Everybody Loves Rune Weapons
Moderators: Immortals, Supreme Beings, Old Ones
Re: Everybody Loves Rune Weapons
So, staff of a Legacy character of a friend of mine made into official local cannon some time ago!
Staff of Burning Life (Klothina)
Class: Greatest Rune Weapon
Type: Channeling Rod
Damage: 1D6 Damage
Alignment: Aberrant
Powers:
Locus: Wielder and Weapon gain +4 to Spell Power.
Energy Well: This Weapon has 100 P.P.E and restores 3 P.P.E per Hour.
Animated Weapon: This weapon may fly and act of its own accord. The weapon has 5 Melee Actions, and may use any of it's abilities during it's turn, attack, or move at a Speed of 6.
Focal Point: While not being wielded, the Bonded Character may cast their spells, and check range and sight from the weapons position and perspective.
Arcane Knowledge: The weapon may use the following spells; Armor of Ithan, Mend Cloth, Cleanse, Heal Wounds and Greater Healing, all at 10th Level proficiency. These spells must use the weapons P.P.E.
Spark of Life: This Item may spend 100 P.P.E, and 5 Morale from the Bonded Character to cast Level 10 Resurrection, but needing only 4 Actions.
Self Defense: This Weapon may prevent the wielder from using Focal Point and Energy Well, and reduce spells cast by the weapon by -5 Levels. The Item may force a Save vs Insanity (Willpower) Check with the wielder every 5 Minutes, the weapon gaining +6. If the item wins, the Wielder suffers 1D4 x 10 Arcane Damage, and increase damage from Arcane Spells by 100% each time they fail.
Curse: None, the weapon is completely free of flaw, and is considered to be a perfectly crafted runic weapon, unlike the imperfect dwarf and elven creations it likes to look down on.
Personality: A haunty and arrogant bleeding heart. Even he stopped counting his own age by years, and instead started counting by ages of races (by which he is a youthful 16). He loves trivia, riddles and other obscure history, and will talk endlessly about them, and LOVES to teach those who don't know anything. To anyone who can't stand the endless chatter, the weapon can be maddening, as he'll at times forget mortals need to sleep. While he'll often apologize if the wielder (or his companions, who are not free from the chatter either) gently remind him to be quiet, or even outburst in anger, he'll take it in stride and become silent for a while, but soon forget their desire for peace. He has a sever racial problem, and sees the majority of the monster races, including wolfen, as nothing but dimwitted barbaric, and refuses to cooperate, or even tell them stories! He'll 'accept' elves and dwarves, but the only race he really enjoys are humans, to whom he claims to have been forged by one, and even be one! Whether this is true or not, is a bit up in the air, given he predates the Chaos War, it seems unlikely, or if he's covering up his true past, or simply mad. Aside from him being a historical chatterbox and a bit of a know it all (never one to shy from correcting someone), he is extremely sympathetic to his one favored race, and has great trouble allowing even a black hearted villain to die, and will often attempt to resurrect them, with or without the wielder knowing (he's no fool, if he thinks the owner will simply kill the man again, he'll do it behind their back). He'll often cast protective spells on anyone in harms way (he will prioritize good and innocents first), and it can become a real trouble and stalls out fights, in his hope to resolve it without death. Oddly he has no real fear of fighting before or after, it's a necessary evil, but once engaged, will go to great lengths to avoid actual death (Pain is fine!). This of course, not apply to non-humans, he could care less if the world has a few less elves, or no orcs at all!
History: This weapon, lost to legend to the world at large, is the person companion and weapon of the Lizard Mage, Beldar. Ages before the Chaos War, Beldar managed a realm of humans, but after Xy's banishment, his realm became unstable, and started to collapse around him, evacuating the few people he could before its total destruction, he had the wounded emperor of their people, wounded during the final moments, but his soul preserved within an artifact of Beldar's construction, and later forged into the weapon. Beldar will often loan the weapon out to others during times of need, so he may support them remotely when they release the staff, and assault opponents through it, or mend the wielders friends, his personal specialty. Like the weapon, after watching over human like beings in another realm for so many ages, Beldar has grown some what, sentimental, to humanity, a trait he would never admit, but one that lives clearly on in the weapon. When he needs it back (or simply feels the weapon is no longer needed in the wielders hands), he will force them to release it (through the weapons own defensive powers), and teleport it back to himself. There have been times when he has been forced to retrieve it himself, things able to withstand the defense too long for his needs, or finding ways to counter it.
Staff of Burning Life (Klothina)
Class: Greatest Rune Weapon
Type: Channeling Rod
Damage: 1D6 Damage
Alignment: Aberrant
Powers:
Locus: Wielder and Weapon gain +4 to Spell Power.
Energy Well: This Weapon has 100 P.P.E and restores 3 P.P.E per Hour.
Animated Weapon: This weapon may fly and act of its own accord. The weapon has 5 Melee Actions, and may use any of it's abilities during it's turn, attack, or move at a Speed of 6.
Focal Point: While not being wielded, the Bonded Character may cast their spells, and check range and sight from the weapons position and perspective.
Arcane Knowledge: The weapon may use the following spells; Armor of Ithan, Mend Cloth, Cleanse, Heal Wounds and Greater Healing, all at 10th Level proficiency. These spells must use the weapons P.P.E.
Spark of Life: This Item may spend 100 P.P.E, and 5 Morale from the Bonded Character to cast Level 10 Resurrection, but needing only 4 Actions.
Self Defense: This Weapon may prevent the wielder from using Focal Point and Energy Well, and reduce spells cast by the weapon by -5 Levels. The Item may force a Save vs Insanity (Willpower) Check with the wielder every 5 Minutes, the weapon gaining +6. If the item wins, the Wielder suffers 1D4 x 10 Arcane Damage, and increase damage from Arcane Spells by 100% each time they fail.
Curse: None, the weapon is completely free of flaw, and is considered to be a perfectly crafted runic weapon, unlike the imperfect dwarf and elven creations it likes to look down on.
Personality: A haunty and arrogant bleeding heart. Even he stopped counting his own age by years, and instead started counting by ages of races (by which he is a youthful 16). He loves trivia, riddles and other obscure history, and will talk endlessly about them, and LOVES to teach those who don't know anything. To anyone who can't stand the endless chatter, the weapon can be maddening, as he'll at times forget mortals need to sleep. While he'll often apologize if the wielder (or his companions, who are not free from the chatter either) gently remind him to be quiet, or even outburst in anger, he'll take it in stride and become silent for a while, but soon forget their desire for peace. He has a sever racial problem, and sees the majority of the monster races, including wolfen, as nothing but dimwitted barbaric, and refuses to cooperate, or even tell them stories! He'll 'accept' elves and dwarves, but the only race he really enjoys are humans, to whom he claims to have been forged by one, and even be one! Whether this is true or not, is a bit up in the air, given he predates the Chaos War, it seems unlikely, or if he's covering up his true past, or simply mad. Aside from him being a historical chatterbox and a bit of a know it all (never one to shy from correcting someone), he is extremely sympathetic to his one favored race, and has great trouble allowing even a black hearted villain to die, and will often attempt to resurrect them, with or without the wielder knowing (he's no fool, if he thinks the owner will simply kill the man again, he'll do it behind their back). He'll often cast protective spells on anyone in harms way (he will prioritize good and innocents first), and it can become a real trouble and stalls out fights, in his hope to resolve it without death. Oddly he has no real fear of fighting before or after, it's a necessary evil, but once engaged, will go to great lengths to avoid actual death (Pain is fine!). This of course, not apply to non-humans, he could care less if the world has a few less elves, or no orcs at all!
History: This weapon, lost to legend to the world at large, is the person companion and weapon of the Lizard Mage, Beldar. Ages before the Chaos War, Beldar managed a realm of humans, but after Xy's banishment, his realm became unstable, and started to collapse around him, evacuating the few people he could before its total destruction, he had the wounded emperor of their people, wounded during the final moments, but his soul preserved within an artifact of Beldar's construction, and later forged into the weapon. Beldar will often loan the weapon out to others during times of need, so he may support them remotely when they release the staff, and assault opponents through it, or mend the wielders friends, his personal specialty. Like the weapon, after watching over human like beings in another realm for so many ages, Beldar has grown some what, sentimental, to humanity, a trait he would never admit, but one that lives clearly on in the weapon. When he needs it back (or simply feels the weapon is no longer needed in the wielders hands), he will force them to release it (through the weapons own defensive powers), and teleport it back to himself. There have been times when he has been forced to retrieve it himself, things able to withstand the defense too long for his needs, or finding ways to counter it.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Cinos wrote:So, staff of a Legacy character of a friend of mine made into official local cannon some time ago!
Staff of Burning Life (Klothina)
Class: Greatest Rune Weapon
Type: Channeling Rod
Damage: 1D6 Damage
Alignment: Aberrant
Powers:
Locus: Wielder and Weapon gain +4 to Spell Power.
Energy Well: This Weapon has 100 P.P.E and restores 3 P.P.E per Hour.
Animated Weapon: This weapon may fly and act of its own accord. The weapon has 5 Melee Actions, and may use any of it's abilities during it's turn, attack, or move at a Speed of 6.
Focal Point: While not being wielded, the Bonded Character may cast their spells, and check range and sight from the weapons position and perspective.
Arcane Knowledge: The weapon may use the following spells; Armor of Ithan, Mend Cloth, Cleanse, Heal Wounds and Greater Healing, all at 10th Level proficiency. These spells must use the weapons P.P.E.
Spark of Life: This Item may spend 100 P.P.E, and 5 Morale from the Bonded Character to cast Level 10 Resurrection, but needing only 4 Actions.
Self Defense: This Weapon may prevent the wielder from using Focal Point and Energy Well, and reduce spells cast by the weapon by -5 Levels. The Item may force a Save vs Insanity (Willpower) Check with the wielder every 5 Minutes, the weapon gaining +6. If the item wins, the Wielder suffers 1D4 x 10 Arcane Damage, and increase damage from Arcane Spells by 100% each time they fail.
Curse: None, the weapon is completely free of flaw, and is considered to be a perfectly crafted runic weapon, unlike the imperfect dwarf and elven creations it likes to look down on.
Personality: A haunty and arrogant bleeding heart. Even he stopped counting his own age by years, and instead started counting by ages of races (by which he is a youthful 16). He loves trivia, riddles and other obscure history, and will talk endlessly about them, and LOVES to teach those who don't know anything. To anyone who can't stand the endless chatter, the weapon can be maddening, as he'll at times forget mortals need to sleep. While he'll often apologize if the wielder (or his companions, who are not free from the chatter either) gently remind him to be quiet, or even outburst in anger, he'll take it in stride and become silent for a while, but soon forget their desire for peace. He has a sever racial problem, and sees the majority of the monster races, including wolfen, as nothing but dimwitted barbaric, and refuses to cooperate, or even tell them stories! He'll 'accept' elves and dwarves, but the only race he really enjoys are humans, to whom he claims to have been forged by one, and even be one! Whether this is true or not, is a bit up in the air, given he predates the Chaos War, it seems unlikely, or if he's covering up his true past, or simply mad. Aside from him being a historical chatterbox and a bit of a know it all (never one to shy from correcting someone), he is extremely sympathetic to his one favored race, and has great trouble allowing even a black hearted villain to die, and will often attempt to resurrect them, with or without the wielder knowing (he's no fool, if he thinks the owner will simply kill the man again, he'll do it behind their back). He'll often cast protective spells on anyone in harms way (he will prioritize good and innocents first), and it can become a real trouble and stalls out fights, in his hope to resolve it without death. Oddly he has no real fear of fighting before or after, it's a necessary evil, but once engaged, will go to great lengths to avoid actual death (Pain is fine!). This of course, not apply to non-humans, he could care less if the world has a few less elves, or no orcs at all!
History: This weapon, lost to legend to the world at large, is the person companion and weapon of the Lizard Mage, Beldar. Ages before the Chaos War, Beldar managed a realm of humans, but after Xy's banishment, his realm became unstable, and started to collapse around him, evacuating the few people he could before its total destruction, he had the wounded emperor of their people, wounded during the final moments, but his soul preserved within an artifact of Beldar's construction, and later forged into the weapon. Beldar will often loan the weapon out to others during times of need, so he may support them remotely when they release the staff, and assault opponents through it, or mend the wielders friends, his personal specialty. Like the weapon, after watching over human like beings in another realm for so many ages, Beldar has grown some what, sentimental, to humanity, a trait he would never admit, but one that lives clearly on in the weapon. When he needs it back (or simply feels the weapon is no longer needed in the wielders hands), he will force them to release it (through the weapons own defensive powers), and teleport it back to himself. There have been times when he has been forced to retrieve it himself, things able to withstand the defense too long for his needs, or finding ways to counter it.
Nice addition... I like how it can be pretty much taken away if it starts to unbalance things in the game, but not exactly overtly so... If the player does manage to thwart attempts at retrieval, he's got a problem with a Lizard Mage showing up looking for "his" weapon. Very cool.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Nice addition... I like how it can be pretty much taken away if it starts to unbalance things in the game, but not exactly overtly so... If the player does manage to thwart attempts at retrieval, he's got a problem with a Lizard Mage showing up looking for "his" weapon. Very cool.
Well, if the Beldar calls the weapon back, the weapon won't refuse, and if needed, the weapon will use its self defense. Which might I note is extremely dangerous, the longer you hold it, the more that damage increase stacks, then if you let go, you're basically standing next to a Lizard mage, and taking a massive amount more damage from spells, since said Lizard mage can channel spells through the weapon. Beldar once killed a dragon by 'losing' a fight, and letting him have the weapon, the Wooly, too stubborn to let go of it until it hurt too much, then got bombarded by Annihilation spells, suffering around x6 damage each one.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
-
- Hero
- Posts: 1039
- Joined: Sun Oct 08, 2000 1:01 am
- Location: AZ
Re: Everybody Loves Rune Weapons
t0m wrote:Overkill wrote:t0m wrote:i would have to say that deathkiss is still my sweetheart/first love of rune weapons. i tend to be pretty stingy with them in my games. in my last campaign the group disposed of a few evil ones, but i dont think they ever found a 'keeper'...
I LOVE DEATHKISS!!!!! My all time fav. I was sad that it wasn't in 2nd Ed.
indeed. she was my first love, and the only rune weapon i know of that i (as a player) strive to obtain. i have had a few characters who found her over the years...and i find myself subconsciously taking the appropriate alignment and wp when i create a character quite often lol
also, The Beast is correct. she is reprinted in the library with a bit more detail/story/updated history of what has happened to her since the gersidi tomb.
<3
Deathkiss was the first rune weapon I ever saw... Since just about every group I was in during the 1st ed era ran through gersidi, we constantly encountered her (except when the GM made her absent). Whenever someone says "rune weapon" I hear a whisper in the back of my mind "Death is the softest kiss"
Side note: As I design my "ultimate" game room (now just need the money for it!), I do plan on getting a sword made to look just like her... It will hang behind the GMs throne chair. Thinking luminous paint to get the runes to glow.
--
GS
Galadriel in leather! Yayayayayayaya!
>>>----Therumancer--->
Well, hang on to your seats boys and girls, but I agree with GS-Veknironth
[Goliath baiting]Hey, according to my copy of Yin-Sloth Jungles, they came out in 1995. Didn't you get your copies?[/Golaith baiting]-MrNexx, regarding the OK books
People don't like it when searching through a website is a pain in the butt (even if it's a proctology website)-Uncle Servo
GS
Galadriel in leather! Yayayayayayaya!
>>>----Therumancer--->
Well, hang on to your seats boys and girls, but I agree with GS-Veknironth
[Goliath baiting]Hey, according to my copy of Yin-Sloth Jungles, they came out in 1995. Didn't you get your copies?[/Golaith baiting]-MrNexx, regarding the OK books
People don't like it when searching through a website is a pain in the butt (even if it's a proctology website)-Uncle Servo
- t0m
- Adventurer
- Posts: 409
- Joined: Thu Sep 04, 2003 1:33 pm
- Comment: nothing left and nothing right
- Location: canaduh
Re: Everybody Loves Rune Weapons
Goliath Strongarm wrote:t0m wrote:Overkill wrote:t0m wrote:i would have to say that deathkiss is still my sweetheart/first love of rune weapons. i tend to be pretty stingy with them in my games. in my last campaign the group disposed of a few evil ones, but i dont think they ever found a 'keeper'...
I LOVE DEATHKISS!!!!! My all time fav. I was sad that it wasn't in 2nd Ed.
indeed. she was my first love, and the only rune weapon i know of that i (as a player) strive to obtain. i have had a few characters who found her over the years...and i find myself subconsciously taking the appropriate alignment and wp when i create a character quite often lol
also, The Beast is correct. she is reprinted in the library with a bit more detail/story/updated history of what has happened to her since the gersidi tomb.
<3
Deathkiss was the first rune weapon I ever saw... Since just about every group I was in during the 1st ed era ran through gersidi, we constantly encountered her (except when the GM made her absent). Whenever someone says "rune weapon" I hear a whisper in the back of my mind "Death is the softest kiss"
Side note: As I design my "ultimate" game room (now just need the money for it!), I do plan on getting a sword made to look just like her... It will hang behind the GMs throne chair. Thinking luminous paint to get the runes to glow.
Re: Everybody Loves Rune Weapons
Goliath Strongarm wrote:Side note: As I design my "ultimate" game room (now just need the money for it!), I do plan on getting a sword made to look just like her... It will hang behind the GMs chair throne. Thinking luminous paint to get the runes to glow.
Fixed that mistake you made in your post.
Also, when this happens, pictures (Or just mail me the replica, I SWEAR I'll mail it back . . . ).
But more Rune Items folks! I'll have to unveil my newest creation once it's done just to keep the thread going.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Been a while since I put something here... let's have a look through my archives again shall we?
Blood
Greatest Rune Weapon
Type: Battle Axe
Color: Jet Black
Damage: 6d6
Alignment: Aberrant
Elemental Powers (fire) PPE 100 6th level proficiency
Cloud of Ash
Darkness
Mini-Fireballs
Dancing Fires
Breathe Fire
Fire Whip
plus: can cast a Fireball at 10th level proficiency 2 times/24 hours (see below)
Psionic Abilities ISP 70
ALL Physical Psionics
Empathic Transmission
Mind Wipe
Special: Blood is a rather gruesome Rune Battle Axe, jet black in color with a blade that is constantly dripping with blood and gore. Even if thoroghly cleaned, blood will actually seep from the blade, returning it to its usual gruesome appearance within 1d4 melees. The blood coming from the weapon actually has some rather impressive magical abilities.
First and foremost the blood acts as a minor healing potion, restoring 1d8 HP or 2d6 SDC when drunk (minimum of 2 oz must be consumed). Blood can collected from the weapon to be stored for future use. However, the blood must be collected in a vial that once contained holy water. This particular trick only works once per vial, though.
Second, twice per day the blood can become a highly toxic Poison, requiring a save vs Lethal Poison every melee for 1d6+2 melees. Failure results in an additional 4d6 damage. The poison must be injected. The blood remains toxic for 5 melees if left on the axe. If removed to coat a different weapon the duration drops to 2 melees.
Finally, interestingly enough, the blood from this axe is a potential cure for Vampirism!. If a vampire partakes of the blood from the axe he must save vs Magic. Success means the "victim" is cured and is no longer a Vampire, losing all vampiric powers, abilities, strengths, and weaknesses, becoming a normal mortal again. Failing the save means the Vampire is wracked with terrible pain as he suffers 4d6 damage direct to HP as well as losing half attacks and suffering a -5 to Strike, Parry and Dodge for 4 melees. Vampires may either willingly drink the blood, or be forced or tricked into it. There is a roughly 35% chance that any particular Vampire will have heard the rumors about Blood being able to cure Vampirism and reactions can vary widely if those in the know are confronted with him. (Some may welcome the chance for a cure, most will probably outright reject it. GM's call)
As a special note, Blood's Fireball, noted above, appears as a giant flaming skull hurtling toward its victim, not unlike a Chaser (PFRPG pg 255), though without the Psionic assault part... just the 10th level damage.
While Blood is Aberrant, he will allow himself to be wielded by people of an HONORABLE alignment (Principled, Scrupulous and Aberrant ONLY) Anyone else trying to claim him will take 2d6 damage. If the fool happens to be Diabolic alignment he will also hit him with a Mind Wipe, attempting to clear any memory of the victim ever finding him, though not permanently.
Blood's personality is one of quiet strength and confidence with an underlying tone of malice and danger. He speaks in quiet tones but with a direct, no nonsense approach. If he thinks a plan won't work or someone has a bad idea, he will say so in no uncertain terms, often to the point of being paternal, condescending and even downright insulting. (Think Wesley Snipes in "Blade") He does NOT speak of his history, though rumors can be found about him potentially being a Vampire (or possibly even a full blown Vampire Intelligence) before he was turned into a Rune Weapon. One particualrly interesting rumor has him pegged as the first Vampire to ever seek out, and eventually find, a cure for the affliction.
