30 October 2020

Earthdawn 4E: Anatomy of a Horror 13 - The Pritchman

This is the thirteenth 4E Anatomy of a Horror, 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.

This was written up for FASA's Halloween social media in honor of Kyle Pritchard.

The general concept here plays with Kyle, who I've worked with for years now and much more so since 2018 with Elven Nations, more in 2019 with The Adept's Journey: Mystic Paths, and a lot partnering for getting Iopos: lair of Deceit out the door. Between the latter, Empty Thrones, his continued work on Legends of Barsaive, things behind the scenes, and life in general—this has been a very busy year. Without hyperbole, he is one of the nicest and most humble people you will have the pleasure to meet.

This Horror is designed to be less of a nebulous plot device than the previous two, The Babcock and J'osh the Vexing Son, and more of specific threat to a location. Given his dual nature, he's easily a recurring threat and can easily continue being a threat even if he doesn't see it that way. In contrast to the inspiration's pleasant demeanor, the Horror is more visceral and brutal. While still maintaining that same demeanor.


The Pritchman

Easily one of the most insidious Horrors due to the complete sincerity associated with his actions. Nethermancers and scholars who discuss the accounts that filter to them debate The Pritchman’s true nature—to what extent is it a ruse merely to capture prey and wring the most possible from them or is it the bizarre case of a Horror attempting to make friends of a sort and simply being entirely unaware of how this is supposed to work. Despite these ruminations, the end result is much the same: The Pritchman lures in even the most wary with friendly acts and an unassuming demeanor before cutting them to the core.

The Pritchman can take the form of any humanoid Namegiver, but prefers the appearance of an innocuous human man when appropriate. He’s helpful, jovial, friendly, and entirely morally bankrupt. It’s impossible to not enjoy his company with an easygoing demeanor and this Horror is the first to offer help to anyone in need. However, it should be known he may have orchestrated that need in the first place, as he makes subtle use of Corrupt Reality to shape his victims’ world, forcing them to increasingly rely upon him. He never asks anything in return and feeds from the feelings of guilt this instills in these friends.

While many powerful Horrors prefer to work through constructs and lesser Horrors under their sway, The Pritchman is very hands on. He delights in inflicting the final betrayal on his victims, forcing them under his sway when they are overwhelmed by the enormity of the betrayal. It’s possible The Pritchman doesn’t see it this way and instead sees it as the way they can be together forever, by exchanging body parts. Horrors don’t tend to come from a good home life, but there’s still no real excuse for this behavior (though some Nethermancers still find a way to blame the victims).

There is no beholding The Pritchman’s true form in the same way as other Horrors. His astral form perfectly reflects his material form, though flesh is just as malleable as feelings to his fingers. Given the dangers of Barsaive, there’s nothing suspicious of the knives he carries on his person, though they aren’t wholly necessary since he can form weapons from his body just as easily. However, he does use them to different effects.

