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Chapter 13: Magical Items<br />

Jewelry, Brooches<br />

A brooch is a fastening device often of precious<br />

metal and decked with gems and usually with<br />

a clasp. The most common use of a brooch is to<br />

fasten a cloak.<br />

1-20 Brooch of Banditry: This<br />

brooch only functions for a character who<br />

is a bandit by occupation. If a bandit wears<br />

this bronze brooch, then it will become hot<br />

around precious metals (copper, silver, or<br />

gold) and precious stones (gems). The<br />

brooch is unable to distinguish quality, but<br />

is affected by quantity. For example, the<br />

brooch will become equally hot in the presence<br />

of gold or copper. The brooch must<br />

be within 5 feet for its temperature to<br />

change.<br />

21-40 Brooch of Bemonstering:<br />

Whosoever wears this brooch will experience<br />

a decrease of 1d10 points in the subabilities<br />

of Bodily Attractiveness and Facial<br />

Charisma.<br />

41-60 Brooch of Benignity:<br />

Whosoever wears this brooch will experience<br />

a loss of all Choleric and Melancholic<br />

points regarding temperament.<br />

61-80 Brooch of Brightness:<br />

Whosoever wears this brooch will be able<br />

to command it once per day to emanate<br />

bright light in a cone of 50 feet in length<br />

before the character. The brightness will<br />

not adversely affect a creature, unless they<br />

are adversely affected by normal daylight.<br />

The command word for this brooch is<br />

“Jismoglobbin-der-fukkin-der-fukkin-der.”<br />

81-100 Brooch of Darkness:<br />

Whosoever wears this brooch will be able<br />

to command it once per day to emanate<br />

darkness in a cone of 50 feet in length before<br />

the character. The command word for<br />

this brooch is “Jismoglobbin-ze-bobbin-zebobbin-ze.”<br />

740<br />

Jewelry, Charms<br />

A charm is something worn about a character<br />

to ward off evil or ensure good fortune.<br />

01-14 Charm against Intemperance:<br />

This charm consists of the dried stomach<br />

of a slave who died of starvation. This<br />

charm will prevent the wearer from having<br />

an appetite in excess of their needs.<br />

15-28 Charm against Liars: This<br />

charm consists of a dried tongue that was<br />

long enough to touch the tip of its owner’s<br />

nose. This charm will prevent a character<br />

within 2d4 feet from lying to the owner.<br />

29-42 Charm of Ears: Whosoever<br />

wears this necklace gains a bonus of<br />

3d10 to their Sound skill checks while wearing<br />

it. The necklace is merely a string with<br />

1d4 dismembered ears hanging from it.<br />

43-56 Lucky Bugbear’s Bicuspid<br />

Charm: A bicuspid is a tooth between<br />

a character’s canine teeth and molars. For<br />

some unknown reason, most bugbears do<br />

not have bicuspids. If 1 is found, then it is<br />

deemed to have magical properties of luck.<br />

This charm will bestow good luck in the<br />

form of a + 2 bonus to all die rolls on the<br />

behalf of the owner.<br />

57-70 Lucky Lip Charm: This<br />

charm consists of severed lips that have been<br />

dried in the sun. When carried with a character,<br />

these lips double the likelihood that<br />

the character will get a kiss when 1 is asked<br />

for.<br />

71-84 Lucky Rabbit’s Foot<br />

Charm: This charm will bestow good luck<br />

in the form of a + 1 bonus to all die rolls on<br />

the behalf of the owner.<br />

85-100 Necklace of Charm<br />

Stones: This necklace consists of a leather<br />

strip with 20 stone beads, each corresponding<br />

to a sub-ability. If the proper bead, and<br />

only the proper bead, is held while an ability<br />

check is made, then a + 1 bonus is applied<br />

to the check.

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