Description: The Atlas is a large book, 24" along the spine by 18" wide. The book has a wooden cover covered in leather, and is stamped with "The Atlas of Lands Unknown" along the spine and the front cover. The inside front page states the same, and gives the authors as Astinus and Randolph Carter, while the publisher is listed as the Library of Celephais. The Atlas has between 200 and 250 pages, a number no one has been able to accurately determine. Each page is reputed to be a map of an actual location, even though many people have never seen or even heard of the place depicted. Notes about each location are given in a fine, almost unreadable hand. Attempts to catalogue the maps in the book have proven fruitless, as the exact number of maps, as well as the maps themselves, changes with each reader. A short listing of the maps that have been found in the Atlas are as follows: Cynosure, Flatland (one of several completely blank maps), Helium and Environs, the Keep on the Borderlands, the Kingdom of Joy, the Known World: A.S. 35, Melnibone and Imyyrr the Dreaming City, Lake Hali and Environs, The Land of Middle Earth in the Fourth Age, the Neo York Zero Law Enforcement Zone, Night City, Oz and Surrounding Lands, Revelstone, and the Village of Hommlet. Some of the maps have been known to show disquietingly familiar locations—one reader swore one map showed his grandparent's backyard.

Game Information: Clairsentience (Sight Group, Dimensional [any dimension]), Precognitive, Retrocognitive, Reduced Endurance (0 END; +1/2) (112 Active Points); Activation Roll 14- (rolled only once per person per map, see text; -1/2), Extra Time (minimum one hour to find desired map; -3), OAF (-1), Independent (-2), Limited Conscious Control (Atlas cannot be catalogued, exact number and kind of maps changes when ever book is opened; -1), No Range (-1/2), Fixed Perception Point (looking downward onto the map; -1), One Sense Only (normal sight; -1/4). Total Cost: 11 points.

Game Use Notes: An alternative method to defining the Atlas would be as an Area Knowledge, 18-, with Variable Special Effects (different maps). As written, the book takes some time to use properly (i.e. it takes about an hour of paging through the Atlas to locate a desired map.). The Activation Roll represents the chance of any one map being found. This Roll is made once per search, per person. Thus, if a person finds a map on their initial try, they will also be able to look it up again. If another person fails to find the map, they will never find the map in that book. The No Range limitation simulates the idea the book only shows simple maps, and it can't be used to "look inside" a building or other structure. Naturally, Game Masters can have a great deal of fun with this item, sprinkling maps of various well-known places (to the players at least) among the pages.


Description: This weapon is said to have been forged unknown millennia ago when the earth was still new. Believed to have been created in the heart of a volcano and borne by the first of the great Dwarvish kings, the Axe was eventually lost and now is only known from rumor.

The weapon appears as long-hafted war axe, with a broad cutting blade backed by a heavy hammer head. The axe is a full five feet long, but despite its length, it can be hurled with ease and will return unerringly to its owner afterwards. In addition, the axe has numerous minor magical powers: it is highly accurate in combat; it grants its wielder a long life; it grants the ability to see in the dark; and it enables its wielder to sense if a structure of stone has been altered in an unusual way.

The axe bears a minor curse, however; anyone who possesses it will slowly, but surely, be transformed into a dwarvish form. This process takes years, however, and is often undetectable until it is far too late.

Game Information:

Cost	Power
14	Axe Of The Dwarvish Lords:  Multipower, 60-point reserve; all OAF (-1), 
	Independent (-2), Side Effects (character is slowly transformed into a dwarf, 
	see text; -1/4)
1u	1) Blade:  HKA 2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); 
	OAF (-1), Independent (-2), Side Effects (character is slowly transformed into a 
	dwarf, see text; -1/4)
1u	2) Hammer:  HKA 2d6, Increased STUN Multiplier (+1/4), Reduced Endurance 
	(0 END; +1/2); OAF (-1), Independent (-2), Side Effects (character is slowly 
	transformed into a dwarf, see text; -1/4)

5	Thrown Axe:  Ranged (+1/2) for HKA 2d6, Armor Piercing (+1/2); OAF (-1), 
	Independent (-2), 1 Recoverable Charge (-1 1/4), Range Based On STR (-1/4), Side 
	Effects (character is slowly transformed into a dwarf, see text; -1/4)
6	Stone Sense:  Detect Abnormal Stonework (such as hidden passages and traps), +5 
	to PER Rolls, Discriminatory, Analyze, Ranged, Sense; OAF (-1), Independent (-2), 
	Side Effects (character is slowly transformed into a dwarf, see text; -1/4)
1	Night Vision:  Infrared Perception (Sight Group); OAF (-1), Independent (-2), 
	Side Effects (character is slowly transformed into a dwarf, see text; -1/4)
1	Long Life:  Life Support (Longevity:  Immune to Aging); OAF (-1), 
	Independent (-2), Side Effects (character is slowly transformed into a dwarf, 
	see text; -1/4)
3	Fighting Skill:  Combat Skill Levels:  +3 with Hand-To-Hand Combat; OAF (-1), 
	Independent (-2), Side Effects (character is slowly transformed into a dwarf, 
	see text; -1/4)
Total Cost:  32 points

Game Use Notes: All IAF powers require that the Axe be held in the hand.


