Maximum Threads: 2
Spell Defense: 7
Lorms Axe is a large battle-axe that weighs more than 15 pounds. The
handle is made of light-colored oak. The blade has large black stains on both
edges.
Thread Ranks
Rank 1 Cost: 100
Key Knowledge: This axe is known as Lorms Axe, and belonged to
Lorm, a fledgling troll hero who died in Kaer Jalendale. The wielder must learn
that the axe is Named Lorms Axe.
Effect: Add +7 steps to the characters Strength step for Damage
Tests.
Rank 2 Cost: 200
Deed: The axe is destined to blood Horrors and their constructs. A
character should inscribe his own name on the haft of the axe. The character
then hunts down a Horror construct, or a Horror itself, invokes Lorms
name, and strikes the opponent in combat. If he damages the opponent, he earns
Legend Points that he can use to raise the thread rank of Lorms Axe. For
striking a construct, the character earns 300 Legend Points. For striking a
Horror, the character earns 1,200 Legend Points. For striking the Wormskull
that killed Lorm, the character earns 3,400 Legend Points.
Effect: Add +8 steps to the characters Strength step for Damage
Tests.
Rank 3 Cost: 300
Key Knowledge: The wielder must learn the Name of the weaponsmith who
created the axe.
Effect: Add +8 steps to the characters Strength step for Damage
Tests. The axe also adds +1 to the wielders Physical Defense Rating.
Rank 4 Cost: 500
Effect: Add +9 steps to the characters Strength step for Damage
Tests. The axe also adds +1 to the wielders Physical Defense and Spell
Defense Ratings.
Rank 5 Cost: 800
Key Knowledge: The wielder must learn the Name of the trollmoot to which
Lorm belonged.
Effect: Add +9 steps to the characters Strength step for Damage
Tests. The axe also adds +1 to the wielders Physical Defense Rating, and
+2 to his Spell Defense Rating.
Maximum Threads: 2
Spell Defense: 13
The Mask of Oltion is a fine silken mask with eye and mouth slits. When
affixed properly, it covers a persons entire face. The mask is a deep
royal blue, and the eye and mouth slits are embroidered in pale blue.
Thread Ranks
Rank 1 Cost: 200
Key Knowledge: Oltion was a wizard known for his intricate devices and
peculiar sense of humor. He created dozens of items, most of them utilitarian,
most not meant for use in combat. The character must always think of the mask
as the Mask of Oltion, but never refer to it as the Mask of
Oltion. In game terms, the player must always use the exact phrase when
telling the gamemaster that his characteris using the Mask of Oltion.
If he fails to say Mask of Oltion, the item will not work. On the
other hand, if the player character ever refers to the mask in conversation or
explanation as the Mask of Oltion, the mask freezes its magic for a period of
1D4 hours. The wearer must know that the mask is Named the Mask of
Oltion.
Effect: Boost all Recovery Tests by +2 steps.
Rank 2 Cost: 300
Effect: The mask will mimic the face of any character the wearer can
remember. It adds +3 steps to the wearers Charisma step when attempting
to deceive others into believing he is the person whose face he wears.
Rank 3 Cost: 500
Key Knowledge: The wearer must learn Oltions race.
Effect: The mask grants the wearer Astral Sight (per the windling
ability, see Creating a Character) with a range of 20 yards. Add
+2 steps to the Perception Test to use this ability. Using this ability costs
the character 1 point of Strain.
Rank 4 Cost: 800
Effect: Add +1 to the wearers Spell Defense and Social DefenseRatings.
Rank 5 Cost: 1,300
Key Knowledge: The wearer must learn the Name of the adventuring group
to which Oltion belonged.
Effect: The mask can create a giant column of flame that erupts
essentially on top of a target. The wearer makes a Spellcasting (or Perception)
Test against the targets Spell Defense Rating. If successful, he hits the
target with the flame. Add +30 steps to the characters Willforce step for
the Damage Test. The range is 60 yards. Using this ability costs the character
5 points of Strain.
Oltion built this last effect into the mask primarily because no one else had
figured out how to build such a big effect into a device with so many other
innocuous effects. He also apparently grew weary of all those fighter-types
asking, When are you going to build something useful?
Maximum Threads: 2
Spell Defense: 19
Monturks Carpet is a small, 6-by-4-foot carpet, its edges fringed in
fine golden silk. The multi-colored designs and patterns on the carpet are of
Theran origin, set against a striped background of blue, red, and yellow. Woven
into these stripes are threads of gold and luminescent elemental air.
