Wednesday, October 22, 2014

Electro-Sword

From Lynn Carter's The Warrior of World's End

"His sizzling tubular  blade flew past her ward to strike at her head.  Even in the last extremity of effort she glided to one side, avoiding the full force of the stroke.  But the energy sword left her a glancing blow on the temple.
     The numbing electric shock wrung the strength from her. Stunned and reeling, she let her longsword fall from nerveless fingers.  She crumpled to her knees, fighting against the impalpable darkness that surged up to drown her consciousness.  Then a sword point struck her unguarded brow.  The shock of it drove splinters of incandescence through her brain and she fell to one side and knew no more."

The electro-sword has a tubular 'blade' with a conventionally shaped ceramic hilt.  Despite having two blunt points or prongs on the tip, it is a bludgeoning weapon that does 1d4-1 damage on a hit.  It's power lies in the disabling electrical shock it delivers with each successful attack.  If you're system has a Hit Location mechanic use it, or use the following chart to determine hit location and effect,

Roll d20LocationEffect
19-20HeadSave vs Blast /Fortitude DC 18 or fall unconscious for 2d6 minutes and staggered for an additional 4d6 minutes
16-18Left ArmSave vs Blast /Fortitude DC 16 or arm becomes numb for 3d6 rounds.  Anything in the hand is dropped.  A shield on the left arm only protect against attacks from the left.
13-15Right ArmSave vs Blast /Fortitude DC 16 or arm becomes numb for 3d6 rounds.  Anything in the hand is dropped.  A shield on the right arm only protect against attacks from the right.
11-12ChestSave vs Blast  /Fortitude DC 14 or Die as ventricular fibrillation sets in.  Add four to your die roll when saving vs Blast.
9-10AbdomenSave vs Blast /Fortitude DC 16 or your diaphragm convulses forcing the air out of your lungs.Lose all attack actions for the next 3d4 rounds.  Plus you are flatfooted for the first three rounds as you gasp for air.
5-8Left LegSave vs Blast /Fortitude DC 16 or your leg becomes numb for 3d6 rounds.  Make a balance check DC 16 or fall.  No combat maneuvers or tumbling may be done while your leg is numb.   Lose half your Dexterity adjustment to AC and -1 to melee damage as you concentrate on staying upright.
1-4Right LegSave vs Blast /Fortitude DC 16 or your leg becomes numb for 3d6 rounds.  Make a balance check DC 16 or fall.  No combat maneuvers or tumbling may be done while your leg is numb.   Lose half your Dexterity adjustment to AC and -1 to melee damage as you concentrate on staying upright.

Critical Hit - save as for a Chest hit.  If the origial hit was to the Chest, save again.

These weapons are especially sensitive to sundering.  A successful Sunder will cause 3d6 damage to everyone within 5 feet.

Metal armor makes it easier to receive a shock, for every two points of protection provided to the defender by metal armor, attacks with the electro-sword receive a +1 attack bonus. No modification to damage.  For example in ACKS, Plate Armor is AC 6, Electro-swords attacking someone wearing Plate Armor receive a +3 Attack Bonus.

Electro-swords hold up to twenty charges.  Recharging them is the stuff of legend, some say they can only be recharged by slaying a blue dragon, others say they require new 'batteries' a strange power device from across time and space, another says they need to be planted in the sunlight like flowers and Petocles the Mad claims you just rub them with cats.

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