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Magic Items


 

Availability

 

How many players have actually had their characters make a magical item, raise their hand. How many of you have made this item to be sold in the future? Did you make it for some specific person? Did you make it to be sold on the open market?

I didn't think so.

No self respecting wizard would make magical items for sale on the open market. They'd be crack-heads to do so, giving some of their power to total strangers, sacrificing the one edge that they have over potential enemies.

Therefore I STRONGLY recommend that magical items not be available at "magic shops" or lying around in a dungeon (unless near the corpse of their owner). That's like a Masonic group selling their secrets to the public: Bloody stupid. This leads to a pretty important question:

So how would PCs get magical items?

Let's think about some of the cooler stories that involved magical items. How about Camelot? A sword of kings forged at the dawn of time... now THAT's cool. Or think about the Arabian knights. Alladin's lamp was essentially a trapped djinn and his carpet was made by that same djinn. Sure, Thor has his hammer and Perseus his shield which reflects a gaze, and these are kinda neat. Let's not forget Elric's sword, Stormbringer, which was trapped in some netherworld, unreachable by even the inhabitants (Elric's sword is especially cool, as it has a curse and a "character foil" sword, Mournblade, which makes the wielders battle for eternity). Even in the Lord of the Rings, there were less than a dozen magical items in any single gathering of heroes/villains, and they were earned or stolen; not made, not bought, but taken.

As you might have guessed, I'm getting to a point: STOP GIVING OUT MAGIC ITEMS!! Mages are most likely going to destroy their items or hide them when they stop using them. Anything not made by a wizard is likely to be made by supernatural beings or cosmic forces, the origins of the great artifacts shrouded in the mysteries of time and myth.

In case you don't yet understand my problem, I'll tell you: I'm sick of GMs with such little imagination that they have to escalate the power of encounters, not being able to come up with better plots using old arch-nemeses and "weak" monsters who might actually have some sense of organization (which is all too often ignored) or intelligence. Instead they throw bigger, badder monsters (with little reason as why or how these monsters became hostile toward the PCs or even present at the time) at the PCs and have to give out bigger, badder rewards and magic items so that the PCs can stand up to these things, character development and plot development be hanged, along with ingenuity and problem solving skills!!!!! Okay, I'm done venting.

 

 

 

 

The Counter Balance:

Epic Artifacts for Epic Adventure

 

I scoff at rules for making magical items: Scoff, scoff, scoff. If there's any one basic principle for making any artifact, it should be this....

 

WHAT THE HECK IS GOING ON?????

 

In other words, why was it made? When was it made? Who made it? How was it made? Once those questions are answered, the rest is easy, as long as gameplay is balanced (I like to make magic artifacts that grow in power as the party grows). I'll give you an example.

 

Ash-Shabbal-Muthlim, the Soul Eater (rune hammer)

As you might have guessed by the name, this is a brutal, savage weapon of chaos, madness and primal power. Inside is the essence of a long forgotten Arabic fertility goddess (for those of you who know of H.P.Lovecraft's writings, this is a fragment of Shubb-Nuggurath's spirit). The head was a monstrous looking shrivelled head of a goat. The business end was an open maw of needle-like teeth, the back was blunted, chipped horns. The handle looked like writhing bark and the "pommel" was a cloven hoof.

The Powers: The wielder experienced a constant feeling of power (Summon Inner Strength, constant) and could sense danger (Sixth Sense). The hammer removed any need for sleep or rest. When the hammer chose, its senses were shared with the owner, giving a means of spying, awareness and the ability to sense souls. The hammer could also fly to the wielder if it so chose, even if it had to tear through something to get there. The wielder got clairvoyant dreams and could read minds when using the hammer's senses. Sometimes, when struck, the victim's soul was devoured by the hammer, it's eyes glowing an eerie green. Summary – Psionics {Sixth Sense, Telepathy, Clairvoyance, Presence Sense, Summon Inner Strength (constantly in effect)}, Flies to owner upon command (strikes on its way back if needed), Owner can see through hammer’s eyes at will.

The Problems: The owner slowly grew more and more evil with each passing day. The hammer's head would salivate when it was hungry for more souls, adding to it's already revolting appearance. Whenever the hammer was in the peripheral vision of someone, the head would writhe and mouth arcane words. No one knows what these words are, because as soon as someone consciously looks at the hammer, it reverts back to normal, as if it were a trick of the eyes. Once the hammer drains enough souls (say 1 million PPE worth) it summons faeries, Deevils and other beast men to take the wielder to a cave buried in Arabia where (s)he will be thrown into a pool. From that pool will emerge an evil reflection of the character (along with the original PC at the original alignment, without the hammer) who will slay a thousand souls and carry the hammer back to Shubb Niggurath. Also, if the hammer doesn't get the souls it needs, there is a chance that it will, during the next full moon, transform the owner into a giant monster resembling a tree trunk with tentacles for tree limbs, walking on three cloven hooves and stuffing anyone nearby into its salivating toothy maw (this is the true shape of Ash Shabbal Muthlim). Summary – Drains PPE of those it kills; saves up enough to mass-summon devils and fey creatures to capture owner; Teleports to place of power where evil copy of PC is created (who takes hammer). Horror Factor of owner starts at 8 and goes up by one per level. Save vs. psionic attack 1/month or transform into (equivalent) multi-merged boschala for the night and consume all in path, plus all the powers of the hammer.

