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Very Useful Gloves
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Mirrored Sword (Moe'uhane)

Post by Very Useful Gloves » Mon Mar 01, 2021 5:14 pm

Character Name: Moe’uhane
Spoiler:
Design Difficulty:
Warden Tier sword
Design DN 20 - Success 12
Orichalcum -1
Glyph (matrix) 1
Living Crystal (spellcasting) 1
Rare component 1
Feathers from a Silver Hawk
Blood Magic (strain ability) 1
Total Design: 23 (10 tips to reduce by 5)
DN: 18 - 12 Successes

Enchanting Difficulty:
Enchanting Difficulty
TN: 30 Base Cost: 1000
-1 Blood Magic 1000
-2 Orichalcum 2000
-1 Glyph 1000
-1 Rare component 1000
-1 Living Crystal 1000
-4 Craftsman
TN 20 7000

(1 TIPs reduce days by 2)
(12 TIPS ignore wounds)
TN: 20 - 28 days (4 weeks)
Mirrored Sword

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

A crystalline blade that seems near invisible as it reflects everything around it near perfectly. If not for the handle and the circular fan of silver feathers as the cross guard it would be difficult to see if it were laying somewhere.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The sword holds a Standard Matrix with Rank equal to Thread Rank.

Thread Rank Two
Effect:
The sword is now Damage Step 5.

Thread Rank Three
Key Knowledge:
The owner must learn what kind of feathers were used to make the sword.
Effect: The wielder gains +1 Rank to Spellcasting.

Thread Rank Four
Effect:
The wielder gains +1 to Close Combat attack tests.

Thread Rank Five
Key Knowledge:
The owner must learn who made the sword.
Effect: The wielder gains +2 to their Charisma Attribute.

Thread Rank Six
Effect:
The wielder gains +2 Ranks to Spellcasting.

Thread Rank Seven
Deed:
The owner must aid a flock of Silver Hawks.
Effect: The owner gains the Spell Strike special maneuver.
Spell Strike (Adept, Melee, Mirrored Sword): The wearer can spend 1 extra success and spend Strain equal to the Circle of the spell stored within the sword and may cast the spell stored within the sword as a Free Action as long as no threads are required to be woven, and there is no more than a single target. This is in addition to the sword’s normal damage.

Thread Rank Eight
Effect:
The matrix in the sword is upgraded to an Enhanced Matrix.

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Eyes of the Storm (Karl)

Post by Very Useful Gloves » Mon Mar 01, 2021 5:16 pm

Character Name: Karl
Spoiler:
Design TN Warden: 20
Orichalkum -1
Rare Ingredient (Azijin Whiskers) +1
Living Crystal +1
Final TN: 21
Dubhan: Step 36 = 4 successes, 3 weeks (already done)

Enchanting TN Warden, Custom: 30
Craftsmanship: -3
Living Crystal: -1
Azijin Whiskers -1
Orichalkum -2
TN: 23
Thorkell Enchanting: 34, 2 extra success
Base Time: 30 days -> 26 days
6 TIPs to reduce Enchanting time to 14 days
6 TIPs to remove the Blood Wound

Silver Cost:
1,000 Silver base cost
2,000 silver Orichalkum
1,000 silver Living Crystal
2 TIPs rare ingredient
1,000 silver Fine Craftsmanship (done before, made by Dvarim; Note: paid 500 sp for 50% player-discount; clarify if additional 500 has to be paid)

Total Cost: 5,000 Silver, 14 TIPs
Eyes of the Storm

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

This orichalcum ring is set with a pair of perfectly cut living crystals. Tiny arcs of static electricity crackle between the crystals. The wearer has the unfortunate tendency of delivering tiny static shocks upon contact, and an inadvertent contact with their hair results in said hair standing on end.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer gains +1 to Initiative tests.

