14 August 2020

Earthdawn 4E: Anatomy of a Thread Item 61 - Spirit of Adventure, The

This is the sixty-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 cape with an Initiative bonus and is always billowing. Check. With some items, I like to add choices for how players interact with the item. This is especially relevant for some spirits. Even a jokey item can have a serious moment to it, and there are reasons to go with each direction.


Spirit of Adventure, The

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

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

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

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

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

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

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

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

13 August 2020

Earthdawn 4E: Anatomy of a Thread Item 60 - Bells' Reply, The

This is the sixtieth 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 long spear that increases Physical Defense. It does that, but I decided to support both defense and offense since it's a weapon.


The Bells' Reply

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

This long, delicate-looking spear is a style once very popular with the Elf Court and outlying lands, though fell out of fashion in Barsaive following the Schism. The clever positioning of the leaf blade and wings with rare woods for the haft allows the wielder to deliver more power in thrusting. Slashing in wide arcs is also possible with the wide blade. However, this construction also makes it no better than other weapons when used in mounted combat.

Without a thread attached, the long spear is Damage Step 6 and otherwise a long spear (except for the mounted combat thing up there and the cost, which is effectively priceless because it’s not for sale).

The dark wood of the haft is carved in delicate runes inlaid with silver matching the blade and wings. Similar runes adorn the blade, parted by a runnel along the spine. Red tassels with small silver bells within are tied below the wings on the socket.

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

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

Thread Rank Three
Key Knowledge: The owner must learn which elf land the spear originated.
Effect: The wielder gains The Bells’ Reply ability. As a Free action for 1 Strain, the bells tinkle in the song of the battle, allowing the wielder to hear her opponents’ actions in the melody. The wielder gains +2 ranks to Riposte until the end of the next round.

Thread Rank Four
Effect: While The Bells’ Reply is active, their song incorporates a thrum of rhythm through the spear’s haft, keeping time for the wielder and alerting them when best to act. The wielder may spend an additional Karma Point on Riposte tests.

Thread Rank Five
Key Knowledge: The owner must learn the origin of the tassels and bells.
Effect: While The Bells’ Reply is active, their song grows more complex with a second harmony allowing a wielder who follows the notes to find weaknesses in their defense. The wielder gains +2 to Attack tests against an opponent they successfully used Riposte against until the end of the next round. This applies to the Attack test following a successful Riposte test (improving the Riposte test result for only this purpose). This effect can only be applied when Riposte is used against successful Attack tests.

Sam used The Bells’ Reply earlier this round and uses Riposte against an attack that succeeds against her Physical Defense (9) with a 13. She makes a Riposte test (including the +2 from the Rank Three effect) and gets 20. This succeeds with an extra success, meaning she can turn the tables and use the result as an Attack test against her attacker. Since this is a successful Riposte against the attacker and it is now an Attack test, she gains the +2 bonus to the Attack test from The Bells’ Reply, becoming a 22. It doesn’t apply to the initial Riposte test even if she successfully used Riposte the previous round because it isn’t an Attack test yet.


Thread Rank Six
Effect: While The Bells’ Reply is active, their song grows more complex with a third harmony allowing a wielder who follows the notes to find weaknesses in their protection. The wielder gains +2 to Damage tests against an opponent they successfully used Riposte against until the end of the next round. This applies to the Attack test following a successful Riposte test. This effect can only be applied when Riposte is used against successful Attack tests.

12 August 2020

Earthdawn 4E: Anatomy of a Thread Item 59 - Shield of Aras Nehem

This is the fifty-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 footman's shield with no Initiative Penalty. Well, we can do better than that. One thing that request told me was the end-user wasn't so interested in Mystic Defense improvements, otherwise I might be looking at a crystal shield. Or maybe I was reading too much into it. Either way, I decided to go with an asymmetrical approach to defense improvement. Half of the shield would be devoted to bonuses to Physical Defense, the other half to using and leveraging Steel Thought. The Name of this particular shield was related to those developments and should really give anyone "in the know" a sphincter clenching moment when they see it which only gets worse as they go down the effects. It's definitely powerful, but there should be some concern as well.


Shield of Aras Nehem

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

A cursory inspection of this footman’s shield reveals it to be solidly constructed of wood with a steel boss and rim on the face, and steel grip and brace on the back. The cover and strap are both simple, but sturdy leather. There’s nothing to warrant anything more than that cursory inspection. However, sometimes a glance at the shield causes it to appear corroded and rotten, though it always appears proper on a second look.

Thread Rank One
Key Knowledge: The owner must learn the shield’s Name.
Effect: The shield is Physical Defense +3. Attacks that strike the shield are strangely muffled, giving a dull thud rather than an expected clang from striking metal.

Thread Rank Two
Effect: The shield’s Initiative Penalty is 0. Subtle runes and glyphs appear along the rim. Rather than being carved into the metal, they appear like they are the result of wear and corrosion.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes and glyphs along the rim.
Effect: The wearer gains the Shield of Aras Nehem ability. As a Simple action for 1 Strain, failed mystic effects against the wearer sputter out as though drained, rather than not happening. They gain +2 ranks to Steel Thought until the end of the next round. Bizarre, indistinct, and ghostly images are seen briefly along the rim, but never when studied.

