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Aegharan
Posts: 400
Joined: Sat Oct 14, 2017 2:58 pm

Beguiling Merlin

Post by Aegharan » Thu Sep 10, 2020 2:10 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: Windmaster Mask
If 8 points spent on item choice, select 1 requested power: Karma Storage

Total TIPs spent: 18
Beguiling Merlin

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

This wooden mask is styled to resemble a falcon. One side is painted a stark white, while the other is a vibrant red with gold decoration around the features in the form of dots and whorls. There is no way to attach the mask to the wearer, but it easily and immediately seats itself once a thread is attached.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the first owner’s Name.
Effect: The wearer gains +1 to Initiative tests.

Thread Rank Four
Effect:
The wearer can spend an additional Karma Point on a Distract test against an opponent they successfully used Maneuver on since the last round and a Maneuver test against an opponent they successfully used Distract on since the last round.

Thread Rank Five
Key Knowledge:
The owner must learn what deed the first wearer performed to earn the mask.
Deed: The owner must perform a deed fitting to the mask’s history.
Effect: The owner may store Karma Points up to the thread rank in the mask. The wearer may transfer Karma Points between their Karma pool and the mask during their Karma Ritual, and may spend Karma from the mask as if it were in their Karma pool.

Thread Rank Six
Effect:
The wearer gains the Beguiling Merlin ability. As a Simple action for 1 Strain, the wearer’s form leaves behind red and white after images as they move, distracting their opponent. The wearer gains +2 to Distract and Maneuver tests against an opponent with lower Initiative until the end of the round.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Crystalline Depths (Thorkell)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:09 pm

Character: Thorkell
Spoiler:
Design Difficulty:
  • Journeyman: 15, 8 successes
  • Rare Component: +1
  • True Element (Water): +1
  • Orichalcum: -1
  • Total: 16
Enchanting Difficulty:
  • Journeyman: 20
  • Custom Pattern: +5
  • Artistry: -1
  • Craftsmanship: -2
  • Rare Component: -1
  • True Element: -1
  • Orichalcum: -2
  • Total: 18
Cost:
  • Journeyman: 500
  • Rare Component: 500
  • True Element: 5 kernels (50)
  • Orichalcum: 1000
  • Total: 2050 sp
The Very Useful Gloves wonder what the people of Dviel thought was happening as watery light spilled out of a borrowed workshop.

Crystalline Depths

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

This crystal plate armor dark blue espagra scale as the inner liner, creating an effect similar to looking into deep water. Runes are inlaid with orichalcum are carved across the armor and it is infused with True water. This not only reduces the grating noise to a tolerable level, but allows the wearer considerable grace when moving..

The armor automatically resizes to fit the wearer once a thread is attached.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Initiative Penalty 4.

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

Thread Rank Three
Key Knowledge
: The owner must learn who crafted the armor.
Effect: The armor is Initiative Penalty 3.

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

Thread Rank Five
Key Knowledge:
Effect
: The wearer gains the Crystalline Depths ability. As a Free action for 1 Strain, veins of deep blue appear throughout the armor as the True water infusing it leaks to the surface, lubricating it. The wearer gains +3 to their next test to break free from an entangling or grappling effect until the end of the round.

Thread Rank Six
Effect
: The True water from Crystalline Depths also provides increased flexibility to the armor and wearer, giving +2 to Jump Up tests when the ability is used.
Last edited by Very Useful Gloves on Tue Sep 22, 2020 1:33 pm, edited 1 time in total.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Night's Silken Caress (LaShana)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:15 pm

Character: LaShana
Spoiler:
Character Name: LaShana
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): 0
Points spent on item choice (0-8): 6
If 6 or 8 points spent on item choice, select exact base item: Crystal Weave light Armor

Tips Spent: 16
The Very Useful Gloves wonder whether you knew what the egg was when you stole it?

Night's Silken Caress

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

Without a thread attached, this crystalweave armor appears as a dark, faceted egg. Once the owner weaves a thread to it, the symbol of a web glows on it. The egg unfolds, revealing eight spindly legs and it advances on the owner while cocooning them in black, crystalline silk from the symbol. When the owner is wrapped, the “egg” suspends them and wraps itself around them.

