03 August 2020

Earthdawn 4E: Anatomy of a Thread Item 52 - Glamered Stones

This is the fifty-second 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 necklace with detachable stones and those stones glow when targeted by a spell. Which doesn't make a lot of sense as written. However, the character is an Illusionist and I think I get where they're going: they want to notify their allies when casting an illusion so they can disbelieve. That's a little dull for an Illusionist based thread item and too combat-focused, though appropriate as a general idea. So what the stones can do gets a lot broader, meaning they can be used to send codes if everyone prepares for it. From there social and trickery related effects. This plays into the mentalism aspect of Illusionists that can be frequently overlooked, including things helpful to any cold-reader.

Glamered Stones

Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

A golden necklace set with a variety of polished jaspilite stones in various sizes. Each of the red and black stones is etched with a matching rune.

Thread Rank One
Key Knowledge: The owner must learn the necklace’s Name.
Effect: The wearer can detach one stone per thread rank and produce a variety of effects through the detached stones if they are within rank ×10 yards of the wearer. As a Simple action (“Begin”) the wearer can: cause the stones to glow softly, only the red, black, or runes to glow, vibrate or pulse softly, grow cool or warm to the touch (but not uncomfortable in either direction), emit a humming sound, or flash. This effect cannot single out individual stones. The wearer can end this effect as a Simple action (“End”). Each Simple action can only be performed once per round. If a stone is not replaced, it becomes inert and turns to dust after a week, and the necklace replaces the stone.

Thread Rank Two
Effect: The wearer gains +1 to Social Defense.

Thread Rank Three
Key Knowledge: The wearer must learn where the stones were quarried.
Effect: The wearer gains the Glamered Stones ability. As a Simple action for 1 Strain, the wearer removes a stone and causes it to softly glow alternating red and black in a soothing pattern while emitting a strangely peaceful sound. While all who see it are soothed, the wearer gains a +1 bonus to non-violent Charisma-based tests against whoever is holding the stone as they are mildly hypnotized by the effect. The effect lasts for up to thread rank minutes, or until the wearer ends it as a Simple action; the effect can be renewed by paying 1 Strain. This cannot be used during combat, nor to intimidate, directly put them in danger, or similar. The removed stone must be within thread rank × 10 yards and counts against the total number of stones that can be removed.

Thread Rank Four
Effect: The wearer gains +1 to Mystic Defense.

Thread Rank Five
Key Knowledge: The owner must learn about who created the necklace.
Effect: The Glamered Stones ability now gives a +2 bonus to non-violent Charisma-based tests.

Thread Rank Six
Effect: The owner can now see a secret set of runes on the reverse of each stone. These can only be seen by an owner at this thread rank. This gives each stone a distinct identity and allows the wearer to target each stone individually or omit specific stones. This allows the wearer to use Glamered Stones on stones already handed out.

Thread Rank Seven
Key Knowledge: The owner must learn the nature of the runes adorning the stones.
Effect: The wearer gains +2 to Social Defense and the Glamered Stones ability now gives a +3 bonus to non-violent Charisma-based tests.

Thread Rank Eight
Effect: When Glamered Stones is active, the wearer can gather information about the person in possession of the stone by spending 3 Strain making a CHA + Thread Rank test as a Standard action against their Social Defense. Each success allows the wearer to ask one question about the possessor’s state of mind, desires, fears, etc. The stone gathers feedback from the possessor and provides information to the wearer after one minute for each question. The wearer is not required to ask all their questions immediately and can wait for a response before asking a new question.

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