30 September 2020

Earthdawn 4E: Anatomy of a Thread Item 94 - Skeletal Ring

This is the ninety-fourth 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 ring with a bonus to Perception. Here is where I normally give some kind of explanation to insight to what thinking. But there's not much more here other than I thought this would be interesting. For me. I don't know about the player. But, uh... it pays to do your research before binding your life to strange magic items?


Skeletal Ring

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

This finely crafted crystal ring is very thin and covered by fine runes that almost look like spidery veins through the crystal. The runes’ color shifts between red and silver as the light changes. Once worn, the colors pulse ever so slightly with the wearer’s heartbeat. However, the ring is uncomfortably cold until a thread is woven.

Thread Rank One
Key Knowledge: The owner must learn the ring’s Name.
Effect: The wearer gains +1 rank to Frighten.

Thread Rank Two
Effect: The wearer gains +1 rank to Resist Pain.

Thread Rank Three
Key Knowledge: The owner must learn the runes’ meaning.
Effect: The ring sinks into the wearer’s flesh, slowly carving to the bone. This causes no pain at all, but is discomforting to watch and feel. It forms a perfect seal around the wearer’s finger bone, providing an unhindered view of what’s going on down there there through the band. The runes become an intrinsic part of the wearer’s circulatory system, moving blood between the rest of their finger and their body.

The wearer also gains the Skeletal Ring ability. As a Simple action for 1 Strain, the runes turn silver and a chill spreads through the wearer, visibly turning them slightly blue in their extremities until the end of the next round. During this time, the wearer gains +2 to Mystic Armor.

Thread Rank Four
Effect: The ring expands, covering the wearer’s entire phalanx in a tube of crystal with the bone underneath on display. When the wearer uses Skeletal Ring, the wearer can channel the cold into their visage, causing ice to swirl around them. The wearer gives themselves a penalty to Mystic Armor up to the Thread Rank to provide an equivalent bonus to Frighten tests until the end of the next round. If this effect is used again, the previous effect immediately ends. This cannot reduce the wearer’s Mystic Armor below 0.

Thread Rank Five
Key Knowledge: The owner must learn who created the ring.
Effect: The ring expands to cover the second phalanx. When the wearer uses Skeletal Ring, the wearer can channel the cold through their body, causing them to be numb to pain. The wearer gives themselves a penalty to Mystic Armor up to the Thread Rank to provide equivalent additional ranks to Resist Pain until the end of the next round. If this effect is used again, the previous effect immediately ends; this can be used at the same time as the Rank Four effect, allowing the wearer to apply two penalties and give a bonus to both Frighten and Resist Pain. This cannot reduce the wearer’s Mystic Armor below 0.

Thread Rank Six
Effect: The ring expands to cover the entire finger. Blood no longer flows through the crystal and the runes appear embedded on the wearer’s bone. The wearer gains +2 to their Perception Value.

29 September 2020

Earthdawn 4E: Anatomy of a Thread Item 93 - Sash of Surprises

This is the ninety-third 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 sash with a bonus to Physical Armor. This made me think of an exotic utility belt of sorts, the kind of thing a gentleman detective from a different world would use. Where armor without the appearance of armor is important. Also, pockets. Lots of little pockets to hide little things. Along with a mystical ability to help solve the case.


Sash of Surprises

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This brilliant crimson sash is embroidered with gold thread in elaborate geometric designs and each end has tassels from the same golden thread.

Thread Rank One
Key Knowledge: The owner must learn the sash’s Name.
Effect: The wearer discovers pockets throughout the sash, cleverly using the geometric patterns to conceal them and anything placed within. This gives the wearer +1 rank to Conceal Object.

Thread Rank Two
Effect: The sash is exceptionally strong, turning aside weapons and giving the wearer +1 to Physical Armor.

Thread Rank Three
Key Knowledge: The owner must learn the significance of the patterns.
Effect: The wearer can meditate on the patterns which appear in their mind’s eye as opening doors. This gives the wearer a +1 bonus to Sustained actions that require focus (e.g., Evidence Analysis and Forge Weapon).

Thread Rank Four
Effect: The wearer gains +2 to Physical Armor.

Thread Rank Five
Key Knowledge: The owner must learn who created the sash.
Effect: The meditation gives the wearer a +2 bonus to appropriate Sustained actions.

Thread Rank Six
Effect: The wearer gains +3 to Physical Armor.

28 September 2020

Earthdawn 4E: Anatomy of a Thread Item 92 - Hadritha's Ladies Formal Boots

This is the ninety-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 desperate spell charm. Strictly speaking, blood charms don't translate well to thread items for the most part. Like common magic items, if they're turned into a thread item, the powers need to effectively replace the original, because otherwise you're getting a twofer. The requested power essentially became a limited, but powerful boost to Spellcasting and/or Effect tests. I'm not a fan of "once per day" combat effects as powerful limiters because I don't know what the typical working day looks like. If a group never has more than one combat a day, even if they may have more than one a session, that is very different than multiple per day in one session. Particularly with regard to Karma expenditure and Recovery Tests. Still, the latter becomes a good gauge on a limited resource with an appropriate blood magic cost.


