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.

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