Thread Items

Moderator:etherial

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

Post by Very Useful Gloves » Wed Feb 03, 2021 8:48 pm

Character Name: Vallone
Spoiler:
Points spent on item tier (10/20/30): 10 (Journeyman)
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: Windling Spear
If 8 points spent on item choice, select 1 requested power:
Something to help me get Surprise Strike.

Total TIPs spent: 18
Injury

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

There is no reason for a windling spear to have this many barbs. This is a nightmare toothpick crossed with a sadist’s coat-rack. Some of the larger barbs have smaller barbs all their own. Somehow, this tiny awful thing seems well balanced for throwing; probably because anyone in possession of this horrible weapon will immediately want to get it as far away from them as possible.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name (Injury).
Effect: This Windling Spear is Damage step 3.

Thread Rank Two
Effect:
Injury’s range increases. Its short range is 2-16, its long range is 17-32.

Thread Rank Three
Key Knowledge:
The owner must learn who created this monstrous splinter (Hecatoph)
Effect: Injury is an offense against all good taste. The wielder of Injury gains +1 rank of Taunt.

Thread Rank Four
Effect:
The wielder gains the Add Injury to Insult power. As a Simple action, the wielder may spend 1 strain to use Surprise Strike against a target who is suffering the effects of their Taunt.

Thread Rank Five
Key Knowledge:
The owner must learn about the spear’s first victim (Make up a tragic story).
Effect: The wielder gains the Add Injury to Injury special maneuver.
Add Injury to Injury (Wielder, Thrown Weapons): The wielder may spend extra successes on a Thrown Weapons attack to reduce the target’s Wound Threshold by -3 per success for this attack (and only this attack).

Thread Rank Six
Effect:
The wielder may use Add Injury to Insult to use Surprise Strike against a target they have Wounded.

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

Inhibitor and Verktoy (Thorkell)

Post by Very Useful Gloves » Wed Feb 03, 2021 8:49 pm

Character Name: Thorkell Gulbrandsen
Spoiler:
Points spent on item tier (10/20/30): 10 x 2 (Warden)
Points spent on random upgrade chance (0-8):
Points spent on item choice (0-8): 8 x 2
If 6 or 8 points spent on item choice, select exact base item: tools and gloves of Upandal. If tools is too generic, go with hammer
If 8 points spent on item choice, select 1 requested power:
The tools and gloves are paired TIs gifted to Thorkell by Upandal for his devotion.

Total TIPs spent: 36
Inhibitor

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

Description
A heavy set of leather gloves with intertwined filagree of gold and silver around the cuff and along the back of the hand, a symbol of Upandal can be found on the inside cuff of each glove.

Upon tying a thread the gloves adapt to fit the size of the wearer. The gold and silver are notably shinier, except where they intersect, which seems to be a dull neutral tone.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name. (Inhibitor)
Effect: +2 PA/MA vs fire

Thread Rank Two
Effect:
+1 Steel Thought

Thread Rank Three
Key Knowledge:
The owner must learn wear the gloves we made (Shores of the Death Sea)
Effect: +4 PA/MA vs Fire

Thread Rank Four
Effect:
+2 Steel Thought

Thread Rank Five
Key Knowledge:
The owner must learn the name of the tools they were meant to hold (Verktoy)
Effect: 1 strain +3 to next Supress Curse use

Thread Rank Six
Effect:
- +1 Mystic Defense and + 1 Physical Defense

Thread Rank Seven
Deed:
The wearer must submerge the gloves in the flames of the Death’s Sea
Effect: - Upon a successful use of Suppress Curse, as a simple action for 1 strain the wearer may enflame his weapon. This will add step 4(D6) fire damage to the weapon for 3 rounds.

Thread Rank Eight
Effect:
- The wearer gains the Empowered Thought special maneuver:
Empowered Thought (Adept, Steel Thought)” The adept may spend an additional success on Steel Thought to activate and empower a Rune inscribed with Verktoy. An Empowered Rune lasts until the end of the turn and increases all of it’s bonuses by 1. Additional successes may be spent to activate the Rune for an additional turn per success.

