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Rune & Holy Weapon Additional Abilities
Posted: Thu Jul 15, 2010 5:39 pm
by plata_knight
Rune weapons are supposedly the ultimate weapons of Magic, yet many "standard" magic weapons have much more potent or impressive abilities. I've always felt like even lesser rune weapons deserved some unique flavor, and I noticed that many rune items in the books have more powers than just the standard abilities, but are still considered “lesser” rune weapons. Here are some abilities inspired by what I’ve found.
Feel free to add your own.
Rune Weapons
Lesser Abilities
Starting with a base value of 4 million gold/credits, each ability typically will add 500,000-4 million gold/credits to the value of the weapon. Start with a base damage of 4D6 (MD on MD worlds). These abilities can all be added to Greater and Greatest rune weapons as well and often are as they are easier to achieve that true Greater and Greatest abilities. A rune weapon can possess up to three of these abilities, and still be considered a Lesser Rune Weapon, but most just have one.
• Damage bonus: By far the most common Lesser ability. This adds 1D6 or 2D6 additional damage (S.D.C. in S.D.C. worlds, changes to M.D. on mega-damage planes of existence). Each die of damage adds 1 million gold/credits to the value.
• Detect Evil or Good: A common Lightbringer ability, but available to any non-selfish rune item. The item will warn the owner empathically if creatures, items or locations of the opposite alignment of the rune item (good vs evil) are within 30 feet (9 m) plus 10 feet (3 m) per level of the wielders experience. It can only detect mortals if their alignment is Principled or Diabolic.
• Detect Magic: On command, the item can detect magic the same as the spell cast by a fourth level Wizard.
• Create a blinding flash (as often as once per minute) when raised above the head the same as the spell cast by a fourth level Wizard.
• Energy Bolt: Fires a bolt of energy that does 2D6 or 3D6 damage (M.D. on M.D.C. worlds) and has a standard range of 300 feet (91.5 m), but is increased to 500 feet (152 m) on a ley line and 700 feet (213 m) at a nexus point. Greater Rune Weapons with this ability can fire 1000 feet (305 m) and do 2D4x10, and Greatest can fire 2000 feet (610 m). Each bolt uses up one of the wielders attacks.
• Elemental Damage bonus: This adds 1D6 or 2D6 additional fire, lightning, or cold damage (S.D.C. in S.D.C. worlds, changes to M.D. on mega-damage planes of existence). Creatures vulnerable to the energy type take double damage. Each die of damage adds 1 million gold/credits to the value.
• Elemental Strike: Three times per day, the weapon transforms when thrown to strike as a bolt of fire, lightning, or cold, (pick one at creation) dealing 1D6xl0 damage of the appropriate energy type, (M.D. on M.D.C. worlds) and has a range of 1000 feet (305 m). Rune bows or crossbows have the option to transform their ammunition instead. Greater Rune Weapons with this ability are usable six times per day and have a range of 2000 feet (610 m). Greatest Rune Weapons with this ability have a range of 3000 feet (915 m), and have unlimited use. Note: Beware, this ability does not return the weapon to the owner’s hand.
• Enchanted Ammunition: This ability can only be given to ranged weapons that fire ammunition. Ammunition fired from these weapons will inflict the same damage as the weapon itself, and will fly double the normal range.
• Fast Healing: when within 30 feet of the weapon, the owner has 1D6x10 extra S.D.C. (M.D.C. if an M.D.C. creature; roll once at creation) and heals five times faster than normal.
• Impervious: The weapon provides immunity to one of the following: fire, cold, electricity or poison.
• Magic Boost: The wielder casts magic as if 3 levels higher than normal, and has 1D4x10 P.P.E. (roll once at creation) available to the wielder.
• Parry Energy Blasts: The weapon grants a +4 to parry melee attacks, +2 to parry arrows and crossbow bolts, and can parry Energy Blasts without penalty (normal parry roll instead of -6 for rune weapons).
• Planar Anchor: Ideal when hunting dragons and demons, creatures struck by this weapon are -50% for any attempts to teleport or dimensional teleport for the next 24 hours! If it hits someone who is actively attempting to teleport, the attempt automatically fails.
• Radiate Light on command. A relatively simple ability, many (40%) of rune weapons can glow on command with at least the light of a torch (glows the color of the weapon, black weapons grant Nightvision 300ft). Lightbringer weapons and Greatest rune weapons with this power can glow with up to the strength of a 3rd level Globe of Daylight. It is either the damage inflicting part of the weapon or the runes that glow.
