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

The Spirit of Adventure

Post by Aegharan » Sat Jul 18, 2020 6:23 pm

Character Name: Thorkell Gulbrandsen
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
If 6 or 8 points spent on item choice, select exact base item: Cape
If 8 points spent on item choice, select 1 requested power:
Init boost. Could the description include that it always appears to be billowing due to the true air infused in it.

Total TIPs spent: 18

The Spirit of Adventure

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

This high-necked cape is made from a fine sapphire blue cloth of elf make that feels like satin and shines brilliantly in the light. The edges are trimmed in ornate gold embroidery, revealing elven runes along the length. It’s held together by a delicate golden chain with an oak leaf clasp, though once a thread is attached this is purely decorative as the cape always rests comfortably on the wearer’s shoulders regardless of the conditions. Attempting to restrain or any other resistance is futile.

Thread Rank One
Key Knowledge:
The owner must learn the cape’s Name.
Effect: The wearer gains a +1 bonus to Initiative tests. At times the cape billows behind them dramatically. Sometimes it’s at an appropriate moment, others it’s when they’re sitting in the common room of an inn. A very careful observer notes it looks a little like something is holding onto the cape and flapping it to make it look like it’s billowing in a non-existent wind. There’s a non-zero chance those are grip marks at the end of the cape.

Thread Rank Two
Effect:
The wearer gains +1 to their Social Defense. The cape spends noticeably more time billowing now, especially in social situations. From giving a grand speech to a clandestine meeting in the shadows: billowing.

Thread Rank Three
Key Knowledge:
The owner must learn the bound spirit’s Name.
Effect: The wearer gains a +2 bonus to Initiative tests. The wearer may think now they know an air elemental is bound to the cloak, they have some ability to mitigate the billowing. They would be wrong. So very wrong. If anything, attempts to get it to stop only make it worse. Or better. Depends where you are on the billowing issue. Watching a play? Definitely not popular. Watching an adult get into an argument with a rebellious piece of fabric? Perhaps the height of comedy.

Thread Rank Four
Effect:
The wearer gains +1 to their Mystic Defense. At least the billowing is quite impressive and the cape seems to get almost impossibly long when it billows.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The owner can use the runes to keep the bound elemental in line or make peace with them. This decision must be made when this thread is woven and cannot be changed. If the owner uses the runes, they have complete control over the billowing and it looks natural, gaining a +3 bonus to Initiative tests. If they make peace with the bound elemental, they suffer at its whims, but it may listen to requests. It also actively attempts to help; as a Free action the wearer can spend 1 Strain to gain a +3 bonus to an Avoid Blow test.

Thread Rank Six
Effect:
If the owner used the runes to control the elemental, they gain +1 to the Physical Defense. If they made peace with the elemental, the spirit allows the owner to store Karma in the cloak, up to the thread rank. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.

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

Retribution

Post by Aegharan » Sat Jul 18, 2020 6:38 pm

Character Name: Norg
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: belt buckle
If 8 points spent on item choice, select 1 requested power: if I don't attack one round, I get a bonus to one attack next round

Total TIPs spent: 18
Retribution

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

This oversized brass belt buckle is awash with imagery. There’s an upraised mailed fist in the middle, with a goat charging the viewer underneath it, flanked by a rampant bear and rampant wildcat. Then some sheaves of wheat on one side, with a tankard above that. On the other is a barrel, a wall, and someone carrying a barrel. A bird with biceps on its legs appears to be flexing. Other images are more difficult to make out due to the extensive damage it sustained over the years from blocking attacks. Despite all this, the craftsmanship and artistry are excellent and a careful inspection reveals neatly carved runes on the reverse of the buckle, safe from most potential harm.

Thread Rank One
Key Knowledge:
The owner must learn the belt buckle’s Name.
Effect: The wearer gains +1 to Social Defense.

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

Thread Rank Three
Key Knowledge:
The wearer must learn the meaning of the runes.
Effect: The wearer gains the Retribution Stance ability. As a Free action before Initiative is determined for 1 Strain, the wearer takes on an aura of invincibility the likes of which only the foolhardy, young, or very drunk possess. In this stance, the wearer wonders, “Who wants some?” They cannot make any attacks or take a Standard action that round. This includes attacks arising from other abilities (e.g, Air Dance and Riposte). They also gain +2 to Physical and Mystical Armor until their action during the next round and +2 to their first close combat Attack test and the associated Damage test during the next round.