Description: A powerful Shinto relic, this weapon is a short single-edged tanto with no hand guard. It comes with a matching sheath, and the entire weapon is about a foot long. The Dagger of the Kirin is one of five Shinto relics held by the Yamigumo family of Japan, and it is normally carried by the clan's leader.

When drawn, the dagger can be used as a normal blade, it can be thrown, or it can be used to "cut the air," summoning the spirit of the Kirin to attack ones enemies. In order to summon the spirit of the Kirin, one needs to will it into existence. This requires the wielder to make an Activation Roll equal to their EGO Roll (the -1/2 limitation listed below is the default Limitation value). If the roll is successful, a large spirit image of a Kirin will manifest, slashing through an opponent with ease.

In addition to attacking ones enemies, the spirit of the Kirin can be called upon to provide protection. The dagger is held out in front of the wielder (sheathed or not), and the user concentrates on weapon, asking the Kirin's protective aid. As the Kirin is more willing to defend then attack, no EGO Roll is required to call upon this power.

Game Information:

Cost	Power
22	Dagger of the Kirin: Multipower, 90-point reserve; all OAF (-1), 
	Independent (-2)
1u	1) Blade:  HKA 1d6-1, Affects Desolid (supernatural special effects only +1/4), 
	Reduced Endurance (0 END; +1/2); OAF (-1), Independent (-2)
2u	2) Cutting the Air:  RKA 2d6, Armor Piercing (+1/2), Area Of Effect 
	(18" Line; +1); OAF (-1), Independent (-2), Requires An EGO Roll (-1/2)
2u	3) Ward of the Kirin:  Force Field (30 PD/30 ED), Reduced Endurance 
	(0 END; +1/2), Concentrate (0 DCV; -1/2), ), OAF (-1), Independent (-2)

1	Thrown Blade:  Ranged (+1/2) for HKA  1d6-1, Affects Desolid (supernatural 
	special effects only +1/4); OAF (-1), Independent (-2), 1 Recoverable 
	Charge (-1 1/4), Range Based On STR (-1/4)
Total Cost:  28 points

Game Use Notes: The Dagger might be a Personal Focus, only usable by members of the Yamigumo family.


Description: Excalibur is an ancient broadsword of great power, supposedly forged in the Land of Fairy. It is enchanted so the edge will never dull, and the blade itself is said to be unbreakable. At one point it was carried by Arthur, King of the Britons, and with Excalibur in his hand, he never knew defeat. After his death, the sword was hurled into the sea, where the Lady of the Lake took it away until it would be needed again.

In addition to the sword, Excalibur comes with an enchanted sheath. The great wizard Merlin has stated the sheath itself is worth ten of the blade, and he might be right. While the blade is a powerful weapon of war, the sheath provides for its owner's defense, protecting him from harm, and ensuring that any wounds he receives will not bleed further.

Excalibur is also known by the name of "Caliburn." The name "Excalibur" itself is said to mean to "cut-steel."

Game Information:

Cost	Power
21	Excalibur:  HKA 2d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2); 
	OAF (-1), Independent (-2) plus Combat Skill Levels:  +5 with Hand-to-Hand 
	Combat; OAF (-1), Independent (-2)
23	Sheath:  Physical Damage Reduction, Resistant, 75%; IIF (-1/4), Independent (-2) 
	plus Does Not Bleed; IIF (-1/4), Independent (-2)
Total Cost:  44 points

Game Use Notes: This is only a rough write-up for Excalibur, created by melding together several sources. Additional powers are possible, such as Luck, or some sort of Change Environment power (Aura of Kingliness?). An immense (Megascale) Area of Effect Aid to Presence might work as well, as brandishing Excalibur is a sure way to encourage one's troops.


Description: Said to be the eye of a lost and forgotten god, the Eye of Rhynn is described as a great jewel, slightly larger than the eye of a human. It is a dark red in color, with small motes or flecks floating one the surface. If placed in an empty eye socket, the Eye will graft itself in place, and can only be removed through some from of surgery.

Once in place, the Eye will look out onto a dark and dismal vista. This world (which is not our own) consists of a bleak and featureless landscape, over which hangs a black sun. This will persist as long as the Eye is uncovered, causing all sorts of possible vision problems. If kept covered (by an eye patch for example) then the image is dispelled.