Verktoy

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

Description Without a thread tied, this is an odd looking object with a large wooden handle stained red and where the head of the tool would be sprouts 11 separate tools pointing in a variety of directions. No tool looks like it is made to do anything.

Upon weaving a thread to the tool a single white symbol of Upandal appears on the handle and all of the tools fold into the handle. The handle is warm to the touch and the heat pulses like the heartbeat of a battle.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name. (Verktoy)
Effect: The tool takes the form of the tool that the user currently needs.

Thread Rank Two
Effect:
+1 to tests using the tools

Thread Rank Three
Key Knowledge:
Must learn the number of elementals inside the tool (3)
Effect: gains Rune Mark ability. For 4 blood magic damage during their morning Karma Ritual the bearer can inscribe the Rune of Protection on an ally's armor lasting until sunrise the next day. When activated the rune will grant a 2 armor bonus split between PA and MA at time of inscription.
For a simple action, the bearer of Verktoy may spend 3 strain to activate a rune until the end of the turn.

You may have a number of runes equal to the thread Rank of Verktoy, you must pay the blood magic damage for each Rune separately..

Linked:If the user has 3 or more threads tied to Inhibitor the runes cost 1 blood magic to inscribe, and 1 strain to activate.

Thread Rank Four
Effect:
The bearer may now choose to inscribe the Rune of Swiftness upon an ally's armor, which when activated will grant +2 to the next initiative test of the marked individual.

Thread Rank Five
Key Knowledge:
Must learn the names of the elementals fighting within the tool(Forbrennig, Eksplojh, Ildkule)
Effect: The bearer may now choose to inscribe the Rune of Competence upon a tool, weapon, or garment, which when activated will grant +2 to the next action they take. (Damage tests are not actions)

Thread Rank Six
Effect:
The bearer may now activate a Rune as a free action for the same strain cost, no Rune may be activated more than once.

Thread Rank Seven
Key Knowledge:
Must learn the source of the battle between the Elementals. (Eksplojh tried to steal Forbrnnig’s power to destroy Ildkule)
Effect: As a free action, the bearer may spend 2 strain to call all the Runes to himself, cancelling all bonuses and erasing all the runes, granting him +5 bonus on his next dice roll.

Thread Rank Eight
Effect:
The bearer may now inscribe the Rune of Wrath upon a weapon or garment (such as gloves), which when activated grants +2 to Damage or Spell Effect test.

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

Flash Finden’s Fabulous Flinger (Darius)

Post by Very Useful Gloves » Thu Feb 04, 2021 10:04 am

Character Name: Darius
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): 6
Base Item: A pair of gloves

Total TIPs spent: 16
The Very Useful Gloves marvel at the sight of their siblings.

Flash Finden’s Fabulous Flingers

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

First and foremost, these gloves are orange. Bright danger orange, not some sort of classy autumn auburn or burned rust. This is the sort of orange that leaps off the gloves and slaps you in the eyeballs. Honestly, it’s not even clear that anyone in Barsaive has the technology to create a dye this extraordinarily, brilliantly orange. Clearly, these gloves are magic. The word ‘Flash’ is embroidered across both knuckles, and each fingertip has a single unique embroidered rune that is, to be fair, done quite delicately.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer gains a +1 step bonus to Attack tests with thrown weapons.

Thread Rank Two
Effect:
The wearer gains the Fabulous Flinger Fingers power. The wearer must touch the runes on their second and third fingers to activate this power. This is pretty difficult. Over time, you’re going to have uniquely bendy fingers. As a Simple action, the wearer may spend 1 strain to increase the maximum short range of the next thing they throw (before the end of the round) by 5 yards, and the long range by 10.

Thread Rank Three
Key Knowledge:
The owner must learn why the gloves were made. Yes, why.
Effect: The wearer gains a +1 step bonus to Damage tests with thrown weapons.

Thread Rank Four
Effect:
While the Fabulous Flinger Fingers power is active, the wearer may, as a Simple action, give their next thrown weapons attack one of the following keywords: Fire, Water, Earth, Air, Wood. Heart is not an option.

