Weapons

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Weapons

Here is a short table which you might want to print out (use print frame if you are surfing the framed
neXus).
You can click on the name of the weapon to get a more detailed description of the weapon.

If you would like to see your own weapons on this page, use the weapon generator to send me your own
designs.

Name Cost (sp) Damage Min. Str Weight (lbs) Size


2-hd Flail 250+ 8 15 15 6
2-hd Windling Sword 45 4 7 2 2
Arm Blade 50 4 9 3 3
Bastard Sword 80 5 (6) 14 (12) 5 3
Blade Staff 40 4 9 6 5
Falchion 45 5 (7) 14 7 3
Galon 65 5 10 3 3
Greatspear 90 6 15 10 6
Greatsword 250+ 8 18 12+ 6
Guarda Revange 500++ 7 11 ~3 3
Ninja-to 150++ 4/5 10 3 3
Nunchaku 25 3 8* 3 2
Obsidian Sword 500 7 20 8 4
Parrying Dagger 6 1 11 1 1 or 2
Rapier 45+ 2 7 2 3
Raven's Beak 35 4 11 4 3
Saber 30+ 4 9 2.5 3
Scourge 20++ 4 14 6 4
Scythe 8 5 10 5 5
Stiletto 25 1 3 8 oz. 1
Tail Blade 12 1 3 1 1
Theran Blades 200 special 18 17 2*3
Theran Saber 150++ 5 12 3 3
T'skrang Sword 50 3 11 2,5 3
War Maul 90 11 19 35+ 6

Two handle flai

Description: This two-handed weapon is very hard to control and requires a dexterity value of 15 to
control it properly.
Characters with a value under 15 risk getting tangled in the chains (=harried for two rds.) and receive step
8 damage if they achieve only a poor (or lower) success level on their attack test.
This weapon was invented by a human weaponsmith from Travar, named Yrmar Isgald.
It is a very long weapon with chains and balls on the weapons head.
The weapon is often used in Gladiator matches and to defend castle walls from above. A very grim
weapon.
Two hand winding sword

Description:
This sword is often used by windling warriors or other wild windlings. The weapon looks like a short
sword, but the 2-handed windling sword is a little bit larger. The Windling show extreme dislike for other
races which use such a sword.
The sword was invented by the Windling Ingo :-) *g*
(What would our troll Sky Raidersay after "popping" Ingo's head of? - Bingo)

Arm blade

Description: The Arm Blade is a custom made weapon that must be fitted individually to each person
when made. The blade is about the length of a short sword but instead of ending a hilt, the blade extends
for a length equal to the users forearm. On the top side of the extended blade is curved plate that serves
two purposes: one a rest for the arm, the other is protection for the forearm. The other side still retains its
cutting edge. The blade is attached to the arm in one of two ways: It can be strapped on the arm with
leather ties, or a hand hold is inserted in the arm rest.
While using the Arm Blade the wielder receives +1 to physical Armor, or an minimum Armor rating of 5 on
the arm it is used.
Some but not all cultures view an Arm Blade as an Assassins weapon and react accordingly.

Bastard blade

Description: The bastard sword looks like a broad- or longsword with a slightly longer blade and a
much longer hilt, for use with both hands. The weapon is favored by many mercenaries for its great
versatility and durability.
To save weight the weapon is often found with a very small or even without any guard.
There is a larger variant for the "bigger" races, which has a size of 4, a damage step of 6 (7), a Str. Min.
of 15 / 13 and weighs 6lbs.
NOTE: The famous Katana (Japanese Longsword) is essentially a bastard sword, although many have
been increased with the Forge Blade Talent or a skill variant thereof.

Blade staff

Description:
A quarterstaff with one blade on each end of the weapon. The blades are each about one foor in length,
with a 3 to 6 foot pole in the center depending on the race and size of the wielder.
To allow a better grip on the weapon the center is usually wrapped with leather straps.
The blade staff is primarily a defensive weapon, when making a defensive stance (optional rules), the
character may add an additional bonus equal to half his Melee Weapons Talent Rank to his or her
physical defense. (round down)
E.g. Seymoore, a Journeyman Adept has a Melee Weapons Talent Rank of 5. After a long day on the
road, he is ambushed by some bandits. Seymoore decides to make a defensive stance to test his foes
fighting abilities, so while whirling his blade staff, his physical defense is increased by 5 points ( 3 + 5/2 ).

Falchion
Description:
The Falchion is a very heavy curved blade. Given the right momentum and a capable wielder (min
dexterity of 11) the weapon may gain an additional 2 steps to an armour defeating hit. However due to the
weight of the weapon a character recieves a -1 initiative modifier. In addition the character should roll for
knockdown (vs. str step) whenever a poor failure (success) occurs.

Galon:

Description: The Galon enjoys widespread use among seafarers and sailors. It is essentially a
broadsword with a slightly jagged edge, the blade being 2.5 to 3.5 feet in length.
Most Galons have a basket guard and grant a 1 point armor bonus one the weapon-wielding arm, for
purpose of a called shot.
Galons are excellent when it comes to cutting ropes loose, when attacking a rope or something similar
(liana) a Galons damage step is increased to 7 + the wielders strength rating.

The great spear

Description: The Greatspear, also known as a pike is a very long defensive weapon, usually between
12 and 20 feet in length with a comparatively short metal blade attached to the front (like most spears).
When set to receive a charge a the combatant using the Greatspear may add six steps to his initiative as
well as three steps to the damage step. If the opponent is knocked down with a pike he or she (or it) may
never strike back (from the ground) unless he is of gigantic size.
A group of pikemen (more than 5), often named a phalanx, always win initiative over an charging
opponent if they have time to prepare for the attack (have spent one round preparing) there is no need to
roll.

The great sword

Description: A really big two-handed blade, often ornamented and very expensive. If you have ever
been to a museum which showed medieval weapons you have surely seen one (the sword which was 6,5
feet in height).
In my campaign this is the weapon of choice for the noble knight in shining armor (and a strength attribute
rating of 23).
To avoid to impale the opponent with this long blade, a second "guard" is usually set in the middle of the
blade. If you are a friend of initiative modifiers (which I'm not) this weapon subtracts one step.

Guarda revenge

Description:
This is the weapon for the real swordmaster, made from finest steel and tempered to perfection
and balanced to fit only one wielder this blade is very rare. Only races with a superb knowledge
of metalworking can produce such blades.
The Guarda Revange was named after its creator Guarda la Chamera de Llalos and his quest.
(Needless to say it involved revenge).
The blades are from 3'3'' up to 4'2'' in length (0.99m to 1.27m) and have to be individually fitted
for each wielder, depending upon his size, race and overall fighting style. A character with a
melee weapons rank below 6 is unable to express himself clearly to the weaponsmith and has a
20% chance per rank under 6 to create an "unfitting" weapon even though the weaponsmith may
do his best.
Due to the superior craftsmanship on a Guarda Revange the weapon automatically receives a two
step damage bonus as if it were treated by a weaponsmith adept using the forge blade talent,
nevertheless the maximum damage step for a Guarda Revange is 12.
The superb grip on a Guarda Revange requires the opponent scoring an excellent success level
when trying to disarm its wielder. In addition to that the fine balance of the blade is ideally suited
for attacks at blinding speed, giving the character wielding a Guarda Revange a two step bonus
to his Quickblade talent or skill, if the character does not possess this talent (or skill) he gains it
at rank two, but may not raise it any further and loses it immediately when using another
weapon. Apart from that the Guarda Revange offers the same bonus as any weapon with a basket
guard. (+1 Armor on weapon arm)
Guarda Revanges have a price range of 500sp (minimum, master weaponsmith who needs
money) up to 20,000sp for a Guarda Revange made from exotic material and adorned with
precious gems. (and a damage step of 12).
Guarda Revanges never rust and are unaffected by the spell of the same name.

