Savage Rune Weapons

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Venatus Vinco
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Savage Rune Weapons

Post by Venatus Vinco »

Rifts World Book 2: Atlantis wrote:The simplest rune weapons only have the following eight abilities/powers.
  1. Independent personality, with an average to high I.Q.
  2. Communicate through limited telepathy.
  3. Are totally indestructible, the blades never dull or dent.
  4. Made of black, dark grey, blue-grey, or dark red metal and lined from tip to handle with runes.
  5. Do no less than 4D6 S.D.C./hit point damage. In Rifts Earth, they do no less than 4D6 M.D. and can actually be used to parry energy blasts (-6 to parry, very difficult).
  6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius (6.4 km) if separated.
  7. Adds + 1 to all saving throws.
  8. Can be used only by a person of a particular alignment (good, evil, or selfish). Persons not of a compatible alignment take 1D8 S. D. C. points of damage each time they touch the weapon or 3D6 M.D. if a mega-damage creature.
Note: All rune weapons must be made of metal or hard stone, ideally sculpted from a single stone or molded into one solid piece of metal; no moving parts like gears.

Cost: Four to sixteen million credits, sometimes more.

Savage Rune Weapons
Based on Intelligent Relics: Savage Worlds Fantasy Companion
  • Wild Cards: Rune Weapons are treated as Wild Cards and receive a Wild Die and two bennies, which they can generally use only for themselves. They can be affected by arcane powers affecting the mind, such as puppet, and are also subject to Tests of Will. For Initiative they act on the same card as their owner.

    Attributes: Lesser rune weapons have 3 points to spread between its Smarts and Spirit. Attributes begin at d4. Unlike player characters, relics may have attributes in excess of d12.

    Skills: Lesser Rune Weapons have 11 skill points. Skills may go over the linked attribute without paying double cost. The weapon can use Intimidation, Knowledge, Persuasion, and Taunt directly. Other skills can be used as a Cooperative Roll. Rune weapons never have combat skills.

    Personality & Goals: Rune Weapons have a distinct, and sometimes powerful, personality. This should be well thought out with the GM. Lesser Rune Weapons have at least one Minor or Major Hindrance and a very specific goal that they promote (such as Destroy all Vampires, or Avenge a past wrong, etc.).

    Battle of Wills: When the rune weapon and its possessor have different opinions over a course of action, a battle of wills ensues. This is an opposed Spirit roll. If the weapon wins it gains control of the user for one hour plus one per raise. A rune weapon may instigate a battle of wills only once per day, whether or not it is successful.

    Abilities: Lesser Rune Weapons are Heroic level enchanted items. with their own distinct personality. They gain one additional Minor or Major upgrade related to their Hindrance (so a Rune Weapon with a minor Hindrances receives and extra Minor upgrade. A Major Hindrance nets a Major Upgrade).

    Rarity: Rune Weapons cannot be gained by EP but only by adventuring.
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Re: Savage Rune Weapons

Post by Venatus Vinco »

Just a discussion starter.

Trying to blend rule sets here.

Basically: Enchanted Item as a Sidekick

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Re: Savage Rune Weapons

Post by Koshnek »

This is basically what I wanted to do with Balitrox. If it advances and takes an edge, does it apply to itself as a weapon or the wielded or both or chosen upon picking?
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Re: Savage Rune Weapons

Post by Venatus Vinco »

Koshnek wrote: Sat Oct 06, 2018 9:33 am This is basically what I wanted to do with Balitrox. If it advances and takes an edge, does it apply to itself as a weapon or the wielded or both or chosen upon picking?
Good question, let me research that. The Fantasy Companion doesn't say if Relics advance or gain experience.

I like the idea of it. Anyone got ideas on how to handle it? I wouldn't want the items to get out of hand either.

