18 September 2020

Earthdawn 4E: Anatomy of a Thread Item 86 - Roots

This is the eighty-sixth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of an amulet with +2 to Toughness Value. An amulet with a toughness increase? Well... I cannot resist an homage to Roots. A mini-series I love without reservation. I hope the effects and what they represent speak enough to show that.


Roots

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

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

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

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

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

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

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

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

17 September 2020

Earthdawn 4E: Anatomy of a Thread Item 85 - Forge Lenses

This is the eighty-fifth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of glasses with a bonus to Awareness. There was also a request of seeing clearly while working. While I wasn't obligated to honor the second one, it worked well enough with the overall theme and isn't too powerful. Since the character was a Weaponsmith, I tailored it around that and thought it would be fun to play with the perception bonus in terms of looking at the crystal structure formation in your metal (gotta get that martensite and pearlite right). A little actual material science.


Forge Lenses

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

These living crystal lenses are connected by a thin orichalcum wire that wraps around the wearer’s ears. The edge of each lens is smoky gray and etched in tidy runes.

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

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

Thread Rank Three
Key Knowledge: The wearer must learn where the living crystal was harvested.
Effect: The lenses allow the wearer to focus on and see the microcrystalline structures in the metal they are working. They get +1 to tests involving inspecting, crafting, and repairing metal items. This includes Forge Weapon and Forge Armor for metal weapons and armor, but does not include any kind of mystical inspection, such as Astral Sight, Item History, or Thread Sight.

Thread Rank Four
Effect: The wearer gains +1 rank to Forge Armor.

Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wearer gains +2 to tests involving inspecting, crafting, and repairing metal items.

Thread Rank Six

Effect: The lenses polarize when exposed to bright lights. As a Free action the wearer may reduce the blindness penalty caused by bright light by 2. For example, the Partial Blindness penalty inflicted by Fireball is reduced to 0.

16 September 2020

Earthdawn 4E: Anatomy of a Thread Item 84 - Earworm

This is the eighty-fourth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a flute or whistle with a bonus to Animal Bond. A significant difficulty here is thread items with bonuses to animal companions are difficult. In no small part because animal companions can be difficulty and giving them extra bonuses means they can easily start to dominate play. Their built on a different set of assumptions and for interesting encounters with the expectation gamemaster's will take a careful look at what should and should not be part of their game. Towards that end, I kept the animal companion benefits relatively limited, but expanded the general social benefits to make this more useful in general. 


Earworm

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

This‌ ‌small‌ ‌maple‌ ‌flute‌ ‌can‌ ‌be‌ ‌used‌ ‌to‌ ‌play‌ ‌simple‌ ‌tunes‌ ‌with‌ ‌one‌ ‌hand,‌ ‌or‌ ‌a‌ ‌single‌ ‌note‌ ‌without‌ ‌using‌ ‌hands.‌ ‌While‌ ‌of‌ ‌fine‌ ‌craftsmanship,‌ ‌it‌ ‌is‌ ‌otherwise‌ ‌unadorned.‌ ‌As‌ ‌with‌ ‌all‌ ‌thread‌ ‌items,‌ ‌the‌ ‌flute‌ ‌must‌ ‌be‌ ‌on‌ ‌the‌ ‌owner’s‌ ‌person‌ ‌to‌ ‌gain‌ ‌the‌ ‌effects‌ ‌even‌ ‌if‌ ‌it‌ ‌cannot‌ ‌be‌ ‌worn.‌ ‌

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

Thread‌ ‌Rank‌ ‌Two‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌can‌ ‌play‌ ‌an‌ ‌‌Earworm‌—a‌ ‌short,‌ ‌catchy‌ ‌tune—as‌ ‌a‌ ‌Simple‌ ‌action.‌ ‌This‌ ‌gives‌ ‌the‌ ‌owner‌ ‌a‌ ‌+1‌ ‌bonus‌ ‌their‌ ‌next‌ ‌Action‌ ‌test‌ ‌that‌ ‌improves‌ ‌a‌ ‌target’s‌ ‌Attitude.‌ ‌This‌ ‌can‌ ‌only‌ ‌be‌ ‌used‌ ‌once‌ ‌per‌ ‌target‌ ‌per‌ ‌day.‌ ‌

Thread‌ ‌Rank‌ ‌Three‌
Key‌ ‌Knowledge:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌where‌ ‌the‌ ‌wood‌ ‌used‌ ‌came‌ ‌from.‌ ‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Bond.‌ ‌

