Dwimmersmite



  • Dwimmersmite is a longsword of Ancient Thulian make, its ornate hilt fasted in the shape of symbols denoting the goddess of strategy, heroism, and science (winged shooting stars), its starmetal blade etched with runes of Law.

    When picked up by a Lawful Fighter, Dwimmersmite hums with energy and imparts its properties. The blade cannot speak, but seems very willful and makes its powers and motivations known clearly to its wielder through communion. Dwimmersmite will encourage, and in some cases compel, its wielder to destroy magic-users and elves.

    Dwimmersmite was wielded by great Thulian heroes during the war against the Eld. It has little interest in serving shameless plunderers or hapless fools and will inactivate itself and attempt to find a new wielder should the person wielding it seem to be so.

    Properties

    • Dwimmersmite is a longsword +2, +3 versus magic-users
    • The blade is sapient [Int 12, Psy 12, Will 25]
    • It can detect evil at a range of 20'
    • It can detect invisible or hidden enemies at a range of 20'
    • The blade deals double damage against elves (including Eld) and magic-users




  • Don't let that blade compel you, @Jackson. Distaff is both elf and MU. :smile:



  • @JohnY said in Dwimmersmite:

    Don't let that blade compel you, @Jackson. Distaff is both elf and MU. :smile:

    :laughing:

    Don't piss it off!



  • @Mike said in Dwimmersmite:

    @JohnY said in Dwimmersmite:

    Don't let that blade compel you, @Jackson. Distaff is both elf and MU. :smile:

    :laughing:

    Don't piss it off!

    Just existing seems enough to piss it off.



  • @JohnY said in Dwimmersmite:

    @Mike said in Dwimmersmite:

    @JohnY said in Dwimmersmite:

    Don't let that blade compel you, @Jackson. Distaff is both elf and MU. :smile:

    :laughing:

    Don't piss it off!

    Just existing seems enough to piss it off.

    Right, just don't get to the top of its shitlist. There's a bunch of Eld and Termaxian Cultists above you right now.


  • Dungeon Master

    @Mike said in Dwimmersmite:

    @JohnY said in Dwimmersmite:

    Don't let that blade compel you, @Jackson. Distaff is both elf and MU. :smile:

    :laughing:

    Don't piss it off!

    THERE IS ONLY US NOW.


  • Dungeon Master

    Care to tell me what the stats mean for this thing? Can I communicate with it through images, or just emotions and ideas?



  • @Jackson said in Dwimmersmite:

    Care to tell me what the stats mean for this thing? Can I communicate with it through images, or just emotions and ideas?

    Communion in the book is described as:

    When a sword communicates through communion, no actual words are exchanged between it and its wielder, but the wielder becomes intuitively aware of the powers the sword possesses and how these can be employed.

    How you become "intuitively aware" is up to us through roleplay. I imagine it'd be a mixture of ideas, emotions, flashbacks of events the sword participated in, etc.



  • Properties

    • Dwimmersmite is a longsword +2, +3 versus magic-users

    This means it's a longsword +2 in most situations. You'll get +2 to attack and damage in melee (or thrown I guess). When you attempt to strike a magic-user, you get +3 to attack and damage instead. The starmetal enchantment means you can hit certain creatures only hit by magical weapons.

    • The blade is sapient [Int 12, Psy 12, Will 25]

    This means the blade can communicate. As discussed above, it communicates with communion: emotion, ideas, visions, flashbacks, trances, etc. The scores are: Intelligence, Psyche, and Willpower.

    From LL:

    A sapient sword may mentally wrestle for dominance with its wielder, depending on the sword's personality and desires. Under certain situations, the Labyrinth Lord will need to make an influence check. This may be made in the following situations:

    1. The wielder first touches the sword
    2. The sword's motivation comes into play
    3. A character of a differing alignment touches the sword
    4. Another magical sword is found
    5. A character has lost 50% of his hp

    When an influence check is called for, the willpower of the sword and the willpower of the character are compared, and the highest score wins the test. A character's willpower is determined by summing his WIS and STR. The character subtracts 1d4 from this total if he is wounded but has more than or equal to 50% of his hp. If he has less than 50% of his hp, 2d4 is subtracted from willpower. The sword receives a bonus of 1d10 to its willpower if its alignment is not the same as the character's. The Labyrinth Lord may also decide other situations modifier the willpower of the character or sword.

    If the character loses, then he loses control of his actions for an amount of time determined by the Labyrinth Lord. The sword will force the character to perform a task, such as disposing of or ignoring magic items if a second magical sword is found. Other actions include compelling the wielder into combat or surrender with a nearby foe, or making the character perform another action that serves the desires and goals of the sword. Usually, the duration of control will only be for several rounds until the task is completed.

    In a way, it's like you become married to the sword.

    • It can detect evil at a range of 20'

    As the spell.

    • It can detect invisible or hidden enemies at a range of 20'

    Just as it says. Hidden means like a thief's hide in shadows. Only works on enemies like detect evil.

    • The blade deals double damage against elves (including Eld) and magic-users

    Just like any other doubling of damage. Since you're a Fighter who can score double damage on a 20, it'd be x4 with this blade against Eld and magic-users.


  • Dungeon Master

    @Mike thorough as always, thank you.


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