Maximum Threads: 2
Spell Defense: 8
Spike Bombs are small (four inches in diameter) metal balls covered with
magical symbols. These symbols are usually arcane markings of no particular
significance.
Thread Ranks
Rank 1 Cost: 100
Key Knowledge: Spike bombs were first invented by the tskrang
alchemist Vreesfyr, but the technique eventually spread throughout Barsaive.
Spike bombs are throwing weapons. Throwing a spike bomb costs 1 point of
Strain. A spike bomb with low-rank threads can affect only one target. A spike
bomb is destroyed as soon as it is used, but the wielder can recreate a bomb
attached to high-rank threads. The character makes a Willforce or Willpower
Test against the Spell Defense of the target character (or the highest Spell
Defense Rating among multiple target characters). Success re-forms the spike
bomb and returns it to the throwers hand. A character may try to recreate
the spike bomb whenever the target character is in throwing range. The wielder
must learn the Name of the alchemist who created the spike bomb.
Effect: Add +6 steps to the characters Willforce step for Damage
Tests. The range in yards is short 210; medium 1120; long
2130. The spike bomb affects the closest character within 3 yards of the
blast.
Rank 2 Cost: 200
Effect: Add +8 steps to the characters Willforce step for Damage Tests.
Rank 3 Cost: 300
Key Knowledge: The wielder must learn the name of the battle in which
this alchemists spike bombs had the greatest impact. For most living
alchemists, this battle was the Siege of Throal.
Effect: Add +8 steps to the characters Willforce step for Damage
Tests. The spike bomb now affects all characters within 3 yards of the blast.
Rank 4 Cost: 500
Effect: Add +8 steps to the characters Willforce step for Damage
Tests. The range in yards is increased to short 215; medium 1640; large 41100.
Rank 5 Cost: 800
Deed: The wielder must wound a Horror or Horror construct with the spike
bomb. Spike bombs were invented during the previous Scourge to help battle the
Horrors. Wounding a Horror is worth 800 Legend Points; killing one is worth
1,300 Legend Points.
Effect: Add +8 steps to the characters Willforce for Damage Tests.
The spike bomb may be recreated as described above.
Rank 6 Cost: 1,300
Effect: Add +9 steps to the characters Willforce step for Damage
Tests.
Rank 7 Cost: 2,100
Effect: Add +10 steps to the characters Willforce step for Damage
Tests.
Maximum Threads: 2
Spell Defense: 14
Spike Gauntlets are metal gauntlets bristling with many small, slender, steel
spikes. These spikes are usually highly polished and sharply pointed.
Thread Ranks
Rank 1 Cost: 200
Key Knowledge: Spike gauntlets are made from metal mined in the Caucavik
Mountains, despite earth elemental objections to the mining activities. The
gauntlets draw power from the mountains themselves. The wielder must learn the
Name of the gauntlets.
Effect: Add +1 to the characters Physical Defense Rating.
Rank 2 Cost: 300
Effect: Add +1 to the characters Spell Defense Rating.
Rank 3 Cost: 500
Key Knowledge: The wielder must learn the Name of the person who created
the gauntlets.
Effect: Add +2 each to the characters Physical Defense and Spell
Defense Ratings.
Rank 4 Cost: 800
Effect: For a cost of 1 point of Strain, the gauntlets increase the
length of the spikes for one attack. Add 6 steps to the characters
Strength step for Damage Tests. The character may try to increase his chance of
making an Armor-Defeating Hit by taking more Strain. Each point of Strain taken
adds 1 step to the Attack Test. The maximum amount of Strain that a character
can take for the spikes is equal to the gauntlets thread rank. For
example, at Thread Rank 4, a character could take a maximum of 4 points of
Strain to use the gauntlets. One point allows the wielder to project the
spikes, the other 3 add steps to the characters Unarmed Combat talent or
skill for the Attack Test.
Rank 5 Cost: 1,300
Key Knowledge: The character must learn the Name of the previous owner
of the gauntlets.
Effect: Add +3 to the characters Physical Defense and Spell
Defense Ratings.
Rank 6 Cost: 2,100
Effect: Add +8 steps to the characters Strength step for Damage
Tests.
Rank 7 Cost: 3,400
Key Knowledge: The character must learn the Name of the mountain that
produced the metal used to create the gauntlets.
Effect: Add +4 to the characters Spell Defense Rating, +1 to his
Social Defense Rating.
