Sorry, I'm working on another flying sword post and forgot you couldn't be responding to that because I hadn't posted it yet.
There's some contention over whether we should use this talisman it to boost FVM or to get a Flying Sword. I say that there is a way to do both
without having to do a half-assed job of either.
The first step is to get a flying sword with improved initiative. Because it goes before us we now get a three die multi-attacker bonus to FVM and every other attack we make.
In order to make improved initiative really valuable, then next effect slot gives bonus dice/damage depending on the difference in initiative between the flying sword and the target.(
@yrsillar, can you confirm that an ability like this is allowed) If we are worried about dice we choose bonus dice, if we're confident we go with bonus damage. Dice may be best if paired with a high DV.
We already have excellent initiative so the second effect is valuable in its own right, but it gets even more powerful when combined with improved initiative for the weapon.
It also makes an excellent counter to heavy armor tank builds that we would normally struggle to overcome, especially if they have good qi regen of their own. The heavier our enemy, the harder the weapon will hit.
It also gives us an exploit: normal buffs don't work on domain weapons but because this ability is based off our initiative we can effectively buff our weapon by buffing our initiative or debuffing our opponent's, when we need to
really bring the hammer down. This
stacks with our defense debuffs.
It also helps turn our high initiative into a consistent advantage in battle.
What weapon type we choose for the base will affect any other abilities we want for it, e.g. a weapon type with high AP might not require purchasing extra AP, or a warhammer will have a high DV so we wouldn't need to purchase extra DV. (Some AP is advisable no matter what since almost everyone worth attacking will have at least three points of armor going forward).