Ninjato

A ninja-to is ninja (asian assassin) weapon. The ninja-to does 4 step+str damage when used single
handedly and 5 step+str when used with two hands. Only master weaponsmiths can forge this kind of
weapon (usually 5th circle or better) and even then forging one will cause them to lose honor, therefore
only very few ninja-to's are known to exist. A ninja-to's blade is very sharp and if an attack is made
against an opponent clad in leather,padded cloth... the attacker may add +1 to the damage step. A ninja-
to's scabbard can be used as a blowgun and can also been used as a snorkel should the character be
under-water.

Nunchaku

Nunchaku must be used in conjunction with the unarmed combat talent or skill. When used with unarmed
combat talent add unarmed combat talent rank to the damage step, not the characters strength step.
Usually a characters will wield two nunchaku's at the same time. (in this case use second weapon instead
if unamed combat for the 2nd attack)

Obsidian sword

Description:
This blade is a ritual weapon for most obsidimen communities and is made from obsidian.
Warriors (or other disciplines) who have shown great courage and honor the liferock are often given this
weapon as a present for their deeds.
Weaponsmiths who wish to apply their forge blade talent on such blades have to possess the
stoneworking skill and the maximum increase is limited by the rank of this skill.
No Obsidian Blade can have a damage step of higher than 12.

Parring dagger
Description: Parrying daggers are defensive weapons which come in multiple sizes and shapes. They
usually have a strong guard and are wielded with the off-hand instead of a shield. Examples for parrying
weapons include the main-gauché or the asian sai.
When not attacking, but using the weapon in a defensive manner the character may add +2 to his
Physical Defense against any unarmed combat or melee weapon attack with a weapon of size 3 or lower.
Since part of the users attention has to be focused on his off-hand this weapon causes an overall initiative
penalty of one step in combat situations.

Rapier

Description:
I assume everyone knows how a rapier looks. Its main use is as a show-weapon by swordmaster adepts,
most warrior adepts think that it does to little actual damage to be called a melee weapon.
Advantages: Due to the superb grip on the hilt of a rapier opponents need a good success level to disarm
someone wielding a rapier. A rapier is very effective against non-solid armor, like chain mail, ring mail,
blood pebbles and fernweave, halve the armor ratings of these armor types against a rapier OR allow a
rapier to score an armor-defeating hit on a good success.
Rapiers which have a basket guard grant an additional point of armor on the sword arm.

Saber

Description: Cost: 50+sp Damage Step: 4 Str Min: 9 Weight: 2,5lbs Size: 3 Use: Naval warfare.
Description: Used by many Tskrang boatmen, this weapon offers nearly the same boni as a rapier, but is
used in a slashing motion rather than a piercing lunge.
To disarm someone wielding a saber a good success is needed. It offers no penetration bonus, because
its blade is much wider than that of a rapier.
If the saber has a basket guard it offers a one point bonus on the armor value of the weapon arm.

Scourge

Description:
A steel whip, usually barbed and with more than one strap of metal. The stats given above are for a "big"
scourge which does the most damage. A scourge needs an extraordinary success to bypass armor.
When using the optional rule of "wound effects", on p.203 ED, one wound caused by a scourge counts
double when calculating the penalties on all actions for a number of rounds equal to the total damage
step of the scourge ( Strength step + 4 ).
E.g. Cassius has been particularly lucky and is now suffering from four scourge-wounds, his normal
penalty would be three steps on all actions, but because the wounds have been made by a scourge he
suffers a seven step penalty (did I say - oops ?).
Among the more savage tribes execution by whipping someone to death with a scourge is common - and
quite gruesome.
Tail blade
Description: The tail blade is a weapon of T'Skrang use only. It consists of a talon shaped blade four
inches long set atop a three inch long "glove" which is held on the tip of the tail by a leather strap. Tail
attacks may, at the GM's discretion, be used in conjunction with surprise attacks (talent and situation)
against unexperienced oppenents. In any case a character can only be fooled once in his life with such an
attack.
Theran blades

Description:
A favorite weapon of Theran gladiators, Theran Blades can cause deadly wounds, if used by an
experienced fighter. Theran Blades are always worn in pairs, one on
each arm.
The whole weapon shields the forearm of its wielder and has a "blade
span" of about 2' 6''. (If using the hit-location table, they offer an armor
rating of 8 on each arm)
Damage : Theran Blades cause damage according to the success
level of the attack. An average success means a hit with one front
blade,causing damage equal to the wielder's strength step, a good success is a hit from multiple blades
causing twice the attackers strength step as a damage step, and so on...
E.g. Crougar (StrStep: 8), wearing Theran Blades, smites his enemy a cadaver man (PD: 5), scoring a 18,
which is an extraordinary hit; which in turn means that he deals Step 8*4 = 32 damage. Note that any
boni, like attacking in aggressive mode or increases due to the use of the Forge Blade talent are added to
the final damage step.
unfortunately, Theran Blades need an extraordinary hit to bypass armor ( if an extraordinary hit is needed
with a normal weapon, Theran Blades can't penetrate ! ) and on an attack result of 4 or lower the wielder
scores a good hit on himself, unless a 4 or lower was the original target number. Attacks with a success
level higher than average are considered to spread. (for purpose of hit-location)

Theran saber

Description:
The Theran Saber is a normal saber with a jagged blade instead of a smooth edge.
(If you have seen the movie Willow, the Princess is using one, if you haven't seen Willow you missed
something)
An extraordinary success in an attack test with a Theran Saber results in a (very painful) impalement of
the opponent. For sake of game flow just add 5 steps to damage.
To twist the weapon free again a successful strength [8] test is required.
Just like when using a normal saber a good success is needed to disarm the wielder. The major
drawback of this weapon is the blades instability due to its unique edge, each time the weapon scores
more than 20 points of damage, roll step 5 (=1d8) if you score higher than 4 the blade shatters, Theran
Sabers increased with the help of the Forge Blade talent may subtract one per "plus", but still break on a
natural "8".
The second drawback is that the use of this weapon automatically leads other adventurers/heroes/adepts
to the assumption that the user is a great supporter of Thera, which may produce some rather unpleasant
surprises...

Tskarng sword

Description:
The T'skrang sword has a very thin blade, which it is only 40-60 cm long, making it an excellent weapon
for underwater (stabbing) combat. T'skrang will never sell this weapn, since it has a ceremonial character
for them and if they see another race using it will automatically assume that he or she either stole the
weapon or killed it's rightful owner.
The T'skrang sword is not a good weapon on land, but if you fight underwater it gives no penalties. Note
that it is very hard to swing a troll sword or a very big sword under water. The T'skrang sword shows
some similarities to a rapier.

Magic:

Mask molochous

And so do speak the old tales of a god,


worshipped by the natives of the jungle,
and known only as the horned god,
the essence of chaos and the harbringer of destruction.
And they tell of his face,
the twisted parody of a jester's,
with the grin of death on his lips...
... MOLOCHUS !

The Mask of Molochus

Number of Threads: 1 Spell Defense: 15


weight: 4lbs width: 3' (inc. horns)
height: 1'2'' class: unique / tainted
armor rating(s): 4 (5/2/2 = Front/Side/Back)

Description : The mask is large and shields the whole face. It looks like the twisted parody of a
jester's mask with a wicked grin all over the face, with the right part of the mask being painted
purple and the other half in an unhealthy green. Attached to each side are two horns which give
the mask it's great width, they are however useless for combat.

Rank I      Cost: 200


Key Knowledge: The character must learn that this is the Mask of Molochus, the horned
god !
Effect: The character gains a one step bonus to his or her spellcasting talent, if he or she
does not possess this talent, he or she gains it at rank one.
In addition to that the character gains a two point bonus to his spell or social defense
when resisting fear or fear-like (frighten) powers.

Rank II      Cost: 300


Effect: The character gains a one step bonus on the talent frighten, but only while
actually wearing the mask.

Rank III      Cost: 500


Effect: The armor rating of the mask increases to 5 (or 6/3/3).
The character may use the talent of emotion song, at a total step equal to his charisma
step plus half the mask's thread rank, if he or she already posses the talent nothing
happens. This power may only be used to instill negative emotions into its victims.

