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.

No comments:

Post a Comment