This is the forty-seventh Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 139), Purse Ever Bountiful is a Thread Item first introduced in Gamemastering Earthdawn (pg. 42). To be perfectly honest, I have almost never used this in a game (there was one exception) and don't particularly intend to use it. The why is pretty simple: I know that I would regret giving my players the ability to create unlimited funds. There is absolutely nothing to keep someone from creating virtually unlimited funds in downtime. That being said, this project isn't necessarily about me. So here we go.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Purse Ever Bountiful
Spell Defense: 14
Legend Point Cost: Journeyman
Not listed above, but it should come as no surprise that this thing can have an astounding five threads attached to it. Which just makes it even easier to abuse since when one character has gone through all of their health and healing tests, they can just pass it off to someone else. It is noted that most purses end at Rank Three, while some go for the full six ranks. The number of ranks is appropriate to the tier, and while the Spell Defense might be on the low side (it also might be in the middle, just depends on which Journeyman thread item row you want to read), it's within norms.
Thread Rank One
Effect: 1 Strain, the result of a Willpower test is how many duplicates of a copper coin is created.
This isn't terribly impressive yet for one person, but with downtime and easy access to healing magic, this can quickly add up for an entire group that is putting in the Strain.
Thread Rank Two
Effect: It is now a Willpower+1 test.
This isn't really much of an improvement, just one more copper coin.
Thread Rank Three
Effect: 2 Strain and you can duplicate silver coins. The test is now Willpower+2.
That just got five times better. Now we are talking probably at least a hundred silver a day for a group dedicated to their get rich quick scheme. It can even pan out when adventuring. At the end of the day, use the purse along with an left over Recovery Tests. It's is like sealing envelopes in the privacy of your own home. Or the Servos Jungle.
Thread Rank Four
Effect: It is now a Willpower+4 test.
This is in the "special" ranks. While it will get worse, the damage has already been done since it moved on from what you would get rifling through your couch cushions.
Thread Rank Five
Effect: It is now a Willpower+5 test.
This is a little weird. Rank Three featured a nearly order of magnitude improvement along with a test bump. Rank Four got two extra to the test. While Rank Five just gets one? That's pretty strange.
Thread Rank Six
Effect: 3 Strain and you can duplicate gold coins. The test is now Willpower+6.
Yeah, so that's another five times better. With a test improvement. This is now some serious cash. Anyone with this item will probably make more money hanging out around the house, just hurting themselves all day. I think that I've seen this movie.
How does it all stack up? Any group should be delighted to get this item. Unless it comes with some kind of Monkey's Paw-esque catch. Like the coins come from a Mountainshadow's personal stash and he's keeping track of your "loans". You know, that kind of thing which only a GM who wants to see players squirm and suffer would do.
On the plus side, there isn't likely to be any jealousy from other players since everyone benefits. I'm assuming that the group mostly pools their funds. Nonetheless, the more everyone works together, the bigger the benefit. So that's good. Except that I find players most pliable when they are hungry. With this, they will never be hungry.
Unless it is some kind of terrible plot device foisted on unsuspecting players, there isn't much here that is particularly interesting. It makes money. That's about it. Any of these things should probably have been collected by merchant families long ago and locked up. I could see Therans abusing slaves with these and Blood Share.
How does the 3E version compare to the 1E version? Let's find out:
Purse Ever Bountiful (1E)
Spell Defense: 14
Legend Point Cost: Journeyman
Everything is the same.
Thread Rank One
Effect: 2 Strain, the result of a Willpower test is how many duplicates of a copper coin is created.
The Strain cost on this was reduced for copper in 3E, otherwise this is the same.
Thread Rank Two
Effect: It is now a Willpower+1 test.
The same here.
Thread Rank Three
Effect: You can duplicate silver coins. The test is now Willpower+2.
All the same here.
Thread Rank Four
Effect: It is now a Willpower+4 test.
Still the same.
Thread Rank Five
Effect: It is now a Willpower+6 test.
3E reduced the test increase here, for some strange reason. Not at one of the ranks when you can create a new metal and not at Rank Four. No, here.
Thread Rank Six
Effect: You can duplicate gold coins.
The test doesn't increase and neither does the Strain cost. The important part is really the whole gold thing, anyway.