Rank IV      Cost: 800


Key Knowledge: The character must learn the name of the last wearer of the mask (this
is usually the high priest of some aggressive jungle tribe)
Effect: The character gains the horror power of cursed luck, at a step number equal to
his or her charisma step plus the mask's thread rank.
Each time the character uses this power, treat this as if he or she had just cast a raw-
magic spell of a circle equal to the thread rank. The character is however never injured,
he or she will only be horror-marked.
The mask adds plus one to the character's physical defense value.

Rank V      Cost: 1,300


Key Knowledge: The character must learn the names of all high priest's of the Yanutha
tribe, the original owners of the mask.
Effect: Dance of the horned God : For five points of strain, the crater may cause up to
thread rank times five sentient and willing creatures to enter blood frenzy. These beings
will however never attack the mask owner as long as he wears the mask.

Rank VI      Cost: 2,100


Deed: The character must perform a blood sacrifice, by giving the life of one of each
major namegiver races to the horned god. This deed is worth 2,100 Legend Points and
leaves the character tainted.
Effect: Spellcasting and Nethermancy are both increased by two step, if the character
doesn't posses these talents he or she gains them at rank two.
The armor rating increases to 6 (7/4/4).
In addition to that the character gains the horror power of corrupt karma at a total rank
equal to his charisma step plus the masks thread rank. Treat this power in exactly the
same way as the cursed luck power of rank IV, in respect to the horror mark.

Rank VII      Cost: 3,400


Key Knowledge: The character must learn the true name of the horned god. (which isn't
molochus)
Effect: Souleater : The character may draw power from his companions and friends, he
can add up to seven steps to any one test, BUT his companion (random choice) suffers
the same number of steps in damage, this damage is permanent and can only be healed
after the death of the mask's wearer. Note that the companions will not notice the drain at
first they will simply grow weaker all the time, whereas the masks owner grows stronger
at the same time.

Medalon of lochost
Number of Threads: 1
Spell Defense: 10
Rank I   Cost: 200 Legend Points
Effect: The wearer can use the Elementalist spell Earth Blend with an effect step equal to
his perception + thread rank in Medallion. This does require a Spell Casting Test, if the
character does not posses the spellcasting talent he may substitute this test with a
perception test.

Rank II   Cost: 300 Legend Points


Effect: The wearer gains the Silent walk Talent, at a step equal to his Dexterity + his
thread rank in Medallion. If the wearer already possesses Silent Walk add half the thread
rank (rounded up) to the normal step number.
(for strain see below)

Rank III   Cost: 500 Legend Points


Effect: The wearer may add 5 steps to his strength step when breaking his own bonds or
someone else's. This includes, snapping chains, bending bars, or breaking down walls.

Rank IV   Cost: 800 Legend Points


Effect: Effect: The wearer may use the incite Mob Talent, at a step equal to his Willpower
plus the thread rank of the Medallion. If the wearer already posses the Incite Mob Talent
add the thread rank to his step number. He may incite a mob only to further the goals of
Lochost, if he ever violates this principle all thread ranks are lost and the medallion
disappears, only to reappear in the hands of a more worthy questor.

Rank V   Cost: 1,300 Legend Points


Effect: The wearer pass on the powers gained from the Medallion to a number of
believers equal to the thread rank of the Medallion for a number of turns equal to the
thread rank of the Medallion.

Game Mechanics: When using the Medallion in support of Lochost's goals such as


freeing slaves, or helping a rebellion, using the Medallion causes no strain. If using the
Medallion does not directly help Lochost's cause then the Medallion extracts a price in
strain. For each encounter in which the powers of the medallion are utilized, the first use
costs one point of strain, the second two, the third three etc., i.e. this means, if you have
to pass three silent walk test to move unseen by guards to steal a ruby ring from your fat
merchant neighbor, this would cost you (1+2+3) = 6 points of Strain, if you would do the
same to free that beautiful elven slave mistress he just bought from big, bad Nemesis
(what a fantastic stereotype :-] ) it wouldn't cost you any strain.

Adriastis shield

Description : The Shield is carved out of a single piece of oakwood


approximately one and a half feet in diameter and rimmed by a circular,
silver-shining metal ring made of the fantastic elven metal known
as Mithrill.
Under the round shield is a small mithril plate with a large red-brown
stone set into it surrounded, like the whole shield, with ivy.
By far the most distinguishing feature of this shield is the elven face
carved into the middle of the shield, again surrounded by ivy and four
feathers of the noble Sirgáth (=Imperial Eagle) and topped with the
majestic antlers of an ancient stag.
On the back of the shield are two straps which allow the wearer to strap
it onto his forearm just like a large buckler.

No. of Threads : 2 Spell Defense : 


16

Basic Statistics :
Weight: 8 lbs    Initiative Penalty: none    Armor : +2    Mystic Armor : 0

Rank I    Cost : 200 Legend Points

Key Knowledge : As always the character has to know he name of the item, which is
Ashadaiéls Shield.
Effect : The shield is treated as a buckler, which means that an archer can still use it while
firing a bow (but not a crossbow). The shields offers a Mystic Armor rating of 2 as long as it is
used in a defensive way.

Rank II    Cost : 300 Legend Points

Key Knowledge : The character must know the name of the eagle from which the shields
feathers were taken. (Ilphatás).
Effect : Yahat er Sirgáth, Wings of the Eagle. The character gains an ability similar to the 5th
circle elementalist spell Metal Wings, but the wings are of course not made from metal but
from real feathers and bone.
There is no need to roll any test, the spell automatically takes effect after two rounds of
"growing time" and last for 15 minutes, otherwise it is like any normal Metal Wings spell. It
may however be dispelled by a successful dispel magic test against either the SD of the
shield or the wielder, whichever is higher.
This ability is usable a number of times each day equal to the Thread Rank of Ashadaiéls
Shield and requires an action to start.

Rank III    Cost : 500 Legend Points

Key Knowledge : None


Effect : The Armor and Mystic Armor Rating increase to 4 and 3 respectively.

Rank IV    Cost : 800 Legend Points

Key Knowledge : The character must learn the name of the oak from which the shields
center part was made. (Oér)
Deed : The character may travel to the site where Oér (the oak tree) was growing and plant a
new oak seedling. Completing this deed is worth 500 Legend Points.
Effect : Jal er Oér, Skin of Oér. The character gains the ability to use the talent Wood Skin at
a total step number equal to the thread rank plus his own toughness step plus two.
The Mystic Armor rating is 4 now.

Rank V    Cost : 2.100 Legend Points

Key Knowledge : The character has to learn why the tree was named. (Oér was animated by
an elven elementalist into a powerful wood elemental and died in the defense of his forest
against a horror named Sorranade [will follow] )
Effect(s) : Mushád er Oér, Legs of Oér. At the cost of two points of strain the character may
add ten steps to his Wound Balance / Strength step to resist knockdown, this does however
prohibit any further movement during this round, the character is effectively rooted to the spot.
Ganjal, Purity. When fighting horrors the shield acts as a horror fend charm (+3SD & +3PD),
but does not require any strain to uphold, it does however need 3 points of strain to activate
and lasts for as long as any horror or horror construct is within 120 yards of the shield and its
wielder. Treat this bonus as the bonus from a blood charm which means that it is unaffected
by the rule of three.
Sio il Ráàc, self sacrifice. When fighting Sorranade, the character using Ashadaiéls Shield
may sacrifice the shield to summon Oér the elemental which lent part of its former strength to
the shield, in direct confrontation the power of Oér should be enough to overcome the horror
(for this reason I refrain from giving a fixed Strength rating), after the horrors or the elementals
death the spirit / shield vanishes forever.
Treat this as a deed worth 8.900 Legend Points plus the points for defeating the horror
Sorranade.

Notes : As you may have guessed Ashasdaiél is a character from my campaign world, if it
doesn't fit in yours change it. This was also the main reason why I have not based any
abilities on Ashadaiéls powers.
Soulblazer

Description : Made from Shaladan. A green and red


metal, very much used in fine swords, will alloy with
others but very rare. Adds + 3 steps to a weapon, and + 2
to wielder’s spell defense..

