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[WFRP 2e] Some magic items.

Started by B.T., January 22, 2012, 07:46:38 PM

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B.T.

Wizard's Blade
Perhaps the least dangerous of all magic items, the wizard's blade is a simple creation (if any magic can be called "simple").  In appearance, it is a finely-crafted short sword with a gleaming blade undulled by the ages that have passed since it was forged.  The gold hilt has an emerald embedded in the pommel.  Small runes etched near the base of the blade are the only outward indicator that this weapon might be more than the handweapon of a bored noble.

Light in the hand and swift to strike, the wizard's blade is far deadlier than its appearance suggests.

Encumbrance: 15.
Damage: 1d10 + SB.
Properties: Impact, Fast, Defensive.
Other notes: The wizard's blade is a Best quality weapon, giving the wielder a +5% bonus to his Weapon Skill when wielding it.

Bloodlord's Wrath
The Bloodlord's Wrath is an ebony ring with a thick band of crimson stone encircling its midsection.  Upon closer inspection, there are shifting dark and light streaks of red within the strange red ore.  Funny that this small thing should hold the fury of Khorne within it, but perhaps not half so funny when the ring is worn.

The ring grants its wearer supernatural strength and vigor, giving him a +20% bonus to his Strength and Toughness.  A great boon to any warrior.  Unfortunately, this is not the end of the ring's power.  In the first week of wearing the ring, the bearer finds himself become more aggressive, more prone to fighting, more prone to violent outbursts.  In the second week, the wearer gains the Frenzy talent and is involuntarily forced to use it once per week.  In the third week, the bearer is involuntarily forced to use the Frenzy talent once per day.  In the fourth week and onward, the bearer must make a Willpower test once per day or enter a perpetual frenzy from which only unconsciousness (or death) can relieve him.  Upon waking, the ringbearer is allowed 1d10 minutes of lucidity before returning to his maddened state.

Each time the bearer enters a frenzy, he must make a challenging (+0) Toughness test or suffer a random mutation.  Those who resist the power of the ring longer end as deformed, broken wretches while those who succumb readily maintain their physical forms.

Once worn, the ring is reluctant to leaves its wielder.  The wielder may attempt to remove the ring once per week, but he must make a challenging (+0) Willpower test to do so.  Failure indicates he cannot bear to part with the power of the ring; success indicates that realizes the harmfulness of the ring, but he is only partially rid of it.

At this point, the ringbearer learns that the Bloodlord's Wrath has bound itself to his flesh.  Removing it requires a difficult (-10%) Toughness test.  (Perhaps Khorne himself realizes the irony in that his blessing makes removing the ring easier.)  Failure indicates that the pain of attempting to remove the ring dissuades the wielder.  He may attempt to remove the ring from now on without making a Willpower test, but again only once per week.  Should the wearer succeed on the Toughness test, he wrenches the Bloodlord's Wrath from his hand (along with a neat circle of flesh where the ring once was).  He takes two wounds of damage that ignore armor and Toughness, and these wounds will not heal naturally, for that wound is both physical and spiritual.  (The wielder cannot take a critical hit from this damage.)  Though painful, this loss represents not just the flesh of his hand but the substance of his soul.  Only through the restorative magics of a priest or priestess of Shallya can the wounds be recovered.

Should someone else attempt to remove the ring from the wielder's hand, the one removing it must make a challenging (+0) Strength test.  Success indicates the ring is ripped away and the bearer suffers the negative effects described above; failure indicates that the ring remains and the wearer frenzies against the one attempting to remove the ring.

Your thoughts welcome.  More to come as I think of them.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

Rincewind1

For the ring, I'd suggest that you raise the STR and TOU bonuses to +20%, but that in the fourth or third week, the wearer after failing the Frenzy test and surviving the combat, must roll Toughness/Willpower or suffer a random mutation. Chaos Artifacts ought to be powerful and corrupt the user both mentally and physically.

2 wounds seem a bit stern for just a bit of flesh around the finger nicked - I'd myself advice that the ring seals onto the finger, and can be only removed by chopping the finger off, provoking 1 permanent wound that will not be recovered without Shallya's healing.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

B.T.

Skinwalker's Brooch
This brooch has been formed in the shape of a spider.  A fat, smooth-polished ruby forms the abdomen, while the rest of the spider has been crafted out of shining platinum.  Eight miniscule rubies have been set in the cephalothorax in a circular formation.  The silver-white legs are arranged so that two face forward, two face backward, and the other four stretch out to the sides at slight angles.  On the underside of the brooch is a slender pin to fasten it to an article of clothing.

This pretty trinket appears normal until it is fastened near the breast.  Attracted to the pulse of a beating heart, the brooch strikes, driving its pin into the chest of its victim.  The legs too sink deep within the chest, and the victim must make a challenging (+0) Toughness test or pass out for 1d5 hours.

Once the Skinwalker's Brooch has attached itself and the wearer--though that term is now used as loosely as possible--has his faculties available, he is immediately aware of a newfound vigor suffusing his being.  He is tireless, bounding with energy, completely refreshed from any labor.  With the brooch embedded in his bosom, he needs only an hour of sleep each night to be well-rested.  Furthermore, he heals one wound each hour.

The Skinwalker's Brooch does more than merely accelerate healing, however.  The brooch allows its victim to completely heal any permanent damage done to its owner, including regrowing lost or crippled limbs.  (This process takes 1d10 days per limb.)  In addition, the brooch reverses the aging proces--each week it is worn, the wearer loses 1d10 years off his life, until he is but 18 years of age--and makes the wearer immune to all forms of poison and disease.

The full extent of the brooch's power is not revealed until the wearer dies.  Once the victim perishes, he is resurrected 1d5 hours later, with all his injuries (both wounds and missing limbs) healed.  And thus begins his descent into undeath.

The Skinwalker's Brooch transfigures men into monsters, and it begins with the first resurrection.  The victim rises from the grave with chalk-white skin and blood-red irises.  This is merely the beginning, however.  

The next time he perishes--and perish he will, for no man is gifted with eternal life--the victim finds himself with an insatiable appetite for human flesh and fresh blood.  All other foods turn to ash in his mouth.  If he fails to eat at least two pounds of flesh each day, he begins to starve to death.  In addition, his fingernails become claws and his teeth become fangs, each doing 1d10 + SB damage.

The third time that the brooch's victim dies, he becomes an undead creature in full.  The brooch falls away from him and becomes lost that it might claim another victim, but not without one final gift: the victim gains +10% to his Strength, Toughness, and Agility, and his wounds permanently increase by +3  The victim's hunger becomes truly ravenous now, not just for meat but for death.  He must murder at least one person a day or else he begins to die, just as if he had not feasted on human meat for a day.

It is a pitiable sight to see victims of the Skinwalker's Brooch.  The only way to save them is by forcibly prying the brooch from the victim's chest.  This is likely to kill the victim, however, and he must make a challenging (+0) Toughness test or die.  The brooch can be tempted away from its current victim with the promise of a fresh, warm heart; procuring such and placing it within ten feet of the victim grants the victim a +20% bonus on his Toughness test to survive extracting the Skinwalker's Brooch.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.