Quote:Keyword(s): Metal, Light
Power Source: Campfire
Component Quality:
TASTE - His father's favourite whisky - Excellent quality component! Extraordinary Success, Good Quality
SIGHT - Family photograph - Average quality component.
SMELL - Dried heather - Average quality component.
TOUCH - MacKinlay Tartan - Good quality component. Complete success, Average Quality
SOUND - Cameron singing - Very good quality component. Complete success, Average Quality
Description: FEAR-GLÈIDHIDH CREIDIMH OR 'FAITHKEEPER' - OR 'AGATHA' - This sword has the authentic details of a Celtic sword of Auld. It has a leaf-shaped blade forged from high quality iron and steel. The hilt is crafted from the rich, polished wood from an unknown tree in the Fae Kingdom, with solid brass accents on the guard and pommel. Each sword given by the Fae to a member of a Clan is a little different and is attuned to that particular family. The MacKinlay sword is decorated with Fae white gold on the hilt in the shape of a crescent moon and white gold thread running along the length of the studded, leather scabbard as shafts of light. Measurements: Total Length: 54.5 Inches; Blade Length: 46.5 Inches; Hilt Length: 10.75 Inches.
This ritual will bond Cameron to the sword, which he calls ‘Agatha’. As Seneschal – ‘Hereditary Steward’ – of the sword, known as Claidheamh Soluis – “Glaive of Light” – Cameron is the only person who can use the sword properly when it comes to accessing the magic.
Others can use it as a regular sword.
All things being equal, the sword is in much better tune with him than it was with his father. It will not fight him when he tries to use it or delay activating its abilities when requested.
The sword will provide light to the wielder and his companions upon the Seneschal’s request. The light can be directed to increase in intensity in order for him to see. For Cameron, this can be as much as fifteen to twenty feet away of regular illumination.
Fear-Glèidhidh Creidimh is enchanted with the Light keyword. With a successful Cinder roll by Cam to activate its abilities, it can produce illumination in varying intensities, including True Sunlight.
The True Sunlight is effective within 10 feet, while he can cast regular illumination out 15 to 20 feet in order to see.
In order to deal 2 Luck damage with True Sunlight, Cam must succeed on a Strike roll vs the target's DC while True Sunlight is active.
True Sunlight in the Guidebook:
Quote:The second most pertinent effect of the sun is its effect on the Undying. In direct or indirect sunlight, they become sickly and weak as their eldritch magic struggles to keep them animated. Prolonged exposure will quickly destroy the bonds and thus destroy the Undying completely. After spending time in the sun, Undying must immediately ground themselves to refresh their magic.
Spirits are weakened by sunlight, often causing them to become transparent, near to fading, if they do not retreat back to their main haunts or into the safety of a vessel until nightfall.
Those with the ability to manipulate light have the potential to produce true sunlight in order to dispel magic or weaken undead, but only after a great deal of study and practice.
- Daylight always reduces an Undying's Strike pool to 4d6, regardless of the Undying having the Daywalker keyword.
- When an Undying is exposed to True Sunlight, wielded by a magic user, their Strike pool is reduced to 4d6.
- When an Undying is physically hit with True Sunlight, it removes 2 Luck.
- If the Undying has the Daywalker keyword, they can resist True Sunlight with a contested roll. A contested roll must be matched with equal or more passes than the attack roll (i.e. a contested roll versus 7 passes must be 7 passes or more).
Note: The sword does not yet have the Metal mechanics listed, nor the prohibition on others using it as a regular sword. Cam can do another ritual to achieve these effects if he so desires.