No. of Threads : 2 Spell Defense : 19

Basic Statistics :
Base Damage Step: 8   Str Min: 9   Weight: 3lbs   Size: 3
Rank 1
Legend Points: 200
Key Knowledge: The wielder must learn that the Name of the sword is Soulblazer.
Effect: Soulblazer's damage step is the wielder's Strength step +6.

Rank 2
Legend Points: 300
Effect: When using Soulblazer, its wielder gains a +1 bonus to his Melee Weapons talent, skill, or
default attribute (DEX). If the wielder does not possess Melee Weapons, the sword allows him to
use it at rank 1.

Rank 3
Legend Points: 500
Key Knowledge: The wielder must learn the fate of the Horror that slew Soulblazer's first wielder.
Effect: Soulblazer grants its wielder a +1 to his initiative step ONLY when wielding it in battle.
Damage is STR+7.

Rank 4
Legend Points: 800
Effect: The bonus to the wielder's Melee Weapons talent, skill, or default attribute is increased to
+2, and so is the Initiative bonus. Damage is now STR+8.

Rank 5
Legend Points: 1,300
Key Knowledge: The wielder must learn the Name and Discipline of the Adept that created
Soulblazer.
Effect: Damage is now STR+9.

Rank 6
Legend Points: 2,100
Key Knowledge: The wielder must learn the Names of all of the sword's wielders which had
woven at least one thread to Soulblazer.
Effect: Soulblazer now attacks astrally. Its wielder attacks against his opponent's spell defense,
and the damaged caused (assuming he hits) is reduced by mystic armor. Physical armor has no
effect. The wielder can choose to keep Soulblazer from attacking Astrally by spending 1 point of
strain per round of attacking normally.

Rank 7
Legend Points: 3,400
Effect: Soulblazer adds a +1 bonus to its wielder's Physical Defense. Damage is STR+10.

Rank 8
Legend Points: 5,500
Key Knowledge: The wielder must learn the place of the sword's creation.
Effect: Soulblazer can now strike at magicians' matrices. The wielder must be able to look into
the astral plane to see the matrices. He picks one to attack. The wielder spends 1 Strain and rolls
an attack roll against the magician's spell defence. If the attack hits, he rolls for damage. The
magician himself takes no damage, but his matrix suffers whatever damage was rolled, using the
matrix's armor and death rating. A "dead" matrix cannot be used for 48 hours.
Rank 9
Legend Points: 8,900
Effect: The wielder's physical defense bonus rises to +2, and he or she gains +1 to his spell
defense.

Rank 10
Legend Points: 14,400
Deed: The Wielder must slay the Horror that killed Soulblazer's first wielder using Soulblazer. If
this Horror is already dead, then this deed cannot be completed and the final thread rank cannot
be attained.
Effect: For a cost of 5 points of strain, the wielder can fire a "Mana Bolt" at his opponent. He uses
his Spellcasting talent, or Perception attribute, against one opponent's spell defense. The wielder
can gain bonus steps, at a cost of 5 strain per step, up to a maximum of +5 bonus steps. If the
Mana Bolt hits, the wielder rolls Willforce+10 for damage. This is reduced by mystic armor. Sword
damage is now STR+12.

Ashadiel bow

Description : Ashadaičls Bow was carved from a single piece of wood


taken from an ancient Sialynn tree (a successful test with an appropriate
skill, e.g. plant lore will reveal this, the target number is 18).
The longbow is about six and a half feet in length when the bowstring is
not attached when capable of firing, the bow is approximately six feet in
length.
It is very slender and does not have any colorings, ornamentation or
runes attached to it.
Since the string never was an integral (and named) part of the bow any
kind of string can be used to span the bow and therefore the GM may
decide what kind of string is currently attached to it (if any), catgut being
the most often used.

No. of Threads : 1 Spell Defense


: 18

Basic Statistics :
Weight: 3 lbs    Damage Step: 5 (longbow of superior quality)
Ranges: 40/100/220    Minimum Strength: 12

Rank I    Cost : 200 Legend Points

Key Knowledge : As always the character has to know he name of the item, which is Ashadaiéls
Bow.
Effect : Soorn Gaél, Galeforce, arrows shot by the bow are propelled with much more force than
usual this increases the damage step to 7 plus the wielders strength step and the ranges to
50/150/300.
Rank II    Cost : 300 Legend Points

Key Knowledge :By now the character should know that the bow is relying on the strength of
elemental air to propel its arrows, not soley on the strength of the wielder, the character must
know why this is so and what might be the possible cause for this behavior. (An air elemental of
cause)
This key knowledge can be learned from the bows pattern, which still has traces of an air
elementals essence within. The target number for this fact is the bows Spell Defense. (18)
Effect : Túkkawaan, Thunderstrike. If the wielder causes a wound to another being using the bow
the arrow doing the damage implodes (not explodes) in a deafening thunderstrike, the hit
character must halve his strength step or wound balance step when resisting knockdown.
Although the Thunderstrike is quite spectacular it will not cause deafness to an average human
(or elf or ...) unless the being is extremely sensitive to loud noise.

Rank III    Cost : 500 Legend Points

Key Knowledge : None


Effect : While drawn and made ready to fire (arrow cocked, etc.) the character Spell Defense is
increased by two points. (Don't tell your player that he has to cock an arrow. :-)

Rank IV    Cost : 800 Legend Points

Key Knowledge : The character must know that to use the full force of a bow made from the
wood of a Sialynn tree, the bow must be treated with a special mineral oil found only in the
northwestern mountain ranges of XYZ (change it to you campaign setting) on a regular basis.
Although Ashadaiéls Bow has been enchanted with powerful magic which prolongs the
effectiveness of the oil to nearly a hundred times that time span, it is now time to fulfill a deed.
Deed : The character must travel to the mountains and get a dose of the mineral oil (a sticky
black substance which reeks horribly) and than smear it on the bow which quickly absorbs much
of the oil. The deed is worth 800 Legend Points.
Effect : Yábavin tel varhin Sínreagh, roughly translates into, fluid move(s). When shooting the
bow the character gains a step bonus to his Initiative step equal to the bows thread rank. (This
includes the tainted ranks below).
In addition to that the bows damage step increases to 9.

Rank V    Cost : 2.100 Legend Points

Key Knowledge : None


Effect : Rultha Túkkawaan, Greater Thunderstrike, as the second ranks ability of thunderstrike
this effect will only trigger when a wound is caused by Ashadaiéls Bow. This ability greatly
increases the noise and effect of the Túkkawaan ability. All characters standing within 2*Thread
Rank in feet of the creature or character suffering a wound from the bow must make a knockdown
test against a target number of 18, this means that the character hit has to test twice to remain
standing. Moreover the loud blast causes everyone in the same area to suffer damage with a step
equal to the wielders charisma step plus the thread rank of Ashadaiéls bow. This damage is
resisted by mystic armor, but if this damage causes a wound the characters eardrums have
ruptured and he or she is deaf until magical healing can be applied (and I don't mean a simple
healing potion).
Rank VI    1st Rank of Taint    Cost : 3.400 Legend Points

Key Knowledge : As the character knows the bows strength comes from the element of air, what
the character does not know is the fact that there is actually an air elemental imprisoned in the
bow, please learn its name. (Zizzalainenraiid)
Player's Effect :Zizzalainenraiid The character may store a number of karma points in the bow
equal to the bows thread rank (6 at the moment) for the cost of three points of karma per point of
karma within the bow. He or she may spend this points on every action or test he or she desires
and may use a karma step of 12 for each point. The points do not count towards the characters
maximum allowed karma points.
The bows damage step increases to 11.
GM's Knowledge : clicking this link will open a popup window (220*235) of your browser (using
JavaScript) displaying GM's eyes only information... (Hehe)

Rank VII    2nd Rank of Taint    Cost : 5.500 Legend Points

Key Knowledge : None, but see GM's notes


Player's Effect :Zizzalainenraiid wants to be free, by breaking the bow you can free the
elemental and the elemental in turn will use part of its own essence to forge a new bow for you, or
at least so you thought...
GM's Knowledge : clicking this link will open a popup window (400*450) of your browser (using
JavaScript) displaying GM's eyes only information...

