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Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am
Very Useful Gloves (William, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:06 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: Gloves
Total TIPs spent: 16

Upgrade Request
Character Name: William Carver
Name of item: Very Useful Gloves
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if you are the best tool it's ever produced..

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.

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

Erdug Malach (Xeviouz, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:11 pm

Character: Xeviouz
Spoiler:
Upgrade Request
Character Name: Xeviouz
Name of item: Erdug Malach - Living Crystal Armor
Current tier of item: Journeyma
The Very Useful Gloves wonder if you know this armor was originally worn by a pirate.

Erdug Malach

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

Hundreds of pulsing blue and green crystal bars.

Thread Rank One
Key Knowledge
: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 7.

Thread Rank Two
Effect
: The armor is Initiative Penalty 1.

Thread Rank Three
Key Knowledge
: The owner must learn the special pattern in which the crystals are arranged.
Effect: The armor is Mystic Armor 4.

Thread Rank Four
Effect
: The wearer gains +1 to close combat Attack tests.

Thread Rank Five
Key Knowledge
: The owner must learn who crafted the armor.
Effect: The wearer gains +1 to Swimming tests. For 1 Strain, the wearer can move at full speed while swimming.

Thread Rank Six
Effect
: The wearer gains +2 to close combat Attack tests.

Thread Rank Seven
Key Knowledge
: The owner must learn where the crystals were harvested.
Effect: The wearer gains the Erdug Malach ability. As a Simple action for 1 Strain, the crystals arrange themselves more efficiently along the character’s meridians to absorb and distribute energy until the end of the next round. Each time the wearer takes damage from an enemy, they gain an Energy Point which may be spent in the same fashion as a Karma Point. All the wearer’s Energy Points disperse if Erdug Malach is not active.

Thread Rank Eight
Effect
: The wearer may spend Energy Points on close combat Attack and Damage tests.

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

Golden Rule (Moe'uhane)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:16 pm

Character: Moe'uhane
Spoiler:
Character Name: Moe'uhane
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1685
Points spent on item tier (10/20/30): 20
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: neck chain
If 8 points spent on item choice, select 1 requested power: Bonus to Willforce

Total TIPs spent: 28
The Very Useful Gloves wonder if you got the necklace during an amorous entanglement while you were spyi- doing Messenger things.

Golden Rule

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

The thick links of this chain are made of gold with bold runes carved into the exterior. A clasp indicates it’s to be worn around the neck, though without a thread attached it is extremely heavy. However, once a thread is attached, the runes have an iridescent gleam and the True air infused in it counters the True earth.

This chain automatically resizes to the wearer when a thread is attached, but is always thick for them.

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

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

Thread Rank Three
Key Knowledge
: The owner must learn where the chain was created.
Effect: The wearer gains +2 to Mystic Armor.

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

Thread Rank Five
Key Knowledge
: The owner must learn about the bound spirit. [A spirit of tyranny bound to the chain as a prison. It’s Name translates roughly as “I Rule.”]
Effect: The wearer gains the Golden Rule ability. For 1 Strain as a Simple action, the wearer has greater insight into those around them. The wearer gains +2 ranks to Empathic Sense for Thread Rank rounds.

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

Thread Rank Seven
Deed
: The owner must travel to where the chain was created and either defeat the spirit in a contest of wills or forge a pact with it.
Effect: If the wearer defeats the spirit in a contest of wills, the chain shines with golden light when Golden Rule is used. The wearer gains +2 to one Action test per round when attempting to aid a target with their fears.

If the wearer forms a pact with the spirit, the chain shines with dark light when Golden Rule is used. The wearer gains +2 to one Action test per round when attempting to capitalize on a target’s fears.

Thread Rank Eight
Effect
: The bonuses from Golden Rule are now +3 and the wearer can spend 1 Strain to spend an additional Karma Point on an affected Action test.

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

Fashion Entanglement (Moe'uhane)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:20 pm

Character: Moe'uhane
Spoiler:
Character Name: Moe'uhane
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1685
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: Cloak
If 8 points spent on item choice, select 1 requested power: Bonus to Cast Net(second weapon knack)

Total TIPs spent: 18
The Very Useful Gloves wonder if you found this cloak in a sunken riverboat.