Hadritha's Ladies Formal Boots

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

If there was ever wonder what exactly a “formal hobnailed boot” looks like, wonder no more. These knee-high boots are made from a supple dark leather that combines the latest in Throalic fashion from over 700 years ago with the ruggedness any miner or bear-trainer might require. There is no question they fulfill the latter with thick soles and stitching, brutally large hobnails, and aggressively large straps and buckles to keep the boots securely fastened, though the former is very much an “eyes of the beholder” kind of thing. The boots are adorned with gold toe caps and buckles which never lose their polish. Glittering rubies and emeralds encrust the buckles, while the gold toe caps are “tastefully” simple and engraved only with “HH” in bold letters. A rampant bear is tooled into the leather on each side of the shaft and smaller bears stitched into the gussets.

Thread Rank One
Key Knowledge: The owner must learn boots' Name.
Effect: The boots contain a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wearer gains +1 to Interaction tests in any setting where the boots are appropriate (which is every setting).

Thread Rank Three
Key Knowledge: The owner must learn the first owner’s Name.
Effect: The wearer gains +1 to Social Defense.

Thread Rank Four
Effect: The wearer gains +2 to Interaction tests in any setting where the boots are appropriate (these boots are the new black).

Thread Rank Five
Key Knowledge: The owner must learn the significance of the colors and imagery on the boots.
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect: The wearer gains the Hadritha’s Ladies Formal Boots ability. As a Free action for a Recovery Test, the image of a ghostly rampant bear appears behind the wearer and bellows loudly, surrounding the wearer in a corona of red and green energy. The wearer’s next Attack or Spellcasting test and the associated Damage or Effect test are empowered with a +4 bonus to each. The target must have mortally offended the wearer in some way, however slight (such as an imagined snide remark), because Hadrtiha’s Ladies Formal Boots is for killing.

25 September 2020

Earthdawn 4E: Anatomy of a Thread Item 91 - Protector's Menhir

This is the ninety-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 a troll two-handed sword. Which means a lot of sword. I went looking for a theme and often feel obsidiman creations are left by the wayside when it comes to thread items. Casting my eyes about, a Visconti Homo Sapiens provided some inspiration on how it should look. After putting this together, the result.


Protector's Menhir

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This massive troll two-handed sword is large even by the standards typically used for these weapons. The pattern-welded blade is flat on the end, rather than coming to a point, and almost unnecessarily broad. A blend of metals fused with makellojeroaluinosoma and True earth comprise the dark and dull blade. Precise and blocky runes are etched into the surface, running the length on each side.

Thread Rank One
Key Knowledge: The owner must learn the sword’s Name.
Effect: The sword is Damage Step 10.

Thread Rank Two
Effect: The wielder gains +1 to Attack tests with the sword.

Thread Rank Three
Key Knowledge: The owner must learn the composition of the blade.
Effect: The sword is Damage Step 11.

Thread Rank Four
Effect: The wielder gains +2 to Attack tests with the sword.

Thread Rank Five
Key Knowledge: The owner must learn which liferock the makellojeroaluinosoma came from.
Effect: The wielder gains the Protector’s Menhir ability. As a Simple action for 2 Strain, the runes on the blade glow gold, the wielder plunges the blade briefly into the ground, and golden stones erupt in a 2-yard radius around them until the end of the next round, when they recede. These stones greatly inhibit movement, halving the Movement Rate of anyone moving through the affected area until the end of the round. The wielder is unaffected by Protector’s Menhir, this effect is fixed in place, and can be used once per round.

Thread Rank Six
Effect: The stones in the area affected by Protector’s Menhir shift and move, causing everyone affected in the area to be Harried.

24 September 2020

Earthdawn 4E: Anatomy of a Thread Item 90 - Storm Steppers

This is the ninetieth 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 working with a player who was enchanting it. They wanted bonuses to Initiative,  Dexterity Value, and go faster. Well, I took that last part literally.


Storm Steppers

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

These brown leather boots are finely constructed. The leather is soft and supple, with a flexible heel, while also sturdy and resistant. Brass buckles and a brass toe plate are highly polished and etched with fine runes. The runes on each toe plate surround a glyph that otherwise dominates the feature.

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

Thread Rank Two
Effect: The wearer gains +2 to Movement Rate.

Thread Rank Three
Key Knowledge: The owner must learn who created the boots.
Effect: The wearer gains a +2 bonus to Initiative tests.

Thread Rank Four
Effect: The wearer gains the Storm Steppers ability. As a Simple action for 1 Strain, electricity crackles from the toe plates and buckles. The wearer gains +2 to Avoid Blow tests until the end of the next round.

Thread Rank Five
Key Knowledge: The owner must learn the meaning of the glyph.
Effect: When using Storm Steppers, the wearer gains the following special maneuver:

Storm Steppers (Wearer, Avoid Blow): The wearer can spend 1 Strain per additional success on an Avoid Blow test to gain +2 per success to their Movement Rate on their next turn. Multiple uses of this special maneuver are not cumulative.

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

23 September 2020

Earthdawn 4E: Anatomy of a Thread Item 89 - Shared Aspiration

This is the eighty-ninth 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 an air-themed necklace with an ability similar to Recovery. This is part of a larger set of elemental items related to healing a character is building, with earth and water items as well.

Healing items are difficult because they represent a minimal investment for something that can start to distort the game. This means it needs an appropriate cost to limit the effectiveness. I still wanted a hook for me and it naturally took the form of a pun. Also, making the entire item about healing just didn't feel right—it's not a particularly strong theme for air (Shock Treatment being about the only example, with a nod there in the form of Shock Therapy). Teamwork is a larger theme for these items and Air Speaking is a talent that works very well for that and is air-themed. The Name helped tie it all together (incuding with the other items) and it came out rather unique.


