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With all the talk of magic items lately, and my own personal attempt to convert the campaign setting of Terry K. Amthor's Shadow World, I decided to start writing up some of the more famous magical items from that setting into Hero.  This is in 5th edition format, and not particularly crunchy, but it should suffice to get people started should they desire to work them into their own fantasy games.

 

                        ESSAENCE BLADES:

Toward the end of the Wars of Dominion, the elven smith Tethior made these enchanted weapons to help in the course of the war.  At that point in the war, there had been so much death and destruction that it began to wear upon Tethior’s hope that the forces of light would emerge triumphant.  In these, his final and perhaps greatest creations (though the opinion shifts to the crowns or to the Illasiri, depending on who you ask) Tethior poured his heart, soul and emotions into the forging.  These swords were imbued with not only Tethior’s unsurpassed enchantments, but his despair at the ever encroaching darkness as well.  Thus, the swords were gifted (or perhaps, cursed) with a fatalistic drive to kill their wielder’s enemies, even to the detriment of the wielder and his or her allies.  Though considered greatly flawed, an unusual trait for Tethior forged weapons, they are exceedingly powerful, being able to easily conquer most foes, and thus are highly sought after despite their penchant for violence (or perhaps that thirst for violence is desired by some bloodthirsty men)

The swords are identical, being exactly alike until such a time as their hilts are grasped and their powers invoked.  They are Bastard swords, with a long blade of clear Laen, hilts and guards of silver and gold, with a clear crystal at the pommel.  Each sword is intelligent and filled with a fatalistic drive to kill it’s wielders enemies until either they or the wielder is dead.

 

            The Blade of Shadow:

When the hilt is grasped, the Blade of Shadow shows it’s true nature.  The crystal on the pommel turns as black as night and the clear Laen blade acquires a smoky hue.  The details of the blade are as follows:

 

+3 OCV (15pts) OAF(-1) 7pts

.

2D6+1K damage (35) 0 End (+1/2) 52 Act. OAF (-1) Str-min 10 (-1/2) 1.5 handed (-1/4) 19pts.

 

Of Slaying all foes: +1D6k (15) 0 End (+1/2) 22Act. OAF(-1) Only vs living opponents (-1/2) 9pts.

 

Wielder cannot be stunned while using the sword: Cannot be stunned (15) OAF (-1) 8pts.

 

Call the Dark Essaence: The wielder utters the incantation and the blade will fire a shadowy Nether Bolt from the blade: 2D6 RKA (45) +2 StunX (+1/2) Penetrating (+1/2) 0 End (+1/2) x5 Range (+1/4) 124 Act.  OAF (-1) Full phase activation (-1/2) Side Effect:1D6 Drain Con (10) +20pts maximum (+10) Standard Effect: Reduced return rate: 5pts/hour (+3/4) 0 End (+1/2) 45 Active. Minor effect, Always occurs, Predefined damage (-1/4) 45pts.

 

Sword Intelligence: INT:15 (5)  EGO:15 (10) PRE: 17 (7) DEX: 13(9) SPD:4 (17)

Languages: Kugor (Dragon/Arcane)[4], Erlini (4), Iylari (4), Lugro (4)

AK: Jaiman. 14- (7), AK: Emer, 13- (5), KS: Demon lore, 13- (5), KS: Essaence Lore, 13- (5) KS: Monster lore, 14- (7)

 

Mind link with wielder: (5)

 

Fatalistic Drive: 8D6 Mind Control (40) 0 End (+1/2) 60Act: Only to cause wielder to go berserk/enraged (-2)  20pts.

Effect roll: Ego+ No effect

Ego+10: The wielder feels the righteous anger.  The wielder is Enraged and can recover on 14-

Ego+20: The wielder has almost given over to the anger.  Wielder is Enraged and can recover on 11-

Ego+30: The Wielder is consumed with uncompromising rage.  The wielder is Berserk and can recover on an 8 or less.

Give in to the Rage: If the wielder voluntarily gives in to the Rage within the sword, the character becomes Enraged which recovers on an 8 or less and has the following benefits:

2D6 Aid to physical characteristics, STR, DEX, CON, SPD, STN. Same time (+2) 0 End (+1/2) Fade rate: -5pts per minute (+1/4) Useable on others (+3/4) 90 Active ponts.* Useable on Others is the wielder.  It will gift the bonus from Give in to the Rage to the wielder for indulging it. 

 

 

           The Blade of Light:

 

As with the Blade of Shadow, when the hilt is grasped, the blade shows it’s true nature, but this weapon fills it’s crystal with a bright white light and it’s clear Laen blade acquires a brilliant, mirror-like sheen.

