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(TFT) Suggested house rules: Tool Elementals
All,
	Comments welcome and solicited!
Preface:
	This class of item was created in direct homage to the 
stories "Sword's Man" and "Symmkin's Edge", by Timothy Zahn, 
published The Space Gamer #43 (I think) and #48, respectively. In 
trying to create a rationale for the items' existence, the best I 
could come up with was a "training wheels for Jedi Knights" approach, 
and the history section reflects this.
New Magic Items and Enchantments:
Tool Elemental:
	This spell is based in part upon the "Create Elemental" 
spell, but includes some significant enhancements as well as some 
restrictions relative to that spell. The elemental created by this 
spell is in fact an Earth elemental, made of fine metal, and in the 
form of a weapon (usually) or other implement. The cost of the spell 
is 5 ST plus the *total* of the attributes of the elemental created 
(ST, DX, and IQ). A tool elemental in the form of a weapon may be a 
"Fine" weapon if the creating wizard also has the Master Armorer 
talent himself; in this case the fST cost to create the elemental 
multiplies in the same way as the cost for such weapons made in the 
ordinary way. The weapon may be Silver or Gold if the creating wizard 
is also a Goldsmith or is linked to a Goldsmith via the Telepathy 
spell (or item); there is no additional ST cost for working with Gold 
or Silver. The elemental is not capable of motion beyond miniscule 
deformations of its original shape so it is not self-mobile. By 
slightly deforming itself in the area of the grip, however, it *can* 
have effects on the attack of its user. Some Talents, if known to the 
elemental, may be applied to attacks made by its user; these include 
the following: Knife, Sword, Ax/Mace, Pole Weapons, Shield, Peculiar 
Weapons talents (allowing an untrained user to fight effectively with 
the weapon), Thrown Weapons, Fencing, and Two Weapons (but only if 
both weapons are Tool Elementals that know the Two Weapons talent). 
By working *against* the user, an Elemental Weapon can also conceal 
the fact that it is a fine weapon, should it desire to do so, but it 
cannot become less effective than a plain weapon of its type would be.
	The Elemental can also behave as an inert weapon in that 
further enchantments may be cast upon it, making it a "magic item" 
wielded by its user. The original spell (creating the elemental) 
counts in the Rule of Five, so only four more enchantments may be 
applied. Either the user or the Elemental may choose to activate, and 
(for enchantments that are not self-powering) power additional 
enchantments; this is the only way in which the Elemental can use 
magic. The elemental loses fatigue ST when doing so. The Elemental 
can recover fatigue ST in only two ways. First, it can be recharged 
by the user at 5 (fatigue) ST lost from the user per ST put into the 
elemental. (Any user may do this, not just a wizard; it is actually a 
limited form of the "Drain ST" spell requiring cooperation from the 
supplier of the ST.) Second, if an Elemental in the form of an edged 
weapon is plunged into a rich vein of ore, deep underground, it can 
replenish its own ST at 1 ST per turn. A tool elemental in that 
situation would be *very* hard to withdraw again against its will.
	Initially, Telepathy is the only way to communicate with the 
Elemental, but it can learn talents (not spells), and can communicate 
by speaking, if taught a human language (it will initially know only 
a language common to most Elementals). It does so by vibrating its 
surface, resulting in a very quiet voice. The elemental can see, if 
given jewel insets to act as eyes; a matched pair of gems worth at 
least $1000 each must be used for this purpose.
	The elemental is subject to both "Control Elemental" and 
"Destroy Elemental" spells. Under the former, it may be made to stop 
powering spells it is powering, or to behave as inert (see above).
Immunity to Break Weapon:
	See "Immunity". Suggested costs are:
   $5,000
	200 ST/day $740 /week
    			live silver slime ($150)
    			2 scorched troll ribs ($150)
    			$40 common ingredients
Holster Of Replenishment:
	An extension of the "Quiver of Replenishment" item creation 
spell, this spell works in the exact same manner, except that instead 
of retrieving an arrow, it works instead on a thrown Axe-type weapon 
or spear (the one with which the Holster was made), returning the 
weapon to its holster or sling when the thrower reaches for the 
weapon again. The increased cost of the spell is due to the larger 
mass and volume of the retrieved item and the fact that the thrown 
weapon may carry other enchantments in addition to this one. This 
spell counts as one of the five allowed in the rule of five on the 
holster and thrown weapon. It does not confer immunity to breakage 
(other than by magical means) as does Quiver of Replenishment.