By itself, the Eye is virtually useless. When combined with the Hand of Kwll, however, its true power becomes known. See the entry for the Hand of Kwll for more information.

Game Information:

Cost	Power
7	Eye of Rhynn:  Danger Sense, Sense, Any Danger, +4 to Roll; Independent (-2), 
	No Conscious Control (-2)
47	Eye of Rhynn:  Summon 128 300-point Creatures, Expanded Class (whatever 
	creatures were killed by previous summoned creatures (+1/4), Slavishly Loyal (+1); 
	1 Recoverable Charge (Charge Recovers by Summoned Creatures successfully killing 
	target; -1 1/4), Gestures (-1/4), Independent (-2)
Total Cost:  54 points

Game Use Notes: All summoned creatures should be considered "undead" and bought as automatons. This means summoned creatures are effectively mindless, and can't be used for much other than fighting. According to the original novels, the Eye can see into other dimensions. Game Masters may want to consider using the Dimensional Sense Modifier to simulate this ability.


Description: This small object looks like a dark, roughly-shaped jewel. It is one of two relics of the great undead wizard-lich Vecna, the other being Vecna's hand. If the Eye is pressed into the empty eye-socket of a humanoid being, it will graft itself in place, allowing its owner to tap into incredible magical powers.

By gazing upon a target, the Eye can create a number of effects, from fear and sickness, to sleep and death. The Eye also allows one to see easily in dark and dim environments, and even total blackness will be no obstacle to one who possesses the Eye.

Game Information:

Cost	Power
105	Eye of Vecna: Multipower, 315-point reserve; all Independent (-2)
2u	1) Dominate the Weak-Willed:  Mind Control 18d6, Telepathic (+1/4); 3 Charges (-1 1/4),
	Independent (-2), Eye Contact Required (-1/2)
2u	2) Eye of Fear:  Mind Control 14d6, Telepathic (+1/4); 3 Charges (-1 1/4), 
	Independent (-2), Only To Control/Inflict Fear (-1)
2u	3) Eye of Sickness:  Drain DEX 3d6, Delayed Return Rate (5 points per Day; +1 1/2),
	Ranged (+1/2); 3 Charges (-1 1/4), Independent (-2)
2u	4) Eye of Sleep:  Ego Attack 9d6; 3 Charges (-1 1/4), Independent (-2)
6u	5) Destructive Gaze:  RKA 6d6, AVLD (Power Defense; +1 1/2), Does BODY (+1);
	1 Charge (-2), Independent (-2), Only Affects The Living (-1/4)
3u	6) Unhallowed Ground:  Major Transform 6d6 (ground to unholy ground; heals back through 
	consecration), Area Of Effect (9" Radius; +1); 1 Charge (-2), Independent (-2), No Range (-1/2)

2	Dark Vision:  Infrared Perception (Sight Group); Independent (-2)
2	Dark Vision:  Ultraviolet Perception (Sight Group); Independent (-2)
7	True Seeing:  Spatial Awareness; Independent (-2)
Total Cost:  133 points

Game Use Notes: The Eye of Vecna is a very powerful artifact, and GMs may want to assign Side Effects to the item's use. These Side Effects should relate to the Eye's inherently evil nature. For example, continued use of the Eye may lead to psychological problems, where the user becomes more and more like the lich Vecna, up until the point they try to become a lich themselves.


Background/History: Grospolina is a extra-dimensional being in the shape of a massive sword. Trapped in an obelisk following the death of its former master, Gigelf Liqueur, Grospolina was released by Gigelf's daughter Katsumi. Freeing Grospolina required Katsumi to give the sword some of her blood. Once this was done, the sword was released from its imprisonment, and was able to bond itself with Katsumi, making the sword effectively weightless, since now it was virtually an extension of Katsumi's own body.

Grospolina has sworn itself to serve the Liqueur blood line. It served Gigelf in his battles against the Lucifer Folk, and now it serves Katsumi in the same capacity. It tries to guide Katsumi as best as it can, and will do nothing to harm her, or allow her to come to harm.

Quote: "Katsumi, do not get hasty! You can not possibly win just with bare beginner swordsmanship!"

Powers/Tactics: Grospolina has powers typical for a sword (such as its long, sharp, blade). In combat, Grospolina will wrap the tail-like extension of its hilt around Katsumi's arm, making it difficult for her to loose her grip on the weapon. Grospolina can sense the presence of entities like itself (such as Lucifer Folk), and will warn Katsumi if they are near. Grospolina's primary purpose, however, is to serve as Katsumi's advisor. It uses it's extensive knowledge of sorcery and Lucifer Folk to train Katsumi, furthering her already considerable sorcerous skill.

