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Chapter 13: Magical Items<br />

14. Devourment, of: Whosoever<br />

dons this armor will be unable to remove<br />

it unless a Strength of 1d1000 is applied.<br />

Multiple characters may combine their<br />

Strength to remove the armor. This armor<br />

devours the wearer. The first round it is<br />

worn, the inside of the armor becomes wet<br />

with saliva. The second round, the armor<br />

will seem to be licking them. Thereafter, in<br />

1d10 rounds, the armor will fully consume<br />

all flesh and bone that it touches. After everything<br />

is consumed that it was supposed<br />

to protect, the armor digests it in 1d10<br />

rounds. After digestion, the armor defecates<br />

a runny yellow liquid that smells like rotten<br />

ass. In 1d10 rounds, this liquid coagulates<br />

on the ground and becomes a miniature, cannibalism<br />

version of the wearer who suffered<br />

devourment. The disposition of the miniature<br />

character will be Unethical Immoral and<br />

it will stop at nothing until it feeds upon the<br />

original character. The miniature will be 1/<br />

10 th the size of the original character, and it<br />

will gargle deeply before eating each organ.<br />

15. Dexterity, of: Whosoever<br />

dons this armor will gain 1d20 points to each<br />

sub-ability in the Dexterity ability while wearing<br />

it.<br />

16. Discreation, of: Whosoever<br />

dons this armor will become discreated,<br />

unless they pass a Health sub-ability check<br />

at TH 17. If a character is discreated, then<br />

they never existed. The past is altered. No<br />

other character who knew them in the past<br />

will remember knowing them. The armor<br />

falls to the ground and remains. If a character<br />

passes their Health check, they are forever<br />

immune to the discreation property of<br />

this particular armor.<br />

17. Disrelishing, of: Whosoever<br />

dons this armor will find all food and<br />

drink consumed to be unpalatable. However,<br />

the wearer will refuse and fight others<br />

to the death who suggest the armor should<br />

be removed. Until the armor is removed,<br />

the wearer will lose 2 pounds per day.<br />

18. Ethicality, of: Whosoever<br />

dons this armor will behave ethically and<br />

their disposition will change accordingly until<br />

the armor is removed.<br />

19. Fatality, of: Whosoever<br />

touches this armor dies instantly, and falls<br />

face down, dead on the ground, while groaning<br />

"find me before another is found."<br />

However, once the corpse is half-eaten by<br />

insects, it comes alive in the darkness and is<br />

no longer left murdered and nameless. If<br />

so desired, the armor may now be worn by<br />

this nocturnal creature, only able to function<br />

as a live being during dark. It will also<br />

have the same ability scores as the former<br />

character and it will instantly become lifeless<br />

as a corpse the very moment sunlight<br />

touches it; only to rise again the next nightfall.<br />

Furthermore, it is compelled to attack<br />

and kill all non-nocturnal beings, especially<br />

beautiful beings of the opposite sex whose<br />

Facial and Bodily Attractiveness sub-ability<br />

scores each exceed 130. Note that if the<br />

former character had spellcasting ability, the<br />

nocturnal creature will have them also.<br />

20. Floatation, of: Whosoever<br />

dons this armor will have the ability to magically<br />

float at 1d100 feet above the ground.<br />

This effect lasts for 1d100 rounds and once<br />

the effect has indeed ended, the wearer will<br />

float harmlessly to the ground. This property<br />

is useable 1d100 times per day and the<br />

command word is "Flood-cock."<br />

21. Gladiators, of: This armor<br />

only provides magical protection for a character<br />

who is a gladiator by occupation. In<br />

addition to granted magical properties, this<br />

armor also grants a CA of 30 when used<br />

while in a gladiatorial arena.<br />

714

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