Shared Aspiration

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This necklace is made from uncut, but highly polished pieces of living crystal bound together with silver and orichalcum wire. The shards of living crystal are arranged in a graduation of color, from fully translucent on the back, moving to cloudy white along the sides and cerulean with white inclusions in the front. It is close fitting and there is no clear way to wear it until a thread is attached.

With a thread attached, the necklace expands easily over the owner’s head, and fits comfortably and snugly around their neck. The inclusions appear to slowly move across the necklace, as though clouds gently drifting on a blue sky. While this is typical, the appearance can change based on the wearer’s disposition and the powers they are using, up to the wires binding the crystals becoming lightning flashing from a thundering storm.

Thread Rank One
Key Knowledge: The owner must learn the necklace’s Name.
Effect: The wearer gains +1 rank to Air Speaking (Player’s Guide, p. 125).

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

Thread Rank Three
Key Knowledge: The owner must learn where the crystal was harvested.
Effect: The wearer gains the Shared Aspiration ability. As a Simple Action for 1 Strain, the wearer gains +2 to Air Speaking tests until the end of the next round.

Thread Rank Four
Effect: The wearer can spend an additional Karma Point on an Air Speaking test.

Thread Rank Five
Key Knowledge: The owner must learn where the True air was harvested.
Effect: When the wearer uses Shared Aspiration, the targets can respond back to the wearer as though they were using Air Speaking for the duration of the effect. They cannot respond to each other.

Thread Rank Six
Effect: The wearer gains the Shared Aspiration special maneuver.

Shared Aspiration (Wearer, Air Speaking): The wearer can spend additional successes on an Air Speaking test to give one target +1 to one Action test per success by the end of the next round. The wearer must use their actions to directly support this or the target must use their action to directly support the wearer. For example, simply attacking the same target is insufficient, but describing how their actions are working together and using available abilities to do so is sufficient.

Thread Rank Seven
Key Knowledge: The owner must learn where the enchantment was performed.
Deed: The owner must travel to that location and request the air elementals to recreate the weather conditions used to enchant the necklace.
Effect: The wearer gains the Shock Therapy ability. As a Standard action for one Recovery Test, the wearer causes lightning to build up in their necklace and flow into the target they are touching, causing their body to convulse. While this is deeply unpleasant in living targets with no health benefits, it allows a target with Current Damage exceeding their Death Rating to make a Recovery test (the target must also spend a Recovery Test for this), healing the damage as normal. This ability cannot be used if the target has been “dead” for a minute (10 rounds).

Thread Rank Eight
Effect: The bonus from the Shared Aspirations special maneuver increases to +2, and can be applied to appropriate Effect tests or Action tests made by the wearer on only the target.

For example, if the wearer uses Shared Aspirations and gains two additional successes on their Air Speaking test against their ally. They want to heal their ally and could give themselves +4 (two additional successes) to a Cold Purify test, or give the target a +4 bonus to their Recovery test from Shock Therapy (Recovery tests are Effect tests, Player’s Guide, p. 35).

22 September 2020

Earthdawn 4E: Anatomy of a Thread Item 88 - Seeker

This is the eighty-eighth 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 medium crossbow with some weight behind it. I like playing up the perceptive themes of Archer, making them more than just snipers. This also brings attention to a seemingly oft-ignored detail about called shots and how they interact with special maneuvers. By the end, the wielder gets called shots for 1 Strain and no penalties.


Seeker

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

This medium crossbow is ornately constructed from a variety of different woods. They are fitted together in an intricate puzzle, seeingly held together by the fitting alone. It is further carved to accentuate the bold lines of the fittings and highly polished.

The crossbow resizes to fit the owner, but does not fire larger than medium crossbow-sized bolts, regardless of the size. In the hands of a troll or obsidiman, it becomes a Size 5 weapon and weighs 10 lbs, but is otherwise unaffected. If the owner is a windling, it is a Size 2 weapon and they must manufacture custom bolts. It is Damage Step 3 with short range (2-20 yards) and long range (20-40 yards).

Thread Rank One
Key Knowledge: The owner must learn the crossbow’s Name.
Effect: The medium crossbow is Damage Step 6.

Thread Rank Two
Effect: The wielder gains +1 to Attack tests with the crossbow.

Thread Rank Three
Key Knowledge: The owner must learn who created the crossbow.
Effect: The wielder gains +1 rank to Awareness.

Thread Rank Four
Effect: The wielder gains +2 to Attack tests with the crossbow.

Thread Rank Five
Key Knowledge: The owner must learn all the woods used to create the crossbow.
Effect: The wielder gains the Seeker ability. As a Free action for 1 Strain, the configuration of the crossbow shifts slightly, aiding the wielder in finding the target’s weaknesses. The wielder gains +3 to their next Attack test when using the Called Shot combat option (Player’s Guide, p. 384 and Gamemaster’s Guide, p. 251).

Thread Rank Six
Effect: When using Seeker, the wielder does not pay 1 Strain for using the Called Shot combat option. The wielder must still pay the Strain cost for using Seeker.

21 September 2020

Earthdawn 4E: Anatomy of a Thread Item 87 - Your Staff

This is the eighty-seventh 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 an "ordinary looking staff" with a spell matrix. For some reason, the ordinary part of the request is what stuck with me. So, I went with the most outrageously pedestrian version of a staff an Illusionist would create as a tremendous joke. 


Your Staff

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

This exceptionally plain, ordinary staff is made of wood. Probably pine or something. Just a very run of the mill, entirely ordinary wooden staff. Totally unadorned in any way, even if you look really closely. Even more closely than that. Nothing weird hiding in it. No secret compartments or a unicorn hair core or anything out-of-the-ordinary like that. Possibly the most ordinary staff ever, you wonder why you’re even bothering to pay this much attention at all. Just totally and completely ordinary, unless you roll like really high.

42? That’s a pretty good result...

Still ordinary.

Thread Rank One
Key Knowledge: The owner must learn the staff’s Name
Effect: The staff contains a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wielder’s illusions (talents and spells) gain +1 to their Sensing Difficulty.

Thread Rank Three
Key Knowledge: The owner must learn who created the staff.
Effect: The wielder gains +1 Spellcasting rank.

Thread Rank Four
Effect: The wielder’s illusions (talents and spells) gain +2 to their Sensing Difficulty.

Thread Rank Five
Deed: The owner must discover the true secrets contained within the staff.
Effect: The wielder gains the Your Staff ability. As a Free action for 1 Strain, the wielder can weave an additional thread to an illusion spell. This thread does not count against the normal maximum for additional threads. There are no discernable special effects when using this ability.

Thread Rank Six
Effect: When the wielder uses Your Staff and uses the ability to weave an additional thread (they do not have to weave all additional threads available, just one), they can use the following special maneuver with the affected spell:

Your Staff (Wielder, Spellcasting): For 1 Strain per additional success on a Spellcasting test, the wielder can inflict a -1 penalty per success to the targets’ Mystic Defense for the duration of the spell. Only the highest instance of this penalty affects the target. The targets are overwhelmed by this ordinary feeling. Useful, but very ordinary. Much like the staff.

18 September 2020

Earthdawn 4E: Anatomy of a Thread Item 86 - Roots

This is the eighty-sixth 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 an amulet with +2 to Toughness Value. An amulet with a toughness increase? Well... I cannot resist an homage to Roots. A mini-series I love without reservation. I hope the effects and what they represent speak enough to show that.


Roots

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

This amulet is made of ebony and infused with True wood. It features the carving of an upraised fist on one side and a tree with a root system on the other. The fist and tree are enameled in black and the rest of the amulet is covered in thin orichalcum leaf..

Thread Rank One
Key Knowledge: The owner must learn the amulet’s Name.
Effect: The wearer gains +1 to Physical Defense.

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

Thread Rank Three
Key Knowledge: The owner must learn the Name of the amulet’s creator. [Lex Haylee]
Effect: The wearer gains +1 rank to Wood Skin.

Thread Rank Four
Effect: The wearer gains the Roots ability if they are currently using Wood Skin. As a Free action before Initiative is determined for 1 Strain, the amulet grows roots into the wearer’s body which extend into the earth below them. These roots do not impede the wearer’s movement. The wearer gains +2 to Knockdown tests until the end of the round.

Thread Rank Five
Key Knowledge: The owner must learn the Name of the amulet’s first owner. [Levaar]
Effect: If the wearer is knocked down, they gain +1 to their next Attack and associated Damage test. This increases to +2 if the test is made against the opponent who knocked the wearer down.

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


Thread Rank Seven
Deed: The owner must find a descendant of the first owner and perform a significant service for them.
Effect: The network created by Roots extends deeper and wider, and how helps the wearer stand when needed. The wearer gains +3 to Knockdown tests and +2 to Jump Up tests until the end of the round.

Thread Rank Eight
Effect: The wearer gains +4 to Knockdown tests and Jump Up tests until the end of the round when using Roots.

17 September 2020

Earthdawn 4E: Anatomy of a Thread Item 85 - Forge Lenses

This is the eighty-fifth 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 glasses with a bonus to Awareness. There was also a request of seeing clearly while working. While I wasn't obligated to honor the second one, it worked well enough with the overall theme and isn't too powerful. Since the character was a Weaponsmith, I tailored it around that and thought it would be fun to play with the perception bonus in terms of looking at the crystal structure formation in your metal (gotta get that martensite and pearlite right). A little actual material science.


Forge Lenses

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

These living crystal lenses are connected by a thin orichalcum wire that wraps around the wearer’s ears. The edge of each lens is smoky gray and etched in tidy runes.

Thread Rank One
Key Knowledge: The owner must learn the lenses’ Name.
Effect: The wearer gains +1 rank to Awareness.

Thread Rank Two
Effect: The wearer gains +1 rank to Forge Weapon

Thread Rank Three
Key Knowledge: The wearer must learn where the living crystal was harvested.
Effect: The lenses allow the wearer to focus on and see the microcrystalline structures in the metal they are working. They get +1 to tests involving inspecting, crafting, and repairing metal items. This includes Forge Weapon and Forge Armor for metal weapons and armor, but does not include any kind of mystical inspection, such as Astral Sight, Item History, or Thread Sight.

Thread Rank Four
Effect: The wearer gains +1 rank to Forge Armor.

Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wearer gains +2 to tests involving inspecting, crafting, and repairing metal items.

Thread Rank Six

Effect: The lenses polarize when exposed to bright lights. As a Free action the wearer may reduce the blindness penalty caused by bright light by 2. For example, the Partial Blindness penalty inflicted by Fireball is reduced to 0.

