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

Post by Very Useful Gloves » Sat Jul 25, 2020 9:42 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): 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: Shofar
If 8 points spent on item choice, select 1 requested power: Command Nightflyer

Total TIPs spent: 18
The Worm Horn

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

This signal horn is made in the style of the Iopan plain, using the traditional coiled horn of a hoop horn. Gleaming silver plating wraps the horn, enhancing the acoustics, and runes are carved in the silver along the coil. A simple leather strap allows the horn to be worn when not in use.

Thread Rank One
Key Knowledge:
The owner must learn the horn’s Name.
Effect: For 1 Strain, the owner can project any sound they make twice as far. This makes it louder, never deafening, but not louder in proportion to the distance. Each thread rank doubles this distance (e.g., Rank Two is four times further).

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

Thread Rank Three
Key Knowledge:
The owner must learn the significance of the runes.
Effect: For 1 Strain, the owner gains Enhanced Senses [Hearing] (2) for minutes equal to the thread rank.

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

Thread Rank Five
Key Knowledge:
The owner must learn who created the horn.
Effect: The wearer gains +2 ranks to Command Nightflyer.

Thread Rank Six
Effect:
The owner can use the horn to issue commands to affected nightflyers with the horn, allowing them to be issued from a distance. For 1 Strain, the owner can change the frequency of the horn so only nightflyers and those with Enhanced Hearing can detect it.

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

Moonlit Toccata

Post by Very Useful Gloves » Sat Jul 25, 2020 9:44 am

Character Name: Temur Tengerkhan
Spoiler:
Points spent on item tier (10/20/30): 10x2 (2 items, both Journeyman)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8x2 (2 items, 8 points on each)

If 6 or 8 points spent on item choice, select exact base item: Lance and Warbow (clearly part of the same mounted warrior's arsenal.)
If 8 points spent on item choice, select 1 requested power: Wielder can switch between the weapons easily. (Simple/free action, allowing for seamless transition from melee to range as battle dictates)

Total TIPs spent: 36
This request is for two linked Thread Items. As suggested, requesting both at the same time.
Moonlit Toccata

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

This ash bow is carved with silvery runes and wrapped with tattered blue and silver ribbons. Whenever an arrow is nocked, a soft, cold light can be seen just behind the arrowhead from all angles—nothing to reveal it, but an eerie glow to those nearby. Each attack with the bow plays a single, clear note with vibrato as the arrow is loosed, followed by a second note as it strikes, forming a coda to the attack.

Thread Rank One
Key Knowledge:

Effect: The bow is Damage Step 6. A glyph appears on the arrowhead as the arrow is nocked. It disappears if the arrow goes unfired, but is permanent if fired.

Thread Rank Two
Effect:
True air infuses the wielder’s actions, allowing them to ready or stow the bow as a Simple action.

Thread Rank Three
Key Knowledge:
The owner must learn about the glyphs on the arrows.
Effect: The wielder gains the Moonlit Toccata ability. As a Simple action for 1 Strain, the glow around the arrow intensifies, surrounding it and streaming back toward the wielder. The wielder gains +2 to their Attack tests with the bow until the end of the round.

Thread Rank Four
Effect:
When Moonlit Toccata is active, the runes along the bow glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +2 to the associated Damage tests.

Thread Rank Five
Key Knowledge:
The owner must learn about the runes and what they represent.
Deed: The owner must have a thread tied to Moonlit Crescendo.
Effect: When Moonlit Toccata is active, the wielder can spend an additional Karma Point on the Attack test. Doing so causes an additional note to be played, creating a distinctive leitmotif.

Thread Rank Six
Effect:
When Moonlit Toccata is used, each attack builds an aria with mounting intensity. A successful associated Attack test adds one “count.” For 1 Strain, the wielder gains an additional +1 to Attack tests with the bow while using Moonlit Toccata per count. If the wielder misses, the count is reduced to 0.

