13 January 2021

Earthdawn 4E: Anatomy of a Thread Item 119 - Windfury

This is the one-hundred and nineteenth 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 sword. That seems easy, but it's more difficult than it may first seem. At least, if you want to make a truly windling sword. So I put something together that tries to address bonuses in a different fashion, even while doing roughly the same things and I think it comes out perhaps more interesting for it. The thread item certainly feels different in how it comes together and what it emphsizes and how it goes about doing so.


Windfury

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

This windling sword is notable for the subtle, graceful curve to its nearly translucent blade, chisel tip, and lack of any guard. It’s a rare, but classic design from a windling tribe that calls Glenwood Deep home. Crafted for a flurry of slashing attacks while moving at high speed and relying entirely on the wielder’s ability to evade counterattacks.

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

Thread Rank Two
Effect: The wielder gains +1 to Initiative tests.

Thread Rank Three
Key Knowledge: The owner must learn about the windling tribe.
Effect: The wielder gains +2 to Attack tests.

Thread Rank Four
Effect: The wielder gains +2 to Initiative tests.

Thread Rank Five
Deed: The owner must travel to the tribe and earn their favor.
Effect: The wielder gains the Windfury ability. As a Simple action for 1 Strain, slashing winds emanate around the sword and the blade darkens. The wielder gains +2 to close combat Damage tests with the sword against opponents with lower Initiative until the end of the round.

Thread Rank Six
Effect: If Windfury is active, the wielder can spend an additional Karma Point on a close combat Damage test with the sword against an opponent with lower Initiative.

06 January 2021

Earthdawn 4E: Anatomy of a Thread Item 118 - Tempest Guide

This is the one-hundred and eighteenth 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 hat with a bonus to Charisma. Clearly such a hat should also have personality. Perhaps even be a little distracting. Given the character is an Air Sailor with a couple other thread items, I leaned into that direction.


Tempest Guide

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

A tricorn hat made from the softest espagra hide imaginable. The brilliant white scales are shaded with delicate blue and gray, and sparkle with True air woven into them. A iridescent, dark blue feather, dark blue piping along the edges of the hat, and embroidery with orichalcum thread complete the look. This style was once fashionable before the Scourge and is certainly still eye catching.

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

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

Thread Rank Three
Key Knowledge: The owner must learn when and where the hat was once fashionable.
Effect: The wearer gains the Tempest Guide ability. As a Free action for 1 Strain, a storm begins to brew around the wearer if they are using Air Dance. Each footstep is a crack of lightning and between them the roll of thunder. The wearer gains +3 to their Initiative and this effect lasts until the end of the round.

Thread Rank Four
Effect: While the wearer is using Tempest Guide, lightning strikes when they attack, drawing the target’s attention. The wearer gains the effects of an additional success on their Distract test if they attacked the target this round and the target has a lower Initiative result.

Thread Rank Five
Key Knowledge: The owner must learn why time only flows in one direction.
Effect: While the wearer is using Tempest Guide, ominous thunder fills the area, building to a crescendo. They gain the following special maneuver:

Tempest Guide (Wearer, Initiative): After the wearer successfully uses Distract on a target, they may compare their Initiative to the target’s and can spend additional successes to give an ally +1 per success to their next close combat Attack test against the target.

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