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Chapter 13: Magical Items<br />

58. Numbness, of: Whosoever wields<br />

this weapon will cause a victim to<br />

need to pass a Health check at TH<br />

18 when struck. If the check is<br />

failed, the limb of the victim where<br />

they are struck becomes fully numb<br />

and useless for 2d10 rounds in addition<br />

to normal damage. If the check<br />

is failed, then the victim only suffers<br />

normal damage without the Numbness<br />

property. If the head or torso<br />

is struck and paralyzed, then the victim<br />

dies.<br />

59. Opening, of: Whosoever wields this<br />

weapon will cause a wound that continually<br />

opens over the following<br />

1d10 rounds upon each successful<br />

attack. Each consecutive round that<br />

the wound continues to open, the<br />

victim suffers 10% of the original<br />

damage. At the Aedile’s discretion,<br />

organs may fall out on the 10 th round<br />

of opening. The property of Opening<br />

only functions once per day.<br />

60. Occision, of: Whosoever wields this<br />

weapon will feel compelled to<br />

slaughter any living creature once per<br />

day. If this urge is not fulfilled, then<br />

the possessor of this weapon must<br />

pass a Common Sense check at TH<br />

13 or commit suicide. If the check<br />

is failed and they must commit suicide,<br />

then the possessor will demolish<br />

small body parts first, such as the<br />

toes, then the feet, then the legs, etc.<br />

The possessor will feel no pain as<br />

they slaughter themselves.<br />

61. Outrage, of: Whosoever wields this<br />

weapon will be compelled to say, “I<br />

think, therefore I hate,” every few<br />

minutes. The possessor of this<br />

weapon does not need to sleep and<br />

feels continual outrage. The choleric<br />

temperament of the possessor increases<br />

by 5d20. When wielding this<br />

weapon in combat, all attack rolls<br />

gain a bonus of + 5.<br />

62. Parrying, of: Whosoever wields this<br />

weapon in combat will gain a bonus<br />

of + 10 to the Parrying skill (see<br />

Chap. 8: Skills).<br />

63. Passion, of: Whosoever wields this<br />

weapon will feel passionate about everything<br />

they do. The wielder will<br />

kiss and make love to each slain victim.<br />

The possessor will do everything<br />

more extremely than normal,<br />

such as slamming a door instead of<br />

closing it, or yelling instead of talking.<br />

64. Permanency, of: Whosoever wields<br />

this weapon will cause damage that<br />

is permanent and cannot be healed,<br />

even by a Wish spell. The weapon<br />

may only cause permanent damage<br />

to each foe. It seems as though this<br />

weapon has a memory. Permanent<br />

damage will occur on the first successful<br />

attack.<br />

65. Piety, of: Whosoever wields this<br />

weapon will cause the character or<br />

creature struck to experience an increase<br />

of 1d20 PP. This property<br />

only functions once per day, on the<br />

first successful attack of the day.<br />

66. Plundern, of: Whosoever wields<br />

this weapon will be compelled to<br />

enter random houses at night when<br />

in a village, loot it, and violate any<br />

females. This must be done all night,<br />

every night. During the day, the<br />

character sleeps, dreams about murder,<br />

and when around other characters,<br />

seems merry.<br />

764

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