Created by the master of the mists, Sha-le Hu, this sleek outfit is a light, comfortable garb that provides some protection against weapons in combat but is especially effective against energy-based attacks. The jerkin and matching pants are made from a fine, double-layered silk that has been dyed a pale scarlet with golden yellow trim. The only distinctive marking on the garb is the silhouette of an exotic bird on the back of the jerkin.
In addition to normal protection, the wearer of this garb gains some control over the elements of mist, clouds, and steam. He is able to summon a cloud of obstructing vapors at will, and can change into a mist like form that bestows healing benefits. The armor will also enable the wearer to float through the air like a bird, although the task is much more exhausting in dry conditions. Finally, he can sense many subtle changes and movements within a cloud of vapor, allowing him to pierce the mists and detect his foes.
First Power: +4 PD / +8 ED Armor
Specific Modifiers: Coverage (7-16) (-1/2), Real Armor (-1/4) No Mass (+0)
Second Power: Change Environment, 32" Radius (Summon Mists)
Specific Modifiers: Extra Time: Full Turn (-1), Not in dry air (-1/4), No Range (-1/2)
Third Power: 6" Flying (24" non-combat)
Specific Modifiers: Gestures Throughout (-1/2), x2 END in dry air (-1/4)
Fourth Power: Desolidification (Vulnerable to wind and fire attacks)
Specific Modifiers: Only in thick fog or clouds (-1), Cannot move through solid objects (-1/2)
Fifth Power: 2d6 Healing, Gradual Effect (1 Minute) (-1/2)
Specific Modifiers: Linked to Desolid (-1/2), Only in thick fog or clouds (-1), Single Charge per Day (-2)
Sixth Power: Sense Humidity, Ranged, Discriminatory
Seventh Power: +5 PER to sight group, Only to see through cloud or fog ( 1)
Combined Modifiers: : OIF Aerie Armor (-1/2), Independent (-2).
Active Cost: 140; Real Cost: 29.
In ancient times, this round shield was crafted by the famed armorer Guidon Halviner to serve his young duke Tenar Nacobi in the defense of the crown. It initially possessed no powers beyond those of a normal shield, but served the duke well and undoubtedly saved his life many times during the long civil war. The shield was kept in the royal lineage for many years thereafter, and was well enchanted by the court magi to further protect the ruler. It was finally buried with the great King Argosa upon his mysterious death, and remained in his crypt for many centuries. By the time the shield was uncovered by tomb robbers, it had become corrupted into a barbaric instrument of slaying.
The shield is covered in the hide of a black bull, and banded with polished steel. Nine small curved horns project outward from this band, and serve as sword catchers. At the center of the shield is a prominent steel cap riveted about the edge. A bracer and steel handle serve as holds on the back of the shield. Two eerie eyes have been worked into the hide, and appear almost to glare at any foes. These are said to be the ever watchful eyes of King Argosa.
First Power: AI (12 INT, 10 EGO, 10 DEX, 2 SPD) - King Argosa.
Second Power: +3 DCV
Specific Modifiers: Has an 8- STR Minimum (+0).
Third Power: +2 to Block or Disarm Maneuvers
Specific Modifiers: Has an 8- STR Minimum (+0)
Fourth Power: +2d6 HA
Specific Modifiers: Has an 8- STR Minimum (+0) - Shield Rush
Fifth Power: 3d6 Suppress Clairsentience
Specific Modifiers: Area Effect (3" Radius) (+1), 0 END Persistent (+1), Always On (-1/2), No Range (-1/2).
Sixth Power: Invisibility to Sound w/ Fringe.
Combined Modifiers: OAF Argosa Shield (-1), Independent (-2).
Active Cost: 84; Real Cost: 17.
This magical armour was first created, or so rumour has it, for the Shipwarden of Lacramar. Certainly it is a great boon to any aquatic adventurer, since in addition to protection, it provides the wearer with air and protection from the crushing weight of even the greatest deeps. It also allows the wearer to move freely underwater, and sense in murky conditions. In appearance the metal of the armour has greenish tinge, and suits are usually decorated with an underwater motif.
First Power: 5 PD/ED Scale Armour (Hauberk and Helm, covers locations 3-5 and 7-13)
Specific Modifiers: Real armour (-1/4), 0 Mass (-0), Limited coverage (-3/4)
Second Power: Life Support (character can breathe underwater, immunity to high pressure and cold)
Specific Modifiers: linked to Armour (-1/2)
Third Power: +5" Swimming
Specific Modifiers: linked to Armour (-1/2)
Fourth Power: Active Sonar
Specific Modifiers: linked to Armour (-1/2)
Combined Specific Modifiers: OIF (-1/2), Independant (-2).
Active cost: 15 + 31 points. Real Cost: 15 pts.
This mighty bow is carved all about with runes of power. Although it takes a strong man to use, when any normal arrow is fired from the bow, the arrow is instantly multiplied at the point of release, becoming a veritable storm of arrows.
Power: 2d6 RKA
Specific Modifiers: Area Effect (radius, nonselective, +3/4), Has 17 Str Min (-3/4), 2-Handed Weapon (-1/2), OAF, Great Bow (-1), Independent (-2).
Active Cost: 52; Real Cost: 9.
This otherwise marvelous scimitar is possessed by the tormented soul of Talon Magistri, a demented spirit who exists only to cause terror in others. Each time the weapon is wielded, the spirit projects dark images into the mind of its foe, often causing weak opponents to flee in terror. Talon will use this same ability to slowly drive his owner into a like state of torment. Only the strong willed can carry this weapon without succumbing to the gruesome images, and those of a goodly nature will soon seek to be rid of the Magistri. The unusually long handle is wrapped in tough, black silk, with a tassel hanging from the end, and a large sapphire mounted on both sides of the hand guard. The blade is polished mirror smooth, but dark shadows appear to dance across its surface from time to time. The central groove is cut in a repeating saw-toothed pattern, and the weapon is heard to make a faint rasping sound each time it enters living flesh.
Due to its cunning design, this enchanted Scimitar has the ability to inflict very nasty bleeding cuts, often causing much damage beyond the initial wound. The wielder also gains the ability to see by starlight, and has an innate combat sense that allows him to fight even in total darkness. This weapon will serve well an assassin who can master its tormented spirit.