Thread‌ ‌Rank‌ ‌Four‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+2‌ ‌to‌ ‌Social‌ ‌Defense.‌ ‌

Thread‌ ‌Rank‌ ‌Five‌
Key‌ ‌Knowledge:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌who‌ ‌created‌ ‌the‌ ‌flute.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm‌ ‌now‌ ‌helps‌ ‌soothe‌ ‌the‌ ‌literal‌ ‌savage‌ ‌beast.‌ ‌The‌ ‌bonus‌ ‌now‌ ‌applies‌ ‌to‌ ‌
improving‌ ‌the‌ ‌attitude‌ ‌of‌ ‌creatures‌ ‌or‌ ‌otherwise‌ ‌preventing‌ ‌hostilities‌ ‌from‌ ‌them.‌ ‌

Thread‌ ‌Rank‌ ‌Six‌ ‌

Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Training.‌

Thread‌ ‌Rank‌ ‌Seven‌

Deed:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌compose‌ ‌a‌ ‌song‌ ‌for‌ ‌the‌ ‌flute‌ ‌and‌ ‌travel‌ ‌to‌ ‌the‌ ‌site‌ ‌of‌ ‌the‌ ‌tree‌ ‌it‌ ‌came‌ ‌from‌ ‌and‌ ‌the‌ ‌creator’s‌ ‌grave‌ ‌and‌ ‌play‌ ‌the‌ ‌song.‌ ‌A‌ ‌local‌ ‌air‌ ‌elemental‌ ‌will‌ ‌judge‌ ‌the‌ ‌material‌ ‌and‌ ‌performance.‌ ‌If‌ ‌it‌ ‌is‌ ‌found‌ ‌lacking,‌ ‌the‌ ‌owner‌ ‌must‌ ‌earn‌ ‌the‌ ‌spirit’s‌ ‌favor.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm ‌bonus‌ ‌is‌ ‌now‌ ‌+2.‌ ‌

Thread‌ ‌Rank‌ ‌Eight‌

Effect:‌‌ ‌The‌ ‌owner‌ ‌can‌ ‌spend‌ ‌an‌ ‌additional‌ ‌Karma‌ ‌Point‌ ‌on‌ ‌an‌ ‌Action‌ ‌test‌ ‌benefiting‌ ‌from‌ ‌‌Earworm‌.‌ ‌Additionally,‌ ‌this‌ ‌Karma‌ ‌Point‌ ‌gains‌ ‌+1‌ ‌Step.‌

15 September 2020

Earthdawn 4E: Anatomy of a Thread Item 83 - Pale Death, The

This is the eighty-third 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. They had an espagra skull to turn into a helmet and wanted a bonus to Awareness, heat sight, and some protection against blindness. Mostly perception-related abilities with a dash of flight, which is something of a thing for thread items made from espagra.


The Pale Death

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

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 helmet’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.

14 September 2020

Earthdawn 4E: Anatomy of a Thread Item 82 - Otherworldly Ink

This is the eighty-second 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a tattoo with a bonus to Mystic Defense. While I played Rifts and Atlantean Undead Slayers and their magic tattoos have a special place in my heart, they don't work well as thread items. Too many things that get weird too quickly—how exactly did you get this thing? Because it sounds an awful lot like it was extracted from someone.There are other avenues to play with magic tattoos that make a lot more sense. This isn't one.

However a tattoo kit used to give a tattoo that maintains the connection (even if the kit still has to be on your person), that's perfectly fine. Mystic defenses are simple, but I wanted something a bit more personal and reflecting the nature of it. So a pick your own talent Karma effect is a good choice (and a nod to a game I ran so many years ago). It has additional costs associated because there's significant freedom in how it is used.


Otherworldly Ink

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

This tattoo kit is a variety of bone needles, small mallets, and mixing tools. A long piece of dark stained, tooled leather with pouches holds all the tools. The tools are of excellent quality, though all stained with ink, and many further decorated in a variety of styles. Many different types of bones were used to make the tools, some easy to identify, while others are unknown.

Tattoos given with the kit always seem somehow ethereal. There is some quality to them that cannot be replicated. This is even more true of the owner’s tattoo, which never turns out exactly as intended, but shows some of their intrinsic character. As the owner’s thread rank increases, the tattoo they receive begins to shift and expand. How this expresses is unique to each owner, but appropriate to their original tattoo. If the owner’s thread to the tattoo kit is severed, their tattoo becomes black and twisted.

As with all thread items, the owner must keep the tattoo kit on their person to gain the benefits from the effects.

