(halbard, heavy 2-handed/weapon)
Truthseeker is a halberd made of a unique substance similar to pearlescent blue jade. A fine silver tracery glimmers over the impossibly smooth surface. Truthseeker literally is seeking the truth, it is alive in some indefinable way.
Attunement: To attune to the halberd one must perform a perfectly choreographed dance. The secret to the dance movements are encoded in the silver tracery that runs over the halberd.
Harmony: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).
Seeker After Truth: Recharge 16+: Occasionally truthseeker sees fit to grant you sight beyond sight, revealing secrets and laying bare lies. You may ask the GM for the truth of a situation. If the GM is agreeable you can automatically detect any lies and pierce all illusions until your next rest. If the GM declines you double the attack bonus the weapon grants to you until your next rest.
Final Sacrifice: Once Ever Only: You summon forth some of the immaterial spirits of past champions that have sacrificed their lives. For the rest of that battle you can not fall unconscious or die and you gain +20 to all your attacks and damage. At the end of the battle you die, and nothing can prevent your death nor can you ever be bought back or resurrected.
Name of Quirk: Quirk: Lying or using a disguise feels uncomfortable. Over-Attunement: Whenever the you lie or try to use a disguise you lose a recovery.
GMs: Does truthseeker contain the spirits of those who have sacrificed themselves? Why was truthseeker created, and what is it really looking for? What is the unique substance that the weapon is made of, and why is it unique?
Truthseeker is a halberd made of a unique substance similar to pearlescent blue jade. A fine silver tracery glimmers over the impossibly smooth surface. Truthseeker literally is seeking the truth; it is alive in some indefinable way.
Attunement: To attune to the halberd, one must perform a perfectly choreographed dance. The secret to the dance movements are encoded in the silver tracery that runs over the halberd. This requires an hour of study, followed by a successful Agility trait check. (If you fail, there is no further penalty for continuing to make the effort aside from taking another hour of study and attempting another Agility trait check.)
Unerring Precision: This pole arm is a magical two-handed weapon that deals Str+d8 damage, granting a magical AP 2 once the wielder has become attuned to the weapon. Like most pole arms, Truthseeker requires the use of two hands and has a Reach of 1.
Virtue of Truth: Those who wield Truthseeker are strengthened by the virtuous nature of the weapon's quest. Once attuned, you gain the effects of the Strong Willed Edge. If you already possess the Strong Willed Edge, you gain no additional benefits.
Precepts of the Great Quest: Truthseeker possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or perhaps a Persuasion skill check, at the GM's discretion) to activate. The Precepts of the Great Quest may be used to activate the following powers:
* Divination (PP: 5; Rng: Self; Dur: 1 minute; Trappings: Silver tracery shines brightly and changes form to reveal information): You gain information from an extraplanar source. See "Savage Worlds Deluxe" for more details.
* Dispel (PP: 3; Rng: Smarts; Dur: Instant; Trappings: Blue energy tendrils remove magic to reveal the truth beneath it): You can negate powers activated by others. See "Savage Worlds Deluxe" for more details.
Righteous Candor: Once attuned to Truthseeker, you feel a compulsion to reveal the truth. As a result, you can't keep a secret very well. You will often reveal plans and break confidences, often at the worst of times. You gain the Big Mouth Hindrance. Over-Attunement (Attuned to more than one item per Rank): You cannot tell a lie, or through omission or silence, allow others to believe something that is untrue. Whenever you or one of your comrades attempt to promote untruth, your discomfort is so strong that your behavior imposes a -4 penalty on any skill check related to such efforts.
GMs: Why was truthseeker created, and what is it really looking for in its Great Quest? What is the unique substance that the weapon is made of, and why is it unique? What will happen when the Great Quest is completed? Who does not want the Great Quest to be completed, and what lengths will they go to in order to insure that the Great Quest fails?