As I mentioned previously, I've been musing about aligned, intelligent magic items. Now this is more of a thought experiment that anything I'm planning on using in any of my regular games, but would be awesome for a Rientsian/Arduin/Encounter Critical gonzo one-shot!
And the more I think about intelligent, aligned magic potions the more I like the idea!
Anyways, here's two such items I randomly generated using the magic item & intelligent sword procedures from the Expert & Advanced Dungeons & Dragons rules...
Basic/Expert Item:
Potion of Speed
Intelligence: 12
Powers: Read Magic, Detect Magic(1/round), Detect Metal(1/round), Detect Sloping Passages (1/round), Levitation (3/day)
Method of Communication: Speech
Languages: Lawful + 2 more
Alignment: Lawful
Advanced Item
A Potion of Extra-Healing was the first roll; although I dig intelligent potions, I'm going to re-roll until something else comes up. 3 more potions and a scroll come up before I hit:
Chain Mail +3
Intelligence: 12
Abilities: Detect precious metal, kind and amount, in 20' radius.
Communication: semi-empathy
Alignment: Neutral good
There's a lot of potential for humor here...intelligent armor that can detect gold and silver, but is good aligned and would not cotton with robbery, burglary and the like. It's too bad it can't talk, "Sorry Darth Conan, I refuse to detect precious metal an account of your unscrupulous behavior!"
I also dig the super-powered Potion of Speed...that's some serious booster-juice!
Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts
Thursday, September 16, 2010
Tuesday, September 14, 2010
Aligned Magic Items Idea
Especially if you are using the Lawful/Neutral/Chaotic alignment system, but what if every magic item was aligned, the same way all magic swords in OD&D were aligne?. Even potions. Maybe when you used a potion,for the duration your alignment changed with appropriate behavior? Or you could just take damage, or have a varying duration dependent upon alignment differences. Most magic items, ring, axes, helmets, staves and so forth, would be aligned, and possibly intelligent with attendant ego scores, psychic powers, and so forth.
It strikes me a somewhat genre appropriate...the sorcerous gear of a blasphemous warlock corrupting those who dare use their foul magic; the holy relic inspiring the bearer; an enchanted wine-cup making the owner abandon their former 'good' or 'villainous' nature for hedonism. You could emulate that by having some, many or all aligned objects follow the AD&D procedures for 'personality conflicts' and ego score for swords; and that section of the Dungeon Masters Guide does seem to conflict with the previous rules for hit point damage accrued for holding a weapon of incompatible alignment.
It strikes me a somewhat genre appropriate...the sorcerous gear of a blasphemous warlock corrupting those who dare use their foul magic; the holy relic inspiring the bearer; an enchanted wine-cup making the owner abandon their former 'good' or 'villainous' nature for hedonism. You could emulate that by having some, many or all aligned objects follow the AD&D procedures for 'personality conflicts' and ego score for swords; and that section of the Dungeon Masters Guide does seem to conflict with the previous rules for hit point damage accrued for holding a weapon of incompatible alignment.
Friday, August 13, 2010
Magic Item - Dagger Of The Akhtholanduvian Karcists
Chalk fondled the sinister dark, curved dagger.
"I wish you'd get rid of that thing already!" Koram harshly whispered as the party crouched behind a fragment of the massive brassteel girders that supported the lilac dome above them.
"Quiet!" whispered Valance, "there's a pack of rubbery things with metal limbs coming out of that hole in the ground."
Koram quickly raised the strange silvery weapon that fired lines of violet energy.
"My mistake, it's just spider venom hallucinations again."
"This whole fucking world is like your fucking spider venom hallucinations!" muttered Chalk as he continued caressing the malicious looking knife.
The signature weapon of the aforementioned Karcists, a shadowy destruction cult of Assassin-Sorcerers from the Flying Mountains of Ylesh who terrorized the regions below tens of thousands of years ago during the Aeon of the Ivory Autarch.
The weapons are single-edged crescent-bladed daggers of dull, dark hepatazon, tarnished a almost black by the millenea. They are +2 to hit and damage, and if the wielder strikes with a natural 20 on the attack roll the target loses one life level to energy drain and the wielder takes 1-4+2 points of damage.
"I wish you'd get rid of that thing already!" Koram harshly whispered as the party crouched behind a fragment of the massive brassteel girders that supported the lilac dome above them.
"Quiet!" whispered Valance, "there's a pack of rubbery things with metal limbs coming out of that hole in the ground."
Koram quickly raised the strange silvery weapon that fired lines of violet energy.