16 September 2020

Earthdawn 4E: Anatomy of a Thread Item 84 - Earworm

This is the eighty-fourth 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 flute or whistle with a bonus to Animal Bond. A significant difficulty here is thread items with bonuses to animal companions are difficult. In no small part because animal companions can be difficulty and giving them extra bonuses means they can easily start to dominate play. Their built on a different set of assumptions and for interesting encounters with the expectation gamemaster's will take a careful look at what should and should not be part of their game. Towards that end, I kept the animal companion benefits relatively limited, but expanded the general social benefits to make this more useful in general. 


Earworm

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This‌ ‌small‌ ‌maple‌ ‌flute‌ ‌can‌ ‌be‌ ‌used‌ ‌to‌ ‌play‌ ‌simple‌ ‌tunes‌ ‌with‌ ‌one‌ ‌hand,‌ ‌or‌ ‌a‌ ‌single‌ ‌note‌ ‌without‌ ‌using‌ ‌hands.‌ ‌While‌ ‌of‌ ‌fine‌ ‌craftsmanship,‌ ‌it‌ ‌is‌ ‌otherwise‌ ‌unadorned.‌ ‌As‌ ‌with‌ ‌all‌ ‌thread‌ ‌items,‌ ‌the‌ ‌flute‌ ‌must‌ ‌be‌ ‌on‌ ‌the‌ ‌owner’s‌ ‌person‌ ‌to‌ ‌gain‌ ‌the‌ ‌effects‌ ‌even‌ ‌if‌ ‌it‌ ‌cannot‌ ‌be‌ ‌worn.‌ ‌

Thread‌ ‌Rank‌ ‌One‌
Key‌ ‌Knowledge:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌the‌ ‌flute’s‌ ‌Name.‌ ‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌to‌ ‌Social‌ ‌Defense.‌ ‌

Thread‌ ‌Rank‌ ‌Two‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌can‌ ‌play‌ ‌an‌ ‌‌Earworm‌—a‌ ‌short,‌ ‌catchy‌ ‌tune—as‌ ‌a‌ ‌Simple‌ ‌action.‌ ‌This‌ ‌gives‌ ‌the‌ ‌owner‌ ‌a‌ ‌+1‌ ‌bonus‌ ‌their‌ ‌next‌ ‌Action‌ ‌test‌ ‌that‌ ‌improves‌ ‌a‌ ‌target’s‌ ‌Attitude.‌ ‌This‌ ‌can‌ ‌only‌ ‌be‌ ‌used‌ ‌once‌ ‌per‌ ‌target‌ ‌per‌ ‌day.‌ ‌

Thread‌ ‌Rank‌ ‌Three‌
Key‌ ‌Knowledge:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌where‌ ‌the‌ ‌wood‌ ‌used‌ ‌came‌ ‌from.‌ ‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Bond.‌ ‌

Thread‌ ‌Rank‌ ‌Four‌
Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+2‌ ‌to‌ ‌Social‌ ‌Defense.‌ ‌

Thread‌ ‌Rank‌ ‌Five‌
Key‌ ‌Knowledge:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌learn‌ ‌who‌ ‌created‌ ‌the‌ ‌flute.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm‌ ‌now‌ ‌helps‌ ‌soothe‌ ‌the‌ ‌literal‌ ‌savage‌ ‌beast.‌ ‌The‌ ‌bonus‌ ‌now‌ ‌applies‌ ‌to‌ ‌
improving‌ ‌the‌ ‌attitude‌ ‌of‌ ‌creatures‌ ‌or‌ ‌otherwise‌ ‌preventing‌ ‌hostilities‌ ‌from‌ ‌them.‌ ‌

Thread‌ ‌Rank‌ ‌Six‌ ‌

Effect:‌‌ ‌The‌ ‌owner‌ ‌gains‌ ‌+1‌ ‌rank‌ ‌to‌ ‌Animal‌ ‌Training.‌

Thread‌ ‌Rank‌ ‌Seven‌

Deed:‌‌ ‌The‌ ‌owner‌ ‌must‌ ‌compose‌ ‌a‌ ‌song‌ ‌for‌ ‌the‌ ‌flute‌ ‌and‌ ‌travel‌ ‌to‌ ‌the‌ ‌site‌ ‌of‌ ‌the‌ ‌tree‌ ‌it‌ ‌came‌ ‌from‌ ‌and‌ ‌the‌ ‌creator’s‌ ‌grave‌ ‌and‌ ‌play‌ ‌the‌ ‌song.‌ ‌A‌ ‌local‌ ‌air‌ ‌elemental‌ ‌will‌ ‌judge‌ ‌the‌ ‌material‌ ‌and‌ ‌performance.‌ ‌If‌ ‌it‌ ‌is‌ ‌found‌ ‌lacking,‌ ‌the‌ ‌owner‌ ‌must‌ ‌earn‌ ‌the‌ ‌spirit’s‌ ‌favor.‌ ‌
Effect:‌‌ ‌The‌ ‌‌Earworm ‌bonus‌ ‌is‌ ‌now‌ ‌+2.‌ ‌

Thread‌ ‌Rank‌ ‌Eight‌

Effect:‌‌ ‌The‌ ‌owner‌ ‌can‌ ‌spend‌ ‌an‌ ‌additional‌ ‌Karma‌ ‌Point‌ ‌on‌ ‌an‌ ‌Action‌ ‌test‌ ‌benefiting‌ ‌from‌ ‌‌Earworm‌.‌ ‌Additionally,‌ ‌this‌ ‌Karma‌ ‌Point‌ ‌gains‌ ‌+1‌ ‌Step.‌

15 September 2020

Earthdawn 4E: Anatomy of a Thread Item 83 - Pale Death, The

This is the eighty-third 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. They had an espagra skull to turn into a helmet and wanted a bonus to Awareness, heat sight, and some protection against blindness. Mostly perception-related abilities with a dash of flight, which is something of a thing for thread items made from espagra.


