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Dancing Weapon

Skill

Power-Ups 1: Imbuements · p.7

Open source p.7
DX/Very Hard

Defaults: Specialty for related weapon at same penalty as weapon default.

General; DX/Very Hard

Default: Specialty for related weapon at same penalty as
weapon default.
Prerequisite: Imbue 3.
You can cast your weapon into the air to fight on its own.
This is like any other use of an Imbuement Skill: it takes no
preparation, requires 1 FP, and calls for a skill roll at the usual
modifiers. You cannot “stack” Dancing Weapon with any other
Imbuement Skill, though, because once you activate it, the
weapon isn’t ready in your hand!
On the turn you activate the skill, the weapon fights on its
own at a skill level equal to your Dancing Weapon skill. Its
Basic Move equals your own, and its damage is identical to
what it would do in your hands. It engages any one opponent
you indicate, executing Attack maneuvers to strike him when
he’s within range or Reach, and Move maneuvers to get to
him when he isn’t. This leaves you free to do something else.
Enemies can attack the weapon at penalty equal to its SM.
It can dodge at (Dancing Weapon/2) + 3, at -1 per defense
after the first. Use its usual DR and HP to determine break-
age. If a foe manages to seize it (a grapple with DX or an
unarmed grappling skill, still with SM penalties), the imbue-
ment ends immediately and your enemy acquires a new
weapon!
On later turns, you may pay 1 FP to keep the weapon fight-
ing . . . or not. If you don’t, the weapon’s effective skill drops by
one, cumulative from turn to turn. Should skill ever fall below
3, the imbuement ends and the weapon falls to the ground
wherever it may be. The only way to erase the skill penalty or
“revive” the weapon is to grab it and reactivate the skill.
To recover a still-active weapon, it has to be within your
reach and you must take a Ready maneuver. This requires no
success roll (and Fast-Draw isn’t allowed). If it’s on the ground,
pick it up normally.