Thread Rank Four
Effect:
The Physical and Mystic Armor bonus from Retribution Stance is +3.

Thread Rank Five
Key Knowledge:
The wearer must learn who created the belt buckle.
Effect: The Attack and Damage bonus from Retribution Stance is +3.

Thread Rank Six
Effect:
The wearer can use the following special maneuver:
Now We Know (Wearer, Close Combat): The wearer can spend two additional successes on a close combat Attack test against a target who attacked them in the previous round while using Retribution Stance to force the target to make a Knockdown test against a Difficulty Number equal to the Attack test result. If the test fails, the target is knocked down and knocked back a number of yards equal to the total number of successes on the Attack test. This attack must be enhanced by Retribution Stance.

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

Beyond the Surface

Post by Aegharan » Sun Jul 19, 2020 10:22 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 an exact base item: arm circlet
If 8 points spent on item choice, select 1 requested power: Bonus to Earth Bond (Purification) Hopefully much like the other item it is one made of true earth, please. I really enjoyed the other thread item you gave me.
Total TIPs spent: 18
Beyond the Surface

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

This dark gray armlet is made from a peculiar material. It feels like metal but has darker gray, black, and silver bands within like highly polished stone. Lapis lazuli and flowing runes are set into the gray material. The style of the armlet and cut of the stones were once popular in the Western Kingdoms, when trade between that region was common.

Thread Rank One
Key Knowledge:
The owner must learn the armlet’s Name.
Deed: The owner must be a Purifier.
Effect: The owner gains +1 to Mystic Defense. The gray material of the armlet melds with the wearer’s skin where they touch, though the wearer can easily remove the armlet without damage if desired.

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

Thread Rank Three
Key Knowledge:
The owner must learn what the gray material is and where it came from. [True earth]
Effect: The owner gains +1 rank to Earth Bond. The armlet’s gray material can be seen spreading under the wearer’s skin. This material has a faint blue sheen, as though crushed lapis lazuli is incorporated into it.

Thread Rank Four
Effect:
The wearer can spend an additional Karma Point on Earth Bond tests.

Thread Rank Five
Key Knowledge:
The owner must learn the nature of the
Effect: The wearer gains the Beyond the Surface ability. As a Standard action for a Recovery Test, the wearer’s bare feet meld with the earth. The wearer makes an Earth Bond (10) test. If successful, the owner learns about the earth and events that transpired within Thread Rank yards of that location. The adept can ask a number of what and when questions about that area for each success, though vague questions produce equally vague answers.

The gray material spreads throughout the wearer’s arm, recreating the flowing runes from the armlet in their skin. The runes have a blue sheen similar to the lines of material throughout the wearer’s arm, though more noticeable.

Thread Rank Six
Effect:
The wearer gains an additional Recovery Test per day. This can only be used to pay costs for Earth Bond tests.

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

Arcane Web

Post by Aegharan » Sun Jul 19, 2020 10:25 pm

Character Name: Nez
Spoiler:
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

If 6 or 8 points spent on item choice, select exact base item: Crystal Buckler
If 8 points spent on item choice, select 1 requested power: Absorbs mystical energy (Could be through + MA, some ability that could lower spellcasting successes or something entirely different)

Total TIPs spent: 18
Arcane Web

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

This translucent crystal buckler is rimmed with orichalcum and the boss is infused with True earth and has a single, bold glyph emblazoned on it.

Thread Rank One
Key Knowledge:
The owner must learn the shield’s Name.
Effect: The shield is Mystic Defense +2.

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

Thread Rank Three
Key Knowledge:
The owner must learn about the glyph.
Effect: The wearer gains the Arcane Web ability. As a Simple action for 1 Strain, the glyph spreads and replicates across the shield, creating an iridescent web of itself. This gives the wearer +2 Mystic Armor until the end of the round.

Thread Rank Four
Effect:
The glyphs from Arcane Web are more intricate and glow brighter. It now gives +3 Mystic Armor.

Thread Rank Five
Key Knowledge:
The owner must learn where the True earth was harvested.
Effect: While Arcane Web is active, the web of glyphs spreads across the wearer’s body. Mystic attacks appear to be absorbed by the web and some small amount channeled back into the wearer. If the wearer is protected by their Mystic Armor (i.e., suffers Mystic damage whether they take any or not), they heal 1 current damage. This cannot be increased.