As a final note, while not neccessarily cursed, Blood can be a mess to carry, soon covering everything close to him with blood and gore. If the character carries him into a bar or in to sit down for a meal, he will drip blood all over the floor, the chair the character sits on and just about everything he comes in contact with. While technically not a curse, it can certainly have a negative impact on one's social standing/status.
That should keep the Rune Forges hot for a while! Keep them coming guys!
Blood
Greatest Rune Weapon
Type: Battle Axe
Color: Jet Black
Damage: 6d6
Alignment: Aberrant
Elemental Powers (fire) PPE 100 6th level proficiency
Cloud of Ash
Darkness
Mini-Fireballs
Dancing Fires
Breathe Fire
Fire Whip
plus: can cast a Fireball at 10th level proficiency 2 times/24 hours (see below)
Psionic Abilities ISP 70
ALL Physical Psionics
Empathic Transmission
Mind Wipe
Special: Blood is a rather gruesome Rune Battle Axe, jet black in color with a blade that is constantly dripping with blood and gore. Even if thoroghly cleaned, blood will actually seep from the blade, returning it to its usual gruesome appearance within 1d4 melees. The blood coming from the weapon actually has some rather impressive magical abilities.
First and foremost the blood acts as a minor healing potion, restoring 1d8 HP or 2d6 SDC when drunk (minimum of 2 oz must be consumed). Blood can collected from the weapon to be stored for future use. However, the blood must be collected in a vial that once contained holy water. This particular trick only works once per vial, though.
Second, twice per day the blood can become a highly toxic Poison, requiring a save vs Lethal Poison every melee for 1d6+2 melees. Failure results in an additional 4d6 damage. The poison must be injected. The blood remains toxic for 5 melees if left on the axe. If removed to coat a different weapon the duration drops to 2 melees.
Finally, interestingly enough, the blood from this axe is a potential cure for Vampirism!. If a vampire partakes of the blood from the axe he must save vs Magic. Success means the "victim" is cured and is no longer a Vampire, losing all vampiric powers, abilities, strengths, and weaknesses, becoming a normal mortal again. Failing the save means the Vampire is wracked with terrible pain as he suffers 4d6 damage direct to HP as well as losing half attacks and suffering a -5 to Strike, Parry and Dodge for 4 melees. Vampires may either willingly drink the blood, or be forced or tricked into it. There is a roughly 35% chance that any particular Vampire will have heard the rumors about Blood being able to cure Vampirism and reactions can vary widely if those in the know are confronted with him. (Some may welcome the chance for a cure, most will probably outright reject it. GM's call)
As a special note, Blood's Fireball, noted above, appears as a giant flaming skull hurtling toward its victim, not unlike a Chaser (PFRPG pg 255), though without the Psionic assault part... just the 10th level damage.
While Blood is Aberrant, he will allow himself to be wielded by people of an HONORABLE alignment (Principled, Scrupulous and Aberrant ONLY) Anyone else trying to claim him will take 2d6 damage. If the fool happens to be Diabolic alignment he will also hit him with a Mind Wipe, attempting to clear any memory of the victim ever finding him, though not permanently.
Blood's personality is one of quiet strength and confidence with an underlying tone of malice and danger. He speaks in quiet tones but with a direct, no nonsense approach. If he thinks a plan won't work or someone has a bad idea, he will say so in no uncertain terms, often to the point of being paternal, condescending and even downright insulting. (Think Wesley Snipes in "Blade") He does NOT speak of his history, though rumors can be found about him potentially being a Vampire (or possibly even a full blown Vampire Intelligence) before he was turned into a Rune Weapon. One particualrly interesting rumor has him pegged as the first Vampire to ever seek out, and eventually find, a cure for the affliction.
As a final note, while not neccessarily cursed, Blood can be a mess to carry, soon covering everything close to him with blood and gore. If the character carries him into a bar or in to sit down for a meal, he will drip blood all over the floor, the chair the character sits on and just about everything he comes in contact with. While technically not a curse, it can certainly have a negative impact on one's social standing/status.
That should keep the Rune Forges hot for a while! Keep them coming guys!
Last edited by JuliusCreed on Mon Nov 22, 2010 2:21 pm, edited 1 time in total.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Blood
Greatest Rune Weapon
Must . . . Resist . . . . Pun
Bloody awesome.
I feel bad now. Really like the axe though. Notation though, how many Oz's is "Covered" for it, kinda important if that's also a source of light healing.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Cinos wrote:JuliusCreed wrote:Blood
Greatest Rune Weapon
Must . . . Resist . . . . Pun
Bloody awesome.
I feel bad now. Really like the axe though. Notation though, how many Oz's is "Covered" for it, kinda important if that's also a source of light healing.
At it's best level of actual coverage you're probably looking at between 8 and 12 ounces of blood on it at any given time. This could be significantly less or more depending on how much action the weapon has seen in recent activity. For example, right after an intense and lengthy fight where it was swung around a lot, there could be as little as 4 oz on the blade from all the stuff flying off from the swinging around. Whereas, after just sitting around for a few hours, there could be maybe up to 16 ounces dripping of this gruesome thing. One other trick a player of mine tried was putting the axe in an empty tub for a few days and just letting the tub fill up with blood and voila! Bathtub full of healing potion! Ummm... let me think NO about that for a sec. (though I had to give him credit for thinking outside the box like that)
And please note the whole trick of storing it only working one time. To clarify this, your container has holy water in it. You use the holy water and refill it with blood from the axe. You7 use the blood as a healing potion. the container can NOT be used again, even if you use it to hold holy water again. After a while, the price of containers will rack up if you want to keep a steady supply of this stuff available.
One other drawback that most don't get at first about this axe. While your carrying this thing it is never clean, constantly dripping with blood and gore all over everything nearby, rubbing off on whatever it happens to brush against. Including you. Not a good look for some people to be half covered in blood and gore all the time. And don't even get me started on the difficulty of cleaning out bloodstains!
Hope that helps. If you have any more questions about this, or any of my other creations, feel free to ask, either here or at Remus' shop. (ok shameless plug, but hey, I love being an Alchemist )
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Hahaha! You should put that constantly being covered in blood and gore, while not a curse per say, is definitely not a plus for ones social life!
Hotrod wrote:I haven't noticed saints getting the bad end of the bargain at all. Sure, a lot of them die in pain and poverty. A lot of jerks die in agony, betrayal, and humiliation, often taking their own lives rather than having to face the consequences of what they've done.
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Johnathan wrote:Hahaha! You should put that constantly being covered in blood and gore, while not a curse per say, is definitely not a plus for ones social life!
Duly noted and appropriately editted. Thanks guys!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
So, fresh of the GM's table, before the player even sees it! Two notations, I haven't taken the time to revert their stats to canon style, some may be in Greek, but you'll get the point, if you want to use it in a normal game, condense every instance of Damage into on bonus, and then cut every listed bonus in half (in the case of combat rolls 5% = +1), cut listed skill modifiers by about half, and ignore anything that's not instantly clear. B: the power level for the weapon, and the game it's being used in is pretty high, so expect any munchkin to start drooling.
Broken Hydra Vine (Laurana)
Class: Greatest Rune Weapon
Type: Ram'Do
Damage: 6D6 x 10 + 50
Alignment: Unprincipled
Powers:
Heavy: Wielder gains -1 to Strike and Parry for every 2 P.S under 20. Increase Stamina Costs of Movement Actions by 1.
Painful - 24: Strikes which deal Damage also require a Save vs Insanity (Pain) of 24, or the target gains 1 Stack of "Suffering" per 2 Points Failed.
Serrated - 20: Strikes which deal Damage also cause 20 Wounds to the target.
Keen - 5: Reduce AR of the Target by -5 when determine Hits and Damage with this Weapon.
Hydra's Bone: Any time the Wielder makes an attack, they suffer 1D4 Death Damage, ignoring Armor and Damage Shields. Change Damage to 2D4 x 10 + 50, P.V to 10.
Follow Through: Any time this weapon makes a Swing, there is a 25% Chance to also make a Slash at the same target at no Cost. If the Swing hit, the Slash hits Automatically. This weapon does not have its Damage Reduced from Cleave.
Refinement: Wielder gains +45% to Spell Power, and increase Abjuration Spell Damage by +100% and Spell Effect by +50%. Any time the Wielder spends Morale to increase Spell Power, Spell Damage, or Restore P.P.E, increase the bonus by 100%.
Solid State: This Weapon always Deals Physical Damage. Reduce Physical Resistance and Physical Immunity of Targets when calculating damage for this weapon by -50%.
Earth Shatter: Increase Damage from Power Attacks and Devastate by +50%. Increase Total Damage to Heavy Armor by +25%.
Locus: This weapon may be used in place of 1 or 2 Handed spell requirements.
Arcane Battery: This Weapon may store up to 50 P.P.E and Restores 1 P.P.E every 2 Minutes.
Soul Core: This Weapon has 24 Morale, and may spend Morale on its, or it's bonded Character's Spells, Actions with this weapon, or to Restore its P.P.E. The weapon Restores Morale from Storytelling, Sing, Performance Art, 2D4 Morale each day it is not used, and 1D4 Morale each time it Kills an Opponent.
Hydra's Fangs: Any time this Weapon inflicts Wounds to a target, the target gains 1D4 Stacks of "Hydra's Fangs", a Physical Debuff Effect which lasts until removed, suffering 3D6 Physical Damage for each application, and gaining -5% to Save vs Poison, and increase Poison Damage taken by 20%. Any character may remove 1D6 Stacks of Hydra's Fangs by spending 1 Action.
Vengeance Delayed: If this weapon deals damage to an Abjuration Effect, Suspect that damage for 1 Second. After that duration, increase Damage, Critical Damage and End Damage by +50%, and deal damage Normally.
Blood Rage: Wielder gains -50% to save vs Insanity (Taunt and Berserk).
Bore: Wielder gains half Morale from drinking or any events at a bar.
Warrior Goddess: Once per Week, this weapon may restore its and P.P.E, 2D4 Morale, and gain +100% to End Damage and Damage for 3 Seconds.
Blessing of Beldar: Any time the Wielder dies, this weapon may suspend all abilities for 15 Seconds, and then the Wielder is set to 50% of their S.D.C, H.P and Stamina, and has all Total Damage taken and dealt reduced by 95% for 5 Seconds.
Blessing of Esrick: Any time the Wielder Suffers Damage past Damage Shields and Armor, the Attacker gains -20% to Save vs Insanity (Pain and Psioncis) for 5 Seconds, and increase the Damage and Effects of Psionics by 50%.
Blessing of Humanity: Before an attack, as a Free Action, the wielder may spend 1D6 H.P to gain +50% to Damage, +50% to Critical Damage, or +25% to Strike. After an Attack, as a Free Action, the Wielder may spend 3D6 H.P to gain +100% Damage, +100% Critical Damage, or make the Attack a Critical. Each bonus may be gained at normal cost.
Runic Item: This weapon has an I.Q of 16, an M.E of 24 and an M.A of 7, and is an Elf. The item may disable any of its powers other than; Damage, P.V, Solid State, Heavy, Painful, Serrated, Keen, Hydra Bone, Follow Through, and Hydra's Fangs.
Curse: Aggression. The wielder becomes HIGHLY aggressive against personal slights, cheats, and anything else. Stubbing a toe on a door is likey to ensure that door is little more than kindling soon. Bumping into the wielder is likely to end in a shouting match at best, bloodshed at worse. Character wielding this weapon must make a Save vs Insanity (Control) check of 14 every 7 Seconds during Combat, and 28 every time they suffer Damage, or become Enraged, a Mental Debuff Effect which lasts for 1 Minute, gaining +100% to Strike, +50% to Maneuver, and +100% to Critical and End Damage, -200% to Parry and Dodge. Also, the Character loses all Stacks of Distract, and gains 20 Stacks of Taunt from all Characters in that combat. Any time the wielder witnesses unwanted advances to women, or abuse to children, the they must make a Save vs Insanity (Control) Check of 40 or gain 100 Stacks of Taunt from the Offender, become Enraged from this and any other Enrage abilities, and attack.
Also, not a curse exactly, but the weapon is made entirely of bone, weighted and hooked at the end, with uneven, jagged and hooked teeth along the length of the 'blade', and is about 8 feet long and 40 odd pounds. It's noticeable, intimidating and in the way.
Personality: A bizarre mix of personalities, one might think the original soul had two of them. In battle, and times of tense emotion, the weapon is a blood thirsty, thoughtless beast intent on only destruction and death, no thought of the price of victory or the collateral damage around them. Aside from making the wielder a target, it's also hardly a good thing for their friends near by. And even if the wielder is calm, the weapon will do her best to ensure she can vent these feelings by either feeding her emotions into the wielder, or using simple school yard tactics, insulting and bulling the wielder into action, or at least to make herself feel better. Has a habit to know the exact thing to annoy her target into conflict, and no insult is too vulgar or sacred. Out of battle however, she is a very different person, and loves the arts, and mental challenges, and beg like a neglected girlfriend to be taken to theaters, encourages poetry, and the arcane arts (the highest mental task to her). She will engage in friendly debate and discussion about the matter, and is fairly knowledgeable about it (Lore - Magic at 200%). However, there are two other small quirks of the weapon, the first is children, she absolutely adores them, anything seen as spiteful or even unmindful of them (like cussing), will end with at -least- a reprimand from the weapon, if its someone other then the wielder, it could turn to bloodshed fast, the wielder might find select powers ignored for a few fights. Any direct violence to any kids (including something simple like a parent or militia man giving a warranted spanking), WILL turn bloody. The other is women, more to the point, women being hit on. It's likely she'll nudge her wielder to intervene (or again, withhold powers), if it's clear the advances are unwanted in anyway, it'll get bloody fast again.
Broken Hydra Vine (Laurana)
Class: Greatest Rune Weapon
Type: Ram'Do
Damage: 6D6 x 10 + 50
Alignment: Unprincipled
Powers:
Heavy: Wielder gains -1 to Strike and Parry for every 2 P.S under 20. Increase Stamina Costs of Movement Actions by 1.
Painful - 24: Strikes which deal Damage also require a Save vs Insanity (Pain) of 24, or the target gains 1 Stack of "Suffering" per 2 Points Failed.
Serrated - 20: Strikes which deal Damage also cause 20 Wounds to the target.
Keen - 5: Reduce AR of the Target by -5 when determine Hits and Damage with this Weapon.
Hydra's Bone: Any time the Wielder makes an attack, they suffer 1D4 Death Damage, ignoring Armor and Damage Shields. Change Damage to 2D4 x 10 + 50, P.V to 10.
Follow Through: Any time this weapon makes a Swing, there is a 25% Chance to also make a Slash at the same target at no Cost. If the Swing hit, the Slash hits Automatically. This weapon does not have its Damage Reduced from Cleave.
Refinement: Wielder gains +45% to Spell Power, and increase Abjuration Spell Damage by +100% and Spell Effect by +50%. Any time the Wielder spends Morale to increase Spell Power, Spell Damage, or Restore P.P.E, increase the bonus by 100%.
Solid State: This Weapon always Deals Physical Damage. Reduce Physical Resistance and Physical Immunity of Targets when calculating damage for this weapon by -50%.
Earth Shatter: Increase Damage from Power Attacks and Devastate by +50%. Increase Total Damage to Heavy Armor by +25%.
Locus: This weapon may be used in place of 1 or 2 Handed spell requirements.
Arcane Battery: This Weapon may store up to 50 P.P.E and Restores 1 P.P.E every 2 Minutes.
Soul Core: This Weapon has 24 Morale, and may spend Morale on its, or it's bonded Character's Spells, Actions with this weapon, or to Restore its P.P.E. The weapon Restores Morale from Storytelling, Sing, Performance Art, 2D4 Morale each day it is not used, and 1D4 Morale each time it Kills an Opponent.
Hydra's Fangs: Any time this Weapon inflicts Wounds to a target, the target gains 1D4 Stacks of "Hydra's Fangs", a Physical Debuff Effect which lasts until removed, suffering 3D6 Physical Damage for each application, and gaining -5% to Save vs Poison, and increase Poison Damage taken by 20%. Any character may remove 1D6 Stacks of Hydra's Fangs by spending 1 Action.
Vengeance Delayed: If this weapon deals damage to an Abjuration Effect, Suspect that damage for 1 Second. After that duration, increase Damage, Critical Damage and End Damage by +50%, and deal damage Normally.
Blood Rage: Wielder gains -50% to save vs Insanity (Taunt and Berserk).
Bore: Wielder gains half Morale from drinking or any events at a bar.
Warrior Goddess: Once per Week, this weapon may restore its and P.P.E, 2D4 Morale, and gain +100% to End Damage and Damage for 3 Seconds.
Blessing of Beldar: Any time the Wielder dies, this weapon may suspend all abilities for 15 Seconds, and then the Wielder is set to 50% of their S.D.C, H.P and Stamina, and has all Total Damage taken and dealt reduced by 95% for 5 Seconds.
Blessing of Esrick: Any time the Wielder Suffers Damage past Damage Shields and Armor, the Attacker gains -20% to Save vs Insanity (Pain and Psioncis) for 5 Seconds, and increase the Damage and Effects of Psionics by 50%.
Blessing of Humanity: Before an attack, as a Free Action, the wielder may spend 1D6 H.P to gain +50% to Damage, +50% to Critical Damage, or +25% to Strike. After an Attack, as a Free Action, the Wielder may spend 3D6 H.P to gain +100% Damage, +100% Critical Damage, or make the Attack a Critical. Each bonus may be gained at normal cost.
Runic Item: This weapon has an I.Q of 16, an M.E of 24 and an M.A of 7, and is an Elf. The item may disable any of its powers other than; Damage, P.V, Solid State, Heavy, Painful, Serrated, Keen, Hydra Bone, Follow Through, and Hydra's Fangs.
Curse: Aggression. The wielder becomes HIGHLY aggressive against personal slights, cheats, and anything else. Stubbing a toe on a door is likey to ensure that door is little more than kindling soon. Bumping into the wielder is likely to end in a shouting match at best, bloodshed at worse. Character wielding this weapon must make a Save vs Insanity (Control) check of 14 every 7 Seconds during Combat, and 28 every time they suffer Damage, or become Enraged, a Mental Debuff Effect which lasts for 1 Minute, gaining +100% to Strike, +50% to Maneuver, and +100% to Critical and End Damage, -200% to Parry and Dodge. Also, the Character loses all Stacks of Distract, and gains 20 Stacks of Taunt from all Characters in that combat. Any time the wielder witnesses unwanted advances to women, or abuse to children, the they must make a Save vs Insanity (Control) Check of 40 or gain 100 Stacks of Taunt from the Offender, become Enraged from this and any other Enrage abilities, and attack.
Also, not a curse exactly, but the weapon is made entirely of bone, weighted and hooked at the end, with uneven, jagged and hooked teeth along the length of the 'blade', and is about 8 feet long and 40 odd pounds. It's noticeable, intimidating and in the way.
Personality: A bizarre mix of personalities, one might think the original soul had two of them. In battle, and times of tense emotion, the weapon is a blood thirsty, thoughtless beast intent on only destruction and death, no thought of the price of victory or the collateral damage around them. Aside from making the wielder a target, it's also hardly a good thing for their friends near by. And even if the wielder is calm, the weapon will do her best to ensure she can vent these feelings by either feeding her emotions into the wielder, or using simple school yard tactics, insulting and bulling the wielder into action, or at least to make herself feel better. Has a habit to know the exact thing to annoy her target into conflict, and no insult is too vulgar or sacred. Out of battle however, she is a very different person, and loves the arts, and mental challenges, and beg like a neglected girlfriend to be taken to theaters, encourages poetry, and the arcane arts (the highest mental task to her). She will engage in friendly debate and discussion about the matter, and is fairly knowledgeable about it (Lore - Magic at 200%). However, there are two other small quirks of the weapon, the first is children, she absolutely adores them, anything seen as spiteful or even unmindful of them (like cussing), will end with at -least- a reprimand from the weapon, if its someone other then the wielder, it could turn to bloodshed fast, the wielder might find select powers ignored for a few fights. Any direct violence to any kids (including something simple like a parent or militia man giving a warranted spanking), WILL turn bloody. The other is women, more to the point, women being hit on. It's likely she'll nudge her wielder to intervene (or again, withhold powers), if it's clear the advances are unwanted in anyway, it'll get bloody fast again.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Cinos wrote:So, fresh of the GM's table, before the player even sees it! Two notations, I haven't taken the time to revert their stats to canon style, some may be in Greek, but you'll get the point, if you want to use it in a normal game, condense every instance of Damage into on bonus, and then cut every listed bonus in half (in the case of combat rolls 5% = +1), cut listed skill modifiers by about half, and ignore anything that's not instantly clear. B: the power level for the weapon, and the game it's being used in is pretty high, so expect any munchkin to start drooling.
Broken Hydra Vine (Laurana)
Class: Greatest Rune Weapon
Type: Ram'Do
Damage: 6D6 x 10 + 50
Alignment: Unprincipled
Powers:
Heavy: Wielder gains -1 to Strike and Parry for every 2 P.S under 20. Increase Stamina Costs of Movement Actions by 1.