"My mistake, it's just spider venom hallucinations again."
"This whole fucking world is like your fucking spider venom hallucinations!" muttered Chalk as he continued caressing the malicious looking knife.
The signature weapon of the aforementioned Karcists, a shadowy destruction cult of Assassin-Sorcerers from the Flying Mountains of Ylesh who terrorized the regions below tens of thousands of years ago during the Aeon of the Ivory Autarch.
The weapons are single-edged crescent-bladed daggers of dull, dark hepatazon, tarnished a almost black by the millenea. They are +2 to hit and damage, and if the wielder strikes with a natural 20 on the attack roll the target loses one life level to energy drain and the wielder takes 1-4+2 points of damage.
Wednesday, August 11, 2010
"Cursed" Treasure Emerging From Play
No, this isn't about that -2 cursed backbiting hayfork or transgendering girdle, but about treasure that acquires a "cursed" nature due to the greed, betrayal, misfortune and death that it engenders. There have been a couple of such items in my current Planet Algol game...
Gan-Ron's Silver Needle Sword
One of the first adventures in the Planet Algol Campaign involved the party being commissioned by intoxicant distributors to retrieve a synthetic prostitute that had run away with a "Hero," Gan-Ron the Silver Man, a dim witted but good hearted crusader. The party sorcerers befriend, ensorcel and than murder Gan-Ron and take his magic, silvery, needle-bladed long sword as loot.
The party members were excited to acquire their first magic weapon...and than every character that wielded the sword died. Every character. It was random happenstance, but it was ....appropriate.
Eventually Kalervo, the folksy, stoic cactus man bore it, and even though he died a few times always managed to come back...until the "Eye of Restoring Life" ran out of charges while Kalervo lay there, a mass of pulpy green shreds and splintered wooden bones...with Gan-Ron's Silver Needle Sword lying broken next to him (failed save vs. crushing blow from the BIG monster that slew him). The curse ended with the shattering of the blade and the loss of beloved, useful member of the party.
The Magic Helmet
In their adventures the party came across a friendly, good-natured gossip that told them all sorts of tales of treasure and adventure scattered across the hexmap. One of his tales involved a cache of loot including a magic helmet.
An expedition set forth to fid this treasure. They defeated the guardians, but were slain by nocturnal emissions from poisonous blossoms before they found the treasure.
Another expedition set out, on a R&R (recovery and resurrection) mission. The dead characters are found, and Kalervo is resurrected (leaving only one charge in the party's Eye of Restoring Life). The treasure is found...several thousand gp worth of jewelry and a magic helmet. Identify is cast upon the helmet and it is revealed to be a Helm of Teleportation...a real top-shelf magic item.
The party sets out on their long, grueling return journey and during the next night a roll on the "Which Wilderness Encounter Table Do I Use" table results in the Arduin Wandering Monster Table. Which results in a crazy badass wandering monster, which results in the wholesale slaughter of every party member that can't outrun said monster (Dave Hargrave...he was a maniac!).
Kalervo...dead. Buzz Brazelhach...dead. Sleestakuras...dead.
One of the survivors, a new 1st level character that also managed to nab the jewels and Helm of Teleportation by virtue of finding them in a tank of slimy alagae water, returns to the scene of the carnage, loots Buzz Brazelhach's corpse for all of his valuables (Buzz had been rude and pushy with him), and uses the last charge of the Eye of Restoring Life to bring back Rodan the Scrounger...who sees his rescuer wearing the Magic Helmet and carrying his dead companion Buzz's magic sword reacts by reaching for his laser pistol to blast the 1st level character to atoms for his impudent greed.
The bearer of the Helm reacts by using it's power of Teleportation to escape back to "safety" before the laser pistol clears leather and Rodan is left in the wilderness, sans companions or supplies (ruined by the monster) and with much of his gear ruined by the same monster (including all of his radiation crystals...power cells for his energy weapons).
To me, that is an epic pulp adventure tale of greed and death. Sure, an expedition ended disastrously, characters died, but The Curse of Fucking Greed In Effect!! ...just fucking harrowing, the stuff of legends...How Many Men Died Seeking That Helmet and How Many More Will Yet Die? As Kalervo died and Gan-Ron's sword was broken in this misadventure, did the curse transfer to the helmet? I know not...but I am eager to see what ensues.
Also, now we have a PC with a serious murderous vendetta against another PC that possesses the power of teleportation...crikey, the drama that may unfold!