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

Moonlit Crescendo

Post by Very Useful Gloves » Sat Jul 25, 2020 9:48 am

Character Name: Temur Tengerkhan
Spoiler:
Points spent on item tier (10/20/30): 10x2 (2 items, both Journeyman)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8x2 (2 items, 8 points on each)

If 6 or 8 points spent on item choice, select exact base item: Lance and Warbow (clearly part of the same mounted warrior's arsenal.)
If 8 points spent on item choice, select 1 requested power: Wielder can switch between the weapons easily. (Simple/free action, allowing for seamless transition from melee to range as battle dictates)

Total TIPs spent: 36
This request is for two linked Thread Items. As suggested, requesting both at the same time.
Moonlit Crescendo

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

This long, graceful lance has a haft carved with silvery runes and topped with a delicate looking silver blade. The blade has a glyph on each side and a cold, soft light just behind it from all angles—nothing to reveal it, but an eerie glow to those nearby. Just below the blade is a tattered blue pennant with a silver crescent moon and five stars arranged irregularly within the crescent. Each attack with the lance plays a single, clear note.

Thread Rank One
Key Knowledge:
The owner must learn the lance’s Name.
Effect: The lance is Damage Step 7.

Thread Rank Two
Effect:
True air infuses the wielder’s actions, allowing them to ready or stow the lance as a Simple action.

Thread Rank Three
Key Knowledge:
The owner must learn about the glyphs on the blade.
Effect: The wielder gains the Moonlit Crescendo ability. As a Simple action for 1 Strain, the glow around the blade intensifies, surrounding it and streaming back toward the wielder. The wielder gains +3 to their next Attack test with a Charge attack using the lance by the end of the round.

Thread Rank Four
Effect:
When Moonlit Crescendo is active, the runes along the haft glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +3 to the associated Damage test.

Thread Rank Five
Key Knowledge:
The owner must learn about the pennant and what it represents.
Deed: The owner must have a thread tied to Moonlit Toccata.
Effect: When Moonlit Crescendo is active, a series of notes echo as a soft aria while the wielder charges. The wielder gains a +1 Step bonus to Karma Points spent on the associated Attack and Damage test.

Thread Rank Six
Effect:
When Moonlit Crescendo is used, the aria builds to the moment of impact. For 1 Strain, the wielder reduces the “count” from Moonlit Toccata to 0. For each count, the wielder can spend an additional Karma Point on the associated Attack or Damage test. If the attack misses, any “count” allocated for the Damage test is lost, though the Karma Points are not spent.

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

Equilibrium

Post by Very Useful Gloves » Sat Jul 25, 2020 9:50 am

Design by Dubhan for Karl
Spoiler:
Base, Journeyman: 15
Orichalcum -1
True Fire +1
True Air +1
Selected Powers:
Novice: +1 to Attack Tests (True Fire)
Novice: +1 circle to determine Karma (shiny Orichalcum)
Journeyman: +2 to Dexterity Value (True Air)
Upgraded to Warden Tier
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1527
Name of item: Equilibrium (Thumb Ring)
Current tier of item: Journeyman
Points spent on upgrade: 10
Equilibrium

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

A thumb ring of pure orichalcum with what looks like a channel of diamonds and a channel of rubies set in a double helix. When a thread is woven to the ring, the gems reveal their nature as True air and fire. They glow and create small gusts and flames as the wearer calls on the ring’s powers.

Thread Rank One
Key Knowledge:
The owner must learn the ring’s Name.
Effect: The wearer gains the Equilibrium ability. For 1 Strain as a Simple action, the band of diamonds reveals its nature as True air and a band of glowing gusts appears over it. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Two
Effect:
When the wearer uses Equilibrium, the band of rubies reveals its nature as True fire and a band of flames appears over it. The wearer gains +2 to ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round. The use must be against a successful Attack test.

Thread Rank Three
Key Knowledge:
The owner must learn where the True elements were harvested.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Four
Effect:
When the wearer uses Equilibrium, the bands of air and fire wind together in a double helix over the ring when this effect is used. The wearer can spend an additional Karma Point on an Avoid Blow test against an opponent they attacked within the last round.

Thread Rank Five
Key Knowledge:
The owner must learn who created the ring.
Effect: When the wearer uses Equilibrium, the bands ignite in a flare that races down the wearer’s arm to their weapon when this special maneuver is used.
Equilibrium (Wearer, Avoid Blow): The wearer can spend additional successes on an Avoid Blow test to gain +1 per success to their next ranged combat Attack test against that opponent by the end of the next round. These bonuses are cumulative. This special maneuver can only be used against successful Avoid Blow tests.