Thread Rank Four
Effect: The shield is Physical Defense +4. Subtle runes and glyphs appear along the boss. Rather than being carved into the metal, they appear like they are the result of wear and corrosion.

Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes and glyphs around the boss.
Effect: Images similar to what are briefly seen on the rim now appear on the boss, though images are more distinct. This does not help identify them, only makes them more disconcerting. If the wearer has Shield of Aras Nehem active, they can use the following special maneuver:

Shield of Aras Nehem (Wearer, Steel Thought): Mystic power is drained and some small amount returned to the wearer. The wearer can spend additional successes on Steel Thought tests to gain +1 to their next Spellcasting or Thread Weaving test by the end of next round. These bonuses are cumulative; e.g., two additional successes from one Steel Thought test and one additional success from a second gives a total of +3 to the wearer’s next Spellcasting or Thread Weaving test. The bonus must be used on the next applicable test, it cannot be saved. This special maneuver can only be used against successful Action tests.

Thread Rank Six
Effect: The shield is Physical Defense +5. It often leaves behind a residue of what looks like soot and corroded metal after use.

Thread Rank Seven
Deed: The owner must travel to where the shield was created.
Effect: While the Shield of Aras Nehem ability is active, the wearer can hear unintelligible whispering of at least three distinct voices. The ability now provides +4 ranks to Steel Thought.

Thread Rank Eight
Effect: The shield is Physical Defense +6. When Shield of Aras Nehem is active, the wearer can spend an additional Karma Point on Steel Thought tests. The owner never remembers their dreams, though are still affected by them (e.g., magic which causes effects by manipulating dreams still causes the effects, but the owner doesn’t remember anything).

11 August 2020

Earthdawn 4E: Anatomy of a Thread Item 58 - Birb

This is the fifty-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 bird that helps Speak Language. Actually granting ranks of Speak Language can be a little weird, as with any ability that has an effect beyond changing ranks. This presents a delightfully bizarre alternative. Delightful to me, at least. Maybe not to anyone else. I may have a history of animating wooden thread items, but this is far less creepy than the last one.


Birb

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

Under most circumstances, this carved wooden block would be a curiosity inherited and either disposed of or forgotten as simply being weird. Since it’s a thread item, it’s bound to show up throughout legends over the years. However, this does not make it any less weird.

The pine is crudely carved and painted into the form of a chakta bird. It most likely started as part of a Greeting Ritual to prove the crafter free from influence, but didn’t go well. Then the creator doubled down by applying paint, which helped. Though black with red tips and some gold flecks isn’t exactly demanding work. Whether this passed muster or not remains a mystery for the ages.

When a thread is attached, the claws grip onto the owner’s shoulder and it remains seated there, eerily stationary. A carving perched on their shoulder. It explicitly doesn’t grip anywhere other than the owner’s shoulder and whatever means attempted to affix it ultimately fail.

Thread Rank One
Key Knowledge: The owner must learn the bird’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 who carved the bird.
Effect: The bird can learn one spoken language the owner does not know after being exposed to the language for an hour. It automatically speaks all languages the owner knows.

It acts as a translator between the owner and whoever they are talking to, but speaks to the owner in a sing-song voice of a Namegiver imitating what a bird probably sounds like if it could talk, complete with whistles and idioms, regardless of how appropriate they are. The bird also uses a bizarre sentence structure that places the verb and subject before the object, even if this isn’t how anyone speaks. It’s beak moves while speaking, but not quite in time with what it’s saying.

Thread Rank Four
Effect: The bird learns to read the language it speaks and will read it out loud to the owner, but in that same weird way. It also begins to move more than just its beak, now turning its head.

Thread Rank Five
Key Knowledge: The owner must learn how it came to exist and if it was the end goal. Was it a joke or a mistake? Seems like an awful lot of work for a joke.
Effect: The bird learns to speak a second language.

It can now flap its wings and sometimes speaks when not spoken to. It doesn’t have anything useful to say, but it just wants to say it. Maybe to feel included in the decision-making process. It definitely knows how to swear creatively at this point.

Thread Rank Six
Effect: The bird learns to read the second language. The bird can also teach the owner the languages it knows, though it demands payment as would any instructor if the owner is learning it as a skill. However, the money vanishes once paid. Weird. Once the owner is taught, the bird can learn a new language. This is the only way the bird changes the languages it knows.

It also reacts to the owner, particularly if the owner is kind and offers to feed it. The bird can’t eat because it’s a carved block of wood, but it appreciates the thought and effort. It wants to actually be fed, not just the offer, and happily fills its beak and lets it fall to the ground. Doing this causes it to be more helpful and provide some nuance for the owner. It also nuzzles them when no one is looking. The bird never admits to this and calls anyone who insinuates such a liar. Though it uses a lot more words and most of them wouldn’t be aired on primetime.

