Showing posts with label 7 blades of luck. Show all posts
Showing posts with label 7 blades of luck. Show all posts

Saturday, January 3, 2009

Seven Days, Seven Blades of Luck - The Sword of Rotten Luck

Nondescript in every way. This sword is common, plain, boring. It is likely to be picked up, stuffed in a backpack and forgotten. Any description is meaningless as it can change form and besides talking about the sword is nearly impossible (see below).

The owner of this sword has rotten luck. Chamber pots will be emptied on their head, it will rain when they travel, their horse will throw a shoe, ships they are passengers on will wreck in storms, important possessions will get lost or stolen, taverns they visit burn down, and so on. This rotten luck is chronic but with a very definite limit. The owner will not die, nor will they starve, suffer grievous injury, or come to any permanent ill. The sword prevents mortal or maiming harm from any source befalling its owner. However, it will accomplish this miraculous feat in the absolutely most rotten way possible. This protection does not extend to the owners companions or innocent bystanders but the owners rotten luck does.

In addition, the desires and goals of the owner will generally be fulfilled if they aren't in conflict with the sword's nature of protection and rotten luck. For example if the owner desires to reach the capital they'll be captured as galley slaves, shipwrecked, suffer various hardships on Isle of Madness, get teleported into a battlefield and finally be thrown in the capital's dungeon as spies.

As part of preventing harm and providing rotten luck the sword will not allow itself to be given away or abandoned. It will, somehow, quickly arrive back into its owner's life. It might be possible to destroy this sword. But the consequences of unmaking such a powerful artifact are troubling to consider.

This god-forged weapon is virtually unknown. Part of its protective power prevents knowledge of its existence from spreading. The sword's appearance is whatever it needs to be at the moment. It can shape change at will, even into seemingly sentient beings and can disappear entirely. It is omniscient, omnipotent and can work as subtly or as directly as required. It is in a very real sense the DM.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Friday, January 2, 2009

Seven Days, Seven Blades of Luck - Equilibrium

This sword was created when a dark haired barbarian prayed to his god "It is a good day to die, Crom, but grant me one request. Grant me revenge! Let me bring my foes along to the afterlife. And if you do not listen, then to HELL with you!"

Equilibrium is heavy and larger than the typical broadsword. Its practical leather wrapped hilt and plain iron cross-guard belie its magical nature. So does it's normal looking steel blade which appears to be above average quality albeit well used, sporting several nicks along its length. A nice, big barbarian sword. Nothing spectacular. That it never dulls is a clue that it's no common orc stabber. Another is if the nicks are ground out they will reappear exactly as before after a few hours. Additionally the leather grip will never rot. In fact until the world splits and the gods die Equilibrium will remain exactly as it was them moment Crom granted that request.

[Original FUDGE rules] Every attack roll the wielder may flip any number of their dice to +1. The DM keeps a running total of the dice so flipped by Crom's blessing. For his boons must be paid back. The DM may spend these "flips" as modifiers against the wielder of this sword. Any contested roll, not just combat, is eligible for these modifiers. If it "is a good day to die" and Equilibrium's wielder has enough "debt" the GM is encouraged to use all of it for a grand climatic death scene.

Damn FUDGE and it's flexibility! Without thinking too hard on it. For d20ish games I'd let the player swinging Equilibrium to add as many +5's as they want to their attack. After the roll but before the results (hit/miss) are announced. As DM keep track of these adding 1 to Equilibrium's "balance" for each use. It's best to keep the balance close to zero say in a range of +5 to -5. Reducing the balance by 1 means the DM gets to apply a (secret) -5 penalty to one of the players rolls; saves, skill checks, to hit rolls. This is a situation where Castles & Crusade's universal d20 mechanic pays off.

Hmmmm, this sword is definitely not for everyone. It takes a certain kind of player to not whine like a bitch when all that remains of their character is a bloody mist after whilly nilly overusing bonuses from this "uber" sword without a thought as to the consequences. Then again this might be just the item to make such a player go away.

P.S. Equlibirium (the movie) kicks ass.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Thursday, January 1, 2009

Seven Days, Seven Blades of Luck - Loki's Luck

The sax, Loki's Luck, is strongly magical. This is obvious even without special skill or arcane detection. Mystical runes, symbols of good luck and fortune, pulsate orange and yellow along the back of its blade. Forged from an unknown iridescent metal that's been folded and hammered hundreds of times. It has no cross-guard and lacking any pommel it would seem to easily slip out of one's grasp.

[Original FUDGE rules] Once per attack roll the wielder may flip a -1 to +1. If a natural +4 is ever rolled with this weapon convert it to a -4. After the -4 results are applied the sword vanishes with a audible chuckle. Only to reappear in some treasure trove awaiting its next victim.

Another one that is hard to convert from the flexible dF roll. Having Loki convert your natural 20 into a natural 1 before laughing at you and taking his sax back sounds about right. Although, dF +4 has only a 1.235% chance and the 20 has 5%. So, maybe secretly roll a d4 and the player only suffers Loki's notice on a 1. That sounds better than taking away their "critical" every time.