The Pale Death

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

This helmet is constructed from a large, bleached espagra skull with a single glyph on the forehead. The eye sockets are filled with living crystal lenses, allowing the wearer to ostensibly see out when the helmet is pulled down to cover their face. However, the facets prevent sight unless the wearer has a thread woven.

Thread Rank One
Key Knowledge: The owner must learn the helmet’s Name.
Effect: The helmet heightens the wearer’s senses, making them feel like a predator looking for prey. The wearer gains +1 rank to Awareness.

Thread Rank Two
Effect: The helmet shifts once worn, growing under the wearer’s chin so it cannot fall off. The wearer gains +2 ranks to Awareness.

Thread Rank Three
Key Knowledge: The owner must learn who created the helm.
Effect: When the wearer dons the helmet, the living crystal lenses become malleable and fit perfectly to their eyes and meld with their cornea. The wearer gains heat sight (Player’s Guide, p. 45).

Thread Rank Four
Effect: The helmet fully covers the wearer’s head, except for their mouth. The wearer can spend an additional Karma Point on Awareness tests.

Thread Rank Five
Key Knowledge: The owner must learn the meaning of the glyph.
Effect: A small section of spine grows down the back of the helmet and into the wearer. As a Simple action for 1 Strain, the wearer’s senses heighten and can be used for targeting opponents. They ignore blindness penalties until the end of the round.

Thread Rank Six
Effect: The small section of spine grows down the length of the wearer’s spine and bone begins to grow out of their shoulder blades. As a Simple action for 2 Strain, the wearer grows skeletal wings from their shoulder blades and can fly at Movement Rate 10 until their next turn. They can increase this Movement Rate by +2 for each +1 Strain. This effect cannot be combined with other abilities that increase Movement Rate. This effect can be maintained each round, but once the owner stops using it, it cannot be used again for the rest of the day.

14 September 2020

Earthdawn 4E: Anatomy of a Thread Item 82 - Otherworldly Ink

This is the eighty-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 tattoo with a bonus to Mystic Defense. While I played Rifts and Atlantean Undead Slayers and their magic tattoos have a special place in my heart, they don't work well as thread items. Too many things that get weird too quickly—how exactly did you get this thing? Because it sounds an awful lot like it was extracted from someone.There are other avenues to play with magic tattoos that make a lot more sense. This isn't one.

However a tattoo kit used to give a tattoo that maintains the connection (even if the kit still has to be on your person), that's perfectly fine. Mystic defenses are simple, but I wanted something a bit more personal and reflecting the nature of it. So a pick your own talent Karma effect is a good choice (and a nod to a game I ran so many years ago). It has additional costs associated because there's significant freedom in how it is used.


Otherworldly Ink

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

This tattoo kit is a variety of bone needles, small mallets, and mixing tools. A long piece of dark stained, tooled leather with pouches holds all the tools. The tools are of excellent quality, though all stained with ink, and many further decorated in a variety of styles. Many different types of bones were used to make the tools, some easy to identify, while others are unknown.

Tattoos given with the kit always seem somehow ethereal. There is some quality to them that cannot be replicated. This is even more true of the owner’s tattoo, which never turns out exactly as intended, but shows some of their intrinsic character. As the owner’s thread rank increases, the tattoo they receive begins to shift and expand. How this expresses is unique to each owner, but appropriate to their original tattoo. If the owner’s thread to the tattoo kit is severed, their tattoo becomes black and twisted.

As with all thread items, the owner must keep the tattoo kit on their person to gain the benefits from the effects.

Thread Rank One
Key Knowledge: The owner must learn the tattooing kit’s Name.
Deed: The owner must receive a tattoo made with the kit.
Effect: The owner gains +1 to Mystic Defense.

Thread Rank Two
Effect: The owner gains +1 to Mystic Armor.

Thread Rank Three
Key Knowledge: The owner must learn who created the tattoo kit.
Effect: The owner gains +2 to Mystic Defense.

Thread Rank Four
Effect: The owner gains +2 to Mystic Armor.

Thread Rank Five
Key Knowledge: The owner must learn which tools were the original tools to the kit and where the bones came from.
Deed: The owner must use a bone from someone or something important to the owner and craft at least one new tool from it.
Effect: The owner may choose one of their talents and receive a tattoo using the new tool they crafted. This tattoo is somehow representative of the talent. The owner takes 1 permanent Blood Magic Damage, and can spend 1 Strain to spend an additional Karma Point on tests using the selected talent. The owner cannot receive multiple tattoos to replicate this effect and the selected talent cannot be changed.

Thread Rank Six
Effect: The owner gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.

11 September 2020

Earthdawn 4E: Anatomy of a Thread Item 81 - Raven's Beak

This is the eighty-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 spear with a Standard Matrix. The character is a Shaman (among other things) and I do love a pun... so a bird theme was entirely appropriate.