 

+3 OCV (15pts) OAF(-1) 7pts.

 

2D6+1K damage (35) 0 End (+1/2) 52 Act. OAF (-1) Str-min 10 (-1/2) 1.5 handed (-1/4) 19pts.

 

Of Slaying all foes: +1D6k (15) 0 End (+1/2) 22Act. OAF(-1) Only vs living opponents (-1/2) 9pts.

 

Wielder cannot be stunned while using the sword: Cannot be stunned (15) OAF (-1) 8pts.

 

Call the Light Essaence: The wielder utters the incantation and the blade will fire a brilliant blue white bolt of Plasma from the blade: 2D6 RKA (45) +2 StunX (+1/2) Penetrating (+1/2) 0 End (+1/2) x5 Range (+1/4) 124 Act.  OAF (-1) Full phase activation (-1/2) Side Effect:1D6 Drain Con (10) +20pts maximum (+10) Standard Effect: Reduced return rate: 5pts/hour (+3/4) 0 End (+1/2) 45 Active. Minor effect, Always occurs, Predefined damage (-1/4) 45pts.

 

Sword Intelligence: INT:15 (5)  EGO:15 (10) PRE: 17 (7) DEX: 13(9) SPD:4 (17)

Languages: Kugor (Dragon/Arcane)[4], Erlini (4), Iylari (4), Lugro (4)

AK: Jaiman. 14- (7), AK: Emer, 13- (5), KS: Demon lore, 13- (5), KS: Essaence Lore, 13- (5) KS: Monster lore, 14- (7)

 

Mind link with wielder: (5)

 

Fatalistic Drive: 8D6 Mind Control (40) 0 End (+1/2) 60Act: Only to cause wielder to go berserk/enraged (-2)  20pts.

Effect roll: Ego+ No effect.

Ego+10: The wielder feels the righteous anger.  The wielder is Enraged and can recover on 14-

Ego+20: The wielder has almost given over to the anger.  Wielder is Enraged and can recover on 11-

Ego+30: The Wielder is consumed with uncompromising rage.  The wielder is Berserk and can recover on an 8 or less.

Give in to the Rage: If the wielder voluntarily gives in to the Rage within the sword, the character becomes Enraged which recovers on an 8 or less and has the following benefits:

2D6 Aid to physical characteristics, STR, DEX, CON, SPD, STN. Same time (+2) 0 End (+1/2) Fade rate: -5pts per minute (+1/4) Useable on others (+3/4) 90 Active ponts.* Useable on Others is the wielder.  It will gift the bonus from Give in to the Rage to the wielder for indulging it

 

Hero notes: These weapons abilities are nearly identical except for their Essaence bolt firing ability.  The Blade of Shadow fires Nether (which is an energy from a negative dimension…it breaks down the molecular bonds of objects it comes into contact with.  Extremely popular to use as a weapon amongst evil magic users) and the Blade of Light fires pure Essaence bolts in the form of a kind of plasma.  Both weapons are considered Magical for SFX purposes (what it can affect and damage) as do the Shadow and Essaence bolts.  When the sword fires it's Essaence bolt, it will drain 2pts of CON from the wielder, which returns at a rate of 2pts per hour.

The blades are of Slaying all living foes.  This is simulated with bonus damage…a full +1D6k to the base damage of the weapon…increasing the base damage to a whopping 3D6+1K before figuring damage from Strength, skill levels and combat maneuvers.  Maximum damage being 6 1/2D6 killing.  This bonus does not extend to attacking inanimate, unliving objects (Undead count as living, or rather once-living and thus they are attacked with the bonus, but this bonus does not extend to non-corporeal undead) in which case, the maximum damage is a mere 4 1/2D6 killing damage.

Being highly magical weapons, they guide their wielder’s aim and thus give a bonus of +3 to the wielder’s OCV.  The wielder also cannot be stunned while the weapon is drawn and thus, the Automaton power of Cannot be Stunned is used here.

The swords are highly intelligent and can communicate with the wielder telepathically.  The sword can communicate it’s knowledge to the wielder and can read languages through the eyes of the wielder or hear them through his or her ears and translate.

Though the swords are not evil, they are filled with Tethior’s rage at the unending wars and the senselessness of it all.  This rage is what drives the swords and causes them to try and control their wielder by filling him with the all-consuming rage to destroy their enemies.  This is resolved by an ECV vs ECV attack from the sword and if successful, the 8D6 of Mind Control are rolled and compared to the above effect table.  Note that the character can make a “recovery” roll when the circumstances of the battle have changed or something unusual has occurred (such as a friend or loved one getting in the way).  In addition to this, the character gets to attempt a Breakout roll to escape the Mind Control as normal.