Fashion Entanglement

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

This heavy leather cloak is stained dark and always looks slick and wet. Despite this, the leather is supple from the infused True water and a slender chain in the hem makes it easier to control when draped over the wearer’s arm. Runes are tooled into the edges of the cloak, while a t’skrang capturing a river dragon with a net features prominently on the back.

The cloak automatically resizes to the wearer when a thread is attached.

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

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

Thread Rank Three
Key Knowledge
: The owner must learn what leather was used to make the cloak.
Effect: The wearer gains +2 to Social Defense.

Thread Rank Four
Effect
: The wearer gains +2 ranks to Second Weapon.

Thread Rank Five
Key Knowledge
: The owner must learn who created the cloak.
Effect: The wearer gains the Fashion Entanglement ability. For 1 Strain as a Simple action, the cloak becomes animated and wraps around the wearer’s opponent, gripping them tightly. The Difficulty to escape from an entangling or grappling ability the wearer is controlling increases by +2 until the end of the next round.

Thread Rank Six
Effect
: When the wearer uses Fashion Entanglement and has a target entangled or grappled, the cloak emphasizes the wearer’s position of control and gives them +2 to their first Action test against the target’s Social Defense each round while the ability is used.

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

The Binding of Melkree (Jael, Upgrade)

Post by Very Useful Gloves » Tue Sep 22, 2020 2:24 pm

Character: Jael
Spoiler:
Upgrade Request
Character Name: Jael
Name of item: The Binding of Melkree
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if you need a glove for that third arm. It's best to be safe.

The Binding of Melkree

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

Crystalweave armor fashioned from green ferns and white vines, with red crystal rings.

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 5.

Thread Rank Three
Key Knowledge
: The owner must learn where the vines came from.
Effect: The armor has no Initiative Penalty.

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

Thread Rank Five
Deed
: The owner must water the strand of the vine used to create the armor.
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect
: The wearer gains the Melkree’s Third Arm special maneuver.

Melkree’s Third Arm (Wearer, Unarmed Combat): The wearer can spend two additional successes on an Attack test to cause white vines to grow from the armor and pull the opponent close. The opponent is grappled and takes unarmed damage each round until the grapple is broken.

Thread Rank Seven
Key Knowledge
:
Effect: The wearer gains The Binding of Melkree ability. As a Simple action for 1 Strain, white vines up to 6 yards long shoot out from the armor. These can be used to grab items, suspend the wearer from branches, or initiate a grapple.

Thread Rank Eight
Effect
: The wearer gains +1 rank to Wilderness Survival. The wearer can use The Binding of Melkree as a Free action to remove themselves from danger with a successful Wilderness Survival test, providing an effect similar to Great Leap (Player’s Guide, p. 151). For example, this can be used to prevent falling damage if there is something within 6 yards to grab onto.

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

First Wall of Anthax (Jarrock)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:07 pm

Character: Jarrock
Spoiler:
Character Name: Jarock Hammer-Shield
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: Body Shield
If 8 points spent on item choice, select 1 requested power: Increased DEX (preferred) or increase to an active defense

Total TIPs spent: 18
The Very Useful Gloves wonder why you need a shield that protects your friends when gloves are the best friend of all.

First Wall of Anthax

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

This rectangular, semi-cylindrical body shield has metal edges and a prominent metal boss. The shield’s body is layered wood covered with leather and canvas. A red and yellow field is split diagonally on the body with a boar and crown painted in the opposing corners.

Thread Rank One
Key Knowledge
: The owner must learn the shield’s Name.
Effect: The shield is Physical Defense +4.

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

Thread Rank Three
Key Knowledge
: The owner must learn what nation’s military the shield is from.
Effect: The wearer gains the First Wall of Anthax ability. As a Simple action for 1 Strain, a mystic field unwraps from the boss and surrounds the wearer, giving them +2 to Mystic Armor until the end of the next round.

Thread Rank Four
Effect
: The bonus to Mystic Armor from First Wall of Anthax is +3.

Thread Rank Five
Key Knowledge:
The owner must learn the military unit the shield is from.
Effect: When the wearer uses First Wall of Anthax, they can spend an additional 1 Strain to extend the field to include an ally. The wearer can include up to Thread Rank allies. Affected allies gain this benefit as long as they are adjacent to the wearer.

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

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

Mourning Star (Xeviouz, Upgrade)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:11 pm

Character: Xeviouz
Spoiler:
Upgrade Request
Character Name: Xeviouz
Name of item: Sword of Mourning
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder how it feels to be a sword of sadness.

