================================================================= / SWORDS \ | | O=====0=====================- -=======================0======O | | \ / The sword is the quintessential weapon, a symbol of conflict, glory, and honor even in the modern world. I suspect that each Tradition and Convention has thier own take on the archetypal sword. These are the ones I've been able to document so far: Virtual Sword [Talisman 3/4] In the real world, this Talisman is a data storage device like a floppy disk, PROM, or PCMCIA card. When run on the Digital Web, it manifests as a sword. The Virtual Sword's appearance will varry to remain contextually appropriate if possible, otherwise it will be Vulgar. This Talisman is usually used to provide inexperienced WebSlingers with a dependable weapon. As such it often has other, basic effects built in as well. [Arete 3 Quint 15] Effects: KILLER_1 (Virtual Sword Blade): Creates the sword blade that can be used to damage other icons on the Digital Web. [The blade inflicts 3d+3d/success of the Talisman's Arete roll. Alternately, the blade can simply inflict STR+3 damage (remember STR=INT in the Digital Web). Damage is not Agratated, and the effect can only be manifested in the Web.] Other Possible Effects [Choose 2]: Sever Restriction: The Virtual Sword blade can be used to 'cut' through restrictions and security programs. However, the effect is crude, and usually sets off alarms. [Usually some combinantion of Prime/Mind/Entropy/Mind/Correspondence at level 2, working something like Doe's Password, but not nearly as subtle.] Danger Sense: The blade humms or glows when something nasty is about to happen to the mage (proof that Virtual Adepts read Tolkien). [Time 2 Entropy 1: gives 1 turn warning if one success is scored or 1 scene warning if 2 or 3 successes. Does not give details.] RETURN: Ifthe blade is dropped, lost, or taken away, it will return instantly to the wielders hand [Correspondence 2, Aportation]. Shield: Some Virtual Swords can morph into Virtual Sheilds that provide 3d of Countermagic vs most effects on the Digital Web, and 3 soak dice. etc... HoloSword: A more potent [Talisman 4] version of the above, with a blade that can manifest in the physical world and the Umbrae as well as the Digital Web [The blade effect includes conjuncitonal Correspondence and Spirit]. A HoloSword can be used to damage normal characters, spirits, icons, and 'icons' projected into the physical world. [Most have the option of charging the blade with Quintessence for Agravated damage, while other 'HoloWhips' only inflict Stun damage.] A HoloSword apears as a flashlight-like cylinder that contains a CPU, the normal Virtual Sword program, and a set of high-tech [ie, often Vulgar] 'holo emitters.' Covert Sanction Implement A10017/S [Talisman 3] The New World Order has little use for archaic smybolism of swords, however, they are pragmatic enough to use a long-bladed weapon when such is the most efficient course. The CSI-17/S is a grim echo of the proud tradition of swordplay. A high-tech, non- metalic swordcane designed for maximum concealability, this Talisman is the tool of assasins, rather than the badge of a warrior. It is typically issued to operatives who must deal with targets too paranoid to aproach with conventional personal weapons. [Arete 3 Quintessence 9] Effects: Memory Polymer: Each CSI-17/S can be manipulated to alter its color and shape to that of any object of a basic rod shape about a meter in lenght, appearing as a cane, walking stick, umbrella, length of pipe, baseball bat, or whatever. The entire unit is, in fact a solid carbon-fiber/polymer composite that 'remembers' its sword-like form. When activated, the razor sharp blade [STR+3 diff 6] snaps free from the rest of the unit [Matter 3: Alter shape]. Concealment: [Prime 2, Matter 2: The phantom-pattern of a normal walking stick (or whatever) is continually superimposed over that of the CSI-17/S. Combined with it's low Quintessence capacity and solid form when not in use, this makes the weapon difficult for even mages to detect (4 successes on Perception+Awareness if examined with Prime or Matter senses - automatically unnoticed if not specifically examined).] Nuetral Design: The appearance of the CSI-17/S while disguised is never conspicuous. In fact, it tends to make no