Thread Rank Two
Effect:
The wearer gains the Cat-Like Lightning Reflexes power. When Initiative is rolled, the wearer may spend 1 Strain as a Free action to gain a +1 bonus to Avoid Blow tests until the end of the next round. When this power is activated, electricity leaps from the two crystals on the ring and dances across the wearer’s knuckles. Sometimes, one can almost hear the yowling of a hunting cat.

Thread Rank Three
Key Knowledge:

Effect: The wearer gains +2 to Initiative tests.

Thread Rank Four
Effect:
The owner may store a number of Karma points in the ring up to the thread rank. The owner may freely transfer Karma between their normal Karma pool and the ring as a Standard action and may spend Karma from the ring as if it were in their Karma pool.

Thread Rank Five
Key Knowledge:

Effect: The wearer gains +2 to their Dexterity value.

Thread Rank Six
Effect:
While affected by Cat-Like Lightning Reflexes, the wearer may spend an extra Karma point on Avoid Blow tests. This can be done Thread Rank times per round.

Thread Rank Seven
Key Knowledge:

Effect: Cat-Like Lightning Reflexes now provides a +2 bonus to Avoid Blow tests and can affect allies. The wearer may spend 1 strain per ally, up to a total equal to the Thread Rank, to give them the same +2 bonus to Avoid Blow tests until the end of the next round.

Allies targeted by this ability must be within Thread Rank * 5 yards.

Thread Rank Eight
Effect:
As a Free action, the wearer may spend a Karma point on an Avoid Blow test made by any ally under the effects of Cat-Like Lightning Reflexes. The Karma point is in addition to any used by the targeted ally. This ability can be used once per round.

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The S-Dial (Bloodbeat)

Post by Very Useful Gloves » Tue Mar 02, 2021 2:47 pm

Character Name: Bloodbeat
Spoiler:
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: amulet
If 8 points spent on item choice, select 1 requested power: Something to make Summoning more relevant or generally useful for a Nethermancer

Total TIPs spent: 18
The S-Dial

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

This ancient amulet is a heavy pendant of bronze, so old that its patina of oxidation has left it nearly black. The amulet is made of two circles - a larger base and a smaller piece on top which bears a wide triangular protrusion. The upper circle can be turned to point at various glyphs inscribed around the outer edge of the amulet. When the dial is so aligned, tiny and inscrutable glyphs glow on the face of the dial, slightly different each time the dial is turned.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The owner gains +1 Rank to Summoning.

Thread Rank Two
Effect:
The owner gains the Dial S for Secrets ability. By turning the amulet’s dial to point at the eye glyph, the owner finds it easier to summon a spirit of curiosity and cunning. By spending 1 Recovery during the Summoning ritual, the owner guarantees that an Ally spirit of Strength Rating up to the Thread Rank will have the following powers: Find (GMG 372), Invisibility (GMG 373), and Tracking. The spirit may have other powers, and the number of powers is still limited by its Strength Rating (Typically SR/2 + 1 for Ally spirits). The spirit is favorably inclined towards the summoner (having feasted on the delicious life energy of that Recovery) and does not require further inducement to complete its assigned task, but the summoner still needs to make a Spirit Talk roll to establish how many, and which of its powers it will use, and Summon successes still determine its length of service.

Thread Rank Three
Key Knowledge:
The owner must learn who first held the S-Dial (Robi Riid)
Effect: The owner gains +2 Ranks to Summoning.

Thread Rank Four
Effect:
The owner gains the Dial S for Safety ability. By turning the amulet’s dial to point at the shield glyph, the owner finds it easier to summon a spirit of vigilance and protection. By spending 1 Recovery during the Summoning ritual, the owner guarantees that an Ally spirit of Strength Rating up to the Thread Rank will have the following powers: Awareness, Nobody Here (per Illusionist Spell), and See the Unseen (Illusionist Spell). The spirit may have other powers, and the number of powers is still limited by its Strength Rating (Typically SR/2 + 1 for Ally spirits). The spirit is favorably inclined towards the summoner (having feasted on the delicious life energy of that Recovery) and does not require further inducement to complete its assigned task, but the summoner still needs to make a Spirit Talk roll to establish how many, and which of its powers it will use, and Summon successes still determine its length of service..