How do they stack up? The 1E version is ultimately better, but only because gold coins only cost 2 Strain instead of 3. The fact that copper cost less is mostly irrelevant since everyone will be hitting silver anyway. Using this straight still seems like a terrible idea. I'm curious if anyone has a different experience.
This is the forty-sixth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 138), Puppet Familiar is a Thread Item first introduced in Gamemastering Earthdawn (pg. 41). My current game has an adaptation of this thread item. Well, it had. Things went sideways in ways I didn't expect (those players!) and I'm fairly certain that the group is hoping that is the last they have seen on that plot.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Puppet Familiar
Spell Defense: 15
Legend Point Cost: Warden
The Spell Defense is low for the tier (minimum 16 for Warden) and the thread ranks come in just shy with seven. This item has a maximum of two threads, which is pretty standard. However, that actually becomes distinctly problematic at Rank Five.
Thread Rank One
Effect: Spell Matrix of Rank equal to the Thread Rank.
Always a welcome effect for any spellcaster.
Thread Rank Two
Effect: Two Spell Matrices of Rank equal to the Thread Rank.
And here is where I have a problem. As I have stated previously, I am not a fan of thread items that have more than one spell matrix. It sets the precedent that having a thread item which is nothing but spell matrices (which upgrade, of course) is perfectly acceptable - if perhaps a little hyperbolic. One spell matrix per thread item keeps things reasonable and keeps thread items at least a little interesting.
Thread Rank Three
Effect: One of the spell matrices is improved to an Enhanced Matrix.
Not only do we have two matrices, but one is already Enhanced and it's not even Rank Five yet. Yeah, I have a problem with this. Enhanced Matrices represent a significant step in power for a spellcaster (check out Astral Spear v. Spirit Dart). This is something that a Third Circle magician can be carrying around and start to deform the game with their capabilities. It would be worth the price (800 LP? Easy).
Thread Rank Four
Effect: Both matrices are now Enhanced Matrices.
Oh good, because just one wasn't enough.
Thread Rank Five
Effect: The puppet comes to life with no talents or skills and has Attribute Steps equal to the owners' -2.
There are a lot of problems with this rank. Just to start with, remember how there can be two threads attached to this item? Well, on which owner are the Attribute steps based? Not only that, whose personality does it mimic? This thing is independent and mobile, so it's hard to claim who is "wearing" it at any time. This makes accessing the spell matrices questionable - who gets access to them?
Moving from there, this rank requires 1 Blood Magic Damage, which isn't a lot, but what it offers in return is... not good. The fact that there is an independent critter loyal to your character seems cool, until you realize they can be killed (I guess? it has a Death Rating) and are pretty useless. Think about trying to accomplish anything as a spellcaster using only your attributes. Okay? Now reduce those by two... yeah. You already have two Enhanced Matrices, now you are paying 2100 LP and a Blood Magic Damage for this? Those future ranks had better be worth it!
Thread Rank Six
Effect: The spell matrices are now Armored.
Worth it? Not really. Armored Matrices have generally been a way to get more Enhanced Matrices with an effect which might matter at those tiers where people are attacking your spell matrices. This is not that common. I've seen it happen a handful of times in 20 years.
Thread Rank Seven
Effect: 1 hour ritual and 1 Blood Magic Damage can turn an Armored Matrix into a Shared Matrix.
Let's just be really, really honest for a minute here: an Armored Matrix is better than a Shared Matrix. Sure, it's cool to stack all of those early Circle spells in one matrix and call it good. But I would much rather have a spell with one thread pre-woven. That is a turn I don't have to spend weaving threads. That is worth far more in practical terms than every single first Circle spell on deck. Out of combat, you have (effectively) all the time you need to access your spells. In combat, every action counts and Enhanced/Armored Matrices save actions. On top of the fact this is downgrading your matrix, it takes an hour and commits health to Blood Magic Damage to make it happen. This is also the capstone.
How does it all stack up? This is an item that any magician would be delighted to have. Two extra Enhanced Matrices for a low cost? Granted, they only go up to Rank Four, but there are plenty of great spells to always have on hand with a thread pre-woven at those Circles. In all seriousness, those last three ranks are best ignored. Everything that you actually want is in the first four and you can improve an Enhanced/Armored Matrix to much higher ranks as needed. This item is a strange example of peaking early, then best being ignored. Is it the Jefferson Airplane of thread items?