If you are unable to open the popup windows, you can load the html, into a normal page, by
accessing the two links below.

GM Knowledge1       GM Knowledge2

Crystal bow

Description : As the name might suggest a crystal bow is made from
living crystal, similar to the armors fancied by most troll skyraider clans.
Like most crystalline items a crystal bow needs magic (which means a
thread attached) to work properly. As soon as a thread is woven to such
an item, the bow starts to shine with a dim light of the same color as the
crystal it has been fashioned from. In addition to that the crystal grows
flexible and allows an archer (not necessarily an archer adept) to fire an
arrow from the bow.
Like most threaded bows the string is not an integral part of the item and
may be replaced by any type of string the wielder wishes to use.
(Note: although the picture shows a very nice quiver it is not a part of the
crystal bow - in the beginning at least)
Most crystal bows are longbows although a few short and warbows have
also been seen across the country ( -1/+1 Damage Step respectively)

No. of Threads : 3 Spell Defense


: 12

Basic Statistics :
Weight: 5 lbs    Damage Step: 4
Ranges: 40/100/220    Minimum Strength: 11

Rank I    Cost : 200 Legend Points

Key Knowledge : As always the character has to know he name of the item, which the GM
has to provide. Some bows have their names etched into the crystal, while others have their
names within the crystal itself, allowing the name to be read only when a successful Spell
Casting test against the bows Spell Defense is made.
Effect : Crystal Spitter, for the cost of one point of strain per shot the shooter may cause the
arrow to transform into an arrow-shaped crystalline replica during flight, which adds three steps
to the damage step due to the incredible sharpness of the crystal arrow. If the damage step
results in a bonus die the arrow shatters after hitting the target otherwise the arrow reverts to
normal after a number of minutes equal to the current thread rank of the crystal bow. Shattered
arrows dissolve after the same time.

Rank II    Cost : 300 Legend Points

Key Knowledge :None.


Effect : Diamond Tip, using an additional point of strain when firing a crystalline arrow (that 2
pts then) transforms the arrow's tip into a razor sharp diamond wedge, which allows the wielder
to score an armor-defeating hit on level earlier than normal.

Rank III    Cost : 500 Legend Points

Key Knowledge : Obviously an earth elemental has used some of its power for the creation of
a crystal bow, which one ? (name)
Effect : Hail of Crystals, for the cost of five points of strain the character may create a
crystalline arrow which shatters shortly after being fired, resulting in a cloud of razor-sharp
crystalline pieces, flying towards the target in a cone (like dragons breath) 45 yards in length
and 10 yards in width at the end. Due to the area effect of this attack a poor success is
sufficient to hit characters in the cone. The damage step for this attack is 10.

Rank IV    Cost : 800 Legend Points

Key Knowledge : None.


Deed : The character must seek the earth elemental which empowered this bow and swear
allegiance to it, possibly gaining a supporter (level 2) due to this action. The deed is worth no
legend points, but the character is granted a ..
Effect : Crystal Quiver. This quiver creates (diamond-tipped) crystal arrows without the need to
strain yourself. It creates 3 arrows per day (one every 8 hours or so) and can hold a total of 24,
which dissolve 4 minutes after they are removed from the quiver and may only be fired with a
crystal bow. Firing them with any other kind of bow is impossible due to the fact that the crystal
arrows are totally unbalanced and will stray of target within the first few meters. If the character
thinks the quivers rate is too slow, he may spend a Karma Point to roll his Karma Dice and
create a number of additional (non-diamond tipped) arrows in the quiver equal to the Karma
test result.
The damage step(s) increase(s) by two. (normal arrow, crystal arrow, cone)
Witchblade

Description : Witchblades vary in size, type and metal used in construction widely. Although
the most often found type is a bastard- or two-handed sword, forged from blackened steel.
(Notes: It's mithrill in my campaign; blackened steel is an iron
and silver alloy, which causes the blade to turn black over
time due to the silver's chemical reaction with the air's
oxygen)
As the name might suggest a witchblade is a weapon
favoured by many mages, especially the eerie
Nethermancers.
When assensed from the astral with the help of an
appropriate talent or spell the sword will show as a jet-black
pattern with several smaller patterns within the item's pattern
itself.
The populace and warrior(-types) are generally suspicious of
those adepts carrying a witchblade since they are closely
linked with the used of black, blood and horror magic.
Therefore adepts carrying a witchblade are often referred to
as a witch (if female) or a warlock by the populace, even
though they might not even belong to a spellcasting discipline. The populace in my campaign
tends toward giving such individuals a fiery welcome and good-bye.

No. of Threads : 2 (Greater Blades have 3)    Spell Defense : 16 - 20

Basic Statistics :
Weight: varies by type    Damage Step: varies by type
Minimum Strength: varies by type

Rank I    Cost : 200 Legend Points

Key Knowledge : The name of the witchblade.


(with the exception of the legendary "unnamed blade")
Effect : Spell Matrix, the blade does contain a (normal) spell matrix, which functions at a rank
equal to the swords thread rank. this spell matrix has the form of a symbol etched into the
blade of the sword or a gemstone also forged in the blade.

Rank II    Cost : 300 Legend Points

Key Knowledge : None.


Deed : If the blade is NOT black in color the character has to darken it to the "right" color for a
witchblade, which is black. Blackening a blade is usually done by exposing it to air with a high
content in oxygen or (for the smarter players) by immersing the blade in a bath of sea-water
with a high content in salt. Painting the sword black to fulfill this deed causes the blade to
assault the painter with astral energy as if the painter had just cast a circle 5 raw magic spell.
(including horror marks and the like)
The deed is worth 500 (air) or 800 (salt water) Legend Points.
Effect : Frighten, the character gains the Talent by the same name or a bonus to the talent at a
rank/step equal to half the swords thread ank rounded up.

Rank III    Cost : 500 Legend Points

Key Knowledge : The character must know the origin of the silver which was used in the
creation of the blade.
Effect : Evil Eye, as per the spirit power of the same name, the effect step is the craters
Willforce step plus the current thread rank of the witchblade.
Use of this ability in public might result in a bb with the wielder as a very special guest.

Rank IV    Cost : 800 Legend Points

Key Knowledge : The character must learn how the power of this thread rank is named and
why. (Hel is a named horror, it is shrouded in black mist coming from his breath)
Deed : The character must locate a piece of blacklight coal and swallow it, burning. This deals
two points of permanent damage to the character which may never be healed even if the
character is separated from the blade.
If the character exhales sharply a thin cloud of black, odorless smoke comes from his mouth.
The coal never ceases to burn, even within the characters body. Causing massive pain during
a four week time period, after a slow process of "getting used to it" sets in and last for another
month. Blacklight coal increases a characters resistance to fire and heat, which results in three
additional points of armor against fire attacks, and the ability to operate normally for
temperatures of up to 50C degrees. (122F)
This deed is worth 1,300 Legend Points.
Effect : Hel's breath, for the cost of two points of strain the character may breath out a cloud of
black smoke which surrounds him for a number of minutes equal to the blades thread rank
(radius 3 to 4 feet). The cloud makes it difficult for opponents to hit the wielder and adds 3
points to the Physical Defense rating and 2 points to the Spell Defense.
Each time an opponent attacks he must also make a second attack test, if successful nothing
happens if he misses he breathes in some of the smoke which causes his eyes to burn
resulting in him being harried. Creatures without lungs and eyes are immune to this effect.
While standing in a cloud of Hel, Hel receives a five step bonus to his spellcasting test against
the wielder of the weapon.

Rank V    Cost : 1,300 Legend Points


Key Knowledge : None.
Effect : Jagged Edge, the swords edge becomes jagged and incredibly sharp, adding three
steps to the base damage step.
Leech, use of the leech power costs the character five points of strain and allows him to drain
the life force of another being which he or she has injured with the blade, or a spell cast from
the blade. The character gains the same number of points as the target has lost in the attack or
half that if a spell was used. The power lasts for only one round, if no attack was made during
this round or the attack failed, the caster has just lost five points of damage.
Use of this power is extremely gruesome to behold as blood (or similar) explodes from the
target and flies towards the wielder of the witchblade in a wild arc landing in his face. The blood
flows to the wielders eyes and enters them, causing the wielders eyes to become literally
blood-shot for six rounds.
During this time the wielder gains a two step willforce bonus to any nethermantic spell cast.
Horrors gain a four step bonus to their horror mark power during the same period of time.