• Returns When Thrown (Lesser): A weapon with this power can be thrown up to ten times normal throwing range and magically returns to the owner after it strikes (counts as one melee attack/action) or when called with a mental command. A weapon that does not have a range gains one of 300 ft. Bonuses: +2 to strike when thrown, +1 to parry and disarm. Note: the weapon cannot fight on its own.
• See the Invisible & Sense Traps: Constant. The same as the Psionic powers.
• Slayer (Lesser): All of the powers of this weapon do double damage to members of two specific types of supernatural or magical creatures. Examples include (but are not limited to) Undead & Animated dead, Deevils, Dragons and Serpents, Gods & Alien Intelligences, or Faerie Folk. This power raises the value of the weapon by 1 million gold for every two Type/Species it Slays, and can be taken twice and still only count as one selection. Some weapons will inflict double damage against all supernatural beings or all creatures of magic and raise the value by 4 million gold/credits. Creatures that already take double damage from rune weapons take triple damage instead.
• Teleport to Owner (lesser): The weapon teleports into the hand of its owner when called, whether thrown, lost or hidden away up to a distance of 10 miles (16 km). The teleport is instantaneous and does not use up an attack/action. If the weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot teleport until it is removed from that magic’s effects. Note: The weapon cannot be made to teleport into an enemy or anywhere but in its owner's hand. This ability always adds 4 million gold/credits to the value.
• Turn invisible (lesser) upon command. When fighting an opponent who cannot see the invisible, it provides a bonus of +3 on initiative and +2 to strike and parry. However, these bonuses do not apply when facing an opponent who can see the invisible. Twice per day, the weapon can become invisible (superior) for up to an hour, but the effect ends when the wielder uses it in combat.
• Variable Damage: This weapon can vary the amount of damage it inflicts in increments of 1D6 up to its standard damage. In M.D.C. environments it can inflict S.D. or M.D. at will, also in 1D6 increments.
Re: Rune & Holy Weapon Additional Abilities
Posted: Fri Jul 23, 2010 6:01 pm
by plata_knight
Holy Weapons
• Steadfast: The weapon cannot be dropped by accident, lost in battle, nor torn from the owner’s grasp. More impressive, the weapon will also come when called by the owner, flying to his hand from up to a mile (1.6 km) away with blinding speed: a half mile of travel takes an attack/action to arrive, a quarter mile is almost instantaneous, arriving in the characters hand as a streak of movement, doing no damage to the owner and not using up an attack/action. This can also be used to recover the weapon if thrown, but the weapon will not return unless called. If the holy weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot fly back until it is removed from that magic’s effects. Note: The weapon cannot be made to fly anywhere but its owner's hand. The weapon is light, well balanced and seems to almost anticipate the owners every move (+1 to strike, parry and initiative with this weapon).
• Blessed Ammunition: This ability can only be given to ranged weapons that fire ammunition. Ammunition from these weapons will fly double the normal range inflicting the same damage as the weapon itself, and S.D.C. ammo can inflict S.D.C or M.D. in M.D.C. settings as the wielder wishes.
• Conditional Healing: The weapon wielder can regenerate 6D6 points of damage received in a specific cause (only), three times per day. Examples include fighting/slaying one of the following: dragons, deevils, demons, undead or a specific race such as dwarves or orcs, OR defending said race or artifacts and followers of a specific deity or pantheon.
• Radiate Light: The glow of this weapon can increase to the strength of a torch on command; six times a day it can glow like a 3rd level Globe of Daylight.
• Swift Slayer: the weapon gains an additional attack when used in a specific cause such as those listed under conditional healing.
Special Holy Weapon Notes:
1. All Holy weapons inflict at least 2D6+6 damage, but a weapon that did more damage before still gets a +2 to standard damage.
2. Unholy weapons also exist, and perform exactly the same way, except they are aligned toward evil instead of good. i.e.: Detect good alignment within 20ft weapon turns white, animate & command dead like a priest of darkness, Expel Angels & Spirits of Light, etc.
3. In the hands of the god that created the Weapon, a Holy weapon gains additional powers and abilities:
• In the hands of the god, the weapon inflicts triple normal damage on all attacks. (i.e. a weapon that does 2D6+6 will inflict at least 6D6+6 or 1D4x10 in the hands of its creator).
• If the weapon is a Monster Slayer it does triple damage (instead of double) to Demons, Deevils, Vampires and Vampire Intelligences, and Alien Intelligences.
• Double the range of the weapon and all other abilities and effects (including number of targets affected). Chance of success for remove curse increases by 20%, and chance of turning dead or demons/devils increases 5%. Duration of powers remains unchanged.
