Black Myst Ninja-To (T.W.):
There are plenty of stories about the great and noble samurai with the
Katana created by the great and noble swords maker. Ninjas needed a weapon
that is equal to them so they have been trying to come up with a weapon
that is the equal of them. The traditional ninjas have been trying to get
sword makers to create their own versions of the rune Katana. The Techno-Wizards
that are members of the Technological Ninja clans have come up with an
alternative weapon. These weapons are very similar to those available in
the Federation of Magic and a very informed individual might suspect that
some of the ideas came from them. No one really knows but these weapons
are powerful and very effective in the hands of the technological Ninjas.
The biggest problem was than many of those Ninjas are not mages themselves,
so a means of storing magical energy had to be devised. A situation was
finally devised, this was to store magical energy in crystals that would
regenerate the magical energy.
Weight: 3.1 lbs (1.4 Kg) each.
Mega-Damage: 6D6
M.D.C. of the Sword itself: 200. The sword regenerates damage
at the rate of 10 M.D.C. per day. Such damage occurs only when an opponent
deliberately tries to destroy the weapon.
Powers: The weapon has four crystals that store magical energy.
Each crystal stores 20 P.P.E. for a total of 80 P.P.E. The Sword regenerates
at the rate of 2 P.P.E. per hour normally, 10 P.P.E. per hour at a ley
line, and 20 P.P.E. per hour at a nexus point. If the crystal are empty,
a mage may use their own magical energy to power the weapon. The Black
Myst has the following three abilities.
Invisible Weapon: This is the one ability that the weapon has
that requires no P.P.E. to activate. The weapon becomes invisible when
drawn and as a result gives bonuses when in combat with opponents that
cannot see the invisible. The sword also makes no sound when used in combat.
The wielder can see the sword when they are wielding it. This gives a bonus
of +3 to initiative and +2 to strike and parry in combat not including
any other bonuses. This bonus does not apply to opponents who can see the
invisible.
Invisibility (Simple): Costs: 6, self only (includes cloths
and articles on ones person). Duration: 30 minutes. The wielder of the
sword and any equipment carried becomes invisible. Beings that can see
the invisible and heat detectors can see the being while invisible. The
being can also be tracked by scent but cannot be detected by night vision.
While invisible, the wielder can walk, climb, cast spells, and even engage
in combat. In combat, people trying to hit the wielder are at -8 to Strike,
Parry, and Dodge if they cannot see the invisible.
Spinning Blades: Cost: 20, self only. See spell for details
Bonuses: +2 to initiative, +1 to Strike, +1 to Parry, and +1
to Throw.
Spells Required: The spells of Invisibility, Spinning Blades
(optional), Mystic Alarm (5), Power Weapon (35), and Talisman (500), and
Enchant Weapon (1000). Requires 2 to 3 months to create.
Black Market / Market Cost: 12 to 14 million credits, Swords
without the power of Spinning blades cost around 10 million credits
[Federation of Magic TM, Adventures on the High Seas TM, and
Woomwood are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.