As an aside, it always struck me how many swords containing a spell matrix there are in Earthdawn since 1E. Going through and updating them, it really struck me. It's a lot. Particularly given how this combination requires multiple Disciplines and orthogonal Disciplines at that. This isn't inherently bad, but the number of them was a curious thing.


Raven's Beak

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This spear’s haft is a glossy black wood carved with distinctive runes along the length. A slightly curved obsidian blade is affixed to the haft and adorned with various raven feathers to complete the work. A single glyph is etched into each side of the obsidian.

Thread Rank One
Key Knowledge: The owner must learn the spear’s Name.
Effect: The spear contains a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The spear is Damage Step 5.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wielder gains +1 to Attack tests with the spear.

Thread Rank Four
Effect: The spear is Damage Step 6.

Thread Rank Five
Key Knowledge: The owner must learn where the spear was enchanted.
Deed: The owner must travel to the location where the spear was enchanted, entreat with the spirit who dwells there and replace the feathers.
Effect: The wielder gains the Raven’s Beak special maneuver.

Raven’s Beak (Wielder, Close or Ranged Combat): The wielder can spend 1 Strain and an additional success on a close or ranged combat Attack test with Raven’s Beak to strike at the target’s eyes. They are partially blinded until the end of the next round.

Thread Rank Six
Effect: When the wielder uses Raven’s Beak, they can spend an additional 1 Strain to upgrade to full blindness.

10 September 2020

Earthdawn 4E: Anatomy of a Thread Item 80 - Splintershade

This is the eightieth 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 flight dagger. The character is a Shadow, so I leaned into that with a dash of weird. 


Splintershade

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This slender flight dagger has no guard and virtually no handle, only the briefest of tang to hold in the wielder’s fingers. The craftsmanship places the center of mass directly in the middle of the blade. Other than the thin line of spidery runes running down the blade, nothing seems notable. Until a thread is attached.

With a thread attached, how light reflects from the blade in unnatural ways immediately sets this dagger apart. Anyone looking into the highly polished blade may notice it shows multiple reflections, similar to a mirror, however no are exactly the same. The reflections may be in a different pose, different lighting, shows a different emotion on the viewers face, etc. Shadows cast from the dagger are similar, but show the dagger in different shapes and positions. As though the shadows and reflections represent the infinite possibilities of what could be.

Thread Rank One
Key Knowledge: The owner must learn the dagger’s Name.
Effect: The flight dagger is now Damage Step 3.

Thread Rank Two
Effect: The flight dagger is now Damage Step 4.

Thread Rank Three
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The wielder gains the Splintershade ability, As a Free action for 1 Strain, the dagger appears to split into multiple different versions of itself when thrown at a target, making it difficult to avoid. The wielder gains +2 to the Attack test.

Thread Rank Four
Effect: When the wielder uses Splintershade, some of the illusions begin to inflict real damage. The wielder gains +2 to the Damage test.

Thread Rank Five
Key Knowledge: The owner must learn what the tooth used to fashion the dagger came from.
Effect: When the wielder uses Splintershade, the daggers arc from unexpected directions. This makes it more difficult to anticipate them for those who are otherwise distracted. The wielder can use Surprise Strike against Harried targets.

Thread Rank Six
Effect: When the wielder uses Splintershade, the wielder can use the following special maneuver:

Splintershade (Wielder, Throwing Weapons): The wielder can spend two additional successes on an Attack test with Splintershade, causing some of the illusionary blades to imbed around the target or circle around them, distracting them with different visions and possibilities. The target is Harried until the end of the round.

09 September 2020

Earthdawn 4E: Anatomy of a Thread Item 79 - Sinistral Axe

This is the seventy-ninth 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 hand axe. The character in question is spellcaster in addition to using melee weapons, so I went with something that supports both and encourages changing between them.


Sinistral Axe

Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This simple, single bit hand axe is of typical obsidiman craftsmanship: solid with no ornamentation and frills. Something more likely found in an explorer’s kit for setting up camp than wielded in combat. The oak haft and blade have dark stains on them which no amount of polishing or sanding can remove. The touched surfaces are corroded by whatever caused the stain and the patterns make it clear it was held in a left hand when they were caused.

Thread Rank One

Key Knowledge: The owner must learn the axe’s Name.
Effect: The hand axe is Damage Step 5.

Thread Rank Two
Effect: The wielder gains +1 to Physical Defense.

Thread Rank Three
Key Knowledge: The owner must learn about the first owner.
Effect: The wielder gains +1 to Attack and Spellcasting tests against Horrorspawn.

Thread Rank Four
Effect: The wielder gains +1 to Damage and Effect tests against Horrorspawn.

Thread Rank Five
Deed: The owner must slay the Horror who felled the first owner.
Effect: The wielder can spend an additional Karma Point on an Attack test against a Horrorspawn if they targeted it with a successful Spellcasting test since the previous round. The wielder can spend an additional Karma Point on a Spellcasting test against a Horrorspawn if they targeted it with a successful Attack test since the previous round.

Thread Rank Six
Effect: The wielder gains the Sinistral Axe and Sinistral Spell special maneuvers:

Sinistral Axe (Wielder, Close Combat): For 1 Strain per success, the wielder can spend additional successes from an Attack with Sinstral Axe to give a Horrorspawn -1 to their Mystic Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

Sinistral Spell (Wielder, Spellcasting): For 1 Strain per success, the wielder can spend additional successes to give a Horrorspawn -1 to their Physical Defense until the end of the next round. This is not cumulative with itself and cannot be used in consecutive rounds.

