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Thread: Magic Items go here!!

  1. #46
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    Originally posted by Daedalus
    Fiend €“ Long Sword (50 GP)
    1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max
    Succor: 3D6 Body Drain, 2€ radius, personal immunity, no range, 1/day
    I sort of like this one; reminds me of an old friend...

    Fiend
    'Ware the fiend and his thirst...
    -- Old Sou'country saying.

    At first glance, the Fiend looks to be a simple black-steel longsword, the crosspiece done in an overly ornate scale-and-claw style. The pommel appears as a horned demon's-head, its repulsively beautiful face spreading its lips in a vile grin; the grip is likewise black and scaly, maybe snakeskin of some sort. Drawing the weapon from its sheath, the blade continues the scale motif, with a deep blood-groove from an inch below the hilt nearly to the tip. Though the edge cuts as expected for a sword, the fine scale metalwork continues right to the cutting part. Any purveyor of fine weapons would mark this as a weapon of very high quality, a true masterwork.

    Wielding the Fiend in real combat betrays the truth, however; the Fiend is truly an unholy being, hammered into the sword-shape and bound by powerful forces to remain so. The blade is part of its body, the scales sharper than any lizard's; the blood-groove remains ever-clean as the daemon-sword drinks all that is offered to it.

    History: Only a true sage or researcher into the politics of the infernal realms will discover the origin of the Fiend; suffice it to say that the weapons' creation is cruelty on-par with other tales of demons, devils, mephits and Fallen. Since its appearance in the hands of humans and the like, however, it has cut a subtle but bloody swath through the world. While the Fiend's influence has been felt on battlefields and in duels, it has more frequently been felt in back alleyways and royal bedrooms. Though solid numbers are hard to come by, the Fiend is thought to have been instrumental in no fewer than five thousand assassinations and political murders in the six hundred years of its confirmed presence among men.

    Game Statistics: The Fiend: SF/X (character automatically begins to gain Psychological Limitations 'Vengeful', 'Megalomaniac', and 'Urge to Betray'. Limitations grow at 5 pts strength (total) per week of possession or per one use of abilities (a use would be a full combat sequence for the HKA, or for the Transfer or Healing one use each) of the weapon, up to 'Very Common, Strong', a total of 60 points: -2): 23 Real Points
    a) 1d6 HKA, +2 Stun Multiplier (+), 0 END (+) (50 Active Points); 12 STR Minimum (-), One-Handed Weapon (-0), OAF (-1), SF/X (above, -2): 11 Points
    b) Transfer, d6 Body to Healing, +18 Maximum, Ranged (+), END (+), IPF/X (Fully Invisible, Invisible Effects of Power Use, +2) (71 Active Points); IAF (Drawn Sword, -), Concentrate 0 DCV Unaware (-), Full Phase Extra TIme (-), Soft Incantations (-½), Only Works in Darkness/Deep Shadow (-), SF/X (As Above, -2): 12 Points
    c) Healing, to Body (1d6, +22 Max after full Transfer)

    You can see how this, aah, 'Fiend' could very easily corrupt good, honest men ...
    Last edited by Wyrm Ouroboros; Jan 21st, '07 at 05:32 AM. Reason: Cleanup
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  2. #47
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    Re: Magic Items go here!!

    Menzigil's Monsterhide Message Board

    The Wizard Menzigil crafted this item in order to stay appraised of job opportunities, especially when he entered new areas. He was tired of delving into seedy smoke-filled bars in order to see whatever "adventurers wanted" notices might be posted. It made his beard smell funny. Besides, it was unseemly and detracted from the mystique he wanted to cultivate.

    The magical piece of the Message Board is a one foot-square piece of a monster's hide. Menzigil's original is from a scarlet drake, but any tough, relatively flexible hide from a potent monster would do. To use the Message Board, attach the hide to a board or similar flat object such as a shingle and hang it on a wall, tree, post, or something similar.

