The arms list of Mythic Bastionland sees some shuffling around compared to Electric Bastionland and Into the Odd. The most notable additions are Specialist Weapons that grant a bonus in a specific situation, and Swords, which let you roll two dice. A longsword, for example, rolls 2d6, keeping the highest.
While this means you’re doing more reliably high damage with your attacks, it also means you’re more likely to roll a 6, which triggers an Onslaught in the new combat rules, letting you carry out an extra effect.
While the weapons list lacks prices, there’s a rough separation into Common, Specialist, and Rare Arms, with swords placed firmly in the latter. This is because swords are special.
Most Knights don’t begin the game with a sword. Getting hold of one can be a story in itself. Perhaps you’ll find one while investigating a myth, a grateful ruler might grant you one, or you might find a smith with enough expertise you forge you a brand new blade. If you find a Knight you consider to be unworthy of their sword then do the world a favour and take it for yourself.
There is also The Blade, but that’s a story for another time.
But what if we wanted to make a really special sword? Well we’re always rolling two dice, so let’s say there’s a special effect when those dice match.
Swords of Power
These swords all do 2d6 damage. When these two dice match reference the value of the matching dice to the table for the sword being wielded. These powers only work in real combat, not mere sparring.
Brand of Cursed Blessings
1: You feel the weight of your past failures. Gain Malice.
2: You feel the true weight of the sword. Gain Fatigue.
3: You feel blood-thirst rising. Gain Wrath.
4: You feel unsatisfied. Gain Passion.
5: Treat this result as 10.
6: Treat this result as 12.
Eye Cutter
1: The wielder is blinded until the end of the combat. They are Exposed and their attacks Impaired.
2: The wielder is dazzled until the end of their next turn. They are Exposed and their attacks Impaired.
3: The sword glows, a steely scream from within. Foes of weak mind face Wavering Morale.
4: A searing light flies from the blade. This is an extra attack for d6 damage, ignoring armour.
5: The enemy is dazzled until the end of their next turn. They are Exposed and their attacks Impaired.
6: The enemy is blinded until the end of the combat. They are Exposed and their attacks Impaired.
Fang-o-Fortune
1: Place a die aside showing 1. You can switch any future roll made by the GM with this die.
2: You must declare a vision of the future, which must be uncertain but achievable by the end of the day. If you do not achieve it by the end of the day, gain Wrath.
3: The fang haunts you with visions of your failure. Gain Dread.
4: An alternative present emerges. Remove one Scar gained by yourself or an Ally.
5: Helpful visions relieve one Burden gained today by you or an Ally.
6: Place a die aside showing 6. You can switch any future roll made by you with this die.
Art by Midjourney
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on the first one, the brand of cursed blessings, the final two do they indicate that the damage is effectively doubled? roll 2d6 - 5 and 5 become 10 and 10 for 20 damage?
ReplyDeleteYeah as Rane2k said, the results for a pair of 5s and 6s would grant a total of 10 and 12 damage respectively.
Delete@JFUR: no, the regular damage is "2d6 pick highest", so a maximum of 6. This allows you to get 10 or 12, which is in a way double damage, but not the way you thought.
ReplyDeleteHope this helps. :-)
these are really cool. even having every double give the same effect for a given sword would still be cool. i always liked magical weapons that did stuff instead of just having a bigger modifier.
ReplyDeletei actually already use advantage / disadvantage for damage based on circumstances. using a dagger in a grapple? advantage. using a great axe in a narrow corridor? disadvantage.