Very Useful Gloves
Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden
Exceptionally comfortable, yet also sturdy gloves. They’re made from some dark exotic leather, well oiled a perfect fit. The kind of gloves that feel like a second skin and don’t reduce your dexterity, but impossibly still provide protection and are resistant to damage. These are the gloves people who work with their hands dream about, but know they don’t exist. Except they do exist and you are holding them. They show signs of wear, but aren’t in need of repair.
Thread Rank One
Key Knowledge: The owner must learn the glove’s Name.
Effect: The wearer gains the Very Useful Gloves ability. As a Simple action for 1 Strain, the wearer can find whatever mundane tool they need to perform a given non-combat task, such as a snare to catch food, rope, etc. The wearer promptly loses the tool immediately after they’re done with the task (made the test), but it’s somewhere around here and will probably show up again. Very Useful Gloves can be used Thread Rank times per day and cannot produce tools required for alchemy, enchanting, whole labs and workshops, etc.
Thread Rank Two
Effect: The tool found with Very Useful Gloves is really nice, you should really put this somewhere safe but it will be fine right here for now, and it gives a +2 bonus to the Action test with the tool.
Thread Rank Three
Key Knowledge: The owner must learn the type of leather the gloves are made from and where it came from.
Effect: The wearer can use Very Useful Gloves with a non-combat Action test that requires them to work with their hands, even if they don’t need a specific tool. These are really great gloves, why would you even want to take them off? You should feel them. Hey, feel with your eyes, okay? They still don’t help with alchemy, enchanting, or similar tasks.
Thread Rank Four
Effect: The wearer can use Very Useful Gloves to conveniently find a suitable melee weapon nearby. Like all tools found with Very Useful Gloves, it gets misplaced when the encounter is over. Which seems dangerous. There could be children or windlings around. Might be a good idea to figure out where that got off to...
Thread Rank Five
Key Knowledge: The owner must learn who made these gloves (probably so they can get a second pair).
Deed: The owner must offer the creator appropriate thanks and appreciation for the gloves.
Effect: The wearer can use Very Useful Gloves in combat, but the wearer must be using a tool in their hands and the affected Action test can only be using a tool. Most people call it a “weapon,” but most people don’t have these gloves and you know better.
Thread Rank Six
Effect: The bonus provided by Very Useful Gloves is +3. Ever stared at your hands and started to forget what they looked like underneath your gloves? You could take them off and see, but that feels like an overrated experience. Best to keep the gloves on and never take them off. Ever.
Thread Rank Seven
Key Knowledge: The owner must learn the fate of the previous owner.
Effect: The wearer can feel through the gloves like an extension of their hands. Thoughts of removing them are of peeling your skin off—once just a metaphorical comparison. The bonus provided by Very Useful Gloves is +5.
Thread Rank Eight
Effect: The wearer realizes a profound truth: as much as the gloves produce tools for them, they are a tool for the gloves. Without them, the gloves would never be able to touch and interact with the world. There’s comfort in knowing the gloves need them just as much as they need the gloves. You’re a very useful wearer. For 1 additional Strain, the wearer can use Very Useful Gloves on any Dexterity-based test.