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Re: Savage Rune Weapons

Post by Tribe of One »

I'm not a big fan of the "weapons as Sidekicks" approach, which is more complicated than I'd like and I think prone to abuse. I'd go with a more FFF/KISS approach. A bare bones start would be:

Rune Weapons follow the Enchanted Items rules, with the following additions:
  • Indestructible and always do Mega-Damage
  • Have a personality and communicate telepathically
  • Autonomous: Each round, the weapon grants the wielder either +2 Parry, +2 Fighting or allows the activation of one of the weapon's Powers as a free action
  • Gain one extra Major mod compared to an Enchanted Item of the same tier
  • Gains either 2 Major Hindrances or 1 Major Hindrance and 2 Minor Hindrances. At least one of these Hindrances must be a Vow of some kind, representing the items purpose. These Hindrances are adopted by the wielder. If at any time the wielder is not acting in accordance with those Hindrances (GM's discretion), some or all of the Rune Weapon's abilities may cease to function. If the wielder directly contradicts a Hindrance (such as the wielder of a Bloodthirsty weapon leaving a defeated foe alive) the wielder must immediately make a Spirit check to avoid becoming Shaken (Crit Failure = Incapacitated? Possessed?). The Spirit roll is made with a penalty depending on the weapons's tier: -2 for Veteran, -4 for Heroic, and -6 if the weapon is Legendary.


I think that captures the feel of Rune Weapons and hews closer to existing power levels. Effectively gets you 2 Extra Major mods (equal to TW) in exchange for roleplaying Hindrances with a method for GM enforcement if conflicts are handled poorly.
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Re: Savage Rune Weapons

Post by Koshnek »

I had a similar idea but maybe a bit more complicated.

Choose a base item similar to choosing one for enchanted items.

The item begins with a vow or major hindrance (I thought that instead of just having a purpose that maybe it might be an extremely curious item? Not familiar with tune weapons yet, if that’s silly vow only is fine)

Gain 2 minor mods and 1 major mod.

Begin with 4 pp designed to create a unique feature that is not easily replicated by mod slots. So if you spent 4 points on super strength, that should instead be done with mod slots. However growth 1 with super strength contigent could be fine.

May take up to 1 major and 2 minor hindrances. 2 points grants an additional mod slot or 1 extra pp for the items unique ability.

Also, as above, some way to assume control of the pc has to be built in if the wielder acts counter to the items purpose.
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Re: Savage Rune Weapons

Post by Koshnek »

Hell. The contigent and flight probably isn’t even necessary just a trapping of it returning is probably enough.
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Re: Savage Rune Weapons

Post by Tribe of One »

Koshnek wrote: Sat Oct 06, 2018 12:32 pm Hell. The contigent and flight probably isn’t even necessary just a trapping of it returning is probably enough.
Yeah, that's just the bolt power with trappings.
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Re: Savage Rune Weapons

Post by Koshnek »

True. Don’t have a pc rn so just threw something together. I’ll delete the returning thing the str example demonstrators my intent
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Re: Savage Rune Weapons

Post by Ndreare »

I am okay with whatever happens here.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Re: Savage Rune Weapons

Post by Koshnek »

Design Note
I wanted to make Rune Weapons unique, so I hacked Enchanted Rules and Super Tech together.

2 Minors + 1 Major + 2 PP should be roughly = to a Heroic Level Signature Item.

I added +2 PP for the Vow. That bumps it up to +4 PP and should be an extra mod slot's worth of power above Heroic.

From there, I chose to allow Hindrances, which apply to the character, in exchange for Hindrance Points which can be spent for additional slots.

2 Hindrance Points = 1 Major Slot
2 Hindrance Points = 1 PP

I chose 2 Hindrance Points for 1 PP to keep it from closing too much on Super Tech at creation. Also, each PP is powerful. 4 seemed like a fair starting place, but 2 PP for 2 Hindrance Points seemed too strong.

The Power Points are meant to be used to give the Rune Weapon a special ability/signature move/ultimate attack or something which can't be done through Enchanted or TW Item creation. Technically, not through Super Tech either in one respect - these effects can be arcane in nature. Rune Weapons seem scarce, powerful, and unusual from what I've read - and this seemed to be the coolest way to represent that.