10 August 2020

Earthdawn 4E: Anatomy of a Thread Item 57 - Afancy Belt

This is the fifty-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 with the request of an afanc hide belt that improves Durability. Once the pun was down (really, two puns depending if you pronouce it as it reads, or how afanc is pronounced), the belt was down to get down.


Afancy Belt

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

This afanc skin belt is dyed with splotches and rings of bright colors. Pieces of afanc shell are incorporated into the belt, giving it a unique design.

Thread Rank One
Key Knowledge: The owner must learn the belt’s Name
Effect: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

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

Thread Rank Three
Key Knowledge: The owner must learn the exact composition of materials used to craft this belt.
Effect: The wearer gains the Afancy Shell ability. As a Simple action for 1 Strain, the outline of an ethereal shell appears around the wearer with bright rings of color running through it. The wearer gains +2 to their Mystic Armor until the end of the next round.

Thread Rank Four
Effect: When the wearer uses Afancy Shell, they may spend an additional 1 Strain. This causes shell pieces like those incorporated into the belt to appear over the wearer, giving them +2 Physical Armor until the end of the next round.

Thread Rank Five
Key Knowledge: The owner must learn who created the belt.
Effect: While Afancy Shell is active, the flames lick from the wearer’s Wounds. The wearer can spend an additional Karma point on Attack tests against targets who Wounded them.

Thread Rank Six
Effect: While Afancy Shell is active, the flames burn behind the wearer’s eyes. The wearer can spend an additional Karma point on Damage tests against targets they Wounded.

07 August 2020

Earthdawn 4E: Anatomy of a Thread Item 56 - Astrally Filtered Spectral Lenses

This is the fifty-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 in conjunction with a player creating the enchanting pattern. The goal was something with a spell matrix and reduced the effects of astral corruption on Astral Sight. The latter provided the inspiration for how these work and what things they do.


Astrally Filtered Spectral Lenses

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

This bizarre contraption is only something a dwarf or a Wizard could possibly think was a good idea. A collection of various lenses is set in front of each eye and part of a brass mechanism is attached to a leather strap to firmly attach the whole affair to the victim’s head. Without a thread attached, the best that can be said is it is much sturdier than it appears.

With a thread attached, it is another story. When worn while using Astral Sight, the lenses automatically move in and out of place, adjusting distance, rotating, flipping, moving forward and back, all assisting the wearer’s astral perception. Astrally sensed entities and objects have a ghostly green outline.

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

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

Thread Rank Three
Key Knowledge: The owner must learn who created the lenses.
Effect: The wearer gains +1 to Mystic Armor.

Thread Rank Four
Effect: The owner gains +2 ranks to Astral Sight.

Thread Rank Five
Key Knowledge: The owner must learn the nature of the glyph on the lenses.
Effect: The wearer gains the Astrally Filtered Spectral Lenses ability. As a Simple action for 2 Strain, the lenses glow ghostly green and side shields fold out to prevent unfiltered astral energy reaching the wearer’s eyes. As they slide in and out and focus, they begin filtering out the background noise from astral corruption, improving the wearer’s detection limit. The wearer reduces the Difficulty Modifier to astral sensing from corruption by one region type (e.g., Corrupt to Tainted) until the end of the next round.

Thread Rank Six
Effect: When the wearer uses Astrally Filtered Spectral Lenses, the lenses provide the wearer additional information regarding the patterns of those astrally sensed. Red lines highlight weaknesses and possible vectors to assist in constructing patterns to better affect them. As a Free action for 1 Strain, the wearer gains a +2 to a test against a target’s Mystic Defense; the wearer must have astrally sensed the target. If the test uses the spell stored in the goggles’ spell matrix, it does not cost Strain.

Thread Rank Seven
Key Knowledge: The owner must learn how many iterations it took to get the mechanism to change the lenses to work correctly.
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect: When the wearer uses Astrally Filtered Spectral Lenses, the Difficulty Modifier to astral sensing from corruption is reduced by two region types (e.g., Corrupt to Safe) and the benefit to a test against a target’s Mystic Defense is +4.

06 August 2020

Earthdawn 4E: Anatomy of a Thread Item 55 - Protection of a Scholar's Passion

This is the fifty-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 crystal raider shield shaped like a book and increases Mystic Defense for Strain. Shaped like a book is weird and I don't see how that's a shield, but incorporating a book, I dig that. The phrasing on the effect is also interesting because it's typically specified as 1 Strain for +3 to Mystic Defense. The end result is playing with that ambiguity a little bit and the scholarly theme, in addition to some play on words.


Protection of a Scholar's Passion

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

The front of this curious crystal raider shield is carved to appear as though an open tome is set into it. There is a rectangular depression on the back sized so most books and scrolls would fit partially submerged if placed within. Symbols associated with Mynbruje adorn the rim.

Thread Rank One
Key Knowledge: The owner must learn the shield’s Name.
Effect: The shield is Mystic Defense +3.

Thread Rank Two
Effect: The shield is Physical Defense +3.