After a minute, excess crystal webbing falls away and what remains is the crystalweave armor. The crystal is black and shiny, woven with flexible crystalline webbing rather than foliage. It has a distinctly organic appearance and is perfectly fitted to the wearer, flexing and moving with them. The web symbol is visible in the center of the chest and becomes cold, even forming frost, when used.

When removed, the armor returns to the egg configuration. However, it puts itself back on much faster after the first time, even if in the same rough fashion; this takes the same time as donning similar armor. The armor automatically resizes to fit the owner.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Initiative Penalty 0.

Thread Rank Two
Effect
: The armor is Physical Armor 4.

Thread Rank Three
Key Knowledge
: The owner must learn where the crystal for the armor was harvested.
Effect: The armor is Mystic Armor 5.

Thread Rank Four
Effect
: The armor is Physical Armor 5.

Thread Rank Five
Key Knowledge
: The owner must learn where the spider symbol came from. [Jehuthra thorax web]
Effect: The wearer gains the Night’s Silken Caress ability. As a Simple action for 1 Strain, the armor produces gossamer sheets of silk that gently float around the wearer as they move. The wearer gains +2 to their Physical Defense until the end of the next round as the silk interferes with attackers.

Thread Rank Six
Effect
: The silk produced by Night’s Silken Caress makes it difficult to get a hold on the wearer, allowing them to slip away as it clings persistently. If a special maneuver allows an opponent to initiate a grapple against the wearer, it requires an additional success to use.
Last edited by Very Useful Gloves on Tue Sep 22, 2020 1:33 pm, edited 1 time in total.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Blood-Drenched Sun (Lazulin)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:21 pm

Character: Lazulin
Spoiler:
Character Name: Lazulin
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): 6
If 6 or 8 points spent on item choice, select exact base item: Blood Pebble Armour

Total TIPs spent: 16
The Very Useful Gloves wonder if this was a gift from a mysterious benefactor.

Blood-Drenched Sun

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

This set of blood pebble armor isn’t made with the traditional stones, but orichalcum kernels surrounded by living crystal. Any light hitting these crystals causes them to shine brightly as a small sun. Once implanted, veins of blood run through the crystal from the wearer.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 6.

Thread Rank Two
Effect
: The armor is Mystic Armor 4.

Thread Rank Three
Key Knowledge
: The wearer must learn who created the armor.
Effect: The wearer gains the Blood-Drenched Sun ability. The wearer may request up to Thread Rank Loyal allies to take part in the wearer’s Karma Ritual each day. The wearer takes 1 Blood Magic Damage per affected ally when the wearer places their personal glyph in blood on the affected allies’ foreheads. The blood can be cleaned off, but the effects last until sunrise the next day.

As a Simple action for 1 Strain, the living crystal implants shine bright gold, then become awash with blood, glowing a grisly red. The wearer’s glyph placed on their allies flares to life in golden light. All allies affected by Blood-Drenched Sun within Thread Rank ×10 yards gain +1 to their Physical Armor until the end of the next round.

Thread Rank Four
Effect
: A corona of gold surrounds the aura of Blood-Drenched Sun and affected allies also gain +1 to their Mystic Armor.

Thread Rank Five
Key Knowledge
: The wearer must learn who was the first owner.
Effect: The wearer’s eyes glow with an eerie golden light and allies affected by Blood-Drenched Sun now gain +2 to their Physical Armor.

Thread Rank Six
Effect
: The wearer’s personal glyph becomes visible above them in the glow, golden characters on a blood red field. The wearer can take a Strain cost paid by each ally affected by Blood-Drenched Sun once per round. This Strain cost cannot be reduced in any way.
Last edited by Very Useful Gloves on Tue Sep 22, 2020 1:27 pm, edited 1 time in total.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Jet Mantle (Juniper)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:26 pm

Character: 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: Espagra Scale Coat (An Espagra Scale Cloak, but in Coat form)
If 8 points spent on item choice, select 1 requested power: Improved Physical Armor

Total TIPs spent: 18
The Very Useful Gloves wonder if you won that in a marathon game of dragon dice.

