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Old 03-07-2020, 03:45 AM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default The Berserker's Blade

This ordinary if a bit worn sword will not detect for Magic or Life, and is unlikely to detect as the castor's enemy.

It will detect as Detect Life cast specifically to detect ghosts which cagey mages shall wave off with a comment about ghosts not being alive.

When wielded in combat the wielder must win a contest of IQ each combat round against the Berserker's IQ of 8 or go berserk. They have the normal chance of recovery. This sword also is effective as a magical weapon against creatures only harmed by magical weapons. It is immune to Drop and Break weapon combat results and spells.

When the party either defeats or learns of the passing of the villain who destroyed the berserker's village the sword will shatter and the ghost will move on.
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Old 03-08-2020, 08:08 AM   #2
David Bofinger
 
Join Date: Jan 2018
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Default Re: The Berserker's Blade

This is an example of a magic item that not only has benefits but also drawbacks. I like this sort of thing. I wonder if there should be rules about it. I suppose the approach would be to get a disadvantages list from somewhere, and say that if a weapon imposes a disadvantage that somehow affects how easy it is to enchant. With the proviso that the disadvantage should be somehow relevant to the setting: the ingredients used, the recent history of evil wizards slain nearby, etc.
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Old 03-08-2020, 08:17 AM   #3
hcobb
 
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Default Re: The Berserker's Blade

The twist here is that there is no enchantment for the party's Molly to sniff.
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Old 03-25-2020, 02:15 PM   #4
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: The Berserker's Blade

Quote:
Originally Posted by David Bofinger View Post
This is an example of a magic item that not only has benefits but also drawbacks. I like this sort of thing. I wonder if there should be rules about it. I suppose the approach would be to get a disadvantages list from somewhere, and say that if a weapon imposes a disadvantage that somehow affects how easy it is to enchant. With the proviso that the disadvantage should be somehow relevant to the setting: the ingredients used, the recent history of evil wizards slain nearby, etc.
I have been working on a 'curse' list that does not fall under the effects of the Curse spell. Berserk is one of those curse effects. Some of these curses have been taken from AD&D and others I created for AD&D. These have some TFT mechanics added in.

Berserk: this weapon forces the wielder to fight without regard for personal safety and attack the nearest creature and continue to fight until dead or there is no living target within 60' of the wielder. The victim of this curse receives +4 to hit and Dmg, but all shield and dexterity bonuses to AC are lost while berserk. [Add 2 doses of Berserk potion per week. ($400)]

Bloodlust: When in combat, the owner of this weapon must make a 4/IQ save to not kill every enemy in the combat. This happens even if the character is not using the cursed weapon during the combat. [Add 1 dose each of Decrease IQ potion ($200) and Berserk Potion ($200) instead of Fear]

Back-Biter: The wielder of this cursed weapon must make a 5/IQ save to not attack a friend from behind when the opportunity presents itself. This curse extends to any weapon used once the character has been cursed. [
Greed: the owner of this weapon lusts after material wealth. Quality doesn’t matter, only the quantity of material goods. The character can spend money normally, but will never be happy, even with billions of GP in money and goods. The character can NOT make a purchase or take an item by making a 4/IQ save. [Add 1 dose of Treasure Smelling potion per week]

Lifebane: the owner radiates an aura that kills plants and small animals. Grass dies in his footprints, flowers wilt at a touch, and insects that come within 1ft die. Animals that weigh more than one pound and large plants (trees and large bushes) are not affected. [Start with 2 dosed each of Fish poison ($500), Insect poison ($300), Mammal poison ($500), Plant poison ($400), and Reptile poison ($200). Add 1 dose each of Simple poison ($120), Contact poison ($2,500), and Weapon poison ($200) per week.$ This increases the cost by $18,820]

Miserliness: the bearer of this weapon will not spend any money they do not HAVE to sustain life. The character can buy food and pay for living quarters, but they must be the least expensive available. The character must succeed in a 4/IQ save or he or she will not buy any form of luxuries like entertainment, alcoholic drinks, fine clothing, weapons, armor, furnishings. [Add 1 dose of Treasure Smelling Potion per week.]

Peace-Bound: this curse causes the owner to worship a given deity, ideal, or concept, regardless of past piety or religious orientation. The wielder must go to a priest of his previous faith to have this removed. [Add ]

Compulsion: this curse causes the owner to do or not do something. This can be the worship if a deity, an action or series is actions that must be done in a given circumstance.

Some effe3cts are harder to mechanicize than others.
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Old 03-25-2020, 02:16 PM   #5
KevinJ
 
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Location: Arizona
Default Re: The Berserker's Blade

Oops, Berserk still has some AD&D in it.
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