Thread Rank Three
Key Knowledge: The owner must learn where the living crystal was harvested.
Effect: The owner can place a written work into the depression and take 1 Blood Magic Damage. When a text is stored in this fashion, the tome glows faintly gold. The contents of the work can be read from the carved tome on the front of the shield as long as the Blood Magic Damage remains. The owner gains +1 to appropriate knowledge and Research tests when referencing the stored text and can choose to end the ability at any time, allowing the damage to be healed as normal. Only one text may be stored at a time in this fashion, but a new text can be stored immediately after it is ended on the previous text.

Thread Rank Four
Effect: The bonus from a stored text increases to +2.

Thread Rank Five
Key Knowledge: The owner must learn the first book stored in the shield.
Effect: The wearer gains the Protection of a Scholar’s Passion ability. As a Simple action for 1 Strain, the wearer gains +2 to Mystic Defense until the end of the round.

Thread Rank Six
Effect: While the wearer is using Protection of a Scholar’s Passion and they are targeted by an ability that targets their Mystic Defense (it does not need to be successful), the wearer may take 1 Blood Magic Damage and store the memory of that ability in the shield. When an ability is stored in this fashion, the symbols on the rim glow faintly gold. The wearer gains an additional +2 to their Mystic Defense against future uses of the ability when they are using Protection of a Scholar’s Passion. Only one such ability may be stored at a time and general abilities (e.g., Horror Power or Spellcasting) are not applicable, but the more specific abilities are (e.g., specific Horror powers or spells).

05 August 2020

Earthdawn 4E: Anatomy of a Thread Item 54 - Storm Eyes

This is the fifty-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 dwarf winternight cloak with the ability to detect Horrors and Horror constructs. It came with a complete description which, to be honest, I'm not into.

That says my investment into this isn't necessary, which is demeaning. Essentially turning a creative process into a service provider. This is difficult to clearly articulate, but it's very important to me and something I'm not willing to compromise on again.

If the player is designing and enchanting the item, they're inherently part of the process. You put in the investment, you get what you want. Otherwise, not so much. It also reminds me I need to evaluate how common magic items are incorporated as thread items into a future edition or even revision of the thread item guidelines.

Still, I incorporated a lot of the description. This item has some significant taboo around it because it's made from a storm wolf pelt, which isn't exactly looked upon well in Barsaive, given storm wolves' known propensity for hunting undead.

The supplied description aside, the mechanics all build on the idea of gaining something akin to a storm wolf's powers (hearing, smell), detecting Horrors and Horror constructs, and being a predator.


Storm Eyes

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

This heavy cloak is made from a single storm wolf hide. The distinctive silver-grey fur and lining keep a traveler warm on the coldest nights. A cowl made from the storm wolf’s head can be drawn over the wearer’s head, which still maintains teeth from when it was alive.

Without a thread attached, the cloak behaves as a dwarf winternight cloak (Player’s Guide, p. 419).

Thread Rank One
Key Knowledge: The owner must learn the cloak’s Name.
Effect: The wearer gains +3 to Physical and Mystic Armor against cold damage.

Thread Rank Two
Effect: The wearer gains Enhanced Sense [Hearing] (2).

Thread Rank Three
Key Knowledge: The owner must learn who crafted the cloak.
Effect: The wearer gains +1 rank to Danger Sense.

Thread Rank Four
Effect: The wearer gains Enhanced Sense [Smell] (2). This can be added to a Danger Sense or Tracking test if appropriate; e.g., ambushers or the quarry leave a smell to detect.

Thread Rank Five
Key Knowledge: The owner must learn the Name of the storm wolf whose pelt was used to create the cloak.
Effect: The wearer gains the Storm Eyes ability. As a Simple action for 1 Strain, the wearer’s irises turn faintly gold, giving them a distinctively lupine appearance. The wearer makes a PER + Thread Rank test against the Mystic Defense of each Horror and Horror construct within 20 yards; the wearer is not aware of the result. Each target the test succeeds against is detected and the wearer knows the number of detected targets in range.

Thread Rank Six
Effect: When the wearer activates Storm Eyes, they gain +2 to their next Action test against a Horror within Thread rank minutes.

04 August 2020

Earthdawn 4E: Anatomy of a Thread Item 53 - Crucible of Purity

This is the fifty-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 crystal raider shield with Initiative Penalty reduction. Which is fine. So I went a little sideways for inexplicable reasons. I have to entertain and interest myself too, okay.


Crucible of Purity

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

A smooth crystal raider shield carved with gentle, flowing glyphs across surfaces entirely devoid of facets. In truth, it looks more like a large basin than a shield as it lacks any way to hold it. Once a thread is attached, it securely fits to the owner’s arm without need for any physical method to secure it. Blue and green veins of True water and wood run throughout the crystal like a network of roots or veins.

Thread Rank One
Key Knowledge: The owner must learn the shield’s Name.
Effect: The wearer gains +3 to Mystic Defense.

Thread Rank Two
Effect: The wearer gains +3 to Physical Defense

Thread Rank Three
Key Knowledge: The Owner must learn where the Living Crystal was harvested.
Effect: The shield is Initiative Penalty 1.