Challenge: Warden (Eleventh Circle)
DEX: 15        Initiative:                    17       Unconsciousness:      131
STR: 12         Physical Defense:  17       Death Rating:               149
TOU: 18        Mystic Defense:      19       Wound Threshold:     27
PER: 17         Social Defense:       20       Knockdown:                 14
WIL: 14        Physical Armor:      13       Recovery Tests:            6
CHA: 19        Mystic Armor:         10       Karma:                            11 (44)
Movement: 12
Actions: 3; Knives: 30 (24), Unarmed: 32 (22)
Powers:
Awareness (38, Simple): As the talent, Player’s Guide, p. 129.
Corrupt Compromise (25, Standard)
Corrupt Reality (25, Standard)
Cursed Luck (27, Free)
Damage Shift (27, Simple): The Pritchman can transfer one Wound per success to the victim. He cannot also transfer damage if used in this fashion and must spend one Karma Point per Wound transferred.
Displace (Standard)
Dual Nature: The Pritchman has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one form survives, it can reform the other. Attacks that deal Mystic damage affect both forms simultaneously.
Feast of Suffering: The Pritchman gains +1 to Attack and Damage tests for each Wound the target has.
Flesh of Theseus (Sustained):
The Pritchman cuts off a piece of a marked victim and devours it, then cuts off the equivalent piece from his body and attaches it to the victim, which blends into the victim’s body shortly and gives them at least one Corruption Point (more may be appropriate for larger body parts at the gamemaster’s discretion). His body part quickly grows back and looks reminiscent of the victim’s body part. This functions like Horror Thread (Gamemaster’s Guide, p. 464), but there are no additional costs and it is always successful. However, The Pritchman can only control that affected piece of the victim’s body—this allows him to see out of their eye, listen from their ear, use their hand, etc. The Pritchman’s mark can never be removed or sequestered once this power is used.
Forge Construct (25, Standard):
The Pritchman prefers to create boneless and grotesques from victims who outlived their usefulness, but still have a little left to give.
Foundation of Lies is Still a Foundation: The Pritchman gains +5 to all Action tests against a victim for every Attitude level above Neutral they possess towards The Pritchman. If the victim suffers a complete betrayal from The Pritchman, this bonus is maintained at the previous level until sunrise.
Harvest Energy (30, Free):
If the harvested emotion is betrayal, guilt, or pain, The Pritchman gains an additional Karma Point, and gains a point even if the test fails.
Heart Knows What It Wants, The: The Pritchman can make close combat attacks against the target’s Mystic Defense (this can affect targets in astral space).
Horror Mark (25, Standard): 
The Pritchman can only use this power on targets who have at least a Friendly attitude towards him. In addition to the normal effects, the victims of The Pritchman’s Horror Mark find themselves increasingly relying on him, coming to trust him and gain a Corruption Point upon receiving the mark.
Karma Boost (Free)
Resist Pain (4)
Special Maneuvers:
Corrupted Wound (The Pritchman, Unarmed): The Pritchman may spend two additional successes on an Attack test to leave pieces of his corrupted essence behind when attacking with their natural blades. If the attack causes a Wound, it becomes corrupted and the next healing effect on the victim within 10 minutes causes damage instead; this includes potions, spells, talents, etc. If the effect has a duration, it causes damage for the duration of the effect.
Cutting Room Floor (The Pritchman, Knives): The Pritchman may spend two additional successes on an Attack test to ignore the target’s Physical Armor. If this inflicts more than one Wound, it may sever part of the victim’s body at the gamemaster’s discretion. The size of the body part should be proportional to the number of Wounds inflicted.
Fillet of Flesh (The Pritchman, Close Combat): The Pritchman cuts deeply into his opponent with his blade, easily separating flesh from bone by spending additional successes on their Attack test to reduce their opponent’s Wound Threshold by -2 for this attack. Each success spent in this fashion allows The Pritchman to inflict an additional Wound on the target based on the new Wound Threshold.
Hamstring (The Pritchman, Close Combat)

29 October 2020

Earthdawn 4E: Anatomy of a Thread Item 112 - Unquenchable Fire

This is the one-hundred and twelfth 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 bracelet with a no Strain with Aggressive Attack combat option effect. Also to tie it in with a previous thread item—this one with a fire theme to complement the previous water theme. Much of the design was about contrasting and complementing the previous work. Connected, but still distinct and stands on its own.



Unquenchable Fire

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

A bracelet that seems to be cut from gleaming red 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 glows and blazes in time with the wearer’s heartbeat and disposition. The True fire never goes out, merely moving from a simmer to conflagration around the wearer’s arm. As the wearer’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flame.

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 slowly, but it is incomplete.

Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The fire’s burning reflects in the wearer, making them warm and affable as required. The wearer gains a +1 bonus to Interaction tests.

Thread Rank Two
Effect: The fire wraps around their limbs, a reminder of how it both brings life and warmth, but is terrible in anger. The wearer gains a +1 bonus to close combat Attack tests.

Thread Rank Three
Key Knowledge: The owner must learn the locations of where the True fire was harvested.
Effect: Uncontrolled fire runs rampant without regard, but when harnessed and focused, it is a tool. The wearer does not take Strain for the Aggressive Attack combat option.

Thread Rank Four
Effect: Fire consumes what is in its path. It is hungry and relentless. The wearer gains a +1 bonus to close combat Damage 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 fire was harvested and entreat with a fire spirit dwelling there.
Effect: Fire is defined not by how long it burns, but how bright and how hot. For 1 Strain, the wearer gains an additional +1 to Attack and Damage tests when using the Aggressive Attack combat option.