Powers
First Power: +1 OCV
Specific Modifiers: Has 10 STR Min (-1/4)
Second Power: + 2d6 HKA
Specific Modifiers: Has 10 STR Min (-1/4)
Third Power: + 2d6 STUN Drain, Recover 5/day, 11- Activation Roll, Linked to HKA,
Specific Modifiers: Only after HKA does at least 1 BODY, Gradual Effect (1 Turn, further drain negated by successful paramedic skill roll) (-1/2).
Fourth Power: Ultraviolet Vision
Fifth Power: Combat Sense 11-
Combined: OAF Avenging Scimitar (-1), Independent (-2).
Active cost: 82; Real Cost: 17.
These heavy leather gloves are covered on the back side with a thick matte of black hair. Claws protrude from the ends of the fingers, aiding the character while climbing, and also serving as weapons when no other is available. In addition, the Strength of the character is greatly increased when performing a grab.
First Power: 1d6 HKA
Specific Modifiers: Reduced Penetration (-1/4) - Claws.
Second Power: +10 STR
Specific Modifiers: Only w/ Grab (-1/2).
Third Power: Climbing 12-
Combined Specific Modifiers: OIF 2 Gloves (-1/2), Independent (-2).
Active cost: 34; Real Cost: 9.
It is said that this loathsome weapon was first crafted by the Lords of Darkness in ages past. However it is now a favoured weapon of those who worship evil, such as the Plague Priests. The Blade of Corruption causes ruin in everything it touches except its enchanted scabbard, and every time it is drawn from the scabbard the very air seems poisoned with its miasma. Armour scored by this blade rusts with magical swiftness, and flesh or leather rots. Wounds caused by the Blade of Corruption are very slow to heal. However, there is one dire penalty that befalls the owners of these blades - their corrupting influence also affects the wielder every time the weapon is drawn from its protective scabbard, eventually twisting them into grotesque parodies of their former selves.
First Power: 1d6 +1 HKA (broadsword)
Specific Modifiers: Linked to BOD drain (-1/2)
Second Power: 1d6 BOD Drain
Specific Modifiers: Return rate is 5 points every season (+2)
Third Power: 1d6 PD Drain
Specific Modifiers: Return rate is 5 points every season (+2), Only usable against inanimate objects ( 1), Linked to BOD drain (-1/2)
Combined Specific Modifiers: OAF (-1), Independant (-2), Side Effect: Every time blade is drawn (1d6 Com Drain, Return rate is 5 points every season, -1/2)
Active cost: 20 + 60 points. Real Cost: 16 pts.
Born of the fire of pure sunlight, the Sword of Nemacles glows a steady, brilliant white. The smooth handle is a precious cylinder of crystal-clear amber, attacked to the blade by an elaborate hand guard. The perfectly symmetrical blade is shaped as a leaf, and a careful touch of the glowing surface will reveal an engraved sunburst pattern on each side. A specially lined scabbard is required to prevent light from leaking out when the blade is cached, such as the gaudy mink fur scabbard used by Murgar. Those fighting against this magic weapon will have a most difficult time seeing their opponent clearly through the glare. The sword can also emit a brilliant flash of light that can momentarily blind all who are nearby. Fortunately, the wielder is protected from this flash, and from other sources of brilliant light. In addition, once per day, this sword can dispel any single magic spell that draws its power from the darkness (such as a Darkness to Sight spell created by a Shadow Mage.)
First Power: +2 OCV with Sword
Specific Modifiers: 10- STR Min (-1/4)
Second Power: +2 DCV with Sword
Specific Modifiers: Only versus opponents using sight group (-1/4)
Third Power: + 1d6+1 HKA
Specific Modifiers: 10- STR Min (-1/4), Penetrating against dark or shadow creatures (+1/4).
Fourth Power: + Images to Sight
Specific Modifiers: 2" Radius (+1/4), 0 END Persistent (+1), No Range, Always On, Only to cause uncovered sword to glow brightly (-1).
Fifth Power: + 1d6 Flash to Sight Group
Specific Modifiers: Explosion, Personal Immunity, Three recoverable charges per day (requires sunlight to recover).
Sixth Power: + 6d6 Dispel, Any Single Dark-based Spell (+1/4), Single recoverable charge per day (requires sunlight to recover).
Seventh Power: +5 Flash Defense, Sight Group.
CombinedSpecific Modifiers: OAF Short Sword (-1), Independent (-2).
Active cost: 112; Real Cost: 23.
The "Sword of Many Enemies" has a long and bitter history. The hilt of this bronze sword depicts the head of an enraged man, with black pearl eyes and ivory teeth. The hand guard consists of a ring of sharp fangs, firmly set in the hilt. In addition to being a very fine weapon, Brytwegne has the ability to greatly enrage its foes, pushing them into rash actions during combat. The blade has two unusual defects that make it hazardous for any except a master swordsman to wield. Each time the weapon bloodies a foe, the edge will grow more dull. The weapon must be regularly sharpened between each fight to keep the edge honed. In addition, those who are struck by a freshly sharpened blade will become mortal enemies of the wielder. However, in the hands of a worthy owner, few who are so bloodied ever live to sate their hatred.
First Power: +3 Combat Skill w/ Brytwegne
Specific Modifiers: Has 13- STR Min (-1/2)
Second Power: + 2d6 HKA,
Specific Modifiers: Has 13- STR Min (-1/2), -1 BODY until sharpened each time HKA does at least 1 BODY to target (-1/2).
Third Power:+ 6d6 Mind Control
Specific Modifiers: Only to go Berserk (11- Recover) (-1/2).
Fourth Power: + 8d6 Mind Control
Specific Modifiers: Trigger (HKA does at least 1 BODY to target) (+1/4), Single Recoverable Charge (Sharpen Blade) (-1-1/4), Cause intense hatred of the wielder (-1/2), No Range (-1/2).
Combined Specific Modifiers: OAF Long Sword (-1), Independent (-2).
Active cost: 119; Real Cost: 21.
No wall or gate can withstand the owner of this sword, since it can slice rock or iron like butter. Likewise any attempt to parry this weapon is doomed to failure. This weapon also negates any protection from normal armour, since it can cut through virtually anything.