Appearance: Grospolina is a huge sword, fully 8 feet or so long. It's a dark brownish-black color and rather indescribable in appearance. The sword actually has two forms—at rest it resembles a dragon's head (complete with "eye"), but when commanded it will extrude a jagged "metal" tongue, and a tail-like extension of its spine. In this form, Grospolina has a wickedly curved blade, a horned hilt, and a long tail that swings free from the handle.

For more information on Grospolina, Katsumi Liqueur, and Silent Möbius, follow the Silent Möbius link

Val	CHA	Cost	Roll	Notes
15	DEX	15	12-	OCV:  5/DCV:  5
23	INT	13	14-	PER Roll 14-
24	EGO	28	14-	ECV:  8
4	SPD	15		Phases:  3, 6, 9, 12
				Total Characteristics Cost:  71

Cost	Powers & Skills
75	Blade:  HKA 3D6, Reduced Endurance (0 END; +1/2); Always On (-1/2) plus 
	Stretching: 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat 
	Stretching (-1/4), Only To Cause Damage (-1/2) plus Combat Skill Levels:  +1 OCV
7	Tail:  +10 STR, Reduced Endurance (0 END; +1/2), Useable By Other (+1/4); No 
	Figured Characteristics (-1/2), Only to Prevent Disarm, Takeaway (-1)
5	Mystic Shields:  Mental Defense (10 points)
16	Mystic Senses:  Detect Lucifer Folk, Sense, Ranged, Increased Arc Of Perception (360 
	Degrees), +2 versus Range Modifier, 14-
22	Mystic Senses:  Spatial Awareness

20	Mystic Speech:  Universal Translator 14-

3	PS:  Teacher 14-
3	Scholar
2	1) KS:  Lucifer Folk 14-
2	2) KS:  Magic and Magic Ritual 14-
2	3) KS:  Sorcery and Spell Casting 14-
2	4) KS:  Supernatural Beings 14-
159	Total Powers & Skills Cost
230	Total Character Cost

Value	Disadvantages
15	Distinctive Features:  Large, One-Of-A-Kind "Sword" (NC)
15	Hunted:  Lucifer Folk (MoPow) 8-
15	Psychological Limitation:  Despises Lucifer Folk (C, S)
25	Psychological Limitation:  Oath Of Loyalty To/Protective Of Katsumi Liqueur And 
	The Liqueur family (VC, T)
70	Total Disadvantage Points
160	Total Cost

Game Use Notes: Grospolina was built using the "rules" for building intelligent enchanted items found on page 279 of 5th Edition Fantasy Hero. I didn't apply the "Independent" Limitation to any of Grospolina's powers as he is not mere focus, but a full-fledged character. According to Steve Long (and the computers built in Spacer's Toolkit), the final cost for Grospolina would be 160/5 = 32 points and with the OAF Limitation, this comes to a final total of 16 points. Of course, you may wish to build Grospolina differently.


Description: The Hand of Kwll appears as a six-fingered glove set with various gems and jewels. The fingers are long, and end with sharp nails. If attached to the stump of an arm, it will bond itself permanently in place.

The Hand has a number of powers, including great physical strength, as well as the ability to batter down opponents and obstacles, and with the fingers extended, serve as a dagger of sorts. However, the Hand's powers are very fickle and not wholly subject to the possessor's desires. At times, it will function contrary to a possessor's wishes, or won't function at all. Usually, the Hand's actions are in the possessor's best interests, although this may not be apparent at the time. Together, the Hand and Eye are capable of detecting dangers the possessor cannot sense and will act to protect him from these dangers.

Used together, the Hand and Eye's greatest power is the ability to summon aid from another world. When viewed with the Eye, this world appears as a bleak wilderness over which hangs a black sun. The inhabitants of this world are very strange indeed. They are the corpses of the things killed by the last creatures to inhabit the world. Using the Eye, a person can look into this world. Extending the Hand, and offering the creatures "prizes," one can bring forth creatures to fight for him. What ever the current crop of summoned creatures kills will then go to the other world, to then be brought forth by the possessor of the Hand and the Eye when needed.

Game Information:

Cost	Power
9	The Hand of Kwll: Multipower, 45-Point Reserve; all Independent (-2), 
	Restrainable (-1/2), Limited Conscious Control (-1), Side Effect (Slots may activate 
	independently based on successful Danger Sense Roll, see text; -1/4)
1u	1) Gripping Hand: +30 STR, Reduced Endurance (0 END; +1/2); Independent (-2), 
	Restrainable (-1/2), Limited Conscious Control (-1), No Figured 
	Characteristics (-1/2), Side Effect (Slots may activate independently based on 
	successful Danger Sense Roll, see text; -1/4), Only to Grab And Crush (-1)
1u	2) Smashing Hand: HA +6d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand 
	Attack (-1/2), Independent (-2), Restrainable (-1/2), Limited Conscious Control (-1), 
	Side Effect (Slots may activate independently based on successful Danger Sense Roll, 
	see text; -1/4)
1u	3) Spear Hand: HKA 2d6 (3d6 with STR), Reduced Endurance (0 END; +1/2); 
	Independent (-2), Restrainable (-1/2), Limited Conscious Control (-1), Reduced 
	Penetration (-1/4), Side Effect (Slots may activate independently based on successful 
	Danger Sense Roll, see text; -1/4)
Total Cost:  12 points


Description: When the great lich-king Vecna was brought down and finally slain by his bodyguard Kas, Vecna managed to concentrate a great deal of his power into his undamaged Eye and Hand. At this time, the two body parts are presumed lost, although rumors of their continued existence (and continued evil) sporadically arise.