Thread Rank Six
Effect: Time is the unquenchable fire in which we burn. Once per round for 2 Strain, the wearer may spend an additional Karma Point on a direct, violent Action test.

28 October 2020

Earthdawn 4E: Spirit List

This is a list of spirt entries, part of 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.

There isn't any truly new content in this post, simply a list of all spirits in Earthdawn 4E. I'm including creatures from official English releases (except Legends of Barsaive adventures) and this blog. Since this list is updated with all new, applicable material, these constraints are going to help me stay sane.

As of right now, the list is by challenge, but I don't know if it would be more useful organized in a different fashion. If there is any additional information that would both be useful and easy to include, let me know.

Novice
  • Air Spirits [Type] (Novice, 1-4) {Elemental} [GMG, p. 383]
  • Ally Spirits [Type] (Novice, 1-4) {Ally} [GMG, p. 376]
  • Ant Spirits [Type] (Novice, 1-4) {Invae} [GMG, p. 406]
  • Canine Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 338]
  • Earth Spirits [Type] (Novice, 1-4) {Elemental} [GMG, p. 387]
  • Feline Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 340]
  • Fire Spirits [Type] (Novice, 1-4) {Elemental} [GMG, p. 391]
  • Hoofed Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 343]
  • Primate Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 345]
  • Raptor Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 347]
  • Rodent Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 350]
  • Ursine Spirits [Type] (Novice, 1-4) {Beast} [TAJ:MP, p. 352]
  • Water Spirits [Type] (Novice, 1-4) {Elemental} [GMG, p. 395]
  • Wood Spirits [Type] (Novice, 1-4) {Elemental} [GMG, p. 400]
  • Thorn Man (Novice, 3) {Elemental [Wood]} [GMG, p. 404]
Journeyman
  • Air Spirits [Type] (Journeyman, 5-8) {Elemental} [GMG, p. 383]
  • Ally Spirits [Type] (Journeyman, 5-8) {Ally} [GMG, p. 376]
  • Ant Spirits [Type] (Journeyman, 5-8) {Invae} [GMG, p. 406]
  • Canine Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 338]
  • Earth Spirits [Type] (Journeyman, 5-8) {Elemental} [GMG, p. 387]
  • Feline Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 340]
  • Fire Spirits [Type] (Journeyman, 5-8) {Elemental} [GMG, p. 391]
  • Hoofed Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 343]
  • Primate Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 345]
  • Raptor Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 347]
  • Rodent Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 350]
  • Ursine Spirits [Type] (Journeyman, 5-8) {Beast} [TAJ:MP, p. 352]
  • Water Spirits [Type] (Journeyman, 5-8) {Elemental} [GMG, p. 395]
  • Wood Spirits [Type] (Journeyman, 5-8) {Elemental} [GMG, p. 400]
  • Dryad (Journeyman, 5) {Elemental [Wood]} [GMG, p. 401]
  • Gnome (Journeyman, 5) {Elemental [Earth]} [GMG, p. 390]
  • Muse (Journeyman, 5) {Ally} [GMG, p. 382]
  • Salamander (Journeyman, 8) {Elemental [Fire]} [GMG, p. 394]
  • Squeak (Journeyman, 5) {Named Beast [Rodent]} [TAJ:MP, p. 351]
  • Sylph (Journeyman, 5) {Elemental [Air]} [GMG, p. 386]
  • Undine (Journeyman, 5) {Elemental [Water]} [GMG, p. 399]
  • Dodger (Journeyman, 6) {Named Ally [City]} [GMG, p. 379]
  • Bone Spirit (Journeyman, 7) {Ally} [ET, p. 235]
  • Chaachee (Journeyman, 7) {Named Beast [Hoofed]} [TAJ:MP, p. 345]
  • Looey (Journeyman, 7) {Named Beast [Primate]} [TAJ:MP, p. 347]
  • Genegee (Journeyman, 7) {Elemental [Earth]} [ET, p. 236]
  • Slayer Spirit (Journeyman, 7) {Ally} [ET, p. 237]
  • Ethrys (Journeyman, 8) {Named Elemental [Earth]} [GMG, p. 388]
  • Grey Brother (Journeyman, 8) {Named Beast [Canine]} [TAJ:MP, p. 340]
  • Ignis (Journeyman, 8) {Elemental [Fire]} [GMG, p. 394]
  • Mistral (Journeyman, 8) {Elemental [Air]} [GMG, p. 385]
  • Torrent (Journeyman, 8) {Elemental [Water]} [GMG, p. 398]
Warden
  • Air Spirits [Type] (Warden, 9-12) {Elemental} [GMG, p. 383]
  • Ally Spirits Spirits [Type] (Warden, 9-12) {Ally} [GMG, p. 376]
  • Ant Spirits [Type] (Warden, 9-12) {Invae} [GMG, p. 406]
  • Canine Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 338]
  • Earth Spirits [Type] (Warden, 9-12) {Elemental} [GMG, p. 387]
  • Feline Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 340]
  • Fire Spirits [Type] (Warden, 9-12) {Elemental} [GMG, p. 391]
  • Hoofed Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 343]
  • Primate Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 345]
  • Raptor Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 347]
  • Rodent Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 350]
  • Ursine Spirits [Type] (Warden, 9-12) {Beast} [TAJ:MP, p. 352]
  • Water Spirits [Type] (Warden, 9-12) {Elemental} [GMG, p. 395]
  • Wood Spirits [Type] (Warden, 9-12) {Elemental} [GMG, p. 400]
  • Rann (Warden, 9) {Named Beast [Raptor]} [TAJ:MP, p. 349]
  • Agni (Warden, 10) {Named Elemental [Fire]} [GMG, p. 393]
  • Aquans (Warden, 10) {Named Elemental [Water]} [GMG, p. 397]
  • Gargan (Warden, 10) {Named Elemental [Air]} [GMG, p. 384]
  • Greyswain (Warden, 10) {Named Ally [Guardian]} [GMG, p. 379]
  • Hasapik (Warden, 10) {Elemental [Earth]} [GMG, p. 391]
  • Papa Bear (Warden, 10) {Named Beast [Ursine]} [TAJ:MP, p. 353]
  • Jungle Lord, The (Warden, 11) {Named Beast [Feline]} [TAJ:MP, p. 342]
  • Pumpkin King, The (Warden, 12) {Elemental [Wood]} [GMG, p. 402]
Spirit Templates
  • Bone Spirits {Ally} [GMG, p. 377]
  • City Spirits {Ally} [GMG, p. 378]
  • Guardian Spirits {Ally} [GMG, p. 380]
  • Hearth Spirits {Ally} [GMG, p. 381]

