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Old 09-03-2018, 09:13 PM   #1
JohnPaulB
 
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Join Date: Jan 2018
Location: Portland, Maine
Default High End Swords

Swords of Renown

The following are only for games that are HIGH FANTASY. This is not an everyday, buy it at the market weapon. They are intended for use by the GM to add legendary quality to their adventures and possibly reward those player characters who reach the epitome of their game. Hint: this is probably for 40+ point characters.
I had to create several of the spells as I didn't see an equivalent in TFT.
(Note: the math may be a little off on market values and time to create.)


Named Weapons
Type of Weapon: Any Sword
Description: A Master Armor might make a Great Work for a Great Purpose. He would make a special weapon that is so finely crafted as to be exceptional. This is usually +1Dam and +1 Dx. It will be obvious that this is a weapon of princely sums.
Example:
NAMED SWORD
Bastard Sword
Fine Weapon of +1Dam, +1Dx
Break Bonus: Roll 1, 2, or 3 on 1d6 = no break
Market Value: $100 for sword x 100 (cost multiplier) = $10,000
Great Purpose: Protector of Tanander Forest
Name: BoroGroves
Takes 1 year to make.
Sheeth
When finished, the Master Armorer puts his Mark on it. This sword is then registered with the Armorer’s Guild and given a name by the maker. It can be rechristened by the new owner, but that rarely happens.

After may battles, the Named Weapon’s renown gives an equivalent of Charisma to the owner (due to prestige and awe) from those who care about status or war (Gives automatic +1 on all reaction rolls.). Others probably won’t be affected by the Name. Note: it will also make the owner a target for jealous NPC.

Sometimes these weapons are made to be endowed with magic.
If the Magic is put on it at the same time as the making (right after the Anvil Test to see if the blade breaks), the Magician will also have his mark put on the weapon and be registered with the Armorer’s Guild. The price of the sword goes up astronomically.

These weapons are usually entrusted to paragons that will fulfill the intended purpose of the sword.

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Ego Sword
Type of Weapons: Bastard Sword, 2 Handed Sword only
Description: Almost all of the Ego Swords come from the time of the Mnoren.
If it is an old sword, it is likely to be encrusted with jewels and runes.

These are artifacts and are the most powerful swords known. These days they can only be made by Dwarven or Elven Wizard Master Armorers. These are Named Swords that have been thrice forged (broken while tested on the anvil, reforged and broken again and reforged a third time.)

A powerful Spirit possess a thrice forged Named Sword at the time of the swords creation. It is a Non-Player Character and has its own personality.

An Ego Sword may take as long as 4 years in the forging and magicking.

The Ego Sword possess Attributes (30 point) of ST, DX, IQ. It is created by GM and run jointly by GM and Player Character.
NOTE: Ego Swords start out at as 21 point NPC at inception. The above stats are for Ego Swords that originated thousands of years ago.

The IQ regulates what it can learn and any IQ rolls needed.
The ST regulates how much fatigue can be used. When it reaches 1, it can just observe what is happening. When it reaches 0 ST, it goes dormant for 1d6 days.
The DX is there in case the sword needs to use powers that are DX related.
For determining initiative sequence, use the Ego Sword’s DX for regular activation if it is doing anything like taking command, doing spells or talking. Use the wielder’s DX for sword use if the Ego Sword is doing regular fighting. If the wielder has higher DX, he may very well go before the Ego Sword has a chance to say anything.

The fatigue can be rested up after 24 hours or 12 hours in its scabbard.

These Ego Swords will follow its purpose and pursue those ends.

The Ego Sword thrives on renown from war and such. If the desires of the sword are not heeded, it will manipulate the owner. If the owner’s ST + IQ are lower than the Ego Sword’s ST + IQ, roll a Contest of Wills. If the owner loses, the owner will be persuaded to do the Sword’s bidding, be it battle glory, getting rid of other magical swords its jealous of, or getting back to the sword’s mission. There is a limit to how far this control can go, though. Note: if circumstances lowers Character IQ or ST, it may be cause for a Test.

If persuasion doesn’t work, the sword might refuse its power, even to the point of dropping or holding the owner’s hand so it doesn’t strike.

The Ego Sword can gain experience like a Very Powerful Race PC and it will require a portion of the spoils to adorn their scabbards and itself.
The scabbards can be Named also if it has magical enhancements.

In addition to Named Sword bonus, an Ego Sword has the following capabilities:

• Tactics per the Talent (ITL p14) For the purposes of the Ego Sword, this is a spell. Its range is the room or a mega megahex. Roll IQ for Sword. Success as per Tactics Talent; Failure means the Sword is unsure of their tactics, but takes 1 point fatigue anyway. Failed attempts can be tried again after 1 minute for 2 fatigue points.

• Detect Enemies (AW p12) Note: this is hostility to the sword, however since the owner’s wellbeing often matters to the sword, he is included. As soon as enemy comes within the range, Roll IQ to detect it. Take 2 points fatigue once, it is active for the rest of the encounter. The Ego Sword blade will glow (perhaps a different color for different types of enemy?) If it fails IQ roll, it suspects nothing and expends 1 point fatigue. If enemies leave the range, it stops being detected.

• Limited Mage Sight - Invisible (AW p 13) Mega Megahex range. If something comes within that space, roll Thrown Spell at DX to see it. Take 1 point fatigue once, it is active for the rest of the encounter. If it leaves the Mega Megahex the Ego Sword no longer sees it. If it fails roll, it suspects nothing.

• Plus one spell at IQ or below during Ego Sword creation.

In the future, a Mage may place one other spell (hopefully at the request of the sword) on it and then it has reached the Magic rule of 5.

These spells are continuously on and if something gets within its range it activates automatically for appropriate Fatigue loss. What is learned from the spells are for the Ego Sword’s knowledge. If the Ego Sword does not wish to relay any data, it won’t.

At IQ 12, the sword may become able to talk and can learn a language. (and it can learn more languages as any PC would).

Once it can talk, it will lobby for its scabbard to be enhanced both cosmetically and with spells. For it is the ‘home’ of the sword. At this point it can also let the owner know the results of the some of the spells or reports on what it has observed.

At IQ 14, it can buy Telepathy if it has a space in the Rule of 5.
Note: Telepathy will work ON the Ego Sword, so the owner, or others can communicate with it even if it can’t ‘speak’.

A few of the more ancient Ego Swords are able to loan its own DX to the wielder to aid its cause. If the sword’s DX is above the user’s Adj DX, add + ½ Difference (round up) to the Adj DX of the wielder before adding sword’s other DX Bonus. GM Decides if this Ego Sword has attained this ability which is not a spell.

Note: This sword is joint ownership of PC and DM, as sword has its own personality. PC may call on its magic, but DM will determine if it works, if it talks, if it takes control.

Example:
EGO SWORD
Bastard Sword
Fine Weapon of +1Dam, +1Dx
Break Bonus: Roll 1, 2, or 3 on 1d6 = no break
Market Value: $100 for sword x 100 (cost multiplier) = $10,000
True Market Value = Incredible, but the EGO SWORD must agree or it won’t be sold willingly.
Great Purpose: Slaying Dragons
Name: WyrmKiller
Has several jewels encrusted in it.
ST = 10, DX = 8, IQ = 12
* Tactics per the Talent
* Detect Enemies
* Limited Mage Sight - Invisible
* Plus one spell
Speech – (Human)
Scabbard – Named - SlipCase. Has a spell or two and lots of ornamentation.

__________________
- Hail Melee

Fantasy Chess: A chess game with combat.
Don't just take the square, Fight for it!
https://www.shadowhex.com
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