Thank you again to everyone who participated in the Weapons of Legend Challenge! I would like to take a moment to recogize the Grand Prize Winner, Nieve Glass with her weapon, The Guide! For her prize, she will receive her own custom Weapon of Legend to be received via a Modded Thread from me. I will be posting what that custom weapon is shortly with the thread to follow.
For the rest of the participants, I have something special in mind to hopefully match all the great work you did with your submissions.
Everyone who submitted a Weapon of Legend to the challenge will receive their own minor magical weapon with one power from the list below. In keeping with the theme of random powers, all participants, save for Nieve, will get at least one roll, diced in Discord and ONLY Discord in #Challenges to determine what that power is.
1d23Everyone gets at least one roll with the votes their weapons received added in as extra rolls. For multiple weapons submitted by one character, your highest voted item is what counted toward additional rolls. Here is a list of characters and their total number of rolls they receive in order to find their power. Those with multiple rolls, choose which power you wish to keep from those you rolled up.
Madeira Craven 10
Azmere 5
Crylon Stonecraft 4
Nya Winters 4
Ialari Pythone 4
Kelski 4
Okara 3
Bruce 3
Jace 3
Zeva 2
Belugnir 2
Nellie Hawkins 2
Lee William 2
Alexandra Gainsborough 2
Silas Sticks 2
Kynier 2
Rene Rafar 2
Asterope 1
Ciraaci 1
Now, the power you roll/choose can be added to any weapon from the Price List valued at 40 GM or less with standard metal and wood materials; no odd/special ones. Alternatively, you may add your rolled/chosen power to a weapon your character currently possesses. If the weapon you possess is already magical, you may add the extra power to it as a previously dormant ability that has presented itself.
All weapons/powers must be acquired in a thread you do detailing how you acquired it or in the case of a power added to an existing weapon, detail your discovery of that newly surfaced power.
One final item of note: The magical weapon you get from this challenge will only have its power work for you. Thus if you sell it or give it away to another player-character, that power will not work for the new owner.--------------------------------------------------
(1) Heated – The weapon’s attack surface becomes blisteringly hot. The first minor wound caused by the weapon are upgraded to Moderate while active. Activates via command word.
(2) Corrosive – The weapon’s attack surface becomes coated in a corrosive acid. The first minor wound caused by the weapon are upgraded to Moderate while active. Activates via command word.
(3) Illumination – The weapon glows brightly and provides light as bright as a torch while active. Activates via command word.
(4) Durable – The weapon is structurally magically enhanced thus superior to mundane weapons. Will not break, bend, tarnish or rust due to non-magical conditions.
(5) Chameleon – The weapon causes the wielder to blend into their surroundings while they are standing still; +10 to stealth rolls when wielded and standing still.
(6) Bound – The weapon is bound to the wielder and will cause pain to anyone else trying to wield it; equivalent to a minor wound ever minute it is held regardless of hand coverings.
(7) Static Charge – The weapon creates a mild electrical charge. The first minor wound caused by the weapon is upgraded to Moderate while active. Activates via command word.
(8) Poison – The weapon’s attack surface becomes coated in an irritating poison that causes dizziness. Successful strike causes -10 to victim’s future rolls; only applied once per target per scene. Activates via command word.
(9) Warped Vision – The weapon causes blurred vision to the target. Successful strike causes a -10 to future rolls; only applied once per target per scene. Activates via command word.
(10) Melodic – The weapon hums a catchy battle cadence upon command. Activates via command word.
(11) Swirls – The surface of the weapon is enveloped in a swirl of twisting colors that can be distracting to an opponent in battle. -10 to all opponent’s rolls while in combat with the wielder. Effect is constant.
(12) Band-aid – The weapon sooths your wounds resulting in a single moderate wound being healed once per day while being held.
(13) Dead Hand – The weapon morphs one of the wielder’s hands into a blackened skeletal one surrounded by a sickly green fire whenever the weapon is wielded. It doesn’t add anything statistically but it looks wicked cool. Hand returns to normal when weapon is not in use.
(14) Mirror Finish – The entire weapon looks like a sculpted mirror. It can reflect any Novice level light-based blinding effects back on the one who employs them. Constant effect; structural stability of the weapon remains unchanged. It also looks cool.
(15) Animated Feature – A non-attack surface of the weapon (handle, hilt, shaft, etc,) moves as though it were alive. Does not affect the use of the weapon but can be a great conversation piece. Effect is constant.
(16) Barely Sentient – The weapon is sentient…just barely. It will communicate telepathically with the owner but it does so with a very low IQ. It will state the painfully obvious, make random comments out of context and have no real constructive information to share at any given time. Always active, even if you wish it weren’t.
(17) What Goes Bump in the Night – The weapon emits a variety of disturbing sounds when used in combat. Sounds of wolves howling in the distance, a woman screaming, gurgling, growling, a cat in heat. The sounds are random and cause a -10 to all opposing rolls while the wielder uses the weapon in combat. Constant effect.
(18) You Wanna Get High? – The weapon causes the wielder to experience the effects of a stimulating drug upon a successful strike in combat. The first hit grants the wielder a +5 to their next dice roll. The second hit grant’s a +10 to the roll after that. The third hit causes an intense feeling of hunger though not incapacitating. The effects end there. Benefits used once per scene/battle.
(19) You, Are Not Worthy? – The weapon cannot be picked up by anyone other than the owner. For anyone else, it feels as though the weapon weighs as much as the world itself. The owner can use the weapon as normal without fear of it ever being stolen. Effect only makes the weapon seem impossibly heavy to others; it still weighs the same as any other weapon of its type. Constant effect, works only if someone tries to take or hold weapon without owner’s permission.
(20) Silent Strike – The weapon is completely silent in its use. No matter what it hits or how hard it hits it, the weapon will never make a sound. It is as if an aura of silence surrounds the weapon’s surface making it mute. Constant effect.
(21) Wild Child – The weapon, when wielded, will cause mundane animals to react to the wielder without immediate aggression or fear. They may still act aggressive or fearful if provoked but their first reaction is one best described as neutral. Constant effect while weapon is wielded.
(22) By the Power of …! – The weapon possesses an imposing aura that is shared with the wielder. When wielded, the weapon makes the wielder look more intimidating and forceful. Add a +10 to intimidation rolls when the weapon is wielded. Activates via command phrase.
(23) Mini-Morph – The weapon causes the wielder’s hand to morph into one that is more animal-like. It is furry with small claws. Effect is only active while the weapon is wielded in that particular hand.
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Post in this thread the following information:
Your Dice Roll Result and the associated Power.
What weapon you are adding this power to (new or already owned)
This all must be posted by Thursday, June 28th at 9:00 pm Pacific Time in order to claim the weapon. After that, weapon prizes cannot be claimed. Make sure you follow all the instructions for rolling up and claiming your weapon so that you don't miss out on your prize.