Base Rune Weapon Item
Not all Rune Weapons have powers or extra trappings. Some are simply magic swords. Choose an item that has the appropriate effect (i.e. a vibro-sword for a mega-damage magical melee weapon or stealth suit from the Sci-Fi Companion for a cloak of shadows) and say it works by Rune Forging <?> instead of technology. Generally this works with all melee weapons, wands and staves (pistols and rifles re-trapped), armor, and even golems (power armor, robots and robot vehicles).

Weapons count as magical against creatures vulnerable to such. Note: Rune Weapons are "always on" and require no external power to function.

Slots per Rank
Rune Weapons are limited to a number of slots shown in the chart below.
  • Novice: Two Minor Qualities, One Major quality, 4 Power Points%
    Seasoned: Two Minor Qualities, One Major quality, 4 Power Points, + 1 Major quality/PP
    Veteran: Two Minor Qualities, One Major quality, 4 Power Points, + 2 Major qualities/PP (total)
    Heroic: Two Minor Qualities, One Major quality, 4 Power Points, + 3 Major qualites/PP (Total)
    Legendary: Two Minor Qualities, One Major quality, 4 Power Points, + 4 Major qualities/PP (total)
%In exchange for hindrances, up to two more major qualities or two PP or one of each can be added during the Rune Weapon's creation.

Minor Upgrade
Minor Upgrades add a small magical benefit to a Rune Weapon. They may exchange a Major Upgrade spaces for additional Minor Upgrades, but an item can only have the same upgrade twice.
  • +1 to a specific Trait roll appropriate to the item.
    +1 damage to a weapon.
    +2 armor to armor, shield, or clothing.
    +1 Parry to a shield or close combat weapon.
    +5 stored PPE only usable to activate item or its features.
    Halve the weight of the item (quarter if taken twice).
    Apply an arcane Trapping to the weapon.
    Other Minor Upgrades as allowed by the GM.
Major Upgrade
  • Add a power to Weapon (Cost: 20,000 credits per Rank of power).* # &
    Add an Edge to Weapon (Cost: 20,000 credits per Rank of Edge).* &
    +1 die type to a specific Trait appropriate to the item (Cost: 10,000 credits).
    +10 stored PPE only usable to activate item or its features(Cost: 30,000 credits).
    Other Major Upgrades as allowed by the GM (Cost: Varies).
* The power may be trapped to activate as part of another action (an attack roll for a weapon or roll to activate another power) using the Trait result of the primary action as its own. The user must still spend Power Points before making the roll, and a failure on the primary action means the power fails as well. Imbuing a magic item with powers automatically gives the item a base of 10 P.P.E. to activate them (major and minor improvements can add more power points).
A Rune Weapon which stores PPE recharges automatically over time. If solely from Powers or Minor Upgrades, the Rune Weapon gains 1 PPE per hour. If any PPE is gained from a Major Upgrade, the item recharges 1 PPE per 30 minutes.
# Availability of powers is limited only to the powers available in TLPG.
& Master of Magic is not generally useful on an Rune Weapon Instead use the Power Mastery edge (see house rules)

Unique Abilities
Rune Weapons receive four SPC Power Points to design a unique ability or abilties which set them apart from ordinary weapons. If a major or minor slot could do the same thing a power point can do, it should be done with a mod slot. For example, adding a die type to Vigor can be done with a Mod slot instead of PP, and so it should be. However, adding a level of Growth with a level of Super Vigor contingent upon Growth demonstrating a transformation to a more resilient form would be fine.

SPC Ability Activation
Abilitiess linked to a skill (like Fighting or Shooting) activate with that skill. Passive powers, like edges or armor will function as long as the Rune Weapon is active.

Banned SPC Powers and Modifications List
  • Consruct
    Invent
    Stackable (Option for Attack, Melee)
    Super Sorcery
    Undead
Cautionary SPC Powers
  • Armor Piercing
    Extra Actions
    Extra Limbs
Given the nature of the Savage Rifts setting an increase in AP is effectively an increase in damage. While it may make sense in some circumstances it should be closely reviewed.
Extra Action and Extra Limbs can create some truly broken builds. GMs are encouraged to limit the impact of such items to no more than 2 total extra actions from any of a variety of sources. Further any hero with an Arcane Background getting Extra Actions via Rune Weaponry should be scrutinized closely. Game breaking consequences are plausible.