Thread Rank Six
Effect:
If the wearer suffers a Wound from Mystic damage while Arcane Web is active, they regain a Recovery Test. The wearer cannot exceed their maximum Recovery Tests with this effect.

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

Design: Enforcer of Standards

Post by Aegharan » Sun Jul 19, 2020 11:07 pm

Designed by Dvarim
Upgraded to Warden
Spoiler:
Character Name: Dvarim Bolg

Name of item: Enforcer of Standards
Current tier of item: Novice
Points spent on upgrade: 10

Character Name: Dvarim Bolg

Name of item: Enforcer of Standards
Current tier of item: Novice
Points spent on upgrade: 10
Enforcer of Standards

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

The finely crafted Scythan axe is infused with True earth and fire, giving the weapon a hefty, solid feel and the blade reflects light with a ruddy glow. A glyph is emblazoned on the blade.

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

Thread Rank Two
Effect:
The wielder gains the Arcane Strike ability. As a Simple action for 1 Strain, the blade of the axe flares with magical flame. If the wielder successfully attacked an opponent with the spell in the axe’s spell matrix in the previous round, they gain +1 to Attack and Damage tests with the axe until the end of the next round.

Thread Rank Three
Key Knowledge:
The owner must learn about the glyph.
Effect: The wielder gains +1 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.

Thread Rank Four
Effect:
The Arcane Strike ability now gives +2 to the Attack and Damage tests.

Thread Rank Five
Key Knowledge:
The owner must learn where the True fire was harvested.
Effect: The wielder now gains +2 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.

Thread Rank Six
Effect:
While the Arcane Strike ability is active, the wielder can spend an additional Karma Point on Attack tests with the axe. This has no other requirements

Thread Rank Seven
Key Knowledge:
The owner must learn where the True earth was harvested.
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect:
The wielder gains the following special maneuver:
Arcane Strike (Wielder, Close Combat: The wielder can spend 2 Strain and two additional successes on an Attack test with the axe to cause the glyph on the axe to flare to life. This allows the wielder to cast the spell contained in the axe’s spell matrix as a Free action. The spell is resolved after the attack using this special maneuver is fully resolved. The spell cannot require any threads to be woven and cannot benefit from extra threads beyond what is contained (if any) in the axe’s spell matrix. This special maneuver can only be used once per round and only on the wielder’s turn.
Last edited by Aegharan on Sat Jul 25, 2020 9:30 am, edited 1 time in total.

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

Passion’s Pursuit

Post by Aegharan » Sun Jul 19, 2020 11:10 pm

Character Name: A'horangi
Spoiler:
Points spent on item tier (10/20/30): 10 (Journeyman)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8 (Specific item + power)

If 6 or 8 points spent on item choice, select exact base item: A rosary of 12 beads, one for each of the Passions
If 8 points spent on item choice, select 1 requested power: Karma Storage

Total TIPs spent: 18
Passion’s Pursuit

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

A necklace with twelve large beads of differing materials and unique carvings. The positions of the beads are fixed, with an image facing forward and runes carved behind. It’s notable how deep the carvings are, making them easy to discern by touch. Though any rough edges were long since worn smooth by the fingers of many over the years.

The beads and the symbols carved are as follows: brass with a hammer, glass with a dagger, gold with scales, granite with an upraised palm, rusted iron with an open gate, marble with a scroll, oak with a door, red hematite with a flame, silver with hands shaking, spruce with a harp, and willow with a willow tree.

Thread Rank One
Key Knowledge:
The owner must learn the necklace’s Name.
Effect: The wearer gains +1 to Social Defense.

Thread Rank Two
Effect:
The owner may store Karma Points up to the thread rank in the necklace. The wearer may transfer Karma Points between their Karma pool and the necklace as a Standard action, and may spend Karma from the necklace as if it were in their Karma pool.

Thread Rank Three
Key Knowledge:
The owner must learn what each symbol, material, and rune represents.
Effect: The wearer gains the Passion’s Pursuit ability. As a Simple action, the wearer touches a bead and channels the ideals of that Passion. This allows the wearer to spend an additional Karma Point any test appropriate to the Passion’s ideals. This cannot affect Sustained actions. This ability may be used once per day.

If the wearer uses a bead associated with a now Mad Passion, channeling their old ideals, something goes wrong (“yes, but…”) at the gamemaster’s discretion.

