Daldorer's Thread Items
Posted: Tue Aug 04, 2020 3:46 am
Characteristic Bonsues
Night Warden: -2 Initiative Penalty
Night Warden: +4 Mystic Defense
Night Warden: +4 Physical Defense
Nightbringer: +1 Physical Defense
Nightbringer: +3 Initiative (conditional, see below)
Nightbringer: +Initiative (variable) (conditional, see below)
Patternwrack: +2 Mystic Armor
Thriving Stag: +1 Mystic Armor
Thriving Stag: +1 Physical Armor
Thriving Stag: +2 Toughness
Thriving Stag: +1 Recovery Test
Twilight Embrace: -2 Initiative Penalty
Twilight Embrace: Mystic Armor 5 (plus bonuses from Forging)
Twilight Embrace: Physical Armor 5 (plus bonuses from Forging)
Worm Horn: +1 Social Defense
Talent Bonuses
Nightbringer: +3 Ranks to Avoid Blow (conditional, see below)
Patternwrack: +2 rank to Spellcasting
Thriving Stag: +2 to healing (conditional, see below)
Thriving Stag: +4 Lifesight
Thriving Stag: +2 Wood Skin
Twilight Embrace: +2 Steps to Any one Action Test per round (conditional, see below)
Twilight Embrace: +1 rank to Astral Sight (conditional, see below)
Twilight Embrace: +2 Steps to Attack or Spellcasting Tests (conditional, see below)
Twilight Embrace: +2 Steps to Awareness (conditional, see below)
Worm Horn: +2 Ranks to Command Nightflyer
Worm Horn: +2 Steps to Hearing-based Awareness Tests (conditional, see below)
Special Abilities
Etherial Darkness
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.
Hornblower
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).
Meteor Step
As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.
Nightbringer
As a Free action for 1 Strain, the boots shine like stars and the wearer moves fluidly across the battlefield. The wearer gains +3 ranks to Avoid Blow until the end of the next round.
Night's Retribution
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.
Night Warden
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). This is interpreted to mean it applies Vision Penalties to Perception but not Action Tests.
Patternwrack
As a Simple action for 1 Strain, darkness spills out of the amulet and across the wearer’s body, forming distinct and prevalent glyphs, and casting a halo of darkness behind them. If the wearer’s next Spellcasting test is successful, the targets suffer a -3 penalty to their Mystic Defense and Mystic Armor until the end of the next round. Adjacent Allies gain +1 Mystic Defense, Adjacent Enemies gain -1 Mystic Defense.
The Spellcasting test does not have to be a spell. None of the penalties from Patternwrack are from a spell. Usable only if casting or weaving threads for an “astral” or “spirit” spell (this can be in the spell’s name).
Thriving Stag
As a Simple action for 1 Strain when their Wood Skin is active, the wearer’s eyes glow green within the helmet as the flowers and vines become animated. They make a Lifesight test (the cost pays for the Lifesight cost) against a target’s Mystic Defense. If successful, they can more effectively see the target’s energy moving through their body, giving them a +2 bonus to their next Action test against the target and an associated Effect test (including Damage, Effect from a spell, or Recovery test caused by the Action test).
Twilight Embrace
For 1 Strain as a Simple action, dark, gentle energy pours from the runes and wraps around their limbs, holding and guiding them, turning their sclera black and irises silver. This lasts for thread rank minutes.
The wearer can see in darkness. This appears as an inversion of light and dark, where colors are inverted and darkness appears well lit and well lit areas appear dark.
The wearer gains a +2 bonus to Awareness tests in areas with no more than dim light.
The wearer gains +1 rank to Astral Sight and can use Astral Sight once per round without spending Strain.
The wearer gains +2 to Attack or Spellcasting tests against targets they astrally sensed. If it affects multiple targets, all targets must be astrally sensed to gain the bonus.
The wearer may spend 1 Strain as a Free action to cause the dark energy to surround an attack and infect the target. A successful Attack or Spellcasting test inflicts a -2 penalty to the target’s Mystic Defense until the end of the next round. If this attack affects more than one target, the wearer must pay 1 Strain for each affected target.
The wearer can increase the magnitude of a penalty they cause 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.
The wearer gains +2 to one Action test each round.
Maneuvers
Conservation of Energy (Wearer, Avoid Blow):
Energy from movement is conserved and transferred by the boots. If the wearer has Quicksilver active, the wearer can spend additional successes on Avoid Blow tests to gain +1 to their next Initiative test. These bonuses are cumulative; e.g., two additional successes from one Avoid Blow test and one additional success from a second gives a total of +3 to the wearer’s next Initiative test.
Stagger Pattern (Wearer, Spellcasting): While using the Patternwrack ability, the wearer can spend additional successes on their Spellcasting test to inflict a -1 penalty per success spent to all Attack and Spellcasting tests until the end of the next round. This affects all targets of the Spellcasting test.
