Thread Items

Moderator:etherial

Very Useful Gloves
Posts:117
Joined:Sat Jul 25, 2020 8:30 am
Rok Tak Mar (Rendar) (Revised)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:24 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
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 Cavalry Charge.

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 +3 to a BattleCry test.

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:
The shield adds +2 ranks to Fearsome Assault.

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

Elemental Lance (Rendar) (Revised)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:25 pm

Elemental Lance

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

This eleven-foot long wooden lance incorporates each of the five True Elements. The haft is woven with True Wood and infused with pockets of True Air. The lance’s metal tip is strengthened with True Earth and hardened in flames fueled by True Fire. The lance was then soaked in liquid rich in True Water. With no threads attached, it has the same characteristics as a normal lance.

Thread Rank One
Key Knowledge: The owner must learn the item’s Name.
Effect: The lance is Damage Step 7. It becomes immune to damage from fire and from the effects of spells or abilities that damage it. This latter property also keeps the lance from splintering when leveled against an opponent when making Charging Attacks.

Thread Rank Two
Effect: The owner gains a +1 bonus to Initiative tests.

Thread Rank Three
Key Knowledge: The owner must learn the Name of the lance’s creator.
Effect: The owner gains +1 rank to Cavalry Charge.The lance becomes extremely resilient; tremendous force can bend, but not break, it. Even the strength of a dragon twisting the lance in its talons cannot harm the lance.

Thread Rank Four
Effect: The lance is Damage Step 8.

Thread Rank Five
Key Knowledge: The owner must learn what type of wood the lance haft is constructed from and where it was grown.
Effect: The tip of the lance can become glowing, red-hot. For 1 Strain, the owner rolls a bonus Step 3/D4 Flame die on the next Damage test.

Thread Rank Six
Effect: The owner can use the following special maneuver:
On the Hook (Owner, Melee Attack): The owner can spend an additional success on an Attack test against an opponent who is not significantly larger than themselves to cause a Knockdown test against the target with a Difficulty Number equal to the Damage dealt.

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

Sedimentary Sandals (Strata)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:26 pm

Character Name:
Spoiler:
Character Name: Strats
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=2112
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 2 points spent on item choice select 1 of {Weapon, Armor, Worn, Misc Gear}:
OR
If 4 points spent on item choice: select 1 of {1h Melee Weapon, 2h Melee Weapon, Thrown Weapon, Missile Weapon, Spellcasting "weapon", Light Armor, Heavy Armor, Shield, Living Armor, Worn (Combat), Worn (Social), Worn (Spellcasting), Worn (Utility), Instrument, Misc (Social), Misc (Spellcasting), Misc (Utility)}:
OR
If 6 or 8 points spent on item choice, select exact base item: Designer choice (just be able to use with his armor)
If 8 points spent on item choice, select 1 requested power: Increase combat movement

Note: Love the special effect of Earth Surfing for my obisidiman brother of stone gauntlet, but something that helps him reach the folks who need punching would be great

Total TIPs spent: 18
Sedimentary Sandals

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

This large set of sandals appear to be hewn from sandstone. They are virtually unwearable without a thread tied to them. Once a thread is woven the sandals become extremely comfortable and cool, the coursing feel of true water can be felt within them.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The True Water and True Earth combine along the sole of the sandals to help the wearer slide forward as he walks. The wearer gains +2 Walking movement.

Thread Rank Two
Effect:
The wearer gains +1 rank Sprint

Thread Rank Three
Key Knowledge:
The wearer must learn the name of the creator. (Urash Amah)
Effect: The wearer gains +4 Walking movement

Thread Rank Four
Effect:
The wearer gains +2 rank Sprint

Thread Rank Five
Deed:
Must defend the home of a group of Earth Q’wril
Effect: Overland Journeys are 25% faster for the wearer and +thread rank allies.

Thread Rank Six
Effect:
As a simple action, the wearer can spend 1 strain to grant all allies within Thread Rank x 5 yards +2 movement until the end of the next round.

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

Haslam's Saddle (William) (Revised)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:27 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
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 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 +2 ranks of Riding 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 Mount Attackwhile 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: The saddle provides the owner with +3 Riding and +3 Mount Attack while riding on the saddle.

Thread Rank Eight
Effect:
The saddle provides the owner +2 ranks of Lightning Chargewhile riding on the saddle.

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

The Pale Death (Xeviouz) (Upgrade)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:28 pm

Character Name:
Spoiler:
(Copy/paste TI request info)
The Pale Death

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

This helmet is constructed from a large, bleached espagra skull with a single glyph on the forehead. The eye sockets are filled with living crystal lenses, allowing the wearer to ostensibly see out when the helmet is pulled down to cover their face. However, the facets prevent sight unless the wearer has a thread woven.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The helmet heightens the wearer’s senses, making them feel like a predator looking for prey. The wearer gains +1 rank to Awareness..

