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46-54 Robe of Redundancy:<br />

Whosoever wears this robe will continuously<br />

speak about the most scholarly topic that<br />

interests them. Worse, the wearer will repeat<br />

every sentence 1d10 times, but seem to<br />

be unaware of the redundancy. The wearer<br />

will speak to any character who will listen.<br />

When no character will listen, the wearer will<br />

talk aloud to themselves.<br />

55-63 Robe of Reflection: Whosoever<br />

wears this robe will experience an increase<br />

of 1d100 Reflection sub-ability points.<br />

By degree, each Robe of Reflection is different.<br />

64-72 Robe of Religion: Whosoever<br />

wears this robe will experience an increase<br />

of 1d100 Piety Points. By degree, each<br />

Robe of Religion is different.<br />

73-81 Robe of Repentance:<br />

Whosoever wears this robe will declare that<br />

they have sinned against the gods. The<br />

wearer will approach any character who will<br />

listen and plead for their forgiveness and<br />

knowledge of how to properly repent to the<br />

gods. When the wearer is asked how they<br />

sinned, the wearer will admit to hubris. Since<br />

the wearer believes they are better than all<br />

the gods, the wearer has offended each of<br />

them.<br />

82-90 Robe of Rooting: Whosoever<br />

wears this robe may cause tree roots to<br />

burst forth from the ground, wrap entirely<br />

around the wearer, and hold them fast. The<br />

wearer may enact and dismiss this effect once<br />

per day at will. Although fully covered, the<br />

wearer is still able to breathe through the<br />

roots. While covered, the wearer is unable<br />

to be touched, unless 3,000 IP of damage is<br />

done to the same location on the roots.<br />

91-100 Robe of Rudeness: Whosoever<br />

wears this robe will be rude to any<br />

character who addresses them. Roll 1d6 to<br />

determine the wearer’s response. The wearer<br />

will either (1-2) sneer, (3-4) walk away, or (5-<br />

6) verbally accost whoever addresses them.<br />

711<br />

Armor, Barding<br />

Barding is armor for a horse. The type of<br />

barding will be specified for each entry. The barding<br />

must be worn for magical effects to occur, unless<br />

stated otherwise.<br />

To randomly determine a magical barding<br />

armor, the armor may have both a prefix and a suffix,<br />

such as a Bouncing Barding of Balance. In this<br />

example, ‘bouncing’ is the prefix, and ‘balance’ is<br />

the suffix. First, roll 1d100 and consult the table<br />

below to determine the type(s).<br />

Roll Result<br />

01-45Prefix 46-90Suffix 91-100Prefix and<br />

Suffix<br />

To determine the prefix and/or suffix, proceed<br />

to the appropriate table(s) below.<br />

Prefixes<br />

01-11 Deflecting: Whosoever<br />

uses this armor will be protected from all<br />

Graphic Gore from hacking attacks unless<br />

the unmodified attack skill check is 27 or<br />

greater. The armor penalty regarding the<br />

sub-ability of Agility is lessened by 1. Only<br />

80% of hacking damage is taken.<br />

12-19 Evading: Whosoever uses<br />

this armor will be protected from all Graphic<br />

Gore from hacking attacks unless the unmodified<br />

attack skill check is 28. The armor<br />

penalty regarding the sub-ability of Agility<br />

is lessened by 2. Only 60% of hacking<br />

damage is taken.<br />

20-25 Reflecting: Whosoever uses<br />

this armor will be protected from all Graphic<br />

Gore from hacking attacks unless the unmodified<br />

attack skill check is 29. The armor<br />

penalty regarding the sub-ability of Agility<br />

is lessened by 3. Only 40% of hacking<br />

damage is taken.<br />

Chapter 13: Magical Items

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