    Over time, notices will begin to appear on the board for employment opportunities. The notices appear as well-written notes done in black ink on sheets of parchment. The prospective employers are not aware that their jobs are appearing on the board, allowing for more mysterious arrivals. Jobs generally start appearing that are closer rather than further, though more lucrative distant opportunities might show up quicker than one would expect due to distance. There is no guarantee that in between the job being posted and the job-seeker arriving that the job will still need doing.

    ************************************************** ***

    There are several ways to run the Message Board.

    1) Able to set conditions. This will allow the user to narrow the focus of the jobs offered. This will allow adventurers to avoid getting notices about repairing fences, cleaning out stables and the like, but they might miss out on some interesting if unusual jobs. Canny sorts might use the board to ferret out fiendish types, by setting job-search conditions like "murder", "assassination", "kidnapping" and then trouncing the prospective employers. Canny unsavory types might set things like "guard", "protect", "transport" and then steal whatever needs to be protected.

    2) Search automatically based on person setting up Message Board. Whoever sets it up, the jobs are tailored more closely to them - their abilities and inclinations. The Dwarven smith will get more metalworking offers, the mage with lots of illusion spells might get party gigs, etc.

    3) Luck of the draw - no filters. Get all kinds of things. While a lot to choose from, a lot to filter out. Very helpful-natured people may soon start to feel overwhelmed.

    (if someone feels like statting up, feel free)
    Zombies allow GMs to give players practice in outsmarting things. Start with mindless things like zombies - if the players succeed in outwitting them, start working your way up.

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  3. #48
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    Re: Magic Items go here!!

    Menzigil's Monsterhide Message Board: Detect Job Opportunities and Capable Of Filtering 17- (Unusual Group), Concealed (-4 with Detect PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Sense, Telescopic: +500, Transmit (Employment Opportunities appear as well-written notes done in black ink on sheets of parchment, scrolling across the shingle) (302 Active Points); Independent (-2), OAF Bulky (Monster Hide Shingle; -1 1/2); Real Cost: 67 Points
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  4. #49
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    Re: Magic Items go here!!

    I don't think you need Concealed (just let it be a passive sense), or the Transmit (it doesn't advertise the user's job needs), or the Rapid (the description says it works slowly, gradually picking up opportunities based on distance and $). So I'd say lose those adders and add Gradual Effect, or maybe Extra Time.
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    Re: Magic Items go here!!

    Quote Originally Posted by PhilFleischmann View Post
    I don't think you need Concealed (just let it be a passive sense), or the Transmit (it doesn't advertise the user's job needs), or the Rapid (the description says it works slowly, gradually picking up opportunities based on distance and $). So I'd say lose those adders and add Gradual Effect, or maybe Extra Time.
    A) Concealed -- he said the people posting the jobs are unaware of its polling; its conceivably possible that someone could have an anti-scrying alert set up; concealed helps against that possibility

    B) Transmit: The device transmits the information its collecting to those able to see it.

    C) Rapid: It may "slowly" scroll them but there could presumably be a LOT of potential jobs to sort thru to keep the list queued. Rapid in this case is like a read-ahead buffer. Basically it can detect and sort thru / filter 10 jobs with one Detect roll.

    D) Gradual Effect assumes there is a packet of info to be collected once and then parsed out over time. Extra Time would have to elapse for each detect (which is inefficient) unless Only To Activate were applied, and at any rate why make it take longer to work?

    E) Your version can do whatever you like. If you dont like my version, feel free to stat your own version and post it.
    Last edited by Killer Shrike; Nov 15th, '06 at 03:16 PM.
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  6. #51
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    Re: Magic Items go here!!

    Another resurrected message board thread that should be considered potential wiki material
    "This is my timey wimey detector. Goes ding when there's stuff."
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  7. #52
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    Re: Magic Items go here!!

    A) Fair enough, but they wouldn't be able to see it anyway, normally, if it's a passive sense.

    B) I don't think that's what Transmit does. Transmit allows you to send information. If you didn't have Transmit, would you consider this power useless? A radar screen doesn't need Transmit in order for someone to look at it and read the information. This is probably one of those Affected as Additional Sense cases, as if the user is Flashed, or in Darkness, or otherwise blinded, he won't be able to read the board.