4. Holy weapons can be given specific abilities that reflect the special abilities of their creator. For instance at least one of the Holy Weapons of Rurga allows the wielder to detect lies, Isis has created a Holy staff that performs a mini-version of her sword’s blast of retribution, Athena’s holy spear can return when thrown like a lesser rune weapon, and the Inca gods have a holy weapon that casts Armor of Ithan.
Re: Rune & Holy Weapon Additional Abilities
Posted: Sat Jul 24, 2010 8:53 am
by gaby
Great ideas,I hope people will come up with more.
Maybe some could be evil or curse weapons?
Re: Rune & Holy Weapon Additional Abilities
Posted: Mon Aug 02, 2010 5:02 pm
by plata_knight
Greater Abilities
• Diabolist: The item knows all power words and wards, and can mystically call wards to inscribe themselves on nearby objects similar to the Ward Spell equal in power to a sixth level Diabolist. If you don’t have the Diabolist rules, use Ward Spell, and the weapon can place twelve wards per day. If you have the rules, then the weapon has 1D4x10+20 PPE, recovers at a rate of 10 every 3 hours, and cannot create Power or Permanence wards.
• Control Animals: This item can control members of one family of animals (selected at creation). Supernatural creatures and creatures of magic are not affected. Animal families include canines, felines, hawks & eagles, rats & mice, sharks, snakes, etc. Can be used four times per 24 hours, and lasts five hours each time. Up to 1D4xl0 small to large animals or 1D4 animals the size of an elephant or larger can be controlled. Half that may “cousin” animals or one M.D.C. or intelligent animal-like creature (wolfen, mutant cat, etc) can be commanded at a time. Intelligent creatures and MDC creatures can save vs magic at 14 or higher; 18 or higher for animals. Range is 600 feet. The weapon may also cast repel animals & animal speech as if by a 6th level caster three each times per day.
• Devour Evil: Lightbringers and some Good Aligned rune weapons only, always a blade weapon. These weapons devour/absorb evil entities and fragmented essences of Alien Intelligences and Demon & Deevil Lords, including vampires, witches and possessing entities. Lesser and greater demons are vulnerable to this weapon as if it were a Soul Drinking weapon. Note: Kosachi Deathless ones and other Demons that store their life force elsewhere or are linked to a certain location are not vulnerable to this ability.
The weapon must draw the target’s blood (or equivalent), and maintain physical contact (preferably impaled). This may be done without sign or in a spectacular arc of light, but takes 1D4 melee rounds. The target can attempt to pull the weapon out (each attempt uses up one attack), but it is extremely painful doing 2D8 points of damage direct to hit points/MDC each time they touch the weapon, and they must save vs. insanity (10 plus the pain damage) to endure the pain long enough to pull the weapon free. At the end of 1D4 melees, targets of this attack get to save vs. magic, but must roll a 16 or higher, though greater demons and greater fragments of alien intelligences get a +2 to save. A successful save means the essence is saved but still suffers an additional 6D6 damage. They then have another 1D4 melees to remove the weapon before a new save vs magic. Most devourers can absorb 1D4 essences (roll once at creation) per 48 hours.
A lesser fragment devoured such as a vampire or witch has no impact on the intelligence. A greater fragment and any information it had is lost and the Intelligence has one less fragment it can deploy for 1d6x10 years. Lesser or Greater, the Intelligence immediately knows what has happened and where, but not any details such as the attackers identity.
Assuming the host of the entity can survive without it, he loses any benefits he might have had, and suffers any of the downsides of its habitation in him. If below zero hit points/MDC the host returns to -1 hit point and has the normal chance to save vs coma/death. These weapons always do S.D.C. and Hit point damage to S.D.C. creatures.
• Mindshield: Detects mind affecting enchantments and magic and warns the wielder. It also prevents anyone actively grasping the weapon from being affected by any magic charms, compulsions or mesmerism (no save necessary). This does not protected against psionic attacks.
• Slayer (Greater): This ability works exactly like the Greatest ability, but is forged to kill members of a specific Pantheon, Dimension, or Type/Species. Thus it might work (for example) on Deevils only, Dragons only, Alien Intelligences only, or the Pantheon of Olympus and their minions only. It still increases the value of the weapon by 50% to the right buyer.
• Teleport to Wielder (Greater): Once per 24 hours, this weapon can be summoned to the owner’s hand, regardless of the number of miles between the two, as long as they are on the same plane of existence. The teleport can also be used to recover the weapon when thrown, but the act of causing the weapon to teleport back counts as one melee action. If the weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot teleport until it is removed from that magic’s effects. Note: The weapon cannot be made to teleport into an enemy or anywhere but in its owner's hand.
