Skip to main content

Solar Blades & Cosmic Spells - Strange Artifacts of more advanced times

Artwork by Louis Glanzman

Altought Solar Blades & Cosmic Spells is a Science Fantasy brother of Sharp Swords & Sinister Spells, I wanted to make it a RPG that took sword and sorcery into space. Thus, much of the post-apocalyptic themes of standard sword and sorcery will be present in SB&CS also, including the rarity of special items, making advanced technology things of the glorious and almost forgotten past.

What follows is a small part of the book, where some of these marvelous artifacts of the ancient time are described. Again, this is only a draft, and some changes might occur in the end.

Strange Artifacts


These strange and rare items were developed in a lost age of wonder and are some of the most precious artifacts of Universe. Their functionality might baffle most of the sentients who are alive today, but once one figures out how to activate them, the possibility are endless. In game terms, to understand the functionality of one of these items, a character must spend a few hours studying the object and succeed at an Intellect test with a Difficulty set by the Overlord. If he fails this test he needs to expend a few days studying it again, then a few weeks, then a few months and so on.

Stardust

Most, if not all, strange artifacts use a very powerful yet limited power source: Stardust. This mystical dust is the very essence of the Universe and can be found in the forbidden center of it or where a star has just exploded. Galactic Overlords banned its use from common people, but an illegal hunt for this is a common motivator for many adventurers amongst the stars. Not only each use of the strange artifacts require the expenditure of this dust, but experienced sorcerers discovered they can expend Stardust in place of their own life essence when conjuring their spells. In game terms, for each point of Vitality that would need to be sacrificed for casting a spell, a point of Stardust Durability must be spent. This way, the life energy of the sorcerer is preserved. This explains why the Galactic Overlords are so determined to collect all the Stardust they can find.

Cloning Chamber

This tubular chamber is about the size of most sentient humanoids and is connected to a similar tubular chamber. When activated and a Stardust Durability Roll is made, the cloning process begins. The whole ordeal takes 1d6 hours but it can be quite shocking to the user, who must succeed at a Willpower test to avoid losing 1d6 points of Sanity (see Sanity and Madness over Chapter 4: Rules of the Game). The clone himself will need to be instructed, but will have a basic understanding of how things works.

Mind Saver

This bulky helmet is connected through dozens of wires to a large computer (which is then connected to larger servers). Once the user is properly connected to the helmet and an Intellect test and a Stardust Durability Roll is made, the process of saving the mental map of the character can begin. This will take about 1d6 hours and once done, the mental image can be downloaded to any cyborg body or used on holographic projectors. This mental image will be completely sentient, but will not be able to learn new things. The user, however, will need to pass a Willpower test during the ordeal or lose 1d3 points of Sanity.

Desmaterializer

This shimmering suit must be worn by the user and, if correctly activate and if a Stardust Durability Roll is made, his material body is turned into pure energy, allowing him to travel in light speed, cross material barriers and perform many other fantastical deeds. However, the experience of turning yourself into energy can be traumatic to most users, who need to make a Willpower test to avoid losing 1d3 points of Sanity.

Star Jumper

This is the most well known artifact of the ancients in the current age of the Universe. Although many know of its existence, few sentients really get to see one in action and fewer actually get to use one. Star Jumpers allow for Faster Than Light (FTL) travel, and so are integral to starships that travel between the many galaxies of the Universe. To activate it, the user need to make an Intellect test and a Stardust Durability Roll. Failure means the dust wasn’t enough for a full jump and something bad could have happened. For full details on Star Jumps, consult Chapter 7: Vehicles and Starships.

Other Strange Artifacts

Other astonishing artifacts made by the highly advanced societies of past ages do exist, and the Overlord is encouraged to create more as the needs of the campaign dictates. However, because of their potential to do incredible things beyond the scope of normal items and the comprehension of most sentient species, we advise to make them hard to find, difficult to use, and potentially damaging to the user’s state of mind, as demonstrated above.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like...

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w...

Dark Streets & Darker Secrets - Complete Game Text

November was NaGaDeMon (National Game Design Month), and I decided to create an Action Horror RPG using my system (updated with all the modifications of Solar Blades & Cosmic Spells). Inspired by Buffy the Vampire Slayer, Supernatural, X-Files, The Chilling Tales of Sabrina, Grimm and many more TV Shows, comics and books, I quickly worte Dark Streets & Darker Secrets . It is written in a very direct and simple way, similar to Sharp Swords & Sinister Spells originally was, but with uodated rules and a lot of tools and tables to assist the Referee in creating adventures, NPCs, locations, artifacts, monsters and much more. The book itself will eventually be release in partnership with Gallant Knight Games , but the text is already written and ready to be used, so I am sharing it here with you all! There is no official character sheet yet. I am working on it. But a simple Index Card will work just as well! So here it is:  https://drive.google.com/open?id=1QlFYafvxv...