Thread Rank Five
Key Knowledge:
The owner must learn who last held the S-Dial (Nolsen Tenj)
Effect: The owner gains +1 to all Charisma based tests (including Interaction tests and Spirit Talk, but not including Summon) that target a spirit.

Thread Rank Six
Effect:
The owner gains the Dial S for Support ability. By turning the amulet’s dial to point at the hand glyph, the owner finds it easier to summon a spirit of magical assistance. By spending 1 Recovery during the Summoning ritual, the owner guarantees that an Ally spirit of Strength Rating up to the Thread Rank will have the following powers: Aid Summoner (GMG 369), Enhance Summoner (GMG 371), Speed Reading (Wizard spell), and Baseline Subtraction (Wizard Spell). The spirit may have other powers, and the number of powers is still limited by its Strength Rating (Typically SR/2 + 1 for Ally spirits). The spirit is favorably inclined towards the summoner (having feasted on the delicious life energy of that Recovery) and does not require further inducement to complete its assigned task, but the summoner still needs to make a Spirit Talk roll to establish how many, and which of its powers it will use, and Summon successes still determine its length of service..

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Good Enough (Dale)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:22 pm

Character Name: Dale
Spoiler:
Character Name: Dale
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: a Time-worn Cloak
If 8 points spent on item choice, select 1 requested power: +Willforce

Total TIPs spent: 18
Good Enough

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

This scrap of fabric appears as though it belongs in a trash bin more than on an adventurers shoulder. The edges are tattered and worn, holes can be seen at various spots in the faded grey fabric. If not for the ornately engraved orichalcum pin set against the plain black iron of the cloak pin, no one would guess there was anything extraordinary about this cloak.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The cloak provides +1 Spellcasting

Thread Rank Two
Effect:
The cloak provides +1 Mystic Armor

Thread Rank Three
Key Knowledge:
Must learn who created the cloak (Enric Sankesta, a hermit Wizard)
Effect: The cloak provides +1 Mystic Defense

Thread Rank Four
Effect:
The cloak provides +2 to tests to re-attune on the fly.

Thread Rank Five
Key Knowledge:
Must learn where the fabric for the cloak was sourced (Enric found the cloth wrapping a corpse that had been dug up by scavenging animals)
Effect: The cloak grants +2 Willpower.

Thread Rank Six
Effect:
As a Free action, for 1 strain the wearer may add +3 to a Willforce effect.

Very Useful Gloves
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Storm's Approach (Jael)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:23 pm

Character Name: Jael
Spoiler:
Character Name: Jael
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: earing shaped like a lightning bolt
If 8 points spent on item choice, select 1 requested power: For 2 Strain, the owner may use Avoid Blow against a spell with a touch range, or which is visible (e.g. Earth Darts, Ephemeral Bolt, and Razor Orb)

Total TIPs spent: 18
Storm’s Approach

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

A set of golden earrings in the shape of lightning bolts with a center inset of living crystal. Once a thread is tied to them the distant roll of thunder can be heard from time to time.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The earrings provide +1 Avoid Blow.

Thread Rank Two
Effect:
The earrings provide +1 Danger Sense

Thread Rank Three
Key Knowledge:
Where the earrings were made. (Thunder Mountains)
Effect: The earrings provide +2 Avoid Blow

Thread Rank Four
Effect:
The earrings provide +2 Danger Sense

Thread Rank Five
Key Knowledge:
Who made the earrings (A group of 6 enchanters, Sala, Havares, Alindar, Zybrot, Ametias, and Moluck)
Effect: As a Free action, for 2 Strain, the owner may use Avoid Blow against a spell with a touch range, or which is visible (e.g. Earth Darts, Ephemeral Bolt, and Razor Orb). The living crystal in the earrings flash when activated.

Thread Rank Six
Effect:
After a successful Avoid Blow, the user gains +2 Physical Defense until the end of the round.