Jet Mantle

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

This long coat is fashioned from black espagra scales. The scales shine brilliantly, giving the appearance of an oil slick of color where the light hits. White trim completes the high collar, long sleeves, and hem that goes to the wearer’s shins. This style of coat was popular in Shosara long ago.

Without a thread, it functions as an espagra scale cloak. Once a thread is attached, the dimensions are perfectly fitted to the wearer and silvery runes appear along the trim.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.

Thread Rank Two
Effect
: The armor is Mystic Armor 2.

Thread Rank Three
Key Knowledge
: The owner must learn where the espagra hide was harvested for the armor.
Effect: The armor is Physical Armor 5.

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

Thread Rank Five
Key Knowledge
: The owner must learn who created the armor.
Effect: The wearer gains the Jet Mantle ability. As a Free action for 1 Strain, the runes glow brightly and the wearer is outlined in sharp, silver light until the end of the round. They gain +2 to their Initiative test. This must be used before Initiative is determined.

Thread Rank Six
Effect
: When the wearer uses Jet Mantle, blackness stains the wearer’s hands and seeps out of them. They gain a bonus Step 3/D4 to their next Damage test against an opponent with lower Initiative as darkness envelopes their weapon. The wearer must be using a weapon.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Spaid's Noir Crystal (Redsun)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:37 pm

Character: Redsun
Spoiler:
Character Name: Redsun
Character forum thread link: http://fasagames.com/forum/viewtopic.ph ... 963#p14512
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 Weave light Armor
Specific power: increase in toughness
The Very Useful Gloves wonder if you recovered the armor from a band of arsonists you were investigating.

Spaid’s Noir Crystal

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

This crystalweave armor is made from ivy with variegated leaves, going from almost black to lighter green. The living crystal is clear to smoky gray with intricate runes carved along it.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 4.

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

Thread Rank Three
Key Knowledge
: The owner must learn about the bound spirit, including its Name and specific spirit type (more specific than “wood spirit,” but what kind of wood spirit). [Marlowe, a bannion wood spirit]
Effect: The ivy in the armor becomes slightly animated, shifting and moving to draw the wearer’s attention. The wearer gains +1 rank to Awareness.

Thread Rank Four
Effect
: The ivy reaches up to scratch the wearer’s chin, helping them see beyond the obfuscations of weather. The wearer’s Tracking tests are unaffected by weather conditions.

Thread Rank Five
Key Knowledge
: The owner must learn what kind of ivy was used to create the armor and where it can be found. [Noir ivy, Glenwood Deep]
Effect: The ivy shifts, creating noise that sounds like whispers, aiding the wearer to focus and see beyond the passage of time. Increased Tracking Difficulty Numbers due to passing time are reduced by 3.

Thread Rank Six
Effect
: The wearer's skin becomes like hard, boiled leather and gains +2 to their Toughness Value.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Peili (William, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:41 pm

Character: William
Spoiler:
Upgrade Request
Character Name: William Carver
Name of item: Peili (blood pebble armor)
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder why you are even bothering with other Thread Items.

Peili

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

Unevenly sized pebbles, all polished to a mirror shine.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 6.

Thread Rank Two
Effect
: The armor is Initiative Penalty 0.

Thread Rank Three
Key Knowledge
: The owner must learn what killed the first owner.
Effect: The armor is Mystic Armor 4.

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

Thread Rank Five
Key Knowledge
: The owner must learn where the first owner was from.
Effect: The armor is Mystic Armor 5.

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

Thread Rank Seven
Deed
: The owner must kill what killed the first owner.
Effect: The armor is Physical Armor 7 and Mystic Armor 6.

Thread Rank Eight
Effect
: As a Simple action for 1 Strain, the wearer gains +3 to an Attack test against a Surprised opponent and +3 to the associated Damage test.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Stranger Boots (William, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:45 pm

Character: William
Spoiler:
Character Name: William Carver
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1568
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: Huntsman Boots
Total TIPs spent: 16

Upgrade Request
Character Name: William Carver
Name of item: Stranger Boots
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if the boots have mentioned anything about them at all.