08 September 2020

Earthdawn 4E: Anatomy of a Thread Item 78 - True Blue

This is the seventy-eighth 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 spell matrix. I'm not going to get into the details on explaining this, because there are a lot and it ruins it just a little to do so.


True Blue

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This green and gold headband is studded with varying sizes and styles of blue opals. Some smooth, while others rough. All are beautiful and create a whole despite their differences. The cloth is woven in a complex pattern of criss-crossing stripes and starbursts, a style once popular in rural Landis.

Thread Rank One
Key Knowledge: The owner must learn the headband’s Name.
Effect: The headband contains a Standard Matrix with rank equal to the Thread Rank.

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

Thread Rank Three
Key Knowledge: The owner must learn who created the headband. [John Williamson]
Effect: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting.

Thread Rank Four
Effect: The wearer gains +2 to Social Defense.

Thread Rank Five
Key Knowledge: The owner must learn the bound spirit’s Name. [South]
Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit.
Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell.

Thread Rank Six
Effect: When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).

Thread Rank SevenKey Knowledge: The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved]
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect: When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.

07 September 2020

Earthdawn 4E: Anatomy of a Thread Item 77 - Homefires

This is the seventy-seventh 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. They wanted a variety of different effects around Weaponsmith (and additional Karma), and using all the enchanting techniques. In all, this was tricky because of how broad these concepts were, but it came together. Incorporating spirits is difficult because there are (and should be) concerns about the moral implications of binding a spirit to a thread item. The solution I came up with for the Deeds and their services provided was the kind of equity the enchanter wanted.


Homefires

Maximum Threads: 1
Mystic Defense: 14
Legend Point Cost: Warden

This bronze anvil-shaped amulet is an excellent example of classic Throalic craftsmanship and styling. The masterful craftsmanship has stunning engravings of Throalic architecture, presenting a feeling of both majesty and comfort. It’s always pleasantly warm and heavy feeling to the touch, and the engravings sometimes glow like tiny embers. This is particularly true when someone breathes on the amulet.

Thread Rank One
Key Knowledge: The owner must learn the amulet’s Name.
Deed: The owner must be a Weaponsmith.
Effect: The wearer may spend 1 Strain to eliminate the penalties when using the Traveling Smithy Weaponsmith ability.

Thread Rank Two
Effect: If the wearer uses their Traveling Forge ability, they gain a +2 bonus to Charisma-based tests with other Namegivers when used around the forge. This does not affect intimidation or fear-based abilities, or if the wearer attempts to take advantage of the other party.

Thread Rank Three
Deed: The owner must strike a deal with a fire spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer gains the Homefires ability. The wearer performs their Karma Ritual (which cannot have been performed yet) and uses their Traveling Smith ability. They take the Strain as Blood Magic Damage and forge themselves as part of the ritual, causing their skin to glow with an inner fire. The wearer gains +2 to Physical Armor until no later than sunrise the next day. The owner can end this effect as a Free action before it expires if desired. They can heal the damage once the ability ends.

Thread Rank Four
Effect: When the wearer uses Traveling Forge, they attract fire spirits—typically flames, which look like a candle flame that produces a mouth and eyes when interacting with someone, and their color reflects their mood. Though the color to mood correlation isn’t consistent between these spirits. The wearer can invite a fire spirit to bind with them, effectively using the Aid Summoner power, and takes on some superficial characteristics of the spirit. The wearer cannot benefit from other binding effects while using this. The wearer can take 1 Strain to gain +3 to a test using their Traveling Forge.

Thread Rank Five
Key Knowledge: The owner must learn the creator’s Name.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Six
Effect: When the wearer uses Homefires, they can forge their pattern as well, taking an additional 2 Blood Magic Damage to gain +2 to Mystic Armor.

Thread Rank Seven
Deed: The owner must strike a deal with an earth spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer can spend an additional Karma Point on Action tests using Traveling Smithy to create or repair something, or on an Action test using something they created. This can be done once per round.

Thread Rank Eight
Effect: When the wearer uses Traveling Smithy, earth spirits are also coaxed to the area—typically gnomes. They are shy, harmless, and very hard working. The earth spirits quietly get to work constructing a large, colorful ger. This is equivalent to the Shelter spell (Player’s Guide, p. 274). The wearer makes a Perception Step + Thread Rank test as a Spellcasting test and it always gets at least one success. Once complete, the earth spirits may silently observe the work done around them. Their hard eyes staring without blinking. It’s easy to wonder if they are judging as they watch everyone move about the area. Yes, they are judging.

The fire spirits now also hide in the fire and cooling embers, keeping the camp warm during even the coldest temperatures. Their frequently mischievous and expanded domain can put them at odds with the earth spirits and any Namegivers who don’t appreciate their antics. Which are adorable until something catches fire and they are easily offended by putting fires out. In addition, they also warn the owner of any intruders to the campsite. If anything with a Mystic Defense less than or equal to the owner’s Perception Step + Thread Rank enters within a 10-yard radius of the camp (this does not include innocuous normal animals—the spirits can tell the difference), the campfire flares to life briefly as a towering inferno. It’s not subtle, but it gets the job done.