A hidden power of these swords is that if the wielder gives in to the desire of the swords to destroy their enemies, the swords will fill the wielder with the righteous anger that exists within them and imbue them with the strength to wield it.  Thus the character gains access to an Aid to all their physical characteristics and the character acts as if merely Enraged rather than a full on Berserk (at the Ego+30 effect).  Even Tethior didn’t know about this power, it was completely unintended by him.

 

Note: Laen in Rolemaster/Shadow World is an enchanted volcanic glass that can be worked and forged to be harder than steel.  It a popular material for Elven enchanters to work with because of the beauty of the items that results.  Laen is also exceedingly easy to enchant, and holds those enchantments well and thus, one will find many weapons from antiquity created from this amazing material.

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Aha! Kulthea! That's a worthy conversion! I remember fond nights spent adventuring among the lands of Emer. Of course, we used the RoleMaster system at the time; very clunky and time-consuming. Can't wait to see what you do with it!

I enjoyed Rolemaster for the few years I played it (I immediately moved on to Hero thereafter and didn't look back) and it was Rolemaster that led me to Shadow World.  Kulthea is quite simply, the coolest (and one of the most detailed) fantasy campaign settings I have ever seen and have yet to find a setting with more appeal to me.  This project of translating Shadow World to Hero is something I'm doing in lieu of actually getting to roleplay.  I at least get my "fix" by converting then coming here and discussing things...

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If it saves you some time or gives you inspiration, I remember that somewhere on the Web is a bunch of Shadow World conversions done back in the day (unless I'm misremembering, it's to 4th edition Hero System). I believe QM used to link to the conversion.

 

EDIT - Checking the Wayback Machine, I found this from an old [Compilation] post that didn't survive the transfer:

 

 

Jason's (Hierax's) website is defunct, but he did upload a characteristic conversion document, which I've attached.

 

One of the threads linked above can still be found on the Wayback Machine:

http://herogames.com/forums/showthread.php?t-14277

 

But the other is gone. :(

 

Mainly, it appears Hierax had a bunch of material written down. You might try dropping him an email to see if he can share his stuff.

Shadow World to Hero System.pdf

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If it saves you some time or gives you inspiration, I remember that somewhere on the Web is a bunch of Shadow World conversions done back in the day (unless I'm misremembering, it's to 4th edition Hero System). I believe QM used to link to the conversion.

 

EDIT - Checking the Wayback Machine, I found this from an old [Compilation] post that didn't survive the transfer:

 

 

Jason's (Hierax's) website is defunct, but he did upload a characteristic conversion document, which I've attached.

 

One of the threads linked above can still be found on the Wayback Machine:

http://herogames.com/forums/showthread.php?t-14277

 

But the other is gone. :(

 

Mainly, it appears Hierax had a bunch of material written down. You might try dropping him an email to see if he can share his stuff.

Thanks for the trip down memory lane.  I posted in all those threads back then too..:)

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THE IMPLEMENTORS:

The Implementors are the common name for a hierarchy of enchanted blades created by the forces of darkness as a blight upon the essaence.  It is unknown how many of these terrible blades exist or exactly when they were forged, but they gained great renown in the hands of dark warriors during The Wars of Dominion.  Many were the champions of light who fell to these foul blades.

There are multiple types of Implementors, each with a different set of powers and abilities.  Of these, the most common were simply known as Implementors (or common Implementors) and at least 16 of these blades were known to exist during the Wars of Dominion.  The second type were known as Slayers, and these powerful blades were known to hate elves and had the capacity to destroy weapons brought against them.  It is unknown how many of these exist.  The third type are called the Blades of the Void or otherwise known as the Lord Implementors, they are a more powerful version of the 1st type, being highly intelligent and very powerful.  Fortunately, only four of these were made and only one is known to have survived The Wars into the Third Era.

            Implementor:

+2 OCV(10) OAF(-1) 5pts.

Broadsword: 1 1/2D6K (25) +1 StunX (+1/4) 0 End (+1/2) 44 Act, OAF(-1) Str-Min 11 (-1/2) 18pts

Of Slaying: +2 DC killing (10) 0 End (+1/2) 15 Act, OAF(-1) Only vs living creatures (-1/2) 6pts

Weakening: Drain 1D6 Stun (10) +20 max (10) Recovers 5pts/Decade (+2) 0 End (+1/2) 70 Active: OAF(-1) Linked to HKA (-1/4) Only if HKA causes an Impairing or Disabling wound (-1) 22pts

Utterdark: Darkness to sight group (10) +4” Radius (40) 0 End (+1/2) Difficult to Dispel x2 (+1/2)Personal immunity (+1/4) 113 Act: OAF(-1) No Range (-1/2) cost: 45pts.  5” radius.

