Claíomh Criostal (Enchanted Weapon of Light):
Stories tell that this sword was found in an ancient Celtic ruin, a crystal sword seeming in perfect shape, while everything around it showed the effects of being underground for over a millennium. It has been suggested that the sword was made by Nuada Airgetlám around the same time as Claíomh Solais. A few have suggested that the sword is actually the sword of light.
While it looks like the slightly blow should shatter the sword, every indication is that the sword itself is completely indestructible. The sword itself is an incredible work of art with fine artistry in both the blade and handle. Celtic knot work is designed into the handle and pommel and there is Gaelic writing along the crystalline blade. In size, the sword is the length which one might typically consider it to be a long sword with a relatively narrow blade.
Even if the wielder has no skill, they will be able to use the sword as if they have been trained in it. In addition, the sword appears to be perfectly balanced and is incredibly sharp. Anyone wielding the sword will find that they can get the most out of the weapon.
When the sword is drawn, the wielder looks stronger, tougher, and becomes more attractive. In effect they become a perfected version of what they might otherwise look like. Weakness such as needing glasses are negated while the sword is held however. However unlike many enchanted weapons, the wielder does not become taller and remain the same height as they might otherwise. If a teenager or a child, they will stay one. In addition, there is no body armor or costume created around the wielder automatically.
Probably the most significant enchantment on the sword is the ability to create crystal. This includes the ability to throw crystal darts, encase targets in crystal, as well as creating a suit of crystalline armor. The armor itself appears to grow from the sword and encase the possessor. Encased in the armor, the wilder finds himself or herself stronger, tougher, and even faster than they might normally be. A wielder with paired weapons can also create a second crystaline blade to fight with two weapons.
Other abilities include that the wielder has super human strength whenever they are wielding the sword, whether they have the crystal armor around them or not. In addition, when punching, kicking, or attacking by other means, the wielder inflicts greater damage than might be expected through strength alone. The sword also seems to have the ability to bend light around the wielder so that the wielder is invisible. For some reason, the wielder can see at night extremely well and has incredible night vision. Finally, the possessor of the sword can use the sword to heal either the wielder himself or herself, or use the sword to heal another.
Indestructible: Weapon cannot be broken and never dulls. The long sword can be used to parry energy blasts and projectiles at full bonuses.
Well Balanced and Lightweight: Weapon has a +2 to Initiative, +1 to Parry, and +1 to Strike.
Weapon Damage: Inflicts 5D6+10 using as a weapon. Does not include any strength bonuses. Require 2 less for critical strikes (reduce from Natural 20 to Natural 18 to 20). Inflicts S.D.C. in S.D.C. Worlds and does M.D.C. in M.D.C. Worlds such as Rifts. Weapon inflicts full damage against all supernatural and magical creatures. Weapon will also damage super beings who are invulnerable.
Powers and Bonuses (Only work when Sword is Drawn):
Adds 60 S.D.C.
Gives resistance to fire and cold. Fire and cold only inflict half damage.
Gives a +3 bonus to saving throws against spells and enchantments.
Wielder of the sword can see the invisible.
Wielder automatically gets skill of W.P.: Sword at their level of experience.
When the sword is drawn, the wielder becomes more filled out and stronger. Physical infirmaries and excess fat is removed. Physical Beauty increases by six points. Does not however change in height. No costume is automatically created as well.
Matter Expulsion: Crystal: Similar in many respects to the energy expulsion abilities but creates crystal instead of energy. Crystal appear to be of clear smoky quartz coloration although crystal is far stronger than quartz.
Crystal Armor: Covers wielder with a thin set of crystal armor which is extremely flexible with no encumbrance penalties (does not count against her mass limit for intangibility.) Armor has a natural AR Rating of 15 (attacks below 15 inflict no damage) and lasers (and other light based attacks) inflict one third damage. Crystalline armor gives +10 to P.S., P.P, and P.E. attributes, +40 to Speed attribute, +10 to Hit Points, +120 to S.D.C., +3 to Strike, Parry, and Dodge, and +4 to Damage.
Crystal Blasts: Can create blasts of crystal which rocket towards their target at great speed. Range: 20 feet /6.1 meters (+5 feet / 1.5 meters) per level). Damage: 1D6 S.D.C. per level (Exact amount of damage can be regulated in increments of 1D6.) Duration: Instant but fades after thirty minutes from when created
Crystal Blades / Spines: Can create crystal blades surrounding one or both arms. Similar to body weaponry but more limited. Incredible sharp and inflict 3D6+4. Require 2 less for critical strikes (reduce from Natural 20 to Natural 18 to 20). Can create spines of crystal - anybody attempting to punch or kick her will have 1D6 S.D.C. inflicted against them and 3D6 against most grappling style attacks.
Encase in Crystal: Encase both objects and people in crystal. Far stronger than natural crystal and weighs approximately the same as glass (162 lbs / 73.5 kg per cubic foot / 0.028 cubic meters)
Small targets (1.5 feet on each side) encased in one attack. Includes weapons and a single limb such as an arm. Can be used to bind opponents. AR Rating: 15 with 20 S.D.C. plus 10 per level.
Larger Targets (3 feet to 5 feet on each side) encased in one attack. Include half a person’s body (legs up to hips or whole torso and arms). AR Rating: 14 with 20 S.D.C. plus 10 per level.
Huge Targets (10 feet to 15 feet on each side) encased in three attack. Includes a person’s whole body or something as large as a small car. AR Rating: 12 with 20 S.D.C. plus 10 per level.
Range: Touch or 6 feet (1.8 meters) per level. Damage: None unless head is encased in crystal and no oxygen can get through. Most living creatures / humanoids will asphyxiate and die within 1D6+3 minutes after the air supply is cut off. Duration: Instant but fades thirty minutes from when created. Also be dissipated by wielder or somebody who has the same ability but of higher level.
Damage Bonus: +6 damage is added to the weapons damage (included in weapon damage).
Healing Touch: Restores 3D6 Hit Points or S.D.C. by touching the weapon to the person who needs healing. Healing touches will work on the wearer as well as others. Healing touch can be done up to 10 times per day (24 hours)
Nightvision: Enables wielder to see clearly in the dark. including unnatural and magical darkness, much like passive nightvision/light amplification goggles do. Range: 300 feet (91.5 meters). The nightvision is automatically activated in darkness and has no time limitation.
Superhuman Strength: Weapon increases strength equal to the minor super ability of Superhuman Strength. Wielder has +25 to their strength and can carry 200 times their strength and can lift 300 times their strength in pounds.
Super-Sharpness: Gives +4 to damage (included in weapon damage) and lowers the required roll for a critical strike by two points. For example: If the wielder requires a Natural 20 for a critical strike, that number is reduced to “18" when this weapon is used.
Turns itself and wielder Invisible: The ability is identical to the Wizard spell Invisibility: Superior.
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Gauntlet of the Valkyrie is inspired by the comic book series and television series of Witchblade.
Writeup by Kitsune (E-Mail Kitsune).
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