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Dastari the Withering: A Greatest Rune Weapon

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


The head of this battle mace is formed from a great jagged cluster of brilliant, fiery red crystal mounted atop a short silver handle. This weapon is very ornate, with many ebony etchings and mystic symbols covering its entire length.

As a sentient being, Dastari believes its own twisted moral code, and feels that the rest of the Megaverse should be engulfed in its cleansing flame. Indeed, the rune mace will judge every being its owner encounters, and if they do not 'measure up' to Dastari's corrupted standards, it will telepathically urge its owner to purify them in Dastari's withering fires.

Standard Abilities:

  1. Independent personality with an IQ 15.
  2. Communicate through limited telepathy.
  3. Totally indestructible, it never dulls or dents.
  4. Made of a great piece of multicolored crystal and lined with ebony runes.
  5. Can be used to parry energy blasts (-6 to parry, very difficult). Can parry laser blasts with only a -2 penalty.
  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. Aberrant evil in nature, it can only be used by those of evil or anarchist 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.

Greatest Abilities:

  • Spell Magic: Can cast these spells as often as three times each, per 24 hours: Globe of Daylight, Impervious to fire, Darkness, Tongue of Flame, Fire Ball, Wall of Flame, Heal Burns, Mini-Fireballs, Blue Flame, Breathe Fire, Dancing Fires, Fire Whip, Ten Foot Wheel of Fire, and Melt Metal. All are equal to a 12th level Fire Warlock.
  • Laser Beam: Fires an intense laser beam that inflicts 5D6 M.D., range 2000ft (610m). Rate of fire is equal to the number of hand to hand attacks of its user (single shots only).
  • Radiate Daylight and Heat: the crystal head can radiate natural daylight over a 50ft (15m) area (good against vampires) . It can also radiate heat up to 80 degrees (26.7 centigrade), affecting a 10ft (3m) area.
  • 5D6 M.D. from physical hits.

 

Curses:

  1. Confusion

    This curse reduces the victim's I.Q. by two points. If this reduces their I.Q. below the minimum needed to perform the functions of their O.C.C., they will be unable to use any of their O.C.C.'s special abilities (casting spells, picking locks, etc.) There is also a -10% penalty applied against all the character's skill percentages so long as the curse is in effect.

  2. Vulnerability

    This curse applies a penalty of -2 to all the victim's saving throws; whether against magic, psionics, poison, etc.

  3. Phantom Odors

    The victim of this curse will smell odd and alarming odors at odd times for no reason (like when they are in an underground temple and suddenly smell burning sulfur, rather reminiscent of demons). The victim of the curse will be unable to tell whether the odors they smell are real or just a manifestation of the curse.

    • Rate of Occurrence:
      • 50% every hour during sleep (it will awaken the person)
        80% every time food is eaten or nearby
        60% when on guard duty
        50% when listening at a door or unknown area
        35% when a stranger is met
        20% any other random time

      This stress will eventually lead to insanity.

    After the owner of this cursed item has experienced the odors for 60 days the person will acquire a phobia (fear and apprehension). Note that in this case the phobic condition is more like paranoia and extreme jitters rather than unreasoning terror. Add one phobia for each month the cursed item is used beyond the initial 60 days. 1) fire, 2) devils and demons, 3) darkness, 4) foods prepared by others, 5) uncleanness (that is to say he/she will be fanatical about being sparkling clean/washed/groomed. Anyone who is not will be viewed with suspicion and dislike, as well as being lectured about cleanliness), 6) unknown places, 7) fumes, perfumes, colognes, etc.

    Note: The insanities are permanent (even if the curse is removed) unless they are cured.

  4. Glowing Eyes

    The victim of this curse will have his eyes glow white, yellow, or red. Most people who see such a person will assume they are evil, a demon or possessed by a demon, and either attempt to kill them or drive them out of town, or exorcise them (while clerics and wizards know the proper methods of exorcism there are a lot of people who think that physical pain can drive a demon out of a person, so such a victim may be beaten, whipped, burned, etc., in an attempt by a good hearted, but ignorant person to exorcise their "demon"). Although this curse raises a character's M.A. to 22 it only serves to intimidate rather than cause trust. The suspicious aura that will emanate around the enchanted person will cause friend and foe alike to view this person with suspicion, fear, and distrust. Unless threatening or angry, people will generally regard his/her words as lies.

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 mace. 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) for each of the curses. If a curse fails its saving throw, that curse has been removed from the person. Note: Even after all of the curses have been removed from the mace's former owner, any insanities that may have resulted from the curses will remain until cured (if a cure is even possible) by years of therapy from a medical professional. The cursed rune weapon will, of course, continue to inflict its enchantments on every "new" owner who claims it.

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© 1995 - 2003 this page, contents, and accompanying pages, Dustin M. Ramsey, Dustinian Industries, and other authors as specified. Duplication of contents with permission only!

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