Also, here's some sublimely transcendent Krautrock I've been listening to a lot lately, perfect tunes for psychedelic space deaths...
Gan-Ron's Silver Needle Sword
One of the first adventures in the Planet Algol Campaign involved the party being commissioned by intoxicant distributors to retrieve a synthetic prostitute that had run away with a "Hero," Gan-Ron the Silver Man, a dim witted but good hearted crusader. The party sorcerers befriend, ensorcel and than murder Gan-Ron and take his magic, silvery, needle-bladed long sword as loot.
The party members were excited to acquire their first magic weapon...and than every character that wielded the sword died. Every character. It was random happenstance, but it was ....appropriate.
Eventually Kalervo, the folksy, stoic cactus man bore it, and even though he died a few times always managed to come back...until the "Eye of Restoring Life" ran out of charges while Kalervo lay there, a mass of pulpy green shreds and splintered wooden bones...with Gan-Ron's Silver Needle Sword lying broken next to him (failed save vs. crushing blow from the BIG monster that slew him). The curse ended with the shattering of the blade and the loss of beloved, useful member of the party.
The Magic Helmet
In their adventures the party came across a friendly, good-natured gossip that told them all sorts of tales of treasure and adventure scattered across the hexmap. One of his tales involved a cache of loot including a magic helmet.
An expedition set forth to fid this treasure. They defeated the guardians, but were slain by nocturnal emissions from poisonous blossoms before they found the treasure.
Another expedition set out, on a R&R (recovery and resurrection) mission. The dead characters are found, and Kalervo is resurrected (leaving only one charge in the party's Eye of Restoring Life). The treasure is found...several thousand gp worth of jewelry and a magic helmet. Identify is cast upon the helmet and it is revealed to be a Helm of Teleportation...a real top-shelf magic item.
The party sets out on their long, grueling return journey and during the next night a roll on the "Which Wilderness Encounter Table Do I Use" table results in the Arduin Wandering Monster Table. Which results in a crazy badass wandering monster, which results in the wholesale slaughter of every party member that can't outrun said monster (Dave Hargrave...he was a maniac!).
Kalervo...dead. Buzz Brazelhach...dead. Sleestakuras...dead.
One of the survivors, a new 1st level character that also managed to nab the jewels and Helm of Teleportation by virtue of finding them in a tank of slimy alagae water, returns to the scene of the carnage, loots Buzz Brazelhach's corpse for all of his valuables (Buzz had been rude and pushy with him), and uses the last charge of the Eye of Restoring Life to bring back Rodan the Scrounger...who sees his rescuer wearing the Magic Helmet and carrying his dead companion Buzz's magic sword reacts by reaching for his laser pistol to blast the 1st level character to atoms for his impudent greed.
The bearer of the Helm reacts by using it's power of Teleportation to escape back to "safety" before the laser pistol clears leather and Rodan is left in the wilderness, sans companions or supplies (ruined by the monster) and with much of his gear ruined by the same monster (including all of his radiation crystals...power cells for his energy weapons).
To me, that is an epic pulp adventure tale of greed and death. Sure, an expedition ended disastrously, characters died, but The Curse of Fucking Greed In Effect!! ...just fucking harrowing, the stuff of legends...How Many Men Died Seeking That Helmet and How Many More Will Yet Die? As Kalervo died and Gan-Ron's sword was broken in this misadventure, did the curse transfer to the helmet? I know not...but I am eager to see what ensues.
Also, now we have a PC with a serious murderous vendetta against another PC that possesses the power of teleportation...crikey, the drama that may unfold!
Also, here's some sublimely transcendent Krautrock I've been listening to a lot lately, perfect tunes for psychedelic space deaths...
Labels:
Actual Play,
Amon Duul II,
Emergent Behavior,
Krautrock,
Magic Items,
Music,
Treasure
Monday, March 29, 2010
Musing on Magic & Technological Items
Traditionally in D&D & derived rpgs magic items and technological items are interchangeable. In a fantasy game what may be called a wand of fireballs, whereas in a sci-fi game an item with the same effect could be called an incendiary micro-grenade launcher (aside from the class requirements for many magic items in standard D&D).
In Empire of the Petal Throne the line is further blurred, with magical and technological items being treated interchangeably.
While working on the treasure & item material for the Planet Algol material, what really struck me is that many classic D&D magic items such as healing potions, flying carpets, wands of lightning and the like not only can easily be presented a technological items, but when their functionality and "reliability" are concerned they come across as virtual technological items. A magic-users suite of magic items could easily be some sort of advanced technician's supply of advanced equipment.