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

Thread Rank Seven
Key Knowledge:
The owner must learn where the orichalcum came from.
Effect: When the wearer uses Equilibrium, they gain +3 to Avoid Blow tests and ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round.

Thread Rank Eight
Effect:
When the wearer uses Equilibrium, they can spend an additional Karma Point on a ranged combat Attack test against an opponent they successfully used Avoid Blow against since the previous round. The wearer also gains +1 Karma Step when spending Karma Points on effects provided by the ring.
Last edited by Very Useful Gloves on Thu Aug 13, 2020 9:18 am, edited 2 times in total.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Rufio’s Claws

Post by Aegharan » Sat Jul 25, 2020 9:57 am

Character Name: Nez
Spoiler:
http://fasagames.com/forum/viewtopic.php?f=56&t=1684
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: Hair Tassel
If 8 points spent on item choice, select 1 requested power: + to Claw Frenzy

Total TIPs spent: 18
Rufio’s Claws

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

These two tassels, one red and the other black, are joined at the end and intended to be woven into hair. The tassels incorporate orichalcum threads woven throughout their length, glowing slightly in the light. There’s also an espagra claw hanging from each knot, a “blurple” common espagra claw hanging from the red tassel, and a green colored jungle espagra claw from the black tassel.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn where the common espagra claw was harvested.
Effect: The wearer gains the Rufio’s Claws ability. As a Simple action for 1 Strain, the wearer’s hands turn into espagra claws until the end of the round, one blurple, the other jewel green. The wearer gains +1 to unarmed Attack and Damage tests while Wounded.

Thread Rank Four
Effect:
While using Rufio’s Claws, the wearer’s eyes turn reptilian, cold and focused. The benefit from Rufio’s Claws is now +2 to unarmed Attack and Damage tests while Wounded.

Thread Rank Five
Key Knowledge:
The owner must learn where the jungle espagra claw was harvested.
Effect: The wearer gains +1 rank to Claw Frenzy.

Thread Rank Six
Effect:
The wearer gains the following special maneuver while using Rufio’s Claws:
On the Hook (Wearer, Unarmed): The wearer can spend an additional success on an Attack test against an opponent who Wounded them since the previous round to cause a Knockdown test against the target with a Difficulty Number equal to the Attack test result.

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Homefires

Post by bronzemountain » Fri Aug 07, 2020 2:50 pm

Enchanted by Dvarim
Spoiler:
True Earth, True Fire, Bound Spirit (s4)
Journeyman item w/ potential upgrade to Warden
Homefires

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

This bronze anvil-shaped amulet is an excellent example of classic Throalic craftsmanship and styling. The masterful craftsmanship has stunning engravings of Throalic architecture, presenting a feeling of both majesty and comfort. It’s always pleasantly warm and heavy feeling to the touch, and the engravings sometimes glow like tiny embers. This is particularly true when someone breathes on the amulet.

Thread Rank One
Key Knowledge: The owner must learn the amulet’s Name.
Deed: The owner must be a Weaponsmith.
Effect: The wearer may spend 1 Strain to eliminate the penalties when using the Traveling Smithy Weaponsmith ability.

Thread Rank Two
Effect: If the wearer uses their Traveling Forge ability, they gain a +2 bonus to Charisma-based tests with other Namegivers when used around the forge. This does not affect intimidation or fear-based abilities, or if the wearer attempts to take advantage of the other party.

Thread Rank Three
Deed: The owner must strike a deal with a fire spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer gains the Homefires ability. The wearer performs their Karma Ritual (which cannot have been performed yet) and uses their Traveling Smith ability. They take the Strain as Blood Magic Damage and forge themselves as part of the ritual, causing their skin to glow with an inner fire. The wearer gains +2 to Physical Armor until no later than sunrise the next day. The owner can end this effect as a Free action before it expires if desired. They can heal the damage once the ability ends.

Thread Rank Four
Effect: When the wearer uses Traveling Forge, they attract fire spirits—typically flames, which look like a candle flame that produces a mouth and eyes when interacting with someone, and their color reflects their mood. Though the color to mood correlation isn’t consistent between these spirits. The wearer can invite a fire spirit to bind with them, effectively using the Aid Summoner power, and takes on some superficial characteristics of the spirit. The wearer cannot benefit from other binding effects while using this. The wearer can take 1 Strain to gain +3 to a test using their Traveling Forge.