Mourning Star

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

This broadsword appears simple and practical to the untrained eye. Perhaps workmanlike. However, a skilled craftsman sees the perfect balance even with its deceptively heavy blade. Dark swirl patterns are incorporated into the dull gray metal which never seems to dull.

Without a thread attached, the sword uses the statistics of a normal broadsword, except with a Strength Minimum of 15. It resizes to the wielder’s one-handed weapon size limit with a thread attached and has a typical Strength Minimum.

Thread Rank One
Key Knowledge
: The owner must learn the sword’s Name.
Effect: The sword is Damage Step 6.

Thread Rank Two
Effect
: The wielder gains +1 to Attack tests with the sword.

Thread Rank Three
Key Knowledge
: The owner must learn about the sword’s creator (including Name and Discipline).
Effect: The wielder gains the Mourning Star special maneuver. When the sword is held, the wielder can hear whispers in different voices. They speak of personal fear, pain, and despair inflicted upon them by Horrors. As each voice speaks, a different mote of light appears on the blade, shining as though alone in the night.

Mourning Star (Wielder): The wielder can spend additional successes on an Attack test with the sword to share the fear, pain, and despair with the target, inflicting a -1 penalty to Physical, Mystic, and Social Defenses on the target per success until the end of the next round.

Thread Rank Four
Effect
: The wielder gains +2 to Damage tests with the sword against targets affected by Mourning Star.

Thread Rank Five
Key Knowledge
: The owner must learn what the metal used to craft the sword is and where it was harvested.
Effect: The wielder gains +2 to Attack tests with the sword against targets affected by Mourning Star.

Thread Rank Six
Effect
: If the wielder damages a Horrorspawn with the sword while it is affected by Mourning Star (this cannot include the attack that inflicts Mourning Star), they may spend a Recovery Test to channel all the built up emotions into the attack. The adept adds their Toughness Step + Thread Rank to the Damage test.

Thread Rank Seven
Key Knowledge:
The owner must learn the fate of one of the voices they hear.
Deed: The owner must kill the Horror responsible.
Effect: The wielder gains +3 to Attack and Damage tests with the sword against targets affected by Mourning Star.

Thread Rank Eight
Effect
: The penalty to Physical, Mystic, and Social Defenses inflicted by Mourning Star is now -2.

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

Little Sprout (Zil, Upgrade)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:15 pm

Character: Zil
Spoiler:
Thread Item UPGRADE Request:
Character Name: Zil
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... 361#p11361
Name of item: Ittle Sprout (Zil TI #4)
Current tier of item: Journeyman
Points spent on upgrade: 22 (10 plus one specific power)
Requested new power: Standard Matrix is now an Enhanced Matrix.
The Very Useful Gloves think they and Little Sprout might be cousins on their mother's side.

Little Sprout

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

A small crystal box popular in some homes during the Scourge to grow fresh herbs for the kitchen. If the enchantment is renewed, it creates light and regulates the temperature to be suitable to one type of plant contained within. Soil still must be provided and tended to.

With a thread attached the enchantment no longer needs to be renewed.

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

Thread Rank Two
Effect
: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, they gain a +1 bonus to their Recovery tests for the next 24 hours.

Thread Rank Three
Key Knowledge
: The owner must learn about the kaer the box came from and who it belonged to.
Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, any healing they give to an ally through a spell or talent (e.g. Cold Purify, Heat Food, or Water Spear) heals +1 damage for the next 24 hours. This does not affect skills, devotions, static healing (e.g. Grove Renewal), etc., and does not affect the owner’s healing.

Thread Rank Four
Effect
: The benefits from Rank Two and Rank Three are +2. If the owner has the Grove Renewal spell in the box’s spell matrix, for 2 Strain as a Free action, it gains the benefit of an Increase Effect thread when cast on an ally (this benefit does not apply to the owner). This thread does not need to be woven and does not count against the owner’s maximum extra threads.

Thread Rank Five
Key Knowledge
: The owner must learn the box’s preferred plant to grow.
Effect: The owner gains the Little Sprout special maneuver.