    C & D) Fair enough. I may have misunderstood what it was that was slow. I thought the detection itself was slow.

    E) I *do* like your version. I just had a few minor nitpicks. No big deal.
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    Re: Magic Items go here!!

    Quote Originally Posted by PhilFleischmann View Post
    A) Fair enough, but they wouldn't be able to see it anyway, normally, if it's a passive sense.
    This is true if its passive. I tend to thing of things like this that go out and come back with info as a "ping" and therefore Active at some level.

    Quote Originally Posted by PhilFleischmann View Post
    B) I don't think that's what Transmit does. Transmit allows you to send information. If you didn't have Transmit, would you consider this power useless? A radar screen doesn't need Transmit in order for someone to look at it and read the information. This is probably one of those Affected as Additional Sense cases, as if the user is Flashed, or in Darkness, or otherwise blinded, he won't be able to read the board.
    Perhaps. In this case based upon the write up stating that it presents a well written offer with the sundry details that it is not just doing a data dump, but is in fact massaging the facts into a presentable end product. Transmit seems like a fair way to measure that.

    Quote Originally Posted by PhilFleischmann View Post
    E) I *do* like your version. I just had a few minor nitpicks. No big deal.
    Im not saying it is a big deal, Im encouraging you to contribute.

    Maybe I should use more smiles.....


    E) Your version can do whatever you like. If you dont like my version, feel free to stat your own version and post it.
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  9. #54
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    Re: Magic Items go here!!

    Memory Crystals

    These beautiful crystals may not be worth much compared to their size, but there are specialized designed to hold memories. Like snowflakes, no two are made exactly the same way. Some project images for everyone to see, some are more private and project directly into one's mind. Some seem to... Oh dear, you tried to steal one didn't you... well, yes, some memories aren't very pleasant. You might ask, why would I keep such a nasty memory? Well, maybe to teach you not the steal. See, I could cut off one of your hands, but I think the memory of someone losing his hand will be quite enough. Oh yes, that's exactly how it feels to lose one hand. Now, I don't mind you stealing, and I don't feel the need to rob you of one of your talented hands, unless of course, you steal from me again... Have I made myself clear? Good, because I have need of your talents elsewhere.
    "One of the hardest things to do, as a GM, is to make simple fantasy economics work. That's because it is easy to imagine flying dragons and magic, but simple economies that work, that is truly beyond even our wildest fantasies."

  10. #55
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    Re: Magic Items go here!!

    Memory Crystals: (each bought seperately) 20d6 Mental illusions, completely alters setting, target takes stun, target will remember illusion being real (Ego+40 lvl)Does not provide mental awareness (-1/4), Mandatory effect(-3/4), Skin Contact required (-1), Trigger (being touched) (+1/4), 1 charge, recoverable (-1 1/4), Instant (-1/2), IAF( -1/2), Independant(-2), Standard effect(+0)
    (Active 125, real 19)

    I think I may have missed a few bits and peices needed. But it was off the top of my head and about 3 minutes work.

  11. #56
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    Re: Magic Items go here!!

    Oh boy - here's just one to start with. I'll post more when I've got time.
    But which to choose?

    I'll start with one of my favorite - gave this to a player, and told everyone else in the group about the curse. They all played along so well, poor Dwayne had no idea what was going on for a good 10+ game sessions, and when he finally figured out that he had a cursed item, he started throwing away everything else he had - he had gotten the Shroud so long ago in a dungeon, and the curse is somewhat subtle, that he didn't connect them. I don't think any one plot device has made my sides hurt so many times...