When one considers how magic items are treated in much of the "source fiction," they are generally more mysterious than D&D magic items. Enigmatic, possibly dangerous artifacts of lost-lost eldritch forces. Generally not the "utility items" that most D&D magic items are, but instead "Artifacts" similar to those of the Artifacts of classic D&D.
The conclusion I've come to while considering such matters is that in the Planet Algol setting as I present it, technological items generally should be the "generic, utility" items such as contragravity harnesses and medical nano-injectors whereas magical items generally should be "Artifact-ish." Powerful, mysterious items of legend such a the orichalcum encrusted skull of an ancient sorcerer infused with his knowledge or the ritual implements of an extradimensional sage.
My goal is to present an array of standard technological items as well as both a selection of example "weird, classic sword & sorcery" magic items and the tables for generating such items.
Now I would like to include some allowances for minor charms and amulets created by contemporary sorcerers, but I would like to avoid magic items being something that are created by nowadays sources, instead being the remnants of lost civilizations or from distant spheres and dimensions.
One motif in many science fantasy settings, such as China Mievilles Bas-Lag milieu (which is a big influence on Planet Algol), is techno-magical items. Although I enjoy the way such items are presented in the Bas-Lag novels, in my interpretation of the Planet Algol setting I would like to avoid such magitechnology, as I would like to keep magic items weird and mysterious, and also with access to technological items such magitech is somewhat redundant.
In Empire of the Petal Throne the line is further blurred, with magical and technological items being treated interchangeably.
While working on the treasure & item material for the Planet Algol material, what really struck me is that many classic D&D magic items such as healing potions, flying carpets, wands of lightning and the like not only can easily be presented a technological items, but when their functionality and "reliability" are concerned they come across as virtual technological items. A magic-users suite of magic items could easily be some sort of advanced technician's supply of advanced equipment.
When one considers how magic items are treated in much of the "source fiction," they are generally more mysterious than D&D magic items. Enigmatic, possibly dangerous artifacts of lost-lost eldritch forces. Generally not the "utility items" that most D&D magic items are, but instead "Artifacts" similar to those of the Artifacts of classic D&D.
The conclusion I've come to while considering such matters is that in the Planet Algol setting as I present it, technological items generally should be the "generic, utility" items such as contragravity harnesses and medical nano-injectors whereas magical items generally should be "Artifact-ish." Powerful, mysterious items of legend such a the orichalcum encrusted skull of an ancient sorcerer infused with his knowledge or the ritual implements of an extradimensional sage.
My goal is to present an array of standard technological items as well as both a selection of example "weird, classic sword & sorcery" magic items and the tables for generating such items.
Now I would like to include some allowances for minor charms and amulets created by contemporary sorcerers, but I would like to avoid magic items being something that are created by nowadays sources, instead being the remnants of lost civilizations or from distant spheres and dimensions.
One motif in many science fantasy settings, such as China Mievilles Bas-Lag milieu (which is a big influence on Planet Algol), is techno-magical items. Although I enjoy the way such items are presented in the Bas-Lag novels, in my interpretation of the Planet Algol setting I would like to avoid such magitechnology, as I would like to keep magic items weird and mysterious, and also with access to technological items such magitech is somewhat redundant.
Tuesday, March 16, 2010
The Stellar Luminous Tablet
Said to have belonged to a powerful sorcerer from beyond our galaxy, this rectangular tablet is composed of a slab of shining crystalline white mineral that is always cold. It bears two columns of angular sigils, one column beneath a crescent-glyph and the other beneath a circle-glyph. This tablet has often been sought by alien beings trapped on Planet Algol seeking a means to return home.
Level 8
Gatewalking (from Ancient Kingdoms: Mesopotamia)
Lunar Attraction (from Eldritch Weirdness)
Level 8
Gatewalking (from Ancient Kingdoms: Mesopotamia)
Lunar Attraction (from Eldritch Weirdness)
Saturday, March 13, 2010
The Three Loathsome Tomes of Kral-Ugott And The Tales of Leigkhu the Scoundrel
As I was discussing earlier, I've been working on putting some flavorful grimoires of repute in my campaign. One of the design goals was to elegantly incorporate "non-core" spells into my campaign.
The below are the results of some thought on the matter, the specific goal being to provide an agency for some of the spells from Ancient Vaults and Eldritch Secrets, Beyond the Black Gate, Secrets of Acheron, and Eldritch Weirdness to enter my campaign. Interestingly enough, I now have the archetypal "Infamous Nasty Evil Tome..."
The Three Loathsome Tomes of Kral-Ugott
An infamous collection of blackest sorcery compiled by a reviled Sorcerer-King of the Ancients Kral-Ugott. There are three tomes in this compilation, although rumors persist of a collected omnibus edition containing additional rituals and incantations.
Volume I, "The Putrid Green Tome of Kral-Ugott"
A large grimoire bound in battered scarred filthy manskin, mottled with disgusting green moulds. The filthy pages are full of crabbed black sigils and when opened emits a choking fungal odour.
Level 1
Evil Eye (soa)
Grave Torment (soa)
Vile Weapon (soa)
Level 2
Cloak of Shadows (btbg)
Corruption of the Leaf (aves)
Strange Shadows (aves)
Strangulations (ew)
Tamu's Collaring Coiffure (ew)
Touch of Pain (aves)
Yxagyg Coil (btbg)
Volume II, "The Slavering Red Book of Kral-Ugott"
This large volume is bound in red scales encrusted with blackish-brown residue. When opened a strong smell of old rotting blood permeates the air.
Level 3
Blessing of Og Sohoth (btbg)
Talons of Yrg (btbg)
Level 4
Aura of Terror (aves)
Beast of Chaos (ew)
Breath of Death (aves)
The Curse of Xurgk (btbg)
Deadly Bliss (ew)
Rain of Evil (aves)
Shadow Armor (aves)
Syblymyr's Dark Compulsion (btbg)
The Wind of Pestilence (aves)
Volume III, "The Utmost Black Grimoire of Kral-Ugott"
This massive book is has two sharp-edged heavy plates of glistening black metal plates for covers. These metal plates are quite bloodthirsty and often cut the hands of those perusing the book's contents. It emits a strong burnt metallic smell.
Level 5
Agonizing Doom (soa)
Breath of Yizil (soa)
Deadly Dissolvative (ew)
Infestation of Astral Vile Incarnates (aves)
Most Horrible Absorption (ew)
Six Mouths of Horror (ew)
Level 6
The Cohesive Cocoon (ew)
Twilight of Thieves (ew)
Level 7
Enslave (soa)
Enterragate (ew)
Your Heart is Mine (soa)
Level 8
Borrowed Time (ew)
Tales of Leigkhu the Scoundrel, Volumes I & II
Collections of episodic picaresque and erotic tales detailing the adventures of a lusty, cunning and greedy vagabond-magician, Leigkhu. These tales are collected in two small, slim volumes with elegant black leather covers, and feature several pornographic plates. Often Leigkhu is accompanied by two additional rogues from a "distant sphere," Khor-Aam the Fighting-Man and Chaalyk the Magic-User. Embedded in the text and illustrations are the encrypted formulae for several spells that Leigkhu, Chaalyk and their adversaries employ. The actual tales themselves are light reading but are also quite entertaining, albeit of a scandalous bent and capable of shocking the reader by the depths of amorality plumbed by Leigkhu and companions in the contained exploits.
Volume I, "Leigkhu and the Eight Grasping Barons"
Level 1
Rope of Steel (aves)
Level 2
Casting Aspersions (aves)
Glamour of False Healing (aves)
Mastery of Puppets (aves)
Mutinous Limb! (aves)
Summon Peasant (aves)
Zeralazar's Blazing Trail (aves)
Volume II, "Leigkhu and the Seven Lusty Sorceresses"
Level 3
Memory Thrall (aves)
Nesztor's Vastly Improved Spell of Levitation (btbg)
Roles Reversed (aves)
Things Out There (aves)
Level 6
Reveal True Name (aves)
aves - Ancient Vaults and Eldritch Secrets
btbg - Beyond the Black Gate - Congratulations on your "Birthday."
ew - Eldritch Weirdness
soa - Secrets of Acheron
The below are the results of some thought on the matter, the specific goal being to provide an agency for some of the spells from Ancient Vaults and Eldritch Secrets, Beyond the Black Gate, Secrets of Acheron, and Eldritch Weirdness to enter my campaign. Interestingly enough, I now have the archetypal "Infamous Nasty Evil Tome..."
The Three Loathsome Tomes of Kral-Ugott
An infamous collection of blackest sorcery compiled by a reviled Sorcerer-King of the Ancients Kral-Ugott. There are three tomes in this compilation, although rumors persist of a collected omnibus edition containing additional rituals and incantations.