  $10,000 6 weeks  200 ST/day  $350/week  (must start with Fine Weapon)
History:
	The Gil E'al were a series of weapons created by the Elven 
kingdom of Isladranil, a minor nation surrounded by powerful and 
warlike foes. Realizing that battlefield conflicts were sure to 
destroy their military eventually, through attrition if not by 
catastrophic defeat, they placed their faith in the use of individual 
agents, sent to spy, disrupt, and foment revolution and quarrels 
among their enemies. These agents served alone, far from any hope of 
assistance, and in dangerous circumstance, with a premium placed upon 
inventiveness and experience. Training of such agents became the 
bottleneck in this scheme. To permit less-experienced agents to take 
the field with a reasonable hope of survival, the Isladranil wizards 
created, in greatest secrecy, the Gil E'al. These weapons were imbued 
with the talents and knowledge that a new agent would need to survive 
his or her first missions. They were carefully designed and 
instructed to become teachers and partners as well as tools for their 
users. The intent was that after a few missions, a new agent would 
have learned enough to survive and be effective on his own, and would 
pass on the Gil E'al to another trainee.
	Tragically, despite, or perhaps because of, the resources 
channeled into creation of the Gil E'al, Isladranil fell. It is a 
measure of the loyalty and bravery of the agents they chose and of 
their wizards that none of those captured ever revealed the existence 
of the weapons they had created and used; and it is a measure of the 
effectiveness of their indoctrination that all of the weapons 
remained true to this desire, and all continue to seek the 
restoration of the Isladranil crown and lands. Continuing to disguise 
their existence, the weapons are scattered across the land, lain 
fallow in armories, rusting in burial mounds, or in use by brigands 
or soldiers who know nothing of their true capabilities. Occasionally 
two will, by chance, pass within a few feet of one another, and then 
one who knew to listen carefully might hear whispers of a forgotten 
realm passing between them. One day, a Gil E'al might fall into the 
hands of a noble descendant of Isladranil, and would certainly reveal 
itself, once it had been assured of the character of that elf. Until 
then, the Gil E'al remain a hidden footnote in the annals of magical 
research.
A few examples:
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Saroth:
	Saroth was the first Gil E'al, and was a compromise between 
the weapon of an agent and one of a battlefield commander. The list 
of talents taught to it were those of the noble class, although in a 
better reasoned moment, Butcher was added to the list to allow the 
agent to have a less visible "cover" identity. The weapon itself was 
made Fine (+2 Damage only).
Shortsword;  	Damage 2+3 (2-1, +2 fine, +2 Weapon/Armor Enchantment)
ST: 10		Note: Fencing talent applies at all times
DX: 12		DX bonus: +3 to hit (Weapon/Armor Enchantment)
IQ: 30
Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Sword		(2) Horsemanship	(2) Alertness
(2) Charisma		(1) Expert Horsemanship (1) Butcher
(2) New Followers	(3) Fencing		(1) Diplomacy
(1) Courtly Graces	(1) Driver		(1) Tactics
(3) Scholar		(2) Strategist
Further Enchantments:
Weapon/Armor Enchantment, +3 DX +2 Damage
Immunity to Break Weapon
Reverse Missiles
Spell Shield
Five levels of Conceal are added to protect all of the other enchantments.
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Kreleth:
	Kreleth was a better-conceived attempt to provide a serious 
weapon which could justifiably accompany an ordinary citizen. 
Providing talents allowing the agent to earn a living while still 
giving him the ability to perform serious acts of sabotage or 
espionage made this weapon much better suited to its purpose. The 
success of Saroth was a powerful inducement, but the fST cost of 
trying to make the weapon full Fine were simply out of reach at this 
time, and it too was made (Fine +2 damage only).