Intellect:

INT: 10              DEX: 12 (6)

EGO: 13 (6)       SPD: 3 (8)

PRE: 10            ECV: 4

Languages: Iylari (4), Erlini (4), Lugro (4)

Suggestion: Mind Control 6D6 (30) Continuous (+1) 0 End (+1/2) Invisible Power Effects (+1/2) Telepathisc (+1/4) 98 Active. Extra time: 1 Day activation (-1 ½) 39pts.

Disads: Reputation:  Cursed/Evil 11 or less, Extreme (15)

Psychological: Must serve the purposes of the Unlife, common, total (20)

The common Implementor was the first of these swords to be made.  They are created in the form of a broadsword.  The hilt is long enough for two hands, but is not considered to be a bastard sword.  Upon the crossguard and pommel are engraved skulls, representing death.  The weapon is made to spread death and despair amongst the enemies of the Unlife.  So much so, it even has the ability to blot out the light of the sun and steals the vitality from those whom it delivers wounds to.

Game notes: In the Emer Atlas Addendum, they have the common Implementor listed as a +45 Broadword that is Of Slaying all foes, drains 1-10 permanent Hit points from anyone it does a critical to and absorbs the souls of anyone it kills and can fire that soul as a Nether bolt.  Those are the exact same powers as the Lord Implementor, so I cut the bonus in half (from +4 OCV to +2 OCV) and removed the soul absorbing and blasting capabilities.  I added +1DC to the base damage of the weapon, then added an “Of Slaying” effect of +2DC’s for a total of 2D6+1K to living creatures.  The Lord Implementors will be +2DC to base damage (2D6K) and +3DC “of slaying everything”, so they will be noticeably superior to the common Implementors.

For the “Vitality Draining” effect, I wrote it up as a 1D6 Drain to to Stun (in RM, it drains Hits) with a modifier of +20 to the maximum drainable points, so it can Drain a maximum of 26 Stun.  It can only do this if the attack from the blade does either an Impairing or Disabling wound, thus it is both Linked to the HKA and has the described custom Limitation.  The Stun points return at a rate of 5pts per decade, making this a semi-permanent effect.  The points cannot be healed by normal healing methods (the Healing power), but the effect can either be Dispelled, or Transform can be used to remove the effect of the curse.  Characters can of course pay XP to restore the lost Stun as well (but that sucks!)  Once the curse effect is removed, the Stun can either be Healed, or Recover as normal.

These swords give the wielder the ability to summon Utterdark, which is a spell in the Rolemaster/Shadow World setting that creates an area of absolute darkness that cannot be penetrated by any form of normal vision or light.  It requires a very powerful effect to dispel the darkness from an Utterdark spell (thus the difficult to dispel x2 on the power) and of course, the wielder of the sword (or any other Implementor) can see inside the Darkness.  It covers an area of 10 meters. 

The weapons are of course intelligent, but it doesn’t normally communicate with the wielder (no Mind Link or Telepathy).  If a wielder has a way to communicate with the sword, it can do so, but this would be an unusual circumstance.  What the swords will do is try to influence their wielder to do evil things.  Mainly incredibly violent acts.  How it accomplishes this is via a very subtle Mind Control effect that is invisible to the Mental sense group, so there is no way for anyone to know they are being controlled.  It is also Continuous, so eventually, the maximum on the dice will be reached and the wielder corrupted.  It can only initiate a Mind Control effect once per day, but each attempt is cumulative as long as the victim has not made their Escape roll.  Finally, the weapons have a reputation as being the tools of evil and anyone recognizing an Implementor for what it is (not likely, but the learned may have a chance) will be incredibly cautious around one if not outright terrified of its presence.  Lastly, it must follow the goals of The Unlife, which it will attempt to pass  along to the wielder via the subtle Mind control.

 

MC-KS-4903.png

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            Immplementors: Slayers.

+3 OCV (15) OAF(-1) 8pts

Bastard Sword: 2D6 HKA (30) +1 StunX(+1/4), 0 End (+1/2) 53 Active.  OAF(-1) STRmin-12 (-1/2) 1.5 handed (-1/4) 19pts

Of Slaying Elves: +2 DC to HKA (10) +1 StunX (+1/4), 0 End (+1/2) 17 Active.  OAF (-1) Only vs Elves (-2) 4pts

Weaponbreaker: AVLD to HKA: Does Body +2 ½ (75) vs Power Defense.  OAF(-1) Only vs Weapons and Shields (-1) 25pts.