Painful - 24: Strikes which deal Damage also require a Save vs Insanity (Pain) of 24, or the target gains 1 Stack of "Suffering" per 2 Points Failed.
Serrated - 20: Strikes which deal Damage also cause 20 Wounds to the target.
Keen - 5: Reduce AR of the Target by -5 when determine Hits and Damage with this Weapon.
Hydra's Bone: Any time the Wielder makes an attack, they suffer 1D4 Death Damage, ignoring Armor and Damage Shields. Change Damage to 2D4 x 10 + 50, P.V to 10.
Follow Through: Any time this weapon makes a Swing, there is a 25% Chance to also make a Slash at the same target at no Cost. If the Swing hit, the Slash hits Automatically. This weapon does not have its Damage Reduced from Cleave.
Refinement: Wielder gains +45% to Spell Power, and increase Abjuration Spell Damage by +100% and Spell Effect by +50%. Any time the Wielder spends Morale to increase Spell Power, Spell Damage, or Restore P.P.E, increase the bonus by 100%.
Solid State: This Weapon always Deals Physical Damage. Reduce Physical Resistance and Physical Immunity of Targets when calculating damage for this weapon by -50%.
Earth Shatter: Increase Damage from Power Attacks and Devastate by +50%. Increase Total Damage to Heavy Armor by +25%.
Locus: This weapon may be used in place of 1 or 2 Handed spell requirements.
Arcane Battery: This Weapon may store up to 50 P.P.E and Restores 1 P.P.E every 2 Minutes.
Soul Core: This Weapon has 24 Morale, and may spend Morale on its, or it's bonded Character's Spells, Actions with this weapon, or to Restore its P.P.E. The weapon Restores Morale from Storytelling, Sing, Performance Art, 2D4 Morale each day it is not used, and 1D4 Morale each time it Kills an Opponent.
Hydra's Fangs: Any time this Weapon inflicts Wounds to a target, the target gains 1D4 Stacks of "Hydra's Fangs", a Physical Debuff Effect which lasts until removed, suffering 3D6 Physical Damage for each application, and gaining -5% to Save vs Poison, and increase Poison Damage taken by 20%. Any character may remove 1D6 Stacks of Hydra's Fangs by spending 1 Action.
Vengeance Delayed: If this weapon deals damage to an Abjuration Effect, Suspect that damage for 1 Second. After that duration, increase Damage, Critical Damage and End Damage by +50%, and deal damage Normally.
Blood Rage: Wielder gains -50% to save vs Insanity (Taunt and Berserk).
Bore: Wielder gains half Morale from drinking or any events at a bar.
Warrior Goddess: Once per Week, this weapon may restore its and P.P.E, 2D4 Morale, and gain +100% to End Damage and Damage for 3 Seconds.
Blessing of Beldar: Any time the Wielder dies, this weapon may suspend all abilities for 15 Seconds, and then the Wielder is set to 50% of their S.D.C, H.P and Stamina, and has all Total Damage taken and dealt reduced by 95% for 5 Seconds.
Blessing of Esrick: Any time the Wielder Suffers Damage past Damage Shields and Armor, the Attacker gains -20% to Save vs Insanity (Pain and Psioncis) for 5 Seconds, and increase the Damage and Effects of Psionics by 50%.
Blessing of Humanity: Before an attack, as a Free Action, the wielder may spend 1D6 H.P to gain +50% to Damage, +50% to Critical Damage, or +25% to Strike. After an Attack, as a Free Action, the Wielder may spend 3D6 H.P to gain +100% Damage, +100% Critical Damage, or make the Attack a Critical. Each bonus may be gained at normal cost.
Runic Item: This weapon has an I.Q of 16, an M.E of 24 and an M.A of 7, and is an Elf. The item may disable any of its powers other than; Damage, P.V, Solid State, Heavy, Painful, Serrated, Keen, Hydra Bone, Follow Through, and Hydra's Fangs.
Curse: Aggression. The wielder becomes HIGHLY aggressive against personal slights, cheats, and anything else. Stubbing a toe on a door is likey to ensure that door is little more than kindling soon. Bumping into the wielder is likely to end in a shouting match at best, bloodshed at worse. Character wielding this weapon must make a Save vs Insanity (Control) check of 14 every 7 Seconds during Combat, and 28 every time they suffer Damage, or become Enraged, a Mental Debuff Effect which lasts for 1 Minute, gaining +100% to Strike, +50% to Maneuver, and +100% to Critical and End Damage, -200% to Parry and Dodge. Also, the Character loses all Stacks of Distract, and gains 20 Stacks of Taunt from all Characters in that combat. Any time the wielder witnesses unwanted advances to women, or abuse to children, the they must make a Save vs Insanity (Control) Check of 40 or gain 100 Stacks of Taunt from the Offender, become Enraged from this and any other Enrage abilities, and attack.
Also, not a curse exactly, but the weapon is made entirely of bone, weighted and hooked at the end, with uneven, jagged and hooked teeth along the length of the 'blade', and is about 8 feet long and 40 odd pounds. It's noticeable, intimidating and in the way.
Personality: A bizarre mix of personalities, one might think the original soul had two of them. In battle, and times of tense emotion, the weapon is a blood thirsty, thoughtless beast intent on only destruction and death, no thought of the price of victory or the collateral damage around them. Aside from making the wielder a target, it's also hardly a good thing for their friends near by. And even if the wielder is calm, the weapon will do her best to ensure she can vent these feelings by either feeding her emotions into the wielder, or using simple school yard tactics, insulting and bulling the wielder into action, or at least to make herself feel better. Has a habit to know the exact thing to annoy her target into conflict, and no insult is too vulgar or sacred. Out of battle however, she is a very different person, and loves the arts, and mental challenges, and beg like a neglected girlfriend to be taken to theaters, encourages poetry, and the arcane arts (the highest mental task to her). She will engage in friendly debate and discussion about the matter, and is fairly knowledgeable about it (Lore - Magic at 200%). However, there are two other small quirks of the weapon, the first is children, she absolutely adores them, anything seen as spiteful or even unmindful of them (like cussing), will end with at -least- a reprimand from the weapon, if its someone other then the wielder, it could turn to bloodshed fast, the wielder might find select powers ignored for a few fights. Any direct violence to any kids (including something simple like a parent or militia man giving a warranted spanking), WILL turn bloody. The other is women, more to the point, women being hit on. It's likely she'll nudge her wielder to intervene (or again, withhold powers), if it's clear the advances are unwanted in anyway, it'll get bloody fast again.
Holy @#$%#@%^%$#(*&^%!!! What kind of insanely high powered game are you running that could require a weapon that does 80 to 410 damage before boosting? Much less one with a laundry list of 20(!) powers? Munchkins aren't just drooling right now, they're either actively copying this thing down or scoffing at it because they've already come up with something even more embarrassingly powerful. I can't help but wonder whether you yourself fall into the category of munchkin yourself my friend. No offense is intended here... just saying that this is just waaaaaayyyyy over the top. At least for me.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Holy @#$%#@%^%$#(*&^%!!! What kind of insanely high powered game are you running that could require a weapon that does 80 to 410 damage before boosting? Much less one with a laundry list of 20(!) powers? Munchkins aren't just drooling right now, they're either actively copying this thing down or scoffing at it because they've already come up with something even more embarrassingly powerful. I can't help but wonder whether you yourself fall into the category of munchkin yourself my friend. No offense is intended here... just saying that this is just waaaaaayyyyy over the top. At least for me.
The kind of game that's been going for about 10 years straight, served as the testing grounds for my new rules, and the original basis of the game was 'see how long you could live' (I was TRYING to kill the players and they knew it for the first year or so). Also, as the first bit explains, about halve the stats back to canon stats (so 3D6 x 10, still high). Numbers in my games are by default fairly high. This weapon is about the first thing to be able to one shot the entry level opponents they fight (which are things like 15th level warriors backed by chaos priests). The party's on an extremely high power level at this point, and are barely scraping by, and they're expected to assault the Black Citadel soon, I at least want to give them a fighting chance.
Also, Munchkin isn't completely accurate, but it's close
Oh, also, for Christmas, I give gifts (one of them was a game which I lifted all class and race restrictions for a new game, this year it's rune weapons ).
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Cinos wrote:JuliusCreed wrote:Holy @#$%#@%^%$#(*&^%!!! What kind of insanely high powered game are you running that could require a weapon that does 80 to 410 damage before boosting? Much less one with a laundry list of 20(!) powers? Munchkins aren't just drooling right now, they're either actively copying this thing down or scoffing at it because they've already come up with something even more embarrassingly powerful. I can't help but wonder whether you yourself fall into the category of munchkin yourself my friend. No offense is intended here... just saying that this is just waaaaaayyyyy over the top. At least for me.
The kind of game that's been going for about 10 years straight, served as the testing grounds for my new rules, and the original basis of the game was 'see how long you could live' (I was TRYING to kill the players and they knew it for the first year or so). Also, as the first bit explains, about halve the stats back to canon stats (so 3D6 x 10, still high). Numbers in my games are by default fairly high. This weapon is about the first thing to be able to one shot the entry level opponents they fight (which are things like 15th level warriors backed by chaos priests). The party's on an extremely high power level at this point, and are barely scraping by, and they're expected to assault the Black Citadel soon, I at least want to give them a fighting chance.
Also, Munchkin isn't completely accurate, but it's close
Oh, also, for Christmas, I give gifts (one of them was a game which I lifted all class and race restrictions for a new game, this year it's rune weapons ).
Yeah even at half it's still pretty high, but if that's the kind of game you've got then have a blast with it.
And if this is one of the "gifts", Merry Christmas!
Happy Thanksgiving to you and yours!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
DON'T GO TOWARDS THE LIGHT!!!!!
So going to see if I can't raise this thread from the dead. I figured it fitting that one broken weapon killed it, the one that goes to another party member (Or might, assuming they don't trail behind the bad guys). Again, this is written in the rules of my games, most of it are pretty straightforward though.
Mask of the Black Son
Type: Face Mask Power Level: Runic
Durability Rating: N/A
Abilities:
Compatibility: This Item may only bond to Shadow Elemental or Shadow Mages.
Runic Item: This weapon has an I.Q of 10, an M.E of 30 and an M.A of 2, and is a Shade. The item may disable any of its powers other than; Compatibility, Focused Mind and Master of Shadows.
Plane Tap: Any time the Bonded Character suffers non-Poison Damage or Wounds from an enemy or himself, the item creates a 4x4x4 Area of Shadow within 60 Feet.
Soul Core: This Item holds 75 Energy. This Energy may be used as P.P.E, I.S.P or Stamina for the Bonded Character. Item restores 1 Energy per 5 Seconds.
Focused Mind: Reduce the I.S.P Cost of Psionic Powers by 20%.
Black Gate: During the Wearers Characters turn, they may spend 2 Actions, and any combination of 50 P.P.E, I.S.P, Stamina and / or H.P. Once paid for, they gain "Black Gate", a Magic (Shadow) Debuff Effect, which lasts for 1 Minute, and has +100% to Save vs Magic. If this Debuff is Dispelled, the Dispeller suffers 3D12 x 10 Shadow Damage. While this Debuff is active, every 2D4 Seconds, a Greater Shade Wolf spawns within the closest Shadow which is at least 4 Square feet in size. Every 2D6 x 10 Seconds, a Greater Shadow Beast will spawn. The Greater Shadow Wolf and Greater Shadow Beast are free willed and integrate into combat normally, Black Gate offers no control or removal method for them.
Master of Shadows: The wearer has Damage and Effect from Shadow reduced by 100%.
Shade Consumption: The wearer may destroy a 2x2x2 area of Shadow as a Free Action to restore 1D4 x 10 H.P, or gain "Shade Empowerment", a Magic (Shadow) Buff Effect, which lasts for 7 Seconds, gaining +25% to Dodge, Balance, Strike, Damage or increase the effect of Damage Shields by +25%. "Shade Empowerment" May stack up to 10 Times, but any time the Wearer Suffers Damage or is Healed, all stacks are Removed.
Shadow Form: Wearer suffers 3D6 Death Damage every 3 Seconds when in lighting over 75%. When in Lighting over 100%, wielder suffers 6D6 Death Damage every 2 Seconds, and suffers -50% to All Combat Rolls.
Plane Bonding: Increase the Damage of Shadow Spells cast by the Wearer by +200%, and their Effect by +50%. The Character may consume 1 Cubic Foot of Shadow to gain 3D10 P.P.E as an Free Action.
Imparted Knowledge: This item allows the wearer to use any Shadow Magic spell as if known. The character may increase the level of these spells and spend focus on them as if they had learned them. These spells and their effects end if the mask is removed, and must be re-activated normally. The level and focus of spells remains, but the abilities may not be used. Increase the Max Level of Shadow Spells by +3.
Black Will: Character must make a Save vs Insanity (Battle of Wills) against this Item (it has 1D20 x 1.5 to Save), or once during that day, it will Activate Black Gate Once during a time of its choosing.
Fixed Afterlife: If the Bonded Character is reduced to 0 H.P, they are teleported to the Throne of Shades. Their soul may not enter an Afterlife. Character cannot be Resurrected
Value: About 500,000 to those willing to try to re-sell it, or those unfamiliar with the shadow arts, about 25 to 50 Million to those who understand its true value.
Personality: The being within is a conniving entity. He's just now starting to grasp how mortals work. He 'got' elves back before the war, enticing them with easy power he thought was easy, but afterwards, they became so much harder to just offer immortality to, and it sent him back to square one. While clever, he's not great at learning fast. His plans are masterful, but a wrench will throw him from his tracks without a doubt. At the time, he's still convinced he can still return to his material form if he stabilizes his realm, and wants to send as many mortals there as he can, sure that when the die there and become shades, he can re-populate it and cause it to become a full, self sufficient realm again. He will lie, cheat, murder and do whatever it takes to spread his magic and teachings again, only able to send those with a link back to his realm to any effect. However, he's not childish or vein, requires no credit in plans or work, and needs no pleasing unlike many rune weapons. He will occasionally try to bring forces into the world for various reasons, or as a threat to the wearer and his allies.
History: The being in the mask has never been mortal, and is a sort of the norm rune item. Within it was forged a great fragment of a powerful Shadow Elemental, ages ago, it was the master of the Plane of Shadows, when it and the Plane of Light where still merged as Elemental Planes, along with Fire, Earth, Air and Water. During the Chaos War however, this bridge was shattered, and both the Plane of Light and Shadow suffered irrecoverable damage, fragmenting from the elemental realms, into their own realms. This master Shadow Elemental, in a desperate bid to save his existence, for the first time fearing for his eternal existence since creation, split himself into many forms, while it saved him in a sense, it destabilized his realm, and other shades vied for power over what was his realm. Even some of his own former selves became warlords who would war among their own kind. The horrors from the realm became contained just due to their own civil wars. In time, the greatest of these began to lose ground, due to what was thought a natural result of the damage to the plane, it started to collapse, shades became rarer and rarer, weaker and weaker, and again, he panicked. Conned into a plan, he agreed to be forged into a great runic item, he was told it would be a great weapon, which would not only act as a locus to stabilize his realm for good, but in the end, was forged into a simple mask, and cast into the realm of Palladia, no fanfare was given to it, and it was unknown to almost everyone. It first appeared again during the Age of a Thousand Magiks, quickly taken up, and found, proliferating Shadow Magic into the world, but it, and its various owners slowly vanished, and the item was hidden after the Age of Purification. With the reappearance of Shadow Magic in the world, it is thought the item was again found.
Now I know people have more rune weapons, or high end magic items outside of one alchemist shop! Don't let Julius run the forges out of business!
So going to see if I can't raise this thread from the dead. I figured it fitting that one broken weapon killed it, the one that goes to another party member (Or might, assuming they don't trail behind the bad guys). Again, this is written in the rules of my games, most of it are pretty straightforward though.
Mask of the Black Son
Type: Face Mask Power Level: Runic
Durability Rating: N/A
Abilities:
Compatibility: This Item may only bond to Shadow Elemental or Shadow Mages.
Runic Item: This weapon has an I.Q of 10, an M.E of 30 and an M.A of 2, and is a Shade. The item may disable any of its powers other than; Compatibility, Focused Mind and Master of Shadows.
Plane Tap: Any time the Bonded Character suffers non-Poison Damage or Wounds from an enemy or himself, the item creates a 4x4x4 Area of Shadow within 60 Feet.
Soul Core: This Item holds 75 Energy. This Energy may be used as P.P.E, I.S.P or Stamina for the Bonded Character. Item restores 1 Energy per 5 Seconds.
Focused Mind: Reduce the I.S.P Cost of Psionic Powers by 20%.
Black Gate: During the Wearers Characters turn, they may spend 2 Actions, and any combination of 50 P.P.E, I.S.P, Stamina and / or H.P. Once paid for, they gain "Black Gate", a Magic (Shadow) Debuff Effect, which lasts for 1 Minute, and has +100% to Save vs Magic. If this Debuff is Dispelled, the Dispeller suffers 3D12 x 10 Shadow Damage. While this Debuff is active, every 2D4 Seconds, a Greater Shade Wolf spawns within the closest Shadow which is at least 4 Square feet in size. Every 2D6 x 10 Seconds, a Greater Shadow Beast will spawn. The Greater Shadow Wolf and Greater Shadow Beast are free willed and integrate into combat normally, Black Gate offers no control or removal method for them.
Master of Shadows: The wearer has Damage and Effect from Shadow reduced by 100%.
Shade Consumption: The wearer may destroy a 2x2x2 area of Shadow as a Free Action to restore 1D4 x 10 H.P, or gain "Shade Empowerment", a Magic (Shadow) Buff Effect, which lasts for 7 Seconds, gaining +25% to Dodge, Balance, Strike, Damage or increase the effect of Damage Shields by +25%. "Shade Empowerment" May stack up to 10 Times, but any time the Wearer Suffers Damage or is Healed, all stacks are Removed.
Shadow Form: Wearer suffers 3D6 Death Damage every 3 Seconds when in lighting over 75%. When in Lighting over 100%, wielder suffers 6D6 Death Damage every 2 Seconds, and suffers -50% to All Combat Rolls.
Plane Bonding: Increase the Damage of Shadow Spells cast by the Wearer by +200%, and their Effect by +50%. The Character may consume 1 Cubic Foot of Shadow to gain 3D10 P.P.E as an Free Action.
Imparted Knowledge: This item allows the wearer to use any Shadow Magic spell as if known. The character may increase the level of these spells and spend focus on them as if they had learned them. These spells and their effects end if the mask is removed, and must be re-activated normally. The level and focus of spells remains, but the abilities may not be used. Increase the Max Level of Shadow Spells by +3.
Black Will: Character must make a Save vs Insanity (Battle of Wills) against this Item (it has 1D20 x 1.5 to Save), or once during that day, it will Activate Black Gate Once during a time of its choosing.
Fixed Afterlife: If the Bonded Character is reduced to 0 H.P, they are teleported to the Throne of Shades. Their soul may not enter an Afterlife. Character cannot be Resurrected
Value: About 500,000 to those willing to try to re-sell it, or those unfamiliar with the shadow arts, about 25 to 50 Million to those who understand its true value.
Personality: The being within is a conniving entity. He's just now starting to grasp how mortals work. He 'got' elves back before the war, enticing them with easy power he thought was easy, but afterwards, they became so much harder to just offer immortality to, and it sent him back to square one. While clever, he's not great at learning fast. His plans are masterful, but a wrench will throw him from his tracks without a doubt. At the time, he's still convinced he can still return to his material form if he stabilizes his realm, and wants to send as many mortals there as he can, sure that when the die there and become shades, he can re-populate it and cause it to become a full, self sufficient realm again. He will lie, cheat, murder and do whatever it takes to spread his magic and teachings again, only able to send those with a link back to his realm to any effect. However, he's not childish or vein, requires no credit in plans or work, and needs no pleasing unlike many rune weapons. He will occasionally try to bring forces into the world for various reasons, or as a threat to the wearer and his allies.
History: The being in the mask has never been mortal, and is a sort of the norm rune item. Within it was forged a great fragment of a powerful Shadow Elemental, ages ago, it was the master of the Plane of Shadows, when it and the Plane of Light where still merged as Elemental Planes, along with Fire, Earth, Air and Water. During the Chaos War however, this bridge was shattered, and both the Plane of Light and Shadow suffered irrecoverable damage, fragmenting from the elemental realms, into their own realms. This master Shadow Elemental, in a desperate bid to save his existence, for the first time fearing for his eternal existence since creation, split himself into many forms, while it saved him in a sense, it destabilized his realm, and other shades vied for power over what was his realm. Even some of his own former selves became warlords who would war among their own kind. The horrors from the realm became contained just due to their own civil wars. In time, the greatest of these began to lose ground, due to what was thought a natural result of the damage to the plane, it started to collapse, shades became rarer and rarer, weaker and weaker, and again, he panicked. Conned into a plan, he agreed to be forged into a great runic item, he was told it would be a great weapon, which would not only act as a locus to stabilize his realm for good, but in the end, was forged into a simple mask, and cast into the realm of Palladia, no fanfare was given to it, and it was unknown to almost everyone. It first appeared again during the Age of a Thousand Magiks, quickly taken up, and found, proliferating Shadow Magic into the world, but it, and its various owners slowly vanished, and the item was hidden after the Age of Purification. With the reappearance of Shadow Magic in the world, it is thought the item was again found.