Thread Rank Seven
Key Knowledge:
Who the earrings were first made for (The blind swords-woman Todara Seigen)
Effect: As a Free action, for 1 strain, the owner may use Avoid Blow against Blindside or Surprise attacks as a crack of thunder can be heard by the wearer in the distance. This can be paid in addition to the 2 Strain from the Rank 5 ability to avoid touch, or visible ranged spells.

Thread Rank Eight
Effect:
The earrings provide +3 Avoid Blow and +3 Danger Sense

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No Nonsense (Dvarim)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:26 pm

Character Name: Dvarim
Spoiler:
DESIGN
A steel ring, with a Glyph, banded in Orichalcum, and forged from True Iron (Earth) and Fire.
Base Warden DC: 20
Aspects: Glyph +1, Orichalcum -1, True Elements +2
Modified DC: 22
TIPs spent: 16 (reduce Design DC to 14)
12 successes take 3 weeks
No Nonsense

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

A heavy steel band that bears the forge mark of Atelier Bolg. It is utilitarian, but masterfully made - its beauty and precision in its details and in the way it remains comforting without being ostentatious.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer gains +1 Rank to Steel Thought

Thread Rank Two
Effect:
The wearer gains +1 Rank to Resist Taunt

Thread Rank Three
Key Knowledge:
Who created the ring
Effect: The wearer gains +2 Rank to Steel Thought

Thread Rank Four
Effect:
The wearer gains +2 Rank to Resist Taunt

Thread Rank Five
Key Knowledge:
Where the ring was created.
Effect: The wearer gains the No. power. Dvarim may spend 1 strain as a Free action to gain +3 to a Steel Thought test.

Thread Rank Six
Effect:
The No. ability can also be used to grant +3 to a Resist Taunt test instead.

Thread Rank Seven
Deed:
Must resist the power of a horror while under a negative effect.
Effect: The wearer can use the No means No. special maneuver.
No Means No (Wearer, No Nonsense, Steel Thought, Resist Taunt): The wearer may spend extra successes on a Steel Thought or Resist Taunt test to give their attacker -1 to the targeted defense per success until the end of the next round.

Thread Rank Eight
Effect:
The wearer gains the One at a Time ability. While under the effect of a long duration negative ability that targets Mystic Defense or Social Defense, the wearer may spend 2 strain to activate One at a Time. All further long duration negative effects that target Mystic Defense or Social Defense require an additional success.
Note: a long duration negative effect is anything with a duration longer than 1 round, and has a negative component other than damage.
Last edited by Very Useful Gloves on Thu Mar 25, 2021 7:47 pm, edited 1 time in total.

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

Storm Dancer Upgrade (Sandrin)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:43 pm

Character Name: Sandrin
Spoiler:
Character Name: Sandrin

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): 0
Total TIPs spent: 10

Upgrade Storm Dancer to Warden tier.
Storm Dancer

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

This particular cut of cloak has not been popular for hundreds of years and was last seen in the Western Kingdoms. Cloaks of this style were especially popular and identified practitioners of a particular fighting style that emphasized grace rather than power. It falls to the wearer’s mid-shin and has comfortably loose sleeves, notably lacking a hood entirely. The espagra hide used is a brilliant white with delicate blue and gray shading. The length sparkles with True air and flows in an ever-present breeze. Deep blue cuffs embroidered with orichalcum thread complete the once highly fashionable look.

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


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The armor is Physical Armor 4.

Thread Rank Two
Effect:
The wearer gains +1 to their Initiative test.

Thread Rank Three
Key Knowledge:

Effect: The wearer gains the Storm Dancer ability. As a Free action for 1 Strain, storm clouds roll across the cloak and lightning crackles from them, wreathing the wearer’s arms. The owner gains a separate Step 4/D6 Lightning Die with their next Damage test against an opponent with lower Initiative.

Thread Rank Four
Effect:
The wearer gains +2 to their Initiative test.