The convert dF -1 to dF +1 mechanic is much harder. There's only one die rolled in d20, and it's not a bell curve. And changing either of those is radicaly changing d20 mechanics. Maybe something like if weilder rolls between 5-10 they can roll a d10 and add that to result. Too complex but I can't think of anything else. Other than give up and play FUDGE :)


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Wednesday, December 31, 2008

Seven Days, Seven Blades of Luck - Luck Drinker

Luck Drinker is a scimitar of the finest craftsmanship. Sand dragon skin wrapped hilt and large hematite pommel counter balance the blade of folded meteoric steel. When drawn from it's matching ruby encrusted sand dragon skin scabbard it emits a "peening" sound like a tuning fork or every anime sword evar. When blocking or being blocked by another weapon it tends to throw white hot sparks. Created long ago by a Djinn in response to a poorly worded wish. It is none the less sought after by the greatest swordsmen who would rather rely on their skill than on the variegates of chance.

[the FUDGE rules] Attack rolls made with this sword will move one step closer to zero (e.g. +2 becomes +1, -3 becomes -2). In addition natural rolls of +4 and -4 become 0. So, the effective range of 4dF is +2 to -2. In other words this sword "drinks" both good and bad luck.

I'm not sure how to convert these rules into a d20's non-bell curve mechanic. For those unfamiliar with FUDGE the idea or this sword to remove some of the "luck of the dice" so those skilled with swords could get more consistent results. Fudge already emphasizes skill over dice with it's bell curve. This just took that a step further. Perhaps make it a bell curve. Use 2d10 instead of d20 for attack rolls with Drinker. Or shrink the high/low. Roll d10+5, no great rolls but no horrible ones either. Or both 2d6+3? It has to be and has to be obvious to a fighter with +10 to hit that using drinker will be better over time.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Tuesday, December 30, 2008

Seven Days, Seven Blades of Luck - Flynn's Edge

Flynn's Edge, a thin slightly curved saber, is much too light for its silvery metal blade and guard to be anything mundane. The richly carved basket guard bears no inscription neither does the blade or grip. Nor can any maker's mark, crest or other identifying symbols be found. Although many tales, songs and legends have been written about Flynn's Edge few even the authors realize it. Storytellers recount the daring exploits of the charming Dread Pirate Roberts, not his sword.

A wave of confidence overcomes those picking up Flynn's Edge. It is hard not to swish it through the air and make a few practice stabs perhaps accompanied with a swashbuckling "aha!" For as long as it is carried the owner will be prone to jumping up on tables, blurting out sarcastic insults and clever witticisms, swinging from rigging, chandeliers, banners, eschewing helmets for jaunty caps, and the like.

No matter how unskilled the wielder of this weapon is they always hit. What they hit, although, is up to luck. When fighting with this sword determine the number of eligible targets which include enemies, friendlies, neutrals, and possibly inanimate objects such as the chandelier chain. Then make a die roll to select one of them to be automatically hit. If the wielder is particularly lucky allow them some advantage in target selection such as altering the target selection roll by +- 1 post facto. But, skill/THACO/class/levels/etc have zero effect.

Damage is much less than normal and is often harmless but worthy of a dashing swashbuckler (e.g. cutting off target's ponytail, popping the buttons off their blouse, pricking friend in the ass so they jump out of harm's way). During combat the wielder of Flynn's Edge is empowered with astounding acrobatic skill. This exists to expand the number of eligible targets and promote flamboyant maneuvers.

This sword is not cursed in the sense that it can't be put down or abandoned. But, hopefully the player has so much fun with it they are loath to give it up. And frankly if they aren't then they are not worthy of Flynn's Edge.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Monday, December 29, 2008

Seven Days, Seven Blades of Luck - Beggars' Bane

Beggars Bane looks more like a show piece than an actual fighting blade. The blade is thin and frail looking. Its elaborate cross guard is gold alloy and mounted with purple corundum and clear green emeralds. The pommel, also gold alloy, is decorated in relief with a laughing face spewing coins from its mouth.

When this sword inflicts damage it produces a "ka-ching" sound and for each wound inflicted 1-6 coins of the smallest denomination common to the area fall from the point of impact.

Created for a despicable merchant who loathed the "lessor people" constantly begging spare coins as she traveled about the city. Although, she gladly acquiesced to their demands with this sword until her throat was slit during a burglary of her house. Beggars' Bane was the only item looted.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

Sunday, December 28, 2008

Seven Days, Seven Blades of Luck - Gambler's Point

Gambler's point is a short stabbing dagger of black iron, simple cross-guard also black iron, and wood handle. The pommel is ivory carved into a pair of dice showing three and four.

Normal as far as combat goes, this dagger's power manifests when its owner is involved in a task or game of chance (e.g drawing of straws, card and dice games, lotteries, flipping a coin). If the owner is thinking of a particular outcome then that outcome will occur (e.g draw an ace, roll 7). It doesn't matter if the outcome they are thinking of is "good" or "bad" for them they get what they "ask" for. If they aren't thinking about any particular outcome then the normal, random outcome will occur. One way for the DM to handle this is to keep the mechanics secret and decide what the owner is thinking based on what the player says in and out of character.


[From the series Seven Blades of Luck and examples of Magic Items Should be Magical. All seven blades were once part of an article I submitted to Fudge Factor a sadly defunct e-zine for FUDGE.]

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