From: News User Id <[n--s] at [eskimo.com]> Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: FHERO: Magic Weapons (new) Date: 29 Mar 1996 14:47:34 -0500 Newsgroups: rec.games.frp.archives Path: iceblade From: [i--bl--e] at [eskimo.com] (Bob) Subject: FHERO: Magic Weapons (new) X-Nntp-Posting-Host: eskimo.com Message-ID: <[DosqHA 8 EL] at [eskimo.com]> Keywords: Fantasy HERO Magic Weapons Sender: [n--s] at [eskimo.com] (News User Id) Organization: Eskimo North (206) For-Ever Date: Sun, 24 Mar 1996 23:55:58 GMT Weapon Name Primary Power(s) ------------------------- ------------------------------------- Avenging Scimitar AI; +1 OCV; 2d6 HKA, 2d6 Drain;... Bear Claws 1d6 HKA; +10 STR Grab; Climbing Bright Sword of Nemacles 1d6+1 HKA; +2 OCV/DCV; 1d6 Flash; ... Brytwegne 2d6 HKA; +3 CV; 6d6 Mind Control; ... Columbrae 2xAI; 2d6 HKA, +1 STUNx; +1 OCV; ... Hawk Sling 1d6 RKA, indirect; +4 Range; Gliding Hornet Pick AI; 1d6+1 HKA AP; 2d6 STUN Drain;... Holy Crusader Swords AI; 3d6-1 HKA; +3 OCV; +20 MD; ... Lucky Penelope 1d6+1 HKA; 5d6/8d6 Luck; +4 DR Maul of Quaking 1+1/2d6 HKA; 3d6 Suppress Run; ... Nerve Bolts 2d6 AVLD (Flash) EB; 9-12 Charges Numbing Gauntlets 1/2 HKA; +2 OCV; 10d6 Mind Control Skull Bludgeon 7d6 EB, +2 STUNx; +2 OCV;... Spectral Flail +1/+3 OCV; 1d6+1 HKA vs. Desolid;... Valiant Defender Blade +3 OCV/DCV; 1d6+1 HKA; 50% rpDR; ... Venial Bow 3d6 RKA, Indirect; Clairvoyance; ... Vorpal Blade +3 OCV; 3d6+1 HKA vs. Appendage Winged Javelin 1d6+1 RKA; +4 Range; 2d6 Drain Flight Woodland Stave +2 OCV; 5d6N; +2 DEF; 2d6 Entangle... ---------------------------------------------------------------------- AVENGING SCIMITAR 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 star light, 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. Abilities: + AI (10 INT, 10 EGO, 8 DEX, 1 SPD), Talon Magistri * 5d6 Mental Illusions, 0 END. * 3d6 Mental Telepathy, 0 END, No Range, Only via Hilt (-1/2). * Interrogation 11- * KS: Methods of Torture 11- * KS: Pillaging 11- * Program: terror tactics * Limitation: Must terrorize opponents (Common, strong) Follower Cost: 8 points. + +1 OCV, Has 10 STR Min (-1/4) + 2d6 HKA, Has 10 STR Min (-1/4) + 2d6 STUN Drain, Recover 5/day, 11- Activation Roll, Linked to HKA, Only after HKA does at least 1 BODY, Gradual Effect (1 Turn, further drain negated by successful paramedic skill roll) (-1/2). + Ultraviolet Vision + Combat Sense 11- Combined: OAF Avenging Scimitar (-1), Independent (-2). Active Cost: 82; Real Cost: 17. --------------------------------------------------------------------- BEAR CLAWS (3 DEF, Location 6) 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. Abilities: * 1d6 HKA, Reduced Penetration (-1/4) - Claws. * +10 STR, Only w/ Grab (-1/2). * Climbing 12-. Combined: OIF 2 Gloves (-1/2), Independent (-2). Active Cost: 34; Real Cost: 9. --------------------------------------------------------------------- BRIGHT SWORD OF NEMACLES This unique short sword is currently owned by the dwarven profiteer and bungling con artist, Murgar Briclebak. 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.) Abilities: + +2 OCV with Sword, 10- STR Min (-1/4) + +2 DCV with Sword, Only versus opponents using sight group (-1/4) + 1d6+1 HKA, 10- STR Min (-1/4), Penetrating against dark or shadow creatures (+1/4). + Images to Sight, 2” Radius (+1/4), 0 END Persistent (+1), No Range, Always On, Only to cause uncovered sword to glow brightly (-1). + 1d6 Flash to Sight Group, Explosion, Personal Immunity, Three recoverable charges per day (requires sunlight to recover). + 6d6 Dispel, Any Single Dark-based Spell (+1/4), Single recoverable charge per day (requires sunlight to recover). + +5 Flash Defense, Sight Group. Combined: OAF Short Sword (-1), Independent (-2). Active Cost: 112; Real Cost: 23. --------------------------------------------------------------------- BRYTWEGNE The “Sword of Many Enemies” has a long and bitter history in the eastern land of Sobyrin. 