Thread Rank Five
Key Knowledge:

Effect: The owner may store Karma Points up to the thread rank in the armor. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.

Thread Rank Six
Effect:
When Storm Dancer is active, the wearer can spend a Karma Point on any Action test of their own against an opponent with a lower Initiative. This can be used once per round.

Thread Rank Seven
Deed:
The wearer must gain a means to affect another's fate (I.e. spend Karma on the action of an ally)
Effect: When spending a Karma from the cloak on an allies action, increase the Karma step by + 1

Thread Rank Eight
Effect:
The armor is now Physical Armor 5 Mystic Armor 2.

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Tusk (R'edtarian)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:44 pm

Character Name: R’edtarian
Spoiler:
Character Name: R'edtarian
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: Scythan Axe
If 8 points spent on item choice, select 1 requested power: Reduced Aggressive stance strain or if possible abilities like the shaman spell mark of the boar

Total TIPs spent: 18
Tusk

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

This primitive looking axe has a pair of tusks that curve away from one another allowing the blade of the axe to be recessed between them with the points of the tusks protruding past the blade by about two fingers width. The rest of the head is covered in a coarse grey fur that has the consistency of metal shards. A third, shorter tusk juts out opposite the blade, pointed down in a hooked position. The handle is covered by a thick boar leather strip wound up the length of it, and a series of pictographic runes are etched across the length of the leather strip.

Once a thread is woven to the axe, a faint snorting sound can be heard by the wielder, and the axe always feels like it wants to charge forward.

Without a thread woven to the axe, it functions as a Scythan Axe.


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

Thread Rank Two
Effect:
For 1 Strain, the wielder may cast the Mark of the Boar spell on themselves. They may either use Spellcasting if they have it, or Thread Rank + Perception to do so. The spell is cast as though a Circle 2 Shaman had cast the spell with no additional threads. The casting always counts as having obtained 1 success minimum.

Thread Rank Three
Key Knowledge:
Must learn the name of the creator of the axe. (Kapros Pateras)
Effect: The Axe is Damage Step 7

Thread Rank Four
Effect:
The Axe is Damage Step 8. When casting Mark of the Boar, it is now cast as though a Circle 3 Shaman had cast the spell with no additional threads.

Thread Rank Five
Key Knowledge:
Must learn the type of boar used in the construction of the axe. (Razor Boar)
Effect: The wielder gains +2 bonus to Attacks with the axe if they moved more than half their movement toward their target prior to attacking.

Thread Rank Six
Effect:
The Axe is Damage Step 9. When casting Mark of the Boar, it is now cast as though a Circle 4 Shaman had cast the spell with 1 additional thread woven for Increase Effect (+1 Aggressive Attack bonuses).

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Spirit of Adventure Upgrade (Thorkell)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:45 pm

Character Name: Thorkell
Spoiler:
(Copy/paste TI request info)
Spirit of Adventure

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

This high-necked cape is made from a fine sapphire blue cloth of elf make that feels like satin and shines brilliantly in the light. The edges are trimmed in ornate gold embroidery, revealing elven runes along the length. It’s held together by a delicate golden chain with an oak leaf clasp, though once a thread is attached this is purely decorative as the cape always rests comfortably on the wearer’s shoulders regardless of the conditions. Attempting to restrain or any other resistance is futile.

Thread Rank One
Key Knowledge:
The owner must learn the cape’s Name.
Effect: The wearer gains a +1 bonus to Initiative tests. At times the cape billows behind them dramatically. Sometimes it’s at an appropriate moment, others it’s when they’re sitting in the common room of an inn. A very careful observer notes it looks a little like something is holding onto the cape and flapping it to make it look like it’s billowing in a non-existent wind. There’s a non-zero chance those are grip marks at the end of the cape..

Thread Rank Two
Effect:
The wearer gains +1 to their Social Defense. The cape spends noticeably more time billowing now, especially in social situations. From giving a grand speech to a clandestine meeting in the shadows: billowing.