Volume I, "The Putrid Green Tome of Kral-Ugott"
A large grimoire bound in battered scarred filthy manskin, mottled with disgusting green moulds. The filthy pages are full of crabbed black sigils and when opened emits a choking fungal odour.
Level 1
Evil Eye (soa)
Grave Torment (soa)
Vile Weapon (soa)
Level 2
Cloak of Shadows (btbg)
Corruption of the Leaf (aves)
Strange Shadows (aves)
Strangulations (ew)
Tamu's Collaring Coiffure (ew)
Touch of Pain (aves)
Yxagyg Coil (btbg)
Volume II, "The Slavering Red Book of Kral-Ugott"
This large volume is bound in red scales encrusted with blackish-brown residue. When opened a strong smell of old rotting blood permeates the air.
Level 3
Blessing of Og Sohoth (btbg)
Talons of Yrg (btbg)
Level 4
Aura of Terror (aves)
Beast of Chaos (ew)
Breath of Death (aves)
The Curse of Xurgk (btbg)
Deadly Bliss (ew)
Rain of Evil (aves)
Shadow Armor (aves)
Syblymyr's Dark Compulsion (btbg)
The Wind of Pestilence (aves)
Volume III, "The Utmost Black Grimoire of Kral-Ugott"
This massive book is has two sharp-edged heavy plates of glistening black metal plates for covers. These metal plates are quite bloodthirsty and often cut the hands of those perusing the book's contents. It emits a strong burnt metallic smell.
Level 5
Agonizing Doom (soa)
Breath of Yizil (soa)
Deadly Dissolvative (ew)
Infestation of Astral Vile Incarnates (aves)
Most Horrible Absorption (ew)
Six Mouths of Horror (ew)
Level 6
The Cohesive Cocoon (ew)
Twilight of Thieves (ew)
Level 7
Enslave (soa)
Enterragate (ew)
Your Heart is Mine (soa)
Level 8
Borrowed Time (ew)
Tales of Leigkhu the Scoundrel, Volumes I & II
Collections of episodic picaresque and erotic tales detailing the adventures of a lusty, cunning and greedy vagabond-magician, Leigkhu. These tales are collected in two small, slim volumes with elegant black leather covers, and feature several pornographic plates. Often Leigkhu is accompanied by two additional rogues from a "distant sphere," Khor-Aam the Fighting-Man and Chaalyk the Magic-User. Embedded in the text and illustrations are the encrypted formulae for several spells that Leigkhu, Chaalyk and their adversaries employ. The actual tales themselves are light reading but are also quite entertaining, albeit of a scandalous bent and capable of shocking the reader by the depths of amorality plumbed by Leigkhu and companions in the contained exploits.
Volume I, "Leigkhu and the Eight Grasping Barons"
Level 1
Rope of Steel (aves)
Level 2
Casting Aspersions (aves)
Glamour of False Healing (aves)
Mastery of Puppets (aves)
Mutinous Limb! (aves)
Summon Peasant (aves)
Zeralazar's Blazing Trail (aves)
Volume II, "Leigkhu and the Seven Lusty Sorceresses"
Level 3
Memory Thrall (aves)
Nesztor's Vastly Improved Spell of Levitation (btbg)
Roles Reversed (aves)
Things Out There (aves)
Level 6
Reveal True Name (aves)
aves - Ancient Vaults and Eldritch Secrets
btbg - Beyond the Black Gate - Congratulations on your "Birthday."
ew - Eldritch Weirdness
soa - Secrets of Acheron
Monday, March 8, 2010
"The Immaculate Weeping Amputation" and Artifact Swords
There's always someone talking about making magic items "unique(er)," which is a commendable goal. I'm rereading Gene Wolfe's "Book of the New Sun" series and I've been really jazzed on all the hubbub concerning the perfectly-crafted executioner's sword Terminus Est and it's maker. This provides one template you can use to make magic swords "unique(er)":
Next I came up with the names of some legendary sword-makers of the lost ancient past: Ezvenarian, Zhaiyeen, Srikalvia and Abdieo. I'm thinking that different craftsmen specialized in different styles of blades. Ezvenarian was known for his square-tipped straight-bladed broad, bastard and two-handed sword and Sriklavia for flowing, wavy, almost flame or leaf shaped short sword, falchions, scimitars and broad swords.
Now I need to come up with a sword properties table...
- Perhaps "magic swords" aren't magic, but just the product of ultra-master swordsmiths of the distant past who used art lost to modern men to forge their blades.
