ARMOR & WEAPONS (d6) 1-4 Weapon, 5-6 Armor
BONUS (d20) Magic
Weapon Bonus applies to TH & Damage
1-15 +1 Magic Armor fits to any
size, self-repairs dents/rents
16-18 +2 Encumbrance Slots of
Armor subtract Bonus
19 +3 Metal Armor reduces Saves
vs Electricity by -3
20 Special; Bonus per DM, or Reroll
ARMOR TYPE/AC (d20) Protection Item & Special
Armor Effects (d6)
1-2 Protection Item 1
AC Bonus also applies to specific Save vs Magic
3-4 Shield (1:6 Small) 2 Deflection; AC Bonus of +4 vs Missiles
5-6 Dino Hide (11) 3 Displacement; 1st AT
vs is at Disadvantage
7-9 Metallic Mesh (12) 4
Resistance. +3 Save, Half/0 vs Fire, Cold, or Lightning
10-12 Dino Scale (13) 5 Damage
Control; Subtract Bonus from Damage/rnd, vs 13-15 Steel Scale (14) Blunt
Trauma, Edged Weapons, or Fang & Claw
16-17 Chain Mail (15) 6
Armor Generates Phantom Shield on demand,
18 Dino Carapace (16)
Misc Item Generates Phantom Armor, improves
19 Alloy Plate Mail (17)
Base AC; (d6) 1-3 Scale,
4-5 Chain, 6 Plate
20 DM’s Choice/Nonhuman/
Glassteel
Plate Armor (18)
Protection Item (d6) Hats/Helms Protection
Item/Armor Use/Compatibility
1 Baldric/Harness Conical/Great Helm Only Helms can
be worn with Armor
2 Cape/Cloak Skull
Cap/Crested Wizards wear
Hats, not Helms
3 Bracers Wide
Brim/Visor Phantom
Armor cannot be worn with Armor
4 Torc Miter/Animal
Motif Torcs count as
Magic Jewelry
5 Hat Tiered/Horned All
Misc Items compatible, but Not duplicate
6 Helm Top
Hat/Gem(s) Types
or Effects
WEAPON TYPE (d20) Alt 2:6 Unusual (d8) (damage) Missiles
(d6)
1 Unusual Subtable 1 Atlatl (1d8) 1
Javelins (#1d6)
2-3 Missile Subtable 2 Chakram, Returning (1d6) 2
Bolts (#2d10)
4 Dagger (Athame, Stiletto, Kriss) 3 Batleth (as Longsword) 3
Bullets (#3d10)
5 Hand Axe (Hammer) 4 Claw Bracers, pair (1d6 each) 4-5 Arrows (#2d10)
6 Mace (Morning Star) 5 Insectaur Tash-Ekkal (2d4) 6
Weird Missiles,
7 Battle Axe (War Hammer) 6
Reptilian Maxe(1d8)
number varies
8 Spear (Trident/Fork) 7
Gnartian H’Munga (1d6)
9 Spike Staff (Sling) 8 Gnartian Spetura (2d6)
10 Short Sword (Dirk, Gurkha,
Falcata)
11 Crossbow (d6: 1-2 Sm 3-5 Med 6
Hvy) Odd/Rare Metals (d6)
12 Bow (Long Bow) 1
Hepatizon, esoteric alloy, purple, jewelry/coin
13 Great Axe (Polearm/Maul) 2
Meteoric Iron, flat black, does not rust, blades
14 Great Sword (Great Spear) 3 Orichalcum,
platinum/white, accents/jewelry/coin
15 Rapier (Bastard) 4 Adamantium,
silver/gray, blade/blunt weapons
16-19 Long Sword (Gnartian Saber,
etc) 5 Cinnabar
(alien), dull red, blades/accents/jewelry
20 DM’s Choice 6 Viridium (N
pole), green bands, jewelry/coin
Special Melee Weapon
Effect (d30) Nat20 Effects do not usually allow a Save
1 Roll on Drawback/Compulsion
table, Roll Again
2 Defending; +4 Bonus, a portion
of which must be assigned toward AC instead of TH/Damage
3 Venomous; Nat20 exudes Poison, Class
or special effects per DM
4 Copious Gore; on round after
hit, Save vs bleed/bruise for additional damage = to Bonus
5 Retaliation; at end of each
round, one bonus AT vs each opponent which has hit wielder
6 Disruption; +4 Bonus vs Undead,
Nat20 = 8th XPL Turn, if successful, Destroys Undead
7 Corruption; Zombifies or Skeletonizes
slain humanoids into 1 or 2HD Undead henchmen
8 Lordly Smiting; Nat20 add XPL
to damage Bonus
9 Polymorphic; can transform into
any size/type melee weapon
10 Variable Mass; base damage
dice increase (d4 uses d6, d6/d8, d8/d10, d10/d12, d12/2d8)
11 Vorpal/Heart Seeking/Skull
Crushing; Nat20, roll HD/XPL or under on d20 vs Death
12 Vampiric; death blow and Nat20
Drains 1XPL/HD, adds damage done to wielder's HP
13 Swiftness; Automatic Initiative
(this weapon only) of 1 in melee
14 Severing/Impaling/Crushing; Nat20
Amputates/ruins random limb
15 Equalizer; #AT/r increased to rate
of opponent vs PC in single combat (cannot Dual Wield)
16 Flaming; Nat20 opponent aflame,
+2d6 (+1d6 2nd r), neg regeneration, x2 damage vs cold
17 Galvanic; Lightning Bolt 6d6
(or by hit/No Save) 1/day, absorb same if empty
18 Frosty; Nat20 freezes random
limb, neg regeneration, x2 damage vs fire, extinguish fires
19 Enfeeblement;
Nat20 STR reduced to -2 (TH/Dam, etc) for 1T
20 Dancing; engage for 1r, then
AT 1/r independent of owner until foe is slain, up to 30’
21 Seven Souls; Nat20 Save vs
Death or soul extracted, gain remaining HP, body dies, 7 uses
22 (Blank) Slaying; +4 vs Monster
