Sentient Swords

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If a magic sword possesses sentience (see Swords, p<?> for the likelihood), the procedure on this page may be used to determine its powers. (Alternatively, the referee may select its qualities as desired.)

Rolling a Sentient Sword

  1. Special purpose: If the sword has a special purpose, see Special Purpose, p<?> to determine what it is.
  2. Intelligence and personality: The sword’s INT is 1d6+6. (Swords imbued with a special purpose always have INT 12.) The sword has its own personality and should be played as an NPC.
  3. Communication: The sword’s INT determines the means by which it can communicate. See the table to the right.
    1. Empathy: The sword cannot communicate directly, but empathically informs the wielder of its powers and how to use them.
    2. Speech: The sword speaks out loud. The number of languages it knows is indicated by rolling on the languages table, to the right. Languages should be selected by the referee.
    3. Reading: The sword can read all languages it can speak, as well as magical inscriptions.
  4. Alignment: See the table to the right.
  5. Powers: The sword’s INT determines the number of powers it has. See the table to the right. Powers are described in the following pages.
  6. Ego: Sentient swords have an Ego rating—a measure of their force of personality. This is rolled on 1d12. Swords imbued with a special purpose always have an Ego of 12.

Using a Sentient Sword

Sentient swords grant the wielder special powers beyond those of a normal magic sword, but using one also carries risks.

Activating Powers

  • In hand: To use a power, the sword must be in the wielder’s hand.
  • Concentration: The wielder must concentrate to activate a power.

Alignment

The alignment of the sword can only be determined by touching it. Doing so may incur damage if the character is of a different alignment to the sword:

  • Lawful swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to chaotic characters.
  • Neutral swords: Inflict 1d6 damage per round to non-neutral characters.
  • Chaotic swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to lawful characters.

Control

A sentient sword has its own personality and can, at times, attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:

  • First contact: Upon the character first touching the sword.
  • Wounded: When the character is reduced to half hit points or less.
  • Jealousy: When another magic weapon comes into the character’s possession.
  • Alignment difference: Upon every use, if the sword and the character are of different alignments.
  • Special purpose: If the sword has a special purpose: every time the special purpose is applicable. (e.g. when encountering a character or creature of the type the sword is designed to slay.)

Control Checks

When one of the aforementioned circumstances occurs, a control check is required:

  1. Determine the sword’s Will score:
    1. The sum of its INT and Ego.
    2. Add one for each extraordinary power the sword has.
    3. Add 1d10 if the sword and the wielder of are different alignments.
  2. Determine the wielder’s Will score:
    1. The sum of STR and WIS scores.
    2. If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points).
  3. Compare the Will scores. If the sword’s Will score is higher, it takes control of the character’s actions.

When the Sword Takes Control

The referee determines the behaviour of the character, via the sword, for example:

  • Jealousy: Discarding other weapons, or ignoring newly discovered magic weapons.
  • Glory: Charging into battle, in order to gain glory for the sword.
  • Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
  • Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!

Ending Control

Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.

Extraordinary Powers

Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.

Usage frequency: Unless a power’s description notes otherwise, it may be used at most three times a day.

Sentient Sword Extraordinary Powers


d100
Power
01–10
Clairaudience
11–20
Clairvoyance
21–30
ESP
31–35
Extra damage (dups. allowed)
36–40
Flying
41–45
Healing (duplicates allowed)
46–54
Illusion
55–59
Levitation
60–69
Telekinesis
70–79
Telepathy
80–88
Teleportation
89–97
X-ray vision
98–99
Roll twice again on this table
00
Roll 3 times again on this table

Clairaudience

Enables the wielder to hear through the ears of another creature.

Activation: The wielder must concentrate for one turn to activate this power.

Range: The other creature must be within 60’.

Obstruction: Lead blocks this power.

Clairvoyance

Enables the wielder to see through the eyes of another creature.

Activation: The wielder must concentrate for one turn to activate this power.

Range: The other creature must be within 60’.

Obstruction: Lead blocks this power.

ESP

Enables the wielder to read the thoughts of another living creature.

Activation: The wielder must concentrate in a specific direction to activate this power.

Range: The other creature must be within 60’.

Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.

Obstruction: Lead blocks this power.

Extra Damage

Increases the wielder’s strength for 1d10 rounds. While the power is active, damage inflicted by the wielder is multiplied by 4.

Duplicates

If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.

Flying

The wielder is able to fly for up to 3 turns.

