30 June 2020

Earthdawn 4E: Anatomy of a Thread Item 30 - Anointed Rings

This is the thirtieth 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 ring mail armor. There's a lot of space to play around there, so I went with toying with the words a little.

Anointed Rings

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

This set of ring mail armor seems entirely normal. The craftsmanship is good, but won’t raise eyebrows. It is well cared for and has seen use, but isn’t notable. When a thread is attached, one of the rings appears notably different for each thread rank. Typically it appears like a different material (e.g., blue glass, crystal, gold, etc.), etched with runes or script; something to clearly set it apart. Each affected ring is distinct from the other rings.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name
Effect: The armor is Mystic Armor 1.

Thread Rank Two
Effect: The armor is Mystic Armor 2.

Thread Rank Three
Key Knowledge: The owner must learn the significance of the different rings.
Effect: The armor gains the Anointed Rings ability and the owner can remove the distinctive rings and anoint them with their blood as a Standard action, taking 1 Blood Magic Damage for each ring anointed. These rings are easy for the owner to remove, requiring a simple tug and the armor shifts to accommodate its removal. Anyone (and only those) wearing an anointed ring benefits from the Anointed Rings ability (this includes the owner, who must be wearing an anointed ring to benefit, though not to use the ability). The anointment lasts until the owner ends it, which they can do at any time, allowing the owner to heal the Blood Magic Damage. Once ended, the ring disappears and reappears in the armor.

As a Simple action for 2 Strain, the armor wearer activates the Anointed Rings ability to give +2 to Mystic Armor until then end of the next round.

Thread Rank Four
Effect: While Anointed Rings is active, the armor wearer can spend a Karma Point on a different character’s Action test. This can be used once per round.

Thread Rank Five
Key Knowledge: The owner must learn which ring was the first and the most recent, and about the owner who added them.
Deed: The owner must have a distinctive ring crafted and incorporated into the armor.
Effect: The Anointed Rings ability also gives +2 to Physical Armor until the end of the next round.

Thread Rank Six
Effect: The armor wearer can use the Rank Four effect twice per round.

No comments:

Post a Comment