Now I know people have more rune weapons, or high end magic items outside of one alchemist shop! Don't let Julius run the forges out of business!
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
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Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Thanks for ressurecting this one, Cinos ol' pal! Had almost forgotten it. looks like i'll have to start digging in the archives for more of those ancient items of destruction. Stay tuned everybody! Uncle Remus is on a roll!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Revan wrote:Ignex The General Rune Sword
Type: Greater Rune Long Sword
Damage: 3D6
Alignment: Principled
Powers: All common rune powers. Plus two of my own Design
Power 1: Ignex grants his wielder a +30% to any and all Military Skills.
Power 2: Three times a day, upon mental command from the wielder, Ignex can summon a suit of full magical armor, fully weightless, of the wielders choice and design (could be anything from normal looking full plate, Samurai Armor, or even a chain mail Bikini) with an AR of 18 and 400 SDC that lasts 5 minutes.
Curse: Getting used to Ignex takes some time. While in combat, the sword will yell mental commands on how to properly strike or parry an attack. This can cause some confusion and leaves the wielder at a -4 to all combat rolls for the first 6 months. After that, the user will be used to Ignex and his contant tips and after another six months the wielder will enjoy a +1 to all combat bonuses. (never goes any higher)
Personality: Ignex is a solider and nothing else. All he ever talk about is battle and how many different strategies he has for any one type of scenario. While some may find this useful this could also be an annoyance as he will be contantly bombarding the wielder with tips and ideas on how to handle various enemies.
History: He dosen't like to talk about it as it has hardly anything to do with battle.
I like him. The duration of the combat penalties seems a bit steep to me though. A -4 for 6 months? That can get most fighter types killed in a hurry. Maybe have the duration be at half for Knights, Pallys, Mercs and Soldiers. They're kinda used to having orders barked at them from superiors. Everyone else can take the full 6 though, especially Mages and Clergy. Other than that, no complaints. This has Uncle Remus's seal of approval!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Revan wrote:Ignex The General Rune Sword
Type: Greater Rune Long Sword
Damage: 3D6
Alignment: Principled
Powers: All common rune powers. Plus two of my own Design
Power 1: Ignex grants his wielder a +30% to any and all Military Skills.
Power 2: Three times a day, upon mental command from the wielder, Ignex can summon a suit of full magical armor, fully weightless, of the wielders choice and design (could be anything from normal looking full plate, Samurai Armor, or even a chain mail Bikini) with an AR of 18 and 400 SDC that lasts 5 minutes.
Curse: Getting used to Ignex takes some time. While in combat, the sword will yell mental commands on how to properly strike or parry an attack. This can cause some confusion and leaves the wielder at a -4 to all combat rolls for the first 6 months. After that, the user will be used to Ignex and his contant tips and after another six months the wielder will enjoy a +1 to all combat bonuses. (never goes any higher)
Personality: Ignex is a solider and nothing else. All he ever talk about is battle and how many different strategies he has for any one type of scenario. While some may find this useful this could also be an annoyance as he will be contantly bombarding the wielder with tips and ideas on how to handle various enemies.
History: He dosen't like to talk about it as it has hardly anything to do with battle.
I like him. The duration of the combat penalties seems a bit steep to me though. A -4 for 6 months? That can get most fighter types killed in a hurry. Maybe have the duration be at half for Knights, Pallys, Mercs and Soldiers. They're kinda used to having orders barked at them from superiors. Everyone else can take the full 6 though, especially Mages and Clergy. Other than that, no complaints. This has Uncle Remus's seal of approval!
I'd agree, I honestly wouldn't want the weapon as a weapon for any soldier, be nice for a battlefield leader (armor to avoid sniper fire / what have you, and the being shouted at won't matter as much) to reap the bonuses. My personal suggestion would be the opposing of Creed's, Half penalty for Men at Arms, rather then duration (for the same reasons though, very used to harsh dictates of arms masters). Concept is nice though, reminds me of Tycho.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Thanks, I just might! And feel free to use anything you find on this thread as well, at least the ones I've put in. Can't speak for everyone here after all! Keep the forges burning!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Wouldn't post them if I didn't mind people using them, though most will need some reverse engineering just to use, and I don't recommend using most of mine unless you plan to abuse their weakness, or are running a high end game (Or don't care about game balance and won't mind if it spirals out of control ).
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- ingexthefuryhunter1
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Re: Everybody Loves Rune Weapons
I approve this weapon, 110%
And I am not that bad, am I
And I am not that bad, am I
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
At long last! I have searched my entire megaverse for another weapon worthy of posting here, and have found this;
The Fist of Belimar
Greatest Rune Weapon
Type: War Hammer
Color: Dark Grey w/ Runes inlaid with Gold
Damage: 6d6
Alignment: Scrupulous
Elemental Magic (Earth, PPE: 100)
All spells level 1-6 at 8th level proficiency
Speed Doubler
Doubles wielder's SPD Attribute and adds a +2 to initiative and 1 attack
Special: Dwarven Fury
The weapon automatically does Double Damage to Elves and grants the wielder a +3 to Strike and Parry when battling them. It also grants a +2 to any Saves against Magic or Psionics an Elf uses against the wielder. 3 times per day the weapon may be commanded to do Triple Damage to Elves for 3 melee rounds. (which it is more than happy to do) The weapon is also a deadly Soul Drinker and (obviously) prefers Elven souls. A successful Soul Drinking attack does an additional 2d6 damage which is also doubled against Elves. (or tripled if the Dwarven Fury power is activated) Saving against a Soul Drinking attack requires a 14 or better on a d20 (Elves are -2 to Save)
History: The Fist of Belimar is an ancient Rune Weapon, created just before the Dwarf/Elf War, and proof positive that Dwarven Rune Smiths kept the best creations for themselves. He is a gruff and cantankerous old warrior with an obsessive hatred of the Elven race. Wielded by an ancient line of Dwarven kings, he saw very extensive action in the Great War and was responsible for the deaths of thousands, possibly tens of thousands, of Elves during the conflict. The last king to wield him was slain during one of the final battles of the War, and his current whereabouts are pretty much unknown. Rumors abound that after the death of the king, he was supposedly taken by the Elves and used as a trophy, displayed by the Elven armies to demoralize and dishearten Dwarven soldiers during the last few battles of the war. After the War ended, he was one of the first Rune Weapons tagged for disposal, but had somehow mysteriously vanished, spirited away by a Dwarven hardliner, a bold and/or foolhardy thief, or even by Belimar himself, depending on the stories one hears. There have been few sightings of The Fist since then, most of the rumors being followed up turning up as dead ends, others being cases of mistaken identity.
The Fist of Belimar can be wielded by any Good or Selfish aligned person, except for Elves. Dwarves are another exception, as well, in that he can be used by a Dwarf of ANY alignment. Also, The Fist CANNOT be used against a Dwarf! Anyone attempting to do so will see the weapon always stop short of actually striking the Dwarf and the weapon attacking the wielder using whatever spells it has at its disposal! (On an interesting side note, the Fist CANNOT tell the difference between a Dwarf and a creature shapechanged to look like a Dwarf, ie: Changelings, Dragons, or even Elves using the proper spells, potions etc! If the target LOOKS like a Dwarf, it IS a Dwarf as far as the weapon is concerned) If someone of Evil alignment takes up The Fist it will do 2d6 damage per melee of contact (unless they are a Dwarf) If an Elf is foolish enough to pick him up, he will cast Encase Object in Stone upon himself, trapping the Elf's hand upon him in the process, and begin doing the 2d6 damage per round noted above. (Note: This is the ONLY damage he does to Elves that is NOT doubled, and the above side note about not harming Dwarves still applies. So technically, an Elf can metamorph into a Dwarf and safely pick up The Fist. But, metamorphosis abilities can only last for so long!)
Curse: The weapon's hatred of Elves slowly starts to manifest itself upon its wielder. He will constantly speak of Elven treachery and arrogance and their holier-than-thou attitudes and any and all of the negative things that were associated with Elves during the time of his creation. He is an unrepentant bigot that can make even the Grand Dragon of the KKK look kind and open-minded. If the wielder has any Elven friends he will be constantly chided and scorned for befriending the "pointy-eared pieces of living garbage" and may (30% chance) even refuse to function, not casting spells or revoking his Speed Doubler powers until the Elf is removed from his presence or, preferably, killed where it stands. (The Fist NEVER refers to Elves as people, referring to them simply as "it".) Anyone bonding with The Fist of Belimar (this takes the usual 6 months) will gain an unreasoning hatred of the Elven race. Treat this as an insanity of Obssession; Hate focusing on Elves. If the weapon is ever lost or discarded, the Obssession remains and must be cured as an insanity rather than with a Remove Curse.
I feel it neccessary to put up a disclaimer here that I am NOT biased against Elves, nor any other Palladium race! This is just an interesting discovery in my archives that could provide some rather fun story hooks for your game! Enjoy!
The Fist of Belimar
Greatest Rune Weapon
Type: War Hammer
Color: Dark Grey w/ Runes inlaid with Gold
Damage: 6d6
Alignment: Scrupulous
Elemental Magic (Earth, PPE: 100)
All spells level 1-6 at 8th level proficiency
Speed Doubler
Doubles wielder's SPD Attribute and adds a +2 to initiative and 1 attack
Special: Dwarven Fury
The weapon automatically does Double Damage to Elves and grants the wielder a +3 to Strike and Parry when battling them. It also grants a +2 to any Saves against Magic or Psionics an Elf uses against the wielder. 3 times per day the weapon may be commanded to do Triple Damage to Elves for 3 melee rounds. (which it is more than happy to do) The weapon is also a deadly Soul Drinker and (obviously) prefers Elven souls. A successful Soul Drinking attack does an additional 2d6 damage which is also doubled against Elves. (or tripled if the Dwarven Fury power is activated) Saving against a Soul Drinking attack requires a 14 or better on a d20 (Elves are -2 to Save)
History: The Fist of Belimar is an ancient Rune Weapon, created just before the Dwarf/Elf War, and proof positive that Dwarven Rune Smiths kept the best creations for themselves. He is a gruff and cantankerous old warrior with an obsessive hatred of the Elven race. Wielded by an ancient line of Dwarven kings, he saw very extensive action in the Great War and was responsible for the deaths of thousands, possibly tens of thousands, of Elves during the conflict. The last king to wield him was slain during one of the final battles of the War, and his current whereabouts are pretty much unknown. Rumors abound that after the death of the king, he was supposedly taken by the Elves and used as a trophy, displayed by the Elven armies to demoralize and dishearten Dwarven soldiers during the last few battles of the war. After the War ended, he was one of the first Rune Weapons tagged for disposal, but had somehow mysteriously vanished, spirited away by a Dwarven hardliner, a bold and/or foolhardy thief, or even by Belimar himself, depending on the stories one hears. There have been few sightings of The Fist since then, most of the rumors being followed up turning up as dead ends, others being cases of mistaken identity.
The Fist of Belimar can be wielded by any Good or Selfish aligned person, except for Elves. Dwarves are another exception, as well, in that he can be used by a Dwarf of ANY alignment. Also, The Fist CANNOT be used against a Dwarf! Anyone attempting to do so will see the weapon always stop short of actually striking the Dwarf and the weapon attacking the wielder using whatever spells it has at its disposal! (On an interesting side note, the Fist CANNOT tell the difference between a Dwarf and a creature shapechanged to look like a Dwarf, ie: Changelings, Dragons, or even Elves using the proper spells, potions etc! If the target LOOKS like a Dwarf, it IS a Dwarf as far as the weapon is concerned) If someone of Evil alignment takes up The Fist it will do 2d6 damage per melee of contact (unless they are a Dwarf) If an Elf is foolish enough to pick him up, he will cast Encase Object in Stone upon himself, trapping the Elf's hand upon him in the process, and begin doing the 2d6 damage per round noted above. (Note: This is the ONLY damage he does to Elves that is NOT doubled, and the above side note about not harming Dwarves still applies. So technically, an Elf can metamorph into a Dwarf and safely pick up The Fist. But, metamorphosis abilities can only last for so long!)
Curse: The weapon's hatred of Elves slowly starts to manifest itself upon its wielder. He will constantly speak of Elven treachery and arrogance and their holier-than-thou attitudes and any and all of the negative things that were associated with Elves during the time of his creation. He is an unrepentant bigot that can make even the Grand Dragon of the KKK look kind and open-minded. If the wielder has any Elven friends he will be constantly chided and scorned for befriending the "pointy-eared pieces of living garbage" and may (30% chance) even refuse to function, not casting spells or revoking his Speed Doubler powers until the Elf is removed from his presence or, preferably, killed where it stands. (The Fist NEVER refers to Elves as people, referring to them simply as "it".) Anyone bonding with The Fist of Belimar (this takes the usual 6 months) will gain an unreasoning hatred of the Elven race. Treat this as an insanity of Obssession; Hate focusing on Elves. If the weapon is ever lost or discarded, the Obssession remains and must be cured as an insanity rather than with a Remove Curse.
I feel it neccessary to put up a disclaimer here that I am NOT biased against Elves, nor any other Palladium race! This is just an interesting discovery in my archives that could provide some rather fun story hooks for your game! Enjoy!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Interesting and rather good weapon, +1 Actions is always insane, much less the ability to jack up bonuses, with just a small, minor, side effect that may result in random murder in the wrong hands, and cut off from most alchemical shops at best. Wish I had this back when my main party found the Rune Forges in Northolme and had to help rest it from a Belmarian and Dwarf zealot group.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Cinos wrote:Interesting and rather good weapon, +1 Actions is always insane, much less the ability to jack up bonuses, with just a small, minor, side effect that may result in random murder in the wrong hands, and cut off from most alchemical shops at best. Wish I had this back when my main party found the Rune Forges in Northolme and had to help rest it from a Belmarian and Dwarf zealot group.
Glad you like him! Feel freee to make use of him anyway! Dwarven Zealots always have a nasty habit of cropping up anyway!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Cinos wrote:Interesting and rather good weapon, +1 Actions is always insane, much less the ability to jack up bonuses, with just a small, minor, side effect that may result in random murder in the wrong hands, and cut off from most alchemical shops at best. Wish I had this back when my main party found the Rune Forges in Northolme and had to help rest it from a Belmarian and Dwarf zealot group.
Glad you like him! Feel freee to make use of him anyway! Dwarven Zealots always have a nasty habit of cropping up anyway!
Well the one in question was devoured by a semi-deific being, and his physical remains dropped to the bottom of Northolme after taking a brutish hit from the Warrior of the party (The one who is now questing to get the weapon that killed the thread in fact!). Nearly killed the party before that of course
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Acba Agu yin Kym-nark-mar! Let this dead topic arise and walk among the living once again!
Now that the thread ressurrection ritual is complete, here's a neat little item to see if it can keep on going;
Sehti-Anhkhar
Greater Rune Item
Color: Black with inlaid silver and gold runes
Type: Holy Symbol (Church of Light and Dark)
Alignment: Diabolic (Free-Willed)
Powers
Clerical/Healing Abilities
*Healing touch: 2d6 HP and SDC (or 2d6 MDC) 6x per 24 hours
*Remove Curse: 56% Once per day
*Turn 4d6 Dead: 55% 4x per 24 hrs Duration: 4 hrs
*Animate/Command 2d6 Dead: 64% 2x per 24 hrs Duration 4 hrs
Elemental Magic at 6th level proficiency (Fire) PPE: 100
*Stench of Hades
*Darkness
*Swirling Lights
*Fireball
*Mini-Fireballs
*Fire Whip
Special: Summon Death Sprite; Identical to the special Deific Power known by Set (Dragons & Gods pg 152) the use of this power can be done once per day and causes the wielder of the item to suffer a loss of 10 SDC/HP. The item's wielder also has NO control over the Death Sprite; it acts exactly as described in the Deific Power description, attacking who or whatever is closest, and will always appear in front of the wielder and rush forward when summoned. The creature has 10 attacks per melee doing 2d6 damage each, tripled against supernatural and deific entities. It cannot differentiate between animate and inanimate objects, so if a chair happens to be closer than an opponent, the chair will suffer the tiny creature's wrath first. Against inanimate objects, the sprite only does half damage. After 1 minute, the tiny little thing burns itself out in furious frustration, doing 1d4x10 damage to everything within a 20 feet diameter.
History: Appearing as a simple holy symbol (in this case, an Ankh) made of black wood and covered with runes inlaid in silver except for the 2 largest runes carved into either side of the crux of the symbol which are inlaid in gold, the rune for Darkness on one side, Light on the other. This item was specially created as a Holy Rune Artifact, similar to a Lightbringer Rune Weapon (PFRPG pg 252) but instead dedicated to a god of darkness. And not just any god of darkness; this item is dedicated to Set, the Lord of Darkness! Rumors abound of this simple looking holy symbol's actual creation being overseen by the Lord of Darkness himself and that it is a fragment of his own deific essence that powers it! Of course whether these rumors are true or not remain a mystery, though many historic accounts of the item speak of attempts to use the supposed essence fragment of Set within it to attempt to control the dark god. All such attempts have met with horrible failure with the people making the attempts suffering fates far worse than death at Set's own hands. (One particularly gruesome tale recounts an ambitious black priest who was bold (ie stupid) enough to try and control Set about a thousand years ago with the item. They say he still suffers on the plane of Taut, being slowly skinned alive over a period of a month before having the flesh eaten from his bones by fire ants, then being restored to full health to start all over again.) While it can neither be confirmed nor denied that a fragment of Set's essence powers the item, the presence of powers within the item that are unique to Set make for a very strong argument that it's true, and attempts are still occassionally made by foolhardy adventurers to find a way to control the dark god with the item.
Personality: Sehti-Ankhar is really quite the smooth talker, charming without being obtrusive, commanding without being overbearing. He always seems to have just the right thing to say to whoever holds him to convince them of his sincerity in being used as a force for whatever it is they seek to accomplish. If held by a good aligned Priest, he will play up his Healing Powers, using them freely and without question. If he happens to be taken up by a warrior, his fire magic is usually more than enough to convince them of his worth. All the while, he softly whispers in the back of their minds. Dark and sinister, playing on the fears and desires of his wielder, instilling feelings of paranoia, jealousy, lust and worse, then promising his loyalty in helping his wielder solve his "problems" in as quick and efficient a way as possible, then laughing as the poor soul comes to understand just how corrupted he's become.
Curse: The wielder of the item suffers from a unique curse in that he will nearly constantly be beseiged by Set's deific power of Whisper Evil Thought. (Dragons & Gods pg 152) The use of this power is at NO COST to Set whatsoever because it is actually the rune item performing the power.
Here you go guys and gals! Let the Runes rule once again!!
Now that the thread ressurrection ritual is complete, here's a neat little item to see if it can keep on going;
Sehti-Anhkhar
Greater Rune Item
Color: Black with inlaid silver and gold runes
Type: Holy Symbol (Church of Light and Dark)
Alignment: Diabolic (Free-Willed)
Powers
Clerical/Healing Abilities
*Healing touch: 2d6 HP and SDC (or 2d6 MDC) 6x per 24 hours
*Remove Curse: 56% Once per day
*Turn 4d6 Dead: 55% 4x per 24 hrs Duration: 4 hrs
*Animate/Command 2d6 Dead: 64% 2x per 24 hrs Duration 4 hrs
Elemental Magic at 6th level proficiency (Fire) PPE: 100
*Stench of Hades
*Darkness
*Swirling Lights
*Fireball
*Mini-Fireballs
*Fire Whip
Special: Summon Death Sprite; Identical to the special Deific Power known by Set (Dragons & Gods pg 152) the use of this power can be done once per day and causes the wielder of the item to suffer a loss of 10 SDC/HP. The item's wielder also has NO control over the Death Sprite; it acts exactly as described in the Deific Power description, attacking who or whatever is closest, and will always appear in front of the wielder and rush forward when summoned. The creature has 10 attacks per melee doing 2d6 damage each, tripled against supernatural and deific entities. It cannot differentiate between animate and inanimate objects, so if a chair happens to be closer than an opponent, the chair will suffer the tiny creature's wrath first. Against inanimate objects, the sprite only does half damage. After 1 minute, the tiny little thing burns itself out in furious frustration, doing 1d4x10 damage to everything within a 20 feet diameter.
