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

Elemental Lance

Post by Aegharan » Sun Aug 09, 2020 8:46 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): 0
Points spent on item choice (0-8): 0

Total TIPs spent: 10

In Chaos there is Opportunity.
Elemental Lance

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

This eleven-foot long wooden lance incorporates each of the five True Elements. The haft is woven with True Wood and infused with pockets of True Air. The lance’s metal tip is strengthened with True Earth and hardened in flames fueled by True Fire. The lance was then soaked in liquid rich in True Water. With no threads attached, it has the same characteristics as a normal lance.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The lance is Damage Step 7. It becomes immune to damage from fire and from the effects of spells or abilities that damage it. This latter property also keeps the lance from splintering when leveled against an opponent when making Charging Attacks.

Thread Rank Two
Effect:
The owner gains a +1 bonus to Initiative tests.

Thread Rank Three
Key Knowledge:
The owner must learn the Name of the lance’s creator.
Effect: The owner gains +1 rank to Sure Mount. The lance becomes extremely resilient; tremendous force can bend, but not break, it. Even the strength of a dragon twisting the lance in its talons cannot harm the lance.

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

Thread Rank Five
Key Knowledge:
The owner must learn what type of wood the lance haft is constructed from and where it was grown.
Effect: The tip of the lance can become glowing, red-hot. For 1 Strain, the owner rolls a bonus Step 3/D4 Flame die on the next Damage test.

Thread Rank Six
Effect:
The ownercan use the following special maneuver:
On the Hook (Owner, Melee Attack): The owner can spend an additional success on an Attack test against an opponent who is not significantly larger than themselves to cause a Knockdown test against the target with a Difficulty Number equal to the Damage dealt.

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

Raven’s Beak

Post by Aegharan » Tue Aug 11, 2020 6:29 pm

Character Name: Langren
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
If 6 or 8 points spent on item choice, select exact base item: Spear
If 8 points spent on item choice, select 1 requested power: Standard Matrix

Total TIPs spent: 18
Raven’s Beak

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

This spear’s haft is a glossy black wood carved with distinctive runes along the length. A slightly curved obsidian blade is affixed to the haft and adorned with various raven feathers to complete the work. A single glyph is etched into each side of the obsidian.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The wielder gains +1 to Attack tests with the spear.

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

Thread Rank Five
Key Knowledge:
The owner must learn where the spear was enchanted.
Deed: The owner must travel to the location where the spear was enchanted, entreat with the spirit who dwells there and replace the feathers.
Effect: The wielder gains the Raven’s Beak special maneuver.

Raven’s Beak (Wielder, Close or Ranged Combat): The wielder can spend 1 Strain and an additional success on a close or ranged combat Attack test with Raven’s Beak to strike at the target’s eyes. They are partially blinded until the end of the next round.

Thread Rank Six
Effect:
When the wielder uses Raven’s Beak, they can spend an additional 1 Strain to upgrade to full blindness.

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

Otherworldly Ink

Post by Aegharan » Wed Aug 12, 2020 9:11 am

Character Name: Vralino Hammer-Shield
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: Enchanted Tattoo Ink (Purple), to be applied to the side of her head
If 8 points spent on item choice, select 1 requested power: Increase MD

Total TIPs spent: 18
Otherworldly Ink

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

This tattoo kit is a variety of bone needles, small mallets, and mixing tools. A long piece of dark stained, tooled leather with pouches holds all the tools. The tools are of excellent quality, though all stained with ink, and many further decorated in a variety of styles. Many different types of bones were used to make the tools, some easy to identify, while others are unknown.

Tattoos given with the kit always seem somehow ethereal. There is some quality to them that cannot be replicated. This is even more true of the owner’s tattoo, which never turns out exactly as intended, but shows some of their intrinsic character. As the owner’s thread rank increases, the tattoo they receive begins to shift and expand. How this expresses is unique to each owner, but appropriate to their original tattoo. If the owner’s thread to the tattoo kit is severed, their tattoo becomes black and twisted.

As with all thread items, the owner must keep the tattoo kit on their person to gain the benefits from the effects.

Thread Rank One
Key Knowledge:
The owner must learn the tattooing kit’s Name.
Deed: The owner must receive a tattoo made with the kit.
Effect: The owner gains +1 to Mystic Defense.

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

Thread Rank Three
Key Knowledge:
The owner must learn who created the tattoo kit.
Effect: The owner gains +2 to Mystic Defense.