Greater Blades only :

Literally great blades, only bastard- and two-handed swords can be


greater witchblades.
Rank VI    Cost : 2,100 Legend Points

Key Knowledge : The character must know that all greater blades have a ally spirit trapped
within the blade. Know the name of yours brings you one step closer to the last rank.
Deed : Before he can weave this thread to a greater blade, the character should sooth the
spirit, buy granting it some of his own Karma. Therefore he has to seek out an alchemist and
persuade him to brew a special potion which allows him to dissolve some of his Karma in it,
thereafter bathe the sword in the potion. 33% of maximum Karma are sufficient, the more you
give the more willingly the spirit cooperates. Not giving any Karma causes the spirit to
incorporate some ill-effects when the Leech power is used, the character's eyes stay red, and
part of his pattern is exposed to the astral, resulting in a 3 point penalty on the characters spell
defense when targeted by any horror power until the spirit is soothed by giving the maximum
Karma and 1 point of blood magic, permanently of course.
This deed is worth 2,100 Legend Points.
Effect : Summon Dark Allies, this power allows the wielder to call dark ally spirits as if he was
using half-magic. the step for this power is the characters charisma step plus the swords thread
rank plus one point of Karma should he desire to use one. The power costs the character two
points of strain per spirit summoned and lasts for one service from the spirits, the target umber
is 10 (=SD) +2 per spirit summoned :

Dark Ally Spirit: Attributes

DEX: 8 STR: 8 TOU: 6 PER: 5 WIL: 7 CHA: 3


Initiative: 8 Physical Defense: 10(13 manifested)
# of Attacks: 2 Spell Defense: 10
Attack: 10 Social Defense: 6
      Damage: 12 Armor: 8
# of Spells: 1 Mystic Armor: 4
Spellcasting: 8 Knockdown: 8
      Effect: varies Recovery Tests: 3
Death Rating: 41 Combat Move: 120
Wound Threshold: 12 Full Move: 240
Unc. Rating: 37

Karma: 5    Karma Step: 3


Powers: Astral Sight-7; Lifesense-7; Spell: Spirit Dart-9
Legend Points: 250 (? estimate)
Description: Small (3'), fast, flying, black, malicious, sadistic, red-eyed and smelly
smoke clouds.

Notes: The character takes all summoning damage as once, this may result in wound for the
summoner. The spirits stay for #thread rank minutes after manifesting and attack every living
being in vicinity after their task is completed, with the exception of their summoner.

Rank VII    Cost : 3,400 Legend Points

Key Knowledge : None.


Effect : Flesh Eater, upon scoring an wound the blade starts to rip out little pieces of the
opponent's flesh, which start flying around in a spectacular fashion for 2 rds, the attack itself
increases the damage step to weapon type plus five. After two rounds the small pieces of flesh
transform into step 4 Graznik flies, notorious for their disease ridden bite, which start to molest
and bite everyone, with the exception of the wielder of a witchblade. Treat them as having an
attack step of 12 and a damage step of 12 for purpose of of getting through armor, but in reality
they only deal one (disease-ridden) point of damage. The disease is up to the GM. Graznik fly
(PD:10; SD:5; DR:5; UR:4, etc.)

The Unnamed Witchblade only :

BTW, this is a two-handed sword+3 (forge blade)


Rank VIII    Cost : 8,900 Legend Points

Key Knowledge : Hel's true name.


Effect : Summon Hel, which summons the named Horror Hel, this situation should be
roleplayed, not rollplayed. If the character has advanced this high, he can make his deal with
the Horror or seek to destroy it, whatever his wishes are.
Hel's Stinger, for three points of strain the character may add 8 Steps to his initiative when
attacking with the Unnamed Blade or when casting the Spell in its matrix.

Horn of ages

Description : The horn of the ages appears to be a normal, although very large shell, but this
first impression is wrong. The horn weighs a massive 15 pounds and requires most characters
to use both hands when blowing it, with the exception of trolls, whose large hands allow them
to grasp the horn in one hand, leaving the other free to wield a weapon or a shield.
The horn seems to be made of a rough stone, like granite and the surface is worn down
suggesting that the horn is of a great age. No runes, sigils or marks of any kind are etched or
written on the horn's surface.
When (successfully) viewed from the astral plane with a suitable spell, talent or innate ability
the pattern of the horn appears as a blue wire model of the horn itself radiating waves of blue
light. On a good or better success the character can hear waves crashing on the shore of an
imaginary ocean. On an ever better success level the character dreams of the ocean and
strange, but beautiful female humanoid creatures dancing and playing among the waves, the
next night - although he or she may not immediately associate this dream with the horn of the
ages.

No. of Threads : 4 Spell Defense : 18


Basic Statistics :
Weight: 15 lbs    Strain per attempt to blow the horn: 1 point
Sounding Range: up to two miles above ground

Rank I    Cost : 200 Legend Points

Key Knowledge : The character has to know the name of the threaded item, which is - "horn of
the ages".
Effect : Subsonic Wail, for the cost of one point of strain the character blowing the horn may
cause the horn to emit a sound in a frequency much too low for any humanoid to hear.
The character rolls a step number equal to his toughness step plus the horns thread rank.
Compare the result to the spell defense of all creatures within 30 yards of the horn, if the test
result would be an average or higher success against their spell defense, they get sick from the
low frequency and have to subtract one step per success level above poor from all actions for a
number of rounds equal to the horn's thread rank. An extraordinary success level prevents the
affected creature to act the next round.
The horn's wielder (and all others who have woven threads to the horn) are protected from this
effect, but characters wearing earplugs or deaf creatures are affected nevertheless. (hey it's the
vibe)

Rank II    Cost : 300 Legend Points

Key Knowledge : None.


Effect : Bat Cry, for the cost of one point of strain the character blowing the horn may cause
the horn to emit a sound in a frequency much too high for any humanoid to hear. The character
rolls a step equal to his toughness step plus the horn's thread rank and compares this result to
the spell defense of all crystalline objects within 50 yards, if he beats the spell defense all those
objects and creatures made from crystal suffer the same amount of damage. Possible objects
include crystal shields / weapons / box, blood charms, vials and much more. The wielder is
exempt from the effect of the horn and the GM may increase the spell defense of objects
protected by clothing, wooden or metal boxes by one to five points.
Note that this effect almost always targets the objects spell defense even if a character is
wearing or carrying the object, with one exception - blood charms are powered by the wielder's
blood and therefore use his or her spell defense.
Creatures whose hearing spectrum lies (from a human point of view) in those high frequency
bands like dogs or any other creature the GM desires are affected as if targeted by the fear
power (see Dragon Power of Fear) with the same dice used for testing. (TOU+Thread Rank)
(Creatures navigating by echo, like bats, are affected even worse - they have trouble navigating
and may stall or crash into other objects)

Rank III    Cost : 500 Legend Points

Key Knowledge : The character must learn which type of stone was used in the creation of the
horn of the ages. (Iovia - a compressed volcanic mineral, found only underwater and only in
saltwater)
Effect : Filter of Life, the character may fill the horn with saltwater and place a plug in the
mouthpiece of the horn. After half an hour has elapsed the water will be perfectly drinkable.
This "trick" can be performed once a day per thread rank of the horn and the horn itself has a
capacity of up to two gallons of water. Unknown to the character the horn can also use this
power on any other substance contained in the water, like poison, wine (becomes water), mud,
harmful horror constructs (dread iotas), etc. - but to filter those out, the character has to
succeed in a toughness plus thread rank test against the substances spell defense. (mud, wine
= 2, poison = var, and so on ...)