27 October 2020

Earthdawn 4E: Anatomy of a Thread Item 111 - Mistish Farad

This is the one-hundred and eleventh 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 nordaltres. The first bonus needs to include the basic effect of the magic item if one is further enchanted. After that, I wanted to build on the general Woodsman themes. In this case, that includes general wilderness-y things and builds into stalking quarry.



Mistish Farad

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

This dark green nordaltres features an embroidered stag as the symbol for the nordal. Like all nordaltres, it repels dirt and stains, always looking clean and new.

Thread Rank One
Key Knowledge: The owner must learn the nordaltres’s Name.
Effect: The wearer gains +3 to resistance tests against gases.

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

Thread Rank Three
Key Knowledge: The owner must learn which nordal it symbolizes.
Effect: The wearer gains +1 rank to Wilderness Survival.

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

Thread Rank Five
Key Knowledge: The owner must learn the fate of the nordal.
Effect: The wearer gains the Mistish Farad ability. After succeeding on a Tracking test, the wearer can declare a hunt and take 1 Blood Magic Damage to make the target they are tracking their quarry. This sharpens the wearer’s senses and focuses them on their quarry. The wearer gains +2 to Awareness tests against their quarry and Danger Sense tests if the quarry is included in the opposing group. They also do not suffer penalties from sensory deprivation against their quarry. For example, the wearer doesn’t suffer Blindness penalties to attacks against their quarry.

The wearer can end their hunt at any time and heal the damage as normal. Once the hunt ends, the wearer must find their trail and succeed at a Tracking test to declare a hunt against the target. The wearer can only have one hunt declared at a time.

