The Ghost Sensei's Set,
Sonny.
The Ghost Sensei is bound to a tall cliff overlooking a windy, rain-swept shoreline, late at night. The exact geography is both unimportant and immaterial; the conditions simply must be right. High background counts make it more likely he will appear. If confronted by a challenger (or group thereof), he will refuse to allow them to pass, and will engage them in combat. (It requires a Willpower (threshold 4) roll to retreat) If defeated, he will fade away, leaving behind a piece of his gear (Good!)
However, once encountered once, those who defeated him will have no choice but to return to challenge him five more times. (Willpower, Threshold 4, to resist). (Bad!)
The order of equipment gained from the Ghost Sensei is random, but the sword (Moon-Struck Horrors) always comes last. The whole set together gains additional properties.
Common Benefits (To each part; without full set):
Each piece generates a point of Background Count that is cumulative with natural background count, but does not interfere with the wearer's abilities.
Each piece adds a box to all non-technological condition tracks the wearer possesses.
Each piece (re)generates a point of Essence in the user, if their Essence is less than 6.
Gain the Adept property (Any piece will grant this.)
Each piece adds a point of Magic to the wearer, if the wearer's Magic score would otherwise have been less than the number of pieces gathered.
Common Drawbacks:
Gain the Astral Beacon flaw, with an additional bonus on any attempts to locate you astrally equal to the number of pieces you possess.
Gain the Simsense Vertigo Flaw.
The bare minimum of cyberware and/or bioware nessessary to restore the lost essence is disabled, and forcibly ejected (painfully!) from the body. (Not damagingly.)
Lose the Magician, Magician's Way Adept, or Technomancer edges, if present. Lose all spells, Powers, or Complex Forms known.
Wearing a single piece of the Ghost Sensei's armor means you will not willingly relinquish it (Willpower threshold 6 to relinquish any of the items)
Crown of Frozen ShadowsThe Ghost Sensei's traditional Samurai helmet glows blue from the inside of the demon-like horns attached to the brow.
The Crown of Frozen Shadows adds +1/+1 to the character's armor rating, in a manner not inconsistant with other helmets.
Benefit:
+4 bonus dice to Intimidate
Opponents must make a Willpower test (Threshold 4) to retreat from or refuse to battle with you.
Drawback:
Opponents must make a Willpower test (Threshold 4) to retreat from or refuse to battle with you.
You must make a Willpower test (Threshold 6) to retreat from battle or refuse to engage in battle with your enemies/those who challenge you.
Armor of the TeacherThe Ghost Sensei's massive Samurai armor is heavily reinforced, with broad shoulder-pads and glowing runes on every flat or near-flat surface.
The Armor of the Teacher an armor rating of 7/7
Benefit: The character's armor is considered Hardened.
Drawback: The character cannot benefit from any physical armour other than the Ghost Sensei's gear once this piece is acquired, even if they choose to wear other outfits. (Armor modifications still apply, so you may if nessessary wear hazmat gear in a hazmat area.)
Grand Master's GlovesThe Grand Master's gauntlets are a set of ornate, powerful gauntlets that encase the hand and fingers.
Benefit: Counts as a Weapon Focus (Force 3) for attacks with the gloves, which change the damage code of your unarmed attacks to Physical. (Wearing the Grand Master's Gloves counts as binding the Focus, no further costs are nessessary. No-one who has not slain you in combat may Bind the Grand Master's Gloves.)
Allows the wearer to use the Death Touch spell at-will, substituting the number of pieces of the Ghost Sensei's armor obtained for the Spellcasting skill, or using the wearer's Spellcasting skill, whichever is higher.
Drawback: Too bulky to use most firearms - weapons must be customized to be used while worn.
Sheathed in blue flames when being used for unarmed attacks or to cast Death Touch, making it quite obvious the gloves are supernatural.
Legplates of Icy DoomThe Ghost Sensei's legplates consist of armored leggings with broad, flat, glowing-runic sides, and an armored skirt.
Confers +1/+0 armor bonus when stacked with the Armor of the Teacher. (Or worn alone)
Benefit: The character gains Immunity to Normal Weapons as per the Critter Power.
Drawback: The character becomes a Dual-Natured being.
Footguard of the ShoreThese broad, square-angled greaves are powerful footwear indeed, being drawn with runes up the long, angular exteroir armor all the way to the knees.
Confers +0/+1 armor bonus when stacked with the Armor of the Teacher. (Or worn alone)
Benefits: Grants the wearer +1 Initiative pass, and +2 Reaction, cumulative with all other sources of Initative passes and Reaction, including those which specifically say they are not cumulative with anything else. (Artifact trumps regular rules. ^_^ ))
Drawback: Well, what do you know, life ain't all bad! Aside from being obviously magical, there ain't none!
Moon-Struck HorrorsThis massive weapon has more in common with the masive, slab-sided, diagonal-tipped edge from that infamous video game than it does with a normal katana. Scrolling, obviously-magical runes run up and down the sides of the blade. The symbols on the blade's side shift and change each time Moon-Struck Horrors takes a life - each pattern is unique.
Moon-Struck Horrors uses the Edged Weapons skill, and is it's own Specialization. It has Reac 2, deals (Str +2)P, and has AP -2.
Benefit: Moon-Struck Horrors is a Force 6 Weapon Focus (which applies only to attacks with Moon-Struck Horrors), which binds to the person wearing the full set of the Ghost Sensei's armor with no further cost, and may not be bound to another unless they have slain that person, personally, in combat.
Drawbacks: Well, see "Mastery Drawbacks" below...
Mastery BenefitsThe act of completing the set of the Ghost Sensei's Set counts as an Initiation Ordeal; the person with the full set Initiates automatically when they pick up the sword.
The person who picks up the sword effectively becomes a freed, unique Great Form Spirit. Their Magic value becomes their Force value. They gain no Spirit Powers automatically (Exception below), but may freely learn as if they were both a Magician and an Adept at the same time. They may project themselves, their Set, and any belongings they were carrying wholely into the Astral, and manifest again at any time.
The Master of the Ghost Sensei's Armor may use the Storm power (P. 102, Street Magic) with a range of Force*1 meters, instead of Force *100. This may be invoked once per day and once per day only.
The character keeps it's own natural scores, using them when not clad in the full Set; when clad in the full set, they use Force instead, as appropriate, for better or worse. The exception is Magic, which has become inherant to the character, and not the armor.
Mastery Drawbacks:
The character may be freely treated as a spirit; those who know the character's original, full name, spoken to them by the character, possess his or her True Name, and may theoretically become a danger. (Simply looking up the character's name in a database is not sufficient, though it may suffice to begin research.) Life almost certainly has changed drastically for the character, perhaps no longer having the meaning it once did; perhaps the change is so radical they simply must depart, and seek their future elsewhere.
If the character is ever destroyed in combat, they, and the armor, fade out; the character takes the position once held by the Ghost Sensei they themselves defeated, forever staring out at the sea, waiting for a challenger to appear and end their tormented existance once and for all.