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Forged: Unknown
Enchanted: Unknown
Appearance: The Chakram appears to be a metal disk with a razor sharp
edge, just like a normal chakram. It is about one foot in
diameter. It has a constantly swirling iridescent finish
which comprises the 7 colors of the rainbow.
Type:
Special Abilities: When thrown, the disk fragments into 20 separate disks of smaller size,
each approximately 2" in diameter. Each of these disks is also razor
sharp, but unlike the primary disk, each of these secondary disks has a
very specific color. These disks fly out in all directions,
guaranteeing a hit on the intended target, but will very likely hit any
'innocent bystanders' nearby.
Roll for each disk separately to determine whether a hit is made on the
intended target or not. Any stray disks randomly hits any object (The
DM may either choose the object hit or may roll randomly.) There are no
'to hit' bonuses due to the presence of multiple projectiles.
Treat each separate disk as a +4 weapon for the purposes of hitting
creatures which are only affected by magical weapons.
Each separate disk will inflict 1d10 of damage.
In order to reassemble the disk, all twenty individual disks must be
retrieved and placed in a black velvet bag along with a scale of any
dragon type for no less than 12 hours. The dragon scale disappears at
the end of this period.
Creator: Chad Okumura
Notes:
A very formidable weapon, but best if used out in the wilderness
or if alone, as it may possibly hit other members of the party, or
other unintended targets.
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Forged: Unknown
Enchanted: Unknown
Appearance: A common cloth belt pouch with a golden drawstring. When
opened, the bag will be full of quicksilver.
Type:
Special Abilities: The quicksilver in the bag is not ordinary quicksilver. In order to be
used correctly, the owner must reach into the bag, grab a handful of
the 'quicksilver' and throw it in the direction of the opponent.
Depending upon the surface and atmosphere, the quicksilver will have a
variety of effects:
1) If anywhere indoors or on a hard flat surface, the quicksilver will
bead upon coming into contact with the floor. This has the effect
of trying to walk or run on greased ball bearings.
2) If in a forest or other grassy area, the quicksilver quickly
expands and will cover a 10' x 10' area, and will be incredibly
slippery; no movement is allowed. All those caught in the slick
must be pulled out.
3) If underwater or in the air, the quicksilver quickly sublimates and
becomes an inky grey cloud, obscuring vision and magically altering
the vertigo of any living creature within the cloud.
4) If in a desert or dirtland type area, the quicksilver will solidify
and sharpen itself, becoming caltrops which will penetrate ANY
armored surface. They will cause only 1 point of damage, but
running or walking becomes very painful, if not impossible.
If thrown in a subject's face, the quicksilver will thicken quickly,
suffocating the target (that is, if the target breathes). At the very
least, it will obscure any sensory organs covered by the slick, and,
like effect 3, will magically alter the vertigo of the target.
The quicksilver cannot be 'poured' out; even if turned upside down,
nothing will drip out of the bag.
Creator: Chad Okumura
Notes:
Primarily an excellent defensive weapon, it has some use as an
offensive weapon, but only at extremely close ranges (two feet or
less). Ideal for a thief type character.
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