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

penalty applied to the weapon:<br />

Roll<br />

01<br />

02<br />

03-04<br />

05-09<br />

10-20<br />

21-65<br />

66-85<br />

86-95<br />

96-99<br />

100<br />

Result<br />

The weapon has a penalty of 5d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 4d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 3d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 2d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 1d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 1d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 2d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 3d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 4d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 5d6 to attack<br />

and damage rolls.<br />

Extraordinary Melee Weapons<br />

If a melee 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 Mangling Maul of Mutilation. In this example,<br />

‘mangling’ is the prefix, and ‘mutilation’ is the suffix.<br />

First, roll 1d100 and consult the table below to<br />

determine the type(s).<br />

Roll<br />

01-45<br />

Prefix<br />

46-90<br />

Suffix<br />

91-100<br />

Prefix and Suffix<br />

Result<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 prefix or suffix table:<br />

General (Suffix) Properties<br />

01. Abacenis, of: Whosoever wields this<br />

weapon will unerringly strike the eyes<br />

of their foe once per day at will.<br />

Better yet, the weapon will burn the<br />

victim’s eyes. Upon burning their<br />

eyes, they must pass a Health check<br />

at TH 17 or die immediately.<br />

02. Adhesion, of: Whosoever wields<br />

this weapon will notice that the<br />

weapon adheres itself to a victim<br />

upon a successful attack. The victim<br />

will lose 1 LP per round until<br />

separated from the victim. To separate<br />

themselves from the weapon,<br />

the victim must pass a Strength<br />

check at TH 17. Otherwise, it will<br />

continue to drain LP until the victim<br />

dies.<br />

Chapter 13: Magical Items<br />

757

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