Movement rate: A speed of up to 360’ (120’) is possible.

Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.

Healing

The sword heals damage.

Effect: One point of damage is healed per round, for six rounds.

Usage frequency: This power may only be activated once a day.

Duplicates

If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.

Illusion

An illusion of the wielder’s choosing manifests. This works in the same way as the magic-user spell phantasmal force (see p<?>).

Levitation

Grants the wielder the ability to move up and down through the air for up to 3 turns:

Vertical: The wielder mentally directs vertical movement at up to 20’ per round.

Horizontal: The character can push against solid objects to move laterally.

Weight: A normal amount of weight can be carried while levitating.

Telekinesis

By concentrating, the wielder is able to move objects or creatures within 120’ by the power of thought.

Weight: Up to 2,000 coins of weight may be targeted.

Movement: The target may be moved up to 20’ per round, in whatever direction the wielder wishes (including vertically).

Resisting: A targeted creature may save versus spells to resist.

Duration: Up to 6 rounds.

Concentration: If concentration is broken, the target falls.

Telepathy

Enables the wielder to read the thoughts of another living creature.

Concentration: The wielder must concentrate in a specific direction to activate this power.

Range: The other creature must be within 60’.

Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.

Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.

Obstruction: Lead blocks this power.

Teleportation

The wielder is able to teleport, per the magic-user spell (see Teleport, p<?>).

X-Ray Vision

Allows the wielder to see through solid objects.

Through stone: Sight up to 30’ through stone is possible.

Through softer materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible. Obstructions: Sight through gold or lead is blocked.

Searching: When used for the purpose of searching (see Dungeon Adventuring, p<?>), the wielder is guaranteed to notice secret doors or traps in the 10’ square area being examined.

Concentration: Usage requires concentration (the wielder cannot move).

Usage frequency: This power may not be activated more frequently than once per turn.

Sensory Powers

Each sensory power should be rolled on the table below, with duplicates re-rolled.

Usage frequency: Unless a power’s description notes otherwise, it may be used without limit.

Sentient Sword Sensory Powers


d100
Power
01–10
Detect evil or good
11–15
Detect gems
16–25
Detect magic
26–35
Detect metals
36–50
Detect shifting architecture
51–65
Detect slopes
66–75
Detect traps
76–85
Locate secret doors
86–95
See invisible objects
96–99
Roll an extraordinary power
00
Roll twice again on this table

Detect Evil or Good

The wielder can sense the intention to do evil or good within 20’. (Note: some potentially harmful things—e.g. animals, traps—are not evil.)

Detect Gems

The sword will point in the direction of any gems within 60’.

  • Count: The wielder is also informed of the number of gems present.
  • Obstruction: Lead blocks this power.

Detect Magic

Up to three times a day, the sword can detect magic within 20’. On command, the magic may be caused to glow.

Detect Metals

The sword will point in the direction of metal of a named type within 60’.

  • Obstruction: Lead blocks this power.

Detect Shifting Architecture

The wielder can locate shifting walls or rooms up to 10’ distant.

Detect Slopes

The wielder can sense sloped floors within 10’.

Detect Traps

Up to three times a day, the wielder can sense traps within 10’.

Locate Secret Doors

Up to three times a day, the wielder can find all secret doors within 10’.

See Invisible Objects

The wielder can see invisible or concealed objects up to 20’ distant. (This power does not reveal secret doors.)

Special Purpose

Some sentient swords are also imbued with a special purpose. The purpose of such swords is typically to slay a certain type of character or creature. The purpose may be rolled on the table below, or the referee may invent others.

Sentient Sword Special Purpose


d6
Type of Target to be Slain
1
Arcane spell casters
2
Divine spell casters
3
Warriors (e.g. fighters or other primarily combat-oriented, non-spell casting classes, including non-spell casting demihumans)
4
Specific type of monster (determine randomly)
5
Lawful creatures (or chaotic creatures if the sword is lawful)
6
Chaotic creatures (or lawful creatures if the sword is chaotic)

Alignment Power

In addition to their sensory and extraordinary powers, swords of special purpose have an extra power when used to achieve their designated purpose (e.g. when attacking the enemy the sword was designed to slay). This power depends on the sword’s alignment:

  • Lawful: Chaotic foes hit by the sword must save versus spells or be paralysed.
  • Neutral: The wielder gains a +1 bonus to all saving throws.
  • Chaotic: Lawful foes hit by the sword must save versus spells or be turned to stone.