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Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm
Storm Steppers

Post by Aegharan » Sat Aug 29, 2020 2:41 pm

Design by: Dvarim
Spoiler:
Design Difficulty:
Journeyman: 15, 8 successes
Glyph (Flight): +1
True Element (Air): +1
Total: 17

Enchanting Difficulty:
Journeyman: 20
Custom Pattern: +5
Glyph: -1
True Element: -1
Artistry/Craftsmanship: -3
Total: 20

Cost:
Journeyman: 500
Glyph: 500
True Element: 500
Total: 1500 sp

Request:
Spoiler:
ENCHANTING: STORM STEPPERS
Journeyman Boots

Design Elements:
True Element (Air)
Glyph (Lightning Step)
Craftsmanship (3 successes)
Artistry (3 successes; Rune carving on the buckles / toe-plate)

These are very simple boots that are meant to make Dvarim faster and more graceful. Totally open on what the even numbered ranks might provide.

Rank 1: +1 Initiative
Rank 2: Open
Rank 3: +2 Initiative
Rank 4: Open
Rank 5: +2 Dexterity
Rank 6: Open
Storm Steppers

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

These brown leather boots are finely constructed. The leather is soft and supple, with a flexible heel, while also sturdy and resistant. Brass buckles and a brass toe plate are highly polished and etched with fine runes. The runes on each toe plate surround a glyph that otherwise dominates the feature.

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

Thread Rank Two
Effect:
The wearer gains +2 to Movement Rate.

Thread Rank Three
Key Knowledge:
The owner must learn who created the boots.
Effect: The wearer gains a +2 bonus to Initiative tests.

Thread Rank Four
Effect
: The wearer gains the Storm Steppers ability. As a Simple action for 1 Strain, electricity crackles from the toe plates and buckles. The wearer gains +2 to Avoid Blow tests until the end of the next round.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the glyph.
Effect: When using Storm Steppers, the wearer gains the following special maneuver:

Storm Steppers (Wearer, Avoid Blow): The wearer can spend 1 Strain per additional success on an Avoid Blow test to gain +2 per success to their Movement Rate on their next turn. Multiple uses of this special maneuver are not cumulative.

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

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Protector’s Menhir

Post by Aegharan » Thu Sep 03, 2020 2:32 pm

Character Name: Killian
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1855
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 6
If 6 or 8 points spent on item choice, select exact base item: Troll 2-Handed Sword

Total TIPs spent: 16
Protector’s Menhir

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

This massive troll two-handed sword is large even by the standards typically used for these weapons. The pattern-welded blade is flat on the end, rather than coming to a point, and almost unnecessarily broad. A blend of metals fused with makellojeroaluinosoma and True earth comprise the dark and dull blade. Precise and blocky runes are etched into the surface, running the length on each side.

Thread Rank One
Key Knowledge:
The owner must learn the sword’s Name.
Effect: The sword is Damage Step 10.

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

Thread Rank Three
Key Knowledge:
The owner must learn the composition of the blade.
Effect: The sword is Damage Step 11.

Thread Rank Four
Effect:
The wielder gains +2 to Attack tests with the sword.

Thread Rank Five
Key Knowledge:
The owner must learn which liferock the makellojeroaluinosoma came from.
Effect: The wielder gains the Protector’s Menhir ability. As a Simple action for 2 Strain, the runes on the blade glow gold, the wielder plunges the blade briefly into the ground, and golden stones erupt in a 2-yard radius around them until the end of the next round, when they recede. These stones greatly inhibit movement, halving the Movement Rate of anyone moving through the affected area until the end of the round. The wielder is unaffected by Protector’s Menhir, this effect is fixed in place, and can be used once per round.

Thread Rank Six
Effect
: The stones in the area affected by Protector’s Menhir shift and move, causing everyone affected in the area to be Harried.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Hadritha’s Ladies Formal Boots

Post by Aegharan » Thu Sep 03, 2020 5:25 pm

Character Name: Zivilyn
Spoiler:
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1647
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 8 points spent on item choice, select 1 requested power: Worn (spellcasting) item. if it's allowed, it'd be cool to get a desperate spell blood charm turned into a thread item (not expecting to be able to use the charm at will since that would be insanely powerful, but it would be tremendously helpful if it at least didn't detach and lose all the thread item bonuses after one use. needing to get back to full health would seem the logical requirement before re-activating). if a desperate spell blood charm just doesn't work, I'm open to whatever strikes your fancy. requested power is to have a matrix in it.

