go to war.
The Very Useful Gloves are excited by the prospect of company.

Sensitive Gloves

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

This pair of light brown leather gloves is faded, wrinkled, and stiff. Not many details can be made out. Once a thread is tied to the gloves, the leather becomes smooth and the perfect craftsmanship is apparent. They’re now smooth as silk to the touch. Black stitching forms a dozen small lines running wildly across the palm and fingers.

Thread Rank One
Key Knowledge: The owner must learn the item’s Name.
Effect: Tactile stimulations are amplified when wearing the gloves. The wearer gains Enhanced Sense [Tactile] (2) to all tests where they investigate something with their hands when wearing the gloves. 

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

Thread Rank Three
Key Knowledge: The owner must learn from what animal the leather was made.

Effect: The wearer gains +1 rank to Evidence Analysis. 

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

Thread Rank Five
Key Knowledge: The owner must learn who the gloves were crafted for.
Effect: The wearer can use both hands to form a pair of binoculars. The black markings on the palm and fingers form range markings, always in the perfect spacing to estimate the distance the wearer is focusing on. The wearer has Enhanced Sense [Sight] (2) while looking through their binoculars. 

Thread Rank Six
Effect: The wearer gains +2 to their Perception Value.

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

Oakentooth

Post by Very Useful Gloves » Mon Oct 19, 2020 10:00 pm

Character Name: Vralino
Spoiler:
http://fasagames.com/forum/viewtopic.php?f=56&t=1866
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: A tooth cap, a metal leaf that has been molded to be affixed to an Ork fang.
If 8 points spent on item choice, select 1 requested power: Increased Perception. If that's not allowed: increased Spellcasting

Total TIPs spent: 18
The Very Useful Gloves wonder in which state you found this.

Oakentooth

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

This golden oak leaf looks like a finely made amulet. The faintest green, red, or brown hue shimmers over it, depending on the current season, but can not be reproduced when looking closely. Once a thread is tied to the leaf and it somehow ends up near the owner's tooth, it wraps around that tooth and can not be removed. It is now a tooth cap, with the characteristic oak leaf edging near the tooth's root.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer gains +1 to Interaction tests.

Thread Rank Two
Effect:
The wearer gains +1 rank to Speak Language. They may have trouble understanding others, but their thoughts translate naturally to another language.

Thread Rank Three
Key Knowledge:
The owner must learn who crafted the leaf.
Effect: The tooth shoots a flash of pain through the wearer's jaw before they want to say something unfitting. For 1 Strain, they gain +3 to their next Etiquette test.

Thread Rank Four
Effect:
The wearer gains +2 to Interaction tests.

Thread Rank Five
Key Knowledge:
The owner must find out how the first owner and the leaf got separated.
Effect: The wearer gains +1 rank to Empathic Sense

Thread Rank Six
Effect:
The wearer gains +2 to their Perception Value.

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