The Hand of Vecna appears as the withered left hand and forearm of a humanoid. If pressed against the stump of an arm, it will graft itself into place, becoming a fully-functional limb within a few moments. Once in place, it powers become active, and the Hand's true nature is revealed.

The Hand is capable of delivering a frigid touch capable of killing the unwary, can be used to summon an Unholy Aura of evil, and can cause panic among creatures of a "good" inclination. If the owner of the Hand so desires, once per day they can call forth Vecna's true source of evil, blasting any agent of good. The Hand can also be used to drain away the life energy of a foe, adding it to the Hand's owner.

Game Information:

Cost	Power
10	Freezing Touch:  HKA 1 1/2d6, Reduced Endurance (0 END; +1/2); 
	Independent (-2), Restrainable (-1/2)
15	Blasphemy:  RKA 6d6; 1 Charge (-2), Independent (-2), Restrainable (-1/2), Only 
	Versus "Good" Beings (-1/2)
33	Unholy Aura:  RKA 2d6, Continuous (+1), Damage Shield (does damage in HTH 
	combat; +3/4), 3 Charges lasting 1 Hour each (canceled by creation of a holy aura, 
	contact with consecrated ground, or the like; +1/4); Independent (-2), 
	No Knockback (-1/4), Only Versus "Good" Beings (-1/2) plus +10 PRE; 
	Independent (-2), Only To Defend Against Presence Attacks (-1), Linked (-1/2) plus 
	Mental Defense (+10 points); Independent (-2), Linked (-1/2) plus Combat Skill 
	Levels:  +3 DCV; Independent (-2), Only Versus "Good" Beings (-1/2), Linked (-1/2)
8	Life Force Drain:  Transfer 2d6 (target's characteristics to character's respective 
	characteristics), Any Characteristic One At A Time (+1/4); 3 Charges (-1 1/4), 
	Independent (-2), Restrainable (-1/2), 
Total Cost:  66 points

Game Use Notes: As with the Eye of Vecna, the Hand should come with certain Side Effects as a result of its use. One suggestion is to turn the Hand into an artifact, much like Grospolina or Stormbringer. Thus, if given an INT, EGO, and SPD, the Hand can act on its own, and might refuse to use it powers, or use them on its owner's friends and allies. And if the owner is insufficiently evil, the Hand might just rebel, killing its owner in order to seek out one more to its liking.


Description: The Invulnerable Coat of Arnd is made from links of mail so fine and so well crafted the coat seems almost weightless, and will flow like water when picked up or dropped. The Coat will conform to the shape of any humanoid from three feet in height to one almost eight feet tall, granting complete and total protection of the upper arms, torso and groin. The rest of the body will exhibit extreme resistance to attacks as well, and the wearer of the Coat will find they are virtually unaffected by temperature extremes, as well as almost all attacks involving the elements.

Game Information:

Cost	Power
6	Invulnerable Coat:  Armor (6 PD/6 ED); OIF (-1/2), Independent (-2) plus 
	Hardened (+1/4) for Armor (6 PD/6 ED); Activation Roll 11- or Locations 8-13 (-1), 
	OIF (-1/2), Independent (-2)
11	Invulnerable Coat:  Armor (14 PD/14 ED), Hardened (+1/4); Activation Roll 11- or 
	Locations 8-13 (-1), OIF (-1/2), Independent (-2)
17	Invulnerable Coat:  Energy Damage Reduction Resistant, 75%; OIF (-1/2), 
	Independent (-2)
12	Invulnerable Coat:  Physical Damage Reduction, Resistant, 75%; Activation 
	Roll 11- or Locations 8-13 (-1), OIF (-1/2), Independent (-2), Stun Only (-1/2)
5	Invulnerable Coat:  Life Support (Longevity:  Immune To Aging, Immunity:  All 
	Terrestrial Diseases And Biowarfare Agents, Safe Environment:  Intense Cold, 
	Intense Heat); OIF (-1/2), Independent (-2)
Total Cost:  51 points

Game Use Notes: The amount of defense required to make one "invulnerable" will vary from campaign to campaign. The 14 DEF Armor listed here is just a suggestion. In some games, this may need to be higher.