Thread Rank Four
Effect:
The owner gains +2 to Mystic Armor.

Thread Rank Five
Key Knowledge:
The owner must learn which tools were the original tools to the kit and where the bones came from.
Deed: The owner must use a bone from someone or something important to the owner and craft at least one new tool from it.
Effect: The owner may choose one of their talents and receive a tattoo using the new tool they crafted. This tattoo is somehow representative of the talent. The owner takes 1 permanent Blood Magic Damage, and can spend 1 Strain to spend an additional Karma Point on tests using the selected talent. The owner cannot receive multiple tattoos to replicate this effect and the selected talent cannot be changed.

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

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

The Pale Death

Post by Aegharan » Wed Aug 12, 2020 9:47 am

Character Name: Xeviouz
Designed by: Dubhan

The Pale Death

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

This helmet is constructed from a large, bleached espagra skull with a single glyph on the forehead. The eye sockets are filled with living crystal lenses, allowing the wearer to ostensibly see out when the helmet is pulled down to cover their face. However, the facets prevent sight unless the wearer has a thread woven.

Thread Rank One
Key Knowledge:
The owner must learn the helmet’s Name.
Effect: The helmet heightens the wearer’s senses, making them feel like a predator looking for prey. The wearer gains +1 rank to Awareness.

Thread Rank Two
Effect:
The helmet shifts once worn, growing under the wearer’s chin so it cannot fall off. The wearer gains +2 ranks to Awareness.

Thread Rank Three
Key Knowledge:
The owner must learn who created the helm.
Effect: When the wearer dons the helmet, the living crystal lenses become malleable and fit perfectly to their eyes and meld with their cornea. The wearer gains heat sight (Player’s Guide, p. 45).

Thread Rank Four
Effect:
The helmet fully covers the wearer’s head, except for their mouth. The wearer can spend an additional Karma Point on Awareness tests.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the glyph.
Effect: A small section of spine grows down the back of the helmet and into the wearer. As a Simple action for 1 Strain, the wearer’s senses heighten and can be used for targeting opponents. They ignore blindness penalties until the end of the round.

Thread Rank Six
Effect:
The small section of spine grows down the length of the wearer’s spine and bone begins to grow out of their shoulder blades. As a Simple action for 2 Strain, the wearer grows skeletal wings from their shoulder blades and can fly at Movement Rate 10 until their next turn. They can increase this Movement Rate by +2 for each +1 Strain. This effect cannot be combined with other abilities that increase Movement Rate. This effect can be maintained each round, but once the owner stops using it, it cannot be used again for the rest of the day.

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

Earworm‌

Post by Aegharan » Thu Aug 13, 2020 9:22 am

Character Name: Karl Tomsson
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... =56&t=1527
Points spent on item tier (10/20/30): 10 (Warden)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8

Select exact base item: Training Whistle, or a flute with a detachable mouthpiece to allow both freehand mono-tone use and actual melodies.
Select 1 requested power: Bonus to Animal Bond. The idea is for Karl to build trust and lead, not command through pain or fear.

Total TIPs spent: 18
Earworm‌

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

This‌ ‌small‌ ‌maple‌ ‌flute‌ ‌can‌ ‌be‌ ‌used‌ ‌to‌ ‌play‌ ‌simple‌ ‌tunes‌ ‌with‌ ‌one‌ ‌hand,‌ ‌or‌ ‌a‌ ‌single‌ ‌note‌ ‌without‌ ‌
using‌ ‌hands.‌ ‌While‌ ‌of‌ ‌fine‌ ‌craftsmanship,‌ ‌it‌ ‌is‌ ‌otherwise‌ ‌unadorned.‌ ‌As‌ ‌with‌ ‌all‌ ‌thread‌ ‌items,‌ ‌the‌ ‌
flute‌ ‌must‌ ‌be‌ ‌on‌ ‌the‌ ‌owner’s‌ ‌person‌ ‌to‌ ‌gain‌ ‌the‌ ‌effects‌ ‌even‌ ‌if‌ ‌it‌ ‌cannot‌ ‌be‌ ‌worn.‌ ‌