Thread Rank Two
Effect:
The helmet shifts once worn, growing under the wearer’s chin so it cannot fall off. The wearer gains +2 ranks to Awareness..

Thread Rank Three
Key Knowledge:
The owner must learn who created the helm.
Effect: When the wearer dons the helmet, the living crystal lenses become malleable and fit perfectly to their eyes and meld with their cornea. The wearer gains heat sight (Player’s Guide, p. 45).

Thread Rank Four
Effect:
The helmet fully covers the wearer’s head, except for their mouth. The wearer can spend an additional Karma Point on Awareness tests.

Thread Rank Five
Key Knowledge:
The owner must learn the meaning of the glyph.
Effect: A small section of spine grows down the back of the helmet and into the wearer. As a Simple action for 1 Strain, the wearer’s senses heighten and can be used for targeting opponents. They ignore blindness penalties until the end of the round..

Thread Rank Six
Effect:
The small section of spine grows down the length of the wearer’s spine and bone begins to grow out of their shoulder blades. As a Simple action for 2 Strain, the wearer grows skeletal wings from their shoulder blades and can fly at Movement Rate 10 until their next turn. They can increase this Movement Rate by +2 for each +1 Strain. This effect cannot be combined with other abilities that increase Movement Rate. This effect can be maintained each round, but once the owner stops using it, it cannot be used again for the rest of the day.

Thread Rank Seven
Key Knowledge:
The owner must learn the type of Espagra the skull came from.
Effect: Three sets of ribs grow out from the spine and gently form around the wearers chest. The ribs will constrict when challenging danger. The wearer gains +2 ranks to Battle Shout

Thread Rank Eight
Effect:
The wearer begins to feel a sense of the supernatural around him and becomes more acutely aware of their positions and movements. For 1 strain the wearer gains +4 to the next sensing test they make with a non-mundane sense (i.e. Astral Sight, Lifesight, Sense Horrorspawn but not normally Awareness)

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

Stormfront (Youghdel)

Post by Very Useful Gloves » Tue Jun 08, 2021 12:29 pm

Character Name:
Spoiler:
Character Name: Youghdel von Smeshfays

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

If 6 or 8 points spent on item choice, select exact base item: Windling Sword
If 8 points spent on item choice, select 1 requested power: Bonus Lightning Damage (like Flameweapon or the Ice Blade of Omifan)

Total TIPs spent: 18
Stormfront

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

The metal blade extends down from a sharp point, with a single copper line connecting it’s point to a coil of copper that seems to run down the centre of the entirety of the sword. Where the hilt and handle should be it looks like the blade had been embedded into the talon of a raptor, the talons curling around the blade while the leg extends down to form a hilt. The end of the leg is not decorated by the bird of prey it was grown upon, instead more copper, a triple tine that looks like something could be inserted, but the tines are surprisingly durable and are angled away from each other.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The sword is damage step 4.

Thread Rank Two
Effect:
The sword is damage step 5

Thread Rank Three
Deed:
The wielder must collect the eye of a Lightning Lizard and skewer it with the tines of the pommel.
Effect: The wielder can use the Lightning Rod ability as a Free action. For 1 strain strands of electricity dance up the fuller of the sword and gives the wielder the ability to discharge it in his target. The weapon does a separate Step 4/D6 lightning damage.

Thread Rank Four
Effect:
As a simple action, for 2 strain the sword sparks with electricity with bolts shooting out and deflecting incoming attacks. The owner gains +1 Physical and +1 Mystic Defense for a number of rounds equal to the thread rank.

Thread Rank Five
Key Knowledge:
The wielder must learn the type of raptor claw the sword is made with (Storm Crow)
Effect: The lightning damage is now step 5/D8.

Thread Rank Six
Effect:
The sword is damage step 6.

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

Silver-Tongued Veil of the Vociferously Gibbering Jabberwocky

Post by Very Useful Gloves » Tue Jun 08, 2021 12:30 pm

Character Name:
Spoiler:
Character Name: Orlam
Character forum thread link: http://fasagames.com/forum/viewtopic.php?f=56&t=1918
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: Feel free to choose something else that feels appropriate, but I feel like a mask could certainly make sense. Preferably something that is not too over-the-top, given I already have one gem-encrusted gold brick wandering barsaive...

If 8 points spent on item choice, select 1 requested power: Something that improves my debuffing talents (taunt, distract, battle shout, hex knack, frighten - those last two I don't have yet but will have) in some way beyond just a bonus to the talent rank. Note: I am not asking for a boost to *all* of those things at the same time, those are just the list of things from which I would like the boost to be chosen.