This famous holy relic is a great footman's mace, with a shaft a full four feet long and topped with a heavy head. Its size means it can only be wielded with two hands, for it is a fearsome weapon indeed. Those who have the Mace of Saint Cuthbert in their grasp need not fear the undead, as the weapon will easily destroy even the most powerful of undead spirits, wraiths, ghouls, and vampires. It will also bring light into the darkest of crypts, and can heal those in need.

Game Information:

Cost	Power
22	Mace:  HKA 1 1/2d6, Affects Desolid (supernatural special effects only +1/4), 
	Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); 
	OAF (-1), Independent (-2) plus HKA 1 1/2d6, Affects Desolid (supernatural 
	special effects only +1/4), Increased STUN Multiplier (+1/4), Reduced 
	Endurance (0 END; +1/2); OAF (-1), Independent (-2), Only Versus Undead 
	Beings (-1)
11	Healing Touch:  Simplified Healing 6d6, Can Heal Limbs; 1 Charge (-2), OAF (-1), 
	Independent (-2)
9	Light Of Purity:  Sight Group Images, +4 to PER Rolls, Increased Size 
	(8" radius; +3/4), Reduced Endurance (0 END; +1/2); OAF (-1), Independent (-2), 
	No Range (-1/2), Only To Create Light (-1)
4	Strength Of Righteousness:  +20 PRE; OAF (-1), Independent (-2), Only When 
	Dealing With The Undead (-1/2)
2	Fighting Skill:  Combat Skill Levels:  +2 OCV; OAF (-1), Independent (-2)
Total Cost: 48 points


Description: Found in fairy tales all over the world, Seven League Boots allow the wearer to cross immense distances quickly and easily. A single step will cover a full seven leagues, which is equal to 21 miles! Care should be taken the wearer doesn't over shoot their target.

Game Information: Leaping +1", Accurate, MegaScale (1" = 21 miles; +3/4), Reduced Endurance (0 END; +1/2) (2 Active Points); OIF (-1/2), Independent (-2). Total Cost: 1 point.

Game Use Notes: As stated in the description, the concept of the "seven league" boot (or shoe) is fairly universal and found all throughout Europe and Russia. Note: a modern league is 3 miles, while the older measure was as little as 1.4 miles.


Description: Stormbringer itself is a powerful weapon, possibly the most powerful hand-to-hand weapon ever handed out to a character in fantasy fiction (Although Morgaine's sword Changeling comes close.). It is a sentient being, and only appears as a sword in this world (and most others). Stormbringer has duplicates throughout the Multiverse, as well as "brother" swords (one is named Mournblade and is used by Elric's cousin Prince Yyrkoon.

Personality/Motivation: Stormbringer is evil by nature and enjoys killing, especially if it hasn't been "fed" recently. The sword can (and will) move under it's own volition and has directed itself into killing Elric's friends and allies on several occasions. Only rarely has Elric been able to pull the weapon away.

Quote: "Farewell, friend. I was a thousand times more evil than thou!"

Powers/Tactics: Stormbringer drains the soul from its target, a power that's a little hard to define. As a sword, it seems to function normally, although Stormbringer has shown itself capable of penetrating armor quite easily. When ever it hits (and injures an opponent), the Body Transfer will kick in, feeding the sword's END reserve which is used to fuel Stormbringer's Aid. This represents Stormbringer's draining of one's soul, and transferring a little of that energy to Elric. The "Affects Desolid" advantage is there to allow Stormbringer to affect ghosts, spirits and, certain extradimensional beings.

Appearance: Stormbringer is a great black battle blade, five feet long and covered with runes carved deep into the blade. A huge sword, with a hilt large enough so that Elric can use it with either one hand or with two. The sword tends to murmur while sheathed, while in combat it moans and howls, and occasionally black fire flickers along its edge.

For more information on Stormbringer click on the Elric of Melnibone link.

Val	CHA	Cost	Roll	Notes
18	DEX	24	13-	OCV:  6/DCV: 6
20	INT	10	13-	PER Roll 13-
20	EGO	20	13-	ECV:  7
4	SPD	12		Phases:  3, 6, 9, 12
				Total Characteristics Cost: 66

Cost	Powers & Skills
505	Black Blade and Soul Drain: HKA 2d6, Penetrating (+1/2), Affects Desolid (+1/2), 
	Reduced Endurance (0 END;+1/2) plus Transfer 6d6 (BODY to END Reserve), Can 
	Transfer Maximum Of 125 Points, Affects Desolid (+1/2), Continuous (+1), Reduced 
	Endurance (0 END; +1/2); Linked (HKA must do BODY, -1/4)
72	Soul Energy: Aid STR, CON, PD, ED, REC, END, STUN 3d6, Can Add A 
	Maximum Of 20 Points, Delayed Return Rate (points fade at the rate of 5 Per 1 
	Hour; +1), Invisible To Sight Group (+1/2), Variable Effect (+2); Costs Endurance (-1/2), 
	Others Only (-1/2), END 13
50	Soul Energy: END Reserve: 500 END
38	Self Will: TK (25 STR), Invisible Power Effects (+1/2), Reduced Endurance 
	(0 END;+1/2); No Range (-1/2), Only To Move Self (-1/2)