History: Appearing as a simple holy symbol (in this case, an Ankh) made of black wood and covered with runes inlaid in silver except for the 2 largest runes carved into either side of the crux of the symbol which are inlaid in gold, the rune for Darkness on one side, Light on the other. This item was specially created as a Holy Rune Artifact, similar to a Lightbringer Rune Weapon (PFRPG pg 252) but instead dedicated to a god of darkness. And not just any god of darkness; this item is dedicated to Set, the Lord of Darkness! Rumors abound of this simple looking holy symbol's actual creation being overseen by the Lord of Darkness himself and that it is a fragment of his own deific essence that powers it! Of course whether these rumors are true or not remain a mystery, though many historic accounts of the item speak of attempts to use the supposed essence fragment of Set within it to attempt to control the dark god. All such attempts have met with horrible failure with the people making the attempts suffering fates far worse than death at Set's own hands. (One particularly gruesome tale recounts an ambitious black priest who was bold (ie stupid) enough to try and control Set about a thousand years ago with the item. They say he still suffers on the plane of Taut, being slowly skinned alive over a period of a month before having the flesh eaten from his bones by fire ants, then being restored to full health to start all over again.) While it can neither be confirmed nor denied that a fragment of Set's essence powers the item, the presence of powers within the item that are unique to Set make for a very strong argument that it's true, and attempts are still occassionally made by foolhardy adventurers to find a way to control the dark god with the item.
Personality: Sehti-Ankhar is really quite the smooth talker, charming without being obtrusive, commanding without being overbearing. He always seems to have just the right thing to say to whoever holds him to convince them of his sincerity in being used as a force for whatever it is they seek to accomplish. If held by a good aligned Priest, he will play up his Healing Powers, using them freely and without question. If he happens to be taken up by a warrior, his fire magic is usually more than enough to convince them of his worth. All the while, he softly whispers in the back of their minds. Dark and sinister, playing on the fears and desires of his wielder, instilling feelings of paranoia, jealousy, lust and worse, then promising his loyalty in helping his wielder solve his "problems" in as quick and efficient a way as possible, then laughing as the poor soul comes to understand just how corrupted he's become.
Curse: The wielder of the item suffers from a unique curse in that he will nearly constantly be beseiged by Set's deific power of Whisper Evil Thought. (Dragons & Gods pg 152) The use of this power is at NO COST to Set whatsoever because it is actually the rune item performing the power.
Here you go guys and gals! Let the Runes rule once again!!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
- Justthis Guy
- Explorer
- Posts: 101
- Joined: Mon Dec 31, 2007 12:31 pm
- Location: NW Arkansas
Re: Everybody Loves Rune Weapons
I too created a rune weapon. It is of the lesser variety, and an odd type.
Isslag - Trident
Unprincipled only! 4D6 damage to any other alignment. Prefers Elves and mages (higher PPE to draw upon)
Does 4D6 damage plus 1d6 cold damage- double damage to devils and demons and to any creature of fire.
Icy pale blue color with darker blue streaks.
owner is +2 to strike and parry with the weapon, and gets +1 to all saves. Additionally, owner is immune to all cold affects and attacks, and resistant to fire (half damage). Isslag will always urge its owner to attack any demon or devil.
Has 120 PPE, and can cast any combination of the following spells. Isslag will also draw PPE from its owner to cast spells (Isslag does not care that the owner may need the PPE), especially when fighting demons or devils.
Fog of Fear
Create Fog
Hail
Wall of Ice
Encase in Ice
Snow Storm
This trident is a little over 5' long and uses limited telepathy to communicate with its owner. It's personality is rather stand offish and cold. it's comments seem indifferent or even callous at times. The personality in the trident is that of a Water Warlock from the north. She is as stated cold and aloof and callous for the most part, and would rather be left alone and not bothered unless there is work to do, namely killing demons or devils. Other than the minor curse, Isslag is a very serviceable and boon companion if you are in the demon hunting business.
The weapon is cursed- After six months of contact the owners hair begins to turn all white and becomes uncomfortable in warm area (over 65 degrees F), then they are -1 on initiative. For every ten degrees above 65, the owner suffers an additional -1 to initiative, cumulative.
Isslag - Trident
Unprincipled only! 4D6 damage to any other alignment. Prefers Elves and mages (higher PPE to draw upon)
Does 4D6 damage plus 1d6 cold damage- double damage to devils and demons and to any creature of fire.
Icy pale blue color with darker blue streaks.
owner is +2 to strike and parry with the weapon, and gets +1 to all saves. Additionally, owner is immune to all cold affects and attacks, and resistant to fire (half damage). Isslag will always urge its owner to attack any demon or devil.
Has 120 PPE, and can cast any combination of the following spells. Isslag will also draw PPE from its owner to cast spells (Isslag does not care that the owner may need the PPE), especially when fighting demons or devils.
Fog of Fear
Create Fog
Hail
Wall of Ice
Encase in Ice
Snow Storm
This trident is a little over 5' long and uses limited telepathy to communicate with its owner. It's personality is rather stand offish and cold. it's comments seem indifferent or even callous at times. The personality in the trident is that of a Water Warlock from the north. She is as stated cold and aloof and callous for the most part, and would rather be left alone and not bothered unless there is work to do, namely killing demons or devils. Other than the minor curse, Isslag is a very serviceable and boon companion if you are in the demon hunting business.
The weapon is cursed- After six months of contact the owners hair begins to turn all white and becomes uncomfortable in warm area (over 65 degrees F), then they are -1 on initiative. For every ten degrees above 65, the owner suffers an additional -1 to initiative, cumulative.
The answer to Life the Universe and Everything is 42!!! but just what is the question? hmm . .
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Justthis Guy wrote:I too created a rune weapon. It is of the lesser variety, and an odd type.
Isslag - Trident
Unprincipled only! 4D6 damage to any other alignment. Prefers Elves and mages (higher PPE to draw upon)
Does 4D6 damage plus 1d6 cold damage- double damage to devils and demons and to any creature of fire.
Icy pale blue color with darker blue streaks.
owner is +2 to strike and parry with the weapon, and gets +1 to all saves. Additionally, owner is immune to all cold affects and attacks, and resistant to fire (half damage). Isslag will always urge its owner to attack any demon or devil.
Has 120 PPE, and can cast any combination of the following spells. Isslag will also draw PPE from its owner to cast spells (Isslag does not care that the owner may need the PPE), especially when fighting demons or devils.
Fog of Fear
Create Fog
Hail
Wall of Ice
Encase in Ice
Snow Storm
This trident is a little over 5' long and uses limited telepathy to communicate with its owner. It's personality is rather stand offish and cold. it's comments seem indifferent or even callous at times. The personality in the trident is that of a Water Warlock from the north. She is as stated cold and aloof and callous for the most part, and would rather be left alone and not bothered unless there is work to do, namely killing demons or devils. Other than the minor curse, Isslag is a very serviceable and boon companion if you are in the demon hunting business.
The weapon is cursed- After six months of contact the owners hair begins to turn all white and becomes uncomfortable in warm area (over 65 degrees F), then they are -1 on initiative. For every ten degrees above 65, the owner suffers an additional -1 to initiative, cumulative.
Nicely done! A fine addition to the archives, here! Keep them coming, more will follow!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Greetings and Salutations. Apparently I never posted Fuernor, the All Seeing Eye. So I guess I can do that now ( Fuernor can also be found at: http://www.prysus.com/weapon_rune_fuernor.htm ). There are a few editing mistakes, but I'm too lazy to fix them since this is just for fun. Hope you enjoy ...
Fuernor the All Seeing Eye
Rune Item
A rune item that functions the same as an eye. To bond with Fuernor and use his power, he must be implanted into the wielder's head like an eye. This means the wielder must be already missing an eye, either because of some previous accident or removed for the sole purpose of bonding with Fuernor. Once bonded both Fuernor and host are said to become one, and over time it becomes impossible to tell where one starts and the other ends.
Type: Rune Eye; Greater Rune Item.
Damage: None. Fuernor is a powerful item and can be instrumental to defeating entire armies, but he is not a weapon.
Alignment: Anarchist.
Powers: All the common rune powers plus the following:
1) Standard Sight: Tapping into the optical center of the wielder, the rune eye functions the exact same as a normal eye. If the race normally has nightvision or some other visual based ability, then the rune eye will possess those abilities as well. These abilities are based on the race of the host and do NOT remain with Fuernor to be passed on to new hosts.
2) Combat Sight: Due to his expertise with evaluating opponents, Fuernor can grant any host a +1 to strike, parry, and dodge. These combat bonuses apply to any weapons wielded or even in unarmed combat, as long as Fuernor remains bonded with the host.
3) Sight Beyond Sight: Fuernor understands his surroundings and environment so well that he can see things that go beyond normal sight, and this knowledge can be passed on to his host. Though if he is angered with his host, or believes his host is simply unworthy, he may withhold this ability to prove a point.
· Cannot be surprised attack (always aware).
· When fighting an invisible opponent, the host suffers only a -1 penalty to strike, parry, and dodge as opposed to the normal penalties. Note: This ability effectively cancels out his "Combat Sight" bonus. While he can determine where an opponent is located, he cannot study the opponent to the same degree.
· Fuernor is an expert at judging opponents. He can estimate an opponent's general level of experience (same as See Aura), if the opponent possesses psychic or magic abilities (but not which type, just that they're there and to be cautious), chi abilities, and style of combat (basic, expert, martial arts, assassin, etc.) just by observing their fighting combat stance. This lets him determine an opponent's overall threat level and how he should proceed.
4) Possess Host: Once bonded with Fuernor, he gains the ability to take control of the host's body. Unwilling hosts can attempt to resist with a save vs. possession (16 or higher). Due to their bond, this is different from a normal possession and there is no contest of wills, only a straight D20 roll with bonuses to save vs. possession added. Resisting possession will only anger Fuernor. On a general rule he will not attempt to take over the host's body often, at least not at first. In the early stages of the bond Fuernor will only attempt possession if he feels that the host is incapable of winning without him being in control.
Though if the host continues to prove inadequate, or after he's taken possession of the host a few times especially in a short period of time, Fuernor will start to become addicted to having a body again. Once this happens, Fuernor will begin to seize control of the body simply to enjoy life in physical form. He will always relinquish control again, but the more times he takes control the longer he'll stay in control and the more often he'll do it.
While in control of the host body, Fuernor will have full access to both host abilities as well as those of his rune item. The host normally only has access to abilities 1, 2, and 3. Ability 3 can be withheld by Fuernor if he so chooses, but he cannot withhold abilities 1 and 2 from the host regardless of his mood. However, abilities 5, 6, and 7 can only be accessed while Fuernor is in full control of the host body. Any time these abilities are needed, the host must relinquish control to Fuernor.
In this state, the host remains only vaguely aware of his surroundings. Sounds and images are distorted in a foggy haze. This is not an enjoyable state for the host who has no control over his/her body and no method of regaining control. Once Fuernor is in control, he remains in control until he decides to relinquish it. While there are times when allowing Fuernor to take control may be necessary, this is not a pleasant experience for the host. After experiencing it for the first time, the host should not look forward to repeating the experience again unless absolutely necessary. Of course, resisting will anger Fuernor. Deciding when to allow him control and when to resist requires a careful balance and strategy to both appease Fuernor while still not suffering this fate too often.
5) Counter Sight: Through his study and understanding of opponents, Fuernor can figure out a way to counter an enemy's techniques. After an opponent uses a special ability once, whether it's a natural ability, O.C.C. ability, spell, or other, after it's used once it's effectively useless against Fuernor. He learns so quickly that after seeing an ability used just once he can figure out how to counter it so it will never hurt him again. This makes him a very difficult opponent to defeat, because unless you can beat him with one move or have a good variety of tactics, he will counter every move.
6) Sight of Weakness: After studying an opponent for one full melee round (15 seconds), Fuernor is able to learn his opponent's weak points. This can be utilized in one of three ways. Note: Only one way can be used at a time. If he wishes to switch between methods, he must study the opponent for another full melee round (15 seconds).
· Every time he connects with an enemy, he deals double damage! If the strike roll is a critical strike, then triple damage. He knows where to hit an opponent to inflict maximum damage to his victim. This does not let him do damage to someone who is normally invulnerable to that type of attack.
· Some opponent's, such as a dragon or gargoyle, have a Natural A.R. By using this technique, Fuernor can completely bypass this A.R. and deal damage directly regardless of the strike roll (still needs to hit).
· Against normally invulnerable opponents such as a vampire or werewolf, Fuernor can figure out how to hurt them. While using one a weapon that could hurt the opponent is far easier (and allows him to use one of the other techniques), but when left with little choice he can use this technique to damage otherwise invulnerable opponents. When wielding a weapon that normally wouldn't hurt the creature, the weapon still inflicts half damage in the hands of Fuernor. How exactly this technique works is still a mystery, but it is believed he can figure out how they're vulnerabilities affect them and then somehow use that knowledge on a broader scale.
7) Bonuses: As long as Fuernor is in control, then he gains the full expertise of his skills. In addition to the host's P.P. bonus, Fuernor is +4 to strike, +6 to parry and dodge, Critical Strike on a Natural 18-20, and Death Blow on a Natural 20. He also skilled in the Battle Axe, Knife, Sword, and Spear, all possessed at level 15 proficiency. Note: While possessing the host, these are the only bonuses Fuernor receives. These are not added onto the normal combat abilities of the host, but replacing them.
Curse: None, other than the ability for Fuernor to take over the host's body.
Personality: A warrior in spirit, Fuernor is both a master strategist and tactician. He doesn't think in terms of good and evil, only in what must be done to win. While he finds hurting innocents an unfavorable task, he will do so without regret if it helps obtain ultimate victory. Compassion and other emotions are weakness. A true warrior must cast off these mortal restraints to become something more, to become strong, stronger than any other, and let nothing stand in his way.
History: Legend tells of a dwarven general (Chief Magistrate) whose strategy and tactics on the battlefield reached such an epic level that even the dwarven king (High Chief) let him lead the entire dwarven empire into war, with the dwarven king (High Chief) as his second in command on the battlefield. The general (Chief Magistrate) watched over the battlefield to see troop movements and devise a strategy instantly to counter and crush their enemies. He became known as the All Seeing Eye, for it was said that there was nothing that could escape his sight.
All stories say that Fuernor is connected with the All Seeing Eye, though the exact nature of their connection is still disputed. Some tales say that the All Seeing Eye gained his named from losing one eye in battle, and that is why only one eye is "all seeing." His value to the Dwarven Empire was so great that they forged a new eye for him. This led to the creation of Fuernor, a rune item that could restore his full range of sight and aid his natural talent to determine troop movements.
Another tale suggests that the dwarven general (Chief Magistrate) won every conflict, every battle, every war until the end of his days. On his death bed the dwarven king (High Chief) decided that the All Seeing Eye's value to the Dwarven Empire was far too valuable to lose him to ravages of time. There he ordered the All Seeing Eye, the greatest military mind in all of history, to be immortalized. Using the power of rune magic, the All Seeing Eye's soul was ripped from his body and imprisoned within the rune eye now known as Fuernor. This way, he can watch over the battlefield for all of time.
Fuernor the All Seeing Eye
Rune Item
A rune item that functions the same as an eye. To bond with Fuernor and use his power, he must be implanted into the wielder's head like an eye. This means the wielder must be already missing an eye, either because of some previous accident or removed for the sole purpose of bonding with Fuernor. Once bonded both Fuernor and host are said to become one, and over time it becomes impossible to tell where one starts and the other ends.
Type: Rune Eye; Greater Rune Item.
Damage: None. Fuernor is a powerful item and can be instrumental to defeating entire armies, but he is not a weapon.
Alignment: Anarchist.
Powers: All the common rune powers plus the following:
1) Standard Sight: Tapping into the optical center of the wielder, the rune eye functions the exact same as a normal eye. If the race normally has nightvision or some other visual based ability, then the rune eye will possess those abilities as well. These abilities are based on the race of the host and do NOT remain with Fuernor to be passed on to new hosts.
2) Combat Sight: Due to his expertise with evaluating opponents, Fuernor can grant any host a +1 to strike, parry, and dodge. These combat bonuses apply to any weapons wielded or even in unarmed combat, as long as Fuernor remains bonded with the host.
3) Sight Beyond Sight: Fuernor understands his surroundings and environment so well that he can see things that go beyond normal sight, and this knowledge can be passed on to his host. Though if he is angered with his host, or believes his host is simply unworthy, he may withhold this ability to prove a point.
· Cannot be surprised attack (always aware).
· When fighting an invisible opponent, the host suffers only a -1 penalty to strike, parry, and dodge as opposed to the normal penalties. Note: This ability effectively cancels out his "Combat Sight" bonus. While he can determine where an opponent is located, he cannot study the opponent to the same degree.
· Fuernor is an expert at judging opponents. He can estimate an opponent's general level of experience (same as See Aura), if the opponent possesses psychic or magic abilities (but not which type, just that they're there and to be cautious), chi abilities, and style of combat (basic, expert, martial arts, assassin, etc.) just by observing their fighting combat stance. This lets him determine an opponent's overall threat level and how he should proceed.
4) Possess Host: Once bonded with Fuernor, he gains the ability to take control of the host's body. Unwilling hosts can attempt to resist with a save vs. possession (16 or higher). Due to their bond, this is different from a normal possession and there is no contest of wills, only a straight D20 roll with bonuses to save vs. possession added. Resisting possession will only anger Fuernor. On a general rule he will not attempt to take over the host's body often, at least not at first. In the early stages of the bond Fuernor will only attempt possession if he feels that the host is incapable of winning without him being in control.
Though if the host continues to prove inadequate, or after he's taken possession of the host a few times especially in a short period of time, Fuernor will start to become addicted to having a body again. Once this happens, Fuernor will begin to seize control of the body simply to enjoy life in physical form. He will always relinquish control again, but the more times he takes control the longer he'll stay in control and the more often he'll do it.
While in control of the host body, Fuernor will have full access to both host abilities as well as those of his rune item. The host normally only has access to abilities 1, 2, and 3. Ability 3 can be withheld by Fuernor if he so chooses, but he cannot withhold abilities 1 and 2 from the host regardless of his mood. However, abilities 5, 6, and 7 can only be accessed while Fuernor is in full control of the host body. Any time these abilities are needed, the host must relinquish control to Fuernor.
In this state, the host remains only vaguely aware of his surroundings. Sounds and images are distorted in a foggy haze. This is not an enjoyable state for the host who has no control over his/her body and no method of regaining control. Once Fuernor is in control, he remains in control until he decides to relinquish it. While there are times when allowing Fuernor to take control may be necessary, this is not a pleasant experience for the host. After experiencing it for the first time, the host should not look forward to repeating the experience again unless absolutely necessary. Of course, resisting will anger Fuernor. Deciding when to allow him control and when to resist requires a careful balance and strategy to both appease Fuernor while still not suffering this fate too often.
5) Counter Sight: Through his study and understanding of opponents, Fuernor can figure out a way to counter an enemy's techniques. After an opponent uses a special ability once, whether it's a natural ability, O.C.C. ability, spell, or other, after it's used once it's effectively useless against Fuernor. He learns so quickly that after seeing an ability used just once he can figure out how to counter it so it will never hurt him again. This makes him a very difficult opponent to defeat, because unless you can beat him with one move or have a good variety of tactics, he will counter every move.
6) Sight of Weakness: After studying an opponent for one full melee round (15 seconds), Fuernor is able to learn his opponent's weak points. This can be utilized in one of three ways. Note: Only one way can be used at a time. If he wishes to switch between methods, he must study the opponent for another full melee round (15 seconds).
· Every time he connects with an enemy, he deals double damage! If the strike roll is a critical strike, then triple damage. He knows where to hit an opponent to inflict maximum damage to his victim. This does not let him do damage to someone who is normally invulnerable to that type of attack.
· Some opponent's, such as a dragon or gargoyle, have a Natural A.R. By using this technique, Fuernor can completely bypass this A.R. and deal damage directly regardless of the strike roll (still needs to hit).
· Against normally invulnerable opponents such as a vampire or werewolf, Fuernor can figure out how to hurt them. While using one a weapon that could hurt the opponent is far easier (and allows him to use one of the other techniques), but when left with little choice he can use this technique to damage otherwise invulnerable opponents. When wielding a weapon that normally wouldn't hurt the creature, the weapon still inflicts half damage in the hands of Fuernor. How exactly this technique works is still a mystery, but it is believed he can figure out how they're vulnerabilities affect them and then somehow use that knowledge on a broader scale.
7) Bonuses: As long as Fuernor is in control, then he gains the full expertise of his skills. In addition to the host's P.P. bonus, Fuernor is +4 to strike, +6 to parry and dodge, Critical Strike on a Natural 18-20, and Death Blow on a Natural 20. He also skilled in the Battle Axe, Knife, Sword, and Spear, all possessed at level 15 proficiency. Note: While possessing the host, these are the only bonuses Fuernor receives. These are not added onto the normal combat abilities of the host, but replacing them.
Curse: None, other than the ability for Fuernor to take over the host's body.
Personality: A warrior in spirit, Fuernor is both a master strategist and tactician. He doesn't think in terms of good and evil, only in what must be done to win. While he finds hurting innocents an unfavorable task, he will do so without regret if it helps obtain ultimate victory. Compassion and other emotions are weakness. A true warrior must cast off these mortal restraints to become something more, to become strong, stronger than any other, and let nothing stand in his way.