Thread Rank One
Key Knowledge: The owner must learn the tattooing kit’s Name.
Deed: The owner must receive a tattoo made with the kit.
Effect: The owner gains +1 to Mystic Defense.

Thread Rank Two
Effect: The owner gains +1 to Mystic Armor.

Thread Rank Three
Key Knowledge: The owner must learn who created the tattoo kit.
Effect: The owner gains +2 to Mystic Defense.

Thread Rank Four
Effect: The owner gains +2 to Mystic Armor.

Thread Rank Five
Key Knowledge: The owner must learn which tools were the original tools to the kit and where the bones came from.
Deed: The owner must use a bone from someone or something important to the owner and craft at least one new tool from it.
Effect: The owner may choose one of their talents and receive a tattoo using the new tool they crafted. This tattoo is somehow representative of the talent. The owner takes 1 permanent Blood Magic Damage, and can spend 1 Strain to spend an additional Karma Point on tests using the selected talent. The owner cannot receive multiple tattoos to replicate this effect and the selected talent cannot be changed.

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

11 September 2020

Earthdawn 4E: Anatomy of a Thread Item 81 - Raven's Beak

This is the eighty-first 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a spear with a Standard Matrix. The character is a Shaman (among other things) and I do love a pun... so a bird theme was entirely appropriate.

As an aside, it always struck me how many swords containing a spell matrix there are in Earthdawn since 1E. Going through and updating them, it really struck me. It's a lot. Particularly given how this combination requires multiple Disciplines and orthogonal Disciplines at that. This isn't inherently bad, but the number of them was a curious thing.


Raven's Beak

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

This spear’s haft is a glossy black wood carved with distinctive runes along the length. A slightly curved obsidian blade is affixed to the haft and adorned with various raven feathers to complete the work. A single glyph is etched into each side of the obsidian.

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

Thread Rank Two
Effect: The spear is Damage Step 5.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wielder gains +1 to Attack tests with the spear.

Thread Rank Four
Effect: The spear is Damage Step 6.

Thread Rank Five
Key Knowledge: The owner must learn where the spear was enchanted.
Deed: The owner must travel to the location where the spear was enchanted, entreat with the spirit who dwells there and replace the feathers.
Effect: The wielder gains the Raven’s Beak special maneuver.

Raven’s Beak (Wielder, Close or Ranged Combat): The wielder can spend 1 Strain and an additional success on a close or ranged combat Attack test with Raven’s Beak to strike at the target’s eyes. They are partially blinded until the end of the next round.

Thread Rank Six
Effect: When the wielder uses Raven’s Beak, they can spend an additional 1 Strain to upgrade to full blindness.

10 September 2020

Earthdawn 4E: Anatomy of a Thread Item 80 - Splintershade

This is the eightieth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a flight dagger. The character is a Shadow, so I leaned into that with a dash of weird. 


Splintershade

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

This slender flight dagger has no guard and virtually no handle, only the briefest of tang to hold in the wielder’s fingers. The craftsmanship places the center of mass directly in the middle of the blade. Other than the thin line of spidery runes running down the blade, nothing seems notable. Until a thread is attached.

With a thread attached, how light reflects from the blade in unnatural ways immediately sets this dagger apart. Anyone looking into the highly polished blade may notice it shows multiple reflections, similar to a mirror, however no are exactly the same. The reflections may be in a different pose, different lighting, shows a different emotion on the viewers face, etc. Shadows cast from the dagger are similar, but show the dagger in different shapes and positions. As though the shadows and reflections represent the infinite possibilities of what could be.

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

Thread Rank Two
Effect: The flight dagger is now Damage Step 4.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wielder gains the Splintershade ability, As a Free action for 1 Strain, the dagger appears to split into multiple different versions of itself when thrown at a target, making it difficult to avoid. The wielder gains +2 to the Attack test.

Thread Rank Four
Effect: When the wielder uses Splintershade, some of the illusions begin to inflict real damage. The wielder gains +2 to the Damage test.

Thread Rank Five
Key Knowledge: The owner must learn what the tooth used to fashion the dagger came from.
Effect: When the wielder uses Splintershade, the daggers arc from unexpected directions. This makes it more difficult to anticipate them for those who are otherwise distracted. The wielder can use Surprise Strike against Harried targets.

Thread Rank Six
Effect: When the wielder uses Splintershade, the wielder can use the following special maneuver:

Splintershade (Wielder, Throwing Weapons): The wielder can spend two additional successes on an Attack test with Splintershade, causing some of the illusionary blades to imbed around the target or circle around them, distracting them with different visions and possibilities. The target is Harried until the end of the round.

