02.01.2015 Views

fatal

fatal

fatal

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Weapons, Missile<br />

To randomly determine a magical missile<br />

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

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

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 Properties,<br />

then each of the following tables must be consulted.<br />

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

consulted. Next, roll 1d100 to determine the specific<br />

type of weapon:<br />

Roll<br />

Missile<br />

Weapon<br />

01-10<br />

Arrows, Dozen<br />

11-15<br />

Axe, Hatchet<br />

16<br />

Bolas<br />

17-26<br />

Bolts, Score<br />

27<br />

Boomerang<br />

28<br />

Bottle<br />

29-45<br />

Bow, Short<br />

46-50<br />

Bow, Long<br />

51-55<br />

Cleaver<br />

56-58<br />

Crossbow, Hand<br />

59<br />

Crossbow, Wheel and Ratchet<br />

60-64<br />

Dagger<br />

65-66<br />

Dart<br />

67<br />

Flask<br />

68<br />

Hammer, Tool<br />

69<br />

Hammer, War, Horseman' s<br />

70<br />

Hook, Grappling<br />

71<br />

Hurlbat<br />

72-73<br />

Javelin<br />

74-76<br />

Knife, Hunting or Tool<br />

77<br />

Net, Weighte d<br />

78-81<br />

Pilum<br />

82<br />

Rock<br />

83-84<br />

Sling<br />

85-95<br />

Spear, Medium<br />

96-99<br />

Staff, Sling<br />

100<br />

Vial<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 />

Missile Weapons<br />

If a missile 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 Drilling Dagger of Death. In this example, ‘drilling’<br />

is the prefix, and ‘death’ is the suffix. First, roll<br />

1d100 and consult the table below to determine the<br />

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 for Extraordinary<br />

Melee Weapons.<br />

Extraordinary<br />

Chapter 13: Magical Items<br />

777

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

Saved successfully!

Ooh no, something went wrong!