This will likely cause problems if introduced into your game before Fifth Circle. Just the ability to get two more spell matrices, let alone Enhanced Matrices, is a big deal. Even after Fifth Circle, that is still a lot of Enhanced Matrices that the magician will have access. Many of the difficult choices they have for spell selection will vanish as they have access to a large number of powerful matrices.
For pure flavor, I like this item a lot. So much that I made a different version that played quite well. For mechanics, just keep on walking. Everything after Rank One is fraught with problems. Yes, it can be fixed and it is even worth it. But this is not a good item out of the box and not something that should be used as the mechanical inspiration for anything.
How does the 3E version compare to the 1E version? Let's find out:
Puppet Familiar (1E)
Spell Defense: 13
Legend Point Cost: Journeyman
The Spell Defense is reduced, as is the tier when compared to 3E. The maximum threads is still the same, along with the same problems that creates.
Thread Rank One
Effect: Spell Matrix of Rank equal to the Thread Rank.
The same.
Thread Rank Two
Effect: Two Spell Matrices of Rank equal to the Thread Rank.
Also the same.
Thread Rank Three
Effect: One of the spell matrices is improved to an Enhanced Matrix.
Still the same.
Thread Rank Four
Effect: The puppet comes to life with no talents or skills and has Attribute Steps equal to the owners' -2.
Well, this showed up a rank early, so that's a thing. Though it is listed as the Deed and the effect is listed as "None. Isn't that enough?". As though this effect is somehow actually helpful as written. It can be (if it had skills/talents like everything else in the game), just not how it is written.
Thread Rank Five
Effect: Both matrices are now Enhanced Matrices.
And it shows up a rank later.
Thread Rank Six
Effect: Three Enhanced Matrices.
Cough, gag, wow.
Thread Rank Seven
Effect: Four Enhanced Matrices.
Really? No one thought this was a bad idea?
How do they stack up? The 1E version is... it's just freakish. The 3E version certainly took the power down a few steps, though it was all concentrated in the first four ranks. For 1E... that whole animated thing, which actually printed a snarky comment like that was the best thing this has to offer, is really just a speed bump between you and two more Enhanced Matrices. Which is simply madness. Don't forget, it also costs less in 1E. Yikes. I'm now remembering why this never, ever, ever, ever, ever showed up in my 1E games.
This is the forty-fifth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 135), Oratory Necklace is a Thread Item first introduced in Gamemastering Earthdawn (pg. 41). Any of my games which has a dedicated social character tends to end up with one of these. It doesn't tend to be stock from the book, for reasons we'll get into shortly, but it shows up nonetheless.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Oratory Necklace
Spell Defense: 14
Legend Point Cost: Journeyman
While it's not listed, the maximum threads on this item is five. Which is an awful lot. Why does it need so many? Beyond that, the Spell Defense is normal, but the eight threads is not regulation for a Journeyman item.
Thread Rank One
Effect: +1 to Charisma-only tests.
It is probably safe to assume this means Interaction tests, but it's not a sure thing. Regardless, it's a standard effect for the rank. One that is a lot better if it means Interaction tests.
Thread Rank Two
Effect: +1 Social Defense.
Another standard effect.
Thread Rank Three
Effect: +2 to Charisma-only tests.
Again, everything is entirely appropriate so far.
Thread Rank Four
Effect: 1 Karma Point on Charisma-only tests.
For a dedicated social character, this is going to be gravy. Interaction tests are pretty hard to get bonuses to and this throws in another die to even out the results. The character will probably already have this through their discipline, so that means two Karma. Which is double-plus good.
Thread Rank Five
Effect: Ability that gives a social bonus to crowds but is way too wordy.
The Deed to get here is... it's dumb. It honestly seems like whoever wrote up this item fell in love with the background of the example of an Oratory Necklace (this isn't unique), possibly from their game, and wanted to include it. Beyond that, the ability here may not be as complicated as I make it out to be, but it is certainly more complex than it needs to be.
Thread Rank Six
Effect: +2 to Social Defense, +3 to Charisma-only tests, and for 1 Strain, the wearer gains +1 to any Charisma-based test.
Well, that's quite a bit right there. Three different effects, two of them solid and the third, while it has a cost, applies to everything that involves rolling Charisma. So that's, you know, pretty good. It's a rank early for two effects, let alone three.
