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Chapter 13: Magical Items<br />

Weapons, Sentient<br />

Sentient weapons are weapons that some<br />

argue are living. While sentient weapons are<br />

genderless and have no skills unrelated to their type<br />

of weapon, they have abilities, disposition, temperament,<br />

and more. First, the type of weapon must be<br />

determined. Roll 1d100 and consult the table below:<br />

Roll<br />

01-70<br />

71-75<br />

76-99<br />

100<br />

Result<br />

Roll on the table under Melee Weapons as<br />

magical items.<br />

Roll on the table under Miscellaneous<br />

Weapons as magical items.<br />

Roll on the table under Missile Weapons as<br />

magical items.<br />

Roll on the table under Siege Weapons as<br />

magical items.<br />

Abilities for sentient weapons use the same<br />

tables as those listed in Chapter 3: Abilities for characters.<br />

However, the ability scores are determined<br />

differently by rolling 2d100. All sentient weapons<br />

have the following sub-abilities: Strength, Hand-Eye<br />

Coordination, Agility, Reaction Speed, Math, Analytic,<br />

Spatial, Drive, Intuition, Common Sense, and<br />

Reflection. When figuring the abilities based on the<br />

sub-abilities, if a sub-ability is absent, consider it a<br />

score of 0.<br />

Amazingly, 30% of sentient weapons are capable<br />

of speech. If so, they also have the sub-abilities<br />

of Vocal, Rhetorical, Enunciation, and Language.<br />

Further, sentient weapons capable of speech know<br />

a random number of languages as delimited by their<br />

Language Intelligence sub-ability.<br />

Next, the disposition of the weapon must<br />

be determined. Roll 1d100 and consult the table<br />

below:<br />

Roll<br />

Disposition<br />

01<br />

Ethical Moral<br />

02-13<br />

Ethical Neutral<br />

14<br />

Ethical Immora l<br />

15-16<br />

Neutral Moral<br />

17-76<br />

Neutral Neutral<br />

77-91<br />

Neutral Immora l<br />

92<br />

Unethical Moral<br />

93-95<br />

Unethical Neutral<br />

96-100<br />

Unethical Immora l<br />

The more the weapon’s disposition differs<br />

with that of its wielder, the more the sword is likely<br />

to reject or be uncooperative with the wielder. For<br />

each gradation of difference between both ethics<br />

and morals, there is a 20% chance of rejection upon<br />

touching the weapon for the first time. For example,<br />

an Ethical Moral weapon has an 80% chance of rejecting<br />

an Unethical Immoral wielder, or only a 40%<br />

chance of rejecting an Ethical Immoral wielder.<br />

Now, determine the Temperament of the<br />

weapon, just as with a character. The more the<br />

weapon’s temperament differs with that of its<br />

wielder, the more the sword is likely to reject or be<br />

uncooperative with the wielder. Take the numeric<br />

difference of each of the 4 temperaments, add them<br />

together and divide the total by 4 to represent the<br />

average difference in Temperament. This is the<br />

chance of the weapon rejecting the wielder.<br />

Finally, the sentient weapon may have magical<br />

abilities. Roll 1d100 to determine if the weapon<br />

has Extraordinary Properties. If the result is 50 or<br />

greater, then the weapon has at least 1 property.<br />

Consult the tables for the appropriate type of<br />

weapon to determine if it has a prefix, suffix, or<br />

both. Thereafter, determine each specific property.<br />

Sentient weapons may have the following<br />

effects: they may intentionally or inadvertently cause<br />

a mental illness to develop after prolonged use. After<br />

engaging in combat with 1d100 characters or creatures,<br />

the wielder of the particular sentient weapon<br />

has a (1d100)% chance of acquiring a Random Mental<br />

Illness (see Chap. 5: Mind).<br />

778

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