The sword(or axe, or spear, or whatever) an immortal uses becomes his closest companion. It should always be there for him in his greatest time of need. It acts as his savior. It becomes a part of him. The sword of an immortal is much more powerful than an ordinary sword, over time, as the Quickening makes the Immortal more powerful, his sword also gains power. To reflect this, I have designed some new rules:
An immortal may put a gained quickening point into his sword to make it more powerful. For every point put into the sword, it's damage level is raised by one. HOWEVER, the total lifetime increase cannot exceed the Immortal's Quickening rating.
Example: Vincent has just taken the head of a younger immortal with a quickening of two. He decides that instead of saving the quickening to gain an extra quickening level, he uses a point of it for his sword. His sword's current damage rating is 6, after putting in this point it raises to 7. This is marked on the character sheet to keep track of how much total can be put into the sword.
In addition, the swords increased damage does not enact on it's own. The immortal must desire it to do so. When it does, it crackles with the blue lightning of the Quickening. This is important:
Example: Vincent has a run in with a common group of punks who wish to mug him. He could increase the damage of his sword with the point he put into it earlier, but does not wish to do so due to the fact that the Quickening in it will alert any immortals or anyone using auspex nearby, also, if any of the punks live, which he intends to let them do, they will have seen this and he will endanger his secret life.
Further, a sword with Quickening placed in it cannot be destroyed. No matter how hard of a blow, no matter how high of a temperature, now matter how much pressure is exerted upon it, it will not break, shatter, nor melt.
This section is a list of as many different types of swords I could gather from various sections and some information about each of them: