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Chapter 13: Magical Items<br />

78. Seeding, of: Whosoever<br />

dons this armor will produce seeds while<br />

wearing this armor or even in physical contact<br />

with it. Whenever the wearer or toucher<br />

defecates, 1d10 seeds are included in the<br />

defecation. Roll 1d100 to determine what<br />

grows: (01-10) baby boy, (11-20) baby<br />

dragon, (21-30) baby girl, (31-40) grotesque<br />

puppy, (41-50) identical twin of wearer, (51-<br />

60) identical twin of wearer's father, (61-70)<br />

identical twin of wearer's mother, (71-80)<br />

mangy kitten, (81-90) tree, (91-100) weed.<br />

If the seed is sentient, then it will grow to<br />

the size of a chicken egg and hatch. If sentient,<br />

whatever grows from the seed is (01-<br />

33) loyal or (34-100) indifferent to the wearer.<br />

The seed will mature within 1d100 days.<br />

79. Selection, of: Whosoever<br />

dons this armor may select 1 attack to avoid<br />

this round. The attack must be proclaimed<br />

by the player at the beginning of the round<br />

and prior to initiative.<br />

80. Silence, of: Whosoever<br />

dons this armor receives a bonus of 3d10 to<br />

Silence skill checks while wearing it. When<br />

the armor is removed, the bonus is negated.<br />

81. Similitude, of: Whosoever<br />

dons this armor will cause any character who<br />

attacks them to see themselves, instead of<br />

the wearer, at the moment of attack. This<br />

is a hallucination, and the attacker may disbelieve<br />

it if they pass a Common Sense subability<br />

check at TH 21. Otherwise, an attacker<br />

who has no self-hatred will avoid the<br />

wearer at all costs. However, if the attacker<br />

has self-hatred, then the attacker will gain a<br />

bonus of 1d10 to all attack skill checks<br />

against the wearer.<br />

82. Soldiers, of: This armor<br />

only provides magical protection for a character<br />

who is a soldier by occupation. In combat,<br />

this armor grants its normal magical<br />

benefits. In warfare, this armor increases<br />

the CA of the wearer to 30. This increase<br />

applies only while fighting an enemy, not another<br />

character in the same military.<br />

720<br />

83. Sorcery, of: Whosoever<br />

dons this armor is capable of casting a sorcerous<br />

spell. The wearer is somehow instantly<br />

aware that they are capable of casting<br />

a spell. Roll 1d100 to determine the discipline:<br />

(01-20) air, (21-40) earth, (41-60)<br />

ether, (61-80) fire, (81-100) water. Next, roll<br />

1d10 to determine the level of the spell.<br />

Finally, consult Appendix 2: Spell Lists and roll<br />

to randomly determine the particular spell.<br />

The wearer is able to cast this spell once per<br />

day at will, without needing a chant, ingredients,<br />

or a ritual. The spell always functions<br />

at the (10 + 1d20) th level of ability.<br />

84. Spiracles, of: Whosoever<br />

dons this armor will acquire 1d100 spiracles<br />

(breathing holes). Each spiracle is allocated<br />

randomly to a part of the body, not the head,<br />

and each 1 will decrease Bodily Attractiveness<br />

by 1 sub-ability point. However, each<br />

spiracle increases the flow of oxygen, so it<br />

also decreases the odds of becoming exhausted<br />

from sprinting by 1 TH. Finally, a<br />

character asleep with spiracles will make<br />

wheezing sounds, as each spiracle breathes<br />

or snores a little. The spiracles are permanent<br />

and this armor will only give them to<br />

each wearer once.<br />

85. Sprinting, of: Whosoever<br />

dons this armor will magically gain 1d100<br />

feet in their sprinting capability.<br />

86. Strength, of: Whosoever<br />

dons this armor experiences an increase of<br />

(1d100)% of their Strength sub-ability while<br />

wearing it. When the armor is removed, the<br />

bonus is negated.<br />

87. Succor, of: Whosoever dons<br />

this armor will be compelled every 1d100<br />

rounds to aid another character or creature<br />

regardless of disposition. The wearer genuinely<br />

enjoys helping others, and is apt to do<br />

things such as help worthless, old bags across<br />

the street, etc.

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