09 September 2020

Earthdawn 4E: Anatomy of a Thread Item 79 - Sinistral Axe

This is the seventy-ninth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a hand axe. The character in question is spellcaster in addition to using melee weapons, so I went with something that supports both and encourages changing between them.


Sinistral Axe

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

This simple, single bit hand axe is of typical obsidiman craftsmanship: solid with no ornamentation and frills. Something more likely found in an explorer’s kit for setting up camp than wielded in combat. The oak haft and blade have dark stains on them which no amount of polishing or sanding can remove. The touched surfaces are corroded by whatever caused the stain and the patterns make it clear it was held in a left hand when they were caused.

Thread Rank One

Key Knowledge: The owner must learn the axe’s Name.
Effect: The hand axe is Damage Step 5.

Thread Rank Two
Effect: The wielder gains +1 to Physical Defense.

Thread Rank Three
Key Knowledge: The owner must learn about the first owner.
Effect: The wielder gains +1 to Attack and Spellcasting tests against Horrorspawn.

Thread Rank Four
Effect: The wielder gains +1 to Damage and Effect tests against Horrorspawn.

Thread Rank Five
Deed: The owner must slay the Horror who felled the first owner.
Effect: The wielder can spend an additional Karma Point on an Attack test against a Horrorspawn if they targeted it with a successful Spellcasting test since the previous round. The wielder can spend an additional Karma Point on a Spellcasting test against a Horrorspawn if they targeted it with a successful Attack test since the previous round.

Thread Rank Six
Effect: The wielder gains the Sinistral Axe and Sinistral Spell special maneuvers:

Sinistral Axe (Wielder, Close Combat): For 1 Strain per success, the wielder can spend additional successes from an Attack with Sinstral Axe to give a Horrorspawn -1 to their Mystic Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

Sinistral Spell (Wielder, Spellcasting): For 1 Strain per success, the wielder can spend additional successes to give a Horrorspawn -1 to their Physical Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

08 September 2020

Earthdawn 4E: Anatomy of a Thread Item 78 - True Blue

This is the seventy-eighth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a spell matrix. I'm not going to get into the details on explaining this, because there are a lot and it ruins it just a little to do so.


True Blue

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

This green and gold headband is studded with varying sizes and styles of blue opals. Some smooth, while others rough. All are beautiful and create a whole despite their differences. The cloth is woven in a complex pattern of criss-crossing stripes and starbursts, a style once popular in rural Landis.

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

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

Thread Rank Three
Key Knowledge: The owner must learn who created the headband. [John Williamson]
Effect: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting.

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

Thread Rank Five
Key Knowledge: The owner must learn the bound spirit’s Name. [South]
Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit.
Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell.

Thread Rank Six
Effect: When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).

Thread Rank SevenKey Knowledge: The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved]
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect: When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.

07 September 2020

Earthdawn 4E: Anatomy of a Thread Item 77 - Homefires

This is the seventy-seventh 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. They wanted a variety of different effects around Weaponsmith (and additional Karma), and using all the enchanting techniques. In all, this was tricky because of how broad these concepts were, but it came together. Incorporating spirits is difficult because there are (and should be) concerns about the moral implications of binding a spirit to a thread item. The solution I came up with for the Deeds and their services provided was the kind of equity the enchanter wanted.


Homefires

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

This bronze anvil-shaped amulet is an excellent example of classic Throalic craftsmanship and styling. The masterful craftsmanship has stunning engravings of Throalic architecture, presenting a feeling of both majesty and comfort. It’s always pleasantly warm and heavy feeling to the touch, and the engravings sometimes glow like tiny embers. This is particularly true when someone breathes on the amulet.

Thread Rank One
Key Knowledge: The owner must learn the amulet’s Name.
Deed: The owner must be a Weaponsmith.
Effect: The wearer may spend 1 Strain to eliminate the penalties when using the Traveling Smithy Weaponsmith ability.

Thread Rank Two
Effect: If the wearer uses their Traveling Forge ability, they gain a +2 bonus to Charisma-based tests with other Namegivers when used around the forge. This does not affect intimidation or fear-based abilities, or if the wearer attempts to take advantage of the other party.