Thread Rank Seven
Effect: +4 to Charisma-only tests, and for 2 Strain, the wearer gains +2 to any Charisma-based test.
Here is two effects at Rank Seven, which is appropriate. Despite having Rank Seven on a Journeyman item not being up to code. This also presents a dilemma: does the new ability to spend Strain replace the previous one, or is it in addition? If the cost was still 1 Strain, it would clearly be a replacement. This is far more ambiguous.
Thread Rank Eight
Effect: +3 to Social Defense.
This is quite underwhelming. It's a rank where you get two effects and here is one. The final rank and it offers a single bonus to Social Defense.
How does it all stack up? For a social character, this is still a must have. The bonuses to social tests are great and there aren't many stock items that give these bonuses.
Any character who has this is going to be significantly more potent in social interactions. Probably not in a way that will alter the fabric of your table, or even cause other players to be jealous, but they will definitely be able to get some mileage from that system.
This item is a decent place to look for ideas. It supports the primary theme well, but doesn't follow the guidelines terribly well. It's not egregiously bad, but it has some ups and downs. The biggest issue is when the effects are abilities rather than straight bonuses. Those tend to be less clear than they really could.
How does the 3E version compare to the 1E version? Let's find out:
Oratory Necklace (1E)
Spell Defense: 8
Legend Point Cost: (Novice)
Well, between editions the tier increased by one and the Spell Defense by 6. The number of Thread Ranks remained the same. This was a hell of a deal in 1E.
Thread Rank One
Effect: +1 to Charisma.
Yeah, that's a bonus to an attribute at Rank One. It's not as impressive as it seems, since it will take up to three to net an entire Step increase and up to two for a Social Defense bump. Still, that's good for long-term growth. It also amuses me the character is described as "wielding" the necklace, rather than wearing it.
Thread Rank Two
Effect: +1 Social Defense.
The same between editions.
Thread Rank Three
Effect: +2 to Charisma.
Here's another boost to the attribute.
Thread Rank Four
Effect: 2 Karma Points on Charisma-based Interaction tests.
More Karma than 3E, but more specific in application (even if that is the primary Charisma-only test out there). This is similar, but much more pretty potent.
Thread Rank Five
Effect: Crowds are one degree more favorable.
The Deed here has the entire boring story I mentioned earlier; the 3E version put it in the description of the item. The story is just strange and tedious. It may just be me, but it adds nothing other than word count. However, the effect in 1E is less versatile, but significantly more direct. I prefer it significantly.
Thread Rank Six
Effect: +2 to Social Defense and +3 to Charisma.
This loses the ability and maintains the equivalence between the editions of Charisma = Charisma-only tests. I'm curious why the ability was added; was it to replicate the broad benefit of the Charisma bonus?
Thread Rank Seven
Effect: +4 to Charisma.
Again, the ability is missing here. Otherwise these are the same (noting the above equivalence).
Thread Rank Eight
Effect: +3 to Social Defense.
And this is identical.
How do they stack up? The 1E version is more powerful, if nothing else than for the reduced costs. It lacks all of the more obtuse mechanics that were grafted on and grants a direct bonus to Charisma. While that isn't quite as good for specific Interaction tests, it applies to every test. There is also the whole "two Karma on Interaction tests", which pretty much makes up for losing the static bonus. All of that being said, both of these need some help. They are a little erratic with the bonuses (the biggest bonuses are at Ranks Five and Six, which is strange) and the costs are pretty low. This just needs some cleaning and can be a great addition to a game.
This is the forty-fourth Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 135), Spell Sword is a Thread Item first introduced in Gamemastering Earthdawn (pg. 42). This particular item has made it into one of my games before. Just once. To find out exactly why, see below.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Spell Sword
Spell Defense: 15
Legend Point Cost: Warden
Everything is on the low side (six thread ranks) for the tier of Warden.
Thread Rank One
Effect: Contains a spell matrix of rank equal to the thread rank.
If this was just a thread item to assist in spellcasting, this would be fine. However, if it is expected to be useful as a weapon as well, this is pretty terribly for 3E. It is going to be playing catch-up in damage for every rank.
Thread Rank Two
Effect: Damage Step 6.
While this is a standard effect and appropriate, if the order of effects was switched, this would be a Damage Step 8 weapon and actually useful as a weapon.