The Power of Eog: Anti-magic aura: 10D6 Dispel (30) Expanded Effect any magic effect (+2) Area-Effect 1-Hex (+1/2) 0 End (+1) Continuous (+1) Personal Immunity (+1/4) 172.  OAF (-1) 86pts

Cannot be Stunned: Cannot Be Stunned (15) OAF (-1) 8pts

Restore the Wicked: +5 to Recovery (10) OAF(-1) 5pts.

Haste: +1 Speed (10) OAF (-1) 5pts.

Intellect:

INT: 14 (4)         DEX: 15 (15)

EGO: 16 (12)     SPD: 4 (15)

PRE: 18 (8)       ECV: 5

Languages: Iylari (4), Erlini (4), Lugro (4), Old Emer (4)

AK: Jaiman (5) 13-  AK: Emer (5) 13- KS: Magic (9) 15- Conversation (3) 13- Persuasion (5) 14- KS: Demon Lore (5) 13- KS: Monster Lore (3) 12- KS: Dragon Lore (3) 12-  Power: Magic (9) 15-

Spellcasting: Spells of Physical Erosion.  Multi-power: 90pts (Requires a skill roll -1/2, Subject to Essence Fluctuations -1/2 3 Charges recovers 1/day -1 1/4) 28pts.

1)     Torment: Ego Attack: 3D6 (30) Continuous (+1) 0 End (+1/2) Uncontrolled (+1/2) 90 Active.  (3) No range (-1/2)

2)     Agony: 1D6 RKA (15) +2 StunX (+1/2) AVLD vs Power Defense (+1 ½) 45 Active.  No Range (-1/2) (2)

3)     Erosion: 3D6 Drain (30) vs any one physical characteristic  one at a time (+1/4) 37 Act. (2)

Communication: Mind Link with wielder (5)

Disad: Psych-Hatred of Elves.  Common/Total (20)

The Slayers were created in response to the numerous powerful Iylari spell wielders that the forces of Darkness faced during the early battles of the Wars of Dominion.  First and possibly most importantly, they are forged of the highly enchanted material Black Eog.  The material of Eog has natural Essaence inhibiting capabilities, Black Eog specifically against non-Unlife Essaence magics.  Thus the enchanters creating the Slayers chose this material to aid the weapons when facing against potent spellcasters.

Second, the blades were created with an intense loathing of Elvenkind, and an ability to slay them with a single stroke.  Their ability to break weapons are legendary.  Any weapon that comes into contact with a Slayer, either while parrying it’s blows or being parried by it, can be destroyed.  Mundane weapons fare the worst, where other magical weapons may prove somewhat immune.

In addition to the above abilities, a Slayer has the ability to Haste it’s wielder at any time and it will provide the wielder with enhanced recovery as long as it is being held.

The swords are highly intelligent, being able to communicate to it’s wielder via Mind Link.  In addition to it’s knowledges, the Slayers may also cast up to three spells from the Physical Erosions list:

            Torment: This spell is designed to cause the target intense pain for a brief period of time.  This spell does wonders for not allowing enemy mages to concentrate long enough to cast spells.

            Agony: This spell is designed to send a jolt of intense pain into an enemy’s body very quickly.   Hopefully quick enough to disorient them.  It is primarily designed to stun an opponent.

            Erosion: this spell is designed to weaken the enemy’s physical prowess.  It is written up as affecting physical characteristics, one at a time.  It can drain STR, CON, BOD, DEX, SPD and REC.

Game Notes: This is a pretty potent weapon.  In the Shadow World supplement, they are +30 and Of Slaying Elves, thus I wrote them up as +3 OCV, +1 to base Damage Class (2D6k) and +2DC vs Elves (2 1/2D6k).  The weaponbreaker ability represents their ability to destroy any weapon that parries it or is parried by the Slayer.  Basically this activates an AVLD that applies only to weapons and shields it comes into contact with.  Damage is rolled and no defense applies unless the weapon is magical.  Most magical weapons are assumed to have a Power Defense between 5 and 10pts.  Weapons that have their Body scores reduced to 0 or below are assumed to be broken, but they are repairable (it is -3 OCV to attempt to use them as a functional weapon after that, with possible penalties to DC as well) if a weapon’s Body is dropped to the negative equivalent to it’s normal Body, that weapon is rent asunder and is unrepairable.  The Power of Eog ability represents the magic dampening aspects of Black Eog.  It generates a continuous, 1-hex area of Dispel around the wielder when the sword is drawn from it’s sheath.  Any spells being cast at the caster or through his hex must survive passing through the hex.  A reflexive 10D6 dispel is rolled against all spells passing through the Hex, and if the Dispel beats the AP of the spell, then it is immediately defeated.  The wielders personal spells and effects work normally in the field of anti-magic, though allied magic may have trouble at first.