Total TIPs spent: 18
Hadritha’s Ladies Formal Boots

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

If there was ever wonder what exactly a “formal hobnailed boot” looks like, wonder no more. These knee-high boots are made from a supple dark leather that combines the latest in Throalic fashion from over 700 years ago with the ruggedness any miner or bear-trainer might require. There is no question they fulfill the latter with thick soles and stitching, brutally large hobnails, and aggressively large straps and buckles to keep the boots securely fastened, though the former is very much an “eyes of the beholder” kind of thing. The boots are adorned with gold toe caps and buckles which never lose their polish. Glittering rubies and emeralds encrust the buckles, while the gold toe caps are “tastefully” simple and engraved only with “HH” in bold letters. A rampant bear is tooled into the leather on each side of the shaft and smaller bears stitched into the gussets.

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

Thread Rank Two
Effect
: The wearer gains +1 to Interaction tests in any setting where the boots are appropriate (which is every setting).

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

Thread Rank Four
Effect:
The wearer gains +2 to Interaction tests in any setting where the boots are appropriate (these boots are the new black).

Thread Rank Five
Key Knowledge:
The owner must learn the significance of the colors and imagery on the boots.
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect:
The wearer gains the Hadritha’s Ladies Formal Boots ability. As a Free action for a Recovery Test, the image of a ghostly rampant bear appears behind the wearer and bellows loudly, surrounding the wearer in a corona of red and green energy. The wearer’s next Attack or Spellcasting test and the associated Damage or Effect test are empowered with a +4 bonus to each. The target must have mortally offended the wearer in some way, however slight (such as an imagined snide remark), because Hadrtiha’s Ladies Formal Boots is for killing.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Sash of Surprises

Post by Aegharan » Fri Sep 04, 2020 10:38 am

Character Name: A'horangi
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: Sash / Belt
If 8 points spent on item choice, select 1 requested power: + Physical Armor

Total TIPs spent: 18
Sash of Surprises

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

This brilliant crimson sash is embroidered with gold thread in elaborate geometric designs and each end has tassels from the same golden thread.

Thread Rank One
Key Knowledge:
The owner must learn the sash’s Name.
Effect: The wearer discovers pockets throughout the sash, cleverly using the geometric patterns to conceal them and anything placed within. This gives the wearer +1 rank to Conceal Object.

Thread Rank Two
Effect:
The sash is exceptionally strong, turning aside weapons and giving the wearer +1 to Physical Armor.

Thread Rank Three
Key Knowledge:
The owner must learn the significance of the patterns.
Effect: The wearer can meditate on the patterns which appear in their mind’s eye as opening doors. This gives the wearer a +1 bonus to Sustained actions that require focus (e.g., Evidence Analysis and Forge Weapon).

Thread Rank Four
Effect:
The wearer gains +2 to Physical Armor.

Thread Rank Five
Key Knowledge:
The owner must learn who created the sash.
Effect: The meditation gives the wearer a +2 bonus to appropriate Sustained actions.

Thread Rank Six
Effect:
The wearer gains +3 to Physical Armor.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Goldentone

Post by Aegharan » Fri Sep 04, 2020 1:15 pm

Character Name: Dubhan Goronich
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: Chain Mail
If 8 points spent on item choice, select 1 requested power: No Initiative Penalty
Total TIPs spent: 18
Upgraded to Warden
Spoiler:
Upgrade Request
Character Name: Dubhan Goronich
Thread Item to be Upgraded: Goldentone
Upgrade Cost: 10 TIPs, Journeyman -> Warden
No requested powers.
Goldentone

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

The links of this chain mail armor are exceptionally fine, masterfully crafted, and have a warm, golden hint to them. Owners write of a warmth to the armor, how it clings to them comfortable like a second skin. This description, along with the Sperethiel inscriptions on many of the links, betray the armor’s Wyrm Wood origins. Armor like this was used by celebrated warders before the Scourge.

