Saturday, September 3, 2016

Magic Item: Demonic Bastard Sword

In Session 3 of our group's Savage Worlds fantasy campaign, one of the players played the Hidden Stash Adventure Card to grab a demon's bastard sword before it (and its demonic master) disappeared in a burst of hellfire and brimstone. This particular adventure card is meant to be used to find something generic but useful; not necessarily to steal a magic item from an NPC. I figured that I would give the player points for creativity, though.

I did not have a demonic sword ready at the time, but I created one using the Savage Armoury PDF for the next session. Here is the build: 


+3
Extreme Raise Die
+3 steps to the extra damage die this weapon gains on a raise.
+2
High Damage
+1 step to this weapon's melee damage die (e.g. d6 becomes d8)
+2
Summoning

+3
Reach

+1
Two-Handed
Requires both hands. Add one of the Two-Handed Abilities (see below).
-
Bastard

-3
Exotic

-2
Major Hindrance
Wanted by the demon Abraxator
-2
Carried

-2
Dangerous


I gave it the Summoning power, which allows the user to summon it from anywhere in the world. Normally, the demon would use this power to retrieve its weapon, but the player had gained the sword with an Adventure Card. So now it was the character who could summon the sword. I also gave the sword the ability to give off light equal to a torch. Being a flaming sword, this made sense. In return, there is a penalty to Stealth. 

The best part is that the demon wants its sword back and the character holding it has Wanted as a Major Hindrance. We now have a new antagonist and new story line for the campaign. 
 
Here is what I presented to the player:

Sword of Abraxator

This is an oversized bastard sword with hellish green flames running up and down the blade. 

Bastard
d8 damage one-handed, d10 two-handed
Balefire
Use a d12 instead of a d6 when you hit with a Raise.
Reach
+1" melee reach. Your other hand cannot attack in the same round you use this weapon.
Dangerous
Use Innocent Bystander rules in melee, hit self on snake eyes. You may not use a Benny to reroll this result.
Infernal Light
The sword produces light equal to a torch. At least -2 to Stealth.
Summoning
You may call the sword to you regardless of where it is. If it is physically carried or possessed by another person, you must make an opposed Spirit check to call your weapon. Success means that the sword appears in your hand. Failure results in a point of Fatigue that goes away after 24 hours.
Carried
The sword is too big to sheathe, although it still requires an action to ready before it can be used. Until then you are treated as an Unarmed Defender. You can strap the weapon to a mount or wagon, but then it requires an additional action (this one with an Agility roll) to draw it before it can be readied. There may also be problems with the local authorities if you walk around town and enter shops and taverns with a large weapon in your hand.
Wanted (Major Hindrance)
The demon Abraxator wants his sword back. Good luck!
Exotic
You suffer -1 Fighting and Parry until you take the Exotic Weapon Training Edge for this weapon.

 The Exotic Weapon Training Edge is found in Savage Armoury.

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