- Perhaps there was only handful of legendary swordsmiths and almost all "magic" swords are the handiwork of one member of this small pool. Those knowledgeable in such matters can recognize the individual craftsmanship of different sword makers.
- "Magic" swords could have some high faulutin' name. Maybe not so much "Heavy Metal Names," but Haiku or Formal/Euphemistic style names.
- "Magic" sword doesn't really work in this context if the swords aren't actually magic but the product of super-forging. I'd call them Artifact Swords myself but I can appreciate how one would want to avoid Artifact confusion. You could even give them all sorts of "magic" sword properties such as injuring ghost/insubstantial beings; bonuses versus certain types of foes; radiating light; etc. by attributing such properties to the special materials used in the manufacture of the blade.
Inscrutable Scarlet WingNot everyone's cup of tea but I'm digging the results, especially "The Impeccable Weeping Amputation!" I imagine the sword's name would be graven in ancient glyphs along one side of the blade and the maker's name or sigil would be on the tang or on the blade in smaller script.
Disemboweling Virtuous Lady
Impeccable Weeping Amputation
Bloody Bright Fist
Flowing Discerning Thorn
Cleaving Flowering Scythe
Utmost Exterminating Scourge
Dancing Impervious River
Avenging Courageous Blossom
Next I came up with the names of some legendary sword-makers of the lost ancient past: Ezvenarian, Zhaiyeen, Srikalvia and Abdieo. I'm thinking that different craftsmen specialized in different styles of blades. Ezvenarian was known for his square-tipped straight-bladed broad, bastard and two-handed sword and Sriklavia for flowing, wavy, almost flame or leaf shaped short sword, falchions, scimitars and broad swords.
Now I need to come up with a sword properties table...
Labels:
Magic Items,
Planet Algol,
Swords and Wizardry,
Treasure,
Weapons
Saturday, December 12, 2009
Technological Artifact - Flexfield Generator Belt
A remnant of the technological sophistication of the Ancients, a Flexfield Generator Belt consists of a bulky rectangular box mounted on an adjustable belt of linked alloy plates. A toggle switch on the box turns it on and off.
When turned on a Flexfield Generator Belt projects a flexible force field around the wearer, which provides a bonus, which is often variable, to armor class, as well as saving throws against area effects, energy attacks, and so forth. On many generators the toggle switch allows the wearer to adjust the defensive value of the force field. They are powered by Radiation Crystals, which hold 100 charges. One charge is drained per "plus" of the force field setting per round.
If you are using the weapon versus armor type attack roll adjustments rule, any positive modifier to an attack roll versus the wearer of an active Flexfield Generator Belt is negated due to the "slickness" of the flexfield.
Flexfields are vulnerable to energy attacks, such as lasers, phasic weapons, and so forth, and behave unpredictably when struck by them. The flexfield armor class and saving throw bonuses do not apply when attacked by energy weapons. Whenever an active flexfield is struck by an energy weapon roll on the below table:
d6 Result
1 The flexfield generator self destructs and the wearer takes triple damage from the energy attack.
2 The flexfield generator's energy crystal is drained of all of it's charges and the wearer takes double damage from the energy attack.
3-5 The flexfield wearer takes additional damage equal to one point of damage per defensive plus that the generator is set to per die of damage the energy weapon inflicts.
6 The energy weapon used to attack the flexfield explodes, inflicting as much damage as an attack by the weapon multiplied by a factor ranging from 1 to 3, dependent on a 1d3 roll. The radiation crystal, or other power source, in the energy weapon is destroyed.
Use the below table to determine the possible defensive settings of a Flexfield Generator Belt:
d12 Defensive Value Settings
1-4 +1 only
5-8 +1 to +2
7-9 +1 to +3
10-11 +1 to +4
12 +1 to +5
Note: Obviously inspired by Frank Herbert's Dune.
When turned on a Flexfield Generator Belt projects a flexible force field around the wearer, which provides a bonus, which is often variable, to armor class, as well as saving throws against area effects, energy attacks, and so forth. On many generators the toggle switch allows the wearer to adjust the defensive value of the force field. They are powered by Radiation Crystals, which hold 100 charges. One charge is drained per "plus" of the force field setting per round.
If you are using the weapon versus armor type attack roll adjustments rule, any positive modifier to an attack roll versus the wearer of an active Flexfield Generator Belt is negated due to the "slickness" of the flexfield.
