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Chapter 13: Magical Items<br />

43. Indifference, of: Whosoever wields<br />

this weapon will become indifferent<br />

to any character. The possessor simply<br />

does not care whenever this<br />

weapon is held in their hand. Whenever<br />

anyone talks to the wielder, the<br />

wielder will reply, “I don’t care, why<br />

not.”<br />

44. Insalubrity, of: Whosoever possesses<br />

this weapon will eat substances<br />

that are unwholesome or unhealthy,<br />

like dirt. Further, they will eat until<br />

they are sick. The possessor will<br />

refuse to get out of bed all day, every<br />

day. If anyone bothers the possessor<br />

while eating or sleeping, they<br />

will attempt to kill them, and then<br />

return to eating and sleeping.<br />

45. Intelligence, of: Whosoever possesses<br />

this weapon experiences an<br />

increase of 1d20 points in their subability<br />

of Intelligence. If this<br />

weapon is lost, so is 2d20 points of<br />

their Intelligence.<br />

46. Justice, of: Whosoever possesses<br />

this weapon will experience an increase<br />

of 1d20 ethical points regarding<br />

their disposition. Moreover, they<br />

will be obsessed with obeying the<br />

local laws. If the possessor of this<br />

weapon witness any infraction of<br />

local law, no matter how small, the<br />

possessor will snap and attempt to<br />

beat a sense of justice into the criminal.<br />

47. Life, of: Whosoever possesses this<br />

weapon will experience an increase<br />

of 50% of their LP. Possessing this<br />

weapon will feel so good that they<br />

will guard it with their LIFE.<br />

48. Light, of: Whosoever wields this<br />

weapon may cause bright light to surround<br />

them in a 25’ radius. The<br />

bright light lasts for 2d6 rounds,<br />

functions once per day, and the command<br />

word is ‘negrosmilus.’<br />

49. Maiming, of: Whosoever wields<br />

this weapon desires to maim their<br />

foe and leave them alive in agony.<br />

This weapon has an inexplicable<br />

power that allows the victim to remain<br />

conscious no matter how much<br />

damage is received. It is truly amazing<br />

to see in person. Even if their<br />

body’s in pieces, their mind still functions<br />

and somehow they live. If the<br />

maimed takes even 1 LP of damage<br />

from another assailant, the body of<br />

the maimed victim bursts apart in a<br />

volcanic eruption of guts, causing<br />

1d20 LP of damage to all within 50<br />

feet. Characters will stand around<br />

unable to speak any words except,<br />

‘dormant bodies bursting.’<br />

50. Magic Points, of: Whosoever possesses<br />

this weapon gains 1d100 MP.<br />

This gain is consistent for each character,<br />

but differs from character to<br />

character.<br />

51. Mental Illness, of: Whosoever possesses<br />

this weapon acquires a Random<br />

Mental Illness (see Chap. 5:<br />

Mind).<br />

52. Mercy, of: Whosoever wields this<br />

weapon will give mercy to their foe.<br />

They will strike once and feel sorry<br />

for their foe. The wielder is unable<br />

to continue fighting unless a Drive<br />

check is passed at TH 20. Otherwise,<br />

they beg for forgiveness and<br />

kiss the feet of the foe.<br />

53. Morality, of: Whosoever wields<br />

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

points of morality regarding the disposition<br />

of the victim upon a successful<br />

attack.<br />

762

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