    The Nameless Shroud: With an origen lost long ago in the blackness of time, The Nameless Shroud is made from the blackened human skin of an unknown victim, studded with the bones of undead creatures. At a casual glance it appears to be light, well-made, and much-used Studded Leather armor made of thin, black papery leather and skull-shaped bone studs. In addition to its mundane defenses, the Shroud provides protection against Necromantic magic, and the wearer's skin takes on the chilly pallor of the dead. The shroud also carries a curse, however - Not only do animals and detection magics react to the wearer as though they were an undead thing, but anyone and everyone the wearer has ever known forgets that the wearer is still alive. Careful inquiry will reveal that most don't remember the precise circumstances of the wearers demise, and hold only the vauge memory that the wearer did die some time ago. This memory reasserts itself whenever the wearer leaves their presence (sleeping near eachother makes them think they had a dream about it) and so they obviously are somewhat confused every time they 'meet' the wearer again. Unbeknownst to most wearers, the armor makes them immortal, though once they pass their normal lifespan they slip into undeath, and removing the armor would then be their end. The armor seems supremely comfortable to its wearer, and they prefer to wear it at all times. Like many cursed items, the Shroud cannot be removed without magical aid, and if one tries to do so, it is quickly discovered that the armor has bonded itself to the wearers skin. Removing it without magically remedying this will result in the wearer taking 4d6 of Killing damage with no defense as their skin and flesh is peeled away - and the lingering effect of the Shroud prevents this damage from being healed by most means.

    The Nameless Shroud: (Total: 38 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead, Side Effect occurs automatically whenever Power is used (-2), Independent (-2), Armor Weight (-1/2), OIF (-1/2), Only Protects Hit Locations 7-16 (-1/2) (Real Cost: 1) <b>plus</b> Power Defense (10 points) (10 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead (-2), Independent (-2), Armor Weight (-1/2), Only Works Against Limited Type Of Attack Necromancy (-1/2), OIF (-1/2) (Real Cost: 3) <b>plus</b> Life Support (Longevity Immortal; Safe in Intense Cold; Safe From Necromantic Magic) (9 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead (-2), Independent (-2), OIF (-1/2) (Real Cost: 2)

    Whenever I get back to this, I'll post an ancient dwarvish weapon: Balam Grumnax - The Wraith Eater
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  12. #57
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    Re: Magic Items go here!!

    Balam Grumnax - The Wraith-Eater: Forged long ago by a Dark Dwarf in the Lightless Realms far beneath the earth, The Wraith-Eater was forged in complete darkness, without even a forge-fire, from a lump of raw iron. Its highly textured black handle was also made in this way, and it attaches to the head of the hammer in a fashion remeniscent of how the spine attaches to the skull. The head of the hammer is shaped like a feminine face, twisted into a hideous scream, and it glows with a bright, yet ghostly-green, radiance which comes from the spirit of a woman that was used in the forging process and is now trapped in the weapon. Balam Grumnax also imparts the chilling despair of the undead souls it has devoured upon its victims, making it especially effective even if it isn't "charged" with an undead soul. Its primary powers, and its name, come from the weapons ability to eat the souls of those undead which have no other substance - such as wraiths, ghosts, and spectres. If any undead creature, corporeal or not, should approach the horrific face begins to scream in terror and rage, which can be extremely unnerving to its wielder. When the hammer strikes an incorporeal undead being, the it's face distorts even more as it tears and 'eats' great chunks of incorporeal matter from the creature - only when it has devoured the undead does it stop screaming. It rarely takes more than a few blows from this weapon to destroy any undead spirit. Even more horrific is what the weapon can do with the souls that it eats - they ferment inside of it, and after a day or so its wielder can command the weapon to vomit them forth, often in conjunction with a more traditional attack. The inky cloud which results will sap the strength and health of any inside of it as well as terrify them - the wielder should use this power with care as they are not immune to its effect.

