Unusual Swords~~
|
|
|
|
|
The tables hereafter are used to determine if a sword is unusual; and if it is so, what intelligence, alignment, etc. it has.
<finish linking tables>
Table I.: Sword Intelligence and Capabilities >>
Dice
Roll |
Intelligence | Capabilities | Communication |
01-75 | none | none | none |
76-83 | 12 | 1 primary ability | semi-empathy* |
84-89 | 13 | 2 primary abilities | empathy |
90-94 | 14 | 2 primary abilities | speech** |
95-97 | 15 | 2 primary abilities | speech** |
98-99 | 16 | 2 primary abilities+ | speech** |
00 | 17 | 3 primary abilities++ plus
1 extraordinary power |
speech and telepathy*** |
* The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.
** The sword will speak its alignment language plus 1 or more other tongues as indicated on a table hereafter.
*** The sword can use either communication mode at will, with language use as any speaking sword.
+ The sword can also read languages/maps of any non-magical sort.
++ The sword can read languages as well as magical writings.
<+ 3 primary abilities>
<++ symbol is actually the sword symbol>
Q. Why are swords the only weapons
which can be intelligent and have the
special abilities which go with that
INT? (Advanced)
A. Magic swords are the only
weapons in the DMG which
have the special abilities and INT
rules applied to them, with
the option to apply these to magic
scimitars and the like if the campaign
has an Eastern/Arabic flavor.
This is simply a traditional part of the
background upon which the game is
based -- nearly all heroes tend to use
magickal swords. 2 examples
should illustrate this, King Arthur
has the sword Excalibur,
and Elric
uses/is used by Stormbringer
(Imagine #2).
Any sword with intelligence will have an alignment. Note that certain
swords - Holy Avenger, Sharpness, Vorpal (q.q.v.) - have alignment restrictions.
All cursed swords are absolutely neutral.
Die Roll | Alignment of Sword |
01-05 | chaotic good |
06-15 | chaotic neutral* |
16-20 | chaotic evil |
21-25 | neutral evil* |
26-30 | lawful evil |
31-55 | lawful good |
56-60 | lawful neutral |
61-80 | neutral (absolute) |
81-00 | neutral good* |
* The sword can also be used by any character whose alignment corresponds
to the non-neutral alignment portion of the weapon's alignment,
i.e. chaotic or evil or good or lawful. Thus any chaotic character
can use a sword with chaotic neutral alignment.
Note: Any character whose alignment does not correspond to that of the
sword, except as noted by the asterisk above, will sustain hit points
of
damage equal to the number of ego points (see hereafter) of the sword
each and every time the character touches any portion of the sword
unless
the sword is in the grasp or possession of a character whose alignment
is
compatible with the weapon.
Table 3.: Sword Primary Abilities
Dice Roll | Ability* |
01-11 | detect elevator / shifting rooms / walls in a 1 radius |
12-22 | detect sloping passages in a 1 radius |
23-33 | detect traps of large size in a 1 radius |
34-44 | detect evil/good in a 1 radius |
45-55 | detect precious metals, kind, and amount in a 2 radius |
55-66 | detect gems, kind, and number in a 0.5 radius |
67-77 | detect magic in a 1 radius |
78-82 | detect secret doors in a 0.5 radius |
83-87 | detect invisible objects in a 1 radius |
88-92 | locate object in a 12 radius |
93-98 | roll twice on this table ignoring scores of 93 to 00 |
99-00 | roll on the Extraordinary Power Table instead |
If the same ability is rolled twice or more, range of the power is double or triple, etc.
All abilities function only when the sword is held, drawn, and the
possessor is concentrating on the desired result. A sword can do only
one
function at a time, and thus can fight or detect but one thing at a
time.
