Friday, February 22, 2019

52 weeks of Magic - 9 of 52 - Libertatem

This week's item is another sword. It has a special purpose from which it takes it's name: Libertatem or liberty.

It is a +3 gladius, or short sword. It is +5 vs. undead. Libertatem has the special purpose of freeing slaves and freeing captives unjustly imprisoned and has a bonus to strike undead and animated dead as a side effect.

The sword has one primary power - to heal once per day. Libertatem has one special purpose power: disintegrate. The nature of the power is limited to specific items but nearly unrestricted in usage. When the sword comes into contact with non-magical bonds, it will disintegrate them. Once per day, the disintegrate power can be used over an area 25 feet in radius freeing many bound people at a time. It can cleave magical bonds on a to hit roll. If the holder is bound, only the pulse effect can free them from non-magical bonds, unless they can contrive away to get the sword out and touch their own bonds.

If confronted by a person who is compelled by a charm-like effect, the sword will glow and smoke in frustration. The holder is entitled to a +5 save verses spells which compel, such as charm or command. If the spell is successful in affecting the character, Libertatem will either grant or refuse the bonus to hit, depending on the circumstances. In extreme situations, the sword can come into conflict with a charmed character and escape their grasp.

Libertatem has no power in a court of law, so long as the law is actually being followed. If justice is perverted in the court, the sword will literally smolder and glow. This is merely a show of force, it does not actually generate heat. The sword will use telepathy to make this determination. It is not particularly good at judging at relative justice, such as a goblin court of law and may go silent in these cases.

The sword radiates a magical and good aurora. Casting a detect alignment spell on Libertatem will not reveal an alignment, only it's purpose of liberty. Strangely, the sword will allow itself to be held by anyone who values freedom, justice and/or law regardless of alignment. It has clear preference for demi-humans over humans.

Libertatem has the ability to speak human (Latin), common, dwarven and halfling, in addition to using telepathy. Libertatem chooses to communicate in a very limited fashion, often in single words or short phrases, which can come across as bossy.

The sword has an Ego of 19. If the sword comes into conflict with a character the sword seeks to resolve the conflict as peaceably as possible. If the conflict is not extreme, such as a character being afraid to free others or enter combat, the sword will allow the character to set it aside or give the weapon away. If it becomes apparent that the character does not wish to free slaves and prisoners, the sword will try to worm it's way out the character's hand when drawn. Every time the sword is drawn or swung, the character must make a save vs. dexterity or lose control of the sword and drop it. Once freed, the sword's point will spin towards the character when they attempt to recover it. If the character persists in picking it up, the sword can strike them.

The sword will never express conflict in the form of adornments, the shedding of other magic and weapons, seeking creatures to slay, payment, or anything else that would restrict a character's freedom. It will try to talk it's way into a better characters hands, but only when a conflict exists.

Only those who actively subvert the law to unjustly imprison or enslave cannot hold the sword. If confronted by undead, the sword will allow any living person to pick it up and use it for as long as the immediate danger exists.

This weapon is close to being an artifact. The creation process required four wishes. This weapon is dwarven, and all dwarves are proficient when using it. The sword was deliberately forged as a traditional human weapon, as it was felt that a gladius would rally humankind to it.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Sunday, February 10, 2019

52 Weeks of Magic - 8 of 52 - The Equi Phalera

The Equi Phalera is an award given by the Eqiotes order to a man or woman who actions save the lives of those in that group. The endangered Equites would vote to make the award and the device is then constructed by the priesthood. Non-equites can receive the award and become an honorary member. Extreme bravery or very unusual circumstances could elevate a non-equites to that class which includes to the gift of land, money and a horse. These devices are silver, not copper.

The design on the Phalera told the story of how that person received the award. The Phalera is typically made of copper. Silver Phalera can be awarded for extraordinary actions. Gold devices are profoundly rare, usually less than one per life time of the Emperor or Empress and are award by them alone. Due to the uniqueness of the award, it can take weeks or months to receive one.

The device gives the wearer a benefit +1 to all actions on horseback, including attacks. It also gives the user an excellent ability to ride and care for horses as if they were the most skilled equestrian. After a year of using this benefit, the wearer will actually obtain horsemanship skills to this level through practice, regardless of the possession of the device. If the wearer's mount is required to make a saving throw, it is done so at a +2. In the event that the mount is not entitled to saving throw, this device will allow one. This benefit may separate the mount and rider's die rolls, to the benefit of the horse.

If the wearer dies, the symbol's magic is broken and the loop securing it shatters. It will slowly tarnish as pictured above. These tokens are unique and valuable for reasons of honor, especially in the broken form. If recovered and returned to an officer of the Empire, a reward of 100 gps will be given. If given away by a recipient, the Phalera will lose all powers within a year and a day. If stolen intact from a recipient, they will tarnish and lose power immediately. Additionally, if the thief attempts to mount any sort of equine, it will refuse. The mount will then flee. This includes warhorses and other magical equines. This curse is permanent short of a wish. It may be ended by return of the Phalera to the proper authorities or owner AND remove curse is cast on the thief.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Saturday, February 9, 2019

52 Weeks of Magic - 7 of 52 - The Symbol of Sol Invictus.

The Symbol of Sol Invictus appears as a simple brass device, perhaps an ornate hairpin or some sort of clasp for a cloak. The device is actually much more than it seems. To be functional, the Symbol may be accompanied with a loop of metal, a leather strap or some other means of use. This secondary item is non-magical and does not effect the power of the device in any way.

