A blade
is a blade is a blade, yes?
No.
Some
weapons are indeed forged in factory fashion, intended for the armories of
keeps or to put teeth into a rag-tag force of conscripted farmers.
Some
weapons are “off the rack” as it were, work-a-day tools in the kit of professional
soldiers.
But
some weapons…
Some
weapons are great.
Some
weapons were forged in circumstances mysterious or arcane.
Some
are artworks, the life’s work of a great master of the forge.
Some
weapons were forged amid blood and fury – more birthed than made.
Yes, some
weapons are great.
These
legendary blades are storied – at times their names are remembered long after
those of the warriors who wielded them.
It seems as though it was the weapon itself that wrought great deeds, as
though the weapon was the hero
– or the villain – that shook the world.
And sometimes it was.
Such weapons may be lost, but they will be found again: and when they
are found, there will once again be great deeds to be sung.
###
[Inspired
and informed by the article "A New Approach to Magic Weapons" by Michael Williamson,
published as the Treasure Chest column in White Dwarf issue #73 (Jan 1986).]
Legendary
Weapons Old and New
Part 1 : Determine the point value of the
weapon
(random
or choose):
Forging
Legendary
Smith (1d10)
History
Age: 1
per 20 years (10d100)
Deeds:
+1-5
for each major event in which the weapon played a notable part (1d5/20 years)
+10
for any great events in which the weapon was a major player (10% chance per 100
years)
Wielders:
+ 1 per 3 levels of wielder if weapon
was favoured for the major part of career (1d10/100 years)
Special
Add for
dramatic circumstances of forging (1d10)
Magic
weapons add +10 per +1 or special power (flaming, slaying, etc)
Sum the
above to get weapon point value total.
Alignment
Legendary
weapons are very focused and thus have only 4 primal alignments. Select based on history or roll 1d4:
1. Good
2. Evil
3. Law
4.
Chaos
Legendary
weapons are not aligned in the magical sense, so can be wielded by anyone – but
more powerful weapons may well detect as their alignment where appropriate.
Purpose
Legendary
weapons are infused with a sense of purpose.
Roll or select according to what is appropriate for the weapon’s
history:
Roll
|
Good
|
Law
|
Chaos
|
Evil
|
1
|
Defend
the weak
|
Defend
the law
|
Defend
freedom
|
Defend
oppression
|
2
|
Destroy
a force for evil
|
Destroy
a criminal society
|
Destroy
an institution
|
Destroy
a force for good
|
3
|
Fight
cruelty
|
Maintain
stability
|
Foment
anarchy
|
Create
fear/hardship
|
4
|
Kill all
evil beings
|
Kill all
criminals
|
Kill all
officials
|
Kill
all good beings
|
(Most
entries will need to be detailed according to the setting: for example, destroy
a force for evil might be interpreted to mean the weapon’s purpose is to destroy
the followers and temple of a particular evil god. Destroy an institution might
mean the weapon’s purpose is to kill all members of a particular aristocratic
lineage, or it might mean the weapon is working against the institution of
slavery)
Name
All legendary
weapons have names. In some cases the
name will be inscribed on the weapon itself or on a special case, but in others
the name may be unknown in which case the services of a sage or diviner may be
required. Detect magic will identify the
weapon as very special, but not reveal the name or properties. Spells such as Speak With Dead (to ask the
former owner) or spells that access knowledge from the outer planes may reveal
the name, or knowledge as to where it may be found. Information found by a sage may be
fragmentary, or may only point to where the name may be learned (i.e.
triggering a quest to learn more about the weapon and unlock its power). Intelligent weapons may be able to communicate
their names to their wielders, but may or may not be inclined to.
Part 2 : Using the weapon
Weapons
infused with the power of their history and great deeds have names and can be
called upon to aid the wielder in times of trouble. The wielder calls out the name of the sword
and rolls to attack as normal. Only a
single attack is possible. If the attack
results in a hit vs target AC, but the target requires special weapons to hit,
subtract points from the weapon as follows:
1pt silver
2pt
magic weapons
2pt/+1
for targets that require specific bonus to hit
Roll
damage as usual, then subtract points from the weapon at 1pt per additional hp
damage required to kill the target until the weapon’s current point value
reaches zero.
The sum
of the points spent is the % chance the weapon will break (-5% per magical plus
or special power, e.g. flaming, vorpal)
Recharging
The
weapon will regain points up to its maximum as determined in part 1 at a rate
of 1pt per 2hp damage dealt in the service of its purpose – random fights do
not regenerate the weapon’s points, but if the wielder is working toward a goal
that matches the weapon’s purpose hp dealt in fights directly related to that
goal will do so.
Empowering
If the
wielder consistently favours the weapon while pursuing goals that are in line
with the weapon’s purpose, when a major goal is achieved (i.e. plot impact is
high, challenge was high) the weapon may gain 1-5 points. The weapon also gains 1pt for every 3 levels
the wielder gains while using it as a favoured weapon. These points add to the weapon’s max total.
Part 3 : Special features
As
legendary weapons gain in power, they may evolve and develop additional powers. For each 10pt of power, roll 3d6 once on the
following table:
3 Special
power: 3d6 lightning
4 Special
power: either flaming (1-3) or frost (4-6)
5-6 Special power: defending (any magical bonus
can be assigned to AC instead)
7-13 Add
magical +1
14-15 Speaks
(if no INT score, will communicate only animal urges in favour of purpose,
calculate Ego to
determine wielder’s
ability to resist)
16 Special power: Intelligent: add 1d4 INT
17 Special
power: Persuasive: add 1d4 CHA
18 Special
power: Extra Ego: add 1d4 to Ego score