BF Sentient Weapons r3
BF Sentient Weapons r3
BF Sentient Weapons r3
Release 3
Copyright © 2006-2017 Chris Gonnerman
All Rights Reserved
A Basic Fantasy RPG Supplement Distributed under the terms of the Open Game
License version 1.0a
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides information for Sentient Weapons, a special type of magic item, under the Basic Fantasy
Role-Playing Game rule system. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the
website and download a copy.
Intelligence of Weapon he or she sees fit. Note that offensive spells are not
usually granted to a weapon, since the weapon is its own
Lesser Greater offense.
d20 Intelligence Powers Powers
1-5 8 1 – Lesser Powers
6-10 9 2 –
11-14 10 3 – % Roll Power
15-17 11 3 1 01-15 Detect Gems and Jewels
18-19 12 3 2
20 13 4 3 16-20 Detect Illusion
21-35 Detect Invisible
Weapons with less than 9 Intelligence communicate by
means of empathy: the possessor feels urges and 36-50 Detect Magic
sometimes emotions from the weapon that encourage or 51-60 Detect Metal
discourage certain courses of action. The weapon can
61-70 Detect Secret Doors
understand the intent or desire of the wielder (with some
limitations). Weapons having 9 or higher Intelligence will 71-75 Detect Shifting Walls and Rooms
be able to speak. 76-80 Detect Sloping Passages
81-00 Detect Traps
Languages Spoken By Weapon
Greater Powers
Sentient weapons which can speak will know Common
(or the racial language of the weapon's creator, if that is % Roll Power
different from Common) as well as one additional 01-09 Clairaudience (as the potion)
language per point of Intelligence above 9. Choose 10-20 Clairvoyance (as the spell)
appropriate languages, taking into account the weapon's
origin, affiliation, and purpose (if any). 21-37 ESP (as the spell)
38-45 Flying (as the spell)
Sensory Abilities 46-60 Cure Light Wounds (as the spell)
61-74 Levitation (as the spell)
A sentient weapon typically has about the same visual
and auditory abilities as its creator had; so Human-made 75-81 Phantasmal Force (as the spell)
weapons cannot see in the dark, but Elven or Dwarven 82-87 Telepathy (as the helm)
weapons have Darkvision. A sentient weapon may also
have powers granting additional sensory abilities. 88-91 Teleport (as the spell)
92-00 X-Ray Vision (as the ring)
Sentient Weapon Powers
Each sentient weapon will have a number of lesser and
Sentient Weapon Ego
greater powers, as determined on the table above. Lesser Ego is a measure of the total power and force of
powers are primarily detection abilities; when the sword personality that a sentient weapon possesses. To
activates one of these powers, it can scan an adjacent calculate a sentient weapon's ego, add together its
area 10' wide by 20' deep each round for up to a turn. A Intelligence and combat bonus, plus 1 point for each
sword can activate only one lesser power at a time, and lesser power and 2 points for each greater power. For
each such power can be used up to 6 times per day. weapons having more than one combat bonus, the
Greater powers are, in effect, spells; each sentient weapon's ego may actually change when in the presence
weapon which has greater powers will be able to activate of creatures that would receive the higher figure.
each one up to 3 times per day, for at most 1d4+1 turns Consider a Longsword +1, +3 vs. Regenerators; in the
each time (for those powers which are not instantaneous). presence of trolls, the sword's ego rises two points.
Though the sword chooses when to use its powers, once
activated they are under the control of the wielder (so, for
instance, the wielder controls any illusions created by the
Phantasmal Force power). A list of suggested greater
powers is provided below, but the GM may add any spells
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SENTIENT WEAPONS A BASIC FANTASY SUPPLEMENT
Weapons vs. Wielders • Causing the character to give away all other magic
items or items of a certain type.
A sentient weapon is always true to its affiliation (and
purpose, if it has one). If the character who possesses the • Immediately seeking out and slaying creatures hateful
weapon is not true to that affiliation or purpose, to the weapon.
personality conflict (weapon against character) results.
• Causing the character to relinquish the weapon in favor
A character's ego is equal to his or her Intelligence and of a more suitable possessor due to personality
Wisdom added together; this figure is reduced by half the differences or conduct.
Wisdom score if the character has half or less of his or her
• Forcing its possessor into combat.
hit points remaining.
• Forcing its possessor to surrender to an opponent.
When a personality conflict occurs, the possessor's ego is
compared to the weapons ego; if the weapon has a higher • Cause the character to drop the weapon.
ego score (not merely equal), the character must make a
saving throw vs. Spells. Failure of the save means that Naturally, such actions are unlikely when harmony reigns
the weapon takes control of the character. If the save is between the character’s and item’s affiliations or when
made, the weapon can force another such check each their purposes and personalities are well matched. Even
round, until the roll is failed or the character releases the so, an item might wish to have a lesser character possess
weapon (including sheathing it). Of course, if the it in order to easily establish and maintain dominance, or
situation which is causing the weapon to seek control a more powerful possessor so as to better accomplish its
passes before the wielder fails a save, the weapon will goals.
stop trying to take control. All magic items with personalities desire to play an
Control lasts for one day or until a critical situation occurs important role in whatever activity is under way,
(such as a major battle, a serious threat to either the particularly combat. Such items are rivals of each other,
weapon or the character, and so on), which forces even if they have the same affiliation. No sentient
another personality conflict check to be made. Should a weapon wants to share its wielder with others.
weapon gain control, the character behaves as if Items with personalities are never totally controlled or
charmed, doing the weapon's will. This may include: silenced by the characters who possess them, even
• Removal of associates or items whose goals or though the items may never successfully control their
personality are distasteful to the item. possessors.
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A BASIC FANTASY SUPPLEMENT SENTIENT WEAPONS
2. The License: This License applies to any Open Game Content that contains Sentient Weapons: A Basic Fantasy Supplement Copyright © 2009-2017 Chris
a notice indicating that the Open Game Content may only be Used under Gonnerman.
and in terms of this License. You must affix such a notice to any Open Game END OF LICENSE
Content that you Use. No terms may be added to or subtracted from this
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