Stranger Boots

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

Finely crafted boots from some unknown leather. They were woven with True air and water, replicating the effects of huntsman’s boots (and by extension dry boots). However, the leather is really weird. It’s clearly leather, with a smooth texture in one direction and a slight bite as though scaled in the other. But it looks indistinguishable and someone touching it might swear the “directionality” was different moments ago. Nonetheless, the circular brass buckles are worn, well polished, and keep the knee-high—what color even are these? Is that brown, black, grey?—boots cinched to the wearer. The small teeth protruding from the soles give the wearer excellent traction.

Thread Rank One
Key Knowledge
: The owner must learn the boots’ Name.
Effect: The wearer travels overland as though they were mounted (45 miles a day instead of 25 miles a day). While the boots can leave tracks, they never make sense to a tracker and the Difficulty Number to track them is increased by +5.

Thread Rank Two
Effect:
The wearer gains +1 rank to Safe Path. While the path is no more or less “dangerous” than the talent otherwise indicates, the elementals summoned tend to be much stranger and the paths offered can be significantly weirder. Traveling with the wearer can show the more surreal side of the world others may never see.

Thread Rank Three
Key Knowledge
: The owner must learn what the leather and teeth to make the boots came from.
Effect: The wearer can use the Stranger Boots power. As a Simple action for 1 Strain, the teeth from the boots extend slightly and bite into the ground, giving the wearer a little more traction and allow them to feel the ground through the boots for thread rank minutes. The wearer’s Movement Rate increases by +4.

Thread Rank Four
Effect
: When the wearer uses the Stranger Boots power, they can use the following special maneuver:

Stranger Boots (Wearer, Tracking): By walking in the tracks the wearer is following, they can spend additional successes to ask one “what” or “how” about their quarry for each additional success. The tracks are gone and replaced only by the wearer’s tracks once walked in them in this fashion.

Thread Rank Five
Key Knowledge
: The owner must learn who made the boots.
Effect: When the wearer uses the Stranger Boots power, they can see as though there are eyes in the boots’ buckles. This gives them +1 to Perception-based tests that rely on sight, +2 if it involves magical phenomena. Anyone looking closely at the boots swears there are eyes where the buckles are, but the wearer just doesn’t see it.

Thread Rank Six
Effect
: When the wearer uses the Stranger Boots power, their Movement Rate while using Stealthy Stride is not reduced and they can include Great Leap as part of their movement.

Thread Rank Seven
Deed:
The owner must hunt whatever creature the teeth came from to acquire new teeth and replace any damaged teeth in the soles. May as well add some new teeth in there as well—more teeth is more better. Also, eat the eyes.
Effect: The wearer gains +1 rank to Tracking. The teeth and soles of the boots now naturally “eat” the wearer’s tracks, leaving behind only irregular, strange shapes which do not resemble tracks. The wearer is automatically obscuring their tracks using their Tracking Step as the Difficulty to follow them. This does not slow the wearer.

Thread Rank Eight
Effect
: The wearer gains +1 rank to Awareness. When the wearer uses Stranger Boots, they can see through the strange shapes that are now their “tracks” they left within the past day. The boots must be planted firmly on the ground to do this and it takes 1 minute to connect with a particular print.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Traceless (William, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 1:48 pm

Character: William
Spoiler:
Character Name: William Carver
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1568
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: Hooded Cloak
Total TIPs spent: 16

Upgrade Request
Character Name: William Carver
Name of item: Traceless
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if the cloak wouldn't make a nice gift for one of your fri- colleagues.

Traceless

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

This hooded cloak is completely non-descript, appearing as a drab green, brown, faded gray, or something in-between. Anyone forcing themselves to stare at it—trying to determine it’s true appearance—finds it a deeply unnerving experience. The cloak slithers and shifts, distracting them, almost taunting them to take their eyes away, but never moves. It comes with a plain clasp, but clings to the owner when a thread is attached. Sometimes it brushes against people as it moves by, startling them as though they didn’t realize the owner was there at all.