19	Combat Skill Levels: +3 with Hand-To-Hand, Useable By Other (+1/4)
684	Total Powers & Skills Cost
750	Total Character Cost

Value	Disadvantages
20	Distinctive Features:  Large, Rune Carved Black Sword That Occasionally Howls And Moans To Itself 
	(C, Causes Fear)
20	Psychological Limitation:  Bloodthirsty, Likes To Kill (Especially Those Elric Doesn't 
	Want To Die) (VC, S)
15	Psychological Limitation:  Protective Of Elric (C, S)
20	Reputation:  Stormbringer, stealer of souls, 14- (Extreme)
75	Total Disadvantage Points
675	Total Cost

Game Use Notes: I figure Stormbringer is one of those items that no two people will agree on how to write-up. The following write-up is partially based upon the design for "Souldrinker" (a really blatant Stormbringer rip-off) given in HERO System Almanac 1. As with my design for Katsumi Liqueur's sword Grospolina (see earlier in this article), I've used the intelligent artifact rules from 5th Edition Fantasy Hero to create this weapon. Thus, its final cost would be 671/5 = 135/2 = 67 points.

There have been scads of Stormbringer rip-offs in RPG's, starting with Blackrazor in the Advanced Dungeons and Dragons module White Plume Mountain. Then there was The Singing Sword in ICE's Rolemaster Companion (1986) and Souldrinker in HERO System Almanac I (1993). Stormbringer itself showed up in the 1st Edition of Advanced Dungeons and Dragons Deities and Demigods as well as in Chaosium's Stormbringer RPG (also known as Elric!)

If the GM ever allows this weapon into his game, and a PC gets his hands on it, then the GM needs to make sure the sword acts according to its Psychological Limitations. The sword is very evil, and will likely kill the PC's allies and friends (and enjoy doing so).


Description: The Sword of the Dragon King is a long, narrow-bladed weapon, looking much like a jien. It is a powerful artifact and confers an number of abilities upon its wielder; first is the power to summon rain and floods; second, it can produce water in even the driest areas, although this power is modified by the environment (hence the 14- activation). Very damp areas shouldn't require an Activation Roll, while deserts and other arid areas can have large penalties. Finally, the sword's owner can walk upon the surface of calm water, swim as fast as a man can walk, and breathe water as if it was air.

Game Information:

Cost	Power
16	Blade:  HKA 1d6+1, Reduced Endurance (0 END; +1/2); OAF (-1), 
	Independent (-2) plus Combat Skill Levels:  +1 with Hand-to-Hand, OAF (-1), 
	Independent (-2)

20	Water Control:  Multipower, 110-point reserve; all Activation Roll 14- (-1/2), 
	Extra Time (Full Phase; -1/2), OAF (-1), Independent (-2), No Range (-1/2)
2u	1) Create Floods:  EB 8d6, Area Of Effect (15" Cone; +1), Double KB (+3/4); 
	Activation Roll 14- (-1/2), Extra Time (Full Phase; -1/2), OAF (-1), 
	Independent (-2), No Range (-1/2), END 11
1u	2) Summon/Dispel Rain:  Change Environment (create rainstorms) 16" radius, 
	-1 to all Sight and Hearing Group PER Rolls, Long Lasting (1 Hour), Multiple 
	Combat Effects, MegaArea (1" = 1 km broad and wide; +1/4), Vary Environment 
	(create/stop rain; +1/4); Activation Roll 14- (-1/2), Extra Time (Full Phase; -1/2), 
	OAF (-1), Independent (-2), No Range (-1/2), END 6

2	Walk on Water:  Flight 6"; OAF (-1), Independent (-2), No Noncombat 
	Movement (-1/4), Only In Contact With Relatively Calm Water (-1 1/2), END 1
1	Underwater Movement:  Swimming +4" (6" total), OAF (-1), Independent (-2), END 1
1	Water Breathing:  Life Support (Expanded Breathing:  Breathe Underwater), 
	OAF (-1), Independent (-2)
7	Create Water:  Major Transform 2d6 (air into water, ~4 liters per point of BODY); 
	OAF (-1/2), Independent (-2), No Range (-1/2), END 3
1	Underwater Fighting Skill:  Talent: Environmental Movement (Aquatic 
	Movement); OAF (-1/2), Independent (-2)
Total Cost:  51 points


Description: This sword is a long, thin-bladed weapon with a simple, modest hilt. The sword seems relatively normal in design, until one closely examines the blade, which is of a strange and unearthly metal. The Sword once belonged to Kas, the bodyguard of Vecna, a great and powerful sorcerer. Over time, the Sword convinced Kas to rebel against Vecna, resulting in a conflict that consumed both. At the moment, the sword is lost to man, but rumors persist of its existence, as well as the extent of its malevolence.