History: Legend tells of a dwarven general (Chief Magistrate) whose strategy and tactics on the battlefield reached such an epic level that even the dwarven king (High Chief) let him lead the entire dwarven empire into war, with the dwarven king (High Chief) as his second in command on the battlefield. The general (Chief Magistrate) watched over the battlefield to see troop movements and devise a strategy instantly to counter and crush their enemies. He became known as the All Seeing Eye, for it was said that there was nothing that could escape his sight.
All stories say that Fuernor is connected with the All Seeing Eye, though the exact nature of their connection is still disputed. Some tales say that the All Seeing Eye gained his named from losing one eye in battle, and that is why only one eye is "all seeing." His value to the Dwarven Empire was so great that they forged a new eye for him. This led to the creation of Fuernor, a rune item that could restore his full range of sight and aid his natural talent to determine troop movements.
Another tale suggests that the dwarven general (Chief Magistrate) won every conflict, every battle, every war until the end of his days. On his death bed the dwarven king (High Chief) decided that the All Seeing Eye's value to the Dwarven Empire was far too valuable to lose him to ravages of time. There he ordered the All Seeing Eye, the greatest military mind in all of history, to be immortalized. Using the power of rune magic, the All Seeing Eye's soul was ripped from his body and imprisoned within the rune eye now known as Fuernor. This way, he can watch over the battlefield for all of time.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Re: Everybody Loves Rune Weapons
Nifty item that I cannot help but think is inspired by Full Metal Alchemist. Though I must ask why you didn't have one of the study effects be a death blow, or offer a bonus to it.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Everybody Loves Rune Weapons
Cinos wrote:Nifty item that I cannot help but think is inspired by Full Metal Alchemist. Though I must ask why you didn't have one of the study effects be a death blow, or offer a bonus to it.
I admit nothing!
Greetings and Salutations. As for one of the effects being a death blow ... meh, didn't think about it. Heck, I think I wrote up the entire power at work with no books in front of me (except for his combat bonuses). Probably has something to do with the fact that except for the Demon Death Blow of Palladins I've never seen Death Blow come up in a game (or even used it myself). In fact, I don't know if I've ever known a character that's had it. With no experience with it, not something I consider until brought to my attention. Best explanation I can give you. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Re: Everybody Loves Rune Weapons
Prysus wrote:Cinos wrote:Nifty item that I cannot help but think is inspired by Full Metal Alchemist. Though I must ask why you didn't have one of the study effects be a death blow, or offer a bonus to it.
I admit nothing!
Greetings and Salutations. As for one of the effects being a death blow ... meh, didn't think about it. Heck, I think I wrote up the entire power at work with no books in front of me (except for his combat bonuses). Probably has something to do with the fact that except for the Demon Death Blow of Palladins I've never seen Death Blow come up in a game (or even used it myself). In fact, I don't know if I've ever known a character that's had it. With no experience with it, not something I consider until brought to my attention. Best explanation I can give you. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
Either way, I say you make themed runic um . . . cyborg? Parts for all the Homunculi gang. Greed's Fist, The Spine of Sloth, The Voracious Maw, The Flesh of Envy, Black Heart of Pride, and um . . . The Great Rack of Lust? Okay, I'd need to work on the name of that last one . . . I think I suffer the same fault as Havoc . . .
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Everybody Loves Rune Weapons
Cinos wrote:Greed's Fist
Greetings and Salutations. No, no, no. Greed would be a runic shield. Come on, that one should have been obvious. I'll consider writing one up, but I've already toyed with him a bit (such as one of the abilities of my "Whirling Dervish O.C.C.", a shield centered class, is called the Ultimate Shield, and I designed a space fighter that centers around defense and is sometimes referred to as the Ultimate Shield).
"Your Ultimate Shield is no match for my Ultimate Eye." They're the only two who had a name for their special abilities. Everyone else just ... kind of had them. Without a name, I just didn't feel inspired. But, if we're going to do this, let's see what we have ...
Cinos wrote:The Voracious Maw
This one ... may have actually inspired me for an idea. I'll kick it around a bit, might come up with something if you're really interested. Probably would involve some research. I'm thinking more a specific piece of armor (I have one in mind, but not sure what it would be called, or if such a piece even exists), or maybe a face mask (something like the mouth covering of Scorpion/Sub Zero from Mortal Kombat).
Cinos wrote:and um . . . The Great Rack of Lust? Okay, I'd need to work on the name of that last one . . . I think I suffer the same fault as Havoc . . .
Actually, wouldn't this be where the runic bikini armor (Rifter 9 1/2) comes in?
Cinos wrote:The Spine of Sloth, The Flesh of Envy, Black Heart of Pride
Hmm ... none of these have really struck a cord with me. Mmm ... maybe a gauntlet (I'm thinking massive punching gauntlet a la God of War III) for Sloth, something that's REALLY heavy and tires out the wearer, but can grant brief bursts of astonishing speed? No ideas for the other two yet, but I'll give it thought if you'd like and see what comes up. I may flip open Library of Bletherad to the Shadow Magic section and see if anything inspires me there.
Anyways, I think that's all for now. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
P.S. Kind of getting more of an idea on Pride. Don't know the specifics yet, but a loose concept that could make it a truly unusual rune weapon.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Prysus wrote:Cinos wrote:Greed's Fist
Greetings and Salutations. No, no, no. Greed would be a runic shield. Come on, that one should have been obvious. I'll consider writing one up, but I've already toyed with him a bit (such as one of the abilities of my "Whirling Dervish O.C.C.", a shield centered class, is called the Ultimate Shield, and I designed a space fighter that centers around defense and is sometimes referred to as the Ultimate Shield).
"Your Ultimate Shield is no match for my Ultimate Eye." They're the only two who had a name for their special abilities. Everyone else just ... kind of had them. Without a name, I just didn't feel inspired. But, if we're going to do this, let's see what we have ...Cinos wrote:The Voracious Maw
This one ... may have actually inspired me for an idea. I'll kick it around a bit, might come up with something if you're really interested. Probably would involve some research. I'm thinking more a specific piece of armor (I have one in mind, but not sure what it would be called, or if such a piece even exists), or maybe a face mask (something like the mouth covering of Scorpion/Sub Zero from Mortal Kombat).Cinos wrote:and um . . . The Great Rack of Lust? Okay, I'd need to work on the name of that last one . . . I think I suffer the same fault as Havoc . . .
Actually, wouldn't this be where the runic bikini armor (Rifter 9 1/2) comes in?Cinos wrote:The Spine of Sloth, The Flesh of Envy, Black Heart of Pride
Hmm ... none of these have really struck a cord with me. Mmm ... maybe a gauntlet (I'm thinking massive punching gauntlet a la God of War III) for Sloth, something that's REALLY heavy and tires out the wearer, but can grant brief bursts of astonishing speed? No ideas for the other two yet, but I'll give it thought if you'd like and see what comes up. I may flip open Library of Bletherad to the Shadow Magic section and see if anything inspires me there.
Anyways, I think that's all for now. Thank you for your time and patience, please have a nice day. Farewell and safe journeys for now.
P.S. Kind of getting more of an idea on Pride. Don't know the specifics yet, but a loose concept that could make it a truly unusual rune weapon.
I for one am looking forward to what you come up with. Should be rather inspiring
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Prysus wrote:"Your Ultimate Shield is no match for my Ultimate Eye." They're the only two who had a name for their special abilities. Everyone else just ... kind of had them. Without a name, I just didn't feel inspired. But, if we're going to do this, let's see what we have ...
I was just trying to stay in the theme of runic items requiring self mutilation to use, the fist of course would generate his shield (or a physical one like Psi Shield). Also, there was Lust's Ultimate Spear which is openly named in her fingers which can pierce anything. If I recall they do name at least Envy's Ultimate Disguise in the Manga, but been too long.
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless
Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
Re: Everybody Loves Rune Weapons
Cinos wrote:I was just trying to stay in the theme of runic items requiring self mutilation to use, the fist of course would generate his shield (or a physical one like Psi Shield).
Greetings and Salutations. Ohhh ... rune cyborg ... now I get what you meant. Well, not really my thing (as I like that Fuernor had that unique aspect), but I if you like the idea I say go with it. At this point I think I may well run with the rest of them and see how things go. But I think there's room enough for both versions.
Cinos wrote:Also, there was Lust's Ultimate Spear which is openly named in her fingers which can pierce anything. If I recall they do name at least Envy's Ultimate Disguise in the Manga, but been too long.
Hmm ... Lust's Ultimate Spear I think I can work with. Envy still eludes me for a bit longer (though one of Hex's personalities from Rifter 52 kind of fits the bill in abilities).
As for the rest, well, I did one more ...
Selibra, the King's Robe
Rune Item
A set of pauldrons designed to fit over traditional plate armor. The pauldrons are made of black metal and covered with blood red runes. When worn, a semi-transparent cloak of shadow and darkness extends down from the pauldrons. While the cloak of shadows is materialized, those who see Selibra donned by a wearer must make a save vs. Horror Factor, 12 or higher.
Type: Rune Pauldrons; Greater Rune Item.
Damage: Special (see powers for details). Even though Selibra is capable of hurting an opponent, he is not designed as a weapon. As a piece of armor, he is not capable of inflicting damage directly to opponents.
Alignment: Diabolic.
Powers: All the common rune powers plus the following:
1) Cloak of Darkness: See the Shadow Magic spell of the same name (Palladium Fantasy Book 12: Library of Bletherad; page 80-81). This cloak extends from the pauldrons and remains semi-transparent. The cloak is extended upon the will of the wearer, but the cloak remains under the control of Selibra. That means if the cloak is extended, Selibra may wrap up any victim he chooses, even if the wearer is protective of the victim or trying to avoid attention. Those consumed by the cloak report that they can hear the screams and moans of all the souls consumed by Selibra.
2) Soul Drinker!: For a traditional soul drinker, the victim's blood must first be drawn. This is not the case with Selibra. Any victim consumed by the Cloak of Darkness and fails their save vs. magic (see the Cloak of Darkness spell) risks having their soul drunk by the diabolic rune item. Once a victim fails their save, Selibra can attempt to devour their souls (a second save vs. magic, this one 14 or higher). If the soul is consumed, the body is also consumed and becomes lost within the darkness of the cloak. Selibra doesn't need to drink souls, but often enjoys doing so. However he doesn't like devouring weak souls, so if he thinks someone is unworthy he won't bother to "taint" himself with the victim.
3) Corrupt Rune Item: With most rune weapons soul drinking is the height of their power, but not with Selibra. One of the most fearsome abilities of Selibra is for his cloak to swallow other rune weapons! Once consumed, Selibra can attempt to corrupt the item. The rune weapon must make a save vs. magic (14 or higher, only the items bonus to save vs. magic applies). A successful save means the rune item is spit back out after one full melee round (15 seconds), and immune from being consumed again. A failed save means that Selibra is capable of corrupting the weapon, changing their alignment to Diabolic and making the weapon willing to serve his will. Any corrupted rune weapon will take the same color scheme as Selibra. This corruption lasts for as long as the rune weapon remains in close proximity to Selibra. Once separated, the rune weapon is freed from control and returns to its previous alignment and personality. Rune weapons who failed their save are not immune, and are -1 to save the next time Selibra consumes it.
Curse: Powerless in sunlight and under the area affect of a Globe of Daylight. In these conditions none of his powers may be used. Selibra also hates the experience and will drain energy from the wearer to make feel better. While exposed to such conditions, wearer's feel weak and are -2 to strike, parry, and dodge, and -10% to all skills.
Personality: Selibra is very confident, and believes he's the "king" of all rune items. With his ability to corrupt other rune items, this claim may not be too far off. Not only does he believe highly of himself, he has little respect for mortals, thinking them beneath him. His ideal wearer would be a supernatural being, followed by a creature of magic. He'll only accept a mortal wearer as a last resort, and usually torment the mortal wearer and exert his dominance. While he has little respect for mortals, he does view strong mortals (such as skilled men of arms or powerful practitioners) as nourishment. Common mortals, such as farmers and merchants, he has no interest in at all, and would sooner lie on a cold dark cave floor than even be worn by such a lowly creature.
History: His origins aren't quite clear. The two main theories remain that he was actually created as a part of a king's armor, and that a master of the arcane created him in an attempt to harness the power of the greatest rune weapons all at one time in a seize the throne. Last recorded history of Selibra involves a mortal wearer who became fed up with rune item's torment and belittling. This mortal decided to throw Selibra into the deepest pit he could find, and that was the last anyone ever saw of him. What no one except for Selibra knows is that before the mortal could carry out his task, Selibra swallowed him and consumed his soul. With no wearer, Selibra fell helpless to the floor where he remains to this day. This is the third wearer Selibra has rid himself of in this way.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Prysus wrote:Cinos wrote:I was just trying to stay in the theme of runic items requiring self mutilation to use, the fist of course would generate his shield (or a physical one like Psi Shield).
Greetings and Salutations. Ohhh ... rune cyborg ... now I get what you meant. Well, not really my thing (as I like that Fuernor had that unique aspect), but I if you like the idea I say go with it. At this point I think I may well run with the rest of them and see how things go. But I think there's room enough for both versions.Cinos wrote:Also, there was Lust's Ultimate Spear which is openly named in her fingers which can pierce anything. If I recall they do name at least Envy's Ultimate Disguise in the Manga, but been too long.
Hmm ... Lust's Ultimate Spear I think I can work with. Envy still eludes me for a bit longer (though one of Hex's personalities from Rifter 52 kind of fits the bill in abilities).
As for the rest, well, I did one more ...
Selibra, the King's Robe
Rune Item
A set of pauldrons designed to fit over traditional plate armor. The pauldrons are made of black metal and covered with blood red runes. When worn, a semi-transparent cloak of shadow and darkness extends down from the pauldrons. While the cloak of shadows is materialized, those who see Selibra donned by a wearer must make a save vs. Horror Factor, 12 or higher.
Type: Rune Pauldrons; Greater Rune Item.
Damage: Special (see powers for details). Even though Selibra is capable of hurting an opponent, he is not designed as a weapon. As a piece of armor, he is not capable of inflicting damage directly to opponents.
Alignment: Diabolic.
Powers: All the common rune powers plus the following:
1) Cloak of Darkness: See the Shadow Magic spell of the same name (Palladium Fantasy Book 12: Library of Bletherad; page 80-81). This cloak extends from the pauldrons and remains semi-transparent. The cloak is extended upon the will of the wearer, but the cloak remains under the control of Selibra. That means if the cloak is extended, Selibra may wrap up any victim he chooses, even if the wearer is protective of the victim or trying to avoid attention. Those consumed by the cloak report that they can hear the screams and moans of all the souls consumed by Selibra.
2) Soul Drinker!: For a traditional soul drinker, the victim's blood must first be drawn. This is not the case with Selibra. Any victim consumed by the Cloak of Darkness and fails their save vs. magic (see the Cloak of Darkness spell) risks having their soul drunk by the diabolic rune item. Once a victim fails their save, Selibra can attempt to devour their souls (a second save vs. magic, this one 14 or higher). If the soul is consumed, the body is also consumed and becomes lost within the darkness of the cloak. Selibra doesn't need to drink souls, but often enjoys doing so. However he doesn't like devouring weak souls, so if he thinks someone is unworthy he won't bother to "taint" himself with the victim.
3) Corrupt Rune Item: With most rune weapons soul drinking is the height of their power, but not with Selibra. One of the most fearsome abilities of Selibra is for his cloak to swallow other rune weapons! Once consumed, Selibra can attempt to corrupt the item. The rune weapon must make a save vs. magic (14 or higher, only the items bonus to save vs. magic applies). A successful save means the rune item is spit back out after one full melee round (15 seconds), and immune from being consumed again. A failed save means that Selibra is capable of corrupting the weapon, changing their alignment to Diabolic and making the weapon willing to serve his will. Any corrupted rune weapon will take the same color scheme as Selibra. This corruption lasts for as long as the rune weapon remains in close proximity to Selibra. Once separated, the rune weapon is freed from control and returns to its previous alignment and personality. Rune weapons who failed their save are not immune, and are -1 to save the next time Selibra consumes it.
Curse: Powerless in sunlight and under the area affect of a Globe of Daylight. In these conditions none of his powers may be used. Selibra also hates the experience and will drain energy from the wearer to make feel better. While exposed to such conditions, wearer's feel weak and are -2 to strike, parry, and dodge, and -10% to all skills.
Personality: Selibra is very confident, and believes he's the "king" of all rune items. With his ability to corrupt other rune items, this claim may not be too far off. Not only does he believe highly of himself, he has little respect for mortals, thinking them beneath him. His ideal wearer would be a supernatural being, followed by a creature of magic. He'll only accept a mortal wearer as a last resort, and usually torment the mortal wearer and exert his dominance. While he has little respect for mortals, he does view strong mortals (such as skilled men of arms or powerful practitioners) as nourishment. Common mortals, such as farmers and merchants, he has no interest in at all, and would sooner lie on a cold dark cave floor than even be worn by such a lowly creature.
History: His origins aren't quite clear. The two main theories remain that he was actually created as a part of a king's armor, and that a master of the arcane created him in an attempt to harness the power of the greatest rune weapons all at one time in a seize the throne. Last recorded history of Selibra involves a mortal wearer who became fed up with rune item's torment and belittling. This mortal decided to throw Selibra into the deepest pit he could find, and that was the last anyone ever saw of him. What no one except for Selibra knows is that before the mortal could carry out his task, Selibra swallowed him and consumed his soul. With no wearer, Selibra fell helpless to the floor where he remains to this day. This is the third wearer Selibra has rid himself of in this way.
Now THIS I like! Awesome artifact Prysus! Very well done! I may end up stealing this one from you!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
Re: Everybody Loves Rune Weapons
Greetings and Salutations. Okay, made two more. Solaris and Lyton. Solaris isn't very special (she's not bad, just doesn't stand out compared to the others), but since I'm going with a theme I wanted to make it fit first (which I think it does). Lyton is probably a bit cooler (in a twisted sort of way). These two would put me at 4 of 7. Still not sure how to do Envy. For ease, I'll put each in an indivdual post. Here's the first ...
Solaris, the Ultimate Destiny
Rune Weapon
A powerful rune spear made of gold and silver metal. When in the light of the sun, the weapon glows with the light of the righteous. Legend tells that whoever holds Solaris is destined for greatness and become a hero of all ages.
Type: Rune Spear; Greater Rune Weapon.
Damage: 5D6, double damage to the supernatural.
Alignment: Principled.
Powers: All the common rune powers plus the following:
1) Bypass Armor: The blade of Solaris is so sharp that it cuts through any armor without effort. Any attack that strikes the victim inflicts damage regardless of the armor rating. Not even a creature's natural armor rating is a match for the sharp blade of Solaris. This makes Solaris extremely effective when fighting the supernatural.
2) Eternal Reach: When in combat, the shaft of Solaris can extend to increase its reach. The spear can be extended up to a maximum length of 50 feet (15.2 m). This length can be maintained for only one melee round (15 seconds) and performed up to 3 times per 24 hour period. While extended the weapon wields as easily as if normal length without issues of balance, the shaft bending, the tip being too heavy, unwieldy due to wind, or any other complication. Note: While 50 feet (15.2 m) is the maximum length, the shaft can be extended to any length from the normal length of 7 feet (2.1 m) up to the maximum and anything in between.
Curse: None.
Personality: Solaris is obsessed with appearance. She will absolutely refuse to be wielded by anyone without a P.B. 16 or higher, and in general prefers to be wielded by other women. This is because she feels anyone of lower beauty will make her look bad, and she's convinced she's the most beautiful rune weapon ever created (and she'll argue fervently with anyone who claims that it's Frostfoil!).
History: According to legend, Solaris was a weapon originally wielded by Rurga. One day she observed a mortal female palladin who displayed all the ideals the warrior goddess hold so high. As a boon, Rurga awarded the palladin with Solaris. With the help of Solaris, the palladin delivered the death blow to a demon that tormented the lands and was once believed to be unbeatable. Whether by destiny or by chance, every owner thereafter (at least every owner recorded) continued to accomplish the type of deeds legends are made of.
Solaris, the Ultimate Destiny
Rune Weapon
A powerful rune spear made of gold and silver metal. When in the light of the sun, the weapon glows with the light of the righteous. Legend tells that whoever holds Solaris is destined for greatness and become a hero of all ages.
Type: Rune Spear; Greater Rune Weapon.
Damage: 5D6, double damage to the supernatural.
Alignment: Principled.
Powers: All the common rune powers plus the following:
1) Bypass Armor: The blade of Solaris is so sharp that it cuts through any armor without effort. Any attack that strikes the victim inflicts damage regardless of the armor rating. Not even a creature's natural armor rating is a match for the sharp blade of Solaris. This makes Solaris extremely effective when fighting the supernatural.