    Balam Grumnax: The Wraith Eater: (Total: 367 Active Cost, 64 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6, +2 STUN Multiplier (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 13) <b>plus</b> Sight Group Images Increases Size (2" radius; +1/4), +3 to PER Roll, Reduced Endurance (0 END; +1/2) (33 Active Points); Independent (-2), Only To Create Light (-1), OAF (-1), STR Minimum 13 (-1/2), No Range (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 5) <b>plus</b> Drain STR, CON, BODY, & PRE 2d6, Doesn't Target Undead and other targets which are immune to this power (+0), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Four Powers Simultaneously (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (90 Active Points); 5 Recoverable Charges which Recover every An Incorporeal, Undead Being must be Slain with Grumnax to regain a Charge (-2 1/4), Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Linked (Hammer; -1/4) (Real Cost: 12) <b>plus</b> Hearing Group Images 1" radius, +5 to PER Roll, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When undead are closer than 10" to the hammer.; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Independent (-2), Only To Create Screaming (-1), OAF (-1), STR Minimum 13 (-1/2), No Range (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 6) <b>plus</b> Killing Attack - Hand-To-Hand 2d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), NND (Protection from 'Positive Necromancy' or being corporeal; +1), Does BODY (+1) (120 Active Points); Independent (-2), OAF (-1), Only vs. Undead (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 21) <b>plus</b> Detect A Class Of Things 21-/26- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points); Independent (-2), OAF (-1) (Real Cost: 7)


    More will be coming as I find the time.
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  13. #58
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    Re: Magic Items go here!!

    Sweet! I was totally thinking about bringing this thread back the other day at work, because I wanted to post this:

    THE BLACK HEART:

    The Power of Darkness
    AID: 4D6 to Magic Spells: All at the same time (+2) Continuous (+1) 0 End (+1/2) Persistant (+1/2) Difficult to Dispel x2 (+1/2)
    --Always on (-1/2) Self Only (-1/2) Side Effects: Major [30pt susceptibility to Holy objects/areas] (-1) Side Effects: Minor [20pt Vulnerability to Holy-based attacks] (-1/2)
    Base: 20 Active: 110 Real: 31 (note: is equivalent to 440AP to dispel!)

    And the Darkness Shall Sustain Us:
    HEALING: 1D6: Standard Effect (Regeneration) 0 End (+1/2) Persistant (+1/2)
    --Extra Time; 1 turn (-1) Self Only (-1/2) Limited Power; Not on Holy Ground (-1/2)
    Base: 10 Active: 20 Real: 7
    Note: Regenerates 1 Body point per Turn (Post-seg 12) but not while on Holy Ground.

    LIFE SUPPORT: Diminished Eating (1) 1/week
    Diminished Sleep (1) 8 hours per week
    Safe Environment: Intense Cold (2)
    Longevity: Lifespan 1600 years (4)

    And in the Darkness We Thrive:
    END RESERVE: 100 End 10 Recovery:
    --Not on Holy Ground (-1/2)
    Base: 20 Active: 20 Real: 13

    To Feed the Darkness Within:
    Transform: To Lich (Major) 1D6: Continuous (+1) 0 End (+1/2) Persistant (+1/2)
    --Extra Time 1 minute (-1 1/2) Limited Power: Only after body has died (-2)
    Base: 15 Active: 45 Real: 10

    And Thou Shalt Cover the World in Darkness
    Naked Advantage: Megascale: Ranged 1km/" (+1/4) AoE 1km/" (+1/4)
    For up to 100 Active Point Spells
    --X2 End (-1/2) Extra Time: 1 Turn (-1)
    Base: 50pts Active: 50pts Real: 20pts

    INT: 25 (15)
    EGO: 22 (24)
    DEX: 20 (30)
    SPD: 5 (20)

    The Black Heart is an ancient artifact which dates back to the First Age, when magical feats undreamed of in the current age were a daily occurance and the Sidhe Spellmasters ruled their realm with their mighty powers. It is said that a conclave of the most powerful wielders of Dark sorceries came together and plotted the downfall of the mighty Sidhe. They came to an agreement, that amongst them they must chose a champion and bestow upon him such mighty power that mountains will tremble at his approach. For a full year and a day, the darkest powers were called upon, bargains struck, energies tapped and focused until finally on the eve of the Winter Solstice, when the powers of Darkness were at their zenith, a glob of black ooze seeped from within the earth to coalesce amongst the Dark Conclave. It radiated unimaginable evil and held irrefutable power. This was DARK POWER at its purist, or rather, at its most impure. And it chose from amongst them, the mightiest Necromancer. It commanded its servants to cut the heart from the one it chose and they obeyed. When the deed was done, the Necromancer's heart burst into flame and within an instant, was rendered to ash, but the Necromancer's wound was miraculously healed, and the Dark Power was gone. However the Necromancer knew that the Power had come into him...replacing his mortal heart with an immortal Heart of Darkness. From that day forward, the powers of darkness have plagued mortal and elf alike, and the Black Heart remains a wound upon the Earthpower to this day.

