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Enrither the Fury:
A Greatest Rune Weapon
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By: Dustin M. Ramsey aka Kralizec!
(DustinM@rifts-rpg.com)
Many eons ago, Enrither was an Ancient Great Horned Dragon and
Champion of Good for over a dozen worlds. Over the millennia she
fought untold numbers of battles against evil, slew countless
millions of vampires across the Megaverse, and single handedly killed
the Splugorth Buellencryth, thus preventing the N'Grath dimension
from being conquered. However, all things eventually come to an end,
and during the battle that forever ejected Nxla the Soul Harvester
from the Palladium world, Enrither suffered grievous wounds and lay
dying. Unwilling to see such a noble spirit die, the god Isis
persuaded Thoth, a rune wizard and fellow member of the Pantheon of
Light, to transform Enrither into a powerful weapon of good. Thus
Enrither the Fury, the first Greatest Rune Weapon was born.
As a weapon of supreme good, Enrither has continued the battle for
all that is right and just. Over two millennia ago during a battle
that was so pitched that its dead were counted in the millions,
Enrither the Fury and the godling Justynchyn slew the Splugorth
Turrilizynth, making her the only being ever to kill two
Splugorth. This angered the Splugorth so much that a coalition of a
dozen Splugorth lords (including Splynncryth) hunted down and
murdered Justynchyn, and dumped Enrither into the seething cauldron
of an active volcano on a deserted, backwater world. However,
Splynncryth was so intrigued with this powerful weapon, before
Enrither was disposed of, he had a dozen of his best bio-wizards and
runesmiths examine the sword, and create their own version. A new,
super powerful class of rune swords were borne, a class that
Splynncryth christened the Sword of Atlantis.
The rune sword Enrither the Fury is incredibly ornate and
decorated with flared protrusions, etchings, symbols, sculptured
figures, and a double-headed dragon (signifying the duality of the
weapon and its owner), and its hilt is encrusted with gems worth
millions of credits. A great pair of wings protrude from the hilt and
can come alive in an instant.
Standard Abilities:
- Independent personality with an IQ 26.
- Communicate through limited telepathy.
- Totally indestructible, the blade never dulls or dents.
- Made of a dark red metal and lined from tip to handle with
runes.
- Can be used to parry energy blasts (-5 to parry, very
difficult).
- Link itself with owner/wielder within six months of constant
contact. Thus, man and weapon can sense each other's presence
within a four mile (6.4km) radius if separated.
- Adds +1 to all saving throws.
- Principled good in nature, it can only be used by those of
good or unprincipled alignments. Persons not of a compatible
alignment take 2D6 S.D.C. (4D6 M.D. if a mega-damage creature)
each time they touch the weapon.
Greatest Abilities:
- Skills: Enrither has the following skills that can be
used up to five times total (not each) per day: Lore: Magic
at 50%, Lore: Demons & Monsters at 65%, and Detect
Ambush at 65%.
- Spell Magic: Can cast these spells as often as three
times each, per 24 hours. Equal to a 12th level sorcerer.
- Turn Dead
- Range: Up to 60ft (18.3m) away
Duration: Instant effect.
Saving Throw: Standard save vs. magic with a -3
penalty
Effect: This magic will turn/repel 12D6 animated
dead. This means that those creatures affected will turn
and immediately leave the area without harming the spell
caster or anyone near him. The dead turned will not come
back for 24 hours. This magic only affects "animated"
dead, and skeletons or corpses that are magically
animated like marionettes, but will not affect
vampires, zombies, or any corpse or skeleton possessed by
a living entity.
- Heal Wounds
- Range: Touch or 3ft (.9m) distance.
Duration: Instant
Saving Throw: If the person resists the magic,
they may attempt a standard save vs. magic spell, but
with a -3 penalty.
Effect: This powerful invocation will instantly
heal minor physical wounds, such as bruises, cuts,
gashes, bullet wounds, burned flesh and pulled muscles.
It will not help against illness, internal damage
to organs or nerves, broken bones, or poisons/drugs.
- The Heal Wound magic restores 3D6 S.D.C. and 1D6 hit
points.
- Fear
- Range: 20ft (6.1m) area, up to 100ft (30.5m)
away.
Duration: 12 minutes.
Saving Throw: Special; Save vs. Horror Factor
16
Effect: The invocation creates a sensation of fear
over a particular area. The mystic can place the
enchantment on an area occupied with people, or an area
that is not presently occupied. Anybody entering the area
of enchantment must roll to save vs. horror factor 16. A
failed roll means the person is suddenly washed with
terror and will be momentarily stunned, loses initiative,
is the last person to attack, and can not defend against
an opponent's first strike each melee the person is in
the area of fear.
- Globe of Daylight
- Range: Near self or up to 30ft (9.1m)
away.
Duration: 36 minutes.
