Holy beings and the person taken over by the spear, actually. And I'd say it's a McGuffin trait to allow for the Holy Warriors to seek the destruction of the Vile Artifact. Go to Comment
This item is a classic McGuffin. It is not that the item itself is important, it is simply a motivator to get character's into a dramatic situation (i.e. a story).
It took a while to wade through the slighty confusing write up. It is an interesting piece that is a good legend, and maybe an event that will occur around the PCs... so they have to respond/ react to the events that occur. Go to Comment
Not a bad idea, but it is way to powerful for my liking (and I've posted some powerful items, and people have said the same about my work). The backstory is not bad, but I am still bothered by the suicidally powerful nature of the item. Go to Comment
Kassil hit it right on the head there. The holy beings part can be explained by "Divine intervention" on behalf of the being in question, but that allows the person to destroy said artifact. *self note: write up Tear of Trigu* Go to Comment
Most definitely not, but definitely one to spice things up. What happens when they have to take it to "insert location"? This could open up all sorts of interesting campaigns. Sure you can defeat the "Main Bad Guy" by killing the host, but to truly beat him you have to destroy the spear. Lord of the Rings anyone? Go to Comment
Holy Moley Bjoly! I like it, though the names get easily confusing. One more thing, if the spear is so evil, then why can only Holy beings hold it? Go to Comment
hmm i like the web i just not sure cause i'm new is this basically a design for reality or a basis of game knowledge that would be introduced
please can you confirm one of my answers Go to Comment
An interesting item, something between a bad acid trip, a trip to the pharmacist, and too long in the indian sweat lodge. I can see them being outlawed in most places since they can be...disruptive. Go to Comment
Ah, I suppose so. I meant it in that you must do "spiritual" labor (work with spirit strings) to be able to do more. *shrugs* I'd expect that if a GM wished to include that, he could definitely do so.
I, however, am including these as a part of a character write up, something that deserves to be detailed on it's own, since the characters might encounter it afterwards. Go to Comment
As I responded to Parah, these are something of a "unique" item, used only by one NPC. The PCs, however, might get their paws on them In-Game, hence the write-up. Go to Comment
I'm not quite sure what you were asking, but I believe you were wondering as to what the purpose of the item was, am I correct?
To answer, the purpose is to detail an item that a certain NPC is based around, and to explain the workings behind the item. In this case, the background details are kinda funky in that they're a system, but they /are/ just background details. The essense of the item is unchanged regardless. Go to Comment
To quote one of my favorite characters: "Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face."
This is one of those ideas that could either be used as the basis for an entire setting, due to the background details, or just a one-off adventure MacGuffin. I included the details for the former, but I think it would work better for the latter. And if used as such, the characters would almost be obligated to meet the crazy old guy who takes these things regularly. Go to Comment
I like it, it's original and useful, though not too easily applied out of its setting, which, I might add, I would love to see filled out fully. Go to Comment
I like it, it's great for a world where the spirits are as unreachable as the stars in the sky.
'The only way they can be developed is through manipulation of spiritual matter, much as normal muscles'
Oh and does this mean the user has to lift spirital weights? Go to Comment
Items (Melee Weapons) (Campaign Defining)