Thread Ranks
Rank 1 Cost: 300
Key Knowledge: Monturk was a Theran wizard, a dwarf killed for throwing
his lot in with the wrong Theran faction. Though he failed in his attempt to
create a permanent flying carpet, he ended up creating a far more unusual
object than just a flying rug. The character must know that the carpet is Named
Monturks Carpet.
Effect: The carpet is alive, but remains dormant until a thread is
attached to it. The mystical energy from the thread revives the carpet.
Monturks Carpet can fly, but is not really strong enough to carry anyone.
In addition, its temperament is ill-suited for flying-carpethood.
Monturks Carpet generally refuses to carry other living beings. The
carpet is sometimes willing to carry letters or small packages that weigh no
more than five pounds.
Monturks Carpet will serve its master in other ways. It can scout ahead,
fight alongside its master, and use other abilities as the thread rank
increases.
See Creatures for an explanation of the following game
statistics.
Monturks Carpet
DEX: 5 | STR: 2 | TOU: 13 |
PER: 5 | WIL: 4 | CHA: 4 |
Initiative: 8 | Physical Defense: 6 |
Number of Attacks: 1 | Spell Defense: 8 |
Attack: 5 | Social Defense: 9 |
Damage: 4 | Armor: 3 |
Number of Spells: 1 | Mystic Armor: 3 |
Spellcasting: 7 | Knockdown: 5 |
Effect: See below | Recovery Tests: 13 |
|
Death Rating: 55 | Combat Movement: 50 |
Wound Threshold: 16 | Full Movement: 100 |
Unconsciousness Rating: 45 |
Legend Points: NA
Equipment: None
Loot: None
Rank 2 Cost: 500
Effect: The carpet gains the ability to make tones and whistles. It
cannot speak words, but will try to communicate through sound. The
carpets Initiative increases to Step 10.
Rank 3 Cost: 800
Key Knowledge: The character must learn how and in what year Monturk was
killed.
Effect: The carpet may transfer 1 Recovery Test to its master. The
carpet makes a Spellcasting Test against the master-characters Spell
Defense Rating. A successful result transfers one of the carpets Recovery
Tests to the character. The character makes that Recovery Test using the
carpets Step 13, rather than the characters Recovery Test step. The
carpet may transfer a number of Recovery Tests per day up to its thread rank.
Rank 4 Cost: 1,300
Deed: The carpet was worked with threads of gold and elemental air,
worth 2,500 silver pieces (500 for the gold, 2,000 for the elemental air).
Neglect and a harrowing escape from Monturks enemies have damaged these
threads. Having the rug rewoven strengthens the magic in the carpet. The Deed
is worth 6,800 Legend Points.
Effect: The carpets Initiative increases to Step 12 and its
Spellcasting to Step 8. The Combat Movement is increased to 75 yards, and its
Full Movement is increased to 150 yards.
Rank 5 Cost: 2,100
Key Knowledge: The character must learn the Name of the carpets
last owner.
Effect: The carpet forms a telepathic link with its master through which
both can transmit speech-like thoughts. The link has a range of 250 yards, and
does not require an action to use. Increase the carpets Combat Movement
to 100 yards, and its Full Movement to 200 yards.
Rank 6 Cost: 3,400
Effect: The carpet gains an ability similar to the Circle 3 wizard spell
of Levitate covering a 10-by-20-foot area behind the carpet. The levitation
ability lifts up to 2,000 pounds, but can only lift objects up to 10 yards
above the levitation area. Unlike the Levitate spell, the levitation area moves
along with the carpet, permitting characters to levitate behind the carpet as
it flies. The carpet enjoys performing acrobatics, and will zoom, climb, twist,
and roll when dragging passengers along.
Maximum Threads: 2
Spell Defense: 24
Niokus Bow is a longer-than-average longbow, made of dark oak with small
grooves along its sides lined with fine red crystal. The bowstring is made of
catgut lined with elemental air.
Thread Ranks
Rank 1 Cost: 500
Key Knowledge: Nioku was a troll archer, a female hero of an earlier
time. She is one of the very few heroes who could truthfully claim to have
killed a dragon in one-on-one combat. The wielder must know that the bow is
Named Niokus Bow.
Effect: Add +5 steps to the characters Strength step for Damage
Tests.
Rank 2 Cost: 800
Effect: The range of the bow, in yards, increases to short 260;
medium 61250; large 251400. The bow adds +1 step to the
wielders Missile Weapons talent step.
Rank 3 Cost: 1,300
Key Knowledge: Nioku made arrowheads from the bones of slain enemies.
The wielder must know the Name of one of Niokus enemies.