First Power: 1d6+1 HKA (broadsword)
Second Power: +4 d6 HKA
Specific Modifiers: Only usable against inanimate objects or to negate (physical) armour (-1).
Combined Specific Modifiers: OAF (-1), Independant (-2)
Active cost: 20 + 60 points. Real Cost: 17 pts.
This superb heater shield was crafted by the Wizard Hermetridus for his champion of justice. The front surface is made from highly polished silver, and displays the bas relief image of a lion and unicorn guarding a city portcullis. The back of the shield is covered with an exquisite leather made from an extinct beast. There are two large clasps of polished bronze lined with the same soft leather.
The defender shield glows with a soft, silvery light that illuminates the ground for a short distance. When the bearer is attacked, the shield seems to shift of its own accord, blocking attacks from the front. The shield can also be used to block slow projectiles, and will ward the owner from debilitating magic. While light for a shield of its size, it will also deliver a respectable blow from a shield rush. Finally, the wielder gains a special combat ability that allows him to fight even in darkness.
First power: Images to Sight, 1" Radius
Specific Modifiers: 0 END Persistent (+1), No Range (-1/2), Always On ( 1/2)
Second Power: +4 DCV
Specific Modifiers: 10 STR Min (-1).
Third Power: +4d6 HA with Shield Rush
Specific Modifiers: 10 STR Min (-1).
Fourth Power: +3 Missile Deflection, Any Thrown Objects or Arrows
Specific Modifiers: Adjacent (+1/2), 10 STR Min (-1).
Fifth Power: +15 Power Defense.
Sixth Power: Combat Sense 12-.
Combined Modifiers: OAF Shield (-1), Independent (-2).
Active Cost: 88; Real Cost: 20.
The blade of this beautiful Falchion is engraved with the image of two bare-chested wrestlers locked in a perpetual struggle. The hilt is wrapped in a soft animal hide, and the heavy guard has the form of two intertwined snakes. A maroon silk tassel is attached by a pin to a simple golden knob at the end. This sword is possessed by two raging spirits who constantly dual for control of the weapon. As a result, although the weapon has very useful powers, it is quite unreliable to use. When a spirit gains control of the weapon, its powers go into effect for that turn. The possessing spirit will constantly seek to sway the wielder to his views, often becoming an annoying distraction during combat. The prevailing spirit is determined randomly at the end of phase 12, with Reston in charge on a 9 or below; Lango with a 12 or higher; and a draw on a 10 or 11. In the case of a draw, neither spirit is in charge and neither can communicate his powers to the wielder. Regardless of the result, the weapon will still deliver an uncommonly nasty blow.
First Power: +1 OCV
Specific Modifiers: Has 15 STR Minimum (-1).
First Power: + 2d6 HKA
Specific Modifiers: +1 STUN Multiplier (+1/2), Has 15 STR Minimum (-1), Reduced Penetration.
Second Power: + 2d6 Entangle
Specific Modifiers: No Damage from Attack, Linked to HKA, Only after HKA does at least 1 BODY (-1/2), Only when run by Reston (-1-1/2).
Third Power: +2 to Hearing
Specific Modifiers: Only when run by Reston (-1-1/2).
Fourth Power: Invisibility to Sight w/ Fringe
Specific Modifiers: Only when run by Lango (-1-1/2).
Fifth Power: Infrared Vision
Specific Modifiers: Only when run by Lango (-1-1/2).
Combined Specific Modifiers: OAF Falchion (-1), Independent (-2).
Active cost: 106; Real Cost: 21.
The wielder of this sword can attack any target he can see as if he were standing right in front of it.
First Power: 1d6+1 HKA (broadsword)
Specific Modifiers: Usable at range (+1/2), Increased maximum range (x10, up to 25 Km, +1/2), No range penalty (+1/2), OAF (-1), Independant (-2).
Active cost: 50 points. Real Cost: 12 pts.
Any target hit by this blade is magically frozen in place, even if his armour saves him from injury.
Power: 1+1 d6 HKA (Broadsword)
Specific Modifiers: Linked to Entangle (-1/2)
Second Power: 3d6 Entangle
Specific Modifiers: Transparent (+1/2), Unranged (-1/2)
Combined Specific Modifiers: OAF (-1), Independant (-2).
Active cost: 20 + 45 points. Real Cost: 14 pts.
This sword glows brilliantly, making it impossible to look at the wielder without being blinded (opponent attacks at half OCV).
First Power: 1d6+1 HKA (broadsword)
Specific Modifiers: Linked to Flash (-1/2)
Second Power: 2d6 Flash
Specific Modifiers: Personal Immunity (+1/4), Continous (+1/2), Uncontrolled (+1/2), Reduced to 0 END (+1/2); unranged (-1/2)
Combined Specific Modifiers: OAF (-1), Independant (-2).
Active cost: 20 + 55 points. Real Cost: 14 pts.
The wielder of this blade is capable of dealing out such mighty blows that his opponents are knocked all over the battle field.
Power: 1+1 d6 HKA (Broadsword)
Specific Modifiers: +4 to stun multiplier (+2), Double knockback (+3/4), OAF (-1), Independant (-2).
Active cost: 75 points. Real Cost: 19 pts.
This magnificent suit of scale armor is made from fine leaves of golden- hued metal that are shaped as a wide, veined dagger. The armor provides excellent protection from normal opponents, but was specifically designed by its makers to battle dragons. By drenching the golden scales in perpetual fire, the armor has been magically endowed with the ability to withstand intense heat. Indeed, the only safe means to don this suit is to place the hands inside the gauntlets, then use the protection of the gloves to handle the remainder of the armor. Once the armor is in place, the wearer can enter regions of severe heat without suffering damage. In cooler realms, the armor radiates a steady heat that is sufficient to melt nearby ice or snow. The heat is sufficient that anybody attempting to touch the outside of the armor without heavy gloves can suffer nasty burns.
