A pointless exercise in order to create the most campaign-breaking random Magic Sword possible using the rules found in Vol 2 (just without the random bit).
Roll 1d00: 01-65 for a Magic Sword aligned with Law.
Roll 1d12: Intelligence of 12 for a result of three Primary Powers, one Extraordinary Power, as well as the abilities of the sword to understand Languages, communicate via Telepathy and Read Magic.
Primary Powers Table
For the three 1d00 rolls on this table I select 96-99, which states:
“Take two rolls ignoring scores over 95 except a roll of 00”.
Roll 1A: 31-40: Locate Secret Doors
Roll 1B: 41-50: Detect Traps
Roll 2A: 51-60: See Invisible
Roll 2B: 00: Roll on the Extraordinary Ability Table
Roll 3A: 00: Roll on the Extraordinary Ability Table
Roll 3B: 00: Roll on the Extraordinary Ability Table
The sword now has three more rolls on the Extraordinary Ability Table, for a total of four.
Extraordinary Ability Table
For the four 1d00 rolls on this table I select 00, which states:
“Take three rolls ignoring scores over 97”.
Those four rolls just became 12 rolls.
The following rolls are can't miss powers:
The sword can have double-strength powers from this table if the same roll results twice. The sword could have rolled each of the following powers twice:
41-50 twice: Double-power Telekinesis
60-68 twice: Double-power X-Ray Vision
83-87 twice: Double-power Flying
88-92 twice: Double-power Healing
93-97 twice: Double-power Strength Boost
Languages Spoken Table
A 1d00 roll of 00 indicates two rolls. 90-99 rolled twice indicates that the sword knows ten Languages.
A 1d00 roll of 91-00 indicates a special power when striking a particular opponent. For swords aligned with Law, this added ability is to Paralyze. The sword's purpose has been chosen as “Defeat Chaos”, which means all strikes upon those aligned to Chaos causes Paralysis.
I think that's it. Oh wait, as to the type of Magic Sword.
Roll 1d00: 79-80: Sword +2, Charm Person Ability
The Sword +3 and the Life Drain Sword are excellent candidates, but the possibilities with Charm Person added to the insane list of powers, generated “randomly” using just the Vol 2 rules, would be as much fun as a barrel o' barbarians.
Here's the synopsis:
Sword +2, Charm Person Ability
Situational Egoism 36
Revoemag can Read Magic, use Telepathy and understands 10 Languages.
The wielder of Revoemag gains the following “at will” powers:
Charm Person, Locate Secret Doors, Detect Traps, See Invisible, ESP, Teleportation, Double-power Telekinesis, Double-power X-Ray Vision, Double-power Flying.
The wielder of Revoemag gains the following limited use powers:
Double-power Healing: 1 point/3 turns or 12 points/day.
Double-power Strength Boost: 2-8 times Strength for 2-20 turns, twice per day.
Purpose: Defeat Chaos.
Special Power: Causes Paralysis when striking Chaotic opponents.
With a Situational Egoism of 36, this sword would constantly be at odds with any wielder not spending every waking moment attempting to annihilate Chaos.
Would one ever actually see a sword like Revoemag in one of my games? Sure, if the dice were friendly enough. Although the odds of this sword being rolled randomly are mind boggling to say the least.
Let's roll one using the rules to see how close to an honestly rolled campaign-breaker we can get:
Situational Egoism 9
Communicates via Empathy
Locate Secret Doors
Special Power: None
That's much more like the average OD&D Magic Sword. Murdmuh is the type of sword that might remain in one's arsenal for a long while simply for the Locate Secret Doors power.
Ah well, I'll keep rolling them and my players will keep searching for that one in a quintillion sword.
~Sham, Quixotic Referee
Wednesday, July 21, 2010
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Gameover and Humdrum! Hee Hee!
Actually, I kind of like Murdmuh.
@ JJ...wow, I completely missed that!
Aye, I'm more of a Murdmuh guy...but I can name a few players who would love to have Revoemag.
Crose: Yeah, all 4 of those elemental items are just as likely to wipe the PCs as they are to aid them it seems...depending upon how forgiving the ref is.
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