Thread Rank Four
Effect: The shield gains the Crucible of Purity ability. As a Sustained action, the owner can pour water into the basin of the shield. The shield glows blue and green, illuminating glyphs carved into the crystal and causing the water to give an eerie but comforting light show over the course of a minute. The water is purified of mundane filth, but not poison or corruption, and is remarkably refreshing. Each such preparation makes a single drink regardless of the shield’s size and gives the imbiber a +1 bonus to their next Recovery test. This ability can be used thread rank times per day and like other bonuses from the same source, cannot be stacked.

Thread Rank Five
Key Knowledge: The owner must learn who created the Shield.
Effect: The wearer gains +4 to Mystic Defense.

Thread Rank Six
Effect: The water affected by Crucible of Purity now gives a +2 bonus to their next Recovery Test.

03 August 2020

Earthdawn 4E: Anatomy of a Thread Item 52 - Glamered Stones

This is the fifty-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 necklace with detachable stones and those stones glow when targeted by a spell. Which doesn't make a lot of sense as written. However, the character is an Illusionist and I think I get where they're going: they want to notify their allies when casting an illusion so they can disbelieve. That's a little dull for an Illusionist based thread item and too combat-focused, though appropriate as a general idea. So what the stones can do gets a lot broader, meaning they can be used to send codes if everyone prepares for it. From there social and trickery related effects. This plays into the mentalism aspect of Illusionists that can be frequently overlooked, including things helpful to any cold-reader.


Glamered Stones

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

A golden necklace set with a variety of polished jaspilite stones in various sizes. Each of the red and black stones is etched with a matching rune.

Thread Rank One
Key Knowledge: The owner must learn the necklace’s Name.
Effect: The wearer can detach one stone per thread rank and produce a variety of effects through the detached stones if they are within rank ×10 yards of the wearer. As a Simple action (“Begin”) the wearer can: cause the stones to glow softly, only the red, black, or runes to glow, vibrate or pulse softly, grow cool or warm to the touch (but not uncomfortable in either direction), emit a humming sound, or flash. This effect cannot single out individual stones. The wearer can end this effect as a Simple action (“End”). Each Simple action can only be performed once per round. If a stone is not replaced, it becomes inert and turns to dust after a week, and the necklace replaces the stone.

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

Thread Rank Three
Key Knowledge: The wearer must learn where the stones were quarried.
Effect: The wearer gains the Glamered Stones ability. As a Simple action for 1 Strain, the wearer removes a stone and causes it to softly glow alternating red and black in a soothing pattern while emitting a strangely peaceful sound. While all who see it are soothed, the wearer gains a +1 bonus to non-violent Charisma-based tests against whoever is holding the stone as they are mildly hypnotized by the effect. The effect lasts for up to thread rank minutes, or until the wearer ends it as a Simple action; the effect can be renewed by paying 1 Strain. This cannot be used during combat, nor to intimidate, directly put them in danger, or similar. The removed stone must be within thread rank × 10 yards and counts against the total number of stones that can be removed.

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

Thread Rank Five
Key Knowledge: The owner must learn about who created the necklace.
Effect: The Glamered Stones ability now gives a +2 bonus to non-violent Charisma-based tests.

Thread Rank Six
Effect: The owner can now see a secret set of runes on the reverse of each stone. These can only be seen by an owner at this thread rank. This gives each stone a distinct identity and allows the wearer to target each stone individually or omit specific stones. This allows the wearer to use Glamered Stones on stones already handed out.

Thread Rank Seven
Key Knowledge: The owner must learn the nature of the runes adorning the stones.
Effect: The wearer gains +2 to Social Defense and the Glamered Stones ability now gives a +3 bonus to non-violent Charisma-based tests.

Thread Rank Eight
Effect: When Glamered Stones is active, the wearer can gather information about the person in possession of the stone by spending 3 Strain making a CHA + Thread Rank test as a Standard action against their Social Defense. Each success allows the wearer to ask one question about the possessor’s state of mind, desires, fears, etc. The stone gathers feedback from the possessor and provides information to the wearer after one minute for each question. The wearer is not required to ask all their questions immediately and can wait for a response before asking a new question.

31 July 2020

Earthdawn 4E: Anatomy of a Thread Item 51 - Beryl Scale

This is the fifty-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 wyvern skin armor with reduced Initiative Penalty. It has that, though it gets a little weird as it goes on. If it gets more thread ranks, it will probably get weirder. Which should be obvious.


Beryl Scale

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

This armor is made from brilliant emerald wyvern skin with a blue sheen without a thread attached. However, once a thread is attached the True water moves throughout the scales and undulates like a current. Iridescent runes become visible under the blue sheen as it moves across the armor.

The armor resizes to the wearer when a thread is attached.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is now Mystic Armor 2.

Thread Rank Two
Effect: The armor is now Mystic Armor 3.

Thread Rank Three
Key Knowledge: The owner must learn where the wyvern and True water used in the armor’s construction came from.
Effect: The armor forms more tightly to the wearer and gains increased flexibility. It has Initiative Penalty 2.

Thread Rank Four
Effect: The armor continues to further conform to the wearer and once the wearer dons it, the armor extends up their neck, and down to their wrists and ankles. The wearer gains +2 to their Movement Rate.

