Monday, September 19, 2016

Arms of the Iron Bastard (DCC Magic Item)

Arms of the Iron Bastard
The legendary golemsmith, Vonkurk Eisenbluth, created the mighty automaton known as the Iron Bastard to aide in the Dwarf King's war against the Goat Men. The Iron Bastard was destroyed during the Siege of Eldervault 1000 years ago, and only its arms were recovered. The golemic limbs still retain a fraction of the Iron Bastard's power.

The Arms of the Iron Bastard are a pair of muscular dwarven arms crafted of dull black iron decorated with glowing runes. To access the power of the Arms, a user must remove his own arms and replace them with the magical iron limbs. The potential user must remove their own arms without help, or the magic fails. Removing the first arm is relatively easy; removing the second arm may require some inventiveness. Attaching the Arms of the Iron Bastard is a simple task, as barbed hooks and screws on the shoulders instantly bore into the user's bloody stumps. Once so attached, the Arms are permanently bonded to the user and grant them several boons and banes:
  • A character bonded to the Arms of the Iron Bastard gains a Strength Modifier of +4.
  • The massive iron hands allow the user to punch for 1d6 damage (plus Strength Modifier).
  • The user may also wield two-handed weapons like greatswords with one hand.
  • The massive iron arms are cumbersome, however. Any Skill checks that rely on Agility are penalized -1d on the dice chain.
  • Tearing out one's own arms and replacing them with magical iron damages the soul and psyche. The user permanently loses one point of Personality and two points of Luck.
  • An elf that tries to bond with the Arms of the Iron Bastard dies painfully in 1d6 rounds and explodes in a 20' radius fireball (10d6 damage to those caught in the blast, Reflex Save DC 13 for half damage).
Much more metal than mere gauntlets!

No comments:

Post a Comment