Allowed Modifiers
Contingent (-1/-2)
Limitation (-1/-2)
Projectile (+1)
Ranged Touch Attack (+2)
Requires Activation (-1)
Slow to Activate (-1)
Switchable (+2)

Purpose
Every Rune Weapon has a purpose. It begins with the Vow (Major) Hindrance which its wielder must adhere to or risk angering its Rune Weapon. This should work similarly to AB (Miracles) and sinning with three levels of consequence (I.E. a "minor sin," a "major sin," and a "mortal sin"). The final consequence should result in a Battle of Wills between the Wielder and the Rune Weapon. Failure results in the player character being temporarily controlled by the Rune Weapon.

Battle of Wills: When the rune weapon and its wielder have different opinions over a course of action, a battle of wills ensues. This is a Spirit roll at -2. If the weapon wins it gains control of the user for a time, at least an hour. A rune weapon may instigate a battle of wills only once per day, whether or not it is successful.

The chosen Vow (Major) does not count towards Hindrance points.

With Great Power comes Great Responsibility
Not all Rune Weapons are created equal. Up to one Major Hindrance and two Minor Hindrances may be chosen for a Rune Weapon during its creation. These qualities are taken on by the wielder. Similar to Character Creation, a Major Hindrance is worth two points, and a Minor Hindrance is worth one.

Two points may be traded for one additional Major Quality or Power Point.

Intrinsic Qualities
Each Rune Weapon comes with a few additional qualities at no cost.
  • Rune weapons communicate telepathically with their wielder.
    Rune weapons are Indestructible.
    Rune weapons deal Mega Damage.
    Rune weapons may be temporarily deactivated outside of "sins" against their purpose, stolen, or otherwise lost. However, they should always be returned to their wielder fully operational, although this may require time and/or an adventure of its own in game.
    Rune Weapons gain an additional Major Quality or one Power Point per rank the wielder achieves past Novice. (One is gained at Seasoned, up to four total at Legendary).

Background Edges

Weapon of Power
Requirements: Legendary
Through happenstance, a perilous journey, or inheritance, this character has gained a mighty Rune Weapon. It begins play with two minor modifications and one major modification per the Enchanted Item creation rules, and it also has 4 PP with which to design a unique ability per the Super Tech Item creation rules. Additionally, it is telepathically linked to the wielder and has a Vow (Major) it imposes upon its wielder which represents its purpose. Failure to adhere to the vow can lead to a battle of wills, and upon failure, the character temporarily loses control of his body to the Rune Weapon.

In addition to the above, a Rune Weapon may take up to one Major Hindrance and two Minor Hindrances to gain points similar to Character Creation, all of which are also assumed by the wielder. Two points may be spent to acquire one additional Major mod or one additional PP with which to further customize the Rune Weapon. It also gains one Major Mod or 1 PP per Rank the wielding character achieves past Novice (1 at Seasoned, up to 4 at Legendary).

Rune Weapons are not to be chosen lightly; each one possess a personality of its own with goals and desires it seeks to pursue. It is very similar to taking a Side Kick in some ways and represents a willingness and desire for extra roleplaying on the player's part, as the weapon has a personality. You're essentially roleplaying not just one, but two characters with this edge.
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Re: Savage Rune Weapons

Post by Koshnek »

Example Rune Weapon created with the above guidelines.

The character is a starting level MARS character, just to demonstrate the Seasoned rank abilities.