impact whatsoever on those who see it. [Mind 1: the Talisman is completely free of psychic impressions or resonance, and, when this function is activated, Shields any thoughts the user may happen to have regarding it's true nature.] Ancestral Weapons [Enchanted Weapon] These unique weapons used by the Akashic Brotherhood, are neither Talismans nor Artifacts, but their magick is undeniable. With such a link to the past, an A/K Brother can recall rotes used by his ancestors and use them himself. Unlike a true Talisman, and Ancestral Weapon does not generate magick itself, but its storehouse of knowledge is often impressive indeed. Any number of martial arts weapons in addition to swords are possible - the most potent are often forged by masters of matter and are nearly indestructible. [Intensity varies Power 25+] [These weapons are given their power in a comparatively simple Enchantment (compared to Talisman creation), that includes the impression of a Thought Object to contain the rotes and often an Enchanted Weapon effect as well. The intensity of the Enchantment determines the highest level rote the weapon can hold, and the Power determines the total dots of all rotes that can be held (though there must also be enough Power to make the effect permanent, or the Enchantment will fail). Theoretically, any mage with Mind 1 could touch the weapon and read the information within, however, as the name implies, most Ancestral Weapons are restricted to use by the actual decedents (or, sometimes, the Avatar reincarnations) of the mage who created it. Mind 3+ can be used to 'read' a thought object in spite of restriction, though the Intensity of the object must be exceeded. Even so, Rotes are only useable by mages with a paradigm compatible with that of the creator (usually another Akashic or a Euthanotos), though other mages can use them as research materials to help develop their own rotes. If the mage already knows a Rote contained in the weapon, he gains a -1 difficulty to cast it. Also, those Akashics lucky enough to own such a weapon often use it as a Unique Focus.] Sample Ancestral Swords: The Stealer-in: Ninja-to [STR+2 diff 5] with no distinctive markings. Provides some useful rotes for the newly awakened, it can be used by anyone related to a Ninja clan, or by anyone recieving training from a previous owner. [Rotes: Dim Mak, No Mind, Landscape in the Mind, Serene Temple (Intensity 1, Power 30).] Reed of Lung Wan: Tai Chi Sword [STR+3 diff 7] with the image of a sleeping dragon curled about the pomel done with breath- taking perfection in blue enamel. Any Primordial Essence mage who touches the 'Reed' can become an instant master of martial arts if he 'opens himself' to it's wisdom. [Contains knowledge useable as Meditation, Melee and Dodge of 4 each (5 if the wielder already has the Ability in question), with speciality in 'Tai Chi Chuan' and the Rotes: Finding the Center, Landscape of the Mind, Multitasking, Sense the Echo of the Dragon, and Whirlwind Kata (Intensiy 3, Power 60).] Dragon-Head Sword: Katana [STR+4 Diff 6] with the grip worked the likeness of an oriental dragon, and a blade of steel folded 700 times by a master [of Matter] smith, that is nearly indestructable [20 HL to mark the metal, at least twice that to snap it] and impossibly sharp [inflicts an extra, unsoakable, Agravated HL of damage to any target that can bleed (Vampires lose a blood point instead of taking the HL). The Dragon-Head sword is traditionally passed to the greatest warrior among the Japanese Akashics. This weapon has been empressed with many Rotes by it's various wielders, as well as records of thier exploits. [including Ho Chi Thien, Zanshin, Master of Infinity, and Dragon's Breath (not what you might think, it's a version of Recharge Gift). (Intensity 5, Power at least 100).] Professor Thornton Albrite's Spectacular Electrononical Rapier (TASER) [Talisman 4] Leave it to the Sons of Ether to invent a fairly obivous electrified foil and give it an overblown name. Actually there are quite sophisticated versions of this Talisman as well as 'cheap knock-offs' that lack the first effect, below [Talisman 3]. [Arete 4 Quint 20-40] Effects: Nueral Disruption: This effect directly shuts down the voluntary nervous system of the victim. Anyone touching the blade is affected. [An Intensity