Weapons in Rifts

Here are some weapons for everyone to browse through. If you have any ideas then just e-mail me.


Longsword of Dormir

Wgt: 5.9lbs

Lgth: 3ft.

This artifact was created by the great sorcerer, Dormir,who resides in Lazlo. The sword possess the very acute quality of being an equal threat to any adversary, supernatural or not.

  • The sword possess the normal attributes of a rune weapon.

    Damage: The sword itself does 2d8 (plus PS bonuses) according to the strength of the material that it strikes(MDC or SDC). E.g. the wielder of the sword strikes at a normal person wearing 20 MDC body armor doing 23 points of damage, 20MDC would be done to the armor and 3 SDC is done to the wearer of the armor.

    Appearance: The sword appears to be a finely worked and carved weapon; with the face of Dormir himself carved into the ball of the hilt. It is made out of an unknown metal.


    Murphy's Toy

    by Joshua Smith (aka Darkstar the Immortal)

    This "toy" is actually a wand, and basically is the iquivalent of what you would get if you stuck Murphy's demon in a wand. The wand itself appears to be an old, rotten stick. That's it. No runes. No aura of magic (will not appear to be magical even to the strongest wizards). The power of this wand is both infinitesmal and limited. It is an annoyance, a help, and a devestating thing of unimaginable worhtlessness. It is the personification of Murphy's Law. To the wielder of this weapon, the worst things can happen with it. No, it is not cursed, but it might as well be...Have fun with this! As the GM, you have the power to makw do whatever you damn well please. It can do literally anything anytime (within limit's of reasonability). Some cool ideas would be to summon a harmless but extremely annoying Muppet or Fraggle or something, which would be hopelessly good aligned and therefore the bane of the most campainers... To get the best effect with this wand, use the following chart whenever the wand is pointed at something (intentional or not... they do not have to use "use" it turn it on. It also has 10% chance of randomly casting a spell on any item, character or living thing at the worst or oddest moments. A savings throw may be made, but at a -3.

    (01-03) Disintegration - will disintegrate 1d10 items on target (or if singular inanimate object, will disintegrate it alone), with the exception of magical items with a protection from magic or chaos magic.
    (04-08) Nothing happens 009-13) Explosion at random location(GM's discretion) does 1d6 SDC damage to all items in a 1d8 foot radius.
    (14-17) Rot-- will cause any and all plant fibers or clothing to rot and fall off (ie- leather , cloth, nearby plants, etc.) victim will affect 1d4- 1 (0 is other nearby targets
    (18-21) Age (will add 1d10 years to victim's physical age).
    (22-25) Age (will subtract 1d10 yars from victim's physical age)
    (26-29) Nothing happens
    (30-33) cleans all remnants of dirt or filth from victim.
    (34-37) Heals 1d20 SDC or HP
    (38-41) Death (instantaneous. If dodge is unsuccessful. victim immediatly is dead. CAN be ressurected.
    (42-44) Teleports victim and all living creatures within a 12 foot readius (might include user) to random location 10 miles away.
    (45-47) Nothing happens
    (48-50) Victim becomes a temporary berserker
    (51-53) victim act as if s /he has failed horror Factor roll vs. user.
    (54-56) Transdimensional Dislocation- victim is sent to limbo like dimension (alone, cannot ,move) for 1d4 hours. Will then return to real world at precise location s /he left.
    (57-59) Plague- does 1d6 SDC damage per hour( on road or per 6 rounds in combat, due to higher blood circulation). Can only be healed by Paladin or ( in combat due to higher blood circulation) , Can only be healed By Paladin or Good-aligned magic-user.
    (60-62) Victim becomes invisible for 1d6 rounds. Gains all bonuses for invisiblity.
    (63-65) Victim temporarily gains the Hu superpower" Intangiblity" but cannot turn it off for 1d6 rounds, and then loses it.
    (66-68) Victim gains Telekinesis for 1d20 rounds.
    (69-71) Nothing happens
    (72-74) Victims temporarily ( id10 days) gains a random HU minor superpower (roll on random chart). Can use fully .
    (75-77) Victim loses a power or some sort (whether magical or superpower or whatever) for 1d 10 days
    (78-80) Mutates victim (physically, but this is a postitive mutation . Gamma World RPG has some good ideas for this ...)
    (81-83)Mutates Victim a(physically, but this is a negative mutation)
    (84-86) Temporarily de-evolves victim. All victims stats go down by half, with the max for ant stat for being 10. Lose all skills. Will remain this way until Romove Curse is cast or 2d20 days have passed
    (87-89) Nothing happens.
    (90-93) Victim gains Wingless Flight for 1d6 days
    (94-96) Victims is fully healed (this is a blast in a low pressure battle to spring on unwary players...)
    (97) Victims bursts in to flame, taking 1d10 SDC damage per round until flames are doused. Will not go out on it's own.
    (98) Victim or object changes to an obnoxious, garish, or annoying color, other than thier present one. Choose that woiuld most likely irk the player
    (99) Nothing happens
    (100) Gm gets to do WHATEVER HE WANTS TO! (muhahahahahahahahahahahahah)

    Links

    The Crimson Death
    Rifts page

    Email: cookeddie@hotmail.com