Thread Rank Five
Key Knowledge:
No, really, why were these made? The previous answer was a lie.
Effect: When the wearer uses Fabulous Flinger Fingers to give an attack an elemental keyword, the weapon also does an additional Step 4 (d6) damage of that same type.

Thread Rank Six
Effect:
Activating any and all parts of Fabulous Flinger Fingers is now a Free action, though only one keyword/bonus damage die can be applied to a single attack.
Last edited by Very Useful Gloves on Thu Feb 04, 2021 3:28 pm, edited 1 time in total.

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

The Damarish Rose (Zivilyn)

Post by Very Useful Gloves » Thu Feb 04, 2021 12:51 pm

Character Name: Zivilyn
Spoiler:
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): 8

If 6 or 8 points spent on item choice, select exact base item: Crystal Buckler
If 8 points spent on item choice, select 1 requested power: basically, what Soulsafe's 4th thread rank does (companion page 225. if you feel this restricts your creativity too much since this has obviously already been done, go ahead and change it up a bit, but basically I'm looking for something that makes it harder for horrors to do all the nasty things they do, and soulsafe is a perfect fit)

Total TIPs spent: 18
The Very Useful Gloves are envious of the pair of Gloves that contributedbto such extraordinary Artistry.

The Damarish Rose

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

The Damarish Rose was a famous piece of jewelry - a joyfully ostentatious brooch of intricate orichalcum wrapped around a single, massive piece of flawless glowing pink living crystal. Some enterprising soul then reinforced the backing and added straps to the brooch, turning it into a Windling sized shield.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name (The Damarish Rose).
Effect: The shield provides +1 Mystic Armor.

Thread Rank Two
Effect:
The shield sheds light in response to compromised Astral space. In places where Astral space is Tainted, the shield provides 5 yards of bright light. Where Astral space is Corrupt, it provides 10 yards of bright light.

Thread Rank Three
Key Knowledge:
The owner must learn the fate of the item’s first bearer (Murdered by cousin)
Effect: The shield provides +2 Mystic Armor.

Thread Rank Four
Effect:
The wielder gains the Joyful Ostentation power. Sometimes the joy of owning something ridiculously valuable and beautiful is enough to defend against despair. As a Simple action, for 2 strain, the wielder gains +3 to Mystic Defense till the end of the next round.

Thread Rank Five
Key Knowledge:
The owner must learn the fate of the item’s second bearer (Buried in avalanche)
Effect: The shield provides +3 Mystic Armor.

Thread Rank Six
Effect:
The wielder may spend 1 additional Strain when using the Joyful Ostentation power to defend against Horrors. Until the end of the next round, any attack made against
the owner by a Horror or Horror construct, or any Horror power or spell that
mimics a Horror power, requires 1 additional success to affect the owner

Thread Rank Seven
Key Knowledge:
The owner must learn the fate of the item’s third bearer (Drowned in bathtub)
Effect: The light shed by the shield is irritating to Horrors and Horror constructs. Any such beings engaged with the wielder in close combat while the light is shining are Harried.

Thread Rank Eight
Effect:
Joyful Ostentation now lasts for a number of rounds equal to the rank of the Thread woven to it.

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

Haslam’s Saddle (William)

Post by Very Useful Gloves » Thu Feb 04, 2021 1:19 pm

Character Name: William
Spoiler:
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:
Base Item: Saddle
The Very Useful Gloves acknowledge that other bodyparts also deserve protection.

Haslam’s Saddle

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

This brown leather saddle is worn and weathered but well cared for. It is a saddle of the Throalic tradition, with high stirrups, full bars, but no horn. Weaving a Thread to the saddle allows it to fit whatever mount it is placed on. But only mounts. Not Namegivers. Stop asking. This is a very old trope. It says right on the label ‘Not for use on Namegivers’. It also says ‘Do not remove this label’.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The saddle provides +3 Physical Armor to the mount that wears it.