The armor automatically resizes to fit the owner wearing it.

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

Thread Rank Two
Effect:
The armor is Mystic Armor 1.

Thread Rank Three
Key Knowledge:
The owner must learn the Name of the creator and the first owner.
Effect: The armor gains the Goldentone ability. When the wearer is affected by a spell, they may choose to enhance the spell as it is cast, causing a golden sheen to briefly ripple across the armor and some of the inscriptions to gleam with iridescent light as they emit a tone. Together, this causes a short melody to play in a reflection of the spell. Air Armor may result in an aria, while Monstrous Mantle is fierce but playful, Astral Targeting is otherworldly, and Shadow Meld is subtle and quickly fades into the background.
The wearer may increase their benefits from that spell by +1 for the duration of the spell. If more than one benefit is provided, each gains +1. This has no effect on spells without a numerical bonus (e.g., Earth Staff or Notice Not), spells that inflict penalties, and does not improve the spell on other targets. This use can affect one spell at a time.

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

Thread Rank Five
Key Knowledge:
The owner must learn the significance of the armor and what the inscriptions mean (not just the translation).
Effect: The Goldentone ability can also affect abilities that cause penalties to the wearer and target their Mystic or Social Defense as they are applied, though the melody played is the inversion of the power (eg., a fear-based spell sounds uplifting).
The penalty is reduced by 2. This has no effect on powers without a numerical penalty and does not reduce the power on other targets. This use can affect one ability at a time and is separate from the Rank Three effect.

Thread Rank Six
Effect:
For 2 Strain as a Free action, when the wearer uses the Goldentone ability on themselves, they can now affect up to Thread Rank allies within Thread Rank ×2 yards as well. Each target affected adds depth to the melody, as though played by more instruments.
This can increase the bonus from spells cast on them, or reduce the penalties from powers that target Mystic or Social Defense. If this is used to target a spell maintained through Chain Casting, the Strain is taken as Blood Magic Damage for the duration of the spell.

Thread Rank Seven
Key Knowledge:
The owner must learn where the armor was enchanted.
Deed: The owner must travel to that location and use magic to create a symphony.
Effect: The armor is Initiative Penalty 0 and Mystic Armor 2.

Thread Rank Eight
Effect:
When the wearer uses Goldentone, they can give the melody a triumphant crescendo. All targets affected by Goldentone (Rank Six, including the owner) gain a +2 bonus to their next Action test by the end of the next round.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Skeletal Ring

Post by Aegharan » Wed Sep 09, 2020 9:08 pm

Character Name: Rose
Spoiler:
Character forum thread link:http://fasagames.com/forum/viewtopic.php?f=56&t=1687
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 8

If 6 or 8 points spent on item choice, select exact base item: Ring
If 8 points spent on item choice, select 1 requested power: Increase perception attribute

Total TIPs spent: 18
Skeletal Ring

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This finely crafted crystal ring is very thin and covered by fine runes that almost look like spidery veins through the crystal. The runes’ color shifts between red and silver as the light changes. Once worn, the colors pulse ever so slightly with the wearer’s heartbeat. However, the ring is uncomfortably cold until a thread is woven.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the runes’ meaning.
Effect: The ring sinks into the wearer’s flesh, slowly carving to the bone. This causes no pain at all, but is discomforting to watch and feel. It forms a perfect seal around the wearer’s finger bone, providing an unhindered view of what’s going on down there there through the band. The runes become an intrinsic part of the wearer’s circulatory system, moving blood between the rest of their finger and their body.

The wearer also gains the Skeletal Ring ability. As a Simple action for 1 Strain, the runes turn silver and a chill spreads through the wearer, visibly turning them slightly blue in their extremities until the end of the next round. During this time, the wearer gains +2 to Mystic Armor.

