Virtual Adept Symbol�010:�LABEL "Talisman Swords"
100 DISPLAY�"

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       /                   SWORDS                     \
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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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