• Variable Damage (Greater): This weapon works the same as Variable Damage (lesser), but it can pour on the power, and do ten times the damage to supernatural or magical beings.
Re: Rune & Holy Weapon Additional Abilities
Posted: Mon Aug 02, 2010 5:35 pm
by plata_knight
Greatest Abilities
• Dimensional Teleport to Owner: This ability allows the weapon to return to the owners hand from any distance, even other dimensions. The teleport can also be used to recover the weapon when thrown, but the act of causing the weapon to teleport back counts as one melee action. If the rune weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot teleport until it is removed from that magic’s effects. Note: The weapon cannot be made to teleport into an enemy or anywhere but in its owner's hand.
• Share Soul: The owner of the item and the creature within exchange a piece of their soul whenever a new bond occurs. The two can now share memories and information telepathically similar to a Mind Bond. The owner must roll under his M.E. two out of three times (one roll every two months) to save or his alignment changes to match that of the weapon and he develops 1D4 insanities. Whether he saves or not, his whole outlook changes, as he now has flashes of memories of all the previous owners of the weapon and the creature bound within it. The owner will feel as if he has lived their lives as well as his own, and takes the long view on any situation and has infinite patience. The character’s lifespan is doubled, he will “remember” 1D4 additional OCC related skills, and gain a +5% bonus on 1D4+2 OCC or Secondary skills. If a spellcaster, he will know 1D6 additional spells equal to or lower than his current level and have +10 P.P.E., and if a psionic character, he will gain 1D4 psionic powers from any one category except Super, and +20 I.S.P. Note: This is a difficult ability to create properly, and many of these items (22%) are inadvertently created with a sort of “curse”. In addition to the abilities listed above, the character develops the insanity Multiple Personalities, and will have 1D8+2 personalities of previous owners inhabit the characters body. There is no save. These other personalities are fully developed and may be Master Psionics, Sorcerers, or other characters with remarkable abilities, but personalities of good alignment will almost certainly be as or more horrified than the host by the situation if they realize what has happened.
• Slayer (Greatest): A truly terrifying ability for most creatures that torment mortal beings, this ability alone doubles the value of the weapon, whatever the price would otherwise be. The weapon is designed to match damage to a creature’s damage capacity. Damage is based on the Nature of the enemy faced. S.D.C. foes take S.D.C. damage. MDC foes and items take Mega Damage. Sub-Demons, creatures of magic, demonic MDC predators, and Undead take double damage. For true supernatural creatures (demons, angels, etc) divide the damage dice by two (round down) and multiply by 10. Repeat the process for creatures like Gods, Adult Dragons, Demon/Deevil Lords and Vampire Intelligences, and again for other Alien Intelligences. Thus a sword that does 6D6, will do double damage or 1D6x10+10 to a Gargoyle, 3D6x10 to a Balrog, 1D6x100 (or possibly 2D4x100) to a Demon Lord, and 1D4x1000 against an Alien Intelligence.
• Summon the Supernatural: Once per 72 hours, the wielder may summon 1D4 lesser supernatural beings. Their origin is determined at creation; alignment must be similar to that of the weapon; i.e. good, selfish, evil. Examples include Angels, Elementals, Lesser Demons, Shadow Beasts, etc. They will aid the wielder for up to 8 hours, and then return from whence they came. The weapon can also expel supernatural creatures of the opposite alignment much like a holy weapon (89% for lesser, 49% for greater types).
Note: More powerful variations of many of these abilities have been created on various occasions, but the results are unpredictable, extremely dangerous, and may require some action (possibly horrific) on the part of the wielder to function. Double the price.
Re: Rune & Holy Weapon Additional Abilities
Posted: Mon Aug 02, 2010 6:33 pm
by plata_knight
gaby wrote:Great ideas,I hope people will come up with more.
Maybe some could be evil or curse weapons?
Absolutely. I have nothing right now, but I encourage anyone with thoughts on what I've got or additional abilities to post them.
Re: Rune & Holy Weapon Additional Abilities
Posted: Fri May 18, 2012 5:28 pm
by plata_knight
More Lesser Rune Weapon Abilities.
