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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.