Thread Rank Four
Effect:
The ring expands, covering the wearer’s entire phalanx in a tube of crystal with the bone underneath on display. When the wearer uses Skeletal Ring, the wearer can channel the cold into their visage, causing ice to swirl around them. The wearer gives themselves a penalty to Mystic Armor up to the Thread Rank to provide an equivalent bonus to Frighten tests until the end of the next round. If this effect is used again, the previous effect immediately ends. This cannot reduce the wearer’s Mystic Armor below 0.

Thread Rank Five
Key Knowledge:
The owner must learn who created the ring.
Effect: The ring expands to cover the second phalanx. When the wearer uses Skeletal Ring, the wearer can channel the cold through their body, causing them to be numb to pain. The wearer gives themselves a penalty to Mystic Armor up to the Thread Rank to provide equivalent additional ranks to Resist Pain until the end of the next round. If this effect is used again, the previous effect immediately ends; this can be used at the same time as the Rank Four effect, allowing the wearer to apply two penalties and give a bonus to both Frighten and Resist Pain. This cannot reduce the wearer’s Mystic Armor below 0.

Thread Rank Six
Effect:
The ring expands to cover the entire finger. Blood no longer flows through the crystal and the runes appear embedded on the wearer’s bone. The wearer gains +2 to their Perception Value.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Blooded Haruspex

Post by Aegharan » Wed Sep 09, 2020 9:24 pm

Character Name: Malonin ‘Mal’ Tyrnith
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: Blood Pebble Armor
If 8 points spent on item choice, select 1 requested power: +Ranks to Durability

Total TIPs spent: 18
Blooded Haruspex

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

The hundreds of stones that make up this blood pebble armor are all black and highly polished, but shine with a red sheen. Each is carved with a unique rune and a uniform glyph opposite the rune. Despite the almost mirror-like polish on the stones, they never reflect the image of anything living other than plants.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the bound blood spirit’s Name.
Effect: The wearer gains the Blooded Haruspex ability. As a Simple action for 1 Strain, the wearer’s blood spills out from around the stones, making them glossy and slick. The stones rearrange themselves on the wearer’s body, with the runes on their hands showing a glimpse of their future. The wearer gains a +2 bonus to Anticipate Blow tests until the end of the round.

Thread Rank Four
Effect:
The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Five
Deed:
The owner must kill something selected by the bound spirit and bathe the armor in its blood.
Effect: The wearer’s understanding of the Blooded Haruspex runes and their meaning grows; the wearer can better read one opponent’s fate in the blood. For 2 additional Strain, the benefits from Anticipate Blow increase by +1 per success (typically +3 instead of +2) against one opponent. This opponent must be selected before the Anticipate Blow test is made.

Thread Rank Six
Effect:
After using the Blooded Haruspex ability, if the wearer successfully attacks the selected opponent, they gain a +2 bonus to their next Initiative test.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Re: Thread Items

Post by Aegharan » Wed Sep 09, 2020 9:40 pm

Thread Item Request: Character Name: Zil Item #7
Spoiler:
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... 361#p11361
Points spent on item tier (10/20/30): 10 (Warden)
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: broach
Total TIPs spent: 16
Thornbird

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

This golden brooch features a singing bird pierced in the breast by a thorn tree. The craftsmanship is stunning and elaborate, with even the smallest details so finely wrought. Those looking at it closely feel like they can see the small bird shuddering its final breath from a perfect song. As marvelous as the art, the legends of the brooch are full of tragedy. Rumors abound how pain follows every owner despite their best efforts.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn who created the brooch. [Kolein M’culuh]
Effect: The wearer gains the Thornbird ability. As a Free action before Initiative is determined for 1 Strain, the bird in the brooch animates briefly to sing a melody of great pain and beauty. This ties the wearer to all Loyal allies within Thread Rank ×2 yards until the end of the round.

Once per round, the wearer can take 1 Strain to spend an additional Karma Point on an Action test against an opponent who inflicted damage on an affected ally while Thornbird was active. Thornbird must be active to do this, but the damage can be inflicted during any round Thornbird was active during the encounter.

Thread Rank Four
Effect:
The owner may store Karma Points up to the Thread Rank in the brooch. The wearer may transfer Karma Points between their Karma pool and the brooch during their Karma Ritual, and may spend Karma from the brooch as if it were in their Karma pool.

