GrimClan sword of the Rock Bite tribe"An Orichalcum bladed great sword forged by Engord, master weapon-smith to the Fire Kings court."Damage: sw+6 cut or thr+6 imp
Reach: 1-3 or 2, 3
Parry: 0
Weight: 14
ST: 20
Properties:Blade Quality:indestructible for breakage purposes, except vs. another artifact. Then it merely gets the usual -2 to breakage.
Blood for Blood: The wielder can, on rolling enough damage to defeat his enemy’s DR, opt to shed blood to worsen his victim’s wound – a perverse variety of “reverse vampirism.” The GM should tell the player that he has penetrated DR, whereupon the player must decide immediately whether to invoke this function for that hit. Each HP the user sacrifices increases penetrating damage, after subtracting DR but before applying wounding modifiers, by a point. For instance, a cutting neck blow that put 10 points of damage past DR would normally inflict 20 HP of injury, but if the swordsman sacrificed 5 HP, penetrating damage would become 15 points and so the wound would be 30 HP. This effect works for and on anyone with HP, regardless of whether he actually has blood.
Grim Ending: Grim has a savage soul, capiable of unleashing devistating blows on its victems. Roll critical hit results on this special table rather than the usual one:
3 – The blow does triple damage. If this wound results in a HT roll to avoid death, the victim rolls at -3.
4, 5 – The blow does double damage. Any HT roll to avoid death is at -2.
6, 7 – The blow does maximum normal damage. Any HT roll to avoid death is at -1.
8, 9 – Normal damage, but if this injures the target, then on the wielder’s next turn (only), that victim suffers the injury inflicted by the original blow again, as his wound putrefies. Enemies with any of Immunity to Metabolic Hazards or Injury Tolerance (Homogenous or Diffuse) are immune to this cyclic injury.
10, 11 – If attacking a limb or an extremity and any damage penetrates DR, the target body part is crippled. If the injury would cripple even without this effect, the body part is severed. Otherwise, normal damage only.
12, 13 – As 8, 9.
14, 15 – As 6, 7.
16, 17 – As 4, 5.
18 – As 3.