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Vargus the Assassin: A Rune Weapon

By: Dustin M. Ramsey (DustinM@rifts-rpg.com)


Vargus is a Katar style knife hewn from a single piece of jade and covered from tip to crossbars with intricate gray etchings and symbols. It is 16 inches in length and weighs just over one pound.

In life Vargus was an assassin, so as a rune weapon, there is nothing that Vargus enjoys more than assassination and murder. In fact, he is quite a bit happier as an assassin's blade, than he was as an assassin. As he sees it, he has no risk (rune weapons are indestructible) and in his current form (that of a long knife), it is his body that actually slices and tears away the body of his victim. Killing brings him such great pleasure, that once Vargus and his owner are telepathically linked, he is quite cunning in trying to convince his owner to kill more and more people.

Standard Abilities:

  1. Independent personality with an IQ 8.
  2. Communicate through limited telepathy.
  3. Totally indestructible, the blade never dulls or dents.
  4. Made from a piece of jade and covered in gray runes.
  5. Does 4D6 M.D. from physical blows. Can actually be used to parry energy blasts (-6 to parry, very difficult).
  6. 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.
  7. Adds +1 to all saving throws.
  8. Diabolic evil in nature. 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.

 

Curse:

Reduced Healing
A person afflicted with this curse will only heal one hit point per day by natural means and by half if a magical heal is used on them. Spells of restoration will automatically fail to restore lost limbs and even a resurrection has only a 25% chance of working successfully. When attempting to recover from a coma the victim of the curse will have to roll as though they have received only basic medical treatment, even if magical aid is used.

To break the curse, two things must happen. First, the weapon's owner must intentionally throw it away, sell it, give it away, or otherwise dispose of the knife. 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 +10 to save). If the curse fails its saving throw, the curse has been removed from the person. Note: Even after the curse has been removed from the rune knife'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 weapon will, of course, continue to inflict its enchantment on every "new" owner who claims it.

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