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Sparky UK
Sparky UK's picture
'Magic' Weapons
Dracheneisen

Anyone played or know Earthdawn?

I was thinking, seeing how you're supposed to research/explore (i.e. go on side quests) to learn the lore that unlocks an Earthdawn magic item's powers, this would seem to be ideal for a 7th Age campaign. For example:

Rank 1: Learn the name of the smith who forged the weapon

Power: glows when monsters within 30'

Rank 2: Learn the name of the last monster the weapon destroyed

Power: +1 Wound

Rank 3: Learn the name of the carpenter who fashioned the weapon's hilt

Power: absorb 1 Wound per fight scene

And so on

EDIT: A character's 'Story' background looks like it's half way there to doing this

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"Hello. My name is Inigo Montoya. You killed my father. Prepare to die..." ~ Inigo

Joachim Deneuve...
Joachim Deneuve du Surlign's picture

I always liked the way Earthdawn handled legendary weapons.  And I agree that the concept fits into the way stories for character progression works really well.  However, without any guidelines for how such things interact with the rules in 7S2e, it means there would be a lot of work for the GM.

I suppose it might be possible to re-skin Sorcery in some way.  "The effects you get from the demon-sword increase as you spend more time researching its past, but the demon whispers in your mind." is just Sarmatian sorcery with a different background.

Mars University
Mars University's picture

The way magic items work in Earthdawn is wonderful, and I'd really like to see it show up in more game systems.

You could easily allow this by requiring the Signature Item Advantage (or a variant of it) for a Hero to get something equivalent to a lengendary or masterfully-crafted weapon, then unlock each ability or bonus (equivalent to a Thread in Earthdawn) with a 2 or more Step Story.

Rob Donoghue posted a similar way of handling Dracheneisen weapons (rather than just having a single, 10-Step Story) with the Tarnished Dracheneisen Advantage in his blog here http://walkingmind.evilhat.com/2016/08/16/tarnished-iron-and-debt/ That might give you some inspiration or ideas in that direction.

Donovan Morningfire
Donovan Morningfire's picture

The Dracheneisen approach that Rob posted is interesting, though not sure I'd grant it all the same traits as Signature Item (namely the Hero Point uses).

Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/

Mars University
Mars University's picture

That's up to each GM, I suppose. My thinking was to create something above and beyond the basic Signature Item if you wanted unlockable abilities, and I was considering that you might wind up with a player trying to decide between a relatively mundane item with a bunch of abilities they want right now and a mystical item with a bunch of abilities they want that they have to work at unlocking. That could be a fun choice or not, depending on the group.

 

I also thought it would open up the option of adding onto existing Signature Items. At character creation, it might have just been a masterfully-made blade, but mid-way through the series, you start uncovering the socery or mystical hand at work in its creation.

 

Donovan, what traits seem appropriate to you, and what would feel like an appropriate Advantage cost there?

Sparky UK
Sparky UK's picture

Thanks for the info/advice

"Hello. My name is Inigo Montoya. You killed my father. Prepare to die..." ~ Inigo

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