Thread Rank Five
Key Knowledge:
The owner must learn about the first owner and their family. [Megy Cleerie]
Effect: When an ally affected by Thornbird is Wounded, the wearer gains a Karma Point stored in the brooch. This cannot add Karma Points beyond the maximum to the brooch.

Thread Rank Six
Effect:
Karma Points spent from the brooch through Thornbird gain +1 Karma Step.

Thread Rank Seven
Key Knowledge:
The owner must learn where the brooch was created. [Drogheda]
Deed: The owner must travel to where the brooch was created and help one of the first owner’s descendents find happiness.
Effect: The wearer gains +2 to Mystic Armor. For 1 Strain, the wearer can spend a Karma Point from the brooch on an Action test made by a Wounded ally affected by Thornbird. This is considered using Thornbird.

Thread Rank Eight
Effect:
The wearer gains +2 to Physical Armor. Karma Points spent from the brooch through Thornbird gain +2 Karma Steps.

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Auric Thunder

Post by Aegharan » Thu Sep 10, 2020 1:42 pm

Character Name: Sandrin
Spoiler:
Points spent on item tier (10/20/30): 10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 8
Total TIPs spent: 18

If 6 or 8 points spent on item choice, select exact base item: Bracers
If 8 points spent on item choice, select 1 requested power: Increase Toughness
Auric Thunder

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

These finely crafted steel bracers are slim and form perfectly to the owner’s forearms. An elaborate and stylized storm scene is engraved into them and inlaid with gold, while slender runes adorn each end. When a thread is attached, the storm scene seems to slowly move across the surface of the bracers, growing in intensity to match the wearer’s mood.

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

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

Thread Rank Three
Key Knowledge:
The owner must decipher the runes.
Effect: The wearer gains the Auric Thunder ability. As a Free action before Initiative is determined for 1 Strain, the bracers rumble with thunder and lightning crackles around them until the end of the round. The wearer gains +2 to their Initiative test.

Thread Rank Four
Effect:
The wearer gains +2 to Physical Armor.

Thread Rank Five
Key Knowledge:
The owner must learn who created the bracers.
Effect: When the wearer uses Auric Thunder, the thunder grows louder and the lighting courses up their arms. While Auric Thunder is active, the wearer gains +2 to a Distract test against an opponent with lower Initiative.

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

Aegharan
Posts:439
Joined:Sat Oct 14, 2017 2:58 pm

Trusty Hammer

Post by Aegharan » Thu Sep 10, 2020 1:47 pm

Character Name: Jarock
Spoiler:
Points spent on item tier (10/20/30):10
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: 1 handed warhammer (broadsword reskin)
If 8 points spent on item choice, select 1 requested power: I just want it to make a gong sound when I hit stuff. Also, Dex increase, I suppose?

Total TIPs spent: 18
Trusty Hammer

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This utilitarian short-hafted hammer looks like it is much better suited to the forge than the battlefield. The surface is unadorned and marred by the signs of use, though of fine craftsmanship. The style is reminiscent of blacksmiths who called Wyrm Wood and the surrounding areas home before the Scourge. Without a thread attached, this is an improvised weapon at best. With a thread attached, it is functionally a broadsword and sounds like a hammer clanging on an anvil whenever it strikes.

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

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

Thread Rank Three
Key Knowledge:
The owner must learn the first owner’s Name.
Effect: The wielder can spend an additional Karma Point when using the hammer to craft, improve, or repair something physical. This includes talents such as Forge Weapon, but isn’t going to help you repair something intangible, like your sense of self-worth or a broken family life. More repair things like your armor after a run in with a saural.

Thread Rank Four
Effect:
The wielder gains +1 rank to Forge Weapon.

Thread Rank Five
Key Knowledge:
The owner must learn the location of the first owner’s forge.
Effect: The wielder gains the Earth-Shattering Headache special maneuver.

Earth-Shattering Headache (Wielder, Close Combat): The wielder may spend two additional successes on a close combat Attack test to strike the target on top of their head, causing them to be Harried until the end of the next round.

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

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