•Animated (Lesser):This weapon has a portion that is designed to look like part of a living thing, such as an animal head, claws, fins, tentacles, or insect legs. The animal-like portions of the weapon can be made to become completely animated four times per 24 hours for 30 minutes each time. Unlike the Greatest ability, it cannot fly, instead the animated portion of the weapon functions just like the real thing to inflict damage, perform a task, or move about. Fins can swim, legs can walk or hop (insect legs can stab or carry), claws can scratch grab and carry or walk, jaws can bite and speak.
If the weapon has legs, movement speed is 2D6+4 (fins and tentacles move at double speed, but only underwater), and climbing skill is 1D10x10%. The weapon has two attacks per melee:, or four non-combat actions. Animal Jaws typically do 5D6 damage, and tentacle or claw strikes do 4D6. Stabs with Insect legs do 1D4, but have two extra attacks due to multiple legs.
Weapons with mouths or jaws can speak while animated, but are only as reliable as the creature inside, and knowledge is likely to be hundreds or thousands of years out of date. The owner can issue standing orders to animate only on command, or whenever the weapon deems it necessary to serve its master.
•Endless Chain: Reserved for weapons with chain links, the chain can magically extend to up to 50 feet (15.25 m) for every 18 inches of typical chain length. Thus a Nunchacku (with an 8 or 9 inch chain) would have 25 feet of chain at will, while Oriental fighting chains (6 to 9 feet of chain) would could potentially have 300 feet of chain at will. This can grant the wielder an unexpected ranged attack, or be semi-animated to trip or entangle an opponent (+3 to do so with this weapon only). If the wielder wishes and he is strong enough, he can attempt to pull the entangled target towards him (if the victim resists, each side rolls a D20 plus their P.S. bonus; the higher total wins the contest. If they have different types of strength, whoever can pull the most weight wins). The semi-animated chain can whip around minor obstacles or a single corner, greatly reducing the effectiveness of cover. The chain can be wrapped completely around a target, leaving them helpless and immobile (the chain cannot be broken or loosed except by the wielder), but is -6 to do so in combat, unless the target is willing, stunned or temporarily immobilized. The weapon will hold the target even if the wielder releases it.
•Conjure Ammunition: This rune item can conjure forth ammunition to shoot or throw. Throwing daggers and Arrows are the most common. Lesser Rune items can conjure 12 throwing daggers or arrows in a 24 hour period. Greater Rune weapons can conjure 24, and Greatest weapons 48. The ammunition normally appears in the wielders hand. The ammunition can either inflict normal damage (1D6 for throwing daggers, 1D6 for short bows and 2D6 for long bows/compound bows) or the rune weapons damage. This is a rare ability as it requires a Conjurer as the entity trapped inside. If the weapon also has the Greater ability of Wizard magic, this normally limits the spells it can cast to Conjuring Spells. Conjured ammunition lasts for 1 hour per level of the owner, then dissipates.
•Immune to Fear: Whoever has this weapon or armor on his person will be immune to the effects of any fear-causing magic or Horror Factor.
Re: Rune & Holy Weapon Additional Abilities
Posted: Wed Jul 25, 2012 5:31 pm
by gaby
Here are some abilities for a magic bow,tell me if ther were made before.
1)Targeting:the bow give the minor power of targeting to it,s user (see Power unlimited 3)
2)turn Arrows use it,into the following a ball of fire,bolt of lightning,magic net,paralysis:lasser,sleep equal to the spell.
3)the Bow makes a moving Globe of silence around it and it,s user.
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Jul 26, 2012 4:49 pm
by Ectoplasmic Bidet
You've got a lot of great ideas. Here are a couple from a weapon that made its way into a game years back.
Greatest Abilities:
-Dimensional Travel: Teleport(70% +3% success rate per wielder's level of experience): Travel to any known or visible location within 5 miles, up to once per melee; carry up to 1,000 lbs of cargo. Dimensional Teleport(52% +4% per wielder's level of experience): Travel to any previously visited dimension up to 3/day, may only be attempted once per minute; carry up to 1,000 lbs of cargo. A failed roll means that the teleportation did not succeed, but there are no other consequences.
-Dimensional Anchor: Victims struck by the weapon must roll 16 or higher vs magic(beings with innate dimensional travel powers, such as dragons, gods, etc. suffer a -2 penalty to save vs this effect) to avoid losing all ability to travel dimensionally(teleportation of all sorts, dimensional portals, rifts, summoning, etc.) for 1D4 melee rounds. Duration from multiple hits is cumulative.
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Jul 26, 2012 9:37 pm
by The Beast
What would be neat was if rune weapons had something like
bankia.
Re: Rune & Holy Weapon Additional Abilities
Posted: Sun Jul 29, 2012 12:07 pm
by Johnathan
The Beast wrote:What would be neat was if rune weapons had something like
bankia.