Saving Throw: None
Effect: A small globe or sphere of true daylight
is magically created. The light is bright enough to light
up a 144ft (43.9m) area. Because it is daylight, it can
ward off most vampires, keeping them at bay just beyond
the edge of light. The creator of the globe can mentally
move it along with himself, or send it up to thirty feet
(9.1m) ahead. The maximum speed at which the globe can
travel is equal to a speed attribute of 12.
- Invisibility: Superior
- Range: Self or others by touch.
Duration: 12 melees
Saving Throw: None
Effect: A powerful incantation that makes the
spell caster invisible to all means of detection.
Infrared, ultraviolet, heat, motion detectors, and even
an animal's sense of smell, can not locate the invisible
person. No footprints are made, and little sound (Prowl
84%). The magic is broken only if the character makes a
hostile move, engages in combat/attacks. At that instant,
he becomes completely visible.
- Note: The invisible character is not ethereal
and can not walk through walls; he must still use
a door. The act of forcing open a door or window, picking
a lock, tapping somebody, accidentally bumping somebody,
or accidentally getting shot or hurt, is not considered
an act or aggression or combat, so the invisibility is
maintained.
- Protection Circle: Superior
- Range: Radius of the circle.
Duration: 24 hours, but can be reactivated
immediately.
Saving Throw: None
Effect: In principle and function, the superior
protection circle is just like the simple circle, only
stronger. The arcanist must drawl the circle to have
effect. The circle ceases to function only if it is
seriously marred.
- The superior protection circle will protect everybody
inside its radius by preventing all supernatural
creatures from coming any closer than 20ft (6.1m) from
its edge. Even greater beings are held at bay. Lesser
beings can not stand to be within line of
sight of the circle and are forced to leave (even if
it's only to the next room with the door shut). This
means no attacks are possible for the lesser beings.
- The circle also provides the following bonuses to all
occupants: +5 to save vs. all magic and psychic attacks,
impervious to possession, +8 to save vs. horror factor.
Plus it provides an extra 10 P.P.E. to each mage
and 10 I.S.P. to each psychic. Of course, the characters
are vulnerable to conventional weapons and thrown
objects.
- Mystic Portal
- Range: 20ft (6.1m)
Duration: 10ft wide by 20ft tall
portal/opening
Saving Throw: None
Effect: This spell creates a dimensional rift in
the fabric of space allowing the spell caster to use it
in the following ways:
- Pass through solid walls. The caster has but
to weave the spell targeting a particular, blocked area.
The area will shimmer bright and suddenly, a portal or
passage will appear as if cut out of the very stone. The
portal can create a 144ft (43.9m) deep passage in any
substance.
- Teleportation. The portal can also teleport
someone to another location known to the spell caster
instantly, as well as flawlessly. The portal can be
placed on a vertical wall. Looking into it reveals what
will appear to be just the other side of the wall, even
though the view may be completely incongruous to ones
present location. Stepping through it will instantly
place the person in that location. Range is a meager
1200ft (366m).
- The major limitation of this spell, in all its modes
of transport, is that the portal provides only
one-way passage to or through all aforementioned
places. Once a person steps through a mystic portal the
portal behind him is gone (although people on the other
side can see both the portal and the person). To return,
a new portal must be made on the other side by invoking
another mystic portal spell.
- Close Rift
- Range: 100ft (30.5m)
Duration: Instant results
Saving Throw: -3 to save vs. spell magic
Effect: The master of magic can close a rift by
sheer force of will. The mystic nature of the dimensional
gateway gives it an automatic save versus magic attack.
The rift will instantly vanish if successful. A failure
means the rift is not affected.
- Healing Abilities: Heal wounds: 2D6, six times per day;
remove curse: 56% chance of success, four times daily; turn 4D6
dead: 55% chance of success, four times daily (four hour
duration); animate & command 2D6 dead: 64% chance of success,
four times daily (four hour duration).
- Damage: Inflicts 1D4 x 10 M.D. from physical blows.
Double damage to vampires and all alien intelligences like
Splugorth.
- Fly: The sword can be thrown and fly (with the help of
the magic wings) 1000ft (305m), then return to its owner.
- Animated: Upon command, the sword becomes completely
animated and can fight, hover, and move through the air by its
wings! The weapon functions as if it were being used by an
invisible swordsman. The sword can fight alongside its owner up to
200ft (61m) away. The sword has three attacks per melee, +4 to
strike and parry, and +2 on initiative. It cannot cast spells when
animated.
- Ranged Dragon Head Attack: The double dragon heads can
breath down the length of the sword to fire one of the following :
- Fire Blast: 1D6 x 10 M.D., range 1000ft
(305m).
Force Blast: 2D4 x 10 M.D., range 1000ft (305m).
Lightning Blast: 1D6 x 10 M.D., range 2000ft
(610m).
Note: Even the blasts inflict double damage to
vampires and alien intelligences.
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