Thread Rank Five
Key Knowledge: The owner must learn the creator’s Name.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Six
Effect: When the wearer uses Homefires, they can forge their pattern as well, taking an additional 2 Blood Magic Damage to gain +2 to Mystic Armor.

Thread Rank Seven
Deed: The owner must strike a deal with an earth spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer can spend an additional Karma Point on Action tests using Traveling Smithy to create or repair something, or on an Action test using something they created. This can be done once per round.

Thread Rank Eight
Effect: When the wearer uses Traveling Smithy, earth spirits are also coaxed to the area—typically gnomes. They are shy, harmless, and very hard working. The earth spirits quietly get to work constructing a large, colorful ger. This is equivalent to the Shelter spell (Player’s Guide, p. 274). The wearer makes a Perception Step + Thread Rank test as a Spellcasting test and it always gets at least one success. Once complete, the earth spirits may silently observe the work done around them. Their hard eyes staring without blinking. It’s easy to wonder if they are judging as they watch everyone move about the area. Yes, they are judging.

The fire spirits now also hide in the fire and cooling embers, keeping the camp warm during even the coldest temperatures. Their frequently mischievous and expanded domain can put them at odds with the earth spirits and any Namegivers who don’t appreciate their antics. Which are adorable until something catches fire and they are easily offended by putting fires out. In addition, they also warn the owner of any intruders to the campsite. If anything with a Mystic Defense less than or equal to the owner’s Perception Step + Thread Rank enters within a 10-yard radius of the camp (this does not include innocuous normal animals—the spirits can tell the difference), the campfire flares to life briefly as a towering inferno. It’s not subtle, but it gets the job done.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Moon Breaker

Post by Aegharan » Sun Aug 09, 2020 1:29 am

Character Name: Xeviouz
Spoiler:
Name of item: Moon Breaker Shield
Current tier of item: Journeyman
Points spent on upgrade: 10
Requested new power:----
Moon Breaker

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

The crystal panels of this crystal raider shield appear to break when they reflect.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the Name of the smith who created the shield.
Effect: The wearer gains +2 ranks to Shield Bash.

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

Thread Rank Five
Key Knowledge:
The owner must learn the battle where the first owner defended their trollmoot.
Effect: The Initiative Penalty is 1.

Thread Rank Six
Effect:
The wearer gains the Moon Breaker ability. As a Simple action for 2 Strain after a successful Attack test, the wearer makes a Shield Bash test against the highest Mystic Defense in a 4-yard 180° arc in front of the wearer. If successful, the shield emits a blinding light and everyone in the area (including allies) suffers Full Blindness for 1 round per success. This is the wearer’s Shield Bash use for the round—if they already used Shield Bash, they cannot use this effect.

Thread Rank Seven
Deed:
The owner must find the first owner’s trollmoot and earn their respect and permission to keep the shield.
Effect: When the wearer uses Moon Breaker, the light has an iridescent shimmer and those affected by it also suffer a -2 penalty to Mystic Defense for the duration.

Thread Rank Eight
Effect:
The Moon Breaker arc is 8-yards in front of the wearer.

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

True Blue

Post by Very Useful Gloves » Sun Aug 09, 2020 2:01 am

Thread Item Request: Character Name: Zil
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... 361#p11361
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
If 6 or 8 points spent on item choice, select exact base item: headband.
If 8 points spent on item choice, select 1 requested power: An Enhanced Matrix of rank equal to the thread rank.
Total TIPs spent: 18
True Blue

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

This green and gold headband is studded with varying sizes and styles of blue opals. Some smooth, while others rough. All are beautiful and create a whole despite their differences. The cloth is woven in a complex pattern of criss-crossing stripes and starbursts, a style once popular in rural Landis.

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

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

Thread Rank Three
Key Knowledge:[/b] The owner must learn who created the headband. [John Williamson]
Effect: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting.

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

Thread Rank Five
Key Knowledge:
The owner must learn the bound spirit’s Name. [South]
Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit.
Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell.

Thread Rank Six
Effect:
When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).

