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Chapter 13: Magical Items<br />

35. Intussusception, of: Whosoever<br />

dons this armor will wholly absorb<br />

it, so that it is a permanent part of them.<br />

The absorbed armor looks like their normal<br />

skin, yet offers the protection of the armor.<br />

However, the character will also absorb the<br />

weight of the armor. This armor weighs<br />

twice its non-magical equivalent. Whosoever<br />

dons this armor also loses 1d10 points<br />

in each of the 4 temperaments.<br />

36. Jugulating, of: Whosoever<br />

dons this armor will be compelled every<br />

1d100 hours to jugulate themselves, meaning<br />

cut their own throat. This suicidal attempt<br />

will be made until successful or the<br />

armor is removed.<br />

37. Kings, of: Whosoever dons<br />

this armor is 95% likely to have all others<br />

within sight believe they are their rightful<br />

king. If this roll is failed, then all characters<br />

in sight will attempt to thrash the wearer with<br />

malicious intent until their nose bleeds profusely.<br />

38. Liquidity, of: Whosoever<br />

dons this armor becomes liquid whenever<br />

struck by a weapon. The character will remain<br />

liquid for 1d100 rounds. Thereafter,<br />

the liquified character will instantly regain<br />

their solidity. If the liquid is separated, the<br />

character will be dismembered when they<br />

regain solidity. Roll 1d100 to determine the<br />

type of liquid: (01-07) ale, (08-14) beer, (15-<br />

21) bile, (22-28) blood, (29-35) ichor, (36-<br />

42) ink, (43-49) mead, (50-56) milk, (57-63)<br />

oil, (64-70) saliva, (71-77) semen, (78-85)<br />

urine, (86-92) water, or (93-100) wine.<br />

39. Life, of: Whosoever dons<br />

this armor experiences an increase of<br />

(1d100)% of Life Points while wearing it.<br />

40. Luck, of: Whosoever dons<br />

this armor gains a bonus of 1d10 to be applied<br />

to each die roll while wearing it.<br />

41. Magic, of: Whosoever dons<br />

this armor experiences an increase of<br />

(1d100)% of Magic Points while wearing it.<br />

42. Malmignatte, of: Whosoever<br />

dons this armor is immune to natural<br />

poisons. The armor is black and it has 13<br />

red spots.<br />

43. Man-Gods, of: Whosoever<br />

dons this armor is unable to be harmed by<br />

all gods. However, mortals may harm the<br />

wearer as usual.<br />

44. Mercenaries, of: This armor<br />

only provides magical protection for a<br />

character who is a mercenary by occupation.<br />

In addition to other magical properties, this<br />

armor provides a bonus to CA equal to half<br />

the daily salary of this mercenary when considered<br />

in silver pieces.<br />

45. Micturition, of: Whosoever<br />

dons this armor is compelled to micturate<br />

(to urinate) 1d100 fluid ounces each 1d100<br />

rounds. This magical micturition cannot be<br />

replenished, even by excessively drinking<br />

water. The weight lost from magical micturition<br />

is permanent and will eventually cause<br />

the wearer to die when 20% of their body<br />

weight has been lost. The armor may be<br />

removed at any time.<br />

46. Militiamen, of: This armor<br />

only provides magical protection for a character<br />

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

addition to other magical properties, this<br />

armor increases the CA of the wearer to 30<br />

when in combat with a character or creature<br />

who is, or is reasonably likely to be, a<br />

criminal. Therefore, no such increase occurs<br />

underground or in what may be even<br />

loosely construed as civilization.<br />

47. Mental Illness, of: Whosoever<br />

dons this armor must pass a Common<br />

Sense sub-ability check at TH 21 or randomly<br />

acquire a mental illness (see Chap. 5: Mind).<br />

When the armor is removed, the illness remains.<br />

48. Morality, of: Whosoever<br />

dons this armor will behave morally and their<br />

disposition will change accordingly until the<br />

armor is removed.<br />

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