Thread Rank Three
Effect: Two spell matrices.
I do not care for thread items that have more than one spell matrix. That is what a Shared Matrix is actually designed to do. It also sets an unfortunate precedent with regard to spell matrix objects, which are already pretty sad.
Thread Rank Four
Effect: Damage Step 7.
Another damage increase that is uninspiring, particularly when compared to the number of matrices that have been piled on thus far.
Thread Rank Five
Effect: +1 to Physical and Spell Defense.
Two effects, which shouldn't show up until Rank Seven.
Thread Rank Six
Effect: Damage Step 8 and three spell matrices.
By the end, it has reached what would normally be the starting damage and holds three spell matrices(!). That is quite the bargain for three extra spell matrices. This is two effects (probably more - a bonus spell matrix is generally better than a +1 to something, let alone three of them).
How does it all stack up? If you are a magician, this is a good thread item to have access to. Even if you don't plan on whacking someone with it. The three bonus matrices allows for quite a bit of versatility. If you do plan on having a weapon to actually use, you will probably want a different one. This is... quite sad for that purpose. Really, really sad.
The sheer number of extra spell matrices that it provides can give a spellcaster more versatility than is really intended for a very low cost. It means they will have access to significantly more spells than normal. While none of them are enhanced (phew!), they will have significantly fewer difficult choices to make in that regard. It's unlikely to truly deform the game, but they are going to be able to steal the spotlight more frequently.
This is a pretty poor thread item to use as an example. It violates some guidelines, doesn't support its stated theme well, and worst of all is uninteresting. Cleaning it up into something more usable shouldn't be difficult. Switch Ranks One and Two. Then, instead of extra spell matrices, provide bonuses to the spell contained within the sword. At Rank Five, consider improving it to an Enhanced Matrix. This should encourage a core combat spell to be stored in the weapon and enable it to be effective as an actual weapon as well.
How does the 3E version compare to the 1E version? Let's find out:
Spell Sword (1E)
Spell Defense: 13
Legend Point Cost: (Journeyman)
The Spell Defense and tier are both lower. Interestingly, the number of ranks is consistent with expectations for a Journeyman tier thread item, rather than a Warden.
Thread Rank One
Effect: Damage Step 6 and Spell Matrix of rank equal to the thread rank. The wielder may cast the spell with their Perception Step if they don't have Spellcasting.
This is better than the 3E version, but a little too much. The last bit is interesting, but will require another character to attach a thread so that they can stick a spell in the matrix for the non-spellcasting character to use. That is an awful lot of work for something that probably isn't worth. Any likely why it was cut (also a very long stat block to explain all of this).
Thread Rank Two
Effect: Damage Step 7 and +1 to Spell Defense
Another rank with two effects. Lower cost and more effects out of the gate compared to the 3E version.
Thread Rank Three
Effect: Two spell matrices.
Here it is the same between editions.
Thread Rank Four
Effect: Damage Step 8.
Same effect, but 1E does more damage. Which is decidedly strange for these two editions.
Thread Rank Five
Effect: +1 to Physical and +2 to Spell Defense.
Again, the same effects, but Spell Defense had already gotten the bump previously.
Thread Rank Six
Effect: Damage Step 10 and three spell matrices.
Similar, but with two increases to damage and that extra spell matrix.
How do they stack up? The 1E version is more powerful in every way and less expensive. The one game this appeared in, it was simply two powerful. With good damage, bonuses and the spell matrices, it was just enough to make an already very effective character the star of the show in most scenarios.
This is the forty-third Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 135), Talisman Statue is a Thread Item first introduced in Gamemastering Earthdawn (pg. 43). The current game I am running is, curiously, the only one where this particular item hasn't shown up. Perhaps inexplicably, I have a curious soft spot for this guy.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Talisman Statue
Spell Defense: 15
Legend Point Cost: Journeyman
Everything is within norms.
Thread Rank One
Effect: +1 to Spellcasting tests.
A solid bonus. Not quite as good as an actual rank, but given the farther reaching effects those have, it's not unexpected.
Thread Rank Two
Effect: +1 to Thread Weaving tests.
Another good bonus, and also within expectations. Giving out ranks to any Thread Weaving talent is dangerous ground. First off, it can give access to normally restricted abilities (like spells) and opens up room for more permanent threads. That this is a generic bonus is very good and expected for an item meant for any magician.
