Everything contained here is the work of a fan and not associated with FASA Games.
Races-the-Wind
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
A bracelet woven from horse hair taken from the manes of all the great steeds of an ork clan. This practice represents continuity for their people and comparatively short lives, and an eternal bond with their horse allies.
Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The wearer gains +1 to Social Defense.
Thread Rank Two
Effect: The wearer gains +1 to Physical Defense.
Thread Rank Three
Key Knowledge: The owner must learn about the clan.
Effect: The wearer gains the Races-the-Wind ability. As a Simple action for 1 Strain, the wearer’s hair appears to lengthen into a wild mane and they gain +4 to their Movement Rate until the end of the next round (this applies to their mount if they are mounted).
Thread Rank Four
Effect: While Races-the-Wind is active, the wearer gains +2 to Attack or Damage tests if they have moved over half their Movement Rate (or their mount’s Movement Rate if mounted). The wearer must choose which test gets the bonus when Races-the-Wind is used.
Thread Rank Five
Key Knowledge: The owner must learn the horses’ Names.
Effect: The owner may store Karma Points up to the thread rank in the bracelet. The wearer may transfer Karma Points between their Karma pool and the bracelet as a Standard action, and may spend Karma from the bracelet as if it were in their Karma pool.
Thread Rank Six
Effect: While Races-the-Wind is active, the wearer can spend a Karma Point on any Action test against an opponent if they moved over half their Movement Rate (or their mount’s Movement Rate if mounted). This can be used once per round.
No comments:
Post a Comment