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. Abilities: + +3 Combat Skill w/ Brytwegne, Has 13- STR Min (-1/2) + 2d6 HKA, Has 13- STR Min (-1/2), -1 BODY until sharpened each time HKA does at least 1 BODY to target (-1/2). + 6d6 Mind Control, Only to go Berserk (11- Recover) (-1/2). + 8d6 Mind Control, 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: OAF Long Sword (-1), Independent (-2). Active Cost: 119; Real Cost: 21. --------------------------------------------------------------------- COLUMBRAE 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. + AI (13 INT, 12 EGO, 10 DEX, 2 SPD) Reston Leguare * Bureaucratics, Criminology 11- * KS: Legal Systems 11- * 4d6 Mental Telepathy, 0 END, Only through hilt * Limitation: Seeks to uphold the law (Common) * Limitation: Must fight for control of weapon (Common, Strong) * Limitation: Only has control for turn on 9- (Common, Total) Follower Cost: 0 points. + AI (10 INT, 12 EGO, 11 DEX, 2 SPD) Lango Braithwaie * Bribery, Streetwise 11- * KS: Criminal Underworld 11- * 4d6 Mental Telepathy, 0 END, Only through hilt * Limitation: Seeks to cheat the system (Common) * Limitation: Must fight for control of weapon (Common, Strong) * Limitation: Only has control for turn on 12+ (Common, Total) Follower Cost: 0 points. + +1 OCV, Has 15 STR Minimum (-1). + 2d6 HKA, +1 STUN Multiplier (+1/2), Has 15 STR Minimum (-1), Reduced Penetration. + 2d6 Entangle, 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). + +2 to Hearing, Only when run by Reston (-1-1/2). + Invisibility to Sight w/ Fringe, Only when run by Lango (-1-1/2). + Infrared Vision, Only when run by Lango (-1-1/2). Combined: OAF Falchion (-1), Independent (-2). Active Cost: 106; Real Cost: 21. --------------------------------------------------------------------- LUCKY PENELOPE This fine steel Cutlass originally came to the attention of the bards from the legends of the Clouded Sea during the First Age. 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. Luck Penelope is of such fine craftsmanship that it must have been forged by Dwarven 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. Abilities: * 1d6+1 HKA, Has 12 STR Min (-1). + +1 OCV w/ Luck Penny, Has 12 STR Min (-1). * +5d6 Luck. * +3d6 Luck, Only if wielded by a Female Dwarf (-1). * +4 PD/+4 ED Damage Resistance, Only after suffering at least 1 point of BODY (-1/4). Combined: OAF Luck Penny (-1), Independent (-2). Active Cost: 66; Real Cost: 14. --------------------------------------------------------------------- HAWK SLING Legendary among the little people, this weapon was a gift from the winged folk to a brave halfling warrior who rescued and healed their injured child king. The sling later came to be employed by the noted half-eleven bard Llystruen before being lost during the battle of Kharden's Bluff. 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. Abilities: + 1d6 RKA, Indirect (+3/4), Only to strike from behind (-1/4). + +4 range offset w/ Sling. + 5" Gliding, Trigger (Accidental fall) (+1/4), Only to descend vertically (-1/4). Combined: Two-handed (-1/2), OAF Sling (-1), Independent (-2). Active Cost: 35; Real Cost: 8. --------------------------------------------------------------------- HOLY CRUSADER SWORDS 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”. The Sword of Justice serves the head knight of the Order of the Sacred Chalice, while the Sword of Honor is carried by the D’nar Bhlit, a guardian spirit who wanders the Ironwyrm graves among the Glard Barrens. 