    The Powers of the Black Heart:
    The Black Heart increases its hosts spell casting abilities significantly. From the moment it chooses a host, his spell casting abilities are increased by 24 Active Points permanently. This includes Power Frameworks such as VPP and Multipower as well as Elemental Controls.
    The Black Heart also heals its host of any sort of wound, short of an instantly fatal one. It also sustains the hosts body by feeding it a constant supply of Dark Energy which means the host only has to eat and sleep infrequently. The hosts aging is also slowed to an incredible degree. The original host having lived for well over 1500 years.
    The host of the Black Heart also has access to Dark Energy with which to power his spell casting.
    The Black Heart also has the ability to boost the power of its hosts magical abilities if the host (or the Heart) so desires which allows the magical spells of the host far-reaching effects...the ability to wipe out entire armies or erase whole cities from the face of the land from a thousand leagues away.

    The weaknesses of the Black Heart are few, but it is known that the host of the Black Heart is seamingly weakened when on Holy ground, and objects that have been blessed by the hand of a deity of light can give the host grievous wounds.
    However, when the host of the Black Heart is killed, they are without fail revived as a powerful Lich within minutes of death. In which case they gain all the powers they had in life in addition to the powers of the most powerful of Liches. However the mind and the spirit of the original Host are destroyed at that point, and the Black Heart itself will control the host from that point forward.

    (The Black Heart is the very Will and Essence of Evil. It will only chose a suitable Host...one with little to no consciouss and one that has the Will to Power necessary to use the powers bestowed upon it by the Heart)

  14. #59
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    Re: Magic Items go here!!

    Quote Originally Posted by Frenchman View Post
    The head of the hammer is shaped like a feminine face, twisted into a hideous scream, and it glows with a bright, yet ghostly-green, radiance which comes from the spirit of a woman that was used in the forging process and is now trapped in the weapon. Balam Grumnax also imparts the chilling despair of the undead souls it has devoured upon its victims, making it especially effective even if it isn't "charged" with an undead soul. Its primary powers, and its name, come from the weapons ability to eat the souls of those undead which have no other substance - such as wraiths, ghosts, and spectres. If any undead creature, corporeal or not, should approach the horrific face begins to scream in terror and rage, which can be extremely unnerving to its wielder. When the hammer strikes an incorporeal undead being, the it's face distorts even more as it tears and 'eats' great chunks of incorporeal matter from the creature - only when it has devoured the undead does it stop screaming. It rarely takes more than a few blows from this weapon to destroy any undead spirit. Even more horrific is what the weapon can do with the souls that it eats - they ferment inside of it, and after a day or so its wielder can command the weapon to vomit them forth, often in conjunction with a more traditional attack. The inky cloud which results will sap the strength and health of any inside of it as well as terrify them - the wielder should use this power with care as they are not immune to its effect. .

    Dude...thats gross.

    I like it!

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    Re: Magic Items go here!!

    The Three Rings of Saturn - Seperately, these three rings just look like magical rings with a minor enchantments. However, when all three are worn, a love triangle is formed between all three. They will either fall in love or hate with the other two (depending on which is more approriate for that character). Although it is possible, all three might just hate eath other.

    The three rings form a Psychic Mind Link. As a side effect, emotions (positive or negative) for the other two are likewise amplified.
    "One of the hardest things to do, as a GM, is to make simple fantasy economics work. That's because it is easy to imagine flying dragons and magic, but simple economies that work, that is truly beyond even our wildest fantasies."

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