01 July 2020

Earthdawn 4E: Anatomy of a Thread Item 31 - Shimshon's Belt

This is the thirty-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 belt that grants an extra Recovery Test. That made my mind wander a little when thinking of what the general theme would be. Maybe wander a lot.

Shimshon's Belt

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

A sturdy belt with no decoration outside of the woven leather and hair. Thick leather from some creature alternates with coarse hair to create a weave for the strap. The clasp and end tip are both simple, worn brass.

Thread Rank One
Key Knowledge: The owner must learn the belt’s Name.
Effect: The wearer gains a +1 bonus to Recovery tests.

Thread Rank Two
Effect: The wearer gains the Shimshon’s Belt ability. As a Free action for 1 Strain, the wearer becomes bathed in a soft, golden light as though the sun is shining down on them, and their hair appears long and luxurious. They gain +3 to their Strength Step for the next associated use (whether a test or creating a Difficulty Number). This cannot be used for Damage or Knockdown tests.

Thread Rank Three
Key Knowledge: The owner must learn where the leather and hair came from.
Effect: The owner gains a +2 bonus to Recovery tests.

Thread Rank Four
Effect: While Shimshon’s Belt is active, the owner can spend a Recovery Test as a Free action to gain a bonus to a Strength or Toughness-based test equal to their Strength Step. This can apply to Damage and Knockdown tests, and benefits from the Shimshon's Belt bonus.

Thread Rank Five
Key Knowledge: The owner must learn who created the belt.
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect: While Shimshon’s Belt is active, the wearer can use a Standard action and spend 3 Strain to strike the ground and cause it to bucle, crack, and open into yawning fissures. This affects a 6-yard radius which must be at least adjacent to the wearer. Anyone standing on the affected area must make a Knockdown test using the wearer’s Strength Step + Thread Rank as the Difficulty Number. Movement costs within the affected area are doubled until the end of next round. This can be done once per day.

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