Little Sprout (Owner, Spellcasting): For 1 Strain, the owner may spend two additional successes on a Spellcasting test to cause happy little plants to quickly grow around the targets appendages; the test must be to cast a spell, not use a knack. This inflicts Harried on the target until the end of the next round; if the spell normally inflicts Harried, the target is Overwhelmed (Player’s Guide, p. 388). This special maneuver does not stack with itself. This maneuver does not cost Strain if it is a Wood Elementalist spell and costs 2 Strain if it is not an Elementalist spell.

Thread Rank Six
Effect
: When the owner uses the Little Sprout special maneuver, they can spend additional successes to increase the duration of the Harried condition by +2 rounds per additional success.

Thread Rank Seven
Key Knowledge: The owner must learn who enchanted the box.
Effect
: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect
: When the owner uses Little Sprout, the target’s Movement Rate is halved for the duration of the Harried condition.
Last edited by Very Useful Gloves on Fri Oct 02, 2020 6:52 pm, edited 1 time in total.

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

Charms of Luck (Norg, Upgrade)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:18 pm

Character: Norg
Spoiler:
Character Name: Norg
Name of item: Charms of Luck
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if you feel lucky, punk. Do you?

Charms of Luck

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

This chain bracelet has a variety of small, carved charms hanging from it. An axe, bear, cat, horse, shield, shovel, smiling mask, tree, and a thing—could be a dog, could be a castle—are all included. It shows a patina of wear from the years. The chain can be adjusted in size, but not so much it fits around a troll wrist. Though it would fit neatly around a troll’s horn.

Thread Rank One
Key Knowledge
: The owner must learn the bracelet’s Name.
Effect: The wearer gains +1 to Social Defense.

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

Thread Rank Three
Key Knowledge
: The owner must learn about the first owner.
Effect: The wearer gains +2 to Social Defense.

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

Thread Rank Five
Key Knowledge
: The owner must learn the significance of each charm.
Deed: The owner carves a charm representing them to add to the bracelet.
Effect: The owner may store Karma Points up to the Thread Rank in the bracelet. The wearer may transfer Karma Points between their Karma pool and the necklace during their Karma Ritual, and may spend Karma from the necklace as if it were in their Karma pool.

Thread Rank Six
Effect
: As a Free action for 1 Strain, the wearer gains an additional +1 to the associated test when spending a Karma Point from the bracelet. This must be paid for each Karma Die.

Thread Rank Seven
Key Knowledge
: The owner must learn the significance of each charm.
Effect: The wearer gains +3 to Social Defense and an additional +2 to the associated test when spending a Karma Point from the bracelet.

Thread Rank Eight
Effect
: The wearer gains +3 to Mystic Defense and an additional +3 to the associated test when spending a Karma Point from the bracelet.

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

Roots (Norg, Upgrade)

Post by Very Useful Gloves » Fri Oct 02, 2020 6:21 pm

Character: Norg
Spoiler:
Character Name: Norg
Name of item: Roots
Current tier of item: Journeyman
Points spent on upgrade: 10
The Very Useful Gloves wonder if forcing Roots to get better caused any relationship problems.

Roots

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

This amulet is made of ebony and infused with True wood. It features the carving of an upraised fist on one side and a tree with a root system on the other. The fist and tree are enameled in black and the rest of the amulet is covered in thin orichalcum leaf..

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

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

Thread Rank Three
Key Knowledge
: The owner must learn the Name of the amulet’s creator. [Lex Haylee]
Effect: The wearer gains +1 rank to Wood Skin.

Thread Rank Four
Effect
: The wearer gains the Roots ability if they are currently using Wood Skin. As a Free action before Initiative is determined for 1 Strain, the amulet grows roots into the wearer’s body which extend into the earth below them. These roots do not impede the wearer’s movement. The wearer gains +2 to Knockdown tests until the end of the round.

Thread Rank Five
Key Knowledg
e: The owner must learn the Name of the amulet’s first owner. [Levaar]
Effect: If the wearer is knocked down, they gain +1 to their next Attack and associated Damage test. This increases to +2 if the test is made against the opponent who knocked the wearer down.

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

Thread Rank Seven
Deed:
The owner must find a descendant of the first owner and perform a significant service for them.
Effect: The network created by Roots extends deeper and wider, and how helps the wearer stand when needed. The wearer gains +3 to Knockdown tests and +2 to Jump Up tests until the end of the round.

Thread Rank Eight
Effect
: The wearer gains +4 to Knockdown tests and Jump Up tests until the end of the round when using Roots.

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