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Mythras: How do you create mighty sentient magic swords?

Started by AsenRG, March 24, 2017, 08:26:53 AM

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AsenRG

Exactly what the title says. How do you create mighty, sentient magic swords with their own goals, in Mythras?
I want to tie it strongly to the Passions system, too.

Regarding sentience, I've been thinking of having the swords give you a bonus or penalty to some passions (this part was admittedly inspired by Bloodlust). If your actions were keeping them happy, they would give you a roll on the modified passion - with the roll determining how much Magic Points you gain to spend on the swords' powers. (So yes, you could gain a roll mid-battle, with a blood-thirsty sword).

I've also been thinking of giving them powers the wielder can unlock, as long as the sword is happy with him or her. What to base those powers on, however?
I was thinking about an Adept school, with the sword being the adept, but rolling with his controlling Passions instead of skills.

Ideas?
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"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

estar

Quote from: AsenRG;953458Ideas?

Describe what it is you want naturally as if you were explaining it to somebody in the setting. Then we can see what mechanics in Mythras will fit what it is you are trying to do. Trying to think of mechanics first and making the concept from that will lead to something clunky.

Also keep in mind that sentient swords are pretty much NPCs in their own right and work best when described as such.

Llew ap Hywel

Talk gaming or talk to someone else.

Simulacrum

Here's my take on it:

Simple route is have a spirit bound to it. But that spirit needs to be given the means to perceive or interact with the world so that it's actually sentient and integrated with the object rather than just the bound to it and then released if it's to do anything. It may be that certain spirits have the necessary traits (look through the spirit and the creature traits), or a specific means of enchanting the blade will bestow that ability on the binding. Of course if it's a divine artefact, you can handwave the creation mechanics...  

Depending on the spirit or the magic enchanted into the binding and the enchantment conditions applied it may have magical or spell-like abilities. A sorcery spell enchantment of perceive (sense) may deal with the perception issue. It may have a telepathy spell enchantment, targeted at whoever grasps the hilt. It may Tap (per sorcery spell) people who get killed by it, and then you can think of interesting things it might want to do with those magic points. It may have folk magic capabilities. Bladesharp, obviously - but also Polish, Shock, Repair, Light, Ignite - and a whole load more if the effect is placed on the wielder rather than the sword itself.

In Thennla (Shores of Korantia, Taskan Empire) it's possible to 'awaken' an inaminate object by sacrificing some piece of your own soul to do so, in effect creating a new spirit which is the creator's familiar. This is how the Iron Simulacrum was made by the God Emperor Zygas Taga. Each point of INT, POW or CHA donated will yield an attribute score in the awakened object based on the Intensity of the enchantment. Once you have awoken something this way you can teach it stuff, including spells. It does not have to have all three stats unless you want it to be fully sentient and conscious, and able to interact with other entities.

AsenRG

What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Loz

I agree with AsenRG. Stormbringer and Mournblade aren't really bound demons; they're supernatural forces of destiny forged into the shape of swords by a long-dead people to slay a race of gods from an earlier cycle of time. As such, they're plot devices and beyond the standard magic found in roleplaying systems. The first editions of the Stormbringer RPG tried to describe both runeswords in game terms, and even extend the game rules so that binding demons into things became a bog-standard practice in many, if not most, Stormbringer campaigns.

In the books, magic is rare, corrupting, and used sparingly. Those who can use magic usually have distinct pacts, or barter their very souls in exchange for dubious powers. And none of the sorcerers actually go about binding demons or elementals into weapons or other items.

So to create a weapon such as Stormbringer in Mythras, treat it like an NPC. Give it stats like any other NPC, and appropriate passions, powers and abilities. But don't be constrained by the sorcery or animism rules for such items: they are unique and should be treated as such.
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

AsenRG

Well, seems like I was on the right track, then:D!
Though I had Mysticism effects in mind...mostly;). But a continuous Blades harp might be a better damage effect!
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Simlasa

#7
It's no relation to Mythras/BRP but you might want to take a look at Wield, which is John Wick's homage to Bloodlust (though he swears he knows nothing about Bloodlust).
Like Bloodlust the PCs play as the god-items (Vatcha) themselves, with a different Player running each item's wielder... though not all the items are weapons they're all very powerful in unique ways.
It's a small rules-lite storygame that I'd probably never run, but it's got some nifty ideas.

AsenRG

I've got Wield, but it didn't impress me - what ideas do you find nifty?
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Simlasa

#9
Quote from: AsenRG;953619I've got Wield, but it didn't impress me - what ideas do you find nifty?
Oh, I liked the basic setup, like Bloodlust, of having other Players play the Vatcha/wielder. The creation process where you come up with the motivations and relationships and doom of the various Vatcha characters... and that the Vatcha could be all sorts of things, besides just weapons. I've got enough ideas from it for use in my own Magic World game that I thought it was a worthwhile purchase... along with the Companion, which has a various settings and additional material (IIRC it's longer than the main book).
If you've already got Bloodlust, maybe it's just repetition? I haven't read Bloodlust, it being French, so not sure how much it differs.

AsenRG

Quote from: Simlasa;953620Oh, I liked the basic setup, like Bloodlust, of having other Players play the Vatcha/wielder. The creation process where you come up with the motivations and relationships and doom of the various Vatcha characters... and that the Vatcha could be all sorts of things, besides just weapons. I've got enough ideas from it for use in my own Magic World game that I thought it was a worthwhile purchase... along with the Companion, which has a various settings and additional material (IIRC it's longer than the main book).
If you've already got Bloodlust, maybe it's just repetition? I haven't read Bloodlust, it being French, so not sure how much it differs.

Yeah, Wield did seem like Bloodlust, except more narrative. And the narrative elements didn't seem to be there for a reason, which I dislike:).

I admit I haven't got the Companion, since I didn't like the first part;).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Simlasa

#11
Quote from: AsenRG;953941Yeah, Wield did seem like Bloodlust, except more narrative. And the narrative elements didn't seem to be there for a reason, which I dislike:).
Oh, yeah... some of the mechanics, like the hand gesture combat declaration, are not my taste at all... and overall the main rulebook feels incomplete, a bit lazy even... like it's just a sketch of a game that was done on bar napkins, not really meant to be played.
Still, I think I found 5$ worth of inspiration in it.
The Companion has a bunch of stuff, like example settings, that probably could/should have been in the main rulebook.

Akrasia

Quote from: Loz;953531...
So to create a weapon such as Stormbringer in Mythras, treat it like an NPC. Give it stats like any other NPC, and appropriate passions, powers and abilities. But don't be constrained by the sorcery or animism rules for such items: they are unique and should be treated as such.

I'm considering starting a Mythras campaign using the Young Kingdoms setting this summer (drawing on the MRQII books and Elric! stuff). Introducing an NPC item like this (though probably not in the same league as Stormbringer or Mournblade) sounds like a great idea -- and plot hook!
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

RPGPundit

Giving them a personality is one way to do it; but it shouldn't be too human of a personality. The other way to make them really epic is for a sword to have a kind of Destiny.
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AsenRG

Quote from: RPGPundit;954505Giving them a personality is one way to do it; but it shouldn't be too human of a personality.
Why not?
I find that an inhuman personality in what amounts to an object, weirds the players out even more:p!

QuoteThe other way to make them really epic is for a sword to have a kind of Destiny.
They do, though the players don't know it yet;).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren