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Chapter 13: Magical Items<br />

Weapons, Miscellaneous<br />

To randomly determine a magical miscellaneous<br />

weapon, at least 3 rolls must be made. First,<br />

roll 1d100 to determine if the magical weapon has<br />

Extraordinary Properties.<br />

Roll<br />

Result<br />

01-90<br />

Ordinary Magical Weapon<br />

91-100<br />

Extraordinary Magical Weapon<br />

If the weapon has Extraordinary<br />

Properties, then each of the following tables must<br />

be consulted. If not, then only the first 2 tables<br />

must be consulted. Next, roll 1d100 to determine<br />

the specific type of weapon:<br />

Roll<br />

Miscellaneous<br />

01-10<br />

Axe, Hatchet<br />

11<br />

Bottle<br />

12<br />

Bucket<br />

13<br />

Chain<br />

14<br />

Chair<br />

15-25<br />

Cleaver<br />

26<br />

File, Metal<br />

27-30<br />

Flail, Grain<br />

31-40<br />

Fork, Pitch<br />

41<br />

Fork, Serving<br />

42-51<br />

Hammer, Tool<br />

52-61<br />

Hammer, Sledge<br />

62<br />

Hoe<br />

63<br />

Hook, Grappling<br />

64-67<br />

Knife, Hunting or Tool<br />

68-72<br />

Mallet<br />

73<br />

Quill<br />

74<br />

Pan, Frying<br />

75-77<br />

Pry Bar<br />

78<br />

Rolling Pin<br />

79<br />

Scissors<br />

80-91<br />

Scythe<br />

92<br />

Shoe<br />

93<br />

Shoe, Horse<br />

94<br />

Shovel<br />

95-99<br />

Sickle<br />

100<br />

Spade<br />

Weapon<br />

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 Miscellaneous Weapons<br />

If a miscellaneous weapon was previously<br />

determined to have Extraordinary Properties, then<br />

the weapon may have both a prefix and a suffix,<br />

such as a Smacking Shoe of Sweltering. In this example,<br />

‘smacking’ is the prefix, and ‘sweltering’ is<br />

the suffix. First, roll 1d100 and consult the table<br />

below to 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 type of damage on the tables listed for<br />

Extraordinary Melee Weapons.<br />

776

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