Rank IV    Cost : 800 Legend Points

Key Knowledge : The character must learn the name of the power associated with the fourth
thread rank.
Deed : The character must travel on a boat or ship in the heart of a storm. He has to call forth
the name of the power four times to charge the horn with the power of the storm. Doing so
allows him or her to use this power for a year and a day after which time the horn loses this
power until it is recharged again. The first time the horn is charged the wielder gains 1,300
Legend Points.
Effect : Thor's Voice. (Thor can be substituted by any suitable name of a storm
god/deity/passion in your campaign) By taking 3 Points of Strain the character may cause the
horn to sound a thunderclap of unbelievable might. The character rolls the usual step
(TOU+Thread Rank) and may add a maximum number of Karma Points equal to the horns
thread rank at a cost of an additional 3 Points of Strain per Karma Point used. He takes all the
damage at once and this damage may cause a wound to the character and knock him down.
He then compares the result to the Spell Defense of all creatures within 500 yards, (characters
wearing earplugs have their Spell Defense raised by 2 to 5 points depending on the type of
material used) the success level determines the effect.

o Poor, the affected creature is deafened for six rounds, the exact effect of being deaf is
up to the GM, but should include difficulties in spellcasting, thread weaving and similar
abilities. 1 Point of Damage.
o Average, Poor effects + the creature has to pass a knock down and a willpower test
against the horns test result, if he fails the first he is knocked down, if he fails the
second one he is stunned for three rounds and unable to do anything (use talents,
even if they require no action) except defend (no defensive stance, giving ground etc.)
himself or move at one-quarter normal rate. 2 Points of Damage.
o Good, Poor + Average without any chance to resist, the character acquires a nasty
tinnitus (beep sound in your ear) which stays for 30 days, 10 if special precautions (ear
plugs) were taken. During this time the character has to subtract 2 Steps from all
actions requiring concentration. 4 Points of Damage.
o Excellent, as Good, but the character affected permanently loses some oh his hearing
power and must subtract 2 Steps from all Perception Tests requiring hearing in the
future. 6 Points of Damage.
o Extraordinary, as Good - ah SILENCE - forever, your character is deaf, a state which
can only be undone by powerful healing magic. One Wound and a number of damage
points equal to the characters Wound Threshold, one point is lost permanently.

Characters who have woven a thread to the horn are immune to the effect and Thor's
Voice may only be used once every six days.

Rank V    Cost :1,300 Legend Points

Deed : The character must willingly drown in the ocean. (fastening a stone to your leg works
wonders here) He must use his final breath sounding the horn, attracting the strange creatures
he may have seen in his dream. Needles to say it would be good for the character if they arrive
on time to save him, but this deed is best performed by roleplaying.
After being saved the character has to perform a quest for the mermaids (which is up to the
DM). Performing this deed doubles the story award for the character under the quest.
Effect : Siren Call, when on, in or near a large body of salt water (ocean, large sea) the wielder
may spend 3 points of strain to emit a low-pitched sound lasting for half a minute (takes three
actions). The range of this ability is 2 miles above water and 20 miles below water (don't tell
this to the player). The GM decides if there are mermaids nearby. If there are, the wielder rolls
a step number equal to his charisma step plus five and compare the result to the Spell Defense
of the mermaids. (usually 12) A number of mermaids equal to the difference between the test
result and the mermaids' spell defenses will follow the call and arrive in a certain time span
determined by the GM. At least one mermaid will come on a successful test. The GM may
lower the spell defense of the mermaids at his discretion if he thinks the matter for the call is of
great important for the creatures of the sea.

Attributes
DEX: 8 STR: 5 TOU: 5
PER: 7 WIL: 7 CHA: 10

Initiative: 10 Physical Defense: 12


# of Attacks: (1) Spell Defense: 12
Attack: 8 Social Defense: 16
      Damage: 12 (trident) Armor: 1 (0/1/0/3)
# of Spells: 2 Mystic Armor: 6
Spellcasting: 12 Knockdown: 6
      Effect: see below Recovery Tests: 2
Death Rating: 35 Combat Move: 80 (swim)
Wound Threshold: 9 Full Move: 140 (swim)
Unc. Rating: 28
Powers: Elementalist- 6 only water, ice or air based spells, up to five spells of any circle are stored in
special shells, much like spell matrices; Locate true element, water- 12; Physician (as per skill)- 12
(Rank=5).
Legend Points: 250 (estimate)
Equipment: Some (30%) of all mermaids carry a trident of excellent quality.
Loot: Beautiful shells, Matrix shells, which are in reality spell matrix objects (mermaids never learned
how to create real spell matrices). Many mermaids do know the location of sunken ships and their
treasures and may exchange this knowledge or even "fetch" a few objects to bargain for new and
interesting items (threaded items, water resistant writing tools, etc.) .

Description : The Derneir Ventcour seems to be a regular broadsword except for the green-red blade and very
fine craftsmanship. Indeed the material used in the construction of this blade is known as Shaladan, a rare type
of metal found in the mountains of the northern regions.
Shaladan is a green and red metal, often used in fine swords. Weapons forged from this metal add + 3 steps to
the weapons damage step, and + 2 to wielder’s spell defense, these weapons are however very likely to rust
even when treated well, immersion in water requires the wielder to oil the sword for at least several hours
unless he wants the blade to lose the "magic" bonuses. Shaladan blades suffer a minus 5 point penalty when
targeted by the Rust spell.

No.
Spell Defense : 19
of  Threads : 2
Basic Statistics :
Base Damage Step: 8   Str Min: 9   Weight: 3lbs   Size: 3

Rank 1
Legend Points: 500
Key Knowledge: Must know the name of the sword.
Effect: Damage + 9, Indestructible (with the exception of rust).

Rank 2
Legend Points: 800
Effect: The Social Defense of the wielder is increased by one point. Damage is now STR+10.

Rank 3
Legend Points: 1,300
Key Knowledge: Must know the name of the Weaponsmith who forged it. (Grimtooth).
Effect: +1 Wound Balance, +1 Durability.

Rank 4
Legend Points: 2,100
Key Knowledge: Must know the name of the last wielder of the blade. (Paidin: Human Swordmaster)
Effect: +2 Wound Balance, +2 Social Defense

Rank 5
Legend Points: 3,400
Deed: The Wielder must seek out the descendant of Grimtooth and give him praise of his lineage. Deed
worth 3,400 Legend pts.
Effect: +11 Damage, +2 Durability

Rank 6
Legend Points: 5,500
Effect: +3 Wound Balance, +2 Physical Defense

Rank 7
Legend Points: 8,900
Key Knowledge: Must know the name of the last enemy beaten by the 1st owner. (Ximenes Troll
Warrior)
Effect: Suppress Pain. For the cost of one point of strain per two rounds, the wielder may suppress the
pain from wounds, this power works like the Lighbearer Power of Ease Wounds and is automatically
successful.

Rank 8
Legend Points: 14,400
Effect: +3 Spell Defense, +12 Damage.

Rank 9
Legend Points: 23,300
Effect: For 5 strain the wielder may spin and throw the blade using thrown weapons talent to hit, wielder
may spend karma until hit is armor defeating.

Rank 10
Legend Points: 37,700
Deed: Owner must build a monument in the honor of Grimtooth & Paidin. Monument must be worth at
least 7,000 sp. Deed is worth 23,300 Legend pts.
Effect: For 4 strain owner may will the sword to return to owner’s hand up to 300 yards, +14 Damage.
(Line of Sight is not required)

Obsidian daggers

Description : Obsidian darts - These darts are made of obsidian and come in a holder made
of leather or canvas used to strap onto the user’s wrist or other handy location. They come in
sets of three. If one is lost or destroyed, the rest may be used normally. Another dart may
obtained to replace the one lost. The cost of bonding one dart is 50 legend points.. Although,
more than one set may be in a person’s possession, no more than three darts can ever be in
a set at one time. Only one set may be used in one round in a single round.

With no threads woven to them, these darts are little more than shards of rock doing STR
damage and incurring a –2 step to attack with them because they are unbalanced. Once a
thread is woven, they function as below.