Thread Rank Three
Deed: The owner must strike a deal with a fire spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer gains the Homefires ability. The wearer performs their Karma Ritual (which cannot have been performed yet) and uses their Traveling Smith ability. They take the Strain as Blood Magic Damage and forge themselves as part of the ritual, causing their skin to glow with an inner fire. The wearer gains +2 to Physical Armor until no later than sunrise the next day. The owner can end this effect as a Free action before it expires if desired. They can heal the damage once the ability ends.

Thread Rank Four
Effect: When the wearer uses Traveling Forge, they attract fire spirits—typically flames, which look like a candle flame that produces a mouth and eyes when interacting with someone, and their color reflects their mood. Though the color to mood correlation isn’t consistent between these spirits. The wearer can invite a fire spirit to bind with them, effectively using the Aid Summoner power, and takes on some superficial characteristics of the spirit. The wearer cannot benefit from other binding effects while using this. The wearer can take 1 Strain to gain +3 to a test using their Traveling Forge.

Thread Rank Five
Key Knowledge: The owner must learn the creator’s Name.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Six
Effect: When the wearer uses Homefires, they can forge their pattern as well, taking an additional 2 Blood Magic Damage to gain +2 to Mystic Armor.

Thread Rank Seven
Deed: The owner must strike a deal with an earth spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer can spend an additional Karma Point on Action tests using Traveling Smithy to create or repair something, or on an Action test using something they created. This can be done once per round.

Thread Rank Eight
Effect: When the wearer uses Traveling Smithy, earth spirits are also coaxed to the area—typically gnomes. They are shy, harmless, and very hard working. The earth spirits quietly get to work constructing a large, colorful ger. This is equivalent to the Shelter spell (Player’s Guide, p. 274). The wearer makes a Perception Step + Thread Rank test as a Spellcasting test and it always gets at least one success. Once complete, the earth spirits may silently observe the work done around them. Their hard eyes staring without blinking. It’s easy to wonder if they are judging as they watch everyone move about the area. Yes, they are judging.

The fire spirits now also hide in the fire and cooling embers, keeping the camp warm during even the coldest temperatures. Their frequently mischievous and expanded domain can put them at odds with the earth spirits and any Namegivers who don’t appreciate their antics. Which are adorable until something catches fire and they are easily offended by putting fires out. In addition, they also warn the owner of any intruders to the campsite. If anything with a Mystic Defense less than or equal to the owner’s Perception Step + Thread Rank enters within a 10-yard radius of the camp (this does not include innocuous normal animals—the spirits can tell the difference), the campfire flares to life briefly as a towering inferno. It’s not subtle, but it gets the job done.

04 September 2020

Earthdawn 4E: Anatomy of a Thread Item 76 - Charms of Luck

This is the seventy-sixth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a horn band that stores karma. Well... sooo... those things are technically true. But...


Charms of Luck

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

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

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

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

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

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

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

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

03 September 2020

Earthdawn 4E: Anatomy of a Thread Item 75 - Rufio's Claws

This is the seventy-fifth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a hair tassel with a rank of Claw Frenzy. That particular talent brings espagra to mind for me, so they became the basis for the thread item. Claw Shape to use the Claw Frenzy in the first place, Resist Pain, abilities that benefit from using that Resist Pain, along with some subtle references.


Rufio's Claws

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

These two tassels, one red and the other black, are joined at the end and intended to be woven into hair. The tassels incorporate orichalcum threads woven throughout their length, glowing slightly in the light. There’s also an espagra claw hanging from each knot, a “blurple” common espagra claw hanging from the red tassel, and a green colored jungle espagra claw from the black tassel.

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

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

Thread Rank Three
Key Knowledge: The owner must learn where the common espagra claw was harvested.
Effect: The wearer gains the Rufio’s Claws ability. As a Simple action for 1 Strain, the wearer’s hands turn into espagra claws until the end of the round, one blurple, the other jewel green. The wearer gains +1 to unarmed Attack and Damage tests while Wounded.

Thread Rank Four
Effect: While using Rufio’s Claws, the wearer’s eyes turn reptilian, cold and focused. The benefit from Rufio’s Claws is now +2 to unarmed Attack and Damage tests while Wounded.
Thread Rank Five
Key Knowledge: The owner must learn where the jungle espagra claw was harvested.
Effect: The wearer gains +1 rank to Claw Frenzy.

Thread Rank Six
Effect: The wearer gains the following special maneuver while using Rufio’s Claws:
On the Hook (Wearer, Unarmed): The wearer can spend an additional success on an Attack test against an opponent who Wounded them since the previous round to cause a Knockdown test against the target with a Difficulty Number equal to the Attack test result.