of 3 is required to knockout the victim, who can resist with Willpower (diff 8). When the victim resists, the 2nd effect, below occurs instead, possibly with the same result.] Shock: The inferior version of the Nueral Disruption effect, a simple electrical shock. [Does 3d/Intensity of Indirect Stun damage or (if the amperage is cranked up) 3d + 3d/Intensity of normal damage]. It comes into play automatically if the Nueral Disruption affect fails [either because only 1 or 2 successes where scored or because the victim resisted]. Triple-Redundant Safety Features: The weapon never shocks it's wielder [even if Forces is used to redirect energy out of the blade, the current just shuts off] and the 'bead' on the tip never falls of accidentally. [With the bead on, the foil does STR-1 Stun damage, with the bare point it inflicts STR+2 normal damage.] Bio-Electric Life Force Resonance Indicator: The power system of the TASER instantly tunes itself to the electric resonance of the victim it touches. By examining the Rapier, a Son of Ether can analyze the pattern of that last person it was used against. [Mind 1, Life 1, Arcane tends to degrade the effect.] Azoth [Talisman 5] The Void Engineers have tried to suppress all information regarding this terrible weapon. Developed somewhere in the Deep Umbra, possibly by a barrabi Void Engineer, this stange device looks like a sword hilt with a large ruby-like gem set where the blade shoud be, and a single button or switch on the pomel. Activating an Azoth produces a confined rent in the Time-Space continuum. This region of intense spacial distortion destroys anything it touches. The Order of Hermes assumes that the name 'Azoth,' meaning roughly 'Life Principle,' was either chosen as a sick joke, or meant to sabotage the effectiveness of the Alchemical Azoth Elixir (niether possiblity makes much sense). [Arete 6+ Quint 30+] Effects: The Azoth has only one effect, the generation of a two dimensional 'blade' of spacial distortion a few cenitmeters across and varying in length with the pressure applied to the button or switch [and the number of successes] from a sword-like 1 or 2 meters in length to as much as a kilometer (the original Azoth was rumored to have no such limit: careless use could affect other worlds!). Azoth can be wielded like swords [Dex+Melle diff 6 - don't botch] and even used to parry eachother or simply pointed at a victim and clicked on for an instant. [Damage is 5d/Intensity, up to 20d in point-and-click mode, and with no maximum when used like a sword. Azoth damage is Aggravated to all targets, with the possible exception of Pure Form Nephandi and other extremely alien entities. An Azoth cannot damage Imossible Materials unless it has an Intensity equal to that of teh effect which created the material. Solid Forces also stop an Azoth effect, and are, likewise stopped by it, so Azoth-vs-Lightsaber duels are possible), but Quickened Forces can still be destroyed by the spacial abomination of the Azoth 'blade.'] The Azaoth effect uses the most advanced theories of Dimensional Science [Incorporating both Correspondence and Spirit in Tradition terms] and has yet to be duplicated by Tradition mages, though this could be attributed to distaste as much as failure: many feel that the Azoth is an application of Qlpothic Corresponence, and thus inherently tainted. The Knife [Impossible Material Blade] The Progenitors probably have the least interest in sword- like Devices of all the Conventions. The closest thing they have produced is 'The Knife' - as in the term for surgury: "Going under the knife." Magickal versions of The Knife were created back when modern surgical steel was still an Impossible Material, that could be produced only with Mastery of Matter. The few of these produced were simply the prototypes for modern surgical equipment and were and are primarilly foci for Progenitor surgical Procedures. However, the old originals still have some of the magickal potency of Impossible Materials. [Intensity 5 Power 5+ (rarely subject to Unbeleif)] [The Knife's impossibly sharp blade can be used by a Progenitor as a focus for Life magick, or by anyone as a weapon capable of inflicting STR+1 aggravated, soakable, damage. Even though the wounds caused by the blade can be soaked, they always inflict a minimum of one HL of