Thread Rank Three
Effect: +1 to Spell Defense.
Another perfectly good effect that is also within the guidelines.
Thread Rank Four
Effect: +2 to Spell Defense.
More of the same, but still good. On the whole, I would have preferred more bonus to actual spellcasting. Most spellcasters tend to have plenty of Spell Defense.
Thread Rank Five
Effect: +2 to Mystic Armor.
Two effects and this shouldn't show up until Rank Seven. Still, it's not the end of the world.
Thread Rank Six
Effect: +1 Karma Step when using Karma on Spellcasting, Effect, or Thread Weaving tests.
Yeah, this is really good (even with the cost). It is, effectively, a bonus Karma step on all of those tests that magicians actually care about. Combine this with a 3ER windling or human and Bands of Fortune - you will have a potential problem on your hands. Realistically, this is a lot like +1 to three different tests.
How does it all stack up? If you're a magician, you are going to want one of these. The investment is low and the return is good. Every rank is something good and the capstone is phenomenal.
While the bonuses aren't amazing (don't mistake that - they are very good), for whatever reason that Karma boost can cause trouble at the table. This isn't a blanket statement for every group, but I've seen that kind of bonus cause subtle problems and recriminations that there is no equivalent for combat disciplines. Which is a fair statement. For those games, they simply crafted a melee equivalent and life went on from there.
While the Karma ability isn't like to cause serious trouble on its own, in conjunction with enough other bonuses it can start to deform the game.
How does the 3E version compare to the 1E version? Let's find out:
Talisman Statue (1E)
Spell Defense: 13
Legend Point Cost: Journeyman
3E increased the Spell Defense, which is probably a good call, but not an incredibly important one.
Thread Rank One
Effect: +1 rank to the Spellcasting or Thread Weaving talent.
A similar, but better bonus since it gives actual ranks (which is problematic as described above). A hitch with the Thread Weaving bonus is it implies the character only has one. Which we all know is rarely true for spellcasters. What is notable is that there is a choice, maybe? It's unclear if the GM decides this when introducing the item, or the character does when they weave the thread. I always went with the former because it simplified my life.
Thread Rank Two
Effect: +2 ranks to the Spellcasting or Thread Weaving talent, or +1 rank to both.
If you remove the choice, this is a lot like the 3E version. Only with actual ranks. Again, I chose when the item was introduced.
Thread Rank Three
Effect: +1 to Spell Defense.
The same between editions.
Thread Rank Four
Effect: +2 to Spell Defense.
Again, nothing different.
Thread Rank Five
Effect: +1 to Mystic Armor.
For whatever reason, in 3E it was decided this needed a boost. Also, to break the guidelines in the process. Curious.
Thread Rank Six
Effect: 1 permanent damage, +1 Karma Step when using Karma on Spellcasting/Thread Weaving tests.
This is good, but not extremely powerful. There is a steep cost and the bonus is more limited. I daresay this is pretty balanced, perhaps teetering towards a touch weak, but it's difficult to say. I know that my players never balked at the costs.
How do they stack up? The 3E version is overall more powerful because of Ranks Five and Six. Ranks One and Two of the 1E version are better since they give actual ranks to the talent, but that pales to the generically more powerful later ranks. On the whole, I prefer a mixture of the two versions - early ranks from 3E and later ranks from 1E.
This is the forty-second Anatomy of a Thread Item in an ongoing series about Earthdawn. Introduction and Index.
Found in the Gamemaster's Guide (pg. 135), Espagra Saddles are a Thread Item first introduced in Gamemastering Earthdawn (pg. 40). Every windling Cavalryman that ended up with one of these.
There will be an analysis of how the 3E Thread Item stacks up to the proposed guidelines (pg. 46 of the Gamemaster's Companion) and what it looked like in its original release.
Espagra Saddle
Spell Defense: 14
Legend Point Cost: Journeyman
There is really nothing notable here. Which is almost certainly a good thing.
Thread Rank One
Effect: The rider may add +1 to their mount's Movement Rate if the choose.
Probably a standard effect. The ability to choose not to apply this is useful when figuring out the optimum charge.
Thread Rank Two
Effect: +1 to the mount's Physical Armor.
Nothing ruins a Cavalryman's day like attacking their mount. But it's so effective.