Firts power: +9 PD / +9 ED Armor
Specific Modifiers: Hardened (+1/4), Real Armor (-1/4), x1/2 Mass ( 1/2), Only hardened versus Heat or Fire (-1/4)
Second Power: 25% Resistant Energy Damage Reduction
Specific Modifiers: Only versus Heat or Fire (-1)
Third Power:4d6 Energy Blast
Specific Modifiers: Damage Shield (+1/2), 0 END Persistent (+1), Always On (-1/2) - Hot Armor
Fourth power: 2" Change Environment
Specific Modifiers: 0 END (+1/2), No Range (-1/2), Always On (-1/2) - Radiate Heat
Fifth Power: Life Support: Intense Heat
Sixth Power: Infrared Vision
Combined Modifiers: : OIF Golden Dragon Armor (-1/2), Independent (-2).
Active Cost: 122; Real Cost: 29.
Attached to the cup of this otherwise plain sling are several stripped hawk's feathers that whistle through the air when the weapon is whirled. The missile leaves the sling along an unusual trajectory that curves around to strike the target in the back. If this attack has not been witnessed before, it can catch an opponent completely by surprise. The sling is unusually accurate at longer ranges, and will protect the wielder during a long fall.
First Power: 1d6 RKA
Specific Modifiers: Indirect (+3/4), Only to strike from behind (-1/4).
Second Power: +4 range offset w/ Sling.
Third Power: + 5" Gliding
Specific Modifiers: Trigger (Accidental fall) (+1/4), Only to descend vertically (-1/4).
Combined Specific Modifiers: Two-handed (-1/2), OAF Sling (-1), Independent (-2).
Active cost: 35. Real Cost: 8.
Legend holds that there are at least six of these holy blades, although the location of only two are known at present. The recorded names of the swords are "Truth", "Justice", "Loyalty", "Valor", "Honor", and "Salvation". Each sword possesses a powerful inner spirit that will refuse to serve anybody who is not worthy of its chivalric code. When the sword is grasped, the spirit attempts to mentally link with the wielder, and then to judge the character of that person. Those judged unworthy, or actively preventing any mental contact, will be given a jolt of pure energy each time they attempt to grasp the hilt. In addition to being a powerful weapon, the Holy Crusader swords ward the wielder against disease and mental control. When drawn from its scabbard, the sword glows with a pale blue light, sufficient to provide illumination in a 1" radius. Each named sword also has a separate special power to aid the wielder in his quests.
Powers:
First Power: 3d6-1 HKA
Specific Modifiers: Has 12 STR Min (-1)
Second Power: +3 OCV Combat Skill Levels with Holy Crusader Sword
Specific Modifiers: Has 12 STR Min (-1)
Third Power: +20 Mental Defense
Specific Modifiers: Only versus Mind Control (-1/2)
Fourth Power: Immunity to Disease
Fifth Power: Images to Sight
Specific Modifiers: Only to radiate pale blue light (-1), 0 END, Persistent, No Range, Always On.
In addition, each sword posseses a unique special ability:
Combined Specific Modifiers: : OAF Holy Crusader Sword (-1), Independent (-2), 1+1/2 Handed ( 1/4), Must follow code (-1/2).
Active cost: 121; Real Cost: 24.
The origins of this weapon are a mystery, as it was unearthed by grave robbers searching a newly discovered crypt mound in the northern highlands. It has since passed from owner to owner, never making much of a name for itself, and rumor has it possessed by an ancient curse. The lengthy shaft is tightly wrapped in black and golden fur pelts, forming a wasp-like pattern. Much like a Crow's Bill, the heavy pick is bent back toward the handle, forming a slight hook. Shorter barbs are attacked to both ends. When swung in battle, this weapon makes an angry buzzing noise, much like a wasp.
First Power: 1d6+1 HKA
Specific Modifiers: Armor Piercing, 1 1/2 Handed Weapon (-1/4), Has 13 STR Minimum (-1/2).
Second Power: + 2d6 STUN Drain, Return 5/hour
Specific Modifiers: Persistent, Linked to HKA, Gradual Effect (1 minute) (-1/2), Only if HKA does at least 1 BODY damage (-1/2).
Third Power: 11" Flight
Specific Modifiers: 1/2 END.
Fourth Power: + 6d6 Mind Control
Specific Modifiers: Only versus Insects (-1).
Fifth Power:+4 Olfactory PER, +2 PER Hearing PER
CombinedSpecific Modifiers: OAF Large Pick (-1), Independent (-2).
Active cost: 141; Real Cost: 29.
Created by the mysterious Sorcerer-Priests of Ky'alun Tier Tower, this reversible leather jacket has been bestowed with powers of stealth, misdirection, and escape. The outside of the jacket is lightly tanned and bears the emblem of the Tier craftsmen. When turned inside out, the jacket is a dull black with no reflective surfaces. The powers available to the wearer are determined by which side is outward, so the owner must choose wisely as it can require several precious moments to turn the jacket inside out.
First Power: +4 PD / +4 ED Armor
Specific Modifiers: Real Armor (-1/4), Normal Mass (-1), Coverage (9-14) (-1).
Second Power: +1 to Concealment, Sleight of Hand, and Stealth skills.
Third Power: 10" Teleportation
Specific Modifiers: Single Charge / Day (-2), Only when worn dark side out (-1/4).
Fourth Power: +5" Superleap
Specific Modifiers: Only when worn dark side out (-1/4).
Fifth Power: Images to Sound
Specific Modifiers: Only when worn dark side out (-1/4).
Sixth Power: 5" Gliding, Single Charge / Day (-2)
Specific Modifiers: Only when worn light side out (-1/4).
Seventh Power: 3d6 Aid to Running
Specific Modifiers: Recover 5/Minute (+1/4), Single Charge per Day (-2), Only when worn light side out (-1/4).
Eighth Power: Breakfall 12- (or + 2 to Breakfall roll if skill already possessed)
Specific Modifiers: Only when worn light side out (-1/4).
Combined Modifiers: : OIF Leather Jack (-1/2), Independent (-2).
Active Cost: 83; Real Cost: 16.