Small Axe;  	Damage 1+5  (1+2, +2 fine, +1 Weapon/Armor Enchantment)
ST: 8
DX: 12		DX bonus: +4 to hit (Weapon/Armor Enchantment)
IQ: 32
Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Ax/Mace		(2) Thrown Weapons	(2) Detect Traps
(2) Charisma		(2) Alertness		(2) Joiner
(2) Remove Traps	(2) Engineer		(2) Architect/Builder
(2) Shipbuilder		(1) Tactics		(3) Scholar
(2) Strategist
Further Enchantments:
Weapon/Armor Enchantment, +4 DX +1 Damage
Immunity to Break Weapon
Reverse Missiles
Spell Shield
Five levels of Conceal are added to protect all of the other enchantments.
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Lethsal:
	The near-loss of Kreleth on two separate occasions when it 
was thrown in an attempt to end a battle spurred development of the 
"Holster of Replenishment" item. The original application of this 
item was with Lethsal, intended to be a weapon for an agent acting as 
a foot soldier or scout in an enemy's army.
	Lethsal consists of a metal spear-head and body a bit longer 
than 2 feet. The stock of the spear is an added wooden spear shaft 
which must be periodically replaced. A Master Armorer would normally 
perform such work between trainees, but Lethsal itself can supervise 
an Armorer to do an adequate job in the field.
Spear;		Damage 1+4  (1+1, +2 fine, +1 Weapon/Armor Enchantment)
ST: 10		DX bonus: +4 to hit normal (Weapon/Armor Enchantment)
DX: 10			+6 to hit set vs. charge
IQ: 32			+6 to hit thrown (Thrown Weapons)
Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Pole Weapons	(1) Spear Thrower	(2) Thrown Weapons
(3) Acute Hearing	(2) Alertness		(2) Silent Movement
(1) Climbing		(2) Naturalist		(1) Tracking
(2) Armourer		(1) Tactics		(1) Woodsman
(3) Spying		(3) Scholar
Further Enchantments:
Weapon/Armor Enchantment, +4 DX +1 Damage
Immunity to Break Weapon
Holster of Replenishment
Spell Shield
Five levels of Conceal are added to protect all of the other enchantments.
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Melareth:
	Melareth was an innovative idea to place an agent into the 
highest circles of almost any social function by making the agent an 
excellent entertainer. The fact that the "flute" contained no moving 
parts, only finger holes, and was in fact not dissimilar to a 
well-balanced club, was easy to overlook in view of its ornate 
decoration and silver composition. Melareth's ability to augment its 
users' tone by the use of its own "voice" made it, and its owner, 
highly desirable at most state events. Unfortunately its very 
visibility led to its unsuitability as a training item, as it became 
instantly recognizable in most of the neighboring courts.
	Because Melareth was not "Fine" in the sense of enhanced 
damage or balance, it could be given the highest attributes, and 
hence most talents, of all the Gil E'al.
Club;		Damage 1+5 (1 at ST 9/10, +5 Weapon/Armor Enchantment)
ST: 14
DX: 15
IQ: 45
Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Ax/Mace		(2) Disguise		(3) Acute Hearing
(1) Sex Appeal		(2) Alertness		(2) Silent Movement
(2) Bard		(2) Mimic		(2) Charisma
(1) Diplomacy		(1) Courtly Graces	(2) New Followers
(1) Tactics		(3) Scholar		(2) Ventriloquist
(2) Thief		(2) Detection of Lies	(3) Spying
(2) Master Thief	(2) Master Bard
Further Enchantments:
Weapon/Armor Enchantment, +5 Damage
Immunity to Break Weapon
Spell Shield
Unnoticeability
Five levels of Conceal are added to protect all of the other enchantments.
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Shelareth:
	The restriction of Melareth to almost an ornamental function 
spurred the weapon makers to make the next Gil E'al more subtle. Back 
to iron, and a weapon more suitable to the classical spying function 
- a dagger. By this time, there were adequate resources to make the 
weapon a full Fine (+2 Damage, +1 Dexterity) weapon, while still 
retaining enough attribute points to allow the educational 
functionality.
