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.

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