Demonbane
Demonbane is a longsword imbued with the soul of an angel. It has accepted its life as a weapon. Demonbane requires its wielder to hunt down and slay any and all demonic entities infesting Rifts Earth or any other place or dimension its wielder might travel.
  • Str+2d8 Mega Damage, AP 2
  • Powers: Banish (Holy), Burst (Holy; Power Mastery); Activated via Fighting
  • PPE: 10/10 (Recharges 1/hr)
  • Demon Sense (5 PP)
    Demonbane senses all demons within the wielder's ability to detect. Demonbane makes them apparent to its wielder, no matter where they're located or what kinds of trickery the demon(s) may attempt to use to remain undetected. This heightened awareness also means that demons neither benefit from nor add to the gang up bonus applied against the wielder. Demon Sense only applies to demons and demonic subspecies. This ability also gives the wielder a chance to react to being surprised or ambushed by demons.
    • Ignore any and all obscure penalties (darkness, fog, invisibility, etc) vs demons and demonic subspecies. Cover for solid objects still apply normally. Demons do not benefit from nor add to any gang up bonus against the wielder.
    • Get a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn't stack with it.) This ability only works against Demons and Demonic subspecies.
  • +1 Parry
  • Holy Light trapping.
  • Hindrances
    • Hindrance: Heroic (Major) - Feels compelled to help those in need to the furthest extent of the character's ability to do so.
    • Hindrance: Quirk (Minor) - Must pray before meals, quip moral scripture to and/or admonish others for the sins they commit.
    • Hindrance: Delusional (Minor) - Sees demons behind any unexplained misfortune or evil deed.
  • Vow (Exorcist)
    • Minor Transgression: Allowing a demon to escape with his life results in Fighting suffering a -1 penalty to use until atoned, as Demonbane is constantly reminding the wielder of his vow.
    • Major Transgression: Failing to engage in combat with a demon results in Demonbane's damage bonuses no longer applying, -2 to activate its powers, and its PPE pool cannot be tapped (so the bearer must provide the PPE, or not use Powers at all), and its edges not working. The hectoring of Demonbane grows louder, now, and if the character is not on a quest to atone, he must make fatigue rolls to deal with not being able to sleep because of the constant haranguing.
    • Mortal Transgression: Willingly entreating with a Demon will break the Vow between the wielder and Demonbane. Demonbane will first try to take control, plunging the user - willingly or unwillingly - into the depths of his or her own unconscious in order to assume control. Barring that, Demonbane falls silent and will not work as anything other than a mundane Longsword (per SWD) until a major quest is performed to atone. Burying it in the heart of a major Demonic power, for instance.
      • Loose control: Make a Spirit roll at -2 or Demonbane takes control for a time, undertaking a righteous crusade against the unholy for a time.
  • Weight: 15
  • Cost: 14000

Demonbane is a longsword imbued with the soul of a angel. It has accepted its life as a weapon. Demonbane requires its wielder to hunt down and slay any and all demonic entities infesting Rifts Earth or any other place or dimension its wielder might travel.

Base Item: Chain Long Sword (Str+2d8 Mega Damage, AP 2, Weight 15, $14000)

Vow (Exorcist):
  • Minor Transgression: Allowing a demon to escape with his life results in Fighting suffering a -1 penalty to use until atoned, as Demonbane is constantly reminding the wielder of his vow.
  • Major Transgression: Failing to engage in combat with a demon results in Demonbane's damage bonuses no longer applying, -2 to activate its powers, and its PPE pool cannot be tapped (so the bearer must provide the PPE, or not use Powers at all), and its edges not working. The hectoring of Demonbane grows louder, now, and if the character is not on a quest to atone, he must make fatigue rolls to deal with not being able to sleep because of the constant haranguing.
  • Mortal Transgression: Willingly entreating with a Demon will break the Vow between the wielder and Demonbane. Demonbane will first try to take control, plunging the user - willingly or unwillingly - into the depths of his or her own unconscious in order to assume control. Barring that, Demonbane falls silent and will not work as anything other than a mundane Longsword (per SWD) until a major quest is performed to atone. Burying it in the heart of a major Demonic power, for instance.
    • Loose control: Make a Spirit roll at -2 or Demonbane takes control for a time, undertaking a righteous crusade against the unholy for a time.
Hindrance: Heroic (Major) - Feels compelled to help those in need to the furthest extent of the character's ability to do so.
Hindrance: Quirk (Minor) - Must pray before meals, quip moral scripture to and/or admonish others for the sins they commit.
Hindrance: Delusional (Minor) - Sees demons behind any unexplained misfortune or evil deed.