Thread Rank Three
Effect: The rider may add +2 to their mount's Movement Rate if the choose.
More is definitely better in this case.
Thread Rank Four
Effect: +2 to the mount's Physical Armor and +1 to the mount's Physical Defense. +1 to the rider's Physical Armor.
That's a lot of different bonuses; three effects in total. All of them are good - that's just quite a bit.
Thread Rank Five
Effect: 2 Strain per round, the mount can fly at its normal movement rate.
This is a very good effect. Unless you are a windling on a zoak. In which case it is utterly irrelevant. If you are an ork on a thundra beast, then you are basically a thing of nightmares.
Thread Rank Six
Effect: Both rider and mount gain +1 Recovery Test per day.
Two effects and both quite good. With Blood Share and Heal Animal Companion, these are even more useful.
How does it all stack up? If you're not a Cavalryman, it's pretty unlikely that this will be notable to you. If you are a Cavalryman, you are almost certainly going to want one of these. The only downside is for windling Cavalrymen (otherwise known as pretty much every PC Cavalryman ever). If they have a zoak for a mount instead of a kue (otherwise known as every PC windling Cavalryman ever that didn't have some cruel GM make their character for them), their mount already flies. For everyone else, the flight ability may be a little on the powerful side, but given that it is just limited to the mount, it is hard to judge.
Other players being jealous probably isn't going to be an issue and the benefits provided aren't likely to cause issues. Except for the whole mount flying thing. If there is an ork on a thundra beast at your table - expect to see it flying all of the time. Why is that? Because if I were that player, I know that is exactly what I would do. Even when there is no reason to do so. It would be like a very angry version of a sky bison. That's a gift I cannot help but feel would be my responsibly to share with the world. I can hardly expect others to not feel the same way.
The limited nature of the item in the first place makes it tricky to use for inspiration. The Espagra Boots offer a much better example of a flight effect for everyone else. It's not a bad choice, but there are better options out there.
How does the 3E version compare to the 1E version? Let's find out:
Espagra Saddle (1E)
Spell Defense: 12
Legend Point Cost: (Journeyman)
The Spell Defense was increased by 2 moving to 3E and the number of thread ranks reduced to six from nine. That is quite a change.
Thread Rank One
Effect: Increase the mount's Combat Movement by 15 yards and its Full Movement by 30 yards.
3E added in the choice to increase it. Also, the scales changed quite a bit between editions. We're going to assume that those are comparable because I don't particularly care if they are not.
Thread Rank Two
Effect: +1 to the mount's Physical Armor.
This is the same.
Thread Rank Three
Effect: Increase the mount's Combat Movement by 25 yards and its Full Movement by 50 yards.
Close enough.
Thread Rank Four
Effect: +2 to the mount's Physical Armor and +1 to the mount's Physical Defense. +1 to the rider's Physical Armor.
Everything here is the same.
Thread Rank Five
Effect: Flight, but cannot benefit from the movement increases when flying.
This is very powerful - flight for no cost, other than giving up the increased movement. Would there ever be a reason not to buzz everything with your flying thundra beast? I cannot think of one.
Thread Rank Six
Effect: Both rider and mount gain +1 Recovery Test per day.
Also the same.
Thread Rank Seven
Effect: Flight with increased movement. Increase the mount's Combat Movement by 50 yards and its Full Movement by 100 yards. +1 to all Action tests the rider takes while in the saddle. +5 to the mount's Physical Armor.
This was cut in 3E and it's pretty clear why. That is a lot of bonuses. A whole lot. Very powerful bonuses.
Thread Rank Eight
Effect: +2 to Physical, Spell and Social Defense to the mount and rider.
Wow. That's another big pile of bonuses. Also not appearing in 3E with good reason.
Thread Rank Nine
Effect: +3 to the rider's Physical Armor and +3 to all Action tests the rider takes while in the saddle.
The final ability is... there aren't many words for this. It's pretty insane. Why would a Cavalryman ever leave the saddle? It's dangerous off of that saddle! Particularly when you have a supersonic flying thundra beast and are going to do a flyby on the control tower..
How do they stack up? The 1E version is a lot more powerful. Really, just freakishly more powerful. The 3E version has a few excesses and I'm not necessarily sold on the idea of a flying mount for such low costs, but if you know where this came from... yeah.