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Jewelry, Rings<br />

A ring is an object worn around a finger.<br />

Rings are cosmetic, not performing any useful function<br />

other than adornment. Rings may be made<br />

from many materials, though each ring listed herein<br />

may have stipulations. Commonly, rings are shaped<br />

from metal, stone, or wood.<br />

Magical rings are rings imbued with magical<br />

power, and the magic will not take effect unless the<br />

ring is placed directly on a finger or toe; the ring<br />

must contact the skin.<br />

Wearing more than 1 magical ring is possible,<br />

though not safe. For each magical effect in<br />

use that results from multiple magical rings worn at<br />

the same time and on different phalanges, a cumulative<br />

10% chance exists for an effect to occur from<br />

Appendix 3: Random Magical Effects. However, if more<br />

than 1 ring is worn on the same phalange and its<br />

magic is in effect, then a cumulative 20% chance<br />

exists for a random magical effect.<br />

01-16 Engagement Ring: Whosoever<br />

places this ring on their finger immediately<br />

believes they are engaged to be<br />

married to the former wearer of the ring.<br />

The new wearer will act accordingly.<br />

17-32 Ring of Casting: Whosoever<br />

wears this ring will be able to cast any<br />

spell in the ring once per day at will. Roll<br />

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

Next, roll 1d6 (reroll 6’s) to determine the<br />

discipline of magic in the ring. Now, roll<br />

1d10 to determine the number of spells in<br />

the ring. Finally, consult Appendix 2: Spell<br />

Lists to randomly select the spells. Re-roll<br />

repeated results.<br />

33-48 Ring of Fabulous Disaster:<br />

Whosoever wears this ring will hear the<br />

laughter of an immoral master whenever an<br />

immoral deed is done by any character within<br />

1d100 feet. When this occurs, the wearer<br />

must pass a Drive sub-ability check at TH<br />

17 or laugh maniacally for 1d10 rounds. AP<br />

gained for immoral acts are doubled. By<br />

degree, each Ring of Fabulous Disaster is<br />

different.<br />

743<br />

49-64 Ring of Fingering: Whosoever<br />

wears this ring on their finger must<br />

pass a Drive sub-ability check at TH 14 or<br />

be compelled to force the finger with the<br />

ring on it into a vagina. If the wearer is<br />

female, then she will masturbate by fingering<br />

herself. If the wearer is male, then he<br />

must attempt to either overbear and rape<br />

(see Wrestling in Chap. 8: Skills) or practice<br />

his Seduction skill on a female. Insertion<br />

must be done for 1d100 minutes before the<br />

ring is satisfied. Thereafter, a Drive check<br />

must be made each time the character awakens.<br />

65-80 Ring of the Lords: Whosoever<br />

wears this ring on their finger will be<br />

invisible, except to the creator of the ring.<br />

Somehow, this ring seems to want to return<br />

to its creator. This ring is 1 of many that<br />

were created by an ancient, evil sorcerer.<br />

This ring will shrink or expand to fit whomever<br />

holds it. Whenever the ring is placed<br />

on the finger, the wearer must pass a Drive<br />

sub-ability check, or the ring overpowers the<br />

wearer and forces them to be a slave to the<br />

creator. Overpowered wearers become Unethical<br />

Immoral. Although the initial TH is<br />

3, it increases by 1 every time the ring is worn<br />

by an anakim or troll, 2 for an elf, 3 for a<br />

dwarf, 4 for a bugbear, 5 for a kobold, 6 for<br />

an ogre, and 7 for a human. If the ring is<br />

lost or stolen, the former owner will do anything<br />

to get it back.<br />

81-100 Ring of the Spirit Master:<br />

Whosoever wears this ring on their finger<br />

may call upon 2d4 spirits who are bound to<br />

serve the whim of the wearer. Details of<br />

each of the spirits are determined by the<br />

Aedile. These spirits are noncorporeal, so<br />

they cannot touch or move anything. However,<br />

their shimmering form as they died may<br />

be observed and their shrieking voices may<br />

be heard. Spirits of this ring have 2d20 LP.<br />

Though they may emerge from the ring and<br />

roam as the wearer commands, the spirits<br />

are unable to travel farther than 50 feet from<br />

the ring.<br />

Chapter 13: Magical Items

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