The Origin: Shubb Niggurath, the great old one of the Earth's dimension, who symbolized fertility, darkness, disease and the isolation of the woods, is mother to what are called the Thousand Dark Young of Shubb Niggurath, which are her essences and agents in the world of substance. Powerful, monstrous and obscene to anything they contact, they are called upon by only the most daring and talented of men learned in the dark arts. One man called upon one, so that it may consume his rival to the throne of a small kingdom in the Middle East in 7300 BC. The beast, able to understand the minds of men, came and made a pact, doing the requested deed in return for a child to be chosen by the beast. The foolish wizard agreed, and, after his rival (who also happened to be the summoner's own older brother) was devoured by the tree-like horror, the demon chose for its child the wizard himself (after all, he will always be his mother's child).

But the wizard had a trick up his sleeve: He had made an amulet which made it so that when one day he would be killed, his killer would be trapped within the amulet as revenge. The beast was so powerful, however, that it was able to slowly, over a thousand years, reshape the amulet into something else. That shape was a hammer.       

The Acquiring: In one of my Rifts adventures, "Weekend in Pittsburgh" it's background was that the hammer was found in an archaeological dig. It was taken to North America as a museum exhibit. The spirit has slept for thousands of years until the power of the rifts made it rise from its slumber, ready for a new age of havoc.

Cool, no?

The ideas are what's important, and stinky cheese is forbidden. By stinky cheese I mean the old "throwing lightning bolts" and "glowing radiance" and stuff that takes no inventiveness to devise, at least without good reason or explanation.

 

 

 

"Ah never go teh war without mah luckay Besse!"

 

Belief is a powerful tool. Deific theory, as explained in Dragons and Gods, is a perfect example of this. When enough people believe in a god, they unknowingly feed it PPE and make it real. The same thing applies with the "trusty .45" or the "lucky hat" or the "sword of the legendary Sir Soandso", or even "Billy's hot rod car". Anything can go through this process, even if it's technological or already enchanted.

However, belief is not the only requirement to making a personalized magic item. PPE, Chi or ISP are also needed to fuel the belief, along with experience points. Here's the way it works.

Say someone with no psychic or chi abilities picks a lock with his "trusty pen-knife". He gets 25 XP for picking the lock, but then turns to his buddies and says "Ah couldn't a' dun it without me trusty pen-knife!" This does two things: First, the pen-knife gets 1/2 the XP (rounded down to the nearest multiple of 5, which is 10 from the 25 gained by performing a skill; the owner gets the rest) and 1 PPE (which is not taken permanently from the user's PPE base, but treated as if a spell were cast). The pen-knife now has 10 XP and 1 PPE.

Over the course of the adventure, the pen-knife is used to fend off a mugger, disarm a bomb and escape capture from the mob (by cutting the rope tied behind his back, picking another lock, freeing his friends and other stuff). This guys pen-knife (which has gotten over 200 XP and 8 PPE) has been given a name: "Mel's Trusty Pen-Knife".

The XP can be used to re-roll any skill roll or combat roll at the cost of 25 of the stored up XP (only for an applicable skill roll, such as a combat roll with the knife itself or a lock picking roll) with the additional cost of 1 PPE. It can also be used to call upon GM advice for a problem for 100 XP + 1 PPE (useful idea or action) or to have the GM advise on an action to save the PC's life for 200 XP + 1 PPE (plan/action that saves life of character), using the knife of course. Only Mel can access the XP and PPE that he gave the knife. However, if he tells the stories of his adventures with the knife to someone who he gives the knife to (permanently) they can access it too, as long as they believe. No XP is gained from the expenditure of stored item XP (so using the knife’s XP to pick a lock gives no 25 XP reward to the user).

Now begins the magic part. Let's say that over the course of the campaign, Mel's Trusty Pen-Knife gets more than 20 PPE and over 4000 XP. Mel can spend 5 PPE (or ISP or Chi if he were a psychic or Chi master) and 1000 XP for a permanent +5% bonus on pick locks. For the same cost, Mel can get a permanent +1 strike with the knife (GM won't allow a parry bonus with such a small item). Other possibilities include +5% to the art skill (carving), +5% to wilderness survival, +1 damage ("always sharp, that trusty pen-knife of mine!") and so on. Anyone using the pen-knife can access these permanent abilities, believer or no.