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

Thread Rank Two
Effect
: The wearer gains +1 to their next Charisma-based test when they figuratively “ambush” someone, whether the target didn’t realize they were there or the subject catches them off guard. This can only be used once per target per day and the test cannot be intended to harm the target—take advantage of, but not actually harm.

Thread Rank Three
Key Knowledge:
The owner must learn who created and enchanted the cloak.
Effect: The wearer gains +2 ranks to Stealthy Stride.

Thread Rank Four
Effect
: The wearer gains +2 for the Thread Rank Two effect.

Thread Rank Five
Key Knowledge:
The owner must learn the Name and type of spirit bound to the cloak. This must be more specific than “ally spirit” or “air elemental.”
Effect: The owner gains the Traceless ability. For 1 Strain as a Simple action, the owner makes a Stealthy Stride test and can move through areas without onlookers remembering their presence for up to rank minutes. The owner must avoid drawing attention and cannot be somewhere their presence would naturally draw attention (such as a bedroom or approaching someone under guard). Attempts to remember the owner when Traceless is used require a Willpower test against the owner’s Stealthy Stride result. If the owner does anything to draw attention, this ability immediately ends, though it is not retroactively ended (those previously affected do not suddenly remember). This ability lasts for Thread Rank minutes; observers’ memories of the owner during this time are not restored when the ability ends.

Thread Rank Six
Effect
: The wearer gains +3 ranks to Stealthy Stride.

Thread Rank Seven
Deed
: The owner must perform a task for the bound spirit.
Effect: The wearer gains +3 for the Thread Rank Two effect and for 1 Strain the wearer can have the interaction slip the target’s mind afterwards. A successful Willpower (10) test allows the target to remember if pressed, but it was simply forgettable.

Thread Rank Eight
Effect
: The wearer gains +4 ranks to Stealthy Stride. When the wearer uses Traceless, they appear as someone who belongs in the area but is beneath notice if their presence draws attention. Typically a servant, but could also include beggars of whoever the observer is not inclined to interact with in any way. If the wearer has violent intent, this effect immediately ends.

Very Useful Gloves
Posts: 41
Joined: Sat Jul 25, 2020 8:30 am

Shepherd's Strength (William)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:03 pm

Character: William
Spoiler:
Upgrade Request
Character Name: William Carver
Name of item: Shepard's Strength
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder why you are spending time with a less adequate tool.

Shepherd’s Strength

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

Troll sling, made of a huge black stick with a red rope and pouch attached to it. The stick is covered in very crudely hacked runes.

Thread Rank One
Key Knowledge
: The owner must learn the sling’s Name.
Effect: Spikes become visible in the pouch. These spikes attach to the stones when getting ready to be flung. The weapon is Damage Step 5.

Thread Rank Two
Effect
: The wielder can use the troll sling as a quarterstaff and gains +1 to Attack tests with the weapon.

Thread Rank Three
Key Knowledge
: The owner must learn from what type of animal's collar the pouch was made.
Effect: The weapon is Damage Step 6.

Thread Rank Four
Effect
: The troll sling has short range 2-38 yards and long range 39-75 yards.

Thread Rank Five
Key Knowledge
: The owner must learn the fate of the animal whose collar is attached to the sling.
Effect: The wielder gains +2 to Damage tests with the sling if they successfully attacked the target in close combat within the past day. The wielder gains +2 to Damage tests with the quarterstaff if they successfully attacked the target in ranged combat within the past day.

Thread Rank Six
Effect
: The wielder gains +2 to their Strength Value.

Thread Rank Seven
Key Knowledge
: The owner must learn where the animal met its fate.
Deed: The owner must travel to that location and build a suitable tribute to the animal.
Effect: The weapon is Damage Step 7 and the wielder gains +2 to Attack tests with the weapon.

Thread Rank Eight
Effect
: The wielder can spend an additional Karma Point on close combat Attack and Damage tests with the weapon if they successfully attacked the target in ranged combat within the past day. The wielder can spend an additional Karma Point on ranged combat Attack and Damage tests with the weapon if they successfully attacked the target in close combat within the past day.

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