Thread Rank Six
Effect: The wearer’s predatory instincts are honed against their quarry while a hunt is declared with Mistish Farad. The wearer gains +2 to Attack and Damage tests against their quarry as long as the Blood Magic Damage is committed.

26 October 2020

Earthdawn 4E: Anatomy of a Thread Item 110 - Belt of Clan Goronich

This is the one-hundred and tenth 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 spell matrix, Durability, and a bonus to Toughness. That's a pretty clear theme. Improving to an Enhanced Matrix is entirely reasonable. Improvements to Iron Constitution and a bonus Recovery Test support this theme along with general "dwarfiness."


Belt of Clan Goronich

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

This finely crafted wide leather strap manages to be both thick and supple. So wide it’s nearly a girdle. The dark stain contrasts with the brilliant oversized brass buckle. Two glyphs adorn the buckle, carved into the surface in severe angles. Once a thread is woven, the wearer appears much larger than they are at first glance. Though any scrutiny reveals the truth and it’s merely a passing impression.

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 rank to Iron Constitution.

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

Thread Rank Four
Effect: The wearer gains +2 ranks to Iron Constitution.

Thread Rank Five
Key Knowledge: The owner must learn what legendary figure served as the inspiration for the belt.
Effect: The wearer gains +2 to their Toughness Value.

Thread Rank Six
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Seven
Key Knowledge: The owner must learn the location of the Clan Goronich ancestral hall.
Deed: The owner must take the belt to the Clan Goronich ancestral hall and throw a proper party.
Effect: The wearer gains +3 Circles to a Discipline of their choice for the purpose of determining Durability.

Thread Rank Eight
Effect: The Standard Matrix is now an Enhanced Matrix.

23 October 2020

Earthdawn 4E: Anatomy of a Thread Item 109 - Urdr

This is the one-hundred and 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 in collaboration with a player. They wanted bonuses to Second Weapon (this is intended as an off-hand weapon) and an ability to reduce opponents' damage based around parrying. I believe a large jitte was something along the lines of their inspiration. All together, this was pretty straight foward; a damage boost, special maneuver, and talent rank to enable the special maneuver for the wielder rounded it out.


Urdr

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

This finely crafted troll sword has an oddly shaped crossguard that sweeps up and runs parallel with the blade’s ricasso. A skilled wielder can use this unusual feature in such a large weapon to trap weapons and leverage that size to damage them. Its defensive design makes it better-suited as an off-hand weapon, while the True elements infused in the blade enhance the wielder’s ability to wield it.

Thread Rank One
Key Knowledge: The owner must learn the sword’s Name.
Effect: The wielder gains +1 rank to Second Weapon.

Thread Rank Two
Effect: The sword is Damage Step 7.

Thread Rank Three
Key Knowledge: The owner must learn who crafted the sword.
Effect: The wielder gains +2 ranks to Second Weapon.

Thread Rank Four
Effect: The wielder gains +1 rank to Avoid Blow.

Thread Rank Five
Key Knowledge: The owner must learn where the sword was crafted.
Effect: The wielder gains the Fires of Fate ability. As a Simple action for 1 Strain, the sword’s fuller glows bright red and flames engulf it until the end of the next round. The wielder gains a +2 bonus to Damage tests with the sword and adds the Fire keyword.

Thread Rank Six
Effect: While the wielder is using Fires of Fate, they can use the Grip of Fate special maneuver.

Grip of Fate (Wielder, Avoid Blow): For 1 Strain per success, the wielder can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.

22 October 2020

Earthdawn 4E: Anatomy of a Thread Item 108 - Death Flies on Sparkly Wings

This is the one-hundred and 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 crystal plate. Since the intended recipient is a windling Cavalryman, that changes some of the assumptions on how the character operates and what benefits them the most. For whatever reason, I wanted to encourage movement. however keeping the armor viable for more than just a Cavalryman means fiddling a bit with how Movement Rate can be affected.


Death Flies on Sparkly Wings

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

This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.

While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 8.

Thread Rank Two
Effect: The armor is Mystic Armor 8.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.

Thread Rank Four
Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.

Thread Rank Five
Key Knowledge: The wearer must learn about the first owner.
Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.

Thread Rank Six
Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.