Blades of Cara Fahd (Unique) "The Blades are a matched set of seven daggers, each with a hilt of deep red wood with a small, dark emerald set in its pommel. Runic carvings run along both sides of the hilts, around the pommels and around the gleaming steel blades. On one side of the blades are runic symbols for the ancient ork kingdom of Cara Fahd; on the other sides are runes which, when aligned correctly, form the symbol of a group of ork adventurers that once wielded the daggers. Each of the eight wielders carried one of these daggers, until a Horror marked one of them. The Horror-marked individual betrayed his fellow group members and Cara Fahd; afterward, the other members killed the traitor and destroyed his dagger. " Type : Melee Weapon Spell Defense : 18 Maximum Rank : 8 Maximum Threads : 8 Weight : 1 Official : 1ed Reference : Shattered Pattern p73, Blades p11
Requirements : Minimum Strength : 5
Rank 8: Only members of a group who have previously formed a group True Pattern can use the magic of the Blades. The increase to the wielder�s abilities via threads woven to the daggers can never be higher than the thread woven to the group�s True Pattern or pattern item.
The weapon adds +3 Steps to any two abilities attached to the group True Pattern, +2 Steps to a third ability and +3 to the wielder�s Spell Defense against Horrors and Horror constructs. This bonus is +6 against the Horror defeated by the orks who originally wielded the daggers.
The blades grant the characters a terrible power: By performing a blood magic ritual, the group can rip a target�s spirit from his or her body. This power causes 5 points of damage to each member of the group. The target�s spirit becomes trapped within the blades and can only be purged after a year and a day. The power is activated by successful Spellcasting Tests against the target�s Spell Defense by all group members. The power has a step number equal to the highest rank of all threads woven to the blades. Damage Step : 2 + Strength Size : 1
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Boots This kind of boots is often found with His Majesty's Exploratory Force of Throal and professional travellers. Type : Miscellaneous Spell Defense : 12 Maximum Rank : 4 Maximum Threads : 2 Weight : 2 Cost : 1800 Official : Yes Reference : Earthdawn Companion p68
Rank 4: If lacking the climbing talent, the wearer may add +1 step to his dexterity when making climbing tests. (Earthdawn p230) Physical Defense Modifier : 3 Talent : Climbing, Bonus 1
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Bracers Armbands worn for physical protection in combat. Type : Miscellaneous Spell Defense : 14 Maximum Rank : 3 Maximum Threads : 2 Weight : 2 Cost : 1100 Official : Yes Reference : Earthdawn Companion p68
Rank 3: Physical Defense Modifier : 2 Spell Defense Modifier : 2
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Butterspider Box (Unique) A wolf spider figurine made of lard resting in a rusted tin box. Type : Miscellaneous Spell Defense : 12 Maximum Rank : 7 Maximum Threads : 1 Weight : 2 Official : 1ed Reference : Parlainth Gamemasters Book p55, Parlainth Adventures p25
Rank 5: When first discovered, the box contains an intact Butterspider. Player characters can use this Butterspider to speed the healing of an injury. When the spider is touched to the injury, the victim gains a free Recovery Test. Each such use partially melts the Butterspider, and it may not be used again uless replaced within the tin box. This power can only be used once per day per person. Also, if a character with a thread woven to the box puts a fistfull of lard in it, a new spider forms if that character sacrifices one Recovery Test.
+10 steps to the free Recovery Test.
When reforming the spider, the user must recite the poem or be stuck with the Rank 2 effect.
+10 steps to any effort to dispel lingering negative magic. This power can only be used once per day per person.
The user may attempt to regenerate destroyed or severed limbs and organs. This power may only be used once per day per person.
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Venna's Armor (Unique) Venna�s Armor is a set of finely wrought plate mail armor with runes etched on its surfaces. The construction of this armor is somewhat different than the plate mail found in Barsaive. Though the armor looks old, it does not appear worn or damaged. Type : Armor Spell Defense : 18 Maximum Rank : 10 Maximum Threads : 2 Weight : 60 Official : Yes Reference : Earthdawn p291
Rank 7: Blood magic may be used to increase the quality of the armor at a cost of 2 permanent Damage Points. Only Extraordinary successes can defeat the improved armor.
A character may use blood magic to store Karma Points within the armor. This costs him 2 permanent Damage Points. The character may store Karma Points up to a number equal to the armor�s thread rank. These Karma Points do not count as part of a character�s maximum Karma. The character stores Karma in the armor by using his or her Karma Ritual. Karma Points stored in the armor can be spent in the same manner as normal Karma Points. Armor Rating : 11 Mystic Armor Bonus : 6
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