02 September 2020

Earthdawn 4E: Anatomy of a Thread Item 74 - Moonlit Toccata

This is the seventy-fourth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a warbow that can be easily switched between a companion weapon (a lance). This is the second part of the pair and shows how they work together. The theming and what the Name says is even more dense here than the partner. They present a lot of power together, but also important choices and how to use them. When is exactly the right time. Following the tempo of the conflict is important and takes some considerable skill to play it just right.


Moonlit Tocatta

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

This ash bow is carved with silvery runes and wrapped with tattered blue and silver ribbons. Whenever an arrow is nocked, a soft, cold light can be seen just behind the arrowhead from all angles—nothing to reveal it, but an eerie glow to those nearby. Each attack with the bow plays a single, clear note with vibrato as the arrow is loosed, followed by a second note as it strikes, forming a coda to the attack.

Thread Rank One
Key Knowledge: The owner must learn the bow's Name.
Effect: The bow is Damage Step 6. A glyph appears on the arrowhead as the arrow is nocked. It disappears if the arrow goes unfired, but is permanent if fired.

Thread Rank Two
Effect: True air infuses the wielder’s actions, allowing them to ready or stow the bow as a Simple action.

Thread Rank Three
Key Knowledge: The owner must learn about the glyphs on the arrows.
Effect: The wielder gains the Moonlit Toccata ability. As a Simple action for 1 Strain, the glow around the arrow intensifies, surrounding it and streaming back toward the wielder. The wielder gains +2 to their Attack tests with the bow until the end of the round.

Thread Rank Four
Effect: When Moonlit Toccata is active, the runes along the bow glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +2 to the associated Damage tests.

Thread Rank Five
Key Knowledge: The owner must learn about the runes and what they represent.
Deed: The owner must have a thread tied to Moonlit Crescendo.
Effect: When Moonlit Toccata is active, the wielder can spend an additional Karma Point on the Attack test. Doing so causes an additional note to be played, creating a distinctive leitmotif.

Thread Rank Six
Effect: When Moonlit Toccata is used, each attack builds an aria with mounting intensity. A successful associated Attack test adds one “count.” For 1 Strain, the wielder gains an additional +1 to Attack tests with the bow while using Moonlit Toccata per count. If the wielder misses, the count is reduced to 0.

01 September 2020

Earthdawn 4E: Anatomy of a Thread Item 73 - Moonlit Crescendo

This is the seventy-third 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a lance that can be easily switched between a companion weapon (a warbow). There is a lot going on between this and the paired weapon in terms of abilities working together to bring out their purposes and themes, along with what exactly their Names say about that function. Suffice it to say, there's quite a bit going on. Normally, I am inclined to break it down, but I think I prefer to leave this for everyone to piece together.


Moonlit Crescendo

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

This long, graceful lance has a haft carved with silvery runes and topped with a delicate looking silver blade. The blade has a glyph on each side and a cold, soft light just behind it from all angles—nothing to reveal it, but an eerie glow to those nearby. Just below the blade is a tattered blue pennant with a silver crescent moon and five stars arranged irregularly within the crescent. Each attack with the lance plays a single, clear note.

Thread Rank One
Key Knowledge: The owner must learn the lance’s Name.
Effect: The lance is Damage Step 7.

Thread Rank Two
Effect: True air infuses the wielder’s actions, allowing them to ready or stow the lance as a Simple action.

Thread Rank Three
Key Knowledge: The owner must learn about the glyphs on the blade.
Effect: The wielder gains the Moonlit Crescendo ability. As a Simple action for 1 Strain, the glow around the blade intensifies, surrounding it and streaming back toward the wielder. The wielder gains +3 to their next Attack test with a Charge attack using the lance by the end of the round.

Thread Rank Four
Effect: When Moonlit Crescendo is active, the runes along the haft glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +3 to the associated Damage test.

Thread Rank Five
Key Knowledge: The owner must learn about the pennant and what it represents.
Deed: The owner must have a thread tied to Moonlit Toccata.
Effect: When Moonlit Crescendo is active, a series of notes echo as a soft aria while the wielder charges. The wielder gains a +1 Step bonus to Karma Points spent on the associated Attack and Damage test.

Thread Rank Six
Effect: When Moonlit Crescendo is used, the aria builds to the moment of impact. For 1 Strain, the wielder reduces the “count” from Moonlit Toccata to 0. For each count, the wielder can spend an additional Karma Point on the associated Attack or Damage test. If the attack misses, any “count” allocated for the Damage test is lost, though the Karma Points are not spent.

