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Weapons, Missile<br />

To randomly determine a magical missile<br />

weapon, at least 3 rolls must be made. First, roll<br />

1d100 to determine if the magical weapon has Extraordinary<br />

Properties.<br />

Roll Result<br />

01-90OrdinaryMagicalWeapon 91-100ExtraordinaryMagicalWeapon If the weapon has Extraordinary Properties,<br />

then each of the following tables must be consulted.<br />

If not, then only the first 2 tables must be<br />

consulted. Next, roll 1d100 to determine the specific<br />

type of weapon:<br />

Roll Missile<br />

Weapon<br />

01-10Arrows, Dozen<br />

11-15Axe, Hatchet<br />

16Bolas 17-26Bolts, Score<br />

27Boomerang 28Bottle 29-45Bow, Short<br />

46-50Bow, Long<br />

51-55Cleaver 56-58Crossbow, Hand<br />

59Crossbow, Wheel<br />

and<br />

Ratchet<br />

60-64Dagger 65-66Dart 67Flask 68Hammer, Tool<br />

69Hammer, War,<br />

Horseman's<br />

70Hook, Grappling<br />

71Hurlbat 72-73Javelin 74-76Knife, Hunting<br />

or<br />

Tool<br />

77Net, Weighte<br />

d<br />

78-81Pilum 82Rock 83-84Sling 85-95Spear, Medium<br />

96-99Staff, Sling<br />

100Vial 777<br />

Next, roll 1d100 to determine the bonus or<br />

penalty applied to the weapon:<br />

Roll Result<br />

01<br />

The<br />

weapon<br />

has<br />

a penalty<br />

of<br />

5d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

02<br />

The<br />

weapon<br />

has<br />

a penalty<br />

of<br />

4d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

03-04<br />

The<br />

weapon<br />

has<br />

a penalty<br />

of<br />

3d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

05-09<br />

The<br />

weapon<br />

has<br />

a penalty<br />

of<br />

2d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

10-20<br />

The<br />

weapon<br />

has<br />

a penalty<br />

of<br />

1d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

21-65<br />

The<br />

weapon<br />

has<br />

a bonus<br />

of<br />

1d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

66-85<br />

The<br />

weapon<br />

has<br />

a bonus<br />

of<br />

2d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

86-95<br />

The<br />

weapon<br />

has<br />

a bonus<br />

of<br />

3d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

96-99<br />

The<br />

weapon<br />

has<br />

a bonus<br />

of<br />

4d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

100<br />

The<br />

weapon<br />

has<br />

a bonus<br />

of<br />

5d6<br />

to<br />

attack<br />

and<br />

damage<br />

rolls.<br />

Missile Weapons<br />

If a missile weapon was previously determined<br />

to have Extraordinary Properties, then the<br />

weapon may have both a prefix and a suffix, such as<br />

a Drilling Dagger of Death. In this example, ‘drilling’<br />

is the prefix, and ‘death’ is the suffix. First, roll<br />

1d100 and consult the table below to determine the<br />

type(s).<br />

Roll Result<br />

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

Suffix<br />

To determine the prefix, proceed to the appropriate<br />

type of damage, such as Hacking, Pounding,<br />

or Stabbing. If a weapon is capable of multiple<br />

types of damage, then use a d6 and randomly determine<br />

the type of damage that will have Extraordinary<br />

Properties as a prefix. Then, to determine the<br />

suffix, roll 1d100 and consult the General Properties<br />

table. In either case, roll 1d100 and consult the<br />

appropriate type of damage on the tables for Extraordinary<br />

Melee Weapons.<br />

Extraordinary<br />

Chapter 13: Magical Items

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