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]]