Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |
ban-qualities [2025/09/18 18:40] – fantasyadmin | ban-qualities [2025/09/18 18:40] (current) – fantasyadmin |
---|
| 8-17% | **Magical Flux**: The power of this magic weapon or crystal fluctuates. When the magic is present it functions normally; when absent, it becomes ordinary. Roll D100 before each round of firing/combat. On 30% or less, the magic leaves for one turn. | | | 8-17% | **Magical Flux**: The power of this magic weapon or crystal fluctuates. When the magic is present it functions normally; when absent, it becomes ordinary. Roll D100 before each round of firing/combat. On 30% or less, the magic leaves for one turn. | |
| 18-25% | **Treachery**: Units under this character’s command do not automatically accept orders. They must take an Order Test with a +10 modifier. The owner cannot be designated a general. | | | 18-25% | **Treachery**: Units under this character’s command do not automatically accept orders. They must take an Order Test with a +10 modifier. The owner cannot be designated a general. | |
| 26-35% | Wailing: Emits a continual tormented wailing, irritating the owner and those nearby; useless for ambushes. | | | 26-35% | **Wailing**: Emits a continual tormented wailing, irritating the owner and those nearby; useless for ambushes. | |
| 36-42% | **Instability**: Dimensionally unstable. Roll D100 before each combat round. On 30% or less, the blade flickers out of existence, and the character cannot respond. For missile weapons, a roll under 30% causes disappearance mid-flight with no effect. | | | 36-42% | **Instability**: Dimensionally unstable. Roll D100 before each combat round. On 30% or less, the blade flickers out of existence, and the character cannot respond. For missile weapons, a roll under 30% causes disappearance mid-flight with no effect. | |
| 43-49% | **Dark Intelligence**: The weapon has a dark intelligence. Roll D100 each phase. On 20% or less, it seizes control for two turns. The character ceases to command his brigade/unit and only attacks followers of the Light. Movement is random toward a suitable target. | | | 43-49% | **Dark Intelligence**: The weapon has a dark intelligence. Roll D100 each phase. On 20% or less, it seizes control for two turns. The character ceases to command his brigade/unit and only attacks followers of the Light. Movement is random toward a suitable target. | |