In the Shadow World addendum, the Slayer type Implementors regenerated the wielder’s hits by 5pts per round.  Well, In Hero we already have the recovery stat which works at least once per turn, thus I placed a bonus to Recover rather than the actual Regeneration power.

The swords have the ability to cast three magical spells of Physical Erosion.  The SWORD casts these spells, not the wielder.  The wielder may request for the sword to cast one, but oftentimes the Sword will coordinate with the wielder and unleash one of these spells at a crucial time in battle to help out the wielder.  The sword will hold it’s phase until the wielder attacks, then at the moment of attack, will unleash the spell.  These spells can easily bring the mightiest warrior to task and leave him a quivering mass of worthless flesh.

 

Kit_Rae_Kilgorin_Sword_of_Darkness_with_

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I really like your writeups, NuSoardGraphite. I, too, came to Hero via Rolemaster (and with some exposure to Shadow World).

 

Part of me would love it if Kulthea was Hero's official setting, although I wonder if it needs its own setting; Kulthea is tied closely to Rolemaster.

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  • 2 months later...

I really like your writeups, NuSoardGraphite. I, too, came to Hero via Rolemaster (and with some exposure to Shadow World).

 

Part of me would love it if Kulthea was Hero's official setting, although I wonder if it needs its own setting; Kulthea is tied closely to Rolemaster.

Well, HERO does have Turakian Age, which is actually very cool.  I would totally use the Turakian Age as  my campaign setting if I wasn't already so enamored with Kulthea.

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The Lord Implementers: Blade of the Void

 

+4 OCV: (20) OAF (-1) 10pts

 

Broadsword: 2D6 HKA (30) 0 End (+1/2) 45 Active Points.  OAF (-1) STR-Min 11 (-1/2) Total: 18pts

 

Of Slaying: +3 DC (15) 0 End (+1/2) 22 Active.  OAF (-1) Only vs living targets (-1/2) Total: 9pts.

 

Weakening: 1D6 Stun Drain (10) +30 to maximum (+15) Recovers 5pts per Decade (+2) 0 End (+1/2) Trigger: (+1/4) Takes no time to activate (+1/4) Automatically resets (+1/2) 112 Active.  OAF (-1) Linked: HKA (-1/2) Total: 45pts.  Trigger = Impairing or Disabling wound.

 

Soul Stealing: 6D6 Major Transform (90) 0 End (+1/2) Trigger (+1/4) Takes no time (+1/4) Automatically resets (+1) 247pts.  OAF (-1) Vs PRE (-1/2)  Only vs targets with a soul (-1/2) 82pts.  Trigger = death blow.

 

Nether Bolt: 3D6 RKA (45) +1 StunX (+1/4) Penetrating (+1/2) 79 Active.  OAF (-1) 4 “Boostable” Charges (-3/4) 29pts.  Charges “recover” by stealing souls via Transform.

 

Utterdark: Darkness: 6” Radius (60) 0 End (+1/2) Difficult to dispel (+1/4) Personal Immunity (+1/2) 135 Act.  OAF (-1) No Range (-1/2)  Total: 54pts.

Phantom Warrior: Duplication: 200pt Warrior (100pts) Altered Duplicate (+1) 0 End (+1/2) Trigger (+1/4)  Zero phase activation, Half Phase reset. 275 active.  OAF (-1)  137pts.

 

Intellect:

INT: 15 (15)      DEX: 15 (15)

EGO: 18 (16)    SPD: 4 (15)

PRE: 22 (14)     ECV: 6

 

Skills:

Lgs: Erlini (4), Linaeri (4), Dyari (4), Kugor (4), Lugro (4)

KS: Wars of Dominion (7) 14-

KS: Implementors (7) 14-

KS: Martial Combat (5) 13-

AK: Jaiman (5) 13-

AK: Emer (5) 13-

AK: Kulthea (5) 13-

Navigation (5) 13-

Weaponsmith (3) 12-

Conversation (3) 13-

 

Powers:

Powerful Suggestion: Mind Control-8D6 (40) Continuous (+1) 0 End (+1/2) Invisible Power Effects (+1/2) Telepathic (+1/4) 130 Active  Extra Time: 1 day activation (-1 ¼) 58 real points.