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

Thread‌ ‌Rank‌ ‌Two‌ ‌
Effect:‌‌
‌The‌ ‌owner‌ ‌can‌ ‌play‌ ‌an‌ ‌‌Earworm‌—a‌ ‌short,‌ ‌catchy‌ ‌tune—as‌ ‌a‌ ‌Simple‌ ‌action.‌ ‌This‌ ‌gives‌ ‌the‌ ‌
owner‌ ‌a‌ ‌+1‌ ‌bonus‌ ‌their‌ ‌next‌ ‌Action‌ ‌test‌ ‌that‌ ‌improves‌ ‌a‌ ‌target’s‌ ‌Attitude.‌ ‌This‌ ‌can‌ ‌only‌ ‌be‌ ‌used‌ ‌
once‌ ‌per‌ ‌target‌ ‌per‌ ‌day.‌ ‌

Thread‌ ‌Rank‌ ‌Three‌ ‌
Key‌ ‌Knowledge:‌‌
‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌where‌ ‌the‌ ‌wood‌ ‌used‌ ‌came‌ ‌from.‌ ‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Bond.‌ ‌

Thread‌ ‌Rank‌ ‌Four‌ ‌
Effect:‌‌
‌The‌ ‌owner‌ ‌gains‌ ‌+2‌ ‌to‌ ‌Social‌ ‌Defense.‌ ‌

Thread‌ ‌Rank‌ ‌Five‌ ‌
Key‌ ‌Knowledge:‌‌
‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌who‌ ‌created‌ ‌the‌ ‌flute.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm‌ ‌now‌ ‌helps‌ ‌soothe‌ ‌the‌ ‌literal‌ ‌savage‌ ‌beast.‌ ‌The‌ ‌bonus‌ ‌now‌ ‌applies‌ ‌to‌ ‌
improving‌ ‌the‌ ‌attitude‌ ‌of‌ ‌creatures‌ ‌or‌ ‌otherwise‌ ‌preventing‌ ‌hostilities‌ ‌from‌ ‌them.‌ ‌

Thread‌ ‌Rank‌ ‌Six‌ ‌
Effect:‌‌
‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Training.‌

Thread‌ ‌Rank‌ ‌Seven‌ ‌
Deed:‌‌
‌The‌ ‌owner‌ ‌must‌ ‌compose‌ ‌a‌ ‌song‌ ‌for‌ ‌the‌ ‌flute‌ ‌and‌ ‌travel‌ ‌to‌ ‌the‌ ‌site‌ ‌of‌ ‌the‌ ‌tree‌ ‌it‌ ‌came‌ ‌from‌ ‌
and‌ ‌the‌ ‌creator’s‌ ‌grave‌ ‌and‌ ‌play‌ ‌the‌ ‌song.‌ ‌A‌ ‌local‌ ‌air‌ ‌elemental‌ ‌will‌ ‌judge‌ ‌the‌ ‌material‌ ‌and‌ ‌
performance.‌ ‌If‌ ‌it‌ ‌is‌ ‌found‌ ‌lacking,‌ ‌the‌ ‌owner‌ ‌must‌ ‌earn‌ ‌the‌ ‌spirit’s‌ ‌favor.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm ‌bonus‌ ‌is‌ ‌now‌ ‌+2.‌ ‌

Thread‌ ‌Rank‌ ‌Eight‌ ‌
Effect:‌‌
‌The‌ ‌owner‌ ‌can‌ ‌spend‌ ‌an‌ ‌additional‌ ‌Karma‌ ‌Point‌ ‌on‌ ‌an‌ ‌Action‌ ‌test‌ ‌benefiting‌ ‌from‌ ‌‌Earworm‌.‌ ‌
Additionally,‌ ‌this‌ ‌Karma‌ ‌Point‌ ‌gains‌ ‌+1‌ ‌Step.‌ ‌

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

Forge Lenses

Post by Aegharan » Fri Aug 14, 2020 3:12 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: smith goggles
If 8 points spent on item choice, select 1 requested power:
these smith goggles seem to stay clear no matter how long their wearer stays in the forge. + to awareness

Total TIPs spent: 18
Forge Lenses

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

These living crystal lenses are connected by a thin orichalcum wire that wraps around the wearer’s ears. The edge of each lens is smoky gray and etched in tidy runes.

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

Thread Rank Two
Effect:
The wearer gains +1 rank to Forge Weapon

Thread Rank Three
Key Knowledge:
The wearer must learn where the living crystal was harvested.
Effect: The lenses allow the wearer to focus on and see the microcrystalline structures in the metal they are working. They get +1 to tests involving inspecting, crafting, and repairing metal items. This includes Forge Weapon and Forge Armor for metal weapons and armor, but does not include any kind of mystical inspection, such as Astral Sight, Item History, or Thread Sight.