Rank 8 Cost: 5,500
Effect: Add +4 to the characters Physical Defense Rating, +2 to
his Social Defense Rating.
Maximum Threads: 2
Spell Defense: 9
The War Helm of Landis is a metal helmet adorned with the symbol of the
ancient human kingdom of Landis. The helm has a faceplate that can swing down
or up, depending on whether the wearer wants to protect his face or wishes to
see better.
Thread Ranks
Rank 1 Cost: 100
Key Knowledge: Mages and weaponsmiths worked together to provide this
protection to important military commanders of the kingdom of Landis. Many of
these helmets were lost in the battles against the mindless ravagers who were
the forerunners of the Horrors and marked the beginning of the Scourge. The
wearer must learn the Name of the helmet.
Deed: The character must polish and repair the helmet. Replacing the
unit insignia on the helmet reactivates the magic within the helmet. The Deed
is worth 800 Legend Points.
Effect: Add +1 to the characters Armor Rating. The helmets
magic also increases the wearers Social Defense Rating by +1 and adds +1
step to his Charisma step.
Rank 2 Cost: 200
Effect: Add +2 to the characters Social Defense Rating and add +2
steps to his Charisma step.
Rank 3 Cost: 300
Key Knowledge: The character must know what military unit was under the
command of the helmets original owner.
Effect: The helmet adds +1 to the wearers Spell Defense Rating.
Rank 4 Cost: 500
Effect: Add +2 to the characters Physical Armor Rating.
Maximum Threads: 2
Spell Defense: 13
A Whip of Defense can be made from a variety of different materials. The most
common is leather, but some are made of espagra skin, lizard skin, and very
infrequently, dragon skin. The main cord of the whip is 12 feet long, composed
of several strands of skin braided together. On certain rare whips, each strand
is of a different skin, giving the whipcord an unusual appearance.
Thread Ranks
Rank 1 Cost: 200
Key Knowledge: These whips are made from leather and more exotic skins.
The whip has one main cord, 12 feet long, used for attacking. The wielder must
learn the Name of the whip.
Effect: The whip produces a number of cords of vibrant magical energy
equal to its thread rank. Each energy cord can help the wielder deflect or
block one attack while he or she is using the whip. These cords add +1 to the
wielders Physical Defense Rating. This increase protects against only 1
attack per Combat Round. Add +4 steps to the characters Strength step for
Damage Tests.
Rank 2 Cost: 300
Effect: The energy cords add +2 to the wielders Physical Defense
Rating. This increase protects against 2 attacks per Combat Round.
Rank 3 Cost: 500
Key Knowledge: The wielder must learn the Name of the person who created
the whip.
Effect: The energy cords add +1 to the characters Spell Defense Rating.
Rank 4 Cost: 800
Effect: Add +5 to the characters Strength step for Damage Tests.
The energy cords add +3 to the wielders Physical Defense Rating. This
increase protects against 3 attacks per Combat Round.
Rank 5 Cost: 1,300
Key Knowledge: The character must know all the types of skins used to
make the whip.
Effect: The energy cords add +4 to the wielders Physical Defense.
This increase protects against 4 attacks per Combat Round. The whip also adds
+2 to the wielders Spell Defense Rating.
Rank 6 Cost: 2,100
Effect: The energy cords add +5 to the wielders Physical Defense
Rating. This increase protects against 5 attacks per Combat Round. The whip
also adds +3 to the wielders Spell Defense Rating.
This section describes magical items that are unique in the world. Only one of
each item exists; if one of these items is destroyed, it will never exist in
this world again (unless magic spontaneously reproduces its True Pattern to
answer a threat that only this item can destroy. . .). If a thread rank
provides only a Deed, the character must perform the Deed.
Maximum Threads: 2
Spell Defense: 8
Frightening in appearance, this spear is an eight-foot length of dark brown
wood lined with runes that depict its origins. Rumor claims that the spear was
constructed using the blood of a Horror as the source of its enchantment. The
tip of the spear is made of chiseled obsidian, polished to a blinding sheen.
The magic of the spear maintains the shine of its tip, which never dulls.
Thread Ranks
Rank 1 Cost: 100
Key Knowledge: The wielder must know that this spear is the Devastator Spear.
Effect: Add +4 steps to the wielders Strength step for Damage
Tests. When thrown, the spear splits into a number of spears equal to its
thread rank. The wielder may choose to throw fewer than the maximum number of
spears. These spears may be targeted against one character or against different
characters.