Total TIPs spent: 18
Silver-tongued Veil of the Vociferously Gibbering Jabberwocky

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

The veil appears as a glistening series of interconnected tiny sequins, even in the stillness the veil seems to shimmer. For how polished the sequins are they do not appear to be metallic, and make no noise as the veil moves.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The Veil grants +1 Social Defense

Thread Rank Two
Effect:
The Veil grants +1 Mystic Defense

Thread Rank Three
Key Knowledge:
Must learn where the Veil was made (Arkhazid Jungle)
Effect: The Veil grants +2 Social Defense

Thread Rank Four
Effect:
The Veil grants +2 to Interaction tests

Thread Rank Five
Key Knowledge:
What is the veil made of (Jabberwocky Cicadas, a tiny silvered insect from the Arkhazid Jungle)
Effect: The veil begins to shift and move, the ‘sequins’ begin to coalesce upon the wearer's mouth and disappear. When the user next opens their mouth, their tongue is covered in the sequins. For 2 strain, the adept may treat a talent that targets an opponent's Social Defense as inflicting an additional -1 to impairment/debuff effects (i.e. BattleShout, Taunt, Distract).

Thread Rank Six
Effect:
The wearer may spend an additional point of Karma on any talent that targets an opponent's Social Defense and has an impairment/debuff effect.

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

Meldarion (Truck)

Post by Very Useful Gloves » Thu Jul 08, 2021 12:23 pm

Character Name: Truck
Spoiler:
Character Name: Truck
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: Windling mace. Suitable for duel wielding with a sword in the other hand.
If 8 points spent on item choice, select 1 requested power: Bonus to damage. Unimaginative I know.

Total TIPs spent: 28
Note that this is a Warden item.
Meldarion

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

A small windling sized mace with a head of petrified wood with a series of red thorns growing from it. The handle is a simple iron with a cord wrapping for the grip. The head of the mace gives off a slight warmth.

Without a thread tied it functions as below:
Windling Mace
Damage Step:2
Str Min.: 6
Size: 1
Weight: 1


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The mace is now Damage Step 3.

Thread Rank Two
Effect:
The mace is now Damage Step 4

Thread Rank Three
Key Knowledge:

Effect: The owner can use the Thorn Rend special maneuver.
Thorn Rend (Meldarion, Melee) The owner can spend extra successes on a close combat attack to reduce the target’s Wound Threshold by -3 per success spent.

Thread Rank Four
Effect:
The owner gains a +1 bonus to Attack tests with the mace.

Thread Rank Five
Key Knowledge:

Effect: The mace is now Damage step 5.

Thread Rank Six
Effect:
The owner gains a +2 bonus to Attack tests with the mace.

Thread Rank Seven
Key Knowledge:

Effect: The owner gains a +3 bonus on Damage tests against Wounded targets.

Thread Rank Eight
Effect:
The mace’s thorns often break off and embed themselves in whatever target the mace strikes. Any target wounded by Meldarion is also Harried until the Wound is healed.

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

Lowca (R'edtarian)

Post by Very Useful Gloves » Thu Jul 08, 2021 12:24 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: Boots
If 8 points spent on item choice, select 1 requested power: Increased Dexterity

Total TIPs spent: 18
Lowca

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

Roughly sewn leather boots with a striped fur cuff along the top of the boots. They are unreasonably comfortable as you slide your feet into them. The foot falls are quite silent, but the toes can be felt to grip into the ground as you race forward.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The boots grant +1 rank of Sprint

Thread Rank Two
Effect:
The boots grant +1 rank of Tiger Spring

Thread Rank Three
Key Knowledge:
The owner must learn the name of the creator (Zab Kot, Orkish smith)
Effect: The boots grant +2 ranks of Sprint

Thread Rank Four
Effect:
The boots grant +2 ranks of Tiger Spring

Thread Rank Five
Key Knowledge:
The owner must learn the type of creature the boots are crafted from (Smilodon)
Effect: The boots grant +2 Dexterity

Thread Rank Six
Effect:
As a free action, for 1 strain, the wearer gains +3 to a Great Leap test.

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

The S-Dial (Upgrade) (Bloodbeat)

Post by Very Useful Gloves » Thu Jul 08, 2021 12:24 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..

Thread Rank Seven
Key Knowledge:
The owner must learn the name of the first spirit summoned (Sneak)
Effect: The owner gains +3 to all Charisma based tests (including Interaction tests and Spirit Talk, but not including Summon) that target a spirit and +2 Ranks of Summoning.

Thread Rank Eight
Effect:
The owner gains the Dial S for Somewhere 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: Astral Portal (GMG 370), Other Place (Illusionist Spell), Safe Path (talent), Compression Bubble (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..

Post Reply