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Category: Swords & Wizardry (Page 19 of 23)

Some Unique Magic Swords

and a staff or two.

As I am making my way through all the posts offered during the S&W Appreciation Day, this little booklet struck me almost immediately. This is one of those utilities that triggers something in my brain that says, this is EXACTLY what I want to do in my game.

I want every sword and magic item to be  unique because it makes a game setting more evocative. Then I sit down and attempt to do that and I think, just randomize the list in the S&W Complete book and be done with it. (I tried that, and it doesn't map to a randomizer in a spreadsheet very well at all.)

So when I happened upon this system that works for swords, staves, and frankly, just about any other magic item except potions, I immediately set to work on creating some swords.

Goldcloud

AL:INT: 7 EGO: 4
Languages: Telepathic with wielder

+1 wooden blade forged by visitors from the future with a grip made of stone, +2 vs. sea creatures

Silence in 10' radius when sword is drawn from its scabbard.

Its name is revealed only when it is immersed in sea water for 1 round.

Varinius

AL: N INT: 10 EGO: 11
Languages: Common, Giantish, Forgotten Language

+2 steel blade forged by a mad wizard with a grip made of copper.

Disable robot types for d6 turns (save allowed).
Emits light on demand per the Light spell

Its name (which means "versatile") is inscribed on the blade in a long forgotten language.

Gwrtheyrn

AL: L INT: 11 EGO: 3
Languages: Common, Giantish, Goblin

+2 steel blade forged by ancient aliens with a grip made of wood, +3 vs. dragons

When placed on the ground for one turn, it will point to the nearest dungeon exit
Sword can be set against a charge to deal damage like a pike
The wielder is immune to paralysis and petrification
The sword can Read Magic per the spell

Its name (which means "supreme king") is lost to mortal men.

If you want a good name generator that provides the meanings of names, go to Behind the Name Random Renamer. The site also has an anagram generator that could be useful as well.

Lorica – Swords and Wizardry with Big Shiny Machines

A couple years ago, I started working on a big machine (read mechs or hovertanks)  game based loosely on 2e. Since I have changed systems once again to S&W, I finally found the muse to finish the project.

I have lots of machines made and a good process to make them. Four of them, stated for S&W, are included in this post.

Tonight, I have a combat sequence.

It is short, sweet and based directly on Alternate Method No. 3 from Swords and Wizards Complete. The following text is entirely OGL. Sec 15 for the purposes of this post is:

Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
Lorica - Swords and Wizardry with Big Shiny Machines, Copyright 2013, John Payne

Combat Sequence for Lorica

Note: this is a based on the Alternate Combat Sequence Method No. 3 in the Swords & Wizardry Complete Rules.

The combat round is divided into 10 segments of 6 seconds each. Each individual machine rolls a d10 for initiative. The result represents which segment of the first round the machine moves or takes any other action. A roll of 0 (zero) represents the 10th segment, the last segment of a combat round.

Every subsequent round, the machine moves (or takes an action) at intervals of six segments. The machines base movement rate and/or hull points remaining modify the 6 segment interval. In general, faster and healthier machine can sometimes attack more than once in a combat round.

Base Modifier to the 6-segment interval

8 - Base Movement Rate

Other Modifiers to the 6-segment interval

At three-quarters hull points: +1

At one-half hull points: +3

At one-quarter hull points: +5

Add the modifiers to the base number of 6 segments to see how many segments it will be until the machine can take action again. For example, a light machine with a base movement rate of 10 at full hull points will take its next action in 4 segments. The standard 6 segments is adjusted down by 2 segments ( 8 – base movement rate of 10) . There is no adjustment for full hull points.

The overall result of this system is to allow lightly-armored and faster machines (or opponents) to make more attacks, over the course of the combat, than those who are heavily armored or wounded. To balance this out, very fast machines quickly lose their advantage when hit. For example, the fastest machines in these rules (STADES and STADES II) have a Base Movement Rate of 12, but only 50 hull points. One hit from a 125mm Mass Drive Cannon will likely change their interval rate from 2 segments to 5.

Standing Rules for Combat

  • Regardless of a machines interval rate, missiles can only be fired once per combat round.

  • On the first segment of every round, before any other action is taken, all anti-missile defense systems fire for machines equipped with them. The effects of anti-missile systems last for the entire combat round.

Movement

Normal Movement is Base Movement Rate * 300 yards per round or Base Movement Rate * 10 miles per hour.

Combat Movement is Base Movement Rate * 150 yards per round.