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

Thread Rank Five
Key Knowledge
: The owner must learn the meaning of the runes.
Effect: The wearer gains +2 to tests involving inspecting, crafting, and repairing metal items.

Thread Rank Six
Effect:
The lenses polarize when exposed to bright lights. As a Free action the wearer may reduce the blindness penalty caused by bright light by 2. For example, the Partial Blindness penalty inflicted by Fireball is reduced to 0.

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

Roots

Post by Aegharan » Sat Aug 22, 2020 10:18 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: amulet
If 8 points spent on item choice, select 1 requested power: +2 tou

Total TIPs spent: 18
Roots

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

This amulet is made of ebony and infused with True wood. It features the carving of an upraised fist on one side and a tree with a root system on the other. The fist and tree are enameled in black and the rest of the amulet is covered in thin orichalcum leaf..

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the Name of the amulet’s creator. [Lex Haylee]
Effect: The wearer gains +1 rank to Wood Skin.

Thread Rank Four
Effect:
The wearer gains the Roots ability if they are currently using Wood Skin. As a Free action before Initiative is determined for 1 Strain, the amulet grows roots into the wearer’s body which extend into the earth below them. These roots do not impede the wearer’s movement. The wearer gains +2 to Knockdown tests until the end of the round.

Thread Rank Five
Key Knowledge:
The owner must learn the Name of the amulet’s first owner. [Levaar]
Effect: If the wearer is knocked down, they gain +1 to their next Attack and associated Damage test. This increases to +2 if the test is made against the opponent who knocked the wearer down.

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

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

Your Staff

Post by Aegharan » Sat Aug 22, 2020 10:29 pm

Character Name: Dale
Spoiler:
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: An ordinary looking Staff
If 8 points spent on item choice, select 1 requested power: Spell matrix (not a spell matrix object)

Total TIPs spent: 18
Your Staff

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

This exceptionally plain, ordinary staff is made of wood. Probably pine or something. Just a very run of the mill, entirely ordinary wooden staff. Totally unadorned in any way, even if you look really closely. Even more closely than that. Nothing weird hiding in it. No secret compartments or a unicorn hair core or anything out-of-the-ordinary like that. Possibly the most ordinary staff ever, you wonder why you’re even bothering to pay this much attention at all. Just totally and completely ordinary, unless you roll like really high.

42? That’s a pretty good result...

Still ordinary.

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

Thread Rank Two
Effect:
The wielder’s illusions (talents and spells) gain +1 to their Sensing Difficulty.

Thread Rank Three
Key Knowledge:
The owner must learn who created the staff.
Effect: The wielder gains +1 Spellcasting rank.

Thread Rank Four
Effect
: The wielder’s illusions (talents and spells) gain +2 to their Sensing Difficulty.

Thread Rank Five
Deed:
The owner must discover the true secrets contained within the staff.
Effect: The wielder gains the Your Staff ability. As a Free action for 1 Strain, the wielder can weave an additional thread to an illusion spell. This thread does not count against the normal maximum for additional threads. There are no discernable special effects when using this ability.

Thread Rank Six
Effect:
When the wielder uses Your Staff and uses the ability to weave an additional thread (they do not have to weave all additional threads available, just one), they can use the following special maneuver with the affected spell:

Your Staff (Wielder, Spellcasting): For 1 Strain per additional success on a Spellcasting test, the wielder can inflict a -1 penalty per success to the targets’ Mystic Defense for the duration of the spell. Only the highest instance of this penalty affects the target. The targets are overwhelmed by this ordinary feeling. Useful, but very ordinary. Much like the staff.

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

Seeker

Post by Aegharan » Sun Aug 23, 2020 7:11 pm

Character Name: Redsun
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.ph ... 512#p14512
Points spent on item tier (10/20/30):10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8):6
Item Choice: Medium Crossbow (troll sized please)
Total TIPs spent: 16

I'm looking for something that would make sense for a Troll to use something with some weight behind it. Thank You
Seeker

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

This medium crossbow is ornately constructed from a variety of different woods. They are fitted together in an intricate puzzle, seeingly held together by the fitting alone. It is further carved to accentuate the bold lines of the fittings and highly polished.

The crossbow resizes to fit the owner, but does not fire larger than medium crossbow-sized bolts, regardless of the size. In the hands of a troll or obsidiman, it becomes a Size 5 weapon and weighs 10 lbs, but is otherwise unaffected. If the owner is a windling, it is a Size 2 weapon and they must manufacture custom bolts. It is Damage Step 3 with short range (2-20 yards) and long range (20-40 yards).