The thrower makes only one Attack Test against the highest Physical Defense of
any target. The result of this test applies to all the image-spears. All the
spears either hit or miss. After the attack, all the image-spears disappear,
and the Devastator returns to the hand of its wielder. Throwing the Devastator
Spear costs a character 1 point of Strain for each spear thrown. For example, a
character must take 3 points of Strain if he or she throws the Devastator and
has it split into 3 spears.
Rank 2 Cost: 200
Effect: Add +5 steps to the characters Strength step for Damage
Tests.
Rank 3 Cost: 300
Key Knowledge: The wielder must know the Name of the first victim slain
by the spear.
Effect: Add +6 steps to the characters Strength step for Damage
Tests.
Rank 4 Cost: 500
Effect: Add +6 steps to the characters Strength step for Damage
Tests. The spear also adds +1 to the wielders Throwing Weapons talent
step.
Rank 5 Cost: 800
Deed: The wielder must defeat a monster in single combat. The wielder
may throw the Devastator Spear only once, and that attack must either kill or
knock the creature unconscious. Accomplishing the Deed earns the character the
Legend Points for the creature as well as the same number of points for the
Deed. In effect, he or she earns double the Legend Points for defeating the
creature.
Effect: Add +7 steps to the characters Strength step for Damage
Tests.
Rank 6 Cost: 1,300
Effect: The spear increases the wielders nimbleness for avoiding
missile attacks. Add +2 to the wielders Physical Defense Rating.
Rank 7 Cost: 2,100
Key Knowledge: The wielder must learn the Name of the person who created
the spear.
Effect: Add +8 steps to the wielders Strength step for Damage
Tests. The spear also adds +2 steps to the wielders rank in the Throwing
Weapons talent.
Maximum Threads: 2
Spell Defense: 13
Kegels Sword is a broadsword of shorter-than-average length. The
swords hilt contains a small ruby that glows when the swords magic
is activated. The blade is a dull steel-gray, with fine runes carved along it.
These runes describe some of Kegels adventures. The tip of this sword is
blackened, as if by long exposure to soot and ash.
Thread Ranks
Rank 1 Cost: 200
Key Knowledge: The dwarven warrior Kegel used this sword for nearly 20
years. It was buried with him when he died, but stolen by tomb robbers. Rumors
of its subsequent appearances and disappearances still make the rounds of
tavern gossip. The character must know that the sword is Kegels and must
also know the name of Kegels beloved, to whom he pledged the sword.
Effect: Kegels Sword is a broadsword. It adds +7 steps to the
characters Strength step for Damage Tests.
Rank 2 Cost: 300
Effect: The tip of the sword can blaze into flame as if it were a torch.
This ability costs the wielder 1 point of Strain. Each use of this effect lasts
up to an hour or until the flame is extinguished. Add +8 steps to the
characters Strength step for Damage Tests.
Rank 3 Cost: 500
Key Knowledge: The wielder must learn the Name of the weaponsmith who
created the sword.
Effect: For a cost of 1 point of Strain, the character can more firmly
attach himself to the earth. Add 6 steps to the wielders next Knockdown
Test. This attachment lasts an hour or until used, whichever comes first. The
sword also adds +1 to the wielders Physical Defense Rating.
Rank 4 Cost: 800
Effect: At a cost of 1 point of Strain, the character may take on a more
fluid form. Though retaining his basic shape, the character can flow around an
attackers blow. The character chooses when to flow; flowing reduces the
damage taken from the blow by 6 points. The form lasts for an hour or until
used, whichever comes first. The sword also adds +2 to the wielders
Physical Defense Rating.
Rank 5 Cost: 1,300
Key Knowledge: The wielder must learn the Name of the elementals with
whom Kegel bargained to empower his sword. Kegel undertook a quest for a fire
elemental, an earth elemental, a water elemental, and an air elemental. The
wielder must learn the names of all four elementals.
Effect: Add +9 to the characters Strength step for Damage Tests.
The power of the winds can chill the blade edge to bone-freezing cold. This
costs the wielder a point of Strain. When used against targets affected by
cold, add 6 steps to the Damage Test. The chilled edge lasts an hour or until
used, whichever comes first.
Rank 6 Cost: 2,100
Effect: Add +2 to the wielders Spell Defense Rating.
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