14 October 2020

Earthdawn 4E: Anatomy of a Thread Item 102 - Blood-Drenched Sun

This is the one-hundred and second 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 blood pebble armor. I like to tie in "blood" themes with blood charm adjacent thread items and the character this was designed for is a Sun Herald. Tying these things together yielded a support-themed armor with blood magic featuring prominently.

Blood-Drenched Sun

Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

This set of blood pebble armor isn’t made with the traditional stones, but orichalcum kernels surrounded by living crystal. Any light hitting these crystals causes them to shine brightly as a small sun. Once implanted, veins of blood run through the crystal from the wearer.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Physical Armor 6.

Thread Rank Two
Effect: The armor is Mystic Armor 4.

Thread Rank Three
Key Knowledge: The wearer must learn who created the armor.
Effect: The wearer gains the Blood-Drenched Sun ability. The wearer may request up to Thread Rank Loyal allies to take part in the wearer’s Karma Ritual each day. The wearer takes 1 Blood Magic Damage per affected ally when the wearer places their personal glyph in blood on the affected allies’ foreheads. The blood can be cleaned off, but the effects last until sunrise the next day.

As a Simple action for 1 Strain, the living crystal implants shine bright gold, then become awash with blood, glowing a grisly red. The wearer’s glyph placed on their allies flares to life in golden light. All allies affected by Blood-Drenched Sun within Thread Rank ×10 yards gain +1 to their Physical Armor until the end of the next round.

Thread Rank Four
Effect: A corona of gold surrounds the aura of Blood-Drenched Sun and affected allies also gain +1 to their Mystic Armor.

Thread Rank Five
Key Knowledge: The wearer must learn who was the first owner.
Effect: The wearer’s eyes glow with an eerie golden light and allies affected by Blood-Drenched Sun now gain +2 to their Physical Armor.

Thread Rank Six
Effect: The wearer’s personal glyph becomes visible above them in the glow, golden characters on a blood red field. The wearer can take a Strain cost paid by each ally affected by Blood-Drenched Sun once per round. This Strain cost cannot be reduced in any way.

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