The only known owner, a human merchant captain aboard the independent vessel Ewollyn, gained a reputation for remarkable luck. He gained his fortune by chancing upon a number of prime salvage wrecks, passing almost unharmed through a hurricane, and avoided pirate ambushes by using the most dangerous coastal maneuvers imaginable. After many years of use, his blade was finally stolen by a jealous lover, and was rumored to have found its way into the hoard of the sea dragon Luastifor. Lucky Penelope is of such fine craftsmanship that it must have been forged by Faerie hands, although what use the race would have of such a weapon remains unclear. The haft is carved from pure walrus ivory, while the remarkably light, polished steel blade is engraved with a fine lacy pattern. The weapon remains stainless in water, and has an excellent heft and balance. The owner of the Lady will lead a charmed life, constantly avoiding disaster through the most remarkable coincidences. Even when wounded, a hardy wielder often suffers only minor nicks and cuts.
First Power: 1d6+1 HKA
Specific Modifiers: Has 12 STR Min (-1).
Second Power: +1 OCV w/ Lucky Penny
Specific Modifiers: Has 12 STR Min (-1).
Third Power: +5d6 Luck.
Fourth Power: +4 PD/+4 ED Damage Resistance
Specific Modifiers: Only after suffering at least 1 point of BODY (-1/4).
Combined Specific Modifiers: OAF Lucky Penny (-1), Independent (-2).
Active cost: 66; Real Cost: 14.
The shaft of the Maul is made from a smooth, dark wood, with a leather wrapping about the handle, and a short length of chain attached to the base. The polished steel head of the Maul was forged into two large fists facing in opposite directions. Each time the Maul strikes a target, the weapon emits a deep, cracking sound. The Maul has two properties that make it especially valuable to the Stone Giants. The weapon will easily shatter almost any rock or crystal, and is very effective for mining or sculpting huge statues. When the Maul is swung so as to strike the ground, the earth begins to shake and roll, throwing those nearby off balance or to the ground. The wielder is immune to the shaking, giving him a significant advantage during a running battle. The duration of the quake depends on how hard the wielder strikes the ground.
First Power: 1+1/2d6 HKA
Specific Modifiers: +1 STUN mult., Has 19 STR Min (-1), Penetrating (+1/2) and Armor Piercing (+1/2) to HKA, Only versus Stone (-1).
Second Power:+4 OCV with Maul
Specific Modifiers: Has 19 STR Min (-1).
Third Power: 3d6 Suppress Running
Specific Modifiers: Continuous (+1), Uncontrolled (+1/2), Explosion (-1d6 per 3") (+1), Does Knockdown (+1/4), Double Knockdown (+3/4), Personal Immunity (+1/4), No Range (-1/2), Gestures (Strike the ground with the Maul) (-1/4), Extra Time - Full Phase (-1/2) - 7 END per phase.
Combined Specific Modifiers: Two-handed weapon (-1/2), OAF Maul (-1), Independent (-2).
Active cost: 129; Real Cost: 23.
The head of this mace is made from grey stone, carved in the shape of a woman's head, wreathed in snakes. The eyes are inset garnets, and the weapon is possessed of great power. Victims struck with the mace are transformed into stone, although it may take several blows to complete the transformation. Anyone affected by the mace starts to feel increasing heaviness. If the transformation is not completed, this will gradually pass, without harm. If the victim is transformed, however, he and all his possessions, will become stone. He can only be turned back into his original form by a powerful Dispel Magic spell, a Reverse Petrification spell or the like.
First Power: 1+1 d6 HKA (mace)
Specific Modifiers: Linked to Transform (-1/2)
Second Power: 3d6 Major Transform (target to stone)
Specific Modifiers: Cumulative (+1/2)
Combined specific Modifiers: OAF (-1), Independant (-2).
Active cost: 20 + 67 points. Real Cost: 21 pts.
Like a glistening hide of silver, this tough armor will wrap itself around its owner upon a single word of command. The armor bestows upon its wearer a wonder of different powers that enhance his speed. The character can not only maneuver and fight quicker, but run up the sides of walls, dodge incoming missiles, and run like the wind.
The origins of this wonderous armor is unknown, but it has long served the guardians of the winds, a band of elite warriors that protect an ancient temple on the heights of Mount Guidan. The speed and prowess of these warriors is the stuff of legend, and more than makes up for their lack of
numbers.
First Power: Instant Change - Wear Armor.
Second Power: Fast Draw, +2
Third Power: +4" Running
Specific Modifiers: 0 END (+1/2).
Fourth Power: +5" Flight
Specific Modifiers: Only to run up walls (-1).
Fifth Power: +4 DCV
Specific Modifiers: Only while Dodging (-1).
Sixth Power: +6 PD / +6 ED Armor
Specific Modifiers: Coverage (7-13) (-1), Real Armor (-1/4), 1/2 Mass ( 1/2).
Seventh Power: 2d6 Aid to SPD.
Eighth Power: +10 Power Defense
Specific Modifiers: Only versus Drain to DEX, Running, or SPD (-1/2).
Combined Modifiers: : OIF Mercury Armor (-1/2), Independent (-2).
Active Cost: 80; Real Cost: 18.
Created for use by the Regent of Mystrelle, these otherwise ordinary looking crossbow bolts deliver a nasty jolt of physical anguish. They are distinguished by a small glassy sphere attached to the point, and white feathers fringed with blue. When fired from a crossbow, the bolts transform into a glowing needle of blue energy that scrambles the nervous system of the target. Each bolt is completely consumed after use.
Power: + 3d6 Energy Blast
Specific Modifiers: AVLD (Flash Attack, STUN Only) (+1+1/2), 9-12 Charges (-1/4), Beam Attack, Trigger (by shooting, +1/4), OAF, Expendable, Very difficult to recover (-1 1/2), Crossbow Bolt.
Active cost: 37; Real Cost: 6.
When slashed by the talons of these crocodile hide gloves, a numbing paralysis will creep over the victim. Fortunately for the target, this weapon is relatively ineffectual against an armored foe, unless a lucky hit is scored.
First Power: 1/2 HKA
Specific Modifiers: Reduced Penetration (-1/4) - long talons.
Second Power: +2 OCV w/ Gauntlet
Third Power: 10d6 Mind Control
Specific Modifiers: 0 END (+1/2), Telepathic Contact (+1/4), Only to cause Paralysis (-1/2), Activation Roll 10- (-1-1/4), Mental Powers based on CON (-1/2), Linked to HKA (-1/2), Only when claws do at least 1 BODY (-1/2), No Range (-1/2).