 

Disads:

Reputation: Evil/Cursed.  11- less, Extreme (15)

Psychological: Must serve purposes of the Unlife.  Common/Total (20)

Distinctive Feature: Aura of Evil, Noticed/Recognized, Requires special senses (10)

Hunted: By minions of the Unlife, 8 or less (5)

50pts in Disads.

 

A Lord Implementor is a very powerful weapon of the Unlife.  As with the other Implementors, they were probably created at some point during the Wars of Dominion, though legend suggests that the Blades of the Void may have originally been created during the First Era, and that the ones created for use in the Wars of Dominion were copies of the original.

A Blade of the Void resembles the common Implementor in almost every way.  They are essentially indistinguishable from the common type.  And while their power set is very similar, the Lord Implementors are more powerful in every way.  As with the common Implementor, they are Of Slaying all living creatures.  They can draw the life-force from any living being they deliver a critical hit to and they can absorb the light from the area creating a globe of absolute darkness (but at twice the radius of the common version).

However, this is where the resemblance ends.  The Blades of the Void are soul stealers, able to rip the soul from any living creature it kills.  This soul will then go on to feed the Dark Essence which fuels the blade’s powers.  A Lord Implementor can hold up to four souls in this way.  Additionally, the energy of the souls can be channeled into a powerful nether bolt and fired at distant enemies.  The more souls channeled into the bolt, the more powerful the effect.

The Blades of the Void are very intelligent and exceedingly evil.  They hold the essence of a Demon of the Void (thus their name) and if the wielder is ever struck down in battle, a phantom will appear to wield the sword in the wielder’s place.  This phantom is the Dark Essence which fuels the blades powers.  Blades of the Void are very discriminating on who they choose as wielders.  If any warrior attempts to wield the blade, and the Lord Implementor finds him unworthy, it will take control of the wielder and use it to find a worthy owner.  Of the four known Lord Implementors used during the Wars of Dominion, only one has survived to the current age in the hands of the conqueror Lorgalis.

 

As with the other Implementors, the Blades of the Void are very powerful.  The RM version in the Atlas Addendum were +45 weapons and thus, I made this one +4 OCV.  They are Of Slaying everything, thus I use +3 DC (only vs living creatures) for the Slaying effect.  I added +2DC to the standard Broadsword damage, increasing the base damage of the Blade of the Void to 2D6K.  The Utterdark and Weakening effects were copied from the common Implementor, simply made more powerful.

In the Atlas Addendum, the common Implementor and the Blades of the Void are identical in power and abilities.  This makes no sense to me.  I’m sure it was an oversight by the original creators.  Thus I took the Soul Stealing, Nether bolt and Phantom Wielder away from the common Implementor and gave them to the Lord Implementor exclusively.  This helps to differentiate between the two types.

The Phantom Wielder that appears when the wielder is struck down can have stats similar to the wielder just to make things easy, or the GM can design a warrior with the 200 points available and use those characteristics instead.

Each Blade of the Void should be unique in its skills and knowledges.  They are essentially unique characters unto themselves.  Thus the Phantom Warrior for each one could be very different from one another, and the types of background skills each Blade of the Void possesses are unique.  Each one should have a unique and distinct personality all it’s own (just be sure they are evil in nature)

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THE SWORDS OF NIGHT

 

The Swords of Night are very powerful weapons created in the 2cnd Era by a weaponsmith known as N’guila (perhaps) who was an apprentice to the legendary Loari alchemist Krelij (brother of Tethior).  They are bastard swords, formed of the darkest Laen with flecks of a silvery material inside them, giving them an appearance in mockery of Valris’ Starsword. (Goddess of the Heavens)

The Swords of Night are the weapons of the Heralds of the Night.  Some of the most powerful servants of the Unlife, Heralds of the Night are dark paladins of incomparable strength and skill.  These weapons boost their power to levels rivaling that of a Spirit of Orhan.

 

+4 OCV (20) OAF (-1) 10pts

 

Bastard Swords: 2D6+1K (35) +1 StunX (+1/4) 0 End (+1/2) 44 Act.  OAF (-1), STRmin (-1/2), 1.5 handed (-1/4) 16 pts.  SFX Magical, Cold.

 

Utterdark: Darkness: 3” Radius (30) 0 End (+1/2) Personal Immunity (+1/2) 60.  OAF (-1) No Range (-1/2) 24pts

 

Soul Stealing: Transform: 8D6 major (120) 0 End (+1/2) Trigger (+1/4) Auto-resets (+1/2) 270 Active  OAF (-1) vs PRE (-1/2) Only vs targets with a soul (-1/2) 90pts.  Triggers on a Disabling Wound.