Ya know... Funny story about that. I actually designed a weapon class known as Soul Weaponry... Where a PC/NPC was actually able to invest a portion of their very being into weapon form. The soul weapon would grow in experience and power alongside the PC to an extent. It was similar to your suggestion... I'll see about posting it here.
Re: Rune & Holy Weapon Additional Abilities
Posted: Sun Aug 05, 2012 5:25 pm
by Johnathan
Ahem! I found it! Now... I present to everyone for their reading/viewing pleasure.
SOUL WEAPONRY
Soul Weaponry
- Take 10% of IQ, ME, MA (rounded) and that creates the "Intelligence" of the entity within the weapon or the "soul fragment". Multiply the rounded base number by 10 and that is the soul fragments mental attributes.
- Take 10% of the PS, PP, PE, PB and Spd (rounded), this will count towards the weapons "physical" attributes (what KIND of weapon is created from the pool, may be able to add additional bonuses to strike, parry, etc)
- Optional: Add Spd and PP together and then divide the number by 2: This represents the bonuses to strike and parry with the weapon. Take the PB (ranges from 0-5): This represents the weapons "beauty" (Optional Awe Factor). Take the PS (Ranges from 0-5): This represents the weapons damage capacity (Adds a +to damage done with the soul weapon). Take the PE (Ranges from 0-5): This represents the weapons regenerative capabilities (Initial Stage is how much the weapon regenerates by hour. 2nd stage is by the minute. 3rd stage is by the melee).
- Can range from 5-20. A weapon of 5-10 is considered "average" it has really no exceptional qualities to it. It is just considered a minor magical weapon (in the beginning) and seems to be of average/normal make and design. The wielder did not have enough "physical" soul in order to achieve a more spectacular weapon. Usually the weapon is ordinary in appearance and tends to be small (A knife, wand, etc). The wielder recieves a +1 to parry and strike with the weapon as it is always going to feel easy to handle... as it should, for it is a part of them.
- 11-15 is considered "above average". It shows some high qualities to it. Exceptional design or sharpness. The weapon is apparently of remarkable design one way or another. Allow for an additional +1 to parry or +1 to strike with the weapon. (Is usually a normal sized weapon)
- 16-20 is considered "exceptional". It shows extremely well design, sharpness and quality to it. It is obviously a weapon of considerable worth. Add a +1 to strike AND +1 to parry.
- Take 10% the ISP, PPE, Chi and that creates the "ability pool" of the soul weapon. This ability pool allows the weapon (not the wielder) to create certain effects and abilities that could prove beneficial to the wielder. We use the term "could" here because it may not be that the abilities provided by the weapon are initially beneficial to the wielder themselves, but are beneficial FOR the wielders well being. The soul fragment that resides within the weapon is, essentially, still a part of the wielder. It is THEIR essence that has brought this weapon into existence. 98% of the time (a roll of 1-98%) the soul fragment that resides within the weapon will seek to protect it's wielder, ultimately. It may pose a challenge to the wielder at first though as the two are not always going to be of one mind or one interest.
- Upon creation of the soul weapon, regardless of the wielders actually level of experience, the weapon and entity start off at level 0. This entity, while having it's own personality and mind, is a new being of sorts. The weapon will gain experience equal to experience gained of the wielder and will use the same experience table as the wielder.
- Between levels 1-5, the wielder and soul weapon should begin to communicate with each other and become familiar with each other. Remember, just because this weapon is born of the wielder's essence, does not necessarily mean it will know what the wielder knows, behave as the wielder behaves or have the same mentality of the wielder (An impulsive character may end up having a rather calm and thoughtful soul weapon entity or vice versa). However, as soon as the soul weapon is born it begins to learn from the wielder as they act. Learning skills as the wielder performs or encounters them. At this stage choose what abilities the soul weapon will have access to that they may, or may not, choose to utilize for the benefit of their wielder. The two may just not know each other well enough yet.
- Between levels 6-10, the wielder and the soul weapon have bonded and can communicate with each other freely. It is at this stage in development that the soul weapon will take on a name all it's own. The soul entity will have chosen it's own name, and chances are, it will not be named by the wielder at all. Once the wielder learns of the soul entities name, they may begin to call upon their new soul weapons real potential and the two will begin to work in tandem with each other. At this stage the wielder can call upon the soul weapons abilities. Each ability, at this stage, requires that the soul entity and the wielder communicate with each other and the wielder ask/request/demand for the soul entity to assist them. The wielder will know of them, as well as how to call upon them (Each time the wielder requests for the soul entities assistance, it requires one melee action/attack, before the ability can be used. The two still have to communicate in order for it to happen).