Minor: Holy Light Trapping
Minor: +1 to Parry.
Major: Banish, activated with Fighting, Holy Light Trapping
Major (+1 from Hindrances): Burst, Activated with Fighting, Holy Light Trapping.
Major (Seasoned): Power Mastery (Burst)
Embedded PPE: 10/10 (Recharges 1/Hr)
Power Points: 5/5 (+1 from Hindrances)
Demon Sense
Demonbane senses all demons within the wielder's ability to detect. Demonbane makes them apparent to its wielder, no matter where they're located or what kinds of trickery the demon(s) may attempt to use to remain undetected. This heightened awareness also means that demons neither benefit from nor add to the gang up bonus applied against the wielder. Demon Sense only applies to demons and demon subspecies. This ability also gives the wielder a chance to react to being surprised or ambushed by demons.
Awareness [4 PP] (5 PP; Limitation -1 PP)
Danger sense [1 PP] (2 PP; Limitation -1 PP)
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Re: Savage Rune Weapons

Post by Stoic »

I think Tribes version makes perfect sense for this. I'm going to test run it for my roll20 game then probably drop one into a SR game as well.
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Re: Savage Rune Weapons

Post by Seswarick »

I think some sort of inherent damage bonus might be thematic. Maybe something like +1 die for a minor , +2 die on a major. This will let them somewhat keep pace with a psiblade.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
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Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Re: Savage Rune Weapons

Post by Ndreare »

To me one of the most valuable aspects of the Rune Weapon was the flavor text that is brings ruin to those who attempt to control or wield them against their purpose.
Sometimes a direct attack, other times you would let it be carried into battle and at the right time the weapon would begin attack the wielder leaving them unarmed.

This helped ensure that the item would find its way to someone who could accomplish its goals.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Savage Rune Weapons

Post by Tribe of One »

Seswarick wrote: Mon Oct 29, 2018 1:08 pm I think some sort of inherent damage bonus might be thematic. Maybe something like +1 die for a minor , +2 die on a major. This will let them somewhat keep pace with a psiblade.
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Re: Savage Rune Weapons

Post by Koshnek »

Tribe's suggestion seems to be preferred, so Ill build it with his suggestions for comparison.

The one I put together previously "leveled up" as the wielder gained rank. This one does not, so I removed the bits about Rank. If I misinterpreted the intent and this version is also supposed to level up by rank like the one I suggested, I can adjust it easily enough.

The Edge, in my opinion, should be Legendary ranked. With the added bonuses Tribe suggested, a number of mods equivilent to a Heroic Rank Enchanted Item should work well. Enchanted Items, Super Tech, Tinkering, and TW Items can all be created and improved. However, characters cannot create or improve rune weapons, so there is no point in them being less than Heroic.

Alternately, I think it would be interesting if the the weapon was better at using any embedded powers. Maybe more base PPE, or faster base regeneration? I'm not familiar with rune weapons from source, so I don't know what would give the best flavor here, or what to adjust in the "Intrinsic Rune Weapon Abilities" section to keep it balanced.


Base Rune Weapon Item
Not all Rune Weapons have powers or extra trappings. Some are simply magic swords. Choose an item that has the appropriate effect (i.e. a vibro-sword for a mega-damage magical melee weapon or stealth suit from the Sci-Fi Companion for a cloak of shadows) and say it works by Rune Forging <?> instead of technology. Generally this works with all melee weapons, wands and staves (pistols and rifles re-trapped), armor, and even golems (power armor, robots and robot vehicles).

Weapons count as magical against creatures vulnerable to such. Note: Rune Weapons are "always on" and require no external power to function.