2) Eternal Reach: When in combat, the shaft of Solaris can extend to increase its reach. The spear can be extended up to a maximum length of 50 feet (15.2 m). This length can be maintained for only one melee round (15 seconds) and performed up to 3 times per 24 hour period. While extended the weapon wields as easily as if normal length without issues of balance, the shaft bending, the tip being too heavy, unwieldy due to wind, or any other complication. Note: While 50 feet (15.2 m) is the maximum length, the shaft can be extended to any length from the normal length of 7 feet (2.1 m) up to the maximum and anything in between.
Curse: None.
Personality: Solaris is obsessed with appearance. She will absolutely refuse to be wielded by anyone without a P.B. 16 or higher, and in general prefers to be wielded by other women. This is because she feels anyone of lower beauty will make her look bad, and she's convinced she's the most beautiful rune weapon ever created (and she'll argue fervently with anyone who claims that it's Frostfoil!).
History: According to legend, Solaris was a weapon originally wielded by Rurga. One day she observed a mortal female palladin who displayed all the ideals the warrior goddess hold so high. As a boon, Rurga awarded the palladin with Solaris. With the help of Solaris, the palladin delivered the death blow to a demon that tormented the lands and was once believed to be unbeatable. Whether by destiny or by chance, every owner thereafter (at least every owner recorded) continued to accomplish the type of deeds legends are made of.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Re: Everybody Loves Rune Weapons
Lyton, the Ravenous
Rune Item
A piece of armor designed as a mouth mask that wraps around the head and clamps shut in the back. Over the mouth of the mask is carved monstrous teeth to give a demonic look to the wearer.
Type: Rune Mask; Greater Rune Item.
Damage: None.
Alignment: Miscreant.
Powers: All the common rune powers plus the following:
1) Bio-Regeneration: Whoever wears Lyton is bestowed with remarkable regenerative abilities. The body automatically heals an amazing 1D6x10 H.P./S.D.C. (in Rifts and other mega-damage settings, this ability can heal mega-damage for M.D.C. beings) per melee round (15 seconds). This regeneration is so powerful that it can even bring someone back from the dead! Like anyone else, once the wearer falls to zero hit points (or less) he/she falls into a coma. Just like anyone else, the character can only survive one point of damage below zero for each P.E. point. However, as long as the wearer of the mask doesn't fall below twice his/her P.E. attribute, the regeneration will still kick in and bring the character back from the dead. This resurrection is automatic and doesn't require any rolls. Example: The wearer has a P.E. of 9. He/she can survive in a coma up to -9 hit points below zero before dying. The character can still be revived by the mask up to -18 hit points below zero.
2) Sustain: The regeneration helps to sustain a character. Whoever wears the mask will not need to eat or drink to survive, but still feels hunger and thirst.
3) Extended Life: Due to the regenerative energies of the mask, the life expectancy of the wearer doubles. While this doesn't make the wearer immortal, this extended life along with the ability to come back from the dead can make a character appear immortal.
Curse: Eternal hunger. No matter what the wearer does, he will always feel hungry. Nothing can ever satiate this gnawing hunger, not even if the owner literally eats a horse, but eating a full meal every couple of hours can at least reduce the discomfort. Once bonded, the mask can no longer be removed and is stuck on the user until the user dies. With the mask permanently locked on, this means the user cannot eat to even try to appease his endless appetite.
Personality: The only thing Lyton knows is an unending hunger. Whether part of his nature or just due to being bonded to so many criminals in his history, the only way he knows to fill the growing hunger is by killing. His thirst for blood knows no end and the only way to keep him happy is to have a regular flow of death (he doesn't care if they're good people or bad people).
History: Lyton is not designed as a weapon or even a piece of armor, but as an instrument of torture. Details of the era remain unreliable, but what can be ascertained is that Lyton was used to torment prisoners of a dungeon. The dungeon master wielded a rune berdiche called "The Gatekeeper," which he'd use to cut into the flesh of his prisoners. However he came to find that his prisoners couldn't withstand the pain for long enough and wanted to find a way to prolong their punishment, so he could literally take his pound of flesh from every prisoner. With Lyton, he could prolong the anguish of the vilest prisoners for as long as he desired.
Rune Item
A piece of armor designed as a mouth mask that wraps around the head and clamps shut in the back. Over the mouth of the mask is carved monstrous teeth to give a demonic look to the wearer.
Type: Rune Mask; Greater Rune Item.
Damage: None.
Alignment: Miscreant.
Powers: All the common rune powers plus the following:
1) Bio-Regeneration: Whoever wears Lyton is bestowed with remarkable regenerative abilities. The body automatically heals an amazing 1D6x10 H.P./S.D.C. (in Rifts and other mega-damage settings, this ability can heal mega-damage for M.D.C. beings) per melee round (15 seconds). This regeneration is so powerful that it can even bring someone back from the dead! Like anyone else, once the wearer falls to zero hit points (or less) he/she falls into a coma. Just like anyone else, the character can only survive one point of damage below zero for each P.E. point. However, as long as the wearer of the mask doesn't fall below twice his/her P.E. attribute, the regeneration will still kick in and bring the character back from the dead. This resurrection is automatic and doesn't require any rolls. Example: The wearer has a P.E. of 9. He/she can survive in a coma up to -9 hit points below zero before dying. The character can still be revived by the mask up to -18 hit points below zero.
2) Sustain: The regeneration helps to sustain a character. Whoever wears the mask will not need to eat or drink to survive, but still feels hunger and thirst.
3) Extended Life: Due to the regenerative energies of the mask, the life expectancy of the wearer doubles. While this doesn't make the wearer immortal, this extended life along with the ability to come back from the dead can make a character appear immortal.
Curse: Eternal hunger. No matter what the wearer does, he will always feel hungry. Nothing can ever satiate this gnawing hunger, not even if the owner literally eats a horse, but eating a full meal every couple of hours can at least reduce the discomfort. Once bonded, the mask can no longer be removed and is stuck on the user until the user dies. With the mask permanently locked on, this means the user cannot eat to even try to appease his endless appetite.
Personality: The only thing Lyton knows is an unending hunger. Whether part of his nature or just due to being bonded to so many criminals in his history, the only way he knows to fill the growing hunger is by killing. His thirst for blood knows no end and the only way to keep him happy is to have a regular flow of death (he doesn't care if they're good people or bad people).
History: Lyton is not designed as a weapon or even a piece of armor, but as an instrument of torture. Details of the era remain unreliable, but what can be ascertained is that Lyton was used to torment prisoners of a dungeon. The dungeon master wielded a rune berdiche called "The Gatekeeper," which he'd use to cut into the flesh of his prisoners. However he came to find that his prisoners couldn't withstand the pain for long enough and wanted to find a way to prolong their punishment, so he could literally take his pound of flesh from every prisoner. With Lyton, he could prolong the anguish of the vilest prisoners for as long as he desired.
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
- Justthis Guy
- Explorer
- Posts: 101
- Joined: Mon Dec 31, 2007 12:31 pm
- Location: NW Arkansas
Re: Everybody Loves Rune Weapons
Bump to get next to the Rune weapon compilation post
The answer to Life the Universe and Everything is 42!!! but just what is the question? hmm . .
- JuliusCreed
- Hero
- Posts: 1115
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- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
A long time coming, but I finally got this one dug up. one of my more devious creations...
Bloodrayzor
Type: Dagger
Alignment: Diabolic
Damage: 5d6
Color: Silver w/ black runes
Elemental Magic: Fire and Air 6th level proficiency PPE: 170
Fireball (10)
Cloud of Smoke (10)
Mini-Fireballs (10)
Blue Flame (30)
Screaming Wall of Flame (30)
Fire Whip (30)
Miasma (7)
Call Lightning (10)
Ball Lightning (15)
Whirlwind (30)
Mist of Death (40)
Vacuum (40)
Bloodrayzor is a particularly dangerous Rune weapon for 2 distinct reasons; 1> He is one of the rare, free-willed Rune weapons, capable of acting on his own as he pleases. Coupled with his Diabolic alignment, an exceptionally high intelligence (IQ:18) and an incredibly charismatic personality (MA: 23), it makes for a very volatile combination. 2> Bloodrayzor also has the ability to amplify his powers and abilities for short periods of time. 4 times per 24 hour period for up to 10 melee rounds Blood rayzor may either a> inflict double damage as a weapon (1d6x10 per strike), b> double his PPE available for spell casting (340), or increase the power level of his magic from level 6 to level 10. However, this power comes with a price. To activate his power amplification ability, the wielder is required to make a blood sacrifice, either from himself, which requires a sacrifice of 10 HP from the wielder (HP only. The dagger will bypass the wielder's SDC if he chooses to be the sacrifice) or from another being. If another is chosen as the sacrifice, Bloodrayzor must be used to inflict 30 points of damage to the victim before his powers become amplified. The problem is that if another is used as a sacrifice, there is a possibility that Bloodrayzor's Soul Drinking ability will also activate and destroy the victim. Victim saves against Soul Drinking (14 or better), failure resulting in the death of the sacrifice as their soul is completely, and often quite painfully, consumed. To make matters worse, even if a proper sacrifice is made, Bloodrayzor may still decide to not function (he is still a Free-Willed Rune weapon), claiming the sacrifice as "unworthy" or that the victim just "wasn't strong enough", forcing the wielder to either do without Bloodrayzor's power or find a "more worthy" sacrifice. Considering its diabolic alignment, this could happen quite often, especially if a Good aligned person is wielding him.
Curse: As if all of that wasn't bad enough, Bloodrayzor is also cursed. Those who claim him will find it increasingly dificult to do without him as he slowly drives them insane. Once per month the wielder must make a saving throw against Insanity or gain the following insanities, one per failed save in the following order;
1st> Affective Disorder; Sadistic
2nd> Obsession; Love/Desire a specific object (Bloodrayzor)
3rd> Roll for a Random Phobia
4th> Neurosis: Psycho-Reliance (luck fixation): wielder believes he must kill something/someone with Bloodrayzor at least once a day to have good luck (Not neccessarily sacrifice, just kill)
5th> Psychosis; Paranoid Schizophrenia
6th> Roll for Random Insanity
Best of luck to you if you find this little gem folks. He is EVIL to the core. GM's are encouraged to have a lot of fun with this one. In my own campaigns he is currently being wielded by an Orc Witch King in the Old Kingdom. What is the Orc's plans? Simple... some people just want to watch the world burn. And Bloodrayzor is all too happy to help.
Good luck and great gaming!
Bloodrayzor
Type: Dagger
Alignment: Diabolic
Damage: 5d6
Color: Silver w/ black runes
Elemental Magic: Fire and Air 6th level proficiency PPE: 170
Fireball (10)
Cloud of Smoke (10)
Mini-Fireballs (10)
Blue Flame (30)
Screaming Wall of Flame (30)
Fire Whip (30)
Miasma (7)
Call Lightning (10)
Ball Lightning (15)
Whirlwind (30)
Mist of Death (40)
Vacuum (40)
Bloodrayzor is a particularly dangerous Rune weapon for 2 distinct reasons; 1> He is one of the rare, free-willed Rune weapons, capable of acting on his own as he pleases. Coupled with his Diabolic alignment, an exceptionally high intelligence (IQ:18) and an incredibly charismatic personality (MA: 23), it makes for a very volatile combination. 2> Bloodrayzor also has the ability to amplify his powers and abilities for short periods of time. 4 times per 24 hour period for up to 10 melee rounds Blood rayzor may either a> inflict double damage as a weapon (1d6x10 per strike), b> double his PPE available for spell casting (340), or increase the power level of his magic from level 6 to level 10. However, this power comes with a price. To activate his power amplification ability, the wielder is required to make a blood sacrifice, either from himself, which requires a sacrifice of 10 HP from the wielder (HP only. The dagger will bypass the wielder's SDC if he chooses to be the sacrifice) or from another being. If another is chosen as the sacrifice, Bloodrayzor must be used to inflict 30 points of damage to the victim before his powers become amplified. The problem is that if another is used as a sacrifice, there is a possibility that Bloodrayzor's Soul Drinking ability will also activate and destroy the victim. Victim saves against Soul Drinking (14 or better), failure resulting in the death of the sacrifice as their soul is completely, and often quite painfully, consumed. To make matters worse, even if a proper sacrifice is made, Bloodrayzor may still decide to not function (he is still a Free-Willed Rune weapon), claiming the sacrifice as "unworthy" or that the victim just "wasn't strong enough", forcing the wielder to either do without Bloodrayzor's power or find a "more worthy" sacrifice. Considering its diabolic alignment, this could happen quite often, especially if a Good aligned person is wielding him.
Curse: As if all of that wasn't bad enough, Bloodrayzor is also cursed. Those who claim him will find it increasingly dificult to do without him as he slowly drives them insane. Once per month the wielder must make a saving throw against Insanity or gain the following insanities, one per failed save in the following order;
1st> Affective Disorder; Sadistic
2nd> Obsession; Love/Desire a specific object (Bloodrayzor)
3rd> Roll for a Random Phobia
4th> Neurosis: Psycho-Reliance (luck fixation): wielder believes he must kill something/someone with Bloodrayzor at least once a day to have good luck (Not neccessarily sacrifice, just kill)
5th> Psychosis; Paranoid Schizophrenia
6th> Roll for Random Insanity
Best of luck to you if you find this little gem folks. He is EVIL to the core. GM's are encouraged to have a lot of fun with this one. In my own campaigns he is currently being wielded by an Orc Witch King in the Old Kingdom. What is the Orc's plans? Simple... some people just want to watch the world burn. And Bloodrayzor is all too happy to help.
Good luck and great gaming!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
- Sir Dellis
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- Location: Columbus, OH
Re: Everybody Loves Rune Weapons
I created this one the other day for a specific player in mind in my campaign so parts of its history may read a little odd, but I think I generalized enough though.
Stormfall
Type: Greater Runic Battle Axe
Alignment: Unprincipled IQ: 16
Damage: 4d6
Color: Handle is black with a blue sapphire set in the pommel. Axe blade starts black at the top. As you travel down the blade, the color shifts into a midnight blue. The blade portion is silver. The runes become more visible as you travel down the axe to the blade.
Stormfall can be used by an alignment. Good and evil alignments take twice as long to bond with the axe as normal
Powers: All of the common rune powers plus the following:
1) Chilling Touch - Chills any target it hits in combat. Persons affected by the chill lose 1 attack per melee and are -2 strike and parry. Persons affected by the chill also lose initiative for the remainder of combat.
2) Frost Aura - Upon command, the axe can frost up and will cause an additional 2d6 of frost damage. This power can be used 3x daily and lasts for 10 melee rounds, but causes 1d6 damage to the user every other melee. This frost aura can be cancelled at any time.
3) Summon and Control Storm - Once a month, the axe can create a storm as per the warlock/wizard spell of the same name (pg 244 PFRPG). The caster can control just how violent the storm is. A normal storm cast by the spell can drop up to 4 inches of rain per hour. By using the axe, the wielder can determine if as much as 4 inches drop or as little as 1 inch falls. If the storm is cast during winter months, snow will fall instead of rain with the same level of control. The spell is cast at 8th level proficiency. The spell costs no PPE but can only be cast once a month.
Curse: None
Personality: Stormfall feels at one with nature. A quiet and reserved being, Stormfall likes to sit back and watch, taking his time to observe everything.
History: Stormfall was created before the Elf-Dwarf war truly escalated into the devastating war that it would become. An ancient elven ranger, near the end of his life, volunteered to have his knowledge and love of nature passed into the weapon so the runesmiths combined him with an earth and water elemental to create this axe. The axe was granted to the 178th Ranger Battalion and was passed down for generations from commander to commander. Midway through the war, the axe was lost as the 178th was overrun and destroyed by a squadron of dwarven berserkers. Centuries later, the axe was rumored to be held by a dwarven overlord in the Great Northern Wilderness that loved to use the storm power to prevent elves from successfully sieging his stronghold. Despite the power of the axe, the stronghold was taken down but the axe was not recovered until discovered nearly 50 years by a Wolfen scholar.
In my campaign, the axe has fallen into the hands of a disgraced Imperial Janissary who is using it to commit atrocities on orc slaves and free orcs in the Old Kingdom Frontier of the Western Empire.
Hope you like and I look forward to the feedback
Stormfall
Type: Greater Runic Battle Axe
Alignment: Unprincipled IQ: 16
Damage: 4d6
Color: Handle is black with a blue sapphire set in the pommel. Axe blade starts black at the top. As you travel down the blade, the color shifts into a midnight blue. The blade portion is silver. The runes become more visible as you travel down the axe to the blade.
Stormfall can be used by an alignment. Good and evil alignments take twice as long to bond with the axe as normal
Powers: All of the common rune powers plus the following:
1) Chilling Touch - Chills any target it hits in combat. Persons affected by the chill lose 1 attack per melee and are -2 strike and parry. Persons affected by the chill also lose initiative for the remainder of combat.
2) Frost Aura - Upon command, the axe can frost up and will cause an additional 2d6 of frost damage. This power can be used 3x daily and lasts for 10 melee rounds, but causes 1d6 damage to the user every other melee. This frost aura can be cancelled at any time.
3) Summon and Control Storm - Once a month, the axe can create a storm as per the warlock/wizard spell of the same name (pg 244 PFRPG). The caster can control just how violent the storm is. A normal storm cast by the spell can drop up to 4 inches of rain per hour. By using the axe, the wielder can determine if as much as 4 inches drop or as little as 1 inch falls. If the storm is cast during winter months, snow will fall instead of rain with the same level of control. The spell is cast at 8th level proficiency. The spell costs no PPE but can only be cast once a month.
Curse: None
Personality: Stormfall feels at one with nature. A quiet and reserved being, Stormfall likes to sit back and watch, taking his time to observe everything.
History: Stormfall was created before the Elf-Dwarf war truly escalated into the devastating war that it would become. An ancient elven ranger, near the end of his life, volunteered to have his knowledge and love of nature passed into the weapon so the runesmiths combined him with an earth and water elemental to create this axe. The axe was granted to the 178th Ranger Battalion and was passed down for generations from commander to commander. Midway through the war, the axe was lost as the 178th was overrun and destroyed by a squadron of dwarven berserkers. Centuries later, the axe was rumored to be held by a dwarven overlord in the Great Northern Wilderness that loved to use the storm power to prevent elves from successfully sieging his stronghold. Despite the power of the axe, the stronghold was taken down but the axe was not recovered until discovered nearly 50 years by a Wolfen scholar.
In my campaign, the axe has fallen into the hands of a disgraced Imperial Janissary who is using it to commit atrocities on orc slaves and free orcs in the Old Kingdom Frontier of the Western Empire.
Hope you like and I look forward to the feedback
- JuliusCreed
- Hero
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- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Sir Dellis wrote:I created this one the other day for a specific player in mind in my campaign so parts of its history may read a little odd, but I think I generalized enough though.
Stormfall
Type: Greater Runic Battle Axe
Alignment: Unprincipled IQ: 16
Damage: 4d6
Color: Handle is black with a blue sapphire set in the pommel. Axe blade starts black at the top. As you travel down the blade, the color shifts into a midnight blue. The blade portion is silver. The runes become more visible as you travel down the axe to the blade.
Stormfall can be used by an alignment. Good and evil alignments take twice as long to bond with the axe as normal
Powers: All of the common rune powers plus the following:
1) Chilling Touch - Chills any target it hits in combat. Persons affected by the chill lose 1 attack per melee and are -2 strike and parry. Persons affected by the chill also lose initiative for the remainder of combat.
2) Frost Aura - Upon command, the axe can frost up and will cause an additional 2d6 of frost damage. This power can be used 3x daily and lasts for 10 melee rounds, but causes 1d6 damage to the user every other melee. This frost aura can be cancelled at any time.
3) Summon and Control Storm - Once a month, the axe can create a storm as per the warlock/wizard spell of the same name (pg 244 PFRPG). The caster can control just how violent the storm is. A normal storm cast by the spell can drop up to 4 inches of rain per hour. By using the axe, the wielder can determine if as much as 4 inches drop or as little as 1 inch falls. If the storm is cast during winter months, snow will fall instead of rain with the same level of control. The spell is cast at 8th level proficiency. The spell costs no PPE but can only be cast once a month.
Curse: None
Personality: Stormfall feels at one with nature. A quiet and reserved being, Stormfall likes to sit back and watch, taking his time to observe everything.
History: Stormfall was created before the Elf-Dwarf war truly escalated into the devastating war that it would become. An ancient elven ranger, near the end of his life, volunteered to have his knowledge and love of nature passed into the weapon so the runesmiths combined him with an earth and water elemental to create this axe. The axe was granted to the 178th Ranger Battalion and was passed down for generations from commander to commander. Midway through the war, the axe was lost as the 178th was overrun and destroyed by a squadron of dwarven berserkers. Centuries later, the axe was rumored to be held by a dwarven overlord in the Great Northern Wilderness that loved to use the storm power to prevent elves from successfully sieging his stronghold. Despite the power of the axe, the stronghold was taken down but the axe was not recovered until discovered nearly 50 years by a Wolfen scholar.
