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Chapter 13: Magical Items<br />

Musical Instruments<br />

A musical instrument is an object from<br />

which music may be produced.<br />

01-12 Drum of Drive: The head<br />

of this drum will not break from heavy<br />

drumming. This drum may be heard up to<br />

1 mile away. All who hear this drum experience<br />

an increase in their Drive sub-ability<br />

while drumming occurs. The increase in<br />

Drive depends on the speed at which the<br />

drum is played. The speed at which it is<br />

played depends only on the Hand-Eye Coordination<br />

sub-ability of the drummer. For<br />

each point of Hand-Eye Coordination above<br />

100, the drummer may increase the Drive<br />

of their audience by 1. The square root of<br />

the percentage of the drummer’s Hand-Eye<br />

Coordination that is used equals the percent<br />

chance of the failure of the drummer per<br />

round due to a mistake. If a mistake occurs,<br />

then a 5-minute break is necessary. No<br />

drummer may drum for more than thirty<br />

consecutive minutes.<br />

13-24 Flute of Felicity: Whosoever<br />

plays this flute will cause all characters<br />

within 1d100 feet to smile, laugh, and dance<br />

as long as the flute is being played. When<br />

the skill check is made for playing this instrument,<br />

this magical effect is triggered only<br />

if TH 17 is passed.<br />

25-36 Flute of Followers: While<br />

this flute is being played, all who hear it must<br />

pass a Common Sense sub-ability check at<br />

TH 22 or follow the player. This flute may<br />

be heard up to 500 feet away. Each consecutive<br />

round of playing, the player must<br />

pass a Physical Fitness sub-ability check. The<br />

TH begins at 3 and increases by 2 every<br />

round. If failed, then the flute player must<br />

take a 5-minute break.<br />

37-48 Horn of Distance: This<br />

horn may be heard 2d20 miles away when<br />

blown.<br />

49-60 Horn of Happiness: Whosoever<br />

blows this horn will cause all others<br />

within 1d100 feet to experience a permanent<br />

increase of 1d20 points of Sanguine<br />

temperament.<br />

61-72 Horn of Horniness: Whosoever<br />

blows this horn will cause all others<br />

within 1d100 feet to desire each other<br />

enough to stop what they are doing and<br />

begin copulating. Each character within the<br />

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

TH 20 to resist.<br />

73-84 Lute of Lightning: If a<br />

player has a skill of at least 50 with the lute<br />

and a Hand-Eye Coordination sub-ability of<br />

at least 150, then this lute will release a lightning<br />

bolt in a direction chosen by the caster.<br />

A particular musical phrase must be played.<br />

The phrase is the first 2d10 notes played on<br />

the instrument after its creation. The lightning<br />

bolt causes 10d10 IP or LP of damage.<br />

The lightning bolt may only be released once<br />

per day. If attempted more often than this,<br />

the player will be shocked for 1d10 LP of<br />

damage upon playing the correct sequence<br />

of notes.<br />

85-100 Lute of Love: Whosoever<br />

plays this lute will make the next 2 characters<br />

who kiss within 1d100 feet fall in love.<br />

The lute must be played while they kiss. The<br />

skill check made to play this instrument determines<br />

the strength of their love:<br />

TH<br />

Duration<br />

< 9 Love stops with the music<br />

9-12<br />

2d10 hours<br />

13-15<br />

2d10 days<br />

16-17<br />

1d4 weeks<br />

18-20<br />

1d12 months<br />

21<br />

1d10 years<br />

22-23<br />

1d10 decades<br />

24<br />

1d10 centuries<br />

25-27<br />

1d10 millennia<br />

> 27 Eternity<br />

746

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