Thread Rank Five
Key Knowledge: The owner must learn the meaning behind the runes.
Effect: The armor now extends around their wearer’s hands and feet, and around their face when worn. It looks like the wearer is scaled, rather than wearing armor with how it breathes and moves with the wearer. It has Initiative Penalty 1.

Thread Rank Six
Effect: The owner develops a handful of small green and blue scales across their body and may feel a sense of comfort and safety when wearing their armor rather than being outside of it. The wearer gains +1 to Recovery tests.

30 July 2020

Earthdawn 4E: Anatomy of a Thread Item 50 - Stand-In, The

This is the fiftieth 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 toe ring that helps with Jump Up tests. Well... I have some ideas. The mechanics are almost ancillary here. The certainly take up the least words. If anyone ever thought it would be awesome to play in one of my games, just be aware - these things are inflicted on my players.


The Stand-In

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

While ostensibly nondescript, anyone who sees this ring can’t help but think there’s something familiar about it. For some reason, they need to have it. The ring looks like it is a bronze cast with runes carved on the interior and exterior of the band. While it never appears to change size, it’s always too small to be worn on a finger, but just the right size to fit on a toe. Not the big toe, the little toe. The piggy that cried “wee wee wee” all the way home.



Thread Rank One
Key Knowledge: The owner must learn the ring’s Name.
Effect: After waking the first morning once the thread is woven, the wearer almost instinctively knows their toe with the ring was replaced. It’s no longer their toe. However, it looks exactly the same and any inspection shows it is the wearer’s toe by any measure. The wearer gains a +1 bonus to Jump Up tests.

Thread Rank Two
Effect: After waking the first morning once the thread rank is increased, the wearer almost instinctively knows the next toe was replaced. It’s also not their toe anymore. It also looks exactly the same and there’s nothing to show it’s different. But they know. Sometimes those toes twitch involuntarily. Not a normal twitch. Like someone else’s toes are twitching, but they’re your toes now. The wearer gains a +1 bonus to Initiative tests.

Thread Rank Three
Key Knowledge: The owner must learn what the runes on the exterior of the ring mean.
Effect: It’s the same deal as the first two—the next toe was replaced. Taking off the ring doesn’t change anything, other than no more bonuses, and the wearer knows severing the thread won’t bring their toes back. They’re gone. However, these new toes are better. But it’s a little weird when just the three stretch of their own volition. The wearer gains a +2 bonus to Jump-Up tests.

Thread Rank Four
Effect: Now the wearer’s big toe—the one that went to market—is feeling outnumbered and pretty much facing the inevitable. Like the wearer has it in for them. But the wearer isn’t crazy, this is definitely happening. See, they just wiggled on their own! This isn’t some funny game! Who is laughing?! The wearer gains +2 to their Movement Rate.

Thread Rank Five
Key Knowledge: The owner must learn what the runes on the interior of the ring mean.
Effect: The wearer knows with absolute certainty their toes on that foot were replaced by exquisite replicas of their toes. They still move and do everything they’re supposed to, but still… sometimes they do things without being asked. Maybe the wearer finds themselves thinking about picking things up with their toes more often than they normally would. It’s just right down there, and so are their toes. Which are basically fingers. The wearer did put a ring on them. The wearer gains a +2 bonus to Initiative tests.

Thread Rank Six
Effect: It’s the whole foot. The wearer isn’t crazy. Everyone else is crazy. See if your foot does this? Well, yes, everyone’s foot does that. But only when you want it to. This foot does it whenever it wants! See! See! The wearer can use the Jump Up combat option for 1 Strain.

29 July 2020

Earthdawn 4E: Anatomy of a Thread Item 49 - Wyvern Oil

This is the forty-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 wyvern skin armor with resistance to grappling. There's a few different ways to interpret that and strategies to aid against it. The most obvious is increasing Physical Defense against grappling attacks. So that went in there. However, most creatures initiate grappling through special maneuvers rather than a specific grappling attack - this makes the gamemaster's life easier since they don't have to frontload attacks with those details and can just add from a menu of options afterward. Making those special manevuers more difficult to pull off greatly reduces their frequency. So that went in there too. There's also improving the ability to escape, which went in as well. If you grew up in the country, the odds of you watching adolescent and older boys attempt to wrestle a greased pig increases significantly. Which became the guiding imagery here.


Wyvern Oil

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

Iridescent blue and green scales cover this wyvern skin armor and have a glistening sheen to them. Unlike the typical texture of wyvern scales, these are slick to the touch and have beautiful runes infused with True water carved into them. When light hits the scales just right, the sheen on the surface reveals patterns forming glyphs across the surface.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Mystic Armor 2.
Thread Rank Two
Effect: The armor is Mystic Armor 3.

Thread Rank Three
Key Knowledge: The owner must learn about the runes and glyphs of the armor.
Effect: The wearer gains the Wyvern Oil ability. As a Simple action for 1 Strain, the armor begins secreting a prodigious amount of oil until the end of the next round, quickly coating the armor and everything nearby, making the wearer quite a slippery little devil. The wearer gains +3 to their Physical Defense against Attack tests to grapple them and +3 to tests to escape from a grapple.

