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Rifts - World Book 18 - Mystic Russia - PAL833P

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Published by Ithiria, 2021-10-22 02:02:32

Rifts - World Book 18 - Mystic Russia - PAL833P

Rifts - World Book 18 - Mystic Russia - PAL833P

Arrows can not inflict more than I D6 M.D. unless a special light considering the protection it offers, but is not a full en­
magic arrow (described elsewhere), small weapons like knives, vironmental suit. Typically 1 0%- 1 5% skill and movement
maces, short swords and small hammers can not inflict more penalties.
than 3D6 M.D.; large weapons like war hammers, sledgeham­
mers, large swords, pole arms, lances, etc., can range from I D6 • Silent Armor. Makes a barely detectable sound no louder
to I D6x 1 O M.D. depending on the desire of the smith and the than the rustling of a cloth jacket; reduce prowl penalty by
amount of P.P.E. spent. half. f..fE am: 80

1 D6 M.D. costs 50 P.P.E. • Featherweight Armor: Regardless of what type of metal the
armor is made of, it has a maximum weight of six pounds
2D6 M.D. costs 100 P.P.E. (2.7 kg); reduce prowl and movement penalties by half.
f..fE am: 1 1 0
3D6 M.D. costs 1 50 P.P.E.
• Fast Forge. To completely forge any magical weapon, tool
4D6 M.D. costs 225 P.P.E. or chalice in 24 hours costs an extra 1 00 P.P.E., but is the
equivalent of having made a Greater Magical Item (even
5D6 M.D. costs 300 P.P.E. though the item may not be one) with the usual side effects
and penalties for its creation. Fast Forging body armor takes
I D4x l 0 M.D. costs 350 P.P.E. and is restricted to large 4D6+48 hours and 200 P.P.E. in addition to the normal cost
swords and pole arms only. Counts as a Greater Magical Item of making the armor.
with the usual side effects and penalties for its creation.
Magic Bonuses from Different TYPes of Metal
I D6x l 0 M.D. costs 500 P.P.E. and is restricted to large
swords and pole arms only. Counts as a Greater Magical Item Various types of metal in the hands of the Mystic Kuznya,
with the usual side effects and penalties for its creation. have special traits and bonuses when applied to weapons. In a
few cases, the traits and bonuses are innate and don't require ad­
• Indestructible. Makes any metal melee weapon magically ditional P.P.E. to activate. In others to get one or more of their
indestructible even to magical and M.D. attacks, and makes it special properties, additional P.P.E. must be applied. In all cases
an M.D. weapon that automatically does I D6 M.D. (addi­ the innate nature of the metal keeps the additional P.P.E. cost
tional M.D. can be added). Being indestructible also means low.
the blade never dulls. u..E am: 200, and counts as a
Greater Magical Item with the usual side effects and penal­ Gold: Symbol of wealth, purity and quality. When used as a
ties for its creation.
weapon, it adds + 1 on initiative, +2 to strike and parry and is an
• Double damage against supernatural beings. u..E am:
50 P.P .E. per die of damage (i.e. a weapon that normally does impeccably well balanced and precision instrument. P.P.E. -Co-st:
3D6 M.D. costs an extra 1 50 P.P.E. to do 6D6 to the super­
natural, 200 P.P.E. to do 4D6 = 8D6, and so on), but counts --
as a Greater Magical Item with the usual side effects and
penalties for its creation. 30.

• Variable Damage: S.D.C. to M.D. Does 1 D6 to 4D6 S.D.C. Silver: Namely a metal that can hurt a large number of other­
(the Mystic Kuznya sets the exact amount of damage) to wise invulnerable or semi-invulnerable supernatural beings even
mortal creatures but does an equivalent number of dice in in S.D.C. form. Such S.D.C. silver weapons inflict the equiva­
M.D. to supernatural beings ( 1 D6 to 4D6 M.D. depending on lent S.D.C. damage as M.D. (i.e. a silver sword that inflicts 2D6
what the S.D.C. damage is). u..E am: 1 00 P.P.E., and S.D.C. would inflict 2D6 M.D.). If the metal is 90% (or better)
counts as a Greater Magical Item with the usual side effects in purity, the weapon inflicts an additional 1 D6 damage to be­
and penalties for its creation. Add another 1 00 P.P .E. to in­ ings vulnerable to it. Also known as the "moon sliver metal."
clude creatures of magic and any Mega-Damage opponent. P.P.E. Cost: Zero.