Deed: The character must carve twelve arrowheads from the bones of one
of his enemies. He or she receives 1,300 Legend Points for this Deed.
Effect: Add +7 steps to the characters Strength step for Damage
Tests.
Rank 4 Cost: 2,100
Effect: Add +8 to the characters Strength step for Damage Tests.
The bow adds +1 to the wielders Spell Defense Rating.
Rank 5 Cost: 3,400
Key Knowledge: The wielder must learn the Name of the last person killed
by the bow.
Effect: The range of the bow, in yards, increases to short 2100;
medium 101300; large 300500. The bow adds +2 to the wielders
Spell Defense Rating.
Rank 6 Cost: 5,500
Effect: Add +10 to the characters Strength step for Damage
Tests.
Rank 7 Cost: 8,900
Key Knowledge: Legends tell of a long-running competition between Nioku
and an elven archer named Talondel. Talondel had been corrupted by a Horror,
though he did not fall under its control. He and Nioku crossed paths and
competed in feats of archery, which always ended in a tie, for more than seven
years. Nioku finally defeated Talondel, who was shortly thereafter captured and
held in rune chains in a dwarven prison. Several months after she defeated
Talondel, Nioku uncovered the lair of a Horror that had been terrorizing Sky
Raiders, including members of her trollmoot. Nioku could not defeat the
Horrors magic because the creature knew too much about her. Soon after
her failed attack, the Horror ravaged another Sky Raider camp, killing
Niokus uncle and younger brother.
Nioku traveled to the dwarven prison where Talondel lay chained and asked the
elf to slay the Horror that was killing her kinsmen. In exchange, she would
convince the dwarfs to pardon the elf. Talondel laughed at her proposal, asking
how he could kill a Horror that Nioku and her mighty bow had not been able to
touch.
Nioku swore a blood oath and offered Talondel her bow to use against the
Horror, and to keep if he killed it. Impressed by her willing sacrifice,
Talondel accepted the offer. The power of the oath somehow allowed Talondel to
use the bow while it still drew power from Niokus thread.
Talondel slew the Horror, then disappeared. Nearly fourteen months later he
returned and gave the bow back to Nioku, saying that from this day forward he
must use his own magic. As Nioku touched her bow, it began to glow, then became
translucent with a silvery sheen. The bow had taken its most powerful form.
Deed: The character must give the bow to a previously defeated enemy.
The enemy will perform a Deed with the bow, and is then entitled to keep the
bow. Whether or not the enemy character ever returns the bow is up to him or
her. The archer may not accompany the other character, nor send anyone else
along with him, either to help or keep an eye on the enemy. The former enemy is
on his own. The bow continues to draw power from the archers thread. If
the enemy character returns the bow, the character receives 61,000 Legend
Points.
Effect: Add +1 to the wielders Physical Defense Rating and +3 to
his Spell Defense Rating.
Rank 8 Cost: 14,400
Effect: Add +12 steps to the characters Strength step for Damage
Tests.
Rank 9 Cost: 23,300
Key Knowledge: The wielder must learn the Name of the Horror that
Talondel killed using Niokus Bow.
Effect: Add +14 steps to the characters Strength step for Damage
Tests. The bow also adds +2 steps to the wielders Willpower (or
Willforce) step when he or she is resisting the effects of spells or other
magical effects.
Rank 10 Cost: 37,700
Effect: The bow becomes translucent and silvery like a silver-speckled
moonbeam. Add +15 steps to the characters Strength step for Damage Tests.
Also add +3 steps to his or her Missile Weapons talent step.
Maximum Threads: 2
Spell Defense: 18
Purifier appears as a worn, rusty broadsword, damaged from several years
use by many different heroes. Carved along the blades flat side are runes
bearing the symbols of the Kingdom of Throal and of King Valurus I.
Thread Ranks
Rank 1 Cost: 500
Key Knowledge: Purifier was created at the direction of King Valurus I
of Throal when the Horrors first began to enter the world, and was used by many
of the heroes of the pre-Scourge world. According to legend, a powerful wizard
cast a spell on the sword to make it look old and rusted.
Before a character can weave any threads to Purifier, he must first remove the
spell that changes its appearance. The spell resists any Dispel Magic attempts
using the same steps as a Circle 11 spell. Having removed the spell, the
character can weave threads to Purifier.
The wielder must know that the swords name is Purifier.
Effect: The sword can be wielded by anyone, regardless of size or
strength. Add +6 steps to the characters Strength step for Damage
Tests.
Rank 2 Cost: 800
Effect: When used against Horrors and Horror constructs, the blade glows
red hot. Add +7 steps to the characters Strength step for Damage Tests.