Thread Rank Two
Effect:
The saddle provides the owner +1 rank of Trick Riding while riding on the saddle.

Thread Rank Three
Key Knowledge:
The owner must learn who made the saddle (Hermesh Dagunral)
Effect: The owner gains the Neither Rain nor Snow power. As part of their Karma Ritual, the owner may take 2 Blood Magic damage to protect their mount and themselves from inclement weather. Both rider and mount gain +3 to Action tests and Armor to resist the effects of heat or cold caused by weather. This includes supernatural weather like Death Rain. The protection lasts until sunrise or sunset, whichever comes first, and the Blood Magic damage can be healed when the duration ends.

Thread Rank Four
Effect:
The saddle provides the owner +1 rank of Sure Mount while riding on the saddle.

Thread Rank Five
Key Knowledge:
The owner must learn the first rider and mount to use this saddle (Bell Haslam and Pork Eye)
Effect: While Neither Rain nor Snow is active, the mount gains +2 Great Leap and does not suffer impaired movement from natural ground effects (mud, rocks, undergrowth, etc).

Thread Rank Six
Effect:
The saddle provides the owner +2 ranks of Trick Riding and Sure Mount while riding on the saddle.

Thread Rank Seven
Deed:
The owner must retrace the route of Bell Haslam’s most famous ride (From Throal to Jerris). This must be done by riding the route.
Effect: While Neither Rain nor Snow is active, the rider can spend 1 Strain to mount as a Simple action.

Thread Rank Eight
Effect:
The saddle provides the owner +3 ranks of Trick Riding and Sure Mount while riding on the saddle.

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

Rok Tak Mar (Rendar)

Post by Very Useful Gloves » Thu Feb 04, 2021 1:30 pm

Character Name: Rendar
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): 6
Total TIPs spent: 16

If 6 or 8 points spent on item choice, select the exact base item: Crystal Raider Shield
The Very Useful Gloves have nothing to say. Who would want a Shield sporting a Lion...

Rok Tak Mar

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

Living Crystal shards glitter in a topaz mosaic that forms a lion’s face on this raider’s shield. Variations in light give the lion different expressions - sometimes regal, sometimes lazy, and sometimes roaring. Shields of this particular style were often associated with pre-Scourge Ork dragoons.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name (Rok Tak Mar).
Effect: The shield’s initiative penalty improves to -1.

Thread Rank Two
Effect:
When the wielder roars, the lion on the shield roars with them. The wielder gains +1 rank of Battle Shout.

Thread Rank Three
Key Knowledge:
The owner must learn who first bore the shield (Mirka Baso).
Effect: The shield’s initiative penalty improves to 0.

Thread Rank Four
Effect:
The wielder gains the Hear me Roar ability. As a simple action, the wielder may spend 1 strain to gain +2 to a close combat attack test against a target they have successfully Battle Shouted.

Thread Rank Five
Key Knowledge:
The owner must learn what battlefield the shield first graced.
Deed: The owner must go to that battlefield and hold a memorial for Mirka Baso.
Effect: The lion on the shield roars in support of courage. The wielder may use a free action to spend 1 strain for a +3 bonus to a test to throw off the effects of fear.

Thread Rank Six
Effect:
Hear me Roar now adds +2 to the damage test, as well.

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

Death's Warm Embrace (Azurea)

Post by Very Useful Gloves » Thu Feb 04, 2021 2:17 pm

Character Name: Azurea
Spoiler:
Points spent on item tier (10/20/30):20
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:
If 8 points spent on item choice, select 1 requested power:

Total TIPs spent:28
Armor with the element of Fire to tie into my theme with my other element items
Wish to have the talent Burning Vigor infused into it. Still need to be stealthy some how if possible. Black Fire or Shadow Fire is good with me. “Me Shadow”
Magical Hide would be great.
Death’s Warm Embrace

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

Heat shimmers the air around this coal black espagra hide armor. It is an antique masterpiece, brutally simple in style but exquisitely crafted. It is a tailored double-breasted vest, adjusting itself to perfect fit once a Thread has been woven to it, and buttoned with polished bits of broccha shell. When it comes into contact with fire, it gains a ruddy glow, like embers dying in an untended flame. Despite its obvious heat signature, it does not appear bright to heat sight and is always a comfortable temperature to the wearer.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The armor is Physical Armor 6.