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

Thread Rank Five
Key Knowledge:
The owner must learn who created the necklace.
Effect: The wearer can use Passion’s Pursuit twice per day. Each bead can only be targeted once each day.

Thread Rank Six
Effect:
The wearer can use Passion’s Pursuit three times per day. Each bead can still only be targeted once each day.

Very Useful Gloves
Posts: 21
Joined: Sat Jul 25, 2020 8:30 am

Release

Post by Very Useful Gloves » Sat Jul 25, 2020 9:28 am

Character Name: Kain
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: Crossbow possibly linked with my previous TI Anticipation Quiver if possible. Thematic link does not have to be a mechanical link i.e something like similar materials or glows when using items from the quiver what have you.
If 8 points spent on item choice, select 1 requested power: 1 strain for +3 to spot armor flaw.
Total TIPs spent: 18
Release

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

An ornately carved medium crossbow with the stock covered with oxblood leather. The body is carved in the Scythan dialect, “Takes what the heart wants. Shuddering through their body. The final Release.”

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

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

Thread Rank Three
Key Knowledge:
The owner must learn what creature the leather came from and where.
Effect: The wielder gains the Release ability. As a Free action for 1 Strain, the carvings on the crossbow turn red until the end of the round. The wielder gains +3 to their next Spot Armor Flaw test.

Thread Rank Four
Effect:
When using Release, the carvings shift and move under the wielder’s fingers in a soothing way. The wielder gains +1 rank to Anticipate Blow.

Thread Rank Five
Key Knowledge:
The owner must learn the Name of who created the crossbow and the significance of the words.
Effect: When using Release, the carvings move more urgently with hunger. The wielder gains +1 to their Initiative test.

Thread Rank Six
Effect:
When using Release, the depressions in the carvings look as though they fill with blood. The wielder gains +2 to Damage tests with the crossbow against Wounded targets.

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

Whispers of Frailty

Post by Aegharan » Sat Jul 25, 2020 9:36 am

Character Name: LaShana
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1834
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: Windling Bow
If 8 points spent on item choice, select 1 requested power:
I'm really leaning more towards an "infiltrator" build with charisma. But I want her to be effective in combat. She doesn't have a problem hitting anything. She just doesn't really do much damage. And before I forge my bow it was suggested I get my threat item.

Total TIPs spent: 18
Whispers of Frailty

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

This windling bow is made of black wood that appears featureless and barely appears to even be present. Its presence is best described as an absence in the space it occupies. A roughly bow-shaped black void. Everything slides off of it, from light, blood, even touch. Touching it does reveal intricate carvings across the surface. Though, the details cannot be seen, only felt and even then only the owner has no trouble interacting with it. The carvings are of faces in various sizes and shapes.

When the bow isn’t in the presence of its owner for too long, one Namegiver becomes the focus of its attention. Unintelligible whispers in an eldritch language only they can hear fill the void its presence creates. Slowly at first, but they come from all directions. This has been described as madness caressing their brain.

Thread Rank One
Key Knowledge:
The owner must learn the bow’s Name.
Effect: The bow is Damage Step 4.

Thread Rank Two
Effect:
The bow is Damage Step 5.

Thread Rank Three
Key Knowledge:
The owner must learn the Name of the entity bound to the bow.
Effect: The wielder gains the Whispers of Frailty ability. As a Simple action for 1 Strain, the wielder listens to the comforting whispers of the bow and can make an Awareness test against the target’s Mystic Defense. If successful, the whispers tell them of the target’s frailty, what they fear, how they are weak. The wielder can affect the target with abilities that require them to be Blindsided, Harried, or Surprised until the end of the round. The target is not affected by these conditions.

Thread Rank Four
Effect:
When the wielder uses Whispers of Frailty, they gain +2 to Damage tests with the bow against Blindsided or Surprised opponents.

Thread Rank Five
Key Knowledge:
The owner must learn who created the bow.
Effect: When the wielder uses Whispers of Frailty, they can spend an additional Karma Point on a Damage test using the bow against a Blindsided or Surprised opponent. This can be used once per round.

Thread Rank Six
Effect:
When the wielder uses Whispers of Frailty, they gain +4 to Damage tests with the bow against Blindsided or Surprised opponents.
Last edited by Aegharan on Sun Jul 26, 2020 8:13 pm, edited 1 time in total.