Flexfields are vulnerable to energy attacks, such as lasers, phasic weapons, and so forth, and behave unpredictably when struck by them. The flexfield armor class and saving throw bonuses do not apply when attacked by energy weapons. Whenever an active flexfield is struck by an energy weapon roll on the below table:
d6 Result
1 The flexfield generator self destructs and the wearer takes triple damage from the energy attack.
2 The flexfield generator's energy crystal is drained of all of it's charges and the wearer takes double damage from the energy attack.
3-5 The flexfield wearer takes additional damage equal to one point of damage per defensive plus that the generator is set to per die of damage the energy weapon inflicts.
6 The energy weapon used to attack the flexfield explodes, inflicting as much damage as an attack by the weapon multiplied by a factor ranging from 1 to 3, dependent on a 1d3 roll. The radiation crystal, or other power source, in the energy weapon is destroyed.
Use the below table to determine the possible defensive settings of a Flexfield Generator Belt:
d12 Defensive Value Settings
1-4 +1 only
5-8 +1 to +2
7-9 +1 to +3
10-11 +1 to +4
12 +1 to +5
Note: Obviously inspired by Frank Herbert's Dune.
Tuesday, December 1, 2009
Phasic Weapons
Credit given to Hank Riley and Jim Ireland/Encounter Critical for the original Phasic Weaponry.
Phasic Weapons are artifacts of the Ancients. They look like metal rods, or varying length and girth, with emitter apertures located at one end. When a stud on the rod is depressed and slid a flickering blue energy blade emits from the apertures, a phasic field. When the handle of a Phasic weapon is released the stud is automatically slid back and the energy blade disappears.
The Phasic field "phases" through parallel dimensions, which enables it to partially phase through armor and also strike extradimensional beings. Phasic weapons are treated as +3 magical weapons regarding their effectiveness against certain foes, however they do double the normal dice in damage and us the below table to determine the effective armor class of the target. Phasic daggers, swords, axes, spears and polearms exist, although there are no bastard or two-handed varieties of phasic swords. They are powered by an energy crystal which will power a Phasic dagger for 100 melee rounds; a short sword, hand axe or spear for 75 rounds; and battle axe, polearm, scimitar or other one-handed sword for 50 rounds.
| Armor Class | Attack Modifier or | Adjusted Armor Class value |
| 10 | 0 | 10 |
| 9 | +1 | 10 |
| 8 | +1 | 9 |
| 7 | +2 | 9 |
| 6 | +2 | 8 |
| 5 | +3 | 8 |
| 4 | +3 | 7 |
| 3 | +4 | 7 |
| 2 | +4 | 6 |
| 1 | +5 | 6 |
| 0 | +5 | 5 |
| -1 | +6 | 5 |
| -2 | +6 | 4 |
| -3 | +7 | 4 |
| -4 | +7 | 3 |
| -5 | +8 | 3 |
| -6 | +8 | 2 |
| -7 | +9 | 2 |
| -8 | +9 | 1 |
| -9 | +10 | 1 |
| -10 | +10 | 0 |
Saturday, September 12, 2009
Technological Artifacts - Ceramic Knife, Neural Disruptor and Radiation Crystal
CERAMIC KNIFE
A long knife with a slightly curved blade composed of super-hard ceramic with an edge one molecule thick; usually white, gray or black in colour. It has the same statistics as a dagger, but has +2 on to-hit rolls against armored opponents and +1 to damage armored and unarmed foes.Encumbrance: 10
NEURAL DISRUPTOR
A bulky raygun with several bronze coloured prongs instead of a barrel, this artifact's area of effect is a cone 3" long and 1.5" wide at it's terminus. Those within the cone of effect must roll above their intelligence on a d20 or suffer a violent seizure, rendering them prone and helpless for 1-3 rounds and inflicting 1-4 points of damage. At the end of the seizure's duration, roll percentile dice; if the result is equal to the victim's intelligence or less, their brain explodes. Note that this artifact does not effect undead or targets without an organic brain.Neural disruptors are powered by radium crystals, getting one use per crystal. It takes one round to reload a neural disruptor.
Encumbrance: 30
RADIATION CRYSTAL
The unique geological conditions of Algol produce many anomalies unknown on Earth. In some high radiation areas of the underworld, miles below the surface, elegant tree-like structures of golden crystals grow out of veins of radioactive ore. These crystals contain potent stores of radiation energy, safely locked within the super-dense crystalline structure. The scientists of the Ancients discovered a method of synthesizing this substance, and used it to power many of their devices. Although radium crystals give off a faint yellow glow it is insufficient to see by.Encumbrance: 5
Labels:
Science,
Technological Artifacts,
Technology,
Treasure,
Weapons
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