Thread Rank Two
Effect:
The armor is Initiative penalty 0.

Thread Rank Three
Key Knowledge:
The owner must learn the name of the item’s maker (Ehlona, Death’s Third Wife).
Effect: The armor is Mystic Armor 2.

Thread Rank Four
Effect:
The wearer of the armor does not suffer environmental penalties from extreme heat or cold.

Thread Rank Five
Key Knowledge:
The owner must learn where the armor was made (The Widowforge, Death’s Sea)
Effect: The armor provides +3 Physical and Mystic armor against attacks with the fire keyword.

Thread Rank Six
Effect:
The wearer gains the Soft as Smoke power. Smoke billows from the armor and shrouds the wearer, who can see through it perfectly. As a Simple action, the wearer can spend 1 strain to gain a +2 bonus to Physical Defense until the end of the next round. The smoke provides no other benefit.

Thread Rank Seven
Deed:
The wearer must travel to the Widowforge and sacrifice something dearly beloved to it.
Effect: While Soft as Smoke is active, the wearer may spend 1 additional strain as a Simple action to infuse a weapon they hold with Death’s fire. The weapon turns a dull black and radiates an intense heat, doing an additional Step 8 (2d6) fire damage on a successful hit. The infused weapon must be used by the end of the round or it will be consumed by fire and burned to ash.

Thread Rank Eight
Effect:
The armor provides +3 Physical and Mystic armor against attacks with the water keyword.

Thread Rank Nine
Key Knowledge:
The wearer must learn Ehlona’s fate (She still roams Barsaive as a Spirit)
Effect: Soft as Smoke’s defense bonus also applies to Mystic Defense.

Thread Rank Ten
Effect:
The defense bonus from Soft as Smoke increases to +4 to Physical and Mystic Defense.

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

Shroud of the Immortals (Xeviouz)

Post by Very Useful Gloves » Thu Feb 04, 2021 10:27 pm

Character Name: Xeviouz
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: Tabard
If 8 points spent on item choice, select 1 requested power: Bonus to Social Defense

Total TIPs spent: 18
Shroud of the Immortals

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

A tabard of rich, blood red sateen trimmed in gold fringe. Upon it, the mark of an open, gauntleted hand in white velvet. The tabard repels dirt and blood, and minor tears repair themselves within hours. Embroidered beneath the sigil, in the language of old Landis, are the words, “Immortality lies in Service to the People”

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer of the tabard gains a +1 bonus to Social Defense.

Thread Rank Two
Effect:
The wearer gains a +1 bonus to any Charisma-based test to assert military authority.

Thread Rank Three
Key Knowledge:
The owner must learn the military company to which the tabard belonged (The High Tower Immortals of Landis)
Effect: The wearer gains the Immortal Whispers power. The wearer is sometimes assaulted by memories of ancient battles and military orders. During a Karma Ritual, the wearer may take 2 Blood Magic damage to open themselves to these memories and thus gains access to 5 ranks of Military History (knowledge skill) for the rest of the day. This Blood Magic damage can be healed during the night’s rest.

Thread Rank Four
Effect:
The wearer gains a +2 bonus to Social Defense.

Thread Rank Five
Key Knowledge:
The owner must learn who commanded the Immortals (Pharisa Mulghani)
Effect: While under the effects of Immortal Whispers, the wearer is always assumed to be the leader of their group for the purposes of opponents targeting the group with Tactics, and opponents need an extra success to activate Tactics.

Thread Rank Six
Effect:
The wearer gains a +3 bonus to Social Defense.

Thread Rank Seven
Deed: The owner must go to Landis and swear the oath of the High Tower Immortals there.
Effect: While under the effects of Immortal Whispers, the wearer gains +1 Rank to Resist Pain.