Now, thirty years later, Mel has died and Mel's Trusty Pen-Knife is handed down to his son, Josh. Josh heard the stories of his father's adventures so he can carry on the tradition in Mel's name (and access the XP). Josh is a Physical Psychic (from Beyond the Supernatural). Over the course of Josh's adventures he sees the wonderful things that his father's pen-knife can do (a total of +10% to pick locks, +5% to survival and +2 strike). Josh then begins to believe in the wonders of Mel's Trusty Pen-Knife and starts feeding it XP, and PPE/ISP.

After a handful of adventures, Josh has given the knife 28 ISP and 5000 XP. Now Josh slowly realizes that, through some psychic link with his father's pen-knife, he feels stronger with it in his hand. Now the pen-knife has 4450 XP (only 900 of his own remain; 4100 were spent on this next power) and 4 ISP to draw upon, but the pen-knife now has a permanent 4 ISP base (which recovers at a rate of 2 per hour, but can be recharged at ley lines) and the psychic ability of Summon Inner Strength at sixth level (Josh is sixth level when he gives this to the knife). This is because the person playing Josh has selected to lose 4000 XP and 4 ISP (for a 4 ISP psionic) for Summon Inner Strength to be included in the knife's repertoire, plus he sacrificed 20 ISP (it's a 5 to 1 ratio) and 100 XP to give the knife a 4 ISP base, so that others (who have heard of the strengthening effects of the knife) can activate the psychic ability without needing the ISP.

After the death of Josh at the hands of a Goqua, the pen-knife is lost in the sewers where Josh met his end. The pen knife still had 23 PPE and 3550 XP from Mel, plus 65 ISP and 5250 XP from Josh, for a combined total of 23 PPE, 65 ISP and 8800 XP. What happens to this? Well it rots. And, with any good rotting thing, it attracts decomposers and parasites. So a random entity (a poltergeist in this case) senses the PPE and comes down to feast. The poltergeist consumes all the PPE and ISP. It also accidentally taps into the XP (which never leaves since nobody is around to hear of the item's history & use it). The side-effect, and thus the trap for the Poltergeist, is that it is transformed by the XP so that it thinks it is Josh (who had more XP in the knife) as 3rd level character (8800 XP for a physical psychic).

A few hundred years later the Rifts come. A line walker named Lothos is searching for a D-bee who stole his amulet and is using his magic sensing abilities, when he discovers an entity. He scrounges around in the rubble and, to his left, a pen knife levitates five feet into the air. Lothos tries to speak to the spirit and then the pen-knife scratches a message into a nearby stone: "I am Josh." With that, the pen knife hovers near Lothos so that he may take it, which he does. Josh's spirit (who could leave now that someone else has the knife), sensing a huge PPE base in Lothos, decides to stick around and help him in return for food.

Josh tells Lothos of his adventures, of his father and of the wonders of the pen-knife, so that Lothos can use all the abilities to their fullest. A deal is then struck between the two: the spirit of Josh will protect Lothos (using the psychic powers of the entity) in return for 1 PPE per hour, plus psychic expenses.

Lothos also contributes to the pen-knife, adding to the abilities that the pen-knife had at the time. The final abilities of the pen knife are as follows:

 

Mel’s Trusty Pen Knife (107 P.A.)

+10% pick locks; +15% wilderness survival; the knife has 400 SDC (MDC in Rifts); +3 strike; +2 damage; an ISP base of 20 and the psychic abilities of Meditation, Summon Inner Strength, Mind Block, Impervious to Cold; a PPE base of 30 and the magical abilities of Heal Wounds and Seal. Plus it's an amulet of protection against the Supernatural (+2 vs. horror factor). Furthermore, the pen knife is possessed by a poltergeist, who has all the standard abilities of the poltergeist entity, but with the personality of Josh.

Pretty good for a pen knife!

Should Lothos die with more than 5250 XP in the knife (what Josh had), the poltergeist will change its identity to Lothos. There's also a chance that a more powerful entity, like a possessing entity, could want the food of the pen-knife for itself and scare away the poltergeist. Then the possessing entity would become the spirit of Josh (or whoever) and any subsequent owners might have to try and resist possession by the ghost of Josh (or Lothos) if the entity doesn’t get its way.

 

 

Summary (all abilities must be okayed with the GM)

1 re-roll of a skill/combat roll

25 XP +1 PPE/ISP/Chi

GM advise

100 to 1000 XP + 1 PPE/ISP/Chi

+1% to a skill

1 PPE/ISP/Chi + 200 XP

+1 to a combat roll

5 PPE/ISP/Chi + 1000 XP

known psychic ability costing (N) ISP*

(N) ISP + (Nx1000) XP

known magic ability costing (N) PPE*

(N) PPE + (Nx1000) XP

known chi ability costing (N) Chi*

(N) Chi + (Nx1000) XP

+1 PPE/ISP/Chi base

5 PPE/ISP/Chi + 25 XP

+1 SDC/MDC to the item

1 PPE/ISP/Chi + 100 XP

 

* if the power is variable (such as telekinesis or body chi) where more Chi, PPE or ISP can be fed into the ability for greater effect, the creator of the power chooses a static value (such as a 10 ISP telekinesis). This never changes.

 

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