- Between levels 11-15, the wielder and soul weapon have reach a very intimate level with each other in regards to their relationship. The two will know everything about each other. At this final stage of development the two could, officially, be considered as one entity again. They work in tandem with each other flawlessly and know each others quirks and methods. It is at this final stage of development that the soul weapons greatest abilities become available to the wielder. At this stage the wielder can call upon the soul weapons abilities at will (no longer requires a melee action of "communication"), and the weapons abilities also increase greatly. The two have become something greater, together, than what they were when they had originally split.
- All stats that are used in the creation of the soul weapon (IQ, ME, MA, PS, PP, PE, PB, Spd, SDC/MDC, Hit Points, ISP, PPE and Chi) are not permanently gone. As the relationship between wielder and soul entity grows, the wielder will find themselves regaining their lost attributes. For each level of experience after level one, the wielder will find one of the attributes restored to it's original level. This represents the relationship between the two. By level 14 (using the level of the soul weapon, not the wielder) all attributes are completely restored.
Power Pool:
10 points - Anti-Magic (From Nightbane: Nightlands)
5 points - Mystic Armor (From Nightbane: Nightlands)
5 points - Enhanced Attributes (From Nightbane: Nightlands)
10 points - Healing Properties (From Nightbane: Nightlands)
20 points - Spell Casting (From Nightbane: Nightlands)
20 points - Elemental Magic (From Rifts: Atlantis)
20 points - Clerical Abilities (From Rifts: Atlantis)
20 points - Psionics (From Rifts: Atlantis)
Shape-Shifting: All Soul Weapons are originally brought into the world in the form a weapon of some kind.
- The weapon, upon level 6, the weapon achieves a second form. This form can be any weapon, any form, and many of them somehow signify the soul fragment held within the weapon. However, this manifestation is only a representation of the soul fragment and the weapon does not achieve it's "true form" until later levels.
- Upon level 11, the weapon will achieve a third form. This form is, most often, the ultimate manifestation the weapon can take and represents the "true form" of the soul fragment held within the weapon. In this form the Soul Weapon may not even be a weapon at all, though that is the most standard (01% - 80%). A roll of 81% - 95% means that the weapon actually disappears, but the effects remain. The Soul Fragment has a 5% chance of achieving a physical manifestation at this point. Roll only one time.
Each of these forms can be activated and de-activated, so long as they qualify (Level requirement). However, the weapon's abilities are only available within their specific forms (I.E. - The weapon, in it's 1st form, has no special abilities outside of weapons initial abilities. In it's 2nd form, it only has the abilities of it's 1st and 2nd forms. In it's 3rd form, it has all available abilities.)
MDC/SDC: Take the combined Hit Points and SDC (or MDC), that are sacrificed for the weapon's creation and multiply that number by 10. That is the weapons total SDC/MDC. The weapon cannot be damaged unless directly targeted (For example, cannot be damaged from parrying attacks).
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Aug 09, 2012 2:39 pm
by gaby
I got idea for Rune weapons,Call Spell Increased:any Magic OCC who hold the Rune weapon,get Every spell they cast,get double the range,duration,and cost only haft the ppe.
limited:The character needs to hold the weapon for it to wokr.
Re: Rune & Holy Weapon Additional Abilities
Posted: Tue Oct 30, 2012 12:44 pm
by gaby
Holy weapon,s ability
Detect Lie:The Hold of the Weapon can determine if the subject is lying or telling the truth,Not always accurate,however:roll percenttile dice,01-60% the holder is reasonably sure,61-89% uncertain but thinks the subject is one or the other,90-00% absolutely cartain and correct.
Re: Rune & Holy Weapon Additional Abilities
Posted: Tue Dec 04, 2012 9:54 am
by gaby
Well thers a Number of Superpowers from HU,PU1,2 and 3,I would let Holy and Rune weapons have.
Like a Dagger have a Danger sense,it warning it,s holder of danger,Helm give it wearer supervisions powers,and so On.
What Powers do you let them have?
Re: Rune & Holy Weapon Additional Abilities
Posted: Sat Dec 15, 2012 9:53 am
by gaby
Well Alchemist weapons have 3 magic weapon properties at maxium,All Lesser Rune Weapons have the Propertie of Indestructible and eternally sharp blade,I would allow lesser to have 3.