Thread Rank Eight
Effect:
The wearer gains a +2 bonus to any Charisma-based test to assert military authority, and may spend an additional point of Karma on this test.
Last edited by Very Useful Gloves on Tue Feb 09, 2021 3:45 pm, edited 2 times in total.

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

Rambler's Wraps (Arphen)

Post by Very Useful Gloves » Tue Feb 09, 2021 3:45 pm

Character Name: Arphen
Spoiler:
Character Name: Arphen
Character forum thread link:Arphen
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: Gloves
If 8 points spent on item choice, select 1 requested power: Can Cast the spell Heat Food.

Total TIPs spent: 18
Rambler’s wraps

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

A collection of various leathers and plant fibres bound together in a hand wrap. While there are many visible parts, none of them fray or break, the wraps are as smooth to the touch as a finely cured leather. The multitude of layers form a story of how these were built up over time.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: Up to Thread Rank times per day, the wearer may purify up to 1 gallon of water.

Thread Rank Two
Effect:
Grants the wearer + 1 rank bonus to Wilderness Survival

Thread Rank Three
Key Knowledge:
Learn the type of hide first used in the wraps. (Broccha hide)
Effect: Up to Thread Rank times per day the wearer may Heat Food as per the Elementalist spell on a single meal. This requires no Test and always achieves a Single success.

Thread Rank Four
Effect:
Grants the wearer + 1 rank bonus to Awareness

Thread Rank Five
Key Knowledge:
Must learn the type of plant first used to both tan the hides and bind the wraps (Wattles)
Effect: Once per day, the wearer may spend 1 strain per participant to perform a Heroes Feast as per the Shaman spell. The participants must tell stories of where they have travelled and what amazing things they have seen. The spell will grant a recovery at +2 per participant.

Thread Rank Six
Effect:
The wearer gains +2 Perception.

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

Audrey's Armguard (Juniper)

Post by Very Useful Gloves » Tue Feb 09, 2021 3:46 pm

Character Name:
Spoiler:
Character Name: Juniper

Points spent on item tier (10/20/30): 10 Journeyman
Points spent on item choice (0-8): 8

If 6 or 8 points spent on item choice, select exact base item: Vambrace (Buckler, but in a cool glove/forearm guard way)
If 8 points spent on item choice, select 1 requested power: +MD

Total TIPs spent: 18
Audrey’s Armguard

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

This slightly oversized vambrace positions a highly polished metal plate slightly above the forearm. The rolled edges of the plate are a matte black, while the center of the plate is adorned with a design of black thorned vines spiraling out from the middle.

Once a thread is tied to the vambrace, it acts as a buckler shield (+1 PD +0 MD 0 Init Penalty). While the size does not physically change, it feels bigger.

As threads are tied to the shield, black thorny vines can be seen emerging from the shield when perceived astrally, these vines can be seen deflecting blows and grabbing hold of things that fly near it.


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

Thread Rank Two
Effect:
The shield grants a +1 bonus to actions to remain undetected or unnoticed

Thread Rank Three
Key Knowledge:
Must learn the name of the plant on the shield (Ebony Acacia)
Effect: The shield provides +2 Physical Defense total.

Thread Rank Four
Effect:
The shield now provides +2 Mystic Defense total.

Thread Rank Five
Key Knowledge:
Must learn where the Ebony Acacia planted within the vambrace originates (A near Netherrealm filled with exotic plants)
Effect: Before initiative is rolled, the player may spend 1 strain to gain +1 to all Avoid Blow tests for the round and gains the Mystical Black Hole maneuver as the astral vines pull missiles into the center of the Shield being eaten by the shield. The missile is destroyed(unless it is a Thread Item).
Mystical Black Hole(Adept, Ranged, Avoid Blow) When attacked by a ranged weapon, the adept may spend extra successes from Avoid Blow to gain a +1 bonus per success to the next Shadow Blades test they make before the end of next turn. These are cumulative over several tests.

Thread Rank Six
Effect:
The shield provides +3 Mystic Defense total.

Post Reply