Combined Specific Modifiers: OIF 2 Gauntlets (-1/2), Independent (-2).
Active cost: 106; Real Cost: 17.
This mysterious suit of dull grey, crystalline armor is permanently trapped between two different dimensions, so that it has an almost ghostly appearance when viewed from one of the planes. The origin of this armor is a mystery, although there is some speculation that it was a product of a wizard's dimensional portal that went awry.
Anybody wearing this crystal plate will be partially drawn into the ethereal plane, significantly reducing the effectiveness any non-magical blows suffered. (However, the effectiveness of this otherwise fine armor is also reduced by this multi-dimensional effect.) The wearer is also becomes capable of striking desolidified beings, although not if the foe is an undead or spirit. Finally, attempts to entrap the wearer will be less successful, since material objects seem to readily slide off the armor and he can easily make his way through obstructions.
First Power: +3 PD / +3 ED Armor
Specific Modifiers: Hardened (+1/4), Transdimensional - ethereal plane (+1/4), Real Armor (-1/4), 1/2 Mass (-1/2).
Second Power: 50% Resistant Physical and Energy Damage Reduction
Specific Modifiers: Not if attack affects desolidified (-1/4).
Third Power: Add Affects Desolidified to any 2d6 HKA
Specific Modifiers: Not versus undead (-1/2).
Fourth Power: 2d6 Suppress Entangle
Specific Modifiers: 0 END Persistent (+1), No Range (-1/2), Always On ( 1/2).
Fifth Power: Sense Ethereal or Desolidified Beings, Range.
Combined Modifiers: : OIF Crystal Armor (-1/2), Independent (-2).
Active Cost: 118; Real Cost: 30.
Magically crafted from wisps of shadow stuff, this lightweight, charcoal black armor will fit snugly to its wearer. The powers of this armor are especially useful for combat in low light conditions. While moving through shadows, the armor makes the wearer all but invisible. The visor of the helm enhances the sight of the wearer so he is better able to distinguish objects in dim lighting. The black armor also has the ability to absorb energy from light or fire-based magic. Finally, the sight of the wearer is protected from brilliant light by the heavy visor. When the armor is being worn, it will draw energy from any creatures in the vicinity, so his allies will need to maintain at least a body-length gap, or they will experience a sudden chilling sensation.
First Power: 1d6 Drain END
Specific Modifiers: Area Effect (1" Radius) (+1), Always on while wearing armor (-1/4).
Second Power: Invisibility to Sight with Fringe
Specific Modifiers: Only in shadows (-1).
Third Power: +5 PER to Vision Group
Specific Modifiers: Only in low light conditions (-1/2).
Fourth Power: +5 PD / +5 ED Armor
Specific Modifiers: Real Armor (-1/4), 0 Mass (+0).
Fifth Power: 50% Resistant Energy Damage Reduction
Specific Modifiers: Only versus light and fire-based attacks (-1).
Sixth Power: +10 Flash Defense.
Combined Modifiers: : OIF Shadow Armor (-1/2), Independent (-2).
Active Cost: 105; Real Cost: 25.
The origin of this unusual armor has been lost to the sands of time, although it is rumored to have been created by a race of beings that dwell beneath the waves. The flexible hide made from a great shark, and can be worn like a snug-fitting garment that protects the limbs, body, and head. The helm is built from part of the skull of the shark, and bears an impressive ring of fangs that protect the eyes. Much like a shark, the outer surface of the armor is rough to the touch. However, the inner hide is very smooth and is comfortable enough to wear next to bare skin.
In addition to protecting the wearer from attacks, this armor also provides certain benefits that are especially useful while underwater. The wearer is able to breathe underwater much like a fish, although the experience is very uncomfortable at first. The hide also greatly increases swimming ability, although not enough to match a shark. Finally, his hearing and scent abilities are much enhanced, so much that he can hunt and catch fish and other prey.
First Power: Swimming +8"
Specific Modifiers:1/2 END (+1/4).
Second Power: Tracking Scent
Specific Modifiers: Only underwater (-1-1/2).
Third Power: Discriminatory Scent
Specific Modifiers: Only underwater (-1-1/2).
Fourth Power: Targeting Hearing
Specific Modifiers: Only Underwater (-1-1/2).
Fifth Power: Life Support - Breathe Underwater.
Sixth Power: +5 PD / +5 ED Armor
Specific Modifiers: 1/2 Mass (+1/2), Real Armor (-1/4), Coverage (-3/4).
Seventh Power: +2 to all perceptions
Specific Modifiers: Only underwater (-1-1/2).
Eighth Power: +3 to smell perceptions
Specific Modifiers: Only underwater (-1-1/2).
Combined Modifiers: : OIF Great White Shark Armor (-1/2), Independent ( 2).
Active Cost: 84; Real Cost: 17.
To produce this weapon, the skull of a freshly slain beastman is stripped bare of flesh on a ant hill, then attached to the root of a burnt holy tree. When wielded with malice, the jaw of the skull will chatter uncontrollably, causing great fear in most foes. The weapon can consistently deliver a wicked blow, and it radiates pain toward any who approach within a few meters. Finally, the weapon grants the ability to track by scent, much as would a beastman.
First Power: +2 OCV with Skull Bludgeon
Specific Modifiers: Has 15 Str Min (-1).
Second Power: + 8d6 HA
Specific Modifiers: Penetrating, Has 15 Str Min (-1).
Third Power: 1d6 EGO Attack
Specific Modifiers: Area Effect (2" Radius), 0 END Persistent, Personal Immunity, Always On.
Fourth Power: +15 PRE from chattering jaw
Specific Modifiers: Create fear only (-1/2).
Sixth Power: Tracking Scent.
Combined Specific Modifiers: 2-Handed Weapon (-1/2), OAF Skull Bludgeon (-1), Independent ( 2).
Active cost: 102; Real Cost: 23.
While seemingly an ordinary, dark grey flail, this weapon has a mysterious ghostly afterimage that follows its every movement. Created by the Kraf Ghurvens d'Tarl to avenge the ghastly death of his young niece, this weapon is primarily designed to slay the living dead. The current whereabouts of this weapon is unknown. Several copies of this most useful weapon have since been made. The wielder gains the ability to strike all forms of undead spirits, and this weapon is especially proficient against such beings. The weapon protects against the draining attack forms of such creatures, and has the ability to sense where they lurk. Finally, the weapon can turn any normal being or object into a spectral form for a period of up to one hour.
