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.

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