Intrinsic Rune Weapon Abilities
  • Indestructible and always does Mega-Damage.
  • Have a personality and communicate telepathically.
  • Autonomous: Each round, the weapon grants the wielder either +2 Parry, +2 Fighting/Throwing/Shooting or allows the activation of one of the weapon's Powers as a free action.
  • Begins with two Minor Mod slots and three Major Mod slots.
  • Gains either 2 Major Hindrances or 1 Major Hindrance and 2 Minor Hindrances. At least one of these Hindrances must be a Vow of some kind, representing the items purpose. These Hindrances are adopted by the wielder. If at any time the wielder is not acting in accordance with those Hindrances (GM's discretion), some or all of the Rune Weapon's abilities may cease to function. If the wielder directly contradicts a Hindrance (such as the wielder of a Bloodthirsty weapon leaving a defeated foe alive) the wielder must immediately make a Spirit check to avoid becoming temporarily possessed.
Minor Upgrade
Minor Upgrades add a small magical benefit to an enchanted item. They may exchange Major Upgrade spaces for additional Minor Upgrades, but an item can only have the same upgrade twice.
  • +1 to a specific Trait roll appropriate to the item.
    +1 damage to a weapon.
    +2 armor to armor, shield, or clothing.
    +1 Parry to a shield or close combat weapon.
    +5 stored PPE only usable to activate item or its features.
    Halve the weight of the item (quarter if taken twice).
    Apply an arcane Trapping to the device.
    Other Minor Upgrades as allowed by the GM.
Major Upgrade
  • Add a power to device.* # &
    Add an Edge to device.* &
    +1 die type to a specific Trait appropriate to the item.
    +10 stored PPE only usable to activate item or its features.
    Other Major Upgrades as allowed by the GM.
* The Craftsman can only install powers and Edges of his Rank or less. Embedded powers must be from the Craftsman's powers list (though he doesn’t have to actually know them). For five times the cost, the power activates as part of another action (an attack roll for a weapon or roll to activate another power) using the Trait result of the primary action as its own. The user must still spend Power Points before making the roll, and a failure on the primary action means the power fails as well. Imbuing a magic item with powers automatically gives the item a base of 10 P.P.E. to activate them (major and minor improvements can add more power points).
An enchanted item which stores PPE recharges automatically over time. If solely from Powers or Minor Upgrades, the enchanted item gains 1 PPE per hour. If any PPE is gained from a Major Upgrade, the item recharges 1 PPE per 30 minutes.
# Availability of powers is limited to the craftsman's power list.
& Master of Magic is not generally useful on an enchanted item. Instead use the Power Mastery edge (see house rules)

Purpose
Every Rune Weapon has a purpose. It begins with the Vow (Major) Hindrance which its wielder must adhere to or risk angering its Rune Weapon. This could work similarly to AB (Miracles) and sinning with three levels of consequence (I.E. a "minor sin," a "major sin," and a "mortal sin"), or maybe just something the character absolutely must or most not do. Either way, the final consequence should result in a Battle of Wills between the Wielder and the Rune Weapon. Failure results in the player character being temporarily controlled by the Rune Weapon.

Battle of Wills: When the rune weapon and its wielder have different opinions over a course of action, a battle of wills ensues. This is a Spirit roll at -2. If the weapon wins it gains control of the user for a time, at least an hour. A rune weapon may instigate a battle of wills only once per day, whether or not it is successful.

The chosen Vow (Major) does not count towards Hindrance points.

Background Edges

Weapon of Power
Requirements: Legendary
Through happenstance, a perilous journey, or inheritance, this character has gained a mighty Rune Weapon. It begins play with two Minor Modifications and three Major Modifications per the Enchanted Item creation rules. Additionally, it is telepathically linked to the wielder and has a Vow (Major) it imposes upon its wielder which represents its purpose. Failure to adhere to the vow can lead to a battle of wills, and upon failure, the character temporarily loses control of his body to the Rune Weapon.

In addition to the above, a Rune Weapon gains two Major or one Major Hindrance and two Minor Hindrances, all of which are also assumed by the wielder.

Rune Weapons are not to be chosen lightly; each one possess a personality of its own with goals and desires it seeks to pursue. It is very similar to taking a Side Kick in some ways and represents a willingness and desire for extra roleplaying on the player's part, as the weapon has a personality. You're essentially roleplaying not just one, but two characters with this edge.
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