First Power: +3 OCV
Specific Modifiers: Only versus Undead (-1/2), Has 9 STR Min (-1/4)
Second Power: +1 OCV
Specific Modifiers: Has 9 STR Min (-1/4)
Third Power: 1d6+1 HKA
Specific Modifiers: Affects Desolidified, Has 9 STR Min (-1/4), Affects Spirits, Flail Maneuver.
Fourth Power: Desolidification
Specific Modifiers: Useable Against Others, Ranged, Leave a physical body behind (-1), Single Continuing Charge lasting 1 Hour (-1/2)
Fifth Power: +20 Power Defense
Sixth Power: Sense Desolidified Forms, Discriminatory, Targeting
Combined Specific Modifiers: OAF Spectral Flail (-1), Independent (-2).
Active cost: 138; Real Cost: 40.
These magical arrows are prepared in advance by certain magically skilled weaponsmiths, so that when they are fired from a bow, they release a spell trapped within the shaft. Once the spell is triggered, the arrows are consumed in flight. Although arrows are the most common form for these weapons, they are also occasionally founds as javelins, quarrels and so on.
Power: 50 point power (defined when arrow is made)
|
Roll |
Spell |
|
2-3 |
Hail storm (1d6 running drain, ice on ground, 1d6 NND, not vs. all covering defence, 4" radius area effect) |
|
4-5 |
Fear (10 d6 Presence attack) |
|
6-7 |
Explosion (7d6 explosive EB) |
|
8-9 |
Fire (10 d6 EB) |
|
10-11 |
Lightning (3d6+1 RKA) |
|
11-12 |
Paralysis (3d6 entangle, Transparent) |
|
13-14 |
Mind blast (5d6 NND, not vs. Ego Defence) |
|
15-16 |
11d6 Dispel (against magic, one effect at a time) |
|
17-18 |
Choose One or make one up |
Active Cost: 75. Real cost: 12 points
This magical armour, devised for the use of paladins who fought against the undead, allows its wearer to pass partially into the world of the spirits. Thus, he can use both weapons and spells to best affect against the incorporeal undead. In addition, the soul gem on the helm of each harness protected its wearer against soul-draining attacks.
First Power: 6 PD/ED Armour (Hauberk and Helm, covers locations 3-5 and 7-13)
Specific Modifiers: Real armour (-1/4), 0 Mass (-0), Limited coverage (-3/4)
Second Power: 6 points Power Defence
Specific Modifiers: Real armour (-1/4), linked to Armour (-1/2)
Third Power: Desolid (affected by Mental powers)
Combined Specific Modifiers: OIF (-1/2), Independant (-2).
Active cost: 18 + 46 points. Real Cost: 16 pts.
A slim strand, seemingly woven of fine silk and silver wire, this item is in fact a potent weapon. It can be carried concealed in the sleeve and cast at an opponent, whereupon the strangler's noose will fly at him and endeavour to encircle his throat, and choke the life out of him, without further control from its owner. Alternatively, the noose can be set in a spot, such as a doorway and it will attack anyone who passes through. It is rumoured that the strangler's noose is woven from the hair of strangled or hung murderers, twined about a silver wire melted and drawn from stolen silver. The noose can be deactivated by a command word, by it's chosen target's collapse, or if the victim moves more than 10" from the attacker. The attacker can always summon the noose to his hand if it is range.
Power: 1/2d6 RKA (noose)
Specific Modifiers: Linked to EB (-1/2)
Second Power: 2d6 EB
Specific Modifiers: NND (+1, defence is armoured throat covering)
Combined Specific Modifiers: Continous (+1), Uncontrolled (+1/2), Reduced END (+1/2), Range limited to 10" (-1/4), Can only be used against a single target at a time (-1), OAF (-1), Independant (-2).
Active cost: 40 + 40 points. Real Cost: 15 pts.
This blade is enchanted so that the wielder is more likely to hit his target. Alternatively, he can choose to use levels to increase the damage done by the sword instead of an increase in OCV.
Power: 1+1 d6 HKA (Broadsword)
Second Power: +1 to +5 OCV
Combined Specific Modifiers: OAF (-1), Independant (-2).
This mighty hammer is a potent weapon - when it strikes an opponent, it discharges electricity as well, with a deafening sound of thunder. In addition, if thrown at opponents, it returns to the user's hand - although catching such a lethal missile on its return can be a dangerous task! Unlike most magic weapons, the Thunder Hammer is a large and bulky weapon, requiring more than normal STR to wield.
First Power: 1d6 +1 HKA (Warhammer, -1 OCV, +1 Stun)
Specific Modifiers: Useable at range (+1/2)
Second Power: 6d6 HA (vs ED, electrical discharge)
Specific Modifiers: Useable at range (+1/2), Linked to HKA (-1/2)
Second Power: 2d6 Flash (vs hearing, Thunder)
Specific Modifiers: Linked to HKA (-1/2)
Combined Specific Modifiers: Requires a DEX roll to retrieve when thrown (-1/4), Side effect (user hit by returning hammer if DEX roll failed, -1/2), OAF (-1), Independant (-2), STR min 20 (-1/4)
Active cost: 30 + 47 points. Real Cost: 15 pts.
The origins of this weapon are lost to history, but judging by the elegant guard, undersized hilt, and finely engraved runes along the slender blade, this is sword is undoubtedly of ancient design. Sleek and balanced, this superb weapon is ideal for parrying an attack. Yet it has the strength and striking ability of a much heavier weapon. The blade has the uncanny ability to block attacks, moving to counter strokes that would have been missed by many a lesser weapon. Valiant Defender can block incoming missiles or other projectiles, and will ward the owner against surprise attacks and knock downs. Even successful attacks against the wielder are often deflected so as to inflict less damage.
First Power: +3 OCV
Specific Modifiers: Only to Block (-1), Has 9 STR Min (-1/4).
Second Power:+3 DCV
Specific Modifiers: Has 9 STR Min (-1/4)
Third Power: + 1d6+1 HKA
Specific Modifiers: Has 9 STR Min (-1/4)
Fourth Power: 50% Resistant Physical Damage Reduction.