Thread Rank Seven
Key Knowledge:
The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved]
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect:
When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Sinistral Axe

Post by Aegharan » Sun Aug 09, 2020 2:04 am

Character Name: Rose
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... =56&t=1687
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): 6
If 6 or 8 points spent on item choice, select exact base item: Handaxe
Sinistral Axe

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

This simple, single bit hand axe is of typical obsidiman craftsmanship: solid with no ornamentation and frills. Something more likely found in an explorer’s kit for setting up camp than wielded in combat. The oak haft and blade have dark stains on them which no amount of polishing or sanding can remove. The touched surfaces are corroded by whatever caused the stain and the patterns make it clear it was held in a left hand when they were caused.

Thread Rank One
Key Knowledge:
The owner must learn the axe’s Name.
Effect: The hand axe is Damage Step 5.

Thread Rank Two
Effect:
The wielder gains +1 to Physical Defense.

Thread Rank Three
Key Knowledge:
The owner must learn about the first owner.
Effect: The wielder gains +1 to Attack and Spellcasting tests against Horrorspawn.

Thread Rank Four
Effect:
The wielder gains +1 to Damage and Effect tests against Horrorspawn.

Thread Rank Five
Deed:
The owner must slay the Horror who felled the first owner.
Effect: The wielder can spend an additional Karma Point on an Attack test against a Horrorspawn if they targeted it with a successful Spellcasting test since the previous round. The wielder can spend an additional Karma Point on a Spellcasting test against a Horrorspawn if they targeted it with a successful Attack test since the previous round.

Thread Rank Six
Effect:
The wielder gains the Sinistral Axe and Sinistral Spell special maneuvers:

Sinistral Axe (Wielder, Close Combat): For 1 Strain per success, the wielder can spend additional successes from an Attack with Sinstral Axe to give a Horrorspawn -1 to their Mystic Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

Sinistral Spell (Wielder, Spellcasting): For 1 Strain per success, the wielder can spend additional successes to give a Horrorspawn -1 to their Physical Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Splintershade

Post by Aegharan » Sun Aug 09, 2020 2:06 am

Character Name: Juniper
Spoiler:
Points spent on item tier (10/20/30): 10 / Journeyman
Points spent on item choice (0-8): 6 / Specific item

If 6 or 8 points spent on item choice, select exact base item: Flight Dagger

Total TIPs spent: 16
Splintershade

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

This slender flight dagger has no guard and virtually no handle, only the briefest of tang to hold in the wielder’s fingers. The craftsmanship places the center of mass directly in the middle of the blade. Other than the thin line of spidery runes running down the blade, nothing seems notable. Until a thread is attached.

With a thread attached, how light reflects from the blade in unnatural ways immediately sets this dagger apart. Anyone looking into the highly polished blade may notice it shows multiple reflections, similar to a mirror, however no are exactly the same. The reflections may be in a different pose, different lighting, shows a different emotion on the viewers face, etc. Shadows cast from the dagger are similar, but show the dagger in different shapes and positions. As though the shadows and reflections represent the infinite possibilities of what could be.

Thread Rank One
Key Knowledge:
The owner must learn the dagger’s Name.
Effect: The flight dagger is now Damage Step 3.

Thread Rank Two
Effect:
The flight dagger is now Damage Step 4.

Thread Rank Three
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The wielder gains the Splintershade ability, As a Free action for 1 Strain, the dagger appears to split into multiple different versions of itself when thrown at a target, making it difficult to avoid. The wielder gains +2 to the Attack test.

Thread Rank Four
Effect:
When the wielder uses Splintershade, some of the illusions begin to inflict real damage. The wielder gains +2 to the Damage test.

Thread Rank Five
Key Knowledge:
The owner must learn what the tooth used to fashion the dagger came from.
Effect: When the wielder uses Splintershade, the daggers arc from unexpected directions. This makes it more difficult to anticipate them for those who are otherwise distracted. The wielder can use Surprise Strike against Harried targets.

Thread Rank Six
Effect:
When the wielder uses Splintershade, the wielder can use the following special maneuver:

Splintershade (Wielder, Throwing Weapons): The wielder can spend two additional successes on an Attack test with Splintershade, causing some of the illusionary blades to imbed around the target or circle around them, distracting them with different visions and possibilities. The target is Harried until the end of the round.

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