Table 4.: Sword Extraordinary Powers
Dice Roll | Power * |
01-07 | charm person on contact - 3 times/day |
08-18 | clairoudience, 3 range-3 times/day 1 round per use |
16-22 | clairvoyance, 3 range - 3 times/day, 1 round per use |
23-28 | determine directions and depth - 2 times/day |
29-34 | ESP, 3 ronge - 3 times/day 1 round per use |
35-41 | flying, 12/turn - 1 hour/day |
42-47 | heal - 1 time/day |
48-54 | illusion, 12 range - 2 times/day, as the wand |
55-61 | levitation, 1 turn duration - 3 times/day ot 6th level of magic |
62-67 | strength - 1 time/day (upon wielder only) |
68-75 | telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each |
76-81 | telepathy, 6 range - 2 times/day |
82-88 | teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments |
89-94 | X-ray vision, 4 range - 2 times/day 1 turn per use |
95-97 | roll twice on this table ignoring scores of 95-97 |
98-99 | character may choose 1 power from this table |
00 | character may choose 1 power from this toble, and then roll for a Special Purpose |
* Saving throws apply as usual
If the some power is rolled twice, the uses/day ore doubled, etc.
Powers function only when the sword is held and drawn and the possessor
is concentrating upon the desired effect. Most powers will require
that the
character stop and concentrate foro full round.
Table 5.: Special Purpose Swords
Dice Roll | Purpose |
01-10 | Purpose defeat/slay diametrically opposed alignment* |
11-20 | kill clerics |
21-30 | kill fighters |
31-40 | kill magic-users |
41-50 | kill thieves |
51-55 | kill bards/monks |
56-65 | overthrow law and/or chaos |
66-75 | slay good and/or evil |
76-00 | slay non-human monsters |
* The purpose of the true neutral version of this sword is to preserve
the balance (cf. ALIGNMENT) by defeoting/slaying
powerful beings of the
extreme alignments (LG, LE, CG, CE).
Purpose must suit the type and alignment of the sword in question.
Killing is always restricted to evil when the sword is of good alignment.
Swords dedicated to slaying monsters will always be either good and
slay neutral or evil monsters or evil which will slay neutral or good
monsters.
Dice Roll | Power |
01-10 | blindness* for 2-1 2 rounds |
11-20 | confusion* for 2-12 rounds |
21-25 | disintegrate* |
26-55 | fear* for 1-4 rounds |
56-65 | insanity* for 1-4 rounds |
66-80 | paralysis* for 1-4 rounds |
81-00 | +2 on oll saving throws, -1 on each die of damage sustained |
* Upon scoring a hit with the weapon unless the opponent makes a soving throw versus magic.
The power will operate only in pursuit of the special purpose
Table 6.: Non-Alignment Languages Spoken by Sword
Dice Roll | Number of Languages |
01-40 | 1 |
41-70 | 2 |
71-85 | 3 |
86-95 | 4 |
96-99 | 5 |
00 | 6, or the result of 2 additional rolls ignoring a score of 00, whichever is the greater |
See the section on LANGUAGE DETERMINATION
under PERSONAE OF
NON-PLAYER CHARACTERS for a listing of many of the posslble
tongues
which can be spoken by a sword. You should select languages which will
suit the type of sword and its abilities.
Only ofter all aspects of a sword have been determined and recorded
con
the ego rating of a sword be found. Ego, along with intelligence, will
be a
factor with regard to the dominance of sword over character. as detailed
hereafter:
Dice Roll | Ego Points |
each + of sword* | 1 |
each primary ability** | 1 |
eoch extraordinary power** | 2 |
special purpose | 5 |
each language spoken*** | 0.5 |
telepathic ability | 2 |
reading languages ability | 1 |
reading magic ability | 2 |
*Thus, a + 1 sword is 1 ego point, but if it has
another (higher) plus,
these are also counted, i.e. a + 1 Flame Tongue
has a maximum plus of
4, so it is +1/+4 for 5 ego points. In addition,
swords which have no
extra pluses but extra powers (Holy Avenger, Sharpness,
etc.) add
double their + rating for ego.
**If double ability, double ego points
*** Round upwards.
A Battle of the Wills: Swords Versus Characters
(OSRIC.328)
<variations on format follow>
<would sentience & personality
make this easier to understand?>
When a sword possesses unusual characteristics <ie. 76+ on Table I> it has a personality which is rated by combining its intelligence and ego scores.