Thread Rank Four
Effect: When the wearer uses Wyvern Oil, they experience the joys of nearly zero friction and the armor is Initiative Penalty 2.

Thread Rank Five
Key Knowledge: The owner must learn where the wyvern used to create the armor lived.
Effect: The benefits from Wyvern Oil increase to +3 to Physical Defense against Attack tests to grapple them and +4 to tests to escape from a grapple.

Thread Rank Six
Effect: When the wearer uses Wyvern Oil, the oil is slightly noxious. If a special maneuver allows an opponent to initiate a grapple against the wearer, it requires an additional success to use.

28 July 2020

Earthdawn 4E: Anatomy of a Thread Item 48 - Quicksilver

This is the forty-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 in collaboration with a player who wanted a spell matrix, a bonus to Physical Defense, and a boost to Initiative. All of which can be seen on the even rank abilities. The rest I used to fill in the blanks between these themes and work with their Name.


Quicksilver

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

These soft leather boots are comfortable and largely non-descript outside of the glyph imprinted into the leather on each boot. Once donned, they give any wearer a slight spring in their step.

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

Thread Rank Two
Effect: The wearer gains the Quicksilver ability. As a Free action for 1 Strain, the boots shine like liquid metal and the wearer moves fluidly across the battlefield. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Three
Key Knowledge: The wearer must learn who created the boots.
Effect: The wearer gains +1 to Physical Defense.

Thread Rank Four
Effect: The bonus from Quicksilver is now +3 ranks to Avoid Blow.

Thread Rank Five
Key Knowledge: The wearer must learn about the glyph on the boots.
Effect: As a Free action for 1 Strain, the wearer gains +3 to their next Initiative test.

Thread Rank Six
Effect: If the wearer has Quicksilver active, they can use the following special maneuver:
Quicksilver (Wearer, Avoid Blow): Energy from movement is conserved and transferred by the boots. The wearer can spend additional successes on Avoid Blow tests to gain +1 to their next Initiative test. These bonuses are cumulative; e.g., two additional successes from one Avoid Blow test and one additional success from a second gives a total of +3 to the wearer’s next Initiative test.

27 July 2020

Earthdawn 4E: Anatomy of a Thread Item 47 - Coldest Care, The

This is the forty-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 with the requests of an item that provided a bonus to a Purifier healing talent. Cold Purify is a great candidate. New ways and/or interesting ways to use Cold Purify isn't easy since I spent last year writing a bunch of new knacks. I don't like giving access to a knack through a thread item, since it dilutes both. However, I think this offers a nice compromise. The theming here was based around the talent and tailored to the character. It's always nice when I can do that, but it's hardly necessary. I also sometimes like to go contrary because I need to be amused too.


The Coldest Care

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

Without a thread attached this silver armlet set with blue precious stones and neatly inscribed in gently curving runes is a piece of fine jewelry, once associated with high status among Landan nobles long ago. Once a thread is attached, the blue stones turn brilliant blue and cold to the touch. The metal shines as though wet and the enamel in the runes glows blue very faintly. When the wearer uses Cold Purify, the armlet absorbs into their skin, leaving the glowing blue runes as tattoos on the surface. The True water turns their blood vessels, lips, and eyes blue, and their skin cold. They exhale gentle frost for the duration.

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

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

Thread Rank Three
Key Knowledge: The owner must learn where the silver used for this armlet was mined.
Effect: The wearer gains +2 ranks to Cold Purify.

Thread Rank Four
Effect: The wearer can spend a Karma Point on an Action test to heal or treat a target’s injuries (this includes disease and poison). This is in addition to any other abilities that allow the owner to spend Karma on an associated test.

Thread Rank Five
Key Knowledge: The owner must learn who crafted the armlet
Effect: As a Free action when the wearer successfully heals a target’s damage with Cold Purify, they can spend a Recovery Test to heal additional damage using their Recovery Step for the test.

Thread Rank Six
Effect: The wearer gains an additional Recovery Test per day. This can only be used with the Rank Five effect.

24 July 2020

Earthdawn 4E: Anatomy of a Thread Item 46 - Paradox of Water, The

This is the forty-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 requests of an item that reduces penalties from Defensive Stance. Part of the request was also related to incorporating water, so I went with that. If you uderstand the reference, everything should make sense.


The Paradox of Water

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

A bracelet that seems to be cut from gleaming blue crystal. The facets sparkle too much and in ways they shouldn’t when light shines on it, which belies its true nature. Once a thread is attached, the bracelet slowly flows and shifts around the wearer’s wrist. The True water can move with almost imperceptible slowness, or become a torrent raging around the wearer’s arm. As the owner’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flow.

Strange runes reveal themselves to the owner within the bracelet as the thread rank increases. These runes shift and change; they seem to tell a story that reveals itself as the thread rank increases, but it is incomplete.

Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The water’s flow reflects in the wearer, their movements are fluid and soft, yielding and moving around attacks. The wearer gains +1 to Physical Defense.

