Author Topic: Warden Swords and non-Wizards  (Read 5328 times)

Offline Rigil Kent

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Warden Swords and non-Wizards
« on: June 10, 2014, 04:33:22 PM »
So, any thoughts about what happens if someone other than the Warden it is made for picks up his or her sword?
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Offline Taran

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Re: Warden Swords and non-Wizards
« Reply #1 on: June 10, 2014, 05:27:03 PM »
it works like a normal sword.  A very nice, high quality sword.


Offline Locnil

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Re: Warden Swords and non-Wizards
« Reply #2 on: June 10, 2014, 06:06:13 PM »
It's also made of silver, so it can satisfy some Catches. Also, you can use it to fake being a Warden, which is apparently a pretty good tactic with just the cloak. So long as you don't mess it up like Butters, you're golden.

Offline Cadd

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Re: Warden Swords and non-Wizards
« Reply #3 on: June 10, 2014, 11:16:05 PM »
I've always assumed the reference to silverv in their description is in looks rather than actual material...

Offline Sanctaphrax

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Re: Warden Swords and non-Wizards
« Reply #4 on: June 11, 2014, 03:00:21 AM »
If you're willing to use a custom Power or two, you can model the Warden Sword as an Item of Power like so:

(click to show/hide)

Works just fine for someone with no spellcasting, if you change around a few details.

Offline PirateJack

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Re: Warden Swords and non-Wizards
« Reply #5 on: June 11, 2014, 04:36:38 PM »
Why is the Might Over Magic costing [-2] when it's effectively a counterspell? Given that you can get that plus magical attacks/manoeuvres/blocks for the cost of Channelling, I'd say that it's a bit overpriced.
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Offline Sanctaphrax

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Re: Warden Swords and non-Wizards
« Reply #6 on: June 11, 2014, 05:07:29 PM »
It's not just a counterspell.

(click to show/hide)

Offline PirateJack

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Re: Warden Swords and non-Wizards
« Reply #7 on: June 11, 2014, 07:09:13 PM »
Ahhhh. Thought it was just creative way of describing the RAW counterspell abilities of the Warden's Sword.
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Offline Belial666

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Re: Warden Swords and non-Wizards
« Reply #8 on: June 12, 2014, 09:14:40 PM »
There is also another way to do it;

WARDEN SWORD [requires 4 enchanted item slots]
Description: A really sharp silver sword. Also, it's enchanted.
Musts: You must be a Warden of the White Council, made a Warden before "Dead Beat"
Effects:
[+0] Specific Wielder. A Warden Sword is only magical in the hands of the Warden it was made for.
[+0] It Is What It Is. It's a really sharp sword. Weapon 3, counts as silver.
[+0] Made by Luccio: made with Luccio's original crafting power and frequency, it retains its potency in the hands of others but can only be repaired or crafted by her.
[-0.5] Disrupt Magic: a power 8, frequency 3 counterspell per enchanted item slot, 2 total slots (total 6 uses)
[-0.5] Supernatural Sharpness: a weapon 8, frequency 3 attack per enchanted item slot, 2 slots (total 6 uses)

Offline Sanctaphrax

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Re: Warden Swords and non-Wizards
« Reply #9 on: June 13, 2014, 11:17:59 PM »
I wouldn't allow that. Adopting other peoples' items with your own slots is sketchy rules-wise, and besides what we know of Luccio's abilities indicates that she's not that good at Crafting.

Offline Belial666

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Re: Warden Swords and non-Wizards
« Reply #10 on: June 14, 2014, 12:55:28 AM »
The Wardens' sword can end a zombie-animation spell outright so it must have at least the same level of power. Zombie animation is canonically 6-10 shifts - I took the average. If you're using a different power level for the animation, then adjust the power of that Dispel accordingly. Also, to get Power 9 crafting (8 base plus 1 for lending the item out) you need Lore of Superb (+5), Thaumaturgy and a single refinement, for a total of -4 refresh. That way you'd have crafting Power of 5 +2 specialization +2 focus = 9. Crafting frequency would be +1 (total 2) for no extra cost, so you'd need half a refinement more to get total frequency up to 3.


In 180+ years of using magic, Luccio could very easily have spent the refresh/skill for it. Hell, Harry's crafting is approaching that level even; he made a portable Ward that could stand up to a Senior Council member for a prolonged time and would destroy a city block or so if dispelled without a password.

Offline Sanctaphrax

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Re: Warden Swords and non-Wizards
« Reply #11 on: June 15, 2014, 12:15:26 AM »
The Wardens' sword can end a zombie-animation spell outright so it must have at least the same level of power.

Not necessarily. Maybe that was just fancy narration for an attack that took out the zombie.

In 180+ years of using magic, Luccio could very easily have spent the refresh/skill for it.

Maybe she could have. But the books say she didn't.

Hell, Harry's crafting is approaching that level even; he made a portable Ward that could stand up to a Senior Council member for a prolonged time and would destroy a city block or so if dispelled without a password.

Probably not an enchanted item or potion. More likely the result of a proper ritual. Otherwise not really possible within the rules.

Offline Belial666

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Re: Warden Swords and non-Wizards
« Reply #12 on: June 15, 2014, 07:34:58 AM »
Actually, it is possible as a potion. Potions can be boosted with invokes, extra slots and specializations, and unlike enchanted items, they don't have a maximum power limit equal to twice your Lore. So two "potions" with Power 20, one a Ward and the other a Landmine should be enough to reflect Harry's portable "shield".

Offline Sanctaphrax

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Re: Warden Swords and non-Wizards
« Reply #13 on: June 15, 2014, 05:18:46 PM »
Eh. You can't cast a ward and then add a landmine with a second spell. He'd have to spend a really unreasonable number of Fate Points to make that happen.

Offline Belial666

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Re: Warden Swords and non-Wizards
« Reply #14 on: June 15, 2014, 06:46:48 PM »
Why not? There's no limitation on the number of wards one can put on a building. Even the Paranetters who are minor talents have learned how to build up a defense of multiple small Wards - and more powerful wizards have multiple Ward types with multiple different trigger conditions even. Harry is a good example of that. Essentially, the Landmine puts a single shift of power into an alarm Ward and the remaining shifts into the Landmine itself.