Rank 3 Cost: 1,300
Key Knowledge: The wielder must learn the Names of the weaponsmiths who
created the sword.
Effect: Add +7 steps to the characters Strength step for Damage
Tests. Against Horrors and Horror constructs, add +8 steps to the
characters Strength step for Damage Tests.
Rank 4 Cost: 2,100
Effect: When used against Horrors and Horror constructs, add +9 steps to
the characters Strength step for Damage Tests.
Rank 5 Cost: 3,400
Key Knowledge: The character must learn the Name of the last wielder of
the sword.
Effect: The sword can detect those who have been corrupted by a Horror.
The wielder makes a Spellcasting (or Perception) Test against the Spell Defense
Rating of the Horror. A successful result alerts the wielder to the
Horrors presence.
Rank 6 Cost: 5,500
Key Knowledge: The wielder must learn the Name of the wizard who cast
the illusion spell on the sword.
Effect: For a cost of 4 points of permanent damage, the wielder can use
blood magic to use Purifier to slay a Horror with one blow. When the wielder
invokes this power, he takes the 4 points of Damage and the blade becomes
searing hot. The Damage against Horrors and Horror constructs when using this
effect is the characters Strength step + 35 steps. A successful attack
against a Horror automatically inflicts 10 Wounds to the Horror.
Maximum Threads: 2
Spell Defense: 18
Vennas Armor is a set of finely wrought plate mail armor with runes
etched on its surfaces. The construction of this armor is somewhat different
than the plate mail found in Barsaive. Though the armor looks old, it does not
appear worn or damaged.
Thread Ranks
Rank 1 Cost: 300
Key Knowledge: The armor was worn by a female hero named Venna nearly
five millennia ago. Lost records makes it uncertain whether she was human or
elven. The character must know that the armor is Vennas Armor.
Effect: This finely crafted plate mail provides an Armor Rating of 9
and a Mystic Armor Rating of 3. The Initiative Penalty is 3.
Rank 2 Cost: 500
Effect: Reduce the Initiative Penalty to 2.
Rank 3 Cost: 800
Key Knowledge: The character must learn the Name of the Horror who slew Venna.
Effect: Reduce the Initiative Penalty to 1.
Rank 4 Cost: 1,300
Effect: Increase the Mystic Armor Rating to 5. Blood magic may be used
to increase the quality of the armor at a cost of 2 permanent Damage Points.
Only Extraordinary successes can defeat the improved armor.
Rank 5 Cost: 2,100
Deed: The character must learn the fate, or the location, of the Horror
who killed Venna. Having discovered the Horrors fate or its whereabouts,
the character earns 14,400 Legend Points.
Effect: A character may use blood magic to store Karma Points within the
armor. This costs him 2 permanent Damage Points. The character may store Karma
Points up to a number equal to the armors thread rank. These Karma Points
do not count as part of a characters maximum Karma. The character stores
Karma in the armor by using his or her Karma Ritual. Karma Points stored in the
armor can be spent in the same manner as normal Karma Points.
Rank 6 Cost: 3,400
Key Knowledge: The character must find out whether Venna was a human or
an elf.
Effect: Increase the characters Armor Rating to 10 and his Mystic
Armor Rating to 6.
Rank 7 Cost: 5,500
Effect: The Initiative penalty is eliminated. Increase the
characters Armor Rating to 11.
Rank 8 Cost: 8,900
Key Knowledge: Before her defeat, Venna won many battles. The character
must learn the legend of her greatest battle. Who did she defeat and how did
she do it?
Deed: Travel to the spot of Vennas greatest victory and build a
memorial to her. The character must personally help build the memorial. The
memorial need not be flashy or large, but it must be durable. The character
must write an inscription declaring the memorials purpose. The Deed is
worth 23,300 Legend Points.
Effect: The character may spend 1 Karma Point from the armor, in
addition to any Karma Points he is normally entitled to spend.
Rank 9 Cost: 14,400
Effect: Increase the characters Armor Rating to 12. Increase the
Mystic Armor to 9. The armor also adds +1 to the characters Physical
Defense and Spell Defense Ratings.
Rank 10 Cost: 23,300
Key Knowledge: The character must learn the Name of the armors
previous owner.
Effect: The character may unleash all the Karma stored in the armor to
perform a single action. Each Karma Point used costs him 1 point of Strain. A
character may fall unconscious or even die from using so much Karma. The
character may complete the action before the effects of Strain take their
toll.
Earthdawn� is a registered trademark of FASA Corporation.
Copyright � 1997 FASA Corporation. All rights reserved.
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