MANC WEAPONS

Manc Udzarn

Weapons are usually considered the realm of the fighter, ranger, or archer, but many Mancers also have to arm themselves for Manc can be draining, time consuming to create, and occasionally is not at hand. Of course any weapon that the Mancer can wield may be good enough, but Mancers always like to give themselves the best possible chance. To this end these weapons are imbued with Manc for a variety of uses and effects.

The Manc effect must be added to the weapon as it is created, although a lesser version of some of the Manc effects can be applied to a weapon for a short period only. It need not be the Mancer themselves that creates the weapon but if they do they lower the Power Level by 2. Should the maker of the weapon fail in their manufacture of the weapon then the Manc rituals and ceremony need not be completed and only some of the ingredients will have been used, but the Mancer loses no power because of it, although time is often just as valuable, and this will have been lost.

The Virgin time to create is the length of the Manc ceremony and ritual only, the weapon's creation needs to be included alongside this. If creating the weapon is shorter in time than the Manc creation then there is no change. If the weapon takes longer than the Manc creation then obviously as weapon creation and Manc creation overlap, only the remaining time of weapon creation extends the Virgin time noted. The Maiden time to create is there in case the weapon is somehow removed of its Manc and its effect.The weapon still counts as having had the Manc upon it and so can regain it without being re-made.

Once created the Manc Weapons are imbued with Manc and give off an appropriate aura of Manc. They are also prone to great explosions or such if they are destroyed physically. It is possible, by adding an extra 2 Power Levels to have the effect of the weapon only come into being when drawn, readied, or otherwise used in combat. An extra Power Level again allows the Mancer to add an activation/deactivation gesture, vocal, or action to activate the Manc effect. Manc Weapons used against Manc Weapons treat each other as if they were normal weapons, even if one effect would seem to out-match the other. For example, a Sword Of Swiftness is impervious to a Sword Of Cutting's effect, and the Sword Of Cutting seems to slow the Sword Of Swiftness. Assume that all bonuses from a Manc Weapon are lost when used against another Manc Weapon. Should two negating Manc Weapons result in one destroying the other, then the normal Manc release effect will occur.

Any of these Manc Weapons may also be made of Manc Metal, except where stated in the individual Manc Weapon's description.

Banish Manc on any Permanent Manc Weapon only banishes its effect for Rounds equal to the difference in banisher's Level and that of the creator's Level. The banisher must be of greater Level than the creator or there is no negation. A Restoration will have a normal effect upon the weapon, as if a normal weapon, but if this effectively destroys the weapon then the damaging explosion may occur.

Arrow Of Exploding
This single arrow when striking explodes. It causes 10 Points Of Damage to objects and 2D4 Wound Levels. Armour subtracts from this by -1 for each whole 1 DBV on the piece of armour struck. This also applies to any armoured skins and such. The arrow is destroyed in its explosion. This Manc will also make a Bolt of Exploding.

Arrow Of Returning
This single arrow flies and strikes normally, but once struck, or when its flight has ended the archer must hold out their hand and the arrow will return safely to their hand. The arrow is a normal arrow so may be broken upon striking a target without any release of Manc, and it will return but in broken form. The largest part of the arrow only will return, usually the flights, as these are still exposed, while the head is buried in the target. This Manc may also make a Bolt of Returning. If the arrow and archer are separated by more than a mile the arrow will not return.

Arrow Of Sure Target
This single arrow hits with unerring accuracy at the point of target determined by the archer. The archer needs to have clear sight of the target, and once fired the arrow flies so true it always hits spot-on. This is a normal arrow so does normal damage to the specified area, but many locations have modifiers to their damage based on the danger of the location taking damage. The arrow may be broken in its use and is then destroyed, but no release of Manc occurs.

Axe Of Invulnerability
This axe is imbued with Manc such that it can not be broken. It never loses its keenness, loses a notch, or burrs its edge. It can not be smashed, bent, warped, or burned. And this applies to the shaft, grip, and handle if it has one. This axe gains no special bonuses to attack or defense, but should a combat result in a damaged weapon it is ignored. This axe can even resist Manc such as Lightning Bolt, Freeze, Vaporizing, Stone, or any Manc that may destroy a normal axe, except other Manc Weapons. Because of its invulnerability, if used against a material that can not be cut, it acts like a concussion weapon. Any form of axe may be used for this Manc, although polearms are like axes, they do not accept the Manc.

