| Sword | Melee-Light
| 3 | 2 | Engaged | Defensive 1 |
Dain's Sword Melee-Light 3 2 Engaged 200 1 1 2 Defensive 1: An item with the Defensive quality increases the user’s melee defense by its Defensive rating. |
| Shield | Melee-Light
| 0 | 6 | Engaged | Defensive 1, Deflection 1, Inaccurate 1, Knockdown |
Dain's Shield Melee-Light 0 6 Engaged 80 1 1 1 Defensive 1: An item with the Defensive quality increases the user’s melee defense by its Defensive rating. Deflection 1: An item with the Deflection quality increases the user’s ranged defense by its Deflection rating. Inaccurate 1: Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add :nK: to the check equal to the Inaccurate rating. Knockdown: When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be trig- gered multiple times, affecting a different target each time.
Unless specified otherwise, Knockdown requires :n^::n^: to trigger, plus one additional :n^: per silhouette of the target beyond 1. |
| Lesser Light Rune | Runes
| 3 | - | Short | Flash Blindness |
Lesser Rune (Light) Runes 3 - Short - 0 10 Some runes are capable of legendary feats of magic. Some
are, well, not, and of little interest to anyone but a Runemas-
ter, who is capable of bending their capabilities beyond their
design. Though lacking the fame of other runebound shards,
these items are still priceless and the subject of many a quest. Activation: This rune can be used for a small beneficial effect
that varies by rune, such as casting light as a torch, conjuring a small illusionary creature, throwing your voice, or start-
ing small fires as a tinderbox. Your GM chooses the minor
effect associated with the rune when the shard is discovered
or obtained. Implement: When your character obtains a lesser rune, the
GM determines one effect (Flash Blindness) that the rune lets the character add
to any appropriate spell without increasing the spell's difficulty.
This effect (Flash Blindness) should ideally be thematically linked to the minor
effect determined earlier. The effect the GM chooses should
only increase the difficulty of a spell by one.
Attack spells cast
by your character increase their base damage by three. Flash Blindness: (When your character obtains a lesser rune, the
GM determines one effect that the rune lets the character add to any appropriate spell without increasing the spell's difficulty.) |
| The Skyreacher | Melee-Light
| + 4 | 2 | Engaged | Superior |
9918 Melee-Light +4 2 Engaged 1 1 0 Of Ancient craftsmanship Superior: A Superior item is a sterling example of its kind, rep- resenting masterful craftsmanship. A Superior item generates automatic :n^: on all checks related to its use. A rune of blades is almost always found with a specially made sword or knife. It is a simple and effective runebound shard that increases the potency of a bladed weapon by magically honing the edge. Like sunburst runes, runes of blades are in high demand among members of the military and can be commandeered from private individuals for war efforts and related campaigns. Some Dragonkin and other intelligent creatures have made use of the runes to retain the sharpness of their claws, though wooden edges and points are not affected by the runes.
|
| Dragon breath rune | Runes
| 8 | 2 | Short | Blast 5, Lightning |
8768 Runes 8 2 Short - 0 0 Activation: Until the end of your character’s turn. Activating this rune costs 3 strain.
Implement: When your character casts an Attack spell, they MUST add the corresponding effect by color above with no increase in difficulty. Attack spells cast by your character increase their base damage by 5. Blast 5: The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality’s rating, plus damage equal to the total
:n*:
scored on the check. In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage. If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending
:n^:
:n^:
:n^:
. In this case, the original target and every target engaged with the original target suffers a hit dealing damage equal to the Blast rating of the weapon. Lightning: Gains stun quality rating=knowledge lore. Auto-fire (must increase difficulty). |
| Blinding flash rune | Runes
| 7 | 3 | Medium | Disorient 3, Stun 4 |
9402 Runes 7 3 Medium - 0 0 Implement: When your character casts an Attack spell, they MUST add the Stun or Stun Damage effect with no increase in difficulty. Attack spells cast by your character increase their base damage by 4. (All spells cast using this implement are accompanied by a bright flash of light) Disorient 3: A weapon with Disorient can daze an opponent. When Disorient is triggered, one target hit by the attack is disoriented (see page 114) for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds
:nK:
to all skill checks they perform. If multiple targets suffer hits from a weapon with Disorient, the quality may be triggered multiple times, affecting a different target each time. Stun 4: A weapon with Stun can deal strain to the target. When the Stun quality is activated, it inflicts strain equal to the weapon’s Stun rating. Since this is strain, and not strain damage, it is not reduced by the target’s soak. |