Type/Class (DInos, Druids, etc), Nat20 x3 damage vs
23 Chaotic; current Special
Effect is Rerolled on this table (d20) each session
24 Lesser Spell; 1st-3rd Level, 1-3x/day, per DM
25 Greater Spell; 4th-6th Level,
1-2x/day, per DM
26 Roll on Ring/Amulet table
until applicable (or choose)
27 Roll on Special Armor Effect
table; when drawn/held
28 Sentient;
Personality, Name, communicates via (d4) Speech, Empathy, Telepathy, Frankensteinian Phrases/Grunts, Alignment;
equal chance Good/Neutral/Evil, Roll Again
29 Extra-Special; DM’s Choice of
Effects; one or two from #1-23, and one or two from #24-27, possibly Sentient, weird metal, etc, has a
grandiose name and legendary history
30 DM’s Choice
Special Missile/Ranged
Weapon Effect (d12) Hurled weapons return to wielder at end of each round. Ranged Weapons may only allow Effects
1-3x/day, or only on Nat20
1 Multiplier; missile becomes 1d4+2
missiles in flight, roll TH for each
2 Broken Fang; tip breaks off/shatters
in wound, additional 1d4HP/day until Remove Curse
3 Ever Returning; reappear in
hand or quiver next rnd after firing if hit scored
4 Screaming; emit a piercing
shriek, target must Save vs Stun; automatic hit
5 Targeting;
if it hits, subsequent shots from same weapon at additional +2 TH for 1T
6 Distance; no penalty for Med or
Long Range
7 Stubborn;
continues to circle and attempt TH for up to 3r, req area to turn back
8 Thunderclap; Save or deafened
on hit
9 Explosive; bang as grenade,
adds 3d6 damage w/in 10’, target No Save, others for half
10 (Blank) Killer; +4 Bonus and
x2 dice vs specific Creature/Class
11 Accurate Deadlacy; No Bonus,
but only misses on TH of 1
12 Special Melee Weapon Effect,
modified per DM
Weird Missiles (d12)
1 Holy Hand Grenade; gold-plated
Chambord bottle, pull-pin, 3-segment delay fuse, explodes in a blinding flash
to the sound of an angelic choir, 90’ range, 30’ radius, auto destroys any
mindless Undead, other Undead gain Save, if made, take 1d10 +10 damage (#1-3)
2 Hornet Dart; if a hit is
scored, transforms into a swarm of angry orange hornets, doing 1d4+1 damage/rnd
for 1d4+1r vs single target, no Save, or area affect, 30’radius, 1d4/r, for
1d4r (#2d4)
3 Pit Pellet; creates 10 cubic
foot pit on impact w/ground, may be thrown up to 30’ (#1d6)
4 Missile Crystal; act as Magic
Missile when thrown, fire rate 3/r, up to 100’ (#d100)
5 Monster Grenade; glass sphere,
can be thrown up to 60’, contains random monster in Gaseous Form, 2d6HD, possibly
mixed types, will fight nearest creature(s) until one is killed. Exact monster is unknown until used, but HD
can be Identified, have stats handy (#2d6)
6 Thunderbolt Javelin; becomes
8d8+8 Lightning Bolt when thrown (#1d4+2)
7 Jelly Bean; becomes a similarly
colored Slime upon impact, toss up to 60’ (#1d8)
8 Bad Egg; may be thrown up to
60’, causes 15’ radius Stinking Cloud on impact (#1d12+1)
9 Gravity
Inversion Cube; hurl 30’, 20x20’ area, fall upward 10’/r for 1d4+2r (#1d4+4)
10 Gelatinous Goo Globule; water
balloon-like blob can be thrown up to 30’, Save and be Slowed by viscous goo
1T, Fail Save, effectively Paralyzed until hard clot chipped away (#2d4)
11 Little Black Bomb; metal balls,
fuse burns 1d4+2 Segments, frags, 3d10, 30’ radius (#2d4)
12 Jar o’ the Swarm; glass jar, metal lid
pierced with air holes, filled with creepy black insects. If opened/smashed, stinging swarm does 2d4+2 HP/rnd
w/in 10’ rad for 1d4+2r, then dissolves (1)
*For a result
of both Weird & Special, roll on both tables until suited, combine in
grotesque fashion for a truly spectacular bomb (#1d4)
WEAPON DRAWBACK/COMPULSION (d12)
1 Must draw or be soaked in blood,
1/day
2 Attacks bearer for up to 1T
when first touched, as FXPL 10
3 Wielder cannot release grip
until prerequisite HD worth of slaying has occurred
4 Geas to seek and destroy (the
killer of) the weapon’s former master, withholds powers
5 Powerless until bathed in the
ichor of (blank)
6 First time touched, creates
Evil Clone, which attacks, survivor may claim weapon
7 Drains one HD from Max HP, but may
temporarily restore this if wielder below 0 HP
8 Certain type of Monster is
immune to any damage/effect
9 Using Special Effect Ages wielder
1d4 years
10 When all foes are slain, Save
or go Berserk and attack nearest Friendly
11 Inverted; Bonus is Penalty
12 Malefic Curse table
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