Axe Of Returning
This applies to throwing axes only. Axes not designed to be thrown are not able to utilize this Manc. Like the Arrow Of Returning, when this throwing axe is thrown at a target, regardless of success or location hit, when the thrower holds out their hand the axe will dislodge and return to their hand safely. This is a normal throwing axe and so may be broken. A great Manc release occurs should this happen. If the axe and thrower are separated by more than a mile the axe will not return.

Halbard Of Shocking
Polearms are good in tight formation and for holding at bay mass attackers. Generally the halbard can be a chopping weapon, a stabbing weapon, or a tripping and dragging weapon. This Manc allows the halbard to do all those things, but every time this weapon strikes a target a shocking charge is delivered to the victim. When struck the victim must make a Save Vs Hitting or be wracked with pain and is unable to perform any action for the time the weapon is touching them. They must also make an Endurance roll and failing this means they suffer 1D3 Level Wounds of burning shocking damage. This shocking passes easily through water and metals and other conductive substances. Armour and weapons only serve to cause the halbard to deflect away before it can shock the victim and deflection does not cause a shock. While being wielded the wielder can not get shocked by their own weapon.

Mace Of Smashing
When this weapon hits a great force shatters that which it strikes. It must be an attacking strike with force and only Manc Metal, Protection From Evil, Invisible Wall, Visible Wall and other such barriers can seem to resist the smashing properties. To the wielder it has no effect, but on any other target or victim it hits like it is the nemesis for that material that it strikes. Thus usually destroys armour, or a weapon used to parry it, or the flesh that it connects with. It is a localized smashing. Such that if it struck the arm of an armoured warrior it would destroy only the area of armour that was determined by location. Likewise hitting a door frame would only smash the frame and not the inner panel of the door, and striking the lock would only destroy the lock. This weapon has no effect if not wielded and if thrown acts like a normal mace. It must be the head of the mace that strikes to cause the effect of smashing. Parrying the shaft has no effect, but parrying the head would smash the parrying item. On Manc Metal, this acts like a normal mace on normal metal.

Net Of Trapping
This net can be used offensively or defensively. In the offensive, it is used like a normal combat net, usually along with another weapon and principly to ensnare the opponent and allow for an easier hit with the other weapon. When hitting an opponent in this manner the net will cling to them and if possible pull them in, much like web does to a fly, although this net is not sticky, it tries to pull itself over the opponent and entrap them within its grasp. This gives the net a bonus of +2 ABV and +2 DBV. It can be thrown by the wielder and if it hits the opponent immediately causes them to make a DEX roll which if they fail they are immediately wrapped in its grasp and only a successful STR and Critical DEX roll enables them to escape. This net can also be used defensively, although the net is often lost in this way. It can be placed as a net for trapping and may be placed, camouflaged, or hidden, and when a potential target passes, the net will fling itself, drop onto, or spring up and over the target and entrap them. Only by noticing the net and a successful DEX roll can the net be avoided. Once entrapped, the victim must make a successful STR and Critical DEX roll to escape. The net is not sentient, although it seems to know how to ensnare the prey within its grasp, regardless of form or shape. It is useless against non-corporeal, non-solid, or form-changing beings. It is vulnerable to cutting, fire, and great strength. The net can not be controlled like the Rope Manc, although it may be possible to create a net using the Rope Manc and thus benefit from that level of control. If the net is damaged it can be repaired normally, but if it is damaged by more than 50% then it is treated like any Manc Weapon and is destroyed, with any possible explosion of energy occurring.

