Magic items?

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phaide
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Magic items?

Post by phaide » Sun Nov 03, 2013 6:05 pm

Hi. I just bought the game and I was wondering if magic items, like weapons or armor, exist in the game.

Thanks.

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farinal
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Re: Magic items?

Post by farinal » Sun Nov 03, 2013 6:12 pm

If I remember correct, the Rivendell book will have a range of enchanted and magical items and weapons.
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Mim
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Re: Magic items?

Post by Mim » Sun Nov 03, 2013 6:41 pm

In addition to Farinal's response about Rivendell - he's correct - the Qualities & Cultural Rewards on pp 134-40 of the Adventurer's Guide are meant to represent what we might normally call 'lesser magical items' in most games.

In fact, they may not even be magical, per se, but are a great way to give your heroes some goodies without upsetting the delicate balance of the game. Francesco once referred to them as evocative of Gúthwinë or Herugrim & similar weapons.

More examples are Radagast’s Magical Boons on pp 86-87 of TfW. They actually have quite a few goodies in the game.

BILBOBAGEND
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Re: Magic items?

Post by BILBOBAGEND » Sun Nov 03, 2013 9:07 pm

Darkening of MirkWood and RivenDell, I can't wait. I hope Cubicle7 can keep us updated on when these plan to hit stores.

Hermes Serpent
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Re: Magic items?

Post by Hermes Serpent » Sun Nov 03, 2013 11:51 pm

It's possible that we'll see Darkening out for pre-order before the end of the year.

Jon said in the second week of August "Progress is good on Darkening of Mirkwood, Hobbit Tales and Rivendell – as we work in partnership on these titles we can’t go into as much detail as we can with other lines. We'll have more news to share as soon as humanly possible."

Well Hobbit Tales is in Pre-order for January (or so) hard copy delivery.

Darkening and Heart of the Wild were written together AFAIK and separated out in editing/development so I have a good feeling that C7 will announce the Darkening pdf shortly. Hopefully the quality will be similar to Heart.

Rivendell was originally slated for last year IIRC and I suspect that a combination of licensing issues (re the pdf thing earlier this year) and the volume of other stuff coming out from C7 slowed that down. I'd still expect to see Rivendell by Q1 2014 to keep the momentum up with this line.
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Oskar
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Re: Magic items?

Post by Oskar » Mon Nov 04, 2013 12:07 pm

I'd like to have magical items with neutral nature, not inherently good or bad. "Use it, but pay the price."

Blood-thirsty blade. The item could be on already in the possesion of a pc. Adding the trait "Thristy blade" to the weapon has the following effect.
Narration: The wielder (preferably from a superstitious culture like woodmen or beoring) starts to suspect that a sprit resides in the weapon. What spirit? Ancentral? When drawn, it must drink blood, otherwise it will temporary curse it's wielder. For each blood-draining hit, the weapons come to life. To evade the wrath of the blade, wielder can let it taste his/hers own blood.

Mechanically: if no killing blow or wounding blow, or perhaps too easy: if no hit that saps endurance - user get a shadow point after combat. Let blade taste hero --> bleeding dmg at +T3 or +enc dmg. For each hit / wounding blow / killing blow (LM decide?) the weapon "comes to life". Perhaps in levels? More blood, more "life" in the weapon?
Suggested levels (cumulative effects)
Lvl1 = +1 to hit.
Lvl2 = bleeding damage +T3 or perhaps +enc. dmg?
Lvl3 = -1 edge
Lvl4 = +2 injury roll
Lvl5 = feat die above 8+ gives body-attribute in extra dmg.

Over-powered? Help me tweak / nerf / evolve the concept!



All feedback welcome!

bigsteveuk
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Re: Magic items?

Post by bigsteveuk » Wed Nov 06, 2013 10:05 am

One of my favourite handlings of magic items was Earthdawn.

There were 3 ways to empower item:-

1. You had to research and find out the history of the item to unlock it's abilities (would give scholars something cool to do)

2. You had to complete quests to unlock abilities (who doesn't like a good quest, some were even simple so say you had Orc Smiter you may have to slay 20 orcs with it to prove your worthy)

3. Or the best concept ever, your mundane equipment & weapons become magical as your are the heroes of legend so your acts and victories imbue the item, so what was a mundane thing can become an item of legend with it's own abilities. So at the Battle of Black Rock when you held the pass against unfathomable odds. Bards tell the story of the Hero of Black Rock and his sword Orc Smiter!! (this kind of happens in the fellowship phase as you enhance your equipment and I would expect players to justify making their weapons and equipment better, usually because of their deeds).

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Robin Smallburrow
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Re: Magic items?

Post by Robin Smallburrow » Wed Nov 06, 2013 11:34 pm

I promise to have some rules on crafting magic items next year,in the mean time you should do a search on " magic " as this topic is old

Robin S
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