• Variable Damage: Low M.D. to High M.D. The weapon Bronze: Represents the power of the sun. The weapon itself
normally does I D6 or 2D6 M.D. to most opponents (the is automatically impervious to all types of fire (no P.P.E. neces­
Mystic Kuznya sets the exact amount of damage) but does sary). Its highly polished surface can also reflect sunlight as eas­
4D6 or 5D6 M.D. to supernatural beings and Mega-Damage ily as a mirror. P.P.E. Costs : 1 5 P.P.E. enables the weapon to
opponents. u..E am: 250 or 300 P.P.E. depending on the cast a blinding flash six times per 24 hours; 45 P.P.E. enables
level of damage that can be inflicted, and counts as a Greater the weapon to fire a bolt of concentrated light, similar to a laser,
Magical Item with the usual side effects and penalties for its once per melee round - effectively adds one melee attack and
creation. does 3D6 M.D.; range 1 200 feet (366 m).

• Flaming Weapon. The weapon bursts into magical fire upon Copper: The fire metal. The weapon is automatically imper­
command by the wielder. Adds 3D6 M.D. to the weapon' s vious to fire (no P.P.E.). P.P.E. Cost: 1 5 points can make the
usual damage capacity. P.P.E. Cost: 200, but counts as a weapon wielder resistant to M.D. fire (does half damage), or 30
Greater Magical Item with the usual side effects and penal­ P.P.E. makes him impervious to all fire as long as the weapon is
ties for its creation. in his possession. 60 P.P.E. makes a copper weapon able to be­
come a flaming weapon that can inflict an additional 3D6 M.D.
• M.D.C. Metal Armor of any type, from chain mail to full and does half damage to supernatural creatures linked to fire
plate. f..Ef am: 50 P.P.E. per 50 M.D.C. points put into (when normally, flaming weapons do no damage). Furthermore,
the armor. Maximum M.D.C. is 300 for chain mail, 400 for no evil creature can pick it up without getting burnt and taking
scale mail or plate and chain, and 500 M.D.C. for full plate. half the damage that's normally inflicted when struck by the
The armor is surprisingly comfortable and comparatively
weapon. Yet good and innocent beings fmd the weapon harm­
less.

1 24

Iron: A magical ground that inflicts its nonnal damage to Magic Hammer
othelWise impervious energy beings, ghosts and spirits (no
P.P.E. necessary). P.P.E. Cost: 20 points to make the weapon A super-strong but lightweight hammer that never wears out
user resistant to electricity and lightning (half damage), or 60 and never breaks. Still an S.D.C. item (does 2D6 S.D.C. damage
P.P .E. to make the wielder impervious to it. Pure Iron also does as a weapon). P.P.E. Cost: 3 0
additional damage to some supernatural beings.
Magic M.D. Arrows
Steel: An iron alloy (combined with nickel and other trace el­
ements) that represents strength and a hard edge. P.P.E. Cost: 1 5 Three metal arrows can be turned into M.D. dealing projec­
points make the weapon + 1 to strike, 3 0 P.P.E. adds I D6 M.D. tiles per expenditure of 30 P.P.E.; does I D6 damage.

Notable Lesser Magic Items The metal an arrow is made of will give it different proper­
ties at no extra charge.
Unbreakable (M.D.) Plow Gold - +2 to strike
Silver - The usual effect on many supernatural creatures.
This is pretty much what it sounds like, a strong, M.D.C. Bronze - Flies twice as far as nonnal.
plow that can cut through earth and hit tree roots, stumps and Copper - Bursts into flame, is +2 to damage and will set com­
rock without breaking. Very popular among fanners. P.P.E. bustibles on ftre.
Cost: 1 00 Iron - inflicts damage to othelWise impervious energy beings,
entities, Midnight Demons, ghosts and spirits.
Magic M.D. Scissors Steel - +I to strike and inflicts 2D6 M.D. instead of I D6 M.D.

Mega-Damage blades that can stab or cut through M.D.C Greater Magical Metal Items
material under an eighth of an inch thick (does I D4 M.D. per
cut or stab). Can cut through most S.D.C. material that is thinner of the Mystic Kuzoya
than one inch. P.P.E. Cost: 90
Angel Horseshoes
Magic M.D. Bolt Cutters
Enables the horse or similar riding animal to run 30% faster
Magic M.D. Bolt Cutters that can cut M.D.C. chain, cable or and leap 50% higher and farther, without additional stress or fa­
rods that are less than two inches in diameter ( I D6+6 M.D.). tigue. Furthennore, the animal fatigues at half the usual rate (i.e.
Can cut through S.D.C. material up to four inches in diameter can run twice as long without tiring) and the horseshoes them­
like butter. Note that bolt cutters are designed to cut metal bolts, selves last three times longer than ordinary ones. P.P.E. Cost: 60
links, rods and cable and cannot cut like scissors in a straight per set of four.
line. They have a pair of long handles and a large, short head
and resembles large, plier-style wire cutters. P.P.E. Cost: 1 20

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