Owner's Hand
Whenever this Manc is used on any weapon that weapon becomes bonded with a specified individual. The individual must be present at the creation ceremony, or some physical part of them must be included in the ceremony, such as blood, spittle, hair and such. Once finished that weapon may only be wielded by the specified individual. Anyone else who tries to wield the weapon instantly suffers a blast of energy and heat to that part of them that touched the weapon, usually the hand or just fingers. The damage is a 1D3+2 Level Wound and usually semi-cremates the touching body part where it touches the weapon. Because of the searing heat the wound is usually cauterized by the damage and so a fatal wound is rare, but the damage should be modified when considering how much of the body part was in contact with the weapon. Touching the weapon with just a finger should be just the loss of the finger, whereas a dog trying to retrieve the fallen weapon from the ground may die as it would use its jaws to pick it up. If a whole limb is lost, such as a hand, or arm, or tentacle, the victim should make a Save Vs Hitting or fall unconscious from the sudden pain and system shock. If the Owner's Hand weapon is picked up by someone wearing Manc Metal, the heat transfers though the Manc Metal and does half damage, and the Manc Metal will take the energy damage as if it was normal metal. Normal armour does reduce the damage but only by -1 Wound Level, and may cause the metal armour to become fused with the body part that took the damage. The weapon has no other effect other than ownership. It does not count as being touched if the owner was to prod, club, slash, or stab a victim, or if it fell against someone. Only if the Owner's Hand weapon is taken by another as if to own, or part with it, would the effect occur. Someone else can wear the weapon in its scabbard, sheath, or in a bag on their person with no ill-effects, but should they try to wield it later it would then damage them. This Manc is permanent. By adding an additional 3 Power Levels the weapon can have an associated deactivation command added that renders the weapon usable by others should the owner wish it. They can not designate individuals, it must be active or inactive. Destroying the weapon does release an explosive energy. Non-corporeal beings that can physically handle the corporeal world can wield the weapon but still take damage to their non-corporeal form, although many can instantly regenerate this damage. Banish Manc negates this Manc effect for some short time, usually the Banisher's level D4 Rounds (minimum = 1 Round). Restoration does not work on this Manc unless a Banish Manc is first cast and then the Manc effect is removed and the weapon remains intact. If Restoration is used to restore the weapon to its component parts the weapon would be destroyed and a subsequent energy release explosion would occur.

Sword Of Cutting
While the sword is active, the edge of this sword is so keen it can cut everything except Manc Metal, and Manc barriers such as Invisible Wall or Protection From Evil. Only the blade edge is effected by this Manc, so one-edged swords have a cutting side and a non cutting side, while double-edged swords will have both edges as cutting. It is possible to create a rapier or foil type of sword with this Manc, as well as a dagger if it is longer than 8 inches. Once activated the Manc is always in effect until it is either sheathed or deactivated. Any non-Manc Weapon, or non-Manc Metal weapon parrying this sword will be severed, unless the skill is such that the parrying opponent can parry the broadside of the sword, which they would only do if they knew of the weapon's quality. To do this the opponent must beat the wielder by a clear 2 on the combat dice or have a Base ABV of thrice that of the wielder's total ABV. Some Manc such as Swift may give the opponent the ability to parry in this way without the ABV advantage. If thrown when activated the sword could bury its blade to a depth up to the hilt. It could be possible that a sword without a hilt thrown into a rock face would not stop until momentum ended or the blade left the far side of the rock face, as when slicing or cutting through an object friction seems to be ignored. The blade never dulls, though it may become notched with side-parries and blade-twists, but even these notches remain of Cutting quality.The sword must be broken to an equivalent of in half, for it to be considered destroyed. Even losing its tip would not constitute being destroyed. Any blades sword-type weapon can be created with Cutting Manc, however this does not cover axes, scythes, polearms, or other edged weapons. An active Sword Of Cutting has a bonus +4 ABV.

