Daldorer's Thread Items

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Daldorer's Thread Items

Post by etherial » 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.

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Re: Daldorer's Thread Items

Post by etherial » Tue Aug 04, 2020 3:46 am

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

A single, bold glyph adorns the otherwise plain obsidian amulet. It hangs from the wearer’s neck on a leather thong affixed to the amulet with wrapped silver wire. The amulet resizes to the wearer and never pierces their skin when a thread is attached.

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

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

Thread Rank Three
Key Knowledge: The owner must learn the glyph’s meaning.
Effect: The wearer gains the Patternwrack ability if they are casting or weaving threads for an “astral” or “spirit” spell (this can be in the spell’s name). As a Simple action for 1 Strain, darkness spills out of the amulet and down the wearer’s arms, forming ghostly glyphs along them. If the wearer’s next Spellcasting test is successful, the targets suffer a -2 penalty to their Mystic Armor until the end of the next round. The Spellcasting test does not have to be a spell. None of the penalties from Patternwrack are from a spell.

Thread Rank Four
Effect: When the wearer uses the Patternwrack ability, the glyphs become more distinct and prevalent. If the wearer uses the Patternwrack ability, they can also use the Stagger Pattern special maneuver.
Stagger Pattern (Wearer, Spellcasting): 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.

Thread Rank Five
Key Knowledge: The owner must learn the Name of the spirit bound to the amulet.
Effect: When the wearer uses the Patternwrack ability, the glyphs and darkness stretch across their body. The targets also suffer a -2 penalty to Mystic Defense until the end of the next round.

Thread Rank Six
Effect: When the wearer uses the Patternwrack ability, a halo of darkness spreads behind them. The penalties to Mystic Defense and Mystic Armor are now -3.

Thread Rank Seven
Key Knowledge: The owner must learn about the amulet’s creator.
Effect: The wearer gains +2 ranks to Spellcasting and +2 Mystic Armor.

Thread Rank Eight
Effect: When the wearer uses Patternwrack, the darkness pools around their feet in tendrils. These tendrils curl up and attach to the limbs of everyone in the area, either providing comfort and leaving silvery glyphs on their skin, or searing at their pattern. Every adjacent ally gains +1 to their Mystic Defense and every adjacent opponent suffers a -1 penalty to Mystic Defense (this is cumulative with the penalty to Mystic Defense from being targeted with Patternwrack).

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Re: Daldorer's Thread Items

Post by etherial » Tue Aug 04, 2020 3:46 am

Twilight Embrace
Maximum Threads: 2
Mystic Defense: 14

Legend Point Cost: Warden

This crystal ringlet armor is made of very small rings of dark-colored crystal, blues, purples, and black. When light shines on it, the small silver runes carved in crystal sparkle like stars.

The armor automatically resizes to the owner when a thread is attached.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Mystic Armor 5.

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

Thread Rank Three
Key Knowledge: The owner must learn where the crystal used to create the armor was mined.

Effect: The wearer gains the Twilight Embrace ability. For 1 Strain as a Simple action, dark, gentle energy pours from the runes and enters into the wearer, turning their sclera black and irises silver. 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 also gains a +2 bonus to Awareness tests in areas with no more than dim light. This lasts for thread rank minutes.

Thread Rank Four
Effect: While Twilight Embrace is active, the wearer gains +1 rank to Astral Sight and can use Astral Sight once per round without spending Strain.

Thread Rank Five
Key Knowledge: The owner must learn the Name of the spirit bound to the armor.
Effect: When the wearer uses Twilight Embrace, the energy wraps around their limbs, holding and guiding them. While it is active, 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.

Thread Rank Six
Effect: While Twilight Embrace is active, 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.

Thread Rank Seven
Key Knowledge: The owner must learn about the bound spirit.
Deed: The owner must communicate with the spirit and perform one task for it.
Effect: While Twilight Embrace is active, 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.

Thread Rank Eight
Effect: While Twilight Embrace is active, the wearer gains +2 to one Action test each round.

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Re: Daldorer's Thread Items

Post by etherial » Tue Aug 04, 2020 3:48 am

Night Warden

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

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

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

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

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

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

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

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

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

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

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

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Re: Daldorer's Thread Items

Post by etherial » Tue Aug 04, 2020 3:48 am

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.

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Re: Daldorer's Thread Items

Post by etherial » Sat Nov 21, 2020 12:18 am

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

These soft leather boots are comfortable and largely non-descript outside of the glyph imprinted into the leather on each boot. Once donned, they give any wearer a slight spring in their step.

Thread Rank One
Key Knowledge: The owner must learn the boots' Name.
Effect: The boots contain a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wearer gains the Nightbringer ability. As a Free action for 1 Strain, the boots shine like stars and the wearer moves fluidly across the battlefield. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Three
Key Knowledge: The owner must learn who created the boots.
Effect: The wearer gains +1 to Physical Defense.

Thread Rank Four
Effect: The bonus from Nightbringer is now +3 ranks to Avoid Blow.

Thread Rank Five
Key Knowledge: The wearer must learn about the glyph on the boots.
Effect: As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.

Thread Rank Six
Effect: If the wearer has Nightbringer active, they can use the following special maneuver:
Nightbringer (Wearer, Avoid Blow): Energy from movement is conserved and transferred by the boots. 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.

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Re: Daldorer's Thread Items

Post by etherial » Fri Jan 29, 2021 11:59 pm

Thriving Stag
Maximum Threads: 1
Mystic Defense: 16
Legend Point Cost: Master

This bronze helmet is of a curious design. It resembles a Corinthian helmet with massive antlers affixed to it and extending out. Swirling, circular glyphs are etched into the surface with a tidy row of runes carved along the edge. These runes are most prominent along the nasal and cheeks. The helmet’s metal has a warm patina of use and a faint green sheen when the light strikes it just right.

When a thread is attached, the helmet adjusts to fit the wearer, including allowing for a troll's horns along with the antlers. An aventail of morning glory vines begins growing from the helmet, extending in length as the wearer’s thread rank increases.

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

Thread Rank Two
Effect: The wearer gains +1 rank to Wood Skin. When the wearer activates Wood Skin, the trailing flowers wind around the wearer and appear as part of the appearance.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the glyphs etched into the helmet.
Effect: The wearer gains +1 to their Mystic Armor.

Thread Rank Four
Effect: The wearer gains +2 ranks to Wood Skin.

Thread Rank Five
Key Knowledge: The owner must learn the runes carved into the helmet.
Effect: The wearer gains +1 Recovery Test per day.

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

Thread Rank Seven
Key Knowledge: The owner must learn where the flower cutting used for the helmet originated.
Deed: The owner must visit this site and gather additional flower cuttings to incorporate into the helmet.
Effect: When the wearer uses Wood Skin, the vines grow into the wearer’s skin and the flowers are pink variegated. All tests the wearer makes to heal damage gain a +2 bonus if their Wood Skin is active.

Thread Rank Eight
Effect: The wearer gains +2 ranks to Lifesight.

Thread Rank Nine
Key Knowledge: The owner must learn the stag’s Name whose antlers adorn the helmet.
Deed: The owner must find one of that stag’s legendary offspring and earn their antlers to replace on the helmet.
Effect: The wearer gains the Thriving Stag ability. 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).

Thread Rank Ten
Effect: The wearer gains +4 ranks to Lifesight.

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