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. Abilities: + Spirit AI (15 INT, 20 EGO, 12 DEX, 3 SPD) * 4d6 Mental Telepathy, 0 END, No Range, Only via Hilt (-1/2) * 2d6 Energy Blast, Penetrating, 0 END, No Range, Only via hilt (-1/2) * Danger Sense 11- * Program: evaluate chivalric behavior * Program: advise combat maneuvers * Tactics, Deduction 12- * KS: History of Battles 11- * KS: Chivalric Code, 12- * Limitation: Wielder must follow code (Common, strong) * Limitation: Only to serve deity (Common, total) Follower Cost: 2 points. + 3d6-1 HKA, Has 12 STR Min (-1) + +3 OCV Combat Skill Levels with Holy Crusader Sword, Has 12 STR Min (-1) + +20 Mental Defense, Only versus Mind Control (-1/2) + Immune to Disease + Images to Sight, Only to radiate pale blue light (-1), 0 END Persistent, No Range, Always On. In addition, each sword posseses a unique special ability: + Truth: +5 PER to all senses, Only versus Images (-1). + Justice: Detect Evil, Range, Discriminatory, +1 PER Roll. + Loyalty: 4d6 Aid to PRE, 2 charges/day. + Valor: +2 DCV, Only works against evil beings (-1/2). + Honor: 8d6 Dispel, Versus any evil Magical Power (+1/4), 2/day. + Salvation: 4d6 Healing Aid, 3 Charges/day. Combined: OAF Holy Crusader Sword (-1), Independent (-2), 1+1/2 Handed (-1/4), Must follow code (-1/2). Active Cost: 121; Real Cost: 24. --------------------------------------------------------------------- HORNET PICK 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. Abilities: + Spirit AI (6 INT, 8 EGO, 14 DEX, 2 SPD) * 4d6 Mind Control, 0 END, Telepathic, Only to change emotional state (-1/4), Only via hilt (-1/2). * Program: swarm combat * Program: gathering honey from flowers * Limitation: must defend hive community (Common, Strong) * Limitation: enrage wielder when attacked (Common, Strong) Follower Cost: 5 points. + 1d6+1 HKA, Armor Piercing, 1 1/2 Handed Weapon (-1/4), Has 13 STR Minimum (-1/2). + 2d6 STUN Drain, Return 5/hour, Persistent, Linked to HKA, Gradual Effect (1 minute) (-1/2), Only if HKA does at least 1 BODY damage (-1/2). + 11" Flight, 1/2 END. + 6d6 Mind Control, Only versus Insects (-1). + +4 Olfactory PER, +2 PER Hearing PER Combined: OAF Large Pick (-1), Independent (-2). Active Cost: 141; Real Cost: 29. --------------------------------------------------------------------- MAUL OF QUAKING Once the property of the proud Feldspar Stone Giant Clan, this weapon was believed stolen by an anonymous Dwarven thief. The Maul found its way to the Barony of Trevanne, where it was wielded by the court champion for three decades. When warriors from the Feldspar Clan arrived to reclaim their heritage, the court champion disappeared with the Maul, and the furious Giants tore the castle apart stone by stone. The Maul is now believed to be somewhere on the Trey’hoven Peninsula. 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. Abilities: * 1+1/2d6 HKA, +1 STUNx, Has 19 STR Min (-1). * +4 OCV with Maul, Has 19 STR Min (-1). * Add Penetrating (+1/2) and Armor Piercing (+1/2) to HKA, Only versus Stone (-1). * 3d6 Suppress Running, 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: Two-handed weapon (-1/2), OAF Maul (-1), Independent (-2). Active Cost: 129; Real Cost: 23. --------------------------------------------------------------------- NERVE BOLTS Created for use by the Regent of Mystrelle during her many campaigns in the Illustrad flayer caverns, 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. Abilities: + 3d6 Energy Blast, AVLD (Flash Attack, STUN Only) (+1+1/2), 9-12 Charges (-1/4), Beam Attack, Charges do not recover, OAF Crossbow Bolt, Independent. Active Cost: 37; Real Cost: 6. --------------------------------------------------------------------- NUMBING GAUNTLETS (5 DEF, Location 6) Originally the creation of the crocodile cult of Llragwyth, a few of these dastardly gloves survived the sack of the marsh temple by the royal guards of King Holdairn. Those seen possessing one of these items by the King’s guards will be immediately branded a cultist and put to death by the sword. When slashed by the talons of these crocodile hide gloves, a numbing paralysis will creep over the victim. Fortunately for the guards, this weapon is relatively ineffectual against an armored foe, unless a lucky hit is scored. Abilities: * 1/2 HKA, Reduced Penetration (-1/4) - long talons. * +2 OCV w/ Gauntlet * 10d6 Mind Control, 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: OIF 2 Gauntlets (-1/2), Independent (-2). Active Cost: 106; Real Cost: 17. --------------------------------------------------------------------- SKULL BLUDGEON From whence came this ugly implement remains a mystery, but at present it hangs from the belt of the Beast Lord of Khardane Tower. All who have ridden against this monster have fallen to the Skull weapon, and, as word of his power has spread, dark forces have begun to flock to his banner. To produce this weapon, the skull of a freshly slain minotaur is stripped bare of flesh on a ant hill, then attached to the root of a burnt Ent. 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. The wielder can attempt to control most types of undead, allowing up to three such attempts per day. Finally, the weapon grants the ability to track by scent, much as would a minotaur. + +2 OCV with Skull Bludgeon, Has 15 Str Min (-1). + 8d6 EB, Penetrating, Has 15 Str Min (-1). + 1d6 EGO Attack, Area Effect (2" Radius), 0 END Persistent, Personal Immunity, Always On. + 6d6 Mind Control, Only versus Undead (-1/2), 3 Charges/day. + +15 PRE from chattering jaw, Create fear only (-1/2). + Tracking Scent. Combined: 2-Handed Weapon (-1/2), OAF Skull Bludgeon (-1), Independent (-2). Active Cost: 129; Real Cost: 29. --------------------------------------------------------------------- SPECTRAL FLAIL 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 flail was taken up by Sir Halifax of Plinth who used it to great effect during his campaign to clear the crypt towers of Groth. The current whereabouts of this weapon is unknown, although it may remain in the possession of the Halifax family. 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. + +3 OCV, Only versus Undead (-1/2), Has 9 STR Min (-1/4) + +1 OCV, Has 9 STR Min (-1/4) + 1d6+1 HKA, Affects Desolidified, Has 9 STR Min (-1/4), Affects Spirits, Flail Maneuver. + Desolidification, Useable Against Others, Ranged, Leave a physical body behind (-1), Single Continuing Charge lasting 1 Hour (-1/2) + +20 Power Defense + Sense Desolidified Forms, Discriminatory, Targeting Combined: OAF Spectral Flail (-1), Independent (-2). Active Cost: 138; Real Cost: 40. --------------------------------------------------------------------- VALIANT DEFENDER BLADE 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 elven design. The first mention of the weapon comes from the bone tablet archives of the High Arcus Mission in the southern rise. After several centuries of obscurity, the sword came to be employed by Sir Landrey, a questing knight who was accepted into the Order of Our Lady at the Abbey of Sacred Healing. During the Second Talon incursion, Landrey heroically led each of the desperate stands against the hordes of invading stalker barbarians. Fatally wounded in the final battle, he bequeathed the sword to the Abbey, where it has served ever since. 