Night Warden: -2 Initiative Penalty
Night Warden: +4 Mystic Defense
Night Warden: +4 Physical Defense
Nightbringer: +1 Physical Defense
Nightbringer: +3 Initiative (conditional, see below)
Nightbringer: +Initiative (variable) (conditional, see below)
Patternwrack: +2 Mystic Armor
Thriving Stag: +1 Mystic Armor
Thriving Stag: +1 Physical Armor
Thriving Stag: +2 Toughness
Thriving Stag: +1 Recovery Test
Twilight Embrace: -2 Initiative Penalty
Twilight Embrace: Mystic Armor 5 (plus bonuses from Forging)
Twilight Embrace: Physical Armor 5 (plus bonuses from Forging)
Worm Horn: +1 Social Defense
Talent Bonuses
Nightbringer: +3 Ranks to Avoid Blow (conditional, see below)
Patternwrack: +2 rank to Spellcasting
Thriving Stag: +2 to healing (conditional, see below)
Thriving Stag: +4 Lifesight
Thriving Stag: +2 Wood Skin
Twilight Embrace: +2 Steps to Any one Action Test per round (conditional, see below)
Twilight Embrace: +1 rank to Astral Sight (conditional, see below)
Twilight Embrace: +2 Steps to Attack or Spellcasting Tests (conditional, see below)
Twilight Embrace: +2 Steps to Awareness (conditional, see below)
Worm Horn: +2 Ranks to Command Nightflyer
Worm Horn: +2 Steps to Hearing-based Awareness Tests (conditional, see below)
Special Abilities
Etherial Darkness
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.
Hornblower
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).
Meteor Step
As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.
Nightbringer
As a Free action for 1 Strain, the boots shine like stars and the wearer moves fluidly across the battlefield. The wearer gains +3 ranks to Avoid Blow until the end of the next round.
Night's Retribution
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.
Night Warden
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). This is interpreted to mean it applies Vision Penalties to Perception but not Action Tests.
Patternwrack
As a Simple action for 1 Strain, darkness spills out of the amulet and across the wearer’s body, forming distinct and prevalent glyphs, and casting a halo of darkness behind them. If the wearer’s next Spellcasting test is successful, the targets suffer a -3 penalty to their Mystic Defense and Mystic Armor until the end of the next round. Adjacent Allies gain +1 Mystic Defense, Adjacent Enemies gain -1 Mystic Defense.
The Spellcasting test does not have to be a spell. None of the penalties from Patternwrack are from a spell. Usable only if casting or weaving threads for an “astral” or “spirit” spell (this can be in the spell’s name).
Thriving Stag
As a Simple action for 1 Strain when their Wood Skin is active, the wearer’s eyes glow green within the helmet as the flowers and vines become animated. They make a Lifesight test (the cost pays for the Lifesight cost) against a target’s Mystic Defense. If successful, they can more effectively see the target’s energy moving through their body, giving them a +2 bonus to their next Action test against the target and an associated Effect test (including Damage, Effect from a spell, or Recovery test caused by the Action test).
Twilight Embrace
For 1 Strain as a Simple action, dark, gentle energy pours from the runes and wraps around their limbs, holding and guiding them, turning their sclera black and irises silver. This lasts for thread rank minutes.
The wearer can see in darkness. This appears as an inversion of light and dark, where colors are inverted and darkness appears well lit and well lit areas appear dark.
The wearer gains a +2 bonus to Awareness tests in areas with no more than dim light.
The wearer gains +1 rank to Astral Sight and can use Astral Sight once per round without spending Strain.
The wearer gains +2 to Attack or Spellcasting tests against targets they astrally sensed. If it affects multiple targets, all targets must be astrally sensed to gain the bonus.
The wearer may spend 1 Strain as a Free action to cause the dark energy to surround an attack and infect the target. A successful Attack or Spellcasting test inflicts a -2 penalty to the target’s Mystic Defense until the end of the next round. If this attack affects more than one target, the wearer must pay 1 Strain for each affected target.
The wearer can increase the magnitude of a penalty they cause 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.
The wearer gains +2 to one Action test each round.
Maneuvers
Conservation of Energy (Wearer, Avoid Blow):
Energy from movement is conserved and transferred by the boots. If the wearer has Quicksilver active, the wearer can spend additional successes on Avoid Blow tests to gain +1 to their next Initiative test. These bonuses are cumulative; e.g., two additional successes from one Avoid Blow test and one additional success from a second gives a total of +3 to the wearer’s next Initiative test.
Stagger Pattern (Wearer, Spellcasting): While using the Patternwrack ability, the wearer can spend additional successes on their Spellcasting test to inflict a -1 penalty per success spent to all Attack and Spellcasting tests until the end of the next round. This affects all targets of the Spellcasting test.