"Threaded Weaponry" House-rules

Weapons of Legend -- the power of Mythalxian

In the world of my Molesfork Henge campaign, any hero who attains a minimum of the 4th level of experience unknowingly ties his personal legend to the legendary history of Molesfork itself. By the time a character reaches this point, he has already accomplished a great many heroic deeds. But he has just begun on his path to becoming a legend- the threads of his fate, fortune, and karma as controlled by the three Furies (Klothos, Atropos, and Lachesis- three goddesses who correspond to the powers of fate, fortune and karma) are strengthened and imbued with the Mythalxian.


At this point- an adventurer may seek his heroic weapon’s true name- this is a name that the weapon already carries, bound with its potential fate. The character may even believe that he is naming the weapon, but in reality- the weapon already bears a name, and has always borne that name, even before it’s forging. Once the weapon is bound back to it's true name, the weapon becomes a threaded weapon, infused with the force of Mythalxian. The threaded weapon immediately takes on certain legendary qualities--becoming an extension of the strengthened threads of fate, fortune, and karma that surround the character, and marking his existence across the planes.


Upon discovering the weapons true name:

The threaded weapon hardens (hardness +5, hit points +10, see attacking an object, page 136).

The weapon gains a virtual +1 vs. Damage Reduction. The weapon is not actually +1, (it is still a normal, non-magical weapon) but it is able to pierce magical Damage Reduction of +1 as it were normal.

These abilities remain with the character until he achieves the 6th level. Upon attaining 7th level:

The threaded weapon becomes a true +1 magical weapon.

More powers may manifest in the weapon as the weapon-bearer gains in power.
 

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Sounds pretty cool, kinda reminds me of an old game system called Earth Dawn. Either way though, this should propably be moved into house rules.
 

Hey!

Earthdawn is not an old game! You can still buy it!

I recommend looking at the ED rules and adopting them for this sort of thing. I'd especially keep the XP sacrifice that ED uses.
 

Yet another variant of the same-old, same-old. They're always neat though. Hey? Wasn't there something like this in Oriental Adventures? (I own a copy but only picked it up and read it twice, I was so disapointed with it).
 

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