Re: Rune & Holy Weapon Additional Abilities
Posted: Sat Dec 15, 2012 7:40 pm
by drewkitty ~..~
plata_knight wrote:Holy Weapons
• Steadfast: The weapon cannot be dropped by accident, lost in battle, nor torn from the owner’s grasp. More impressive, the weapon will also come when called by the owner, flying to his hand from up to a mile (1.6 km) away with blinding speed: a half mile of travel takes an attack/action to arrive, a quarter mile is almost instantaneous, arriving in the characters hand as a streak of movement, doing no damage to the owner and not using up an attack/action. This can also be used to recover the weapon if thrown, but the weapon will not return unless called. If the holy weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot fly back until it is removed from that magic’s effects. Note: The weapon cannot be made to fly anywhere but its owner's hand. The weapon is light, well balanced and seems to almost anticipate the owners every move (+1 to strike, parry and initiative with this weapon).
From the Title of the steadfast power I was expecting something like a bonus or immunity to Horror Factor or Intimidation.
However, I can't think of a better title at the moment. *shrugs*
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Feb 21, 2013 10:54 am
by gaby
Good idea,How about Courage.
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Mar 28, 2013 4:41 pm
by gaby
Well I would not limited Rune weapons to just Invocation spells,I would let them have different schools of Magic like Combat,Spoiling,Temporal and Others.
Re: Rune & Holy Weapon Additional Abilities
Posted: Wed May 15, 2013 5:59 pm
by plata_knight
drewkitty ~..~ wrote:plata_knight wrote:Holy Weapons
• Steadfast: The weapon cannot be dropped by accident, lost in battle, nor torn from the owner’s grasp. More impressive, the weapon will also come when called by the owner, flying to his hand from up to a mile (1.6 km) away with blinding speed: a half mile of travel takes an attack/action to arrive, a quarter mile is almost instantaneous, arriving in the characters hand as a streak of movement, doing no damage to the owner and not using up an attack/action. This can also be used to recover the weapon if thrown, but the weapon will not return unless called. If the holy weapon is placed in a circle or container with the Mystic Energy Drain ward, or in an Anti-Magic Cloud, the weapon is trapped and cannot fly back until it is removed from that magic’s effects. Note: The weapon cannot be made to fly anywhere but its owner's hand. The weapon is light, well balanced and seems to almost anticipate the owners every move (+1 to strike, parry and initiative with this weapon).
From the Title of the steadfast power I was expecting something like a bonus or immunity to Horror Factor or Intimidation.
However, I can't think of a better title at the moment. *shrugs*
Yeah
, I wracked my brain for days trying to pick a good title, but that's the only thing that i came up with that made any sense at all...
Re: Rune & Holy Weapon Additional Abilities
Posted: Wed May 15, 2013 6:02 pm
by plata_knight
gaby wrote:Well I would not limited Rune weapons to just Invocation spells,I would let them have different schools of Magic like Combat,Spoiling,Temporal and Others.
Makes sense. They already allow Invocation and Elemental Magic. I suggested adding Diabolism and Conjuration to the list, so why not others.
I would argue they should follow the already established rules about spell orientation, such as that they should be combat related.
Re: Rune & Holy Weapon Additional Abilities
Posted: Tue Jun 11, 2013 3:43 pm
by plata_knight
plata_knight wrote:gaby wrote:Well I would not limited Rune weapons to just Invocation spells,I would let them have different schools of Magic like Combat,Spoiling,Temporal and Others.
Makes sense. They already allow Invocation and Elemental Magic. I suggested adding Diabolism and Conjuration to the list, so why not others.
I would argue they should follow the already established rules about spell orientation, such as that they should be combat related.
Spoiling magic might be especially good on Unholy weapons.
Re: Rune & Holy Weapon Additional Abilities
Posted: Thu Jun 20, 2013 1:56 pm
by plata_knight
sexykitty wrote:The H.U. version of rune weapons are wayyyyyyyy better.
Thanks for the tip. I'll have to check it out, see if there are any ideas I like. Any ideas you like or powers you would suggest adding to this thread?
Re: Rune & Holy Weapon Additional Abilities
Posted: Fri Jun 28, 2013 8:34 am
by plata_knight
RGG wrote:I've been bending the rules when it comes to magic items for a long time... I tend to add a few more or less features beyond the rules listed just because it makes the items more or less cool to play.
These are great suggestions that I've already used in a similar fashion. I find that players like to bend the rules too. It's all about playability in the games we run... Fun and playability.
Thanks. I'm pumped people like the ideas I've put out there. And your right. Nothing beats the
Rule of Cool for making a game fun.