Thread Rank One
Key Knowledge:
The owner must learn the crossbow’s Name.
Effect: The medium 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 who created the crossbow.
Effect: The wielder gains +1 rank to Awareness.

Thread Rank Four
Effect:
The wielder gains +2 to Attack tests with the crossbow.

Thread Rank Five
Key Knowledge:
The owner must learn all the woods used to create the crossbow.
Effect: The wielder gains the Seeker ability. As a Free action for 1 Strain, the configuration of the crossbow shifts slightly, aiding the wielder in finding the target’s weaknesses. The wielder gains +3 to their next Attack test when using the Called Shot combat option (Player’s Guide, p. 384 and Gamemaster’s Guide, p. 251).

Thread Rank Six
Effect:
When using Seeker, the wielder does not pay 1 Strain for using the Called Shot combat option. The wielder must still pay the Strain cost for using Seeker.

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

Shared Aspiration

Post by Aegharan » Sat Aug 29, 2020 2:19 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):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: Necklace
If 8 points spent on item choice, select 1 requested power: Looking for the a way to have a last chance option. I can heal with cold purify but what I am looking for is a way to give someone a last chance or death cheat or just stabilize them back to life.
I know Nethermancers have this option at circle 4.
Hopefully much like the other items, it is one made of true air, please. Maybe zap them back to life or breath of life.
Total TIPs spent: 28
Shared Aspiration

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

This necklace is made from uncut, but highly polished pieces of living crystal bound together with silver and orichalcum wire. The shards of living crystal are arranged in a graduation of color, from fully translucent on the back, moving to cloudy white along the sides and cerulean with white inclusions in the front. It is close fitting and there is no clear way to wear it until a thread is attached.

With a thread attached, the necklace expands easily over the owner’s head, and fits comfortably and snugly around their neck. The inclusions appear to slowly move across the necklace, as though clouds gently drifting on a blue sky. While this is typical, the appearance can change based on the wearer’s disposition and the powers they are using, up to the wires binding the crystals becoming lightning flashing from a thundering storm.

Thread Rank One
Key Knowledge:
The owner must learn the necklace’s Name.
Effect: The wearer gains +1 rank to Air Speaking (Player’s Guide, p. 125).

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

Thread Rank Three
Key Knowledge:
The owner must learn where the crystal was harvested.
Effect: The wearer gains the Shared Aspiration ability. As a Simple Action for 1 Strain, the wearer gains +2 to Air Speaking tests until the end of the next round.

Thread Rank Four
Effect:
The wearer can spend an additional Karma Point on an Air Speaking test.

Thread Rank Five
Key Knowledge:
The owner must learn where the True air was harvested.
Effect: When the wearer uses Shared Aspiration, the targets can respond back to the wearer as though they were using Air Speaking for the duration of the effect. They cannot respond to each other.

Thread Rank Six
Effect:
The wearer gains the Shared Aspiration special maneuver.

Shared Aspiration (Wearer, Air Speaking): The wearer can spend additional successes on an Air Speaking test to give one target +1 to one Action test per success by the end of the next round. The wearer must use their actions to directly support this or the target must use their action to directly support the wearer. For example, simply attacking the same target is insufficient, but describing how their actions are working together and using available abilities to do so is sufficient.

Thread Rank Seven
Key Knowledge
: The owner must learn where the enchantment was performed.
Deed: The owner must travel to that location and request the air elementals to recreate the weather conditions used to enchant the necklace.
Effect: The wearer gains the Shock Therapy ability. As a Standard action for one Recovery Test, the wearer causes lightning to build up in their necklace and flow into the target they are touching, causing their body to convulse. While this is deeply unpleasant in living targets with no health benefits, it allows a target with Current Damage exceeding their Death Rating to make a Recovery test (the target must also spend a Recovery Test for this), healing the damage as normal. This ability cannot be used if the target has been “dead” for a minute (10 rounds).

Thread Rank Eight
Effect:
The bonus from the Shared Aspirations special maneuver increases to +2, and can be applied to appropriate Effect tests or Action tests made by the wearer on only the target.

For example, if the wearer uses Shared Aspirations and gains two additional successes on their Air Speaking test against their ally. They want to heal their ally and could give themselves +4 (two additional successes) to a Cold Purify test, or give the target a +4 bonus to their Recovery test from Shock Therapy (Recovery tests are Effect tests, Player’s Guide, p. 35).

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