In my campaign, the axe has fallen into the hands of a disgraced Imperial Janissary who is using it to commit atrocities on orc slaves and free orcs in the Old Kingdom Frontier of the Western Empire.
Hope you like and I look forward to the feedback
Nice work here, Dell... very well done. I look forward to further contributions.
Speaking of contributions, a little something I whipped up in my head last night. Fair warning, it is not recommended for players... but then, where's the fun in that? Enjoy!
Kh'Tharnim Dragontongue's Tome
Greatest Rune Item
Type: Rune Book
Alignment: Anarchist
Appearance: A locked and sealed rune book, bound in dark brown leather. The front bears what appears to be an iron plate shaped in the form of a humanoid face molded in a silent scream riveted to the cover. A pair of iron dragon claw hasps attached to the back cover reach up and over to grip the top cover. There is no apparent keyhole to unlock the claw hasps.
History: Kh'Tharnim Dragontongue was a legendary Elven Wizard in his time before the Great Elf/Dwarf War, his name carrying nearly the status of such greats as Lictalon himself. It is rumored that Kh'Tharnim actually studied under the tutelage of Lictalon as well as many other great and powerful sorcerors, including a few Dragons from which he took his name. At the peak of his ability, however, the Great War started and the great Wizard found himself to be a very vocal proponent for peace during its early years, even attempting to act as a diplomatic liason between the two great kingdoms. All too soon, however it came to a crashing end as, while attempting to negotiate a peace between two smaller Elven and Dwarven factions within the War, another Dwarven attack fell upon his home city, mercilessly razing it to the ground, leaving no survivors save himself and a lucky few others who were also not within its boundaries at the time. When word of the decimation of his home, his friends and worse, his family, reached him, Kh'Tharnim was a changed man. Sadly, he had changed for the worse. Taking up the mantle of righteous avenger, he enlisted the aid of several friends and allies acquired over his many long years, some of them even being kings themselves, raising an army of frightening proportions and beginning what would be a long and bloody campaign of death and destruction, using the magical knowledge he had learned from legendary sorcerors, dragons and , some say, even the gods themselves to lay waste to no less than a dozen Dwarven strongholds, towns and cities, slaying thousands, if not tens of thousands of Dwarves without hesitation, restraint or mercy. It was not long before even a whisper of his name sent a cold chill along the spines of many a stalwart Dwarven warrior. Despite this reign of terror, plans were set into motion by the Dwarves to stop this threat before they were completely overwhelmed. After many years of planning, praying and careful execution, the Dwarves finally managed to capture and imprison Kh'Tharnim Dragontongue, ending his reign of destruction and legacy of terror. However, to imprison a Wizard of such power, the Dwarven captors had taken special precautions, primarily in the construction of a specially designed magical iron mask, designed to blind, silence and deafen the Master Mage all at once, thus essentially hobbling him and keeping him from using his magic against his captors. Thus, was Kh'Tharnim Dragontongue's campaign of vengeance ended.
Despite this victory, however, the Great War continued to drag on as Elven mystical superiority began to edge the tide of battle in their favor at a slow, but relentless, pace. The Dwarves needed a solution quickly and after many years, a few of the old hardliners of the time believed they had found the solution in their prisoner, Kh'Tharnim Dragontongue. Taking him from where he had been imprisoned, they led him, blinded, deaf and mute, into the deepest bowels of the Old Kingdom Mountains to the greatest of their treasures, the fabled Rune Forges. There, in a ceremony of blood, terror, pain and desperation, they condemned Kh'Tharnim to his final fate; to serve his new Dwarven masters as a legendary rune book, his soul locked in a timeless prison, his magical knowledge and power free for any to use as they saw fit, even going so far as to use the very mask that had hobbled him in life as part of the cover for the book, an eternal reminder of his fate.
And use it they did for the Dwarves began a long and bloody mystical campaign of their own, summoning forth the power and spirit of one of the greatest Elven Mages of all time to do their bidding against the very places he called home and the people he loved in a wave of magical destruction and terror that, even now is remembered by the earth itself. It is said that Kh'Tharnim's knowledge provided by the tome that serves as his prison was instrumental in summoning the destructive forces that laid waste to the Elven Kingdom of Baal-Gor, turning it into what is now known as the Baal-Gor Wastelands. After witnessing this atrocity, Kh'Tharnim's spirit broke, resigned to the fate of his eternal enslavement and wishing for nothing more than the torment to end.
Of course, after the destruction of Baal-Gor, the War did eventually end and with it, the death and destruction that accompanies such times. Along with the millions of lives lost on both sides of the war, so too were thousands of Rune items, among them, Kh'Tharnim Dragontongue's Tome. Many believe it to be locked away in the long cold Rune Forges of the Old Kingdom Mountains or buried deep in some ancient crypt. Others say it was among the Rune items disposed of in the mighty Nimro Volcano, while there are still some others who claim it to be in the hands of some despot lord or another. The world may never know and is likely so much the better for it.
Powers of the Tome
Aside from being Completely Indestructible, whoever holds the tome is granted a +3 bonus to all Saving Throws. Simply holding the book does not mean one can access its true power however. Unlocking the book requires whoever claims it to poke his finger and smear a drop of blood along the spine of the Tome, much like a standard Rune Book. At this point, the tome will unlock upon command of the reader who will then be fully bonded to the Tome. When opened, regardless of the page the book is opened to, a ghostly image of Kh'Tharnim Dragontongue will appear hovering over the Tome. Yes, this is the real McCoy, the spirit of Kh'Tharnim Dragontongue himself forever bound to the Tome. While opened, it is through the ghostly image that Kh'Tharnim speaks for all to hear rather than through standard telepathic means of other Rune items, though only through Limited telepathy while the book is closed.
Contained within the book, which is many hundreds of pages thick, are the following...
Working spell incantations for all Wizard magic levels 1-15
Working spell incantations for the following Spells of Legend; Barrier of Thoth, Crimson Wall of Lictalon, Metamorphosis: Dragon, Time Capsule, (Dragons & Gods pg 13) Time Hole Pocket Dimension (Dragons & Gods pg 13-14)
Detailed and illustrated instructions on the creation of all Circles of Protection*
Detailed and illustrated instructions on the creation of all Summoning Circles*
Detailed and illustrated instructions on the creation of the following Power Circles*; All Seeing, Command, Death, Healing, Knowledge, Power, Power Leech, Power Matrix, Wonder
The True Names^ of 2 Alu (demon), 3 Shedim (demon), 1 Gallu (greater demon), 2 Jinn (greater demon), 5 Dire Harpies (deevil), 1 Gorgon (deevil), 2 Imps (deevil), 1 Arch-Fiend (greater deevil), 2 Wraiths (greater deevil), 2 Cherru (angel), 1 Seraph (angel), and 1 Tharsis (angel)
*Includes lists of necessary components which the reader must provide
^There are literally dozens more names than what is listed here. Most of them belong to long dead people from the time of the Great War and are essentially useless save to summon their spirits
The first few pages of the book also provide an illustrated history of Kh'Tharnim Dragontongue similar to the one given above, though more from a Dwarven point of view. There are also many blank pages within the tome that the owner of the tome may use for his own purposes, activating them in the same fashion one would with an ordinary Rune Book.
The book possesses an incredible 1000 PPE that may be used to power any of the magics within the book, and the book recovers this PPE at a rate of 10 points per hour. This available PPE is also fully affected by the influence of Ley Lines and Ley Line Nexus Points as well as the times of year and planetary alignments (solstices, equinoxes and eclipses) Please note that for some of the more powerful incantations, particularly the Spells of Legend, this is not enough for a proper casting and will require some form of contribution from the reader, whether from his/her own PPE reserves, sacrifices, willing offerings and so on.
Personality. Kh'Tharnim Dragontongue is a broken man. He has not only witnessed the true carnage of war, he has also been the direct cause of that kind of death and destruction on a very large scale himself, both by his own actions and as a tool of his enemies. Now, his only wish is for his torment to end, knowing that it never will considering his current state as an indestructible Rune item. He sees his existence as nothing less than the torturous eternal damnation he deserves for what he has done in his lifetime, knowing the memories he has of it will never fade and grateful for the times he is alone in order to keep new memories from forming. If found, he will perform as he should without thought or hesitation, essentially going through a self induced emotional lobotomization while he is used like the tool he has become. During the times he is not in use however, he will often quietly plead with his owner to end his torment, abandoning him and letting him be alone with the terrible memories of his past. While not a free willed Rune item, Kh'Tharnim's spirit has been broken completely and he will permit himself to be used by anyone of any alignment. Simply put, he just doesn't care anymore.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
- Sir Dellis
- Explorer
- Posts: 108
- Joined: Mon Oct 22, 2012 10:38 pm
- Comment: There is nothing like wearing Maize and Blue in a sea of putrid Scarlet and Gray.
- Location: Columbus, OH
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Sir Dellis wrote:I created this one the other day for a specific player in mind in my campaign so parts of its history may read a little odd, but I think I generalized enough though.
removed for space
Nice work here, Dell... very well done. I look forward to further contributions.
Speaking of contributions, a little something I whipped up in my head last night. Fair warning, it is not recommended for players... but then, where's the fun in that? Enjoy!
Kh'Tharnim Dragontongue's Tome
Greatest Rune Item
Type: Rune Book
Alignment: Anarchist
Appearance: A locked and sealed rune book, bound in dark brown leather. The front bears what appears to be an iron plate shaped in the form of a humanoid face molded in a silent scream riveted to the cover. A pair of iron dragon claw hasps attached to the back cover reach up and over to grip the top cover. There is no apparent keyhole to unlock the claw hasps.
History: Kh'Tharnim Dragontongue was a legendary Elven Wizard in his time before the Great Elf/Dwarf War, his name carrying nearly the status of such greats as Lictalon himself. It is rumored that Kh'Tharnim actually studied under the tutelage of Lictalon as well as many other great and powerful sorcerors, including a few Dragons from which he took his name. At the peak of his ability, however, the Great War started and the great Wizard found himself to be a very vocal proponent for peace during its early years, even attempting to act as a diplomatic liason between the two great kingdoms. All too soon, however it came to a crashing end as, while attempting to negotiate a peace between two smaller Elven and Dwarven factions within the War, another Dwarven attack fell upon his home city, mercilessly razing it to the ground, leaving no survivors save himself and a lucky few others who were also not within its boundaries at the time. When word of the decimation of his home, his friends and worse, his family, reached him, Kh'Tharnim was a changed man. Sadly, he had changed for the worse. Taking up the mantle of righteous avenger, he enlisted the aid of several friends and allies acquired over his many long years, some of them even being kings themselves, raising an army of frightening proportions and beginning what would be a long and bloody campaign of death and destruction, using the magical knowledge he had learned from legendary sorcerors, dragons and , some say, even the gods themselves to lay waste to no less than a dozen Dwarven strongholds, towns and cities, slaying thousands, if not tens of thousands of Dwarves without hesitation, restraint or mercy. It was not long before even a whisper of his name sent a cold chill along the spines of many a stalwart Dwarven warrior. Despite this reign of terror, plans were set into motion by the Dwarves to stop this threat before they were completely overwhelmed. After many years of planning, praying and careful execution, the Dwarves finally managed to capture and imprison Kh'Tharnim Dragontongue, ending his reign of destruction and legacy of terror. However, to imprison a Wizard of such power, the Dwarven captors had taken special precautions, primarily in the construction of a specially designed magical iron mask, designed to blind, silence and deafen the Master Mage all at once, thus essentially hobbling him and keeping him from using his magic against his captors. Thus, was Kh'Tharnim Dragontongue's campaign of vengeance ended.
Despite this victory, however, the Great War continued to drag on as Elven mystical superiority began to edge the tide of battle in their favor at a slow, but relentless, pace. The Dwarves needed a solution quickly and after many years, a few of the old hardliners of the time believed they had found the solution in their prisoner, Kh'Tharnim Dragontongue. Taking him from where he had been imprisoned, they led him, blinded, deaf and mute, into the deepest bowels of the Old Kingdom Mountains to the greatest of their treasures, the fabled Rune Forges. There, in a ceremony of blood, terror, pain and desperation, they condemned Kh'Tharnim to his final fate; to serve his new Dwarven masters as a legendary rune book, his soul locked in a timeless prison, his magical knowledge and power free for any to use as they saw fit, even going so far as to use the very mask that had hobbled him in life as part of the cover for the book, an eternal reminder of his fate.
And use it they did for the Dwarves began a long and bloody mystical campaign of their own, summoning forth the power and spirit of one of the greatest Elven Mages of all time to do their bidding against the very places he called home and the people he loved in a wave of magical destruction and terror that, even now is remembered by the earth itself. It is said that Kh'Tharnim's knowledge provided by the tome that serves as his prison was instrumental in summoning the destructive forces that laid waste to the Elven Kingdom of Baal-Gor, turning it into what is now known as the Baal-Gor Wastelands. After witnessing this atrocity, Kh'Tharnim's spirit broke, resigned to the fate of his eternal enslavement and wishing for nothing more than the torment to end.
Of course, after the destruction of Baal-Gor, the War did eventually end and with it, the death and destruction that accompanies such times. Along with the millions of lives lost on both sides of the war, so too were thousands of Rune items, among them, Kh'Tharnim Dragontongue's Tome. Many believe it to be locked away in the long cold Rune Forges of the Old Kingdom Mountains or buried deep in some ancient crypt. Others say it was among the Rune items disposed of in the mighty Nimro Volcano, while there are still some others who claim it to be in the hands of some despot lord or another. The world may never know and is likely so much the better for it.
Powers of the Tome
Aside from being Completely Indestructible, whoever holds the tome is granted a +3 bonus to all Saving Throws. Simply holding the book does not mean one can access its true power however. Unlocking the book requires whoever claims it to poke his finger and smear a drop of blood along the spine of the Tome, much like a standard Rune Book. At this point, the tome will unlock upon command of the reader who will then be fully bonded to the Tome. When opened, regardless of the page the book is opened to, a ghostly image of Kh'Tharnim Dragontongue will appear hovering over the Tome. Yes, this is the real McCoy, the spirit of Kh'Tharnim Dragontongue himself forever bound to the Tome. While opened, it is through the ghostly image that Kh'Tharnim speaks for all to hear rather than through standard telepathic means of other Rune items, though only through Limited telepathy while the book is closed.
Contained within the book, which is many hundreds of pages thick, are the following...
Working spell incantations for all Wizard magic levels 1-15
Working spell incantations for the following Spells of Legend; Barrier of Thoth, Crimson Wall of Lictalon, Metamorphosis: Dragon, Time Capsule, (Dragons & Gods pg 13) Time Hole Pocket Dimension (Dragons & Gods pg 13-14)
Detailed and illustrated instructions on the creation of all Circles of Protection*
Detailed and illustrated instructions on the creation of all Summoning Circles*
Detailed and illustrated instructions on the creation of the following Power Circles*; All Seeing, Command, Death, Healing, Knowledge, Power, Power Leech, Power Matrix, Wonder
The True Names^ of 2 Alu (demon), 3 Shedim (demon), 1 Gallu (greater demon), 2 Jinn (greater demon), 5 Dire Harpies (deevil), 1 Gorgon (deevil), 2 Imps (deevil), 1 Arch-Fiend (greater deevil), 2 Wraiths (greater deevil), 2 Cherru (angel), 1 Seraph (angel), and 1 Tharsis (angel)
*Includes lists of necessary components which the reader must provide
^There are literally dozens more names than what is listed here. Most of them belong to long dead people from the time of the Great War and are essentially useless save to summon their spirits
The first few pages of the book also provide an illustrated history of Kh'Tharnim Dragontongue similar to the one given above, though more from a Dwarven point of view. There are also many blank pages within the tome that the owner of the tome may use for his own purposes, activating them in the same fashion one would with an ordinary Rune Book.
The book possesses an incredible 1000 PPE that may be used to power any of the magics within the book, and the book recovers this PPE at a rate of 10 points per hour. This available PPE is also fully affected by the influence of Ley Lines and Ley Line Nexus Points as well as the times of year and planetary alignments (solstices, equinoxes and eclipses) Please note that for some of the more powerful incantations, particularly the Spells of Legend, this is not enough for a proper casting and will require some form of contribution from the reader, whether from his/her own PPE reserves, sacrifices, willing offerings and so on.
Personality. Kh'Tharnim Dragontongue is a broken man. He has not only witnessed the true carnage of war, he has also been the direct cause of that kind of death and destruction on a very large scale himself, both by his own actions and as a tool of his enemies. Now, his only wish is for his torment to end, knowing that it never will considering his current state as an indestructible Rune item. He sees his existence as nothing less than the torturous eternal damnation he deserves for what he has done in his lifetime, knowing the memories he has of it will never fade and grateful for the times he is alone in order to keep new memories from forming. If found, he will perform as he should without thought or hesitation, essentially going through a self induced emotional lobotomization while he is used like the tool he has become. During the times he is not in use however, he will often quietly plead with his owner to end his torment, abandoning him and letting him be alone with the terrible memories of his past. While not a free willed Rune item, Kh'Tharnim's spirit has been broken completely and he will permit himself to be used by anyone of any alignment. Simply put, he just doesn't care anymore.
Thanks for the feedback on Stormfall. I did make one change that I will edit in my original post shortly, but I want to give feedback on Dragontongue here.
ZOMGA, no wonder you said not intended for use by players I like it though
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Sir Dellis wrote:
Thanks for the feedback on Stormfall. I did make one change that I will edit in my original post shortly, but I want to give feedback on Dragontongue here.
ZOMGA, no wonder you said not intended for use by players I like it though
Glad you like him. I have to admit, he's one of the few items I've created that even scares me a little. But then, that's what makes it so much more fun!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus
- Sir Dellis
- Explorer
- Posts: 108
- Joined: Mon Oct 22, 2012 10:38 pm
- Comment: There is nothing like wearing Maize and Blue in a sea of putrid Scarlet and Gray.
- Location: Columbus, OH
Re: Everybody Loves Rune Weapons
JuliusCreed wrote:Sir Dellis wrote:
Thanks for the feedback on Stormfall. I did make one change that I will edit in my original post shortly, but I want to give feedback on Dragontongue here.
ZOMGA, no wonder you said not intended for use by players I like it though
Glad you like him. I have to admit, he's one of the few items I've created that even scares me a little. But then, that's what makes it so much more fun!
Now, I was even wondering this about Stormfall, but decided against it because of the damage that Stormfall causes to its owner from the frost aura power, but what about a curse for the Dragontongue?
Most runic items are cursed and a lot times, the more powerful the item, the bigger the curse....
All spells, the PPE to cast them and no drawback? I know a NPC in my campaign that's getting this book
- JuliusCreed
- Hero
- Posts: 1115
- Joined: Fri Oct 01, 2010 1:56 pm
- Comment: Yesterday is history,
Tomorrow is a mystery,
But today is a gift.
That's why it is called "the present". - Location: Texas... what country are you from?
Re: Everybody Loves Rune Weapons
Sir Dellis wrote:JuliusCreed wrote:Sir Dellis wrote:
Thanks for the feedback on Stormfall. I did make one change that I will edit in my original post shortly, but I want to give feedback on Dragontongue here.
ZOMGA, no wonder you said not intended for use by players I like it though
Glad you like him. I have to admit, he's one of the few items I've created that even scares me a little. But then, that's what makes it so much more fun!
Now, I was even wondering this about Stormfall, but decided against it because of the damage that Stormfall causes to its owner from the frost aura power, but what about a curse for the Dragontongue?
Most runic items are cursed and a lot times, the more powerful the item, the bigger the curse....
All spells, the PPE to cast them and no drawback? I know a NPC in my campaign that's getting this book
I considered a curse for the Tome for a very long time. I finally decided to not put a curse on him for a few reasons. ...
The primary reason is because of Kh'Tharnim's nearly constant pleading to just be abandoned and left to his misery. He is truly a broken man with a very sad story. Most Good aligned characters will eventually understand his plight and just dispose of him out of pity. Evil characters, of course, will usually ignore the pathetic pleading, maybe even taking a perverse delight in hearing him beg for his release, but some may actually get tired of it and get rid of him just to get a moment's peace. Remember, Kh'Tharnim will CONSTANTLY bother his owner anytime he isn't being used. He doesn't care if his owner is busy with some important task, eating a meal, taking a bath... even while he's sleeping, Kh'Tharnim will always be in his head, begging and pleading to be left to his misery. That in and of itself can be considered a curse.
Another reason I didn't curse him is because of the sheer power the Tome has. Word of that kind of power being in mortal hands spreads fast and a lot of people will be using any number of means in order to acquire it for themselves. From the moment the Tome gets used, people will see it and somebody is bound to recognize it for what it is. Once that happens, all bets are off as to who wants it and what they're willing to do to get it. Eventually, whoever owns it has a pretty serious chance of either losing it to someone else or just getting rid of it themselves in order to avoid the hassle of dealing with the problems.
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
But I've never seen a wolf jump through hoops in a circus