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.