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. 


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.‌

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