In the early history of the Peninsula of Plenty, worship of the sun or Sol as a god was very common. Sol was not personified as in other religions but was viewed as an all-powerful beneficial force for good and order. In the third century of the Empire, the title "Incivtus" was bestowed upon the Emperor after his victory over a particularly vicious series raids by the Northern Tribes. The Emperor had been truly "unconquered" on the field of battle, but he resisted the title to defer to the gods he worshiped. It became common for people to add the honorific to heroic, beneficial, lawful and good deities, including Sol.


Priests of any sect may use this object as long as they meet the alignment requirements and the deity of the priest is not strongly opposed to healing or sunlight. For example, a lawful evil god of darkness will oppose using a Symbol of Sol Invictus while a lawful evil god of power and war will not have a problem with it. The priest in question may start referring to their god with the post-title "Invictus". The Symbol of Sol Invictus is merely inoperable for people of certain alignments, it will not harm them to handle the object.

An unadorned Symbol has three magic powers. First, it will heal 1d6 hit points once per day in the hands of a good or lawful person. It will heal any creature of any alignment, except undead. The recipient of this healing will be struck by a beam of light, which means the device's power is line of sight. To trigger this effect the holder must think of good or beneficial thoughts of or for the recipient.

The second power is to smite Undead. They will suffer 1d6+2 points of damage from this "healing" beam. In the case of undead the beneficial thought is a desire for final peace, freedom or resolution.

Once either effect is triggered, the symbol will glow with the strength of a torch until the next sun set. This effect could last hours depending on when the power is used. It may be covered, not extinguished.

The symbol can be used to heal one person and smite one undead creature once per day. The Symbol has no charges, only the daily limits on each power. The glow is either active or not based on the usage of the other powers.

All of these of these symbols have 3 rough, bar shaped impressions on the rim. If a diamond worth more than 10 GP is placed in any of these slots, the device becomes much more powerful. Placing the gem only requires contact, it does not require a jeweler or skill. The gem will assume the shape of a bar. For each diamond added, the Symbol will heal and smite one more time per day for a maximum of four times each. Additionally, the brightness of the symbol will increase from the hazy fire of a torch. One diamond will flood an area 20 feet in radius with light. Two will cause the symbol to glow with a rich yellow light for 40 feet. 3 diamonds cause it shine as full daylight out to 120 feet.

An odd side effect of this Symbol's power is, if the holder attempts to heal someone who does not need healing or attempts to smite a non-undead creature, it will still glow. This glow will attract injured people of lawful or good alignments for a radius of 1 league, if any. As soon as the injured person moves into the line of sight of the Symbol, they will be healed instantly. The beam of this power will reveal the recipient and they will be compelled to thank the holder, so long as there is no dire threat preventing it. The device desires to be used for good and order, but will not compel a person to risk themselves or others to pay thanks to it's holder.

While the device's primary purpose is healing humans and demi humans, it can be used on any creature such as animals, natural or supernatural. The glow of the device never attracts such beings.

Navigation
Week Item Week Item Week Item Week Item
1 2 3Emulous Cursed Sword 4
5 6 7The Symbol of Sol Invictus 8
9 10 11Aemilla Carna 12
13 14 15Shape of Memory 16
17 18 19Staff of Eyes 20
21 22 23Whispering Wings 24
25 26
Coming Soon
27Coming Soon 28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Thursday, February 7, 2019

A funny very short

Molly’s husband asked if they had a thermometer because he wasn’t feeling well. Her initial answer was, “I am feeding two babies because I am their mother, not yours. I am not the keeper of thermometers so you need to go look in the bathroom.”
Several minutes later, her husband comes back down stairs and asks, “Do we really need three thermometers?”
She turned to see him with a glass thermometer in his mouth and replies “You have one in three chance of wanting me to answer."
Molly is now officially the keeper of thermometers in her house.

Destiny evolution to 2 - No love for hunters

I've been plowing through my json file for G+.

Back in May of 2015, my son was playing Destiny with me. He was 9 or 10. In the middle of a mission, he stopped and climbed into my lap. I asked him what was wrong.

"I need a hug."
"Are you a Titan?"
"Yes."

I gave him a hug. He asked why it matter if he was Titan. I told him: "No hugs for Hunters."


I uploaded a crude screenshot of his Titan and my Hunter to the Destiny Community page in G+. This started my long time habit of heckling hunters in that community. 

Now, heckling is all in good fun and I suspect that Bungie had some fun with me and my son. Here is a screencut from Destiny 2. 


What are the chances?