Very Useful Gloves
Posts: 21
Joined: Sat Jul 25, 2020 8:30 am

Night Warden

Post by Very Useful Gloves » Sat Jul 25, 2020 9:40 am

Character Name: Daldorer
Spoiler:
Character forum thread link:http://fasagames.com/forum/viewtopic.php?f=56&t=1583
Points spent on item tier (10/20/30): 20
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: Shield

Total TIPs spent: 26
Night Warden

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

A massive sheet of blue, purple, and black crystal fashioned into a rectangular body shield. The boss is shaped like the moon, waxing and waning to match. When light shines on it, the small silver runes carved in crystal sparkle like stars.

The shield is Physical and Mystic Defense +3, Initiative Penalty 3, Shatter Threshold 20, and weighs 22 lbs. This shield can only be used by someone with at least Strength 16 due to the size.

Thread Rank One
Key Knowledge:
The owner must learn the shield’s Name.
Effect: The shield is Initiative Penalty 2.

Thread Rank Two
Effect:
The shield is Physical Defense +4.

Thread Rank Three
Key Knowledge:
The owner must learn where the crystal used to create the shield was mined.
Effect: The wearer gains the Night Warden ability. As a Simple action for 1 Strain, darkness flows from the shield and settles in the general area (Thread Rank × 10 yards), dimming it noticeably for Thread Rank minutes. This does not create darkness conditions (Player’s Guide, p. 387), unless it is already dark in the area, but does make it more difficult to see things as usual (Gamemaster’s Guide, p. 165).

Thread Rank Four
Effect:
The shield is Mystic Defense +4.

Thread Rank Five
Key Knowledge:
The owner must learn the Name of the spirit bound to the shield.
Effect: While Night Warden is active, as a Simple action the wearer can spend 1 Strain to turn the darkening effect into Ethereal Darkness in a 4-yard radius around them until the end of the next round. This does not give the wearer the ability to see in the darkness.

Thread Rank Six
Effect:
While Night Warden is active, an entity slips from the shield as darkness spills from it and moves within the darkened area, prowling and stalking just out of sight. When the wearer is targeted by an attack that affects Physical or Mystic Defense, they can spend 1 Strain as a Free action to cause the entity to emerge from their shadow and strike at their pattern. This inflicts a -2 penalty to Mystic Defense until the end of the next round. This is resolved after the attack is resolved, though does not require the attack to be successful.

Thread Rank Seven
Key Knowledge:
The owner must learn about the bound spirit.
Deed: The owner must communicate with the spirit and perform one task for it.
Effect: While Night Warden is active, the wearer gains +2 to Spellcasting and Effect tests against targets suffering a Mystic Defense penalty from the entity.

Thread Rank Eight
Effect:
While Night Warden is active, the wearer can cause the magnitude of any penalty inflicted against a target suffering the Mystic Defense penalty from the entity by 2 once per round. For example, the penalty inflicted by the Rank Six effect becomes -4. If an effect has more than one penalty (e.g., Spirit Grip), all are increased by 2.

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

Charms of Luck

Post by Aegharan » Sat Jul 25, 2020 9:40 am

Character Name: Norg
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: horn band (you know decorative thing to put around a horn)
If 8 points spent on item choice, select 1 requested power: karma storage

Total TIPs spent: 18
Charms of Luck

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

This chain bracelet has a variety of small, carved charms hanging from it. An axe, bear, cat, horse, shield, shovel, smiling mask, tree, and a thing—could be a dog, could be a castle—are all included. It shows a patina of wear from the years. The chain can be adjusted in size, but not so much it fits around a troll wrist. Though it would fit neatly around a troll’s horn.

Thread Rank One
Key Knowledge:
The owner must learn the bracelet’s Name.
Effect: The wearer gains +1 to Social Defense.

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

Thread Rank Three
Key Knowledge:
The owner must learn about the first owner.
Effect: The wearer gains +2 to Social Defense.

Thread Rank Four
Effect:
The wearer gains +2 to Mystic Defense.

Thread Rank Five
Key Knowledge:
The owner must learn the significance of each charm.
Deed: The owner carves a charm representing them to add to the bracelet.
Effect: The owner may store Karma Points up to the thread rank in the bracelet. The wearer may transfer Karma Points between their Karma pool and the necklace during their Karma Ritual, and may spend Karma from the necklace as if it were in their Karma pool.

Thread Rank Six
Effect:
As a Free action for 1 Strain, the wearer gains +1 to the associated test when spending a Karma Point from the bracelet. This must be paid for each Karma Die.

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