31 August 2020

Earthdawn 4E: Anatomy of a Thread Item 72 - Whispers of Frailty

This is the seventy-second 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a windling bow with a request of... look, it was a lot less about what the character wanted and mostly insight into the character. The request came down to more damage. Though that insight gave me a direction how exactly to do more damage.


Whispers of Frailty

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

This windling bow is made of black wood that appears featureless and barely appears to even be present. Its presence is best described as an absence in the space it occupies. A roughly bow-shaped black void. Everything slides off of it, from light, blood, even touch. Touching it does reveal intricate carvings across the surface. Though, the details cannot be seen, only felt and even then only the owner has no trouble interacting with it. The carvings are of faces in various sizes and shapes.

When the bow isn’t in the presence of its owner for too long, one Namegiver becomes the focus of its attention. Unintelligible whispers in an eldritch language only they can hear fill the void its presence creates. Slowly at first, but they come from all directions. This has been described as madness caressing their brain.

Thread Rank One
Key Knowledge: The owner must learn the bow’s Name.
Effect: The bow is Damage Step 4.

Thread Rank Two
Effect: The bow is Damage Step 5.

Thread Rank Three
Key Knowledge: The owner must learn the Name of the entity bound to the bow.
Effect: The wielder gains the Whispers of Frailty ability. As a Simple action for 1 Strain, the wielder listens to the comforting whispers of the bow and can make an Awareness test against the target’s Mystic Defense. If successful, the whispers tell them of the target’s frailty, what they fear, how they are weak. The wielder can affect the target with abilities that require them to be Blindsided, Harried, or Surprised until the end of the round. The target is not affected by these conditions.

Thread Rank Four
Effect: When the wielder uses Whispers of Frailty, they gain +2 to Damage tests with the bow against Blindsided or Surprised opponents.

Thread Rank Five
Key Knowledge: The owner must learn who created the bow.
Effect: When the wielder uses Whispers of Frailty, they can spend an additional Karma Point on a Damage test using the bow against a Blindsided or Surprised opponent. This can be used once per round.

Thread Rank Six
Effect: When the wielder uses Whispers of Frailty, they gain +4 to Damage tests with the bow against Blindsided or Surprised opponents.

28 August 2020

Earthdawn 4E: Anatomy of a Thread Item 71 - Worm Horn, The

This is the seventy-first 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a horn with the Command Nightflyer power. To be perfectly honest, this leans heavily on the silvered horn from Iopos: Lair of Deceit, but I can only write so many magical horns in a year. And this is two. So it's not a very big number. Still, it manages to be similar, but unique and still focused on the Command Nightflyer talent.


The Worm Horn

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

This signal horn is made in the style of the Iopan plain, using the traditional coiled horn of a hoop horn. Gleaming silver plating wraps the horn, enhancing the acoustics, and runes are carved in the silver along the coil. A simple leather strap allows the horn to be worn when not in use.

Thread Rank One
Key Knowledge: The owner must learn the horn’s Name.
Effect: For 1 Strain, the owner can project any sound they make twice as far. This makes it louder, never deafening, but not louder in proportion to the distance. Each thread rank doubles this distance (e.g., Rank Two is four times further).

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

Thread Rank Three
Key Knowledge: The owner must learn the significance of the runes.
Effect: For 1 Strain, the owner gains Enhanced Senses [Hearing] (2) for minutes equal to the thread rank.

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

Thread Rank Five
Key Knowledge: The owner must learn who created the horn.
Effect: The wearer gains +2 ranks to Command Nightflyer.

Thread Rank Six
Effect: The owner can use the horn to issue commands to affected nightflyers with the horn, allowing them to be issued from a distance. For 1 Strain, the owner can change the frequency of the horn so only nightflyers and those with Enhanced Hearing can detect it.

27 August 2020

Earthdawn 4E: Anatomy of a Thread Item 70 - Equilibrium

This is the seventieth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written in collaboration with a player. The basic design included orichalcum, and True air and fire, with abilities to improve Attack tests, store Karma, and +2 to Dexterity Value. The player supplied a film reference for what they wanted and I may be familiar with the film in question and made a very subtle reference to it


Equilibrium

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

A thumb ring of pure orichalcum with what looks like a channel of diamonds and a channel of rubies set in a double helix. When a thread is woven to the ring, the gems reveal their nature as True air and fire. They glow and create small gusts and flames as the wearer calls on the ring’s powers.

