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Rashedi the Vile:
A Greater Rune Weapon
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By: Dustin M. Ramsey (DustinM@rifts-rpg.com)
This weapon is a huge sword, over seven feet in length, and styled
as an ebony bastard sword. It is very ornate, with many silver
etchings and symbols covering it from tapered tip to flared
handle.
Personality wise, Rashedi is very dark in nature and filled with a
great deal of simmering anger and hatred. Quite often the sword will
try to push its owner into doing aggressive and violent deeds by
telepathically shouting things like "vengeance!" and "liar!" and
"strike him down!" Also, the weapon takes great joy in draining the
life essence from other beings. In fact, it often proclaims itself to
be Rashedi, Sword of Judgment and that it can tell the guilt
or innocence of a person by simply cutting the person and drawling
their blood: if the person's soul is drained, they were guilty; if
the person lives, they are innocent. In actuality, the weapon cannot
tell the difference between guilt and innocence; it just loves
drinking souls, and is not above lying to its owner to indulge its
evil pleasures.
Standard Abilities:
- Independent personality with an IQ 14.
- Communicate through limited telepathy.
- Totally indestructible, the blade never dulls or dents.
- Made of an ebony metal and lined from tip to handle with
silver runes.
- Can be used to parry energy blasts (-6 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.
- Miscreant evil in nature, it can only be used by those of evil
alignments. Persons not of a compatible alignment take 1D8 S.D.C.
(3D6 M.D. if a mega-damage creature) each time they touch the
weapon.
Greater Abilities:
- Spell Magic: Can cast these spells as often as three
times each, per 24 hours.
- Blade of Fire:
- Fire Ball
- Range: 90ft (27.5m)
Damage: 1D4 x 10 M.D.
Strike: auto 18
Fire Bolt
- Range: 150ft (45.5m)
Damage: 4D6 M.D. or 1D6 x 10 S.D.C.
Bonus to Strike: +4
Blade of Protection:
- Armour of Ithan
- Range: Self or others by touch
Duration: 10 minutes
Defenses: 1/2 damage from magic, fire, lightning,
and cold
M.D.C.: 100
Invulnerability
- Range: Self or others by touch
Duration: 10 melees
Defenses: impervious to all fire and energy
attacks
Bonuses: +10 to save vs. magic, psionics, and
horror factor
M.D.C.: 35
Blade of Debilitation:
- Havoc
- Range: 90ft (27.5m); affects a 20ft (6m)
area
Duration: 5 minutes
Damage: 1D6 direct to hit points per melee (even
to those in environmentally sealed armour or
vehicles)
Penalties: -3 to initiative, strike, parry, and
dodge
Disorientation: no sense of direction or time
Wisps of Confusion
- Range: 90ft (27.5m); affects 1D8
individuals
Duration: 12.5 minutes
Penalties: -5 to strike, parry, and dodge and 1/2
attacks per melee
- Damage: Inflicts 1D6 x 10 M.D. from physical
blows.
- Soul Drinker: The drinking of souls is the actual
absorption of one's life essence The victim's blood must be drawn
by the weapon (cut) before the rune weapon can devour the life
essence. This may be done slowly or in a spectacular flash. A
victim devoured by a rune weapon is forever lost. The weapon is
limited to drinking 1D6 souls per day. Victims of a soul drinking
attack get to save vs. magic, but are -2 to save. A successful
save means the victim's essence is saved but suffers double damage
(triple damage if a mega-damage creature).
Curses:
- Hallucinatory Noises
The victim of this curse will hear noises at odd times; such as
when they are sleeping, on guard duty, listening at doors, etc.
The noises they hear will always suggest living creatures or
beings, such as voices carrying on a whispered conversation which
they can almost, but not quite make out, the scratching of claws
on stone, the whisper of footsteps, etc. They will never be sure
whether what they are hearing is just a hallucinatory noise or one
created by an actual creature.
After the owner of this cursed item has experienced the noises
for 60 days the person will acquire a phobia (fear and
apprehension). Note that in this case the phobia is more like
paranoia and extreme jitters rather than outright terror.
Add one of the following for each month the cursed item is
used beyond 60 days. 1) darkness, 2) closed doors, 3) graveyards,
4) undead, 5) unknown places, 6) gods, 7) sleep.
After one year there is a 50% chance of becoming a paranoid.
Roll for each year under curse.
Note: The insanities are permanent (even if the curse is
removed) unless they are cured.
- Breaking
The victim of this curse seems to be extremely unlucky or
clumsy; any breakable object they are given will somehow become
broken within 24 hours of their taking possession of it, no matter
how well rapped or protected it is. For example, a potion bottle
they place in their pack may be broken when they are knocked
backwards and land on their pack. A crystal ball could be broken
when they are attacked from behind or dropped. An arrow fired at
them miraculously hits the breakable item instead of their body.
This curse is extremely subtle, but very effective. A remove
curse is required to negate the lasting effects of this curse
even after the cursed item has been relinquished.
To break the curses, two things must happen. First, the weapon's
owner must intentionally throw it away, sell it, give it away, or
otherwise dispose of the rune sword. This can also be accomplished if
the weapon is lost or stolen. The second step is to have a Remove
Curse spell cast on the former owner (even then the curse is +12
to save) for each of the two curses. If a curse fails its saving
throw, that curse has been removed from the person. Note: Even
after the curse has been removed from the sword's former owner, any
insanities that may have resulted from the curse will remain until
cured (if a cure is even possible) by years of therapy from a medical
professional. The cursed sword will, of course, continue to inflict
its enchantment on every "new" owner who claims it.
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