Fifth Power: +2 Missile Deflection vs. Arrows, Projectiles, and Thrown Objects
Sixth Power: -2" Knockback Resistance.
Seventh Power: 11- Danger Sense
Combined Specific Modifiers: OAF Valiant Defender Sword (-1), Independent (-2).
Active cost: 90; Real Cost: 20.
This giant bow is made from bones knitted together by a special glue extracted from boiled animal remains. The draw string is cut from the intestines of a Giant Rat, the grip is wrapped in rodent hide, and the arrow notch employs the creature's mounted skull. In addition to being a powerful weapon, the bow gives the wielder the ability to fire an arrow around a corner, allowing him to snipe at a target from a secure hiding place. When the powers of the bow are being employed, the eye sockets of the skull glow a sinister orange.
First Power: 3d6 RKA
Specific Modifiers: Indirect (One hex forward, any direction) (+1/2).
Second Power: Clairsentience, Sight Group, Only from one hex forward (-2), OAF Great Composite Bow, Independent.
Third Power: +1 OCV
Fourth Power:+2 Range Modifiers
Combined Specific Modifiers: Has 25 Str Min (-1), 2-Handed Weapon (-1/2), OAF, Great Composite Bow (-1), Independent (-2).
Active Cost: 102; Real Cost: 19.
The razor sharp blade on this fine weapon is shaped much like a broad sword, with a slight taper from hilt to tip and a shallow thrusting point. The sword has a fine chromium finish, giving it a beautiful polish that will never rust or wear. The hand guard consists of a slightly curved bronze plate between the blade and the hilt. The grip is a soft leather wrap that is tough and resists slipping. A thick metal ring is attached to the end, capable of mounting a gem or attaching a trophy. The weapon is especially effective when used to slice off the head or other appendages.
First Power: +3 OCV
Specific Modifiers: Not versus amorphous beings (-1/4).
Second Power: +3d6+1 HKA
Specific Modifiers: Only 2d6-1 HKA when not targeting appendage (-3/4).
Combined Specific Modifiers: Has 13 STR Min (-1/2), OAF Broad Sword (-1), Independent (-2).
Active cost: 56; Real Cost: 11.
This useful handaxe can be wielded normally in combat, but its greatest advantage is the fact that if thrown, it returns to the thrower's hand, ready to be reused. There is, however always the hazard that if the person trying to catch it fumbles, he could be on the receiving end himself!
First Power: 1d6 +1 HKA (Handaxe)
Specific Modifiers: useable at range (+1/2), Requires a DEX roll to retrieve thrown axe (-1/4), Side effect (user hit by returning axe if DEX roll failed, -1/2), OAF (-1), Independant (-2)
Active cost: 30 points. Real Cost: 6 pts.
This fine missile has been specially constructed to hunt large flying creatures. After striking the airborne target, the weapon tip paralyzes the wing muscles, forcing the creature to the ground where it can be finished off by more traditional means. These weapons are traditionally carried in waterproof hunting pouches of four javelins.
First Power: +4 Range Skill Level w/ Javelin
Second Power: + 1d6+1 RKA
Specific Modifiers: Has 10 STR Minimum (-1/4)
Third Power: + 2d6 Drain Flight
Specific Modifiers: Linked to RKA, Only after HKA does at least 1 BODY.
Combined Specific Modifiers: OAF Winged Javelin (-1), Independent (-2), Four Recoverable Charges (-1/2).
Active cost: 46; Real Cost: 9.
Traditionally employed by wizards to allow them some protection, without incurring penalties to their abilty to cast spells due to encumbrance, these magical items are also very popular with anyone who expects combat, for much the same reasons.
Power: Forcefield (variable DEF, see below)
Combined Specific Modifiers: Persistent (+1), OAF (wristbands, -1), Independant (-2).
Another item often employed by wizards to protect themselves. It goes without saying that these magical items are also very popular with everyone who engages in combat. The wizard's shield casts a shimmering field that darts about its wearer, deflecting attacks. The wizard's shield is usually constructed as a small shield a few inches in diameter that straps to the user's forearm, but it can be found in many shapes.
Power: 8 point combat levels (only to add to DCV, see below)
Combined Specific Modifiers: OAF (wristbands, -1), Independant (-2), Visible (-1/4), Levels cannot be changed (-1).
Legend holds that the famed wilderness hero Draken Holder once fought the great white wolf for the carcass of a deer. The prowess of Draken was so great that he mortally wounded the immortal creature, but grew so mortified at his deed that he carried the body of the large beast across the ice wastes to a magical pool set deep within a great ice crystal cave. However, the wolf was too far dead to be healed by the magical waters of this fountain. Yet the spirit of the wolf honored Draken's deed with the gift of his hide, enchanted with further magical powers that he may protect the wolves of the north.
This fine wolf skin hide will cover and protect the shoulders, torso, and head. While the wolves head cap is being worn, the wearer gains the ability to locate and communicate intimately with wolves. He is protected from the cold and his bodily recuperative abilities are markedly improved. Finally, if he can summon sufficient will, he can change his form into that of a wolf, and vice versa. While in the form of the wolf, the armor merges into his body and all other possessions fall to the ground.
First Power: Multiform - White Wolf (73 pts)
Specific Modifiers: Requires an EGO Roll to change form (-1/2).
Second Power: 6d6 Mental Telepathy
Specific Modifiers: Only with wolves (-1/2).
Third Power: 6d6 Mind Scan
Specific Modifiers: Incantations Throughout (Howling) (-1/2), Only with wolves (-1/2).
Fourth Power: Clairsentience to Sight, Hearing, and Smell
Specific Modifiers: Only to observe from point of view of a wolf (-1/2).
Fifth Power: +2 PD / +2 ED Armor
Specific Modifiers: Coverage (10-13) (-1), Real Armor (-1/4), 1/2 Mass (-1/2).
Fifth Power: Regeneration, 1 BODY per turn.
Sixth Power: Life Support - Intense Cold.
Combined Modifiers: : OIF White Wolf Skin (-1/2), Independent (-2).
Active Cost: 132; Real Cost: 30.