Thread Rank One
Key Knowledge: The owner must learn the ring’s Name.
Effect: The wearer gains the Equilibrium ability. For 1 Strain as a Simple action, the band of diamonds reveals its nature as True air and a band of glowing gusts appears over it. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Two
Effect: When the wearer uses Equilibrium, the band of rubies reveals its nature as True fire and a band of flames appears over it. The wearer gains +2 to ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round. The use must be against a successful Attack test.

Thread Rank Three
Key Knowledge: The owner must learn where the True elements were harvested.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Four
Effect: When the wearer uses Equilibrium, the bands of air and fire wind together in a double helix over the ring when this effect is used. The wearer can spend an additional Karma Point on an Avoid Blow test against an opponent they attacked within the last round.

Thread Rank Five
Key Knowledge: The owner must learn who created the ring.
Effect:
When the wearer uses Equilibrium, the bands ignite in a flare that races down the wearer’s arm to their weapon when this special maneuver is used.
Equilibrium (Wearer, Avoid Blow): The wearer can spend additional successes on an Avoid Blow test to gain +1 per success to their next ranged combat Attack test against that opponent by the end of the next round. These bonuses are cumulative. This special maneuver can only be used against successful Avoid Blow tests.

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


Thread Rank Seven
Key Knowledge: The owner must learn where the orichalcum came from.
Effect: When the wearer uses Equilibrium, they gain +3 to Avoid Blow tests and ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round.

Thread Rank Eight
Effect: When the wearer uses Equilibrium, they can spend an additional Karma Point on a ranged combat Attack test against an opponent they successfully used Avoid Blow against since the previous round. The wearer also gains +1 Karma Step when spending Karma Points on effects provided by the ring.

26 August 2020

Earthdawn 4E: Anatomy of a Thread Item 69 - Release

This is the sixty-ninth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a crossbow with a 1 Strain for +3 to Spot Armor Flaw and linked to a previous thread item. There's a lot going on here, though the complicated part may not be what it initially seems.

The previous thread item was a quiver written for a bow. Here is a crossbow. This may be a little thing, but these need to fit in my head. I used similar materials to connect them, while some orthogonal descriptions to make them askew (simple v. ornate, Sperethiel v. Scythan). Also, there's a continuation of the previous poem written as a reflection of the first, using similar themes and imagery.


Release

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

An ornately carved medium crossbow with the stock covered with oxblood leather. The body is carved in the Scythan dialect, “Takes what the heart wants. Shuddering through their body. The final Release.”

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


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


Thread Rank Three
Key Knowledge: The owner must learn what creature the leather came from and where.
Effect: The wielder gains the Release ability. As a Free action for 1 Strain, the carvings on the crossbow turn red until the end of the round. The wielder gains +3 to their next Spot Armor Flaw test.

Thread Rank Four
Effect: When using Release, the carvings shift and move under the wielder’s fingers in a soothing way. The wielder gains +1 rank to Anticipate Blow.

Thread Rank Five
Key Knowledge: The owner must learn the Name of who created the crossbow and the significance of the words.
Effect: When using Release, the carvings move more urgently with hunger. The wielder gains +1 to their Initiative test.

Thread Rank Six
Effect: When using Release, the depressions in the carvings look as though they fill with blood. The wielder gains +2 to Damage tests with the crossbow against Wounded targets.

25 August 2020

Earthdawn 4E: Anatomy of a Thread Item 68 - Anklebiter

This is the sixty-eighth 4E Anatomy of a Thread Item, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

A thread item written for an online game I offered to help with thread items. This was written with the request of a windling polearm with a bonus to knockdown. Done. It even has more than one bonus and more than one type of bonus. It's a little staid, but the special maneuver gives a lot of flexibility in terms of initiating a knockdown.


Anklebiter

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

The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.

It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.
Thread Rank One
Key Knowledge: The owner must learn the polearm’s Name.
Effect: The glaive is Damage Step 5.

Thread Rank Two
Effect: The wielder gains +1 to Attack tests made with the glaive.
Thread Rank Three
Key Knowledge: The owner must learn what glyph was inscribed on the blade.
Effect: The wielder gains +1 rank to Waterfall Slam.

Thread Rank Four
Effect: The glaive is Damage Step 6.

Thread Rank Five
Key Knowledge: The owner must learn the nature of the carvings on the haft.
Effect: The wielder gains +2 ranks to Waterfall Slam.

Thread Rank Six
Effect: The wielder can use the following special maneuver:
Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.