Seven Blades of Luck and its Consequences
Gambler’s Point¶
Short stabbing dagger of black iron, simple black iron cross-guard, and wood handle. A pair of carved, ivory dice showing three and four comprise the pommel.
A normal stiletto as far as combat goes. This dagger’s magic manifests when its owner is involved in a task or game of chance (e.g drawing of straws, card and dice games, lotteries, picking door 1, 2, or 3). If the owner is thinking of a particular outcome they’ll get that outcome whatever it may be (e.g draw an Ace, roll 7). It doesn’t matter if the outcome they are thinking of is “good” or “bad” for them. If they aren’t thinking about any particular outcome then the normal, random outcome will occur. One way to handle this is to keep secret the mechanics and decide what the owner is thinking based on what the player says in and out of character.
Beggars Bane¶
This looks more like a show piece than an actual fighting blade. Its elaborate cross guard is gold alloy and mounted with purple corundum and clear green emeralds. The pommel, also gold alloy, is decorated in relief with a laughing face spewing coins from its mouth. The blade is thin and frail looking.
When this sword inflicts damage it produces a “ka-ching” sound and for each wound inflicted 1-6 coins of the smallest denomination common to the area fall from the point of impact.
Created for a despicable merchant who loathed the “lessor people” constantly begging spare coins as she traveled about the city. She gladly acquiesced to their demands with this sword until her throat was slit during a burglary of her house. This sword was the only item looted.
Flynn’s Edge¶
This thin, slightly curved sabre is extremely light. Much too light for its silvery metal blade and guard to be anything mundane. No matter how unskilled the wielder of this weapon is they always hit. Although, what they hit is up to luck.
When fighting with this sword determine the number of eligible targets and select one with a die roll. Targets include enemies, friendlies, neutrals, and possibly inanimate objects such as the chandelier chain. The target is automatically hit. Damage is much less than a normal sabre and is often something worthy of a dashing swashbuckler (e.g. cutting off target’s ponytail, popping the buttons off their blouse, pricking friend in the ass so they jump out of harm’s way). During combat the wielder of Flynn’s Edge is empowered with Legendary acrobatic skill. This skill is not consciously controllable it exists to expand the number of eligible targets and promote flamboyant maneuvers.
If the wielder is particularly lucky allow them some advantage in target selection such as altering the target selection roll by +- 1.
This sword provides no particular defensive abilities. The wielder should still make an opposed combat roll using whatever sabre skill they have. If they loose then apply appropriate damage, if they win then there is no effect (they’ve automatically hit and the damage inflicted is not related to their skill).
Luck Drinker¶
A scimitar of the finest craftsmanship. Sand dragon skin wrapped hilt and large hematite pommel perfectly balance the blade of folded meteoric steel. Created long ago by a djinn in response to a poorly worded wish. It is none the less sought after by the greatest swordsmen who would rather rely on their skill than on the variegates of chance.
Attack rolls made with this sword will move one step closer to zero (e.g. +2 becomes +1, -3 becomes -2). In addition natural rolls of +4 and -4 become 0. So, the effective range of 4dF is +2 to -2.
Loki’s Luck¶
This long sword emanates strong magic. Even without special skill or magical detection this is obvious. Mystical runes pulsate orange and yellow along its double edged blade. Forged from an unknown iridescent metal that’s been folded and hammered hundreds of times. It has only a small round disk for a cross-guard made or the same iridescent metal and decorated with symbols of good luck and fortune. Lacking any pommel it would seem to easily slip out of one’s grasp.
Once per attack roll the wielder may flip one of his dice to +1. If a natural +4 is ever rolled with this weapon convert it to a -4. After the -4 results are applied the sword vanishes with a audible chuckle. Only to reappear in some treasure trove awaiting its next victim.
Equilibrium¶
This heavy broadsword is larger than typical. The practical leather wrapped hilt and plain iron cross-guard belie its magical nature. The steel blade appears to be above average quality albeit well used with several nicks along its length. A nice big sword, nothing spectacular. That it never dulls is a clue that it’s no common orc stabber. Another is if the nicks are ground out they will reappear exactly as before after a few hours. This sword was created when a nameless barbarian prayed to his god “It is a good day to die, Krom, but grant me the opportunity to bring my foes along to the afterlife”
Every attack roll the wielder may flip any number of their dice to +1. The GM should keep a running total of the dice so flipped for Krom’s blessing is a loan that must be paid back. The GM, secretly, may spend these “flips” as modifiers against the wielder of this sword. Any contested roll, not just combat, is eligible for these modifiers. If it “is a good day to die” and Equilibrium’s wielder has enough “debt” the GM is encouraged to use all of it for a grand climatic death scene.
The Sword of Rotten Luck¶
The owner of this sword has rotten luck. Chamber pots will be emptied on their head, it will rain when they travel, their horse will throw a shoe, ships they are passengers on will wreck in storms, important possessions will get lost or stolen, taverns they visit often burn down, etc. This bad luck is chronic but with a definite limit. The owner will not die, nor will they starve. In fact, the sword prevents any serious harm from any source befalling its owner. Although, it will do this in the most rotten way possible. The sword’s protection does not extend to the owners companions but its rotten luck can.
Also, the desires and goals of the owner will generally be fulfilled if they aren’t in conflict with the sword’s nature of protection and rotten luck. If the owner wants to travel to the capital they’ll be captured as galley slaves, shipwrecked, suffer various hardships on Sorcerer’s Isle, get teleported into a battlefield and finally be thrown in the capital’s dungeon as spies.
This god-forged weapon is virtually unknown. Part of its power prevents knowledge of its existence from spreading. The sword’s appearance is whatever it needs at the moment. It can shape change at will, even into seemingly sentient beings and can disappear entirely. It is omniscient, omnipotent and can work as subtly or as directly as required.
As part of preventing harm and providing rotten luck the sword will not allow itself to be given away or abandoned. It will, somehow, quickly come back into its owner’s life. It might be possible to destroy this sword. But the consequences of unmaking such a powerful artifact deserve serious consideration.