Thread Rank Three
Key Knowledge:
The owner must learn the bound spirit’s Name.
Effect: The wearer gains a +2 bonus to Initiative tests. The wearer may think now they know an air elemental is bound to the cloak, they have some ability to mitigate the billowing. They would be wrong. So very wrong. If anything, attempts to get it to stop only make it worse. Or better. Depends where you are on the billowing issue. Watching a play? Definitely not popular. Watching an adult get into an argument with a rebellious piece of fabric? Perhaps the height of comedy.

Thread Rank Four
Effect:
The wearer gains +1 to their Mystic Defense. At least the billowing is quite impressive and the cape seems to get almost impossibly long when it billows.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the runes.
Effect: The owner can use the runes to keep the bound elemental in line or make peace with them. This decision must be made when this thread is woven and cannot be changed. If the owner uses the runes, they have complete control over the billowing and it looks natural, gaining a +3 bonus to Initiative tests. If they make peace with the bound elemental, they suffer at its whims, but it may listen to requests. It also actively attempts to help; as a Free action the wearer can spend 1 Strain to gain a +3 bonus to an Avoid Blow test.

Thread Rank Six
Effect:
If the owner used the runes to control the elemental, they gain +1 to the Physical Defense. If they made peace with the elemental, the spirit allows the owner to store Karma in the cloak, up to the thread rank. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.

Thread Rank Seven
Deed
Must travel to where the cloak was crafted and add your own rune representing your relationship to the spirit.
Effect: If the owner used the runes to control the elemental, they gain +3 to their Physical Defense. If the owner made peace with the elemental, they may spend 1 strain as a Simple Action to add +3 to the Physical Defense of an ally with a lower initiative, as the cloak billows in front of the ally obscuring them from the enemies.

Thread Rank Eight
Effect:
The wearer gains the Wind Beneath your Wings special maneuver
Wind Beneath your Wings (Adept, Initiative): Prior to rolling Initiative, the wearer may nominate an ally. After initiative is rolled, compare the wearer’s initiative value to that of the chosen ally. For each extra success, the wearer may spend 1 strain to increase the chosen allies initiative value by 2

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Mother's Embrace (Zivilyn)

Post by Very Useful Gloves » Thu Mar 25, 2021 7:45 pm

Character Name: Zivilyn
Spoiler:
Character Name: Zivilyn
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: Cloak
If 8 points spent on item choice, select 1 requested power: Enhanced Matrix (not just a matrix object)


Total TIPs spent: 18
Mother’s Embrace

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

A silver furred cape made from the pelt of a small animal. The headless pelt lays across the shoulders with the front legs clasping across the front of the chest. The rest of the cape hangs from the shoulders with a large bushy tail being sewn up the length of the cloak. The rear legs can be linked together to slim the cloak and allow windling wings to slip out from the sides of the cloak.

Once a thread is tied to the cloak, the wearer feels as if they are wrapped by a motherly embrace.


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The cloak holds a Standard Matrix of rank equal to the thread rank

Thread Rank Two
Effect:
The cloak provides +1 Avoid Blow

Thread Rank Three
Key Knowledge:
Must learn the type of creature the cloak is created from. (Silver Brushtail Possum)
Effect: The cloak provides +2 Spellcasting when an ally is an included target.

Thread Rank Four
Effect:
The cloak provides +2 Avoid Blow

Thread Rank Five
Key Knowledge:
Must learn where the creatures originated. (Originally found in the Long Grove, south of Lake Ban. Kept in the vines of the Tower of Wood during the Scourge.)
Effect: When a spell targets an ally, that ally gains +1 Active Defenses until the end of the next round.

Thread Rank Six
Effect:
The cloak provides +5 Spellcasting when an ally is an included target.

Thread Rank Seven
Deed:
Must assist a family of small animals re-locate to avoid a predator.
Effect: The spell matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect:
When casting a spell that targets the wearer and an ally, the wearer may spend 1 karma to increase the duration of a spell as if an extra thread had woven for duration.

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