Val	CHA	Cost	Roll	Notes
18	DEX	24	13-	OCV:  6/DCV:  6
15	INT	5	12-	PER Roll:  12-
20	EGO	20	13-	ECV:  7
20	PRE	10	13-	PRE Attack:  4d6
4	SPD	12		Phases:  3, 6, 9, 12
				Total Characteristics Cost:  71

Cost	Powers & Skills
67	Blade:  HKA 2D6, Reduced Endurance (0 END; +1/2) plus HKA 2d6, Reduced 
	Endurance (0 END; +1/2); Only Versus Extradimensional Creatures (-1)
19	Long Life:  Life Support (Longevity:  Immune To Aging, Immunity:  All 
	Terrestrial Diseases And Biowarfare Agents), Useable By Other (+1/4)
5	Telepathic Link:  Mind Link (wielder of Sword of Kas)

37	Fighting Skill:  +6 with HTH Combat, Useable By Other (+1/4)

3	Conversation 13-
3	Persuasion 13-
3	Seduction 13-
137	Total Powers & Skills Cost
208	Total Character Cost

Value	Disadvantages
15	Psychological Limitation:  Despises The Weak (C, S)
20	Psychological Limitation:  Evil And Manipulative (VC, S)
10	Reputation:  Evil Sword, 8- (Extreme)
45	Total Disadvantage Points
163	Total Cost

Game Use Notes: This sword can be a great deal of trouble. Game Masters should remember the Sword of Kas convinced a man to turn against his longtime employer, who just so happened to be a powerful wizard. The sword, if found by a PC, should be more than willing to create dissent among an party of Player Characters, especially if doing so will bring the sword some sort of gain (usually the advancement of a private agenda).

As with my design for Katsumi Liqueur's sword Grospolina and Elric's sword Stormbringer, (see earlier in this article), I've used the intelligent artifact rules from 5th Edition Fantasy Hero to create this weapon. Thus, its final cost would be 163/5 = 33/2 = 16 points.


Description: A sacred Shinto relic held by the Yamigumo family of Japan, the Sword of the White Tiger is an immense no-dachi, with a blade close to, or over six feet in length. It has no hand guard, and is kept in a simple wooden sheath. Unlike most Japanese swords, the weapon is straight-bladed. As with the Dagger of the Kirin, this weapon is usually carried by the clan head, and is used to combat various supernatural enemies.

The Sword of the White Tiger is a powerful artifact, and has been enchanted with the ability to cut through nearly anything, including other magic swords (such as Grospolina).

Game Information: HKA 3d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); OAF (-1), Independent (-2) (total cost: 22 points) plus Stretching: 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Independent (-2), Always Direct (-1/4), No Noncombat Stretching (-1/4), Only To Cause Damage (-1/2) (total cost: 1 point) plus Combat Skill Levels: +1 OCV (5 Active Points); OAF (-1), Independent (-2) (total cost: 1 point). Total Cost: 24 points.


So took his vorpal sword in hand.
Long time the manxsome foe he sought.
Then rested he by the Tum-Tum tree,
And stood a while in

And as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgy wood,
And burbled as it came.

One-two, one-two, and through and through,
The vorpal blade went snicker-snack.
He left it dead, and with its head,
He went galumphing back.

From Lewis Carrol's Jabberwocky

Description: The vorpal blade is long-bladed sword, with an equally oversized hilt. Too large a sword for one hand, it is not quite big enough to warrant two. Despite its odd size, the vorpal blade is a highly prized weapon, as it is enchanted to be unerringly accurate in combat, provided the wielder strikes at a target's neck. Since few creatures and survive the loss of their head, the vorpal blade is a potent weapon indeed.

Game Information: HKA 2d6+1, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1), Independent (-2) (total cost: 13 points) plus Targeting Skill Levels: +8 versus Hit Location Modifiers with HKA (12 Active Points); OAF (-1), Independent (-2) (total cost: 3 points). Total Cost: 16 points.

Game Use Notes: The Vorpal Blade was first mentioned in the poem Jabberwocky. It has since become a fantasy RPG icon, initially achieving fame in the Dungeons and Dragons RPG, and eventually making its way into most modern game systems. The weapon described here is based off the initial description, the artwork of Sir John Tenniel, and from the concept used in its first Dungeons and Dragons appearance.