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. + +3 OCV, Only to Block (-1), Has 9 STR Min (-1/4). + +3 DCV, Has 9 STR Min (-1/4) + 1d6+1 HKA, Has 9 STR Min (-1/4) + 50% Resistant Physical Damage Reduction. + +2 Missile Deflection vs. Arrows, Projectiles, and Thrown Objects + -2" Knockback Resistance. + 11- Danger Sense Combined: OAF Valiant Defender Sword (-1), Independent (-2). Active Cost: 90; Real Cost: 20. --------------------------------------------------------------------- VENIAL BOW 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. Abilities: + 3d6 RKA, Indirect (One hex forward, any direction) (+1/2), Has 25 Str Min (-1). + Clairsentience, Sight Group, Only from one hex forward (-2). + +1 OCV w/ Venial Bow, Has 25 Str Min (-1). + +2 Range Modifiers. Combined: 2-Handed Weapon (-1/2), OAF Great Recurved Bow (-1), Independent (-2). Active Cost: 102; Real Cost: 19. --------------------------------------------------------------------- VORPAL BLADE 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. + +3 OCV, Not versus amorphous beings (-1/4). + 3d6+1 HKA, Only 2d6-1 HKA when not targeting appendage (-3/4). Combined: Has 13 STR Min (-1/2), OAF Broad Sword (-1), Independent (-2). Active Cost: 56; Real Cost: 11. --------------------------------------------------------------------- WINGED JAVELIN 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. + +4 Range Skill Level w/ Javelin + 1d6+1 RKA, Has 10 STR Minimum (-1/4) + 2d6 Drain Flight, Linked to RKA, Only after HKA does at least 1 BODY. Combined: OAF Winged Javelin (-1), Independent (-2), Four Recoverable Charges (-1/2). Active Cost: 46; Real Cost: 9. --------------------------------------------------------------------- WOODLAND STAVE Grown from the seed of a Yew that was struck by lightning on mid- winter's day, this stout length of wood is capped at each end by a long, polished brass knob. All the bark has been stripped, and the wood darkened and polished by the application of a special berry mixture. The two grips are made from soft buckskin trimmed in the center with white rabbit fur. In addition to serving as a fine quarterstaff, this weapon has several magical powers that are especially useful in a wooded region. The wielder can command an ordinary tree to grab and hold any opponent within reach. His ability to move stealthly through a wooded area is greatly improved, and all his senses are heightened. Finally, he gains the ablity to communicate with any native woodland creatures. The Stave must be magically endowed by a member of the sylvan races while standing inside a fairy circle at the heart of an old forest. A carrier of the Woodland Stave is honored by the inhabitants of the sylvan lands, and it is a sign of great favor to receive this weapon as a gift. + +2 OCV, Has 13 STR Min (-1/2), 2-Handed Weapon (-1/2). + 5d6N, Has 13 STR Min (-1/2), 2-Handed Weapon (-1/2). + +2 DEF Armor, Not versus fire or heat-based attacks (-1/4). + +2 PER to all senses, Only in wooded area (-1/2). + +2 to Stealth skill, Only in wooded area (-1/2). + 3d6 Telepathy, Only versus woodland animals (-1/2). + 2d6 Entangle, Both take damage from attack (+1/4), Entangle has 1 BODY (-1/2), Only within radius of tree branches (-1). + 4" Tunneling through 2 DEF, Closes Behind, Only through live vegetation (-1/2). Combined: OAF Quarterstaff (-1), Independent (-2). Active Cost: 100; Real Cost: 24. -- Bob [[i--bl--e] at [eskimo.com]]