<Case A.> The sword will, of course, be absolutely true to its alignment,
and if the character who possesses the sword is
not,
personality conflict will result, i.e. sword
versus character.
<Case B.> Similarly, any sword with an ego of 19 or higher will always consider itself superior to any character, and a personality conflict will result if the possessor does not always agree with the sword's dictums.
The personality strength of a character
is: INTELLIGENCE + CHARISMA + LEVEL
OF EXPERIENCE.
Note level is reduced by 1 for every group of hit points of damage
taken equal to the character's average number of points per hit die for
total levels of experience (rangers, for example, getting 2 dice at 1st
level).
Example: A fighter of 7th level has 53 hit points: 53
+ 7 = 7.6 - for every 8 points of damage he or she takes, his or her personality
strength will be lowered by 1.
Whenever personality conflict <Case A or Case B> occurs, the sword
will resist the character's
desires and demand concessions such as:
1. removal of associates, henchmen,
hirelings, or creatures of alignment or personality distasteful to the
sword
2. the character divesting himself or herself of
all other magic weapons
3. obedience from the character so that the sword
can lead the expedition for its purposes
4. immediate seeking out and slaying of creatures
hateful to the sword
5. encrustation of gems on pommel, hilt, scabbard,
baldric, or belt and a special container for its safekeeping likewise of
precious substances
6. magical protections and devices to protect i
t from molestation when not in use
7. that the character pay it handsomely for all
abilities and powers the sword is called upon ta exercise in behalf of
its possessor
8. that the character always take it along on all
occasions
9. that the character relinquish the sword in favor
of a more suitable person due to alignment differences and/or conduct
At any time that the personality
score of a sword exceeds the personality
score of the character who possesses it, the sword will dominate its
possessor, and it can force any or all of the above demands or actually
cause any of the following actions:
1. force its possessor into combat
2. refuse to strike opponents
3. strike at its wielder or his or her associates
4. force its possessor to surrender to an opponent
5. cause itself to drop from the character's grasp
Naturally, such actions are unlikely where the character-sword alignment
and purposes are harmonious. However, the sword might well wish to
have a lesser character possess it so as to easily command him or her,
or a
higher, level possessor so as to better accomplish its goals.
All magic swords with personalities will desire to play an important
role in
the success of activities, particularly combat. Likewise, they are
rivals,
even if of the exact same alignment, and they will be aware of the
presence of any similar weapon within 60', and try the best to lead
a
possessor into missing or destroying the rival unless this is totally
inimical
to its nature, i.e. a Holy Avenger would certainly not allow destruction
of
any other lawful good sword and might encourage discovery of same -
even at the risk of having to face grim odds to do so . . .
Swords of this nature will never be totally controlled or silenced by
the
characters who possess them, even though they may be heavily outweighed
by personality force. They may be powerless to force their demands,
but they will be in there plugging. Even a humble + 1 sword of
unusual nature can be a vocal martyr, denigrating its own abilities
and
asking that the character only give it the chance to shatter itself
against
some hated enemy, etc.
N.B. Most players will be unwilling to play swords with personalities
as
the personalities dictate. It is incumbent upon the DM to ensure that
the
role of the sword is played to the hilt, with the DM assuming the persona
of
the sword if necessary.
Quote:
Originally Posted by Gray
Mouser
5) Just out of curiosity,
would you think it owuld be possible to possess an intelligent sword since
it has its own poersonality?
No, the sword is possessed
by a spirit.
that spirit would have to
be dislodged/destroyed, and then the possessing entity would be stuck in
the weapon...not a desirable thing for any demon or devil.
Quote:
Originally Posted by Gray
Mouser
Ah, that's pretty interesting.
I guess I never thought of an intelligent sword in those terms before,
though it makes a lot of sense. As a follow up, do you envision intelligent
swords' spirits being pre-existing creatures which were bound to the sword
or as being somehow "constructed" or created when the sword is originally
enchanted?
I believe they are from
existing sources, mostly elemental or elementary.
A truly evil sword might
be possessed of the spirit of a demon
or devil...surely Stormbringer
was <EEK!>
On the opposite side, a truly
good one might have some upper planar spirit entity imbued within it.