
Sword Parts by Nathan Robinson via Wikipedia
Last week, I started to expand the set of examples we’ve provided for weaponry in our homebrew use of Dresden Files RPG in a medieval fantasy setting. Unfortunately, I ran out of room before I got to the versions that boast supernatural powers. Luckily, I’ll get a chance now to remedy that situation.
Weapons of Power
As with our previous Items of Power, I’m using the synonymous rules from the Dresden Files RPG (YS167). Each of these weapons already includes the +2 refresh cost specified in the Items of Power guidelines. That bonus may only be used once, so if you’ve got more than one such item, each additional item costs 2 more refresh. Also, taking one forfeits your access to the Pure Mortal template.
Lightbringer (-3)
This broadsword was used by the Lady herself in her campaign to unite the East. Ever since, it has been in the possession of the kings of Mandor. Its current whereabouts is unknown, however, having been stolen during the assassination of the king.
Though it started out as a relatively utilitarian sword, it has accumulated several hundred years of etching and gilding, in both the sunbeams of the Lady, and, later, the eagles of Mandor. The blade can be seen to glow with a pearly luminescence in twilight or darkness. When in battle, however, especially against the forces of darkness, the radiance increases to rival that of the sun. Any who come near one bearing this sword can palpably feel its presence, which is doubly true for those sensitive to the supernatural.
The bearer of Lightbringer is gifted with extraordinary speed, giving a swordsman quite an edge. Some who wield the blade have even managed to turn its sunfire into an attack. Those with enough faith can use it to make flaming strikes against their enemies.
Effects
- Marked by Power (-1)
- Illumination (0)
- Inhuman Speed (-2)
- Channeling, Fire (-2)
Deception (-1)
The provenance of this dagger has been lost to the ravages of time. Given its penchant for mystery, this is perhaps fitting. At first glance, Deception appears to be an entirely uninteresting dagger. A closer look, however, will reveal the strange appearance of the blade, mingling dark and light steel in undulating waves difficult to follow with the eye. Neither the blade, nor the hilt seem to reflect light, no matter the angle.
Wielders of Deception can seemingly melt into the shadows. They also gain the ability to bend those shadows into illusions, which can be used to disguise themselves, or change the appearance of their environment. However, the appearance of Deception itself remains constant, which, given its reputation, can cause serious trouble for its owner if it is recognized.
Effects
- Cloak of Shadows (-1)
- Glamours (-2)
Hawk (-2)
Once the traditional weapon of a chief of one of the southern tribes, Hawk was captured by the Mandorans during their conquest of that region. It is a massive battleaxe with a pick on one end, and a wickedly curved edge on the other. The blade is etched with a blood groove in the shape of a hawk, talons outstretched, swooping for the kill. It appears too massive to be swung by mortal man, but its abilities help in that regard.
The axe grants its owner greatly increased strength, allowing a mighty warrior to swing the over-sized weapon single-handed. Those who master the weapon have been able to direct that strength outward into attacks of sheer force. Wielders of Hawk have been known to level a host of enemies with a single mighty swing.
Effects
- Inhuman Strength (-2)
- Channeling, Force (-2)
Boar’s Tusk (-1)
Though the noble House for which it was made has faded into history, Boar’s Tusk still appears in the hands of knights. Though it doesn’t often cause damage, this shield can turn a battle as well as any blade. It appears to be a metal kite shield, painted white, and embossed with a black charging boar. No matter how hard it is struck, however, the shield’s device never fades or scratches.
Much like the boar it depicts, the shield allows its bearer to shrug off an unbelievable amount of damage. Not only is the owner difficult to hurt, she seems to heal all but the most severe wounds. Ironically, this protection may be bypassed by the weapons of the boar itself: ivory tusks, though this fact is not widely known.
Effects
- Inhuman Toughness (-2)
- Inhuman Recovery (-2)
- Catch, Ivory (+1)
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