02.01.2015 Views

fatal

fatal

fatal

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

32. Extracting, of: Whosoever wields<br />

this weapon will extract the most<br />

important sub-ability of the victim.<br />

Upon each successful attack, the victim<br />

permanently loses 1d20 points<br />

in that sub-ability, unless the respective<br />

sub-ability check is made at TH<br />

17. Remember that appropriate penalties<br />

apply to sub-ability loss. If at<br />

any time this sub-ability reaches 0,<br />

then the victim dies, period.<br />

33. Festering, of: Whosoever wields<br />

this weapon will, upon a successful<br />

attack, cause wounds that will fester.<br />

A festering wound becomes nasty<br />

for 2d20 hours and gushes pus and<br />

runny ichor. The victim will desire<br />

to touch the wound and pick the<br />

scabs, but will notice each time they<br />

touch or pick it, the wound spreads<br />

by 10% in surface area and the victim<br />

loses 10% of their LP.<br />

34. Fighters, of: Only a fighter who<br />

wields this weapon will notice an increase<br />

of 1d100% LP and a bonus<br />

of 1d20 points to any skill check<br />

appropriate to their occupation.<br />

35. Fire, of: Whosoever wields this<br />

weapon will be able to, upon reciting<br />

the command word of<br />

‘scorchilicious-hurticus,’ cause the<br />

entire weapon to be consumed in<br />

flames. The wielder will not experience<br />

any damage from the flames,<br />

but the victim will experience 200%<br />

damage from the fire. This property<br />

only functions once per day.<br />

36. Flight, of: Whosoever possesses this<br />

weapon is able to fly at a Sprint<br />

Speed of 100 when they cradle the<br />

weapon between their legs. The<br />

possessor may fly for 10 rounds. If<br />

the property ceases while they are<br />

in the air, then splat, they fall instantly.<br />

37. Gushing, of: Whosoever wields this<br />

weapon will cause all wounds given<br />

to a victim to gush blood like a freak.<br />

The victim loses a number of LP<br />

equal to 10% of the damage from<br />

the original wound each round for<br />

1d10 rounds thereafter. Sometimes,<br />

the blood sprays instead of gushes.<br />

38. Healing, of: Whosoever wields this<br />

weapon will may either attack normally,<br />

or touch it to a visible wound<br />

and heal them for 1d20 LP. This<br />

property functions once per<br />

wounded character per day.<br />

39. Immorality, of: Whosoever wields<br />

this weapon causes a loss of 1d20<br />

points of morality regarding the disposition<br />

of the victim upon a successful<br />

attack.<br />

40. Impiety, of: Whosoever wields this<br />

weapon causes a loss of 1d20 PP to<br />

the victim upon a successful attack.<br />

41. Incorporeity, of: Whosoever wields<br />

this weapon may become incorporeal<br />

once per day for 1d10 rounds.<br />

When incorporeal, their physical<br />

body and all of their immediate possessions<br />

exist on another plane of<br />

existence. An incorporeal character<br />

may pass through walls and are unable<br />

to affect others. If the duration<br />

of this property ends while the<br />

character is attempting to pass<br />

through a solid object, then the character<br />

dies.<br />

42. Indestructibility, of: Whosoever<br />

investigates this weapon may discover<br />

that it cannot be harmed or<br />

destroyed in any manner. For example,<br />

this weapon will never lose<br />

its edge, cannot be disintegrated, or<br />

affected by a Wish spell.<br />

Chapter 13: Magical Items<br />

761

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!