Sword Of Cognizance
While the sword is active it is animated and can hover in place and fight as if held by the creator. By adding 3 Power Levels at creation, a trained swordfighter can practice with the sword part-way through the final ceremony and the sword then fights as that swordfighter instead of the creator. Note, that the sword fights like the creator (or the swordfighter if used) at the Level they were when the sword was created. The sword does not get any better over time or through combat experience. By default the sword will hang in the air, as if held by the creator, and can follow the user's commands, or actions at a range equal to the creator Mancer's Level x 10 feet. The sword will fight until destroyed, deactivated, commanded by the user not to, or if the user is asleep, knocked unconscious, or killed. Although the sword seems to be intelligent, it is not truly so, and its fighting knowledge and tactics are based upon those of the creator or the swordfighter used during the creation process. The user can command the sword to fight on specific situations, such as 'when the next person comes within range', 'when approached by a galashkra', 'defend this passage from all who follow', 'attack anyone who does not wear a leaf brooch', and such like commands. The command must be simple and precise. 'Attack Urich if he comes by with an axe, but not if without one' would be too confusing, and the sword would either make a default defensive attack on everybody, or else do nothing. It is not clear as to how it may choose what to do. The sword can be any sword type and will utilize all the sword's combat advantages. The sword can move from its position, if the command allows it, for up to the creator's Level in feet, to either press an attack or retreat to defend a position. The sword has its normal ABV and DBV, but because of its small size and no flesh to harm or tire, can fight indefinitely. If a target retreats beyond its movement range, the sword will cease, and return to its original position as commanded. If at range from the user, the user can command the sword to return to their hand safely. The user can also command the sword to do any action it is capable of, such as dance, cut open bonds, deflect incoming arrows (using the creator or swordfighter's DEX as its DEX), or any such task as well as into combat. Should the user be knocked unconscious, killed, or leave the sword by a range greater than the creator's Level x100 feet then the sword will deactivate and fall to the ground. If its owner is lost and used by a new user it acts like a normal sword. However, if the bonding part of the ceremony is repeated over the sword (once it has been returned it to its scabbard) with part of the new owner (hair, blood, nail, and such) the sword can then be used by them from that moment onwards, although they may not know any activation or deactivation commands already imbued into it by a previous owner. The Sword Of Cognizance will always bow to the commands of its creator, then its first owner, then its second, and so on, should its ownership be contested.

Sword Of Swiftness
While the Sword Of Swiftness is active this Manc gives a graceful movement to the user and so an advantage in combat by giving a bonus to the ABV equal to the Level of the creator x1 and a bonus of +1 to DBV per 4 Levels of the creator. This is also cumulative with any modifications to ABV and DBV from other Manc such as Quicken, Swift, and such.

Item Creation:-

For the short-term effect the Manc ritual must be performed over a ready-made weapon at normal Power Level and takes the same time as stated. It then imbues the weapon with half the effect of normal for Passages equal to the Level of the Mancer performing the Manc on the weapon. Only one weapon at a time may be imbued with the short-term Manc.

To create a weapon with multiple effects, the average (rounded up) of the Level must be used and the longest time plus one-quarter of the shorter added per extra effect. [For example to create a Sword of Cutting, Swiftness, and Owner's Hand would be Level 10 (9+10+11÷3) and would take 3 Days 3 Movements (3 Days + 2 Movements + 1 Movement).]

Item Vocals:

old tongue words here
old tongue words here

ITEM LEVEL CHARGES DURATION RANGE NOTES VIRGIN MAIDEN
Arrow Of Exploding

6

5
P P See Text See Text 1 Movement -
Arrow Of Returning 6
5
P
P
See Text See Text 1 Movement
1 Passage
Arrow Of Sure Target
7
6
P
P
See Text See Text 2 Movements
1 Movement
Axe Of Invulnerability
8
7
P
P
See Text See Text 1 Day
3 Movements
Axe Of Returning
8
7
P
P
See Text See Text 1 Day
1 Day
Halbard Of Shocking 8
7
P
P
See Text See Text 6 Movements
1 Day
Sword Of Swiftness 9
8
P
P
See Text See Text 2 Days
1 Movement
Mace Of Smashing
9
8
P
P
See Text See Text 2 Days
1 Day
Net Of Trapping
9
9
P
P
See Text See Text 1 Day
1 Day
Owner's Hand 10
9
P
P
See Text See Text 1 Day
1 Day
Sword Of Cutting
11
10
P
P
See Text See Text 3 Days
1 Day
Sword Of Cognizance
12
11
P
P
See Text See Text 2 Days
3 Movements
Other 20 20 D.O.I.
D.O.I D.O.I D.O.I D.O.I D.O.I

1 Round = 30 seconds