Dagger;		Damage 1+5 (1-1, +2 fine, +4 Weapon/Armor Enchantment)
ST: 8		Note: Fencing talent applies at all times
DX: 10		DX bonus: +2 to hit (+1 Fine, +1 Weapon/Armor Enchantment)
IQ: 27		+4 to hit thrown (above, +Thrown Weapons)
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(1) Knife		(2) Thrown Weapons	(2) Alertness
(2) Silent Movement	(2) Detect Traps	(2) Thief
(2) Master Thief	(3) Spying		(3) Scholar
(2) Disguise
Further Enchantments:
Weapon/Armor Enchantment, +4 Damage +1 DX
Immunity to Break Weapon
Holster of Replenishment
Spell Shield
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Gil E'al Ganfrandol
	It was realized that, given the very high IQ's most of the 
Gil E'al possessed, it might well be possible for a wizardly Gil E'al 
to cast spells, silently and without gesturing. Alas, "Create Tool 
Elemental Wizard" proved to be a different and much more difficult 
spell; no elemental was ever created which could itself cast spells 
(as opposed to activating the magic-item spells overlaid upon it). 
Nevertheless, one silver elemental staff was created, to serve as a 
kind of side-kick to a warrior wizard. A complication was the need 
for the wizard to cast Staff (or Staff of Power) on the Gil E'al, 
thus necessitating a Dissolve Enchantment each time it was passed to 
a new owner.
Staff (silver); 	Damage 2 + 5 (Staff, +4 Weapon/Armor Enchantment,
ST: 10					1 + 1 Flaming)
DX: 10			Note: Add one die damage if Staff of Power
IQ: 43			DX bonus: +1 to hit (Weapon/Armor Enchantment)
			+4 to hit with Wizard's Wrath (Missile Weapons)
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(3) Missile Weapons	(3) Acute Hearing	(1) Sorceror's Tongue
(2) Naturalist		(2) Alertness		(2) Business Sense
(1) Diplomacy		(2) New Followers	(2) Silent Movement
(2) Detect Traps	(2) Architect/Builder	(1) Woodsman
(2) Detection of Lies	(1) Courtly Graces	(2) Expert Naturalist
(1) Tactics		(3) Strategist		(3) Scholar
(2) Mathematician
Further Enchantments:
Weapon/Armor Enchantment, +4 Damage +1 DX
Wizard's Wrath Rod, 20 Dice
Immunity to Break Weapon
Flaming Weapon
     v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
			Referee's notes:
	My favorite application for these weapons is to give a new 
character, joining an experienced party, a "leg up" so that he or she 
can immediately contribute, despite his/her lack of experience. I do 
not envision the Gil E'al becoming a permanent part of any 
character's equipment - the Elemental would become increasingly 
uncomfortable as the character became more experienced, and would 
eventually begin to agitate to be traded or given away.
	The Elemental would *only* reveal itself to the right 
character or under *just* the right conditions, so there may be some 
serious constraints on its use (or a re-write of the history section 
may be needed). A legitimate descendent of the royal family or its 
master wizards would definitely qualify. A character of high enough 
ethics and the ability to keep a secret *might* qualify if the 
Elemental thought it could gain some benefit by working with that 
character - but the secret of its own existence, and those of its 
brother and sister elementals, is a pretty precious commodity.
	In general, the referee should communicate for the elemental 
by passing notes to the player, and attempt to conceal the actual 
source of the information. The Elemental, being an ancient being of 
high intelligence and scholarship, could and should be a conduit for 
any amount of information concerning history, motivations of nations 
and kings, and geography of the terrain from the referee to the 
players. However, as it has motivations of its own, it should also 
continually try to divert the party to serve its own ends. Gathering 
and empowering the descendants of its creators, wreaking revenge on 
the descendants of their conquerors, or locating other lost Gil E'al 
are all reasonable "quests" that it would pursue. It would not 
hesitate to bargain - offering to help the players in exchange for 
help with its quest.
	You may want to consider carefully before adding the "Holster 
of Replenishment" to your campaign. I tried to crank the cost to the 
point where it would not unbalance things too badly, but giving an 
axe-thrower or spear-thrower virtually unlimited ammunition is 
different from what has been done before. I'm hoping that the $10,000 
cost is enough to be fair, and in any case the spell would not be in 
normal mage's tomes and may have died with the creators, but once the 
idea is out....
	However, I cannot see any metaphysical reason the "Quiver of 
Replenishment" should not be extended in this manner, and the 
creators and users of these weapons would have wanted that particular 
spell *really* badly.
--
						- Mark     210-379-4635
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