 

Dark Absolution: Transform: 8D6 major (120) 0 End (+1/2) Ranged (+1/2) 240 Active.  OAF (-1) vs PRE (-1/2) Only vs targets with a soul (-1/2) 4 Charges (-1) 60pts.

 

Unlife Essence Battery: 40 End (4) 5 Rec(4) (8) OAF(-1) Recovers per hour (-3/4 to rec cost) cost: 3pts

 

Intelligence:

INT: 25 (15)      DEX: 17 (21)

EGO: 20 (20)    SPD: 4 (13)

PRE: 22 (12)     ECV: 7

 

Skills:

Languages: Kugor (4), Lugro (4), Iylari (4), Dyari (4) Uscarac (4) Erlina (4), Rhaya (4)

Conversation (5) 14-     Analyze-Magic (5) 15-   Navigation (3) 14-         Oratory (5) 14-

KS: Demons (5) 15-      KS: Magic (5) 15-         KS: Jaiman (3) 14-        KS: Emer (3) 14-

AK: Kulthea (5) 15-  

    

Powers:

Mind Link (5) 1 person at a time (wielder)

 

Suggestion: Mind Control: 10D6 (50)  0 End (+1/2) 75 Active.  No range (-1/2) Only when the hilt is grasped (-1/2) 37pts.

 

The Swords of Night were created as the weapon of the Heralds of the Night, dark paladins of the Unlife.  It is unusual to find these weapons in any one else’s hands, as in the case of the death of a Herald, the other Heralds will seek out the implements of their dead comrade, most especially the swords.  The swords themselves are compelled to seek out a new wielder worthy of it’s power and will use anyone who comes into contact with it to do so.

The Swords of Night are similar to the accursed Implementor blades.  Implacably evil and filled with demonic might.  Their powers are also similar with the Swords of Night also able to absorb and destroy the souls of it’s enemies like the Blade of the Void.  Their construction methods may be similar.  However, the Swords of Night are made with dark-tinted Laen as opposed to the Black Eog alloy found in the Implementors.

The Swords of Night radiate an irresistible aura of cold.  Anyone touching the blade directly will receive a light case of frostbite where it touched their skin and the blade can freeze water it is plunged into (within reason.  It can freeze a barrel of water near solid, but won’t freeze a lake or large pond).  The weapon also can draw the soul of any living creature it wounds.

 

Hero notes: The swords of night are +40 in RM, thus +4 OCV in Hero.  I increased the base damage by +2 Damage Classes to represent their heightened cutting/killing power.  In Rolemaster, they produce an additional Cold Critical of equal severity.  There is no Hero equivalent, so I added +1 Stun multiplier to represent cold damage, and they have the Magic and Cold special effects.  Any creature that takes additional damage from cold based attacks, will take extra damage from these weapons.

They have the same Utterdark spell effect as the Common Implementor, which is of a 3” radius of effect and cannot be penetrated by any type of sight based vision.  It must be dispelled, or countered with an Utterlight effect of equivalent or higher Active Points.

The Swords of Night have the ability to draw souls from their opponents.  To activate the Soul Steal power, the weapons attack must achieve a disabling wound on the opponent.  If this happens, the Transform power is automatically Triggered, and the dice rolled.  If the Dice roll doubles the target’s PRE score, then their soul is absorbed into the blade.  It can hold 4 souls at a time in this manner.

The souls can at the discretion of the wielder (or the swords intelligence) be fired at an opponent which creates the effect of a Dark Absolutions spell.  This is a spell that rips the soul from one’s body.  This is treated as a Transform.  The reason is because this is an All-or-nothing effect.  Either it kills the target (by ripping the soul from the body) or it doesn’t.  There is no lingering effects of damage that need to be healed over time.  So if the Transform roll doubles the target’s PRE score, then the target is instantly killed.  In this case, the soul fired from the blade destroys the soul of the target.  Successful or not, the soul used to fire the Dark Absolution is destroyed in the attempt.

The Swords of Night are intelligent and Evil and will attempt to control any wielder they deem unworthy.  They must follow the will of the Unlife and any wielder they have that does not want to do that (which mainly entails death and destruction) is subject to control by the sword.  Once the sword finds a worthy wielder, it will try to slowly and subtly influence the wielder to evil, then once successful, will direct the wielder to the mentors necessary to begin the process of transforming the wielder into a Herald of the Night.  This is a long, on-going process which can take decades, but if successful, creates an immortal being of irrefutable power and might and the sword will finally gain it’s desired wielder of worth.

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