25 June 2020

Earthdawn 4E: Anatomy of a Thread Item 28 - Crush

This is the twenty-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 bonus to close combat Attack ability and "smashination." With that in mind... I'm leaving the notes intact because it makes a lot more sense that way.

Crush

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

This is an impressive spiked mace to behold with remarkable craftsmanship and runes of power along the surface. Everything about it speaks of strength. It is impossible to imagine there was ever a weapon superior for crushing your foes.

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

Thread Rank Two
Effect: The mace is Damage Step 8.

Thread Rank Three
Key Knowledge: The owner must learn the bound spirit’s Name. [It’s Crush, same as the mace. Crush is the kind of spirit signed up to be bound to a mace for all eternity because, “it sounds like a pretty good gig. I mean, just have to crush stuff, right? No more… nothing. No more nothing, bro. We spirits don’t do anything you don’t know about. Hey, brew me, dog, will ya?”]
Effect: The bound spirit can talk with the owner through their connection when the mace is within thread rank ×4 yards. However, the spirit doesn’t have anything useful to say. Ever. The spirit can understand the owner, but the owner has to talk out loud.

The wielder may use the Crush power. As a Free action for 1 Strain, the wielder adds +3 to their next close combat Attack test with the mace. The spirit will yell “Crush!” in the wielder’s head when this power is used cajoles them if they don’t yell it as well. This continues until the wielder starts to yell “Crush!” as well, at which point they’re yelling it together.

Sometimes the spirit wants a high five. This is advised against. Both because it’s a mace with spikes and it’s a high five. If the owner ever attempts to confuse the spirit (it’s not hard, you should feel bad), Crush cannot be used until the owner untangles the proverbial knot they created.

Thread Rank Four
Effect: When the wielder uses Crush, they can spend an additional 1 Strain to envelop the mace in concussive force, giving the wielder a separate Step 3/D4 die of earth damage.

Thread Rank Five
Key Knowledge: The owner must learn about who was responsible for the mace and how things ended up like this. Was this on purpose? Did something go wrong? Was it always like this? And their Name, Discipline, and that other stuff too.
Deed: The owner must make an oath to the spirit to crush things. [This isn’t a Blood Oath or even binding, which the spirit fully admits. “This is like a promise between bros. We’re like bound in this whole crushing thing. Together. And that, like, means way more than a Blood Oath. It’s a bro oath. A broath. That’s the deepest oath there is, bro.]
Effect: When the wielder uses Crush, they can use the Crush special maneuver.


Crush (Wielder, Crush): The wielder can spend additional successes on their Attack test to reduce the target’s Physical Armor by 1 per success. This is applied after the wielder’s Damage test.

Thread Rank Six
Effect: The wielder can call upon the spirit’s aid once per day as a Simple action, similar to a modified Enhance Summoner spirit power. They feel something hand-like slap their palm and the spirit’s essence fills them. The wielder can spend up to 3 Strain and gains +2 to an Action test that round per Strain. The Action test must be related to smashing something; this can apply to a Damage test if it is against a barrier or similar inanimate object.

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