Thread Rank Two
Effect: The water’s flow wraps around their limbs, becoming hard and powerful. The wearer gains +1 to close combat Damage tests.

Thread Rank Three
Key Knowledge: The owner must learn the locations of where the True water was harvested.
Effect: The water flows to the path of least resistance, never wasting its potential. For 1 Strain, the wearer reduces the penalties from Defensive Stance by 1 (typically to -2) until the end of the round.

Thread Rank Four
Effect: The water flows around the wearer, flowing around obstacles. The wearer gains +1 to close combat Attack tests.

Thread Rank Five
Key Knowledge: The owner must begin to unravel the mysteries of the runes in the bracelet.
Deed: The owner must travel to the locations where the True water was harvested and entreat with a water spirit dwelling there.
Effect: Whatever is fluid, soft, and yielding overcomes whatever is rigid and hard. For 1 Strain, the wearer now reduces the penalties from Defensive Stance by 2 (typically to -1).

Thread Rank Six
Effect: Turbulent water obscures the truth beneath. Patience and stillness allow clarity of water and mind. The wearer can spend a minute in calming themselves, feeling the bracelet flowing against their skin and spend an additional Karma Point on a test that benefits from such clarity of thought—e.g., Knowledge and Research tests—at the gamemaster’s discretion.

23 July 2020

Earthdawn 4E: Anatomy of a Thread Item 45 - Dwoemerswift

This is the forty-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 requests of initiative reduction seeming time-related effects from casting spells. This was a special request because the character was actually creating it, so I worked directly with the player.

Time-related magic is a fuzzy thing in Earthdawn, so I went with abilities that can be interpreted in a few ways, but no direct explanation for how they function. The player was happy with the result, whcih is what really counts in the end.


Dwoemerswift

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

The russet scales of this wyvern skin armor have highlights of burnished gold and the edges of each scale are trimmed with orichalcum. Exceptional craftsmanship can be seen throughout, though it is undecorated and a functional design. When a thread is attached, the True air woven into the armor interacts with True water, causing the wearer’s form to occasionally shimmer, as though disconnected from time for a brief instant.

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

Thread Rank Two
Effect: The wearer gains the Dwoemerswift ability. As a Simple action for 1 Strain, the orichalcum glows a coppery red, revealing the patterns it forms throughout the armor. The wearer’s next successful Spellcasting test gains the benefit of an additional success. If the additional success increases duration, it is two additional successes.

Thread Rank Three
Key Knowledge: The owner must learn where the True elements used in the armor's creation were harvested.
Effect: The armor is now Initiative Penalty 1.

Thread Rank Four
Effect: As a Simple action for 1 Strain after Dwoemerswift affects a spell, the air surrounding the wearer grows thick as everything immediately around them slows, giving the wearer more time to respond to attacks. The wearer gains +2 to Avoid Blow tests until the end of the next round.

Thread Rank Five
Key Knowledge: The owner must learn where the wyvern was killed.
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect: As a Simple action for 1 Strain after Dwoemerswift ability affects a spell, the wearer gains a preternatural awareness of attacks around them. The wearer can use Avoid Blow against Blindsided and Surprise attacks until the end of the next round.

22 July 2020

Earthdawn 4E: Anatomy of a Thread Item 44 - Slim Dusty

This is the forty-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 belt with an enhanced matrix. I'm mostly going to let where that went speak for itself. Which is mostly indefensible, but I would do it again every time.


Lucent Roots

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

A sheepskin belt that looks like it was cut and fashioned from a bag, with crude holes punched and a rudimentary buckle added. It is worn and a little water damaged. When a thread is attached, it resizes to fit the wearer and thrums almost happily whenever music is played.

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

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

Thread Rank Three
Key Knowledge: The owner must learn the swagman’s Name who first owned the tucker bag the belt was fashioned from and where the jumbuck used to make the bag came from. [Banjo Paterson and the jumbuck was stolen]
Effect: The wearer gains +1 to Elemental Tongues and Summon (Elemental) tests against water elementals.

Thread Rank Four
Effect: The wearer gains +2 to Elemental Tongues and Summon (Elemental) tests against water elementals.
Thread Rank Five
Key Knowledge: The owner must learn the fate of the first owner. [Drowned in a billabong escaping from mounted authorities.]
Effect: The wearer can specify one power a summoned water elemental has without increasing the Difficulty Number.

Thread Rank Six
Effect: The bonus provided to the wearer from Aid Summoner and Enhance Summoner powers gain +1 if the spirit is a water elemental. For example, the bonus from a Strength Rating 4 water elemental using Enhance Summoner is +5 instead of +4.

Thread Rank Seven
Deed: The owner must travel the path of the swagman and bargain with the spirits who live there. [Travel to the billabong, haunted by the first owner’s spirit and home to a water elemental, Waltzing Matilda.]
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect: When the wearer successfully summons a water elemental, they can ask for an additional service. The wearer must still negotiate for this service as usual. However, neither service can be a significant threat to the water elemental if this effect is used, nor can they be forced or coerced.