No. of Threads : 2 Spell Defense : 7


Basic Statistics :
Weight: 6 oz.    Damage Step: special    Ranges: see below
Minimum Strength: 5    Size: 1
Rank I    Cost : 100 Legend Points

Key Knowledge : The wielder must know the Name of the set of darts.
Effect : Obsidian darts do STR + 2 damage. Range is 1-4/5-8 /9-12.

Rank II    Cost : 200 Legend Points

Key Knowledge :None.


Effect : Damage is STR + 3. Two darts may be thrown per round.

Rank III    Cost : 300 Legend Points

Key Knowledge : None


Effect : Range is 1-5/6-9/10-13. Darts thrown return to wielder’s hand at the end of the round.

Rank IV    Cost : 500 Legend Points

Key Knowledge : None.


Deed : Damage is STR + 4. All three darts may be thrown per round. If the attack roll exceeds
the target’s Spell Defense, the darts strike their target a second time, no roll needed.
Cor hantor

Description :
A charging bull made from bronze with eyes of amber, one and a half feet in length and one feet in height
and weighing around 35lbs.. The horns may or may not be missing (Depending on the GM's mood) and
have to be replaced in order to attach a thread to the statue.
Astral inspection reveals a shimmering and wavering aura and therefore a very strong connection to the
element of fire.

Inspired by the movie "The last unicorn" which I saw when I was a kid and which hasn't left my memory
(yet).
No. of Threads : 4 Spell Defense : 18

Rank 1
Legend Points: 200
Key Knowledge: As always know the name of the item (Cor Hantor - the raging bull)
Deed: (if applicable) Replace the horns (any horn material will-do), this incredibly dangerous and
menacing deed is worth 200 Legend Points.
Effect: Fire Friend, while the statue is within 5 times Thread Rank in feet of someone who has woven a
thread to it, he or she gains a +2 bonus to his Spell Defense vs. fire spells / effects / power and provides
an additional 2 points of armor against all fire-based attacks.
Rank 2
Legend Points: 300
Effect: Flamecaster: For 1 Point of Strain each the wielder of the statue may cast the spells (using
perception if he/she does not possess ,
a) Flame Flash requiring no threads (Thread: 0; Range: 75feet; Dur: 1rd; Effect: Willforce+4) by pointing
the mouth of the bull in the direction of the target, or
b) Flameweapon requiring no threads (Thread: 0; Range: Touch; Dur: 10+Thread Rank rnds.; Effect:
flame die (1d4) on damage) by rubbing the weapon against the statues belly.

Rank 3
Legend Points: 800
Key Knowledge: The number of elemental fire kernels used in the construction of this artifact (seven
times seven, the magic number)
Effect: Fiery Veins, Everyone who has woven a thread to Cor Hantor may use fireblood at a Rank equal
to his Thread Rank to Cor Hantor by touching the statue and expending an action (in combat of course).
The Bonus to the Spell Defense and Armor is increased to plus four each.

Rank 4 (It will get complicated now)


Legend Points: 2,100
Key Knowledge: What material was originally used in the construction of Cor Hantor's Horns? (Horn
tissue from Magma Beasts)
Deed: Guess what? (Tip: Read Deed at Rank 1, use the right material, please) This deed is worth 1,300
Legend Points.
Effect: The Burning Portal:
By placing the figurine on the ground and uttering (loud please, shout!!) the words "Cor Hantor
Ce'Rata" (Cor Hantor arise) the wielder may open a one-way gateway to the elemental plane of fire and
force Cor Hantor to appear.
The process takes step 5 rounds (rolled by the GM) and those who have woven a thread to the item may
reduce the time with the use of blood magic or elemental fire (kernels). Each three points of damage
(Strain) or kernel of elemental fire reduces the time by one round.
For dramatic purposes here are the steps until the bull is completely materialized.

Steps:

4+ Rounds Statue glows red hot, providing the same illumination as a lit torch. The statue quickly
reaches a temperature of approx. 1000 degrees Celsius (1832F) and thus touching the
statue is not a particularly bright idea and will do step 12 damage, if this damage is
enough to cause a wound the hand(s) is (are) seriously injured and unusable for the next
few days (This incudes the wielders).
3 Rounds Steam pours from the statues nostrils and slightly obscures vision. Long range attacks
into and from a 10 yard radius circle suffer a 2 Step penalty unless strong winds are
present.
2 Rounds Cor Hantors eyes begin to glow in an bright, yellow light, providing illumination as a large
light quartz and dispelling magical darkness with an 80% chance.
Final Round A circular 10 feet diameter circle of yellow-white flames erupts centered on the figurine,
all flammable objects in the circle (characters, trees, etc...) burst into flames doing step
15 damage. Those with a thread rank towards the statue suffer no damage from the
statues flames, but may be harmed by secondary fire damage, e.g. if the statue is used
in a wooden house...
BINGO POP - In a few seconds you will know if it was an incredibly wise idea to summon a
named elemental.
Is there a way to stop this madness??
Sure, simply cast a dispel magic test against the statues spell defense rating, if anyone used blood magic
on the statue you will need an excellent success level though...

Attributes
DEX: 12 STR: 18 TOU: 18
PER: 8 WIL: 10 CHA: 10
Initiative: 12 Physical Defense: 12
# of Attacks: 1 Spell Defense: 15
Attack: 15 Social Defense: 12
      Damage: 24 (30 while charging) Armor: 16 (20/18/12/12)
# of Spells: 1 Mystic Armor: 12
Spellcasting: 15 Knockdown: 22
      Effect: see below Recovery Tests: 5
Death Rating: 110 Combat Move: 45
Wound Threshold: 22 Full Move: 180
Unc. Rating: 95

Karma Points: variable       Maximum Karma: 30       Karma Step: 4

Powers: Impenetrable Hide 32 (Target number for an armor defeating hit); Fear 12; Firespear 15; Dragon
Breath 20; Fiery Aura (see Commentary) 5.

Legend Points: 8,500
Equipment: None
Loot: Statue (see below)

Commentary
      Cor Hantor is a manifest (and heavily modified) fire elemental. For a description of some powers,
please consult the ED Magic (ED MoMS) sourcebook.
The power of Fiery Aura is new and is an automatic power, which means it costs no action and requires
no spellcasting test to take effect. The immense heat coming from Cor Hantor causes (Fiery Aura) Step
(5) damage each round an opponent comes very near (attacks), simply roll the damage. Armor (except
from threaded items/fire resist spells) does not reduce damage, but the attacker may subtract his
weapon's size factor. (which increases the distance between arm and elemental)

Cor Hantor will stay for 1d10+10 rounds, 2d10 minutes if Blood or Elemental magic was used in the call.
The Summoner(s) has (have) only one service for free, to force Cor hantor to leave earlier requires a
successful Contest of Will from the summoner. (e.g. if the 1st service ended after 3 rds. and Cor Hantor
will remain for another 15 rds.) After Cor Hantor finishes its service it will try to destroy any burnable
object in a 7x7x7 yard range. (excluding the summoners, these are in order of appearance: other PC's,
NPC's, forests, libraries, houses, hamlets, towns, cities...)
To get additional services the summoners may either make Contests of Will (which he doesn't like) or
Bargain with Summoned Creature, (which he does like) fire kernels are always well received.
After Cor Hantor leaves the statue will remain an be too hot to touch for at least one hour or so. Cooling
the statue with liquid cuts this time in half, but has a 10% of shattering the statue, thereby destroying it
permanently.
Weaponsmiths are entitled a Dex-based Half-Magic (8) test to avoid this.

Can you believe it, Rank no.4 is finished !!


 
Rank 5
Legend Points: 3,400
Effect: The Bonus to the Spell Defense and Armor vs. fire is increased to plus six each.
The Summoners now get two services for free instead of only one, also the summoners may give Cor
Hantor Karma Points by spending up to their Karma Ritual Talent Rank in Points, which uses an action on
their behalf and requires that the Elemental is within Line of Sight.
Fire Mount: In addition to that the summoners may ride Cor Hantor (up to 3 man-sized persons) without
taking damage from his flames, although the ride is a a rough one - Cor Hantor always takes the direct
route.

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