The Spike of Fate
A staff of great power in the hands off those who manipulate the strands of fate.
The staff appiers a bright red in color and is about 5 and a half feet long. In the hands of a none magic caster the staff acts as a normal but nicely made staff with no auguments or enhancments, But in the hands of a fairly talented spellcaster of the arcana desent it is a very formidable weapon. When wielded by a arcane spellcaster it changes its look to look like a long red spear. The spear is about 1 foot longer then the staff and it retains all its features from before besides the sharpen of the point and the lengthen of the point. In the hands of a Fatespinner the staff gains a very dark red glow around the area where you wield it.
The staffs origin is not ver complicating, it was created by a guild of high quilifed mages but none of them had the ability to wield the abilitys that they had placed on it. So they handed the staff down to a very unknown and small school of wizards. the staff sat there for many many years generations of wizards try to wield it but all were unsuccesful. The powers of the staff slowly were forgotten and the staff was then stored along with many unused items. The staff was then handed to a fromer student of the school. It has been carried by him ever since, and he can use it.
Magical Properties:
It grants any fatespinner using it the ability to look up to 10 seconds into the future at will to see whats going to happen. it only helps on looking at others people futures and he can not change there future or the staff instantaneously looses all its propertys and its looks and becomes a normal stick, he can also look up to 1 minute into the future and do 1 thing to change it a day if he does more then the staff does the same as above. he still can not change his own future in either ability. (but if he would naturly do somthing it shows him and lets him, thats up to the charecter and must be stated before the event happens not while it is)
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? Responses (8)
Where does it come from? What are its origins?
And yes, who's (or .. what's) a Fatespinner?
a fatespinner is a class of wizard who has unlocked the ability to see somones fate. and has the ability to change fate slightly. they are a rare breed of wizard but there are some.
You can make it better with just a quick spell and grammer check.
Original:
The staff appiers a bright red in color and is about 5 and a half feet long. In the hands of a none magic caster the staff acts as a normal but nicely made staff with no auguments or enhancments, But in the hands of a fairly talented spellcaster of the arcana desent it is a very formidable weapon. When wielded by a arcane spellcaster it changes its look to look like a long red spear. The spear is about 1 foot longer then the staff and it retains all its features from before besides the sharpen of the point and the lengthen of the point. In the hands of a Fatespinner the staff gains a very dark red glow around the area where you wield it.
Spell/ Grammer corrected
The staff is five and a half feet long and is bright red in color. In the hands of a most people it is is a nicely made staff. In the hands of a fairly talented spellcaster with an arcane bloodline it is a very formidable weapon. In the hands of such a spell caster, it becomes a red spear (sharpened point and all), about one foot longer than it is a staff. When wielded by a Fatespinner, it gains a dark red glow.
The paragraph about Magical Properties is pretty much incomprehensible, and to the extent that I can understand it, unplayable. Or rather, it is likely one of the more frustrating objects imaginable: You can see the very near future, but it's completely determined and unalterable? Why look?
As to playability: How can you let a player see one minute into the future, declare what her actions would be in that future so as not to allow any change to her actions, and then manage to continue the game so that that future actually unfolds, while still allowing *any* unscripted choices? You would more or less have to play through the future vision (minus a minute of assumed action?!?), and then what - rewind and play the intervening minute such that everything and everyone is set up correctly for what was foreseen?!? No, I don't think so.
This might be an interesting item in a book, or film variant of 'Momento', but *if* I've read it roughly correctly, I don't see how it could be made to work in a game.
Actually that mechanism works: you play out that minute... recording every action and die roll. (Make the player record every excruciating detail to your satisfaction... you will be suprised how infrequently they will use the ability) Then the PC can opt to rewind and choose when they want to take a different action. From that point foreward, the character can not rewind for at least a minute.
This seems to be of limited value and perhaps overly bound by limits of numbers, turns, etc. When I read this I thought of when I read Dune (Forget about the movie, it never touched on this) involving the main character Paul when he was percieving the flow of fate, and to some extent the navigators guild.
The first thing would be to disregard any sort of time traveling, as the above item reads more technically as. (I know it isnt, but play, rewind, play again...time travel) Fate would be more ephemeral and less precise (Unless you want it to be mechanically precise, and immutable) and more given to flows.
A simile would work best, perhaps comparing fatespinning to weaving a tapestry. The Spike of Fate is a potent tool allowing for this ability to be manifested, or enhanced. Instead of percieving a battle in a visual context of sword versus shield, and lines of troops clashing over the battlefield, the fatespinner instead sees the lines of fate, perhaps thousands of strands coming together in a giant nexus, or tangle. Add flares of color, angry tones of red, the yellow hue of fear, and the black cloud of death, with many of these lines snapping, ending.
It leaves the matter open to intreptation, and improvisation. Perhaps by being more nebulous it would be easier to manage rather than using a discouraging system of heavy paperwork and note-taking. Since it is lacking specific details, it isnt 100% accurate.
anywho, my two cents.
well its a great idea good job
Interesting that the wizards that created it could not use it. Seems like rather poor planning on their part. Especially ironic considering the nature of the item.. :)