27 August 2020

Earthdawn 4E: Anatomy of a Thread Item 70 - Equilibrium

This is the seventieth 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 in collaboration with a player. The basic design included orichalcum, and True air and fire, with abilities to improve Attack tests, store Karma, and +2 to Dexterity Value. The player supplied a film reference for what they wanted and I may be familiar with the film in question and made a very subtle reference to it


Equilibrium

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

A thumb ring of pure orichalcum with what looks like a channel of diamonds and a channel of rubies set in a double helix. When a thread is woven to the ring, the gems reveal their nature as True air and fire. They glow and create small gusts and flames as the wearer calls on the ring’s powers.

Thread Rank One
Key Knowledge: The owner must learn the ring’s Name.
Effect: The wearer gains the Equilibrium ability. For 1 Strain as a Simple action, the band of diamonds reveals its nature as True air and a band of glowing gusts appears over it. The wearer gains +2 ranks to Avoid Blow until the end of the next round.

Thread Rank Two
Effect: When the wearer uses Equilibrium, the band of rubies reveals its nature as True fire and a band of flames appears over it. The wearer gains +2 to ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round. The use must be against a successful Attack test.

Thread Rank Three
Key Knowledge: The owner must learn where the True elements were harvested.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Four
Effect: When the wearer uses Equilibrium, the bands of air and fire wind together in a double helix over the ring when this effect is used. The wearer can spend an additional Karma Point on an Avoid Blow test against an opponent they attacked within the last round.

Thread Rank Five
Key Knowledge: The owner must learn who created the ring.
Effect:
When the wearer uses Equilibrium, the bands ignite in a flare that races down the wearer’s arm to their weapon when this special maneuver is used.
Equilibrium (Wearer, Avoid Blow): The wearer can spend additional successes on an Avoid Blow test to gain +1 per success to their next ranged combat Attack test against that opponent by the end of the next round. These bonuses are cumulative. This special maneuver can only be used against successful Avoid Blow tests.

Thread Rank Six
Effect: The wearer gains +2 to their Dexterity Value.


Thread Rank Seven
Key Knowledge: The owner must learn where the orichalcum came from.
Effect: When the wearer uses Equilibrium, they gain +3 to Avoid Blow tests and ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round.

Thread Rank Eight
Effect: When the wearer uses Equilibrium, they can spend an additional Karma Point on a ranged combat Attack test against an opponent they successfully used Avoid Blow against since the previous round. The wearer also gains +1 Karma Step when spending Karma Points on effects provided by the ring.

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