aggravated damage after all normal defenses (Magickal Armor, Fortitude, and simillar protections can soak the damage completely), because of the wicked sharpness of the pre-consensus 'surgical steel.' Though it rarely comes up, The Knife has additional properties against some supernatural creatures. Vampires wounded by The Knife automatically lose a blood point in addition to any HLs. And, though it does not have Cold Iron's power to irrevocably slay Changelings, The Knife's icy banality (Charms must overcome banality 10 to affect it directly) causes the same chillingly debilitating effects.] Though most examples of this item were scalpels and similar instuments, it is also possible that a few were made into weapons for Progenitors who were forced to work in the field. A swordcane or stilleto are the most likely forms for such weapons. Black Sword [Talisman (or Fetish) 4] This unpleasant weapon is generally attributed to the Verbena (who, in turn generally attribute it to a /barrabi/). Black Swords are made of iron, preferably Verbena-made Cold- Wrought Iron, if such is available. Typical forms include Celtic broadswords [STR+3], Roman gladii [STR+2] and medieval 'bastard' swords [STR+4]. Modern Black Swords have been made in the form of knives, for concealment, and even a few outlandish greatswords [STR+5, diff 8] - presumably in deference to Moorcocks's /Stormbringer/. A Black Sword can be a Talisman or Fetish. The latter variety often contains a Nephandus Umbrood (which may or may not have been the intent of the creator). Though it is an unsavory weapon, there is supposedly a Verbena war cabal armed entirely with such weapons, as a sort of badge of membership. [Arete 4 Quint 20 Talisman] Black Swords typically have a single, complex and powerful effect: Steal Vitality [Life 4/Prime 3 (Life 3 in 2nd Ed Mage)], by which they drain blood - life energy [HLs & Quint] in the Verbena paradigm - from victims and bestow its power upon their wielders in the form of Healing, Enhanced physical attributes and useable Quintessence. When an activated Black Sword strikes a victim, in addition to normal damage, in rolls it's Arete (diff 7), each success drains 1 HL (Aggravated) and 1 Quint (if available) from the victim and transfers them to the wielder - first healing Aggravated wounds (1 HL & 1 Quint each), then healing normal wounds (1 HL ea), then enhancing STA, STR, & DEX, in that order (1 HL each to a max of 5), and bestowing remaining Quintessence. When it's wielder is 'maxed out,' the Sword uses the stolen Quint to recharge it's own reserve and stores HLs (up to half it's Quint total) for use later that scene. [Arete 4-8 Power 40 Fetish] The Fetish version of the Black Sword uses the equivalent of a Prime 5 (or even 6) effect to harvest Quintessence from the wounds it inflicts. Unlike the Talisman version, the Fetish Black Sword inflicts Aggravated wounds, and draws one Quintessence per HL (after soak, if any) even if the victim has no stored quintessence. If the victim has stored Quintessence or Gnosis available, the Fetish can also roll its Gnosis to absorb that, as well (diff 7, 1 Quint/success). The Fetish is capable of healing or enhancing it's wielder much like the Talisman version, but always uses Power (Quint) to do so. In some instances, the spirit inhabiting the Black Sword will choose to absorb Power for itself rather than passing on the Quintessence, and/or withhold healing or enhancement from it's wielder. X-overs: Vampire: Both versions of the Black Sword are literal blood-drinkers. Instead of inflicting any sort of Aggravated wounds, they drain 5 BPs per success converting them to Power (Fetish version) or dividing them between Quint & HLs (Talisman version). Werewolf: Garou note that all Black Swords are tainted, the Nephandic Fetish versions, being clearly 'of the Wyrm.' Spirits: Black Swords inflict no damage on spirits, but do Drain 5 Power per success (converted like BPs). Wraith: Black Swords inflict Aggravated damage on wraiths, but can drain nothing from the Restless Dead, the Fetish version actively disliking such contact. Changeling: Glamour is drained instead of Quintessence, by both versions, which do count as 'Cold Iron.' =================================================================
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