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ban-qualities

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BANE QUALITIES

If your character selects a weapon from the Dark Blade Magic list, he must roll one D100 to see if it has a bane. If he owes his allegiance to the Darkness, it will have a bane quality on a roll of 35% or less (demons and archdemons are immune from this roll). If he owes his allegiance to the Equilibrium, it will have a bane quality on a roll of 25% or less. Bane weapons can never be discarded and cling to their owners for life. If the blade has a bane quality, then roll one Dl 00 and consult the following table:

DIE ROLL BANE
1-7% Horror: Any character wielding this weapon or crystal may not lead a brigade. He may only lead one unit through direct control, and only if that unit is of the same race as the character. Any animal swarms or packs within 20 cm must take an immediate Morale Test with a -3 morale modifier. Repeat each turn until the victim moves out of range.
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.
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.
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.
50-56% Blood Lust: Roll D100 in phase one of each turn. On 20% or less, the weapon acts independently. For missile weapons, the character fires at the nearest target not under his control until one figure is slain. For melee weapons, he charges and fights the nearest target until slain or wounded. If attacking a friendly unit, that unit responds. Disorder applies if target is missed.
57-63% Flicker: Roll D100 each use. On 30% or less, the owner flickers out of the physical world. Roll D6 to determine effect: 1) teleport 1D10 cm randomly, 2) teleport 5 cm forward, 3) teleport 5 cm backward, 4) attacked by two Howlers for one round, 5) disappears for 1D3 turns, 6) assumes enemy form for one turn and friendly troops attack. Teleportation into rock kills automatically; water requires drowning roll.
64-70% Electrical Discharge: Absorbs excess electrical energy. Roll D100 each use. On 15% or less, discharges a Lightning Bolt in a random direction for 2D10 cm.
71-77% Magical Overload: Absorbs excess magical energy. Roll D100 each use. On 15% or less, discharges excess energy. Consult Failed Magic Table for effect.
78-84% Jinx: Brings constant bad luck. Any unit under direct control automatically fails reaction tests.
85-90% Light Discharge: Occasionally emits a blinding flash of Light affecting troops loyal to Darkness within 10 cm. Frightened troops must take a Morale Test. Roll D100 each use; on 15% or less, discharges a flash. Cave trolls not characters are killed; cave troll characters sustain one wound.
91-100% Possession: Roll D100 each use. On 15% or less, the owner becomes possessed (curious drunkenness) until the preceding phase of the next turn. CF and MF drop to zero; cannot issue orders, fire, fight, or move normally. In phase seven, must make a random move at normal speed.
ban-qualities.1758213573.txt.gz · Last modified: 2025/09/18 18:39 by fantasyadmin

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