Djinn Weapon (3, 4, or 5 Points; Crescent Only)
A Djinn Weapon has been created from pure Sha’ir magic by one of the legendary Djinn. They are always exquisite to behold: set with priceless gemstones, silvered or gilded (or both), and holding an indelible razor edge. Should someone attempt to break such a weapon in combat, it is considered to be both a quality weapon and crafted from Dracheneisen. Furthermore, the wielder may lower one of his Action Dice by one when rolling for Initiative at the start of every Round, and the weapon inflicts one additional Unkept Die on damage rolls within the Crescent Empire. The point costs listed above are for a knife, fencing weapon, or heavy weapon, respectively.
Master Linguist (4 Points)
You receive all the benefits of the Linguist Advantage. In addition, you have learned to speak without an identifiable accent (though you must still select one for purposes of purchasing Languages), and a character must have the Linguist or Master Linguist Advantage to even determine your native tongue.
You may attempt to simulate a specific accent for any language with which you are fully proficient by making a contested Wits + Acting roll against a listener’s Wits. The listener receives one Free Raise on this roll if you are attempting to simulate his or her native tongue, or two Free Raises if you are attempting to simulate his or her specific accent.
Masterwork Weapon (3 Points)
You have a magnificent weapon (typically, but not always, a fencing weapon) which has an exceptionally well-balanced blade and keen edge. A Masterwork Weapon adds one to all attack and Active Defense rolls made with it.
If purchased during play with Guilders instead of Hero Points, it takes about two months to forge a Masterwork Weapon, and the cost is ten times the price listed in the Player’s Guide. This price adjustment is cumulative with any price adjustments for modifications described in the Swordsman’s Guild sourcebook.
Masterpiece Weapon (5 Points)
You have a once-in-a-lifetime weapon (typically, but not always, a fencing weapon) which has been crafted specifically for you by a grandmaster bladesmith. A Masterpiece Weapon adds two to all attack and Active Defense rolls made with it.
If purchased during play with Guilders instead of Hero Points, it takes about two years to forge a Masterpiece Weapon, and the cost is 100 times the price listed in the Player’s Guide. This price adjustment is cumulative with any price adjustments for modifications described in the Swordsman’s Guild sourcebook.
Sidhe Arrow: Frenzy (3 Points)
Frenzy arrows have sleek grey shafts, serrated arrowheads, and blue or grey fletching. When a Frenzy arrow is fired at a target and inflicts a Dramatic Wound, the arrow veers away to slice across the target’s skin, turns in mid air, and inflicts another attack against the same opponent (requiring another an Attack Roll). If that attack also inflicts a Dramatic Wound, the arrow will turn again and inflict another attack, and so on. These arrows may always be retrieved after a battle, and retain their properties after each use. The Character Point cost above is for a single frenzy arrow.
Sidhe Arrow: Swarm (1 Point)
Swarm arrows have barbed heads, with pure white fletching and thick shafts of lacquered wood with alternating stripes of black and yellow. When a swarm arrow is fired, the shaft separates into four separate arrows; an attack Roll with one Raise must be made for each arrow. The attacks may target a single individual or individual members of a group clustered within a ten-foot radius. After the battle is over, the clusters of four arrows may be retrieved, but they lose their swarming property; instead they remain well-made black-and-yellow lacquered arrows which are completely unbreakable and may always be recovered after combat. The Character Point cost above is for a single swarm arrow.
Sidhe Arrows: Slumber (1 Points)
Slumber arrows have shafts of pure white, with heart-shaped arrowheads and fletching in various shades of pink, white, or light purple. Anyone who would suffer a Dramatic Wound from a slumber arrow does not take damage; instead his Flesh Wound total resets to zero, and he falls asleep until the end of the Scene (though he can be woken normally). If the attack would have Injured the character, he falls asleep until the end of the Scene and he cannot be woken normally. If the attack would have knocked the character out, he falls asleep until the next sunrise or sunset (whichever comes first), and cannot be woken normally. If the attack would have killed the character, he falls asleep for an indefinite period of time (determined by the GM) and cannot be woken by any non-magical means. It is said that the Sidhe know of methods for waking characters felled by this enchanted sleep, ranging from complex, multi-ingredient potions to simple mystical charms (e.g., “true love’s kiss”). These arrows may always be retrieved after a battle, and retain their properties after each use. The Character Point cost above is for a a pair of slumber arrows.
Sidhe Boots (3 Points)
These soft, grey boots are made of an incomprehensible blend of leather and plant fibers, completely indestructible to mortal weapons. Within moments, they conform to the wearer’s feet as if made for them, and they diffuse the sound of even the clumsiest mortal’s footfalls. The wearer of these boots receives a Free Raise on all Stealth rolls he makes, or three Free Raises if combined with a Sidhe Cloak.
Sidhe Bow (1 Point)
Sidhe bows have the same Range limits and modifiers as an Avalon longbow. Their bowstrings can never be cut or broken, and never suffer a misfire, even when soaking wet. A Sidhe bow may fire ordinary arrows, but Sidhe arrows must be fired from a Sidhe bow to be effective; otherwise, they will always miss their target.
Sidhe Cloak (3 Points)
This shimmering grey cloak seems to be spun from silk and moonlight, though it is completely indestructible to mortal weapons (but too thin to provide any sort of protection to someone wearing it). When the cloak is worn and the hood is drawn, the wearer’s form becomes indistinct, making it hard to determine if someone is actually there or not. The wearer of this cloak receives a Free Raise on all Shadowing rolls he makes, or three Free Raises if combined with Sidhe Boots.
Sidhe Vial (2 Points)
This faceted crystal bottle with a matching stopper appears delicate, but it will not break even if dropped from a height or smashed with a hammer. If investigated while the stopper is in place, it appears to contain a clear liquid, though occasional glimmers of light may appear to flash across the viscous fluid.
If opened in daylight, nothing will happen, though the liquid can be poured out and will evaporate quickly, reforming in the vial the next time it is closed. If opened at night or in other conditions of darkness, the vial will emit a shimmering radiance. Regardless of the ambient lighting conditions, the vial will shed light equivalent to full daylight in a twenty-foot radius, with conditions of Dim Lighting (per the Montaigne sourcebook) extending another twenty feet beyond that. If the fluid is dumped out in darkness, it will quickly evaporate forever, the light will fade, and the item will be ruined.
Tiny (4 Points; Sidhe, Fallen Sidhe, or Unforgiven Unseelie only)
You are one foot or less in height. You gain two Kept Dice (+2k2) to all Stealth or Shadowing rolls. You also roll and keep one less die (-1k1) from every Damage Roll in combat. You may not take either the Small or Large Advantage.
Trained Raven (3 Points; 2 Points for Ussuran Heroes)
You have a raven, perhaps a gift from Koshchei himself, which follows you wherever you go and has been trained to carry messages and even fight on your behalf. You may use the raven to carry messages for you, per the Songbird Advantage (see page 89 of the Sophia’s Daughters book). In combat, ravens are considered Brutes with the following statistics:
Threat Rating: 1
Usual Weapons: Claws (Small)
TN to Be Hit: 10 (25 while airborne)
Skills: Flight 4, Footwork 1
The raven will work with you in combat, adding its Threat Rating to all your rolls (except Wound Checks), or you may command it to attack on its own. The GM will decide which of you makes Initiative and Attack Rolls on behalf of your raven. A Brute Squad can contain up to ten ravens.