Using a Hexmap

This system makes each hex 150 yards. It's a bit of an odd size, but it works for me. Let me know what you think. I tend to avoid using a map and/or minis if I can help it. Still, it is useful to determine distances for some weapons and relieves the DM from having to mentally guesstimate those distances.

Stat Blocks for Machines

Scouts (fastest)

STADES

HP: 50; AC 4 [15]; Atk Long Range Missiles (1d6*4), Short Range Missiles  (1d8*6), Form II Laser (1d12); Move 12; Mass 104 tons; Cost  798,600 Kr ;Special: SAMD-1 (Missile Defense 14).

STADES Mk. II

HP: 50; AC 4 [15]; Atk Long Range Missiles (1d6*4), Short Range Missiles  (1d8*6), 50mm Recoilless (2d6); Move 12; Mass 105 tons; Cost  782,400 Kr ;Special: SAMD-1 (Missile Defense 14).

Light Combat

Loanza

HP: 60; AC 3 [16]; Atk Short Range Missiles  (1d12*6), 125 mm Railgun (4d10), Form III Laser (2d8); Move 8 ; Mass 152 tons; Cost  1,032,800 Kr ; Special: SAMD-2 (Missile Defense 24).

Medium Combat

Centus

HP: 90; AC 1 [18]; Atk Short Range Missiles  (1d12*6), 2 * Long Range Missiles (2d8 * 4), 100 mm Recoiless (4d6), Form VII Laser (4d8); Move 6 ; Mass 234 tons; Cost  1.277,800 Kr ; Special: SAMD-5 (Missile Defense 84).

Heavy Combat

Onager

HP: 90; AC 0 [19]; Atk 2 * Short Range Missiles  (1d20*6), 2 * Long Range Missiles (1d10 * 4), 275 mm Railgun (9d12), Form IV Laser (2d10); Move 4 ; Mass 354 tons; Cost  1,795,300 Kr ; Special: SAMD-4 (Missile Defense 60).

 

More about Catalysts and Elixirs

Chad Rose asked me for details about catalysts on G+ and I answered in some detail there. In other words, he asked about what catalysts are. The short answer is: it is up to the DM. The long answer, if it is of interest to anyone, consists of a few various ideas.

One way of physically defining a catalyst is to imagine a cloth bag filled with a coarsely ground powder. To make an elixir, the hewcaster spreads the powder on a stone and says a few incantations. Over the course of ten minutes, the stone will appear to become roiling liquid while maintaining its shape. Near the end, a small piece, a bit smaller than a chicken egg, will separate from the larger stone. Both pieces will stop moving. All of the catalyst powder will be on the larger piece of stone.

The powder can then be poured back into the bag from the stone. Absolutely no powder is lost by making an elixir. The only way the hewcaster loses powder is if he or she spills some on the ground.

Thinking of catalysts this way make an elixir less of a potion and more of a lozenge. The imbiber puts the elixir in their mouth and it quickly dissolves into a liquid and consumed. As a matter of convenience, I assume the stones are not easily broken unless the hewcaster hurls them at a target.

As an aside, if may be worth it to allow a hewcaster the ability to use a sling. It can provide some range without giving him or her any other advantage. If a hewcaster throws an elixir at a target, he or she must make an attack roll anyway...

Another way of defining the catalyst is to imagine it as a short length of cord or rope. Once wrapped around the hewstone, the spell caster puts on a pair of gloves to safely handle it. Picking it up, he or she tilts one corner of the stone toward a container and liquid drips from the stone into the container.

This makes elixirs just like potions, but requires the hewcaster to carry around a bunch of empties. This seems prohibitive at higher levels or extended campaigns. Still, the DM can hand wave the whole thing. Who knows, maybe the hewcaster was a glass blower before pursuing magic.

If the DM would like the used hewstones to have some kind of mark to distinguish them from unused ones, run a variation of the first idea. In this scenario, the catalyst is a triangular piece of rock with a thick groove cut out of the long edge. The catalyst can slide over the corner of the hewstone and says a few choice incantation. After about 10 minutes, the catalyst is removed taking a piece of the hewstone with it. That fragment of the hewstone falls out of the catalyst and becomes an elixir.

With this method, the hewcaster can now more easily go through a stockpile of stones to determine which hewstones can be used to make elixirs and which ones need to go back to the lab for spell research purposes.

To really throw a wrench at your players, make all three processes work so that there is a chance that a found hewstone may or may not work to make an elixir.

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