Samael Black is the owner of the Black Wheel casino and a minor demigod of (mis)fortune. He is Neutral Evil, and uses his powers to alter the chances of players so that he comes out with the biggest profits possible but so that there's always at least one person with a magical winning streak. After all, it's excellent marketing. He can also use his powers for the good of other people. For a price, of course.
Black's powers as an aspect of luck allow him to re-roll dice for any action done in his presence. This includes all actual dice or drawn cards in the game world as well. However, the second roll once rolled has to be accepted and cannot be re-rolled.
Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts
Sunday, February 19, 2012
Tuesday, September 27, 2011
The Hangman's Mask
The Hangman's Mask is actually a noose. To create this noose one must first braid a rope out of the hair of hanging victims, preferably those who were innocent and framed. The noose must then be used to strangle their executioner during a crescent moon.
The enchanted noose can then be worn as a necklace, allowing its wearer to alter his appearance to those of the victims. Though the appearance can be changed at will, all changes after the very first one and any attempt to remove the noose will cause a strangulation roll:
The wearer rolls a d10, with a +1 modifier for every victim he has avenged (by killing the one who framed them, usually). If the result is 4 or less, the noose will attempt to strangle the wearer. While strangling, the noose will lessen its hold (though not coming off) only with the use of Remove Curse or Dispel Evil. Otherwise it loosens only when the wearer dies or the noose is destroyed (it's flammable and easy to cut.)
The noose will automatically try to strangle anyone who framed one of its victims.
The enchanted noose can then be worn as a necklace, allowing its wearer to alter his appearance to those of the victims. Though the appearance can be changed at will, all changes after the very first one and any attempt to remove the noose will cause a strangulation roll:
The wearer rolls a d10, with a +1 modifier for every victim he has avenged (by killing the one who framed them, usually). If the result is 4 or less, the noose will attempt to strangle the wearer. While strangling, the noose will lessen its hold (though not coming off) only with the use of Remove Curse or Dispel Evil. Otherwise it loosens only when the wearer dies or the noose is destroyed (it's flammable and easy to cut.)
The noose will automatically try to strangle anyone who framed one of its victims.
Friday, August 19, 2011
The Wheel of Fortune
The Wheel of Fortune is a unique single-action revolver that belonged to the famed monster-hunter and gunslinger Johnny Claine. The Wheel is easily recognised by its striking blue colors with a silver finish and the 'X' carved on the handle.
Johnny was known for loading a different type of magic bullet into each chamber, so that a quick succession of shots would most likely hold the bane for the creature at hand. This quirk of the gun was amplified when Johnny lost the weapon and his soul in a game of Russian roulette.
The Wheel has an unopenable cylinder, and the weapon therefore cannot be loaded by traditional means. However, after depleting, the gun reloads by itself. The first bullet is always random and impossible to determine before firing. The others follow the first one always in the same order, according to this table:
Roll a d6 for the first bullet
1 - Witchbane: Anyone hit is unable to use magic.
2 - Silver: A werewolf or other shapeshifter hit cannot transform from its current form.
3 - Sacred: Demons and undead take damage until the bullet is removed. Turns water into holy water.
4 - Web: The target is enclosed in webs and cannot move.
5 - Rust: The wooden bullet pierces metal and armor and causes it to rust.
6 - Seeking: The bullet automatically hits its target or the nearest creature if targeted at no-one.
All effects last until the next sunrise. All the bullets except silver and rust are made of cold iron.
The Wheel of Fortune can be destroyed only by using it in a game of Russian roulette and winning. (Which since the gun is always full, would be quite difficult.)
Johnny was known for loading a different type of magic bullet into each chamber, so that a quick succession of shots would most likely hold the bane for the creature at hand. This quirk of the gun was amplified when Johnny lost the weapon and his soul in a game of Russian roulette.
The Wheel has an unopenable cylinder, and the weapon therefore cannot be loaded by traditional means. However, after depleting, the gun reloads by itself. The first bullet is always random and impossible to determine before firing. The others follow the first one always in the same order, according to this table:
Roll a d6 for the first bullet
1 - Witchbane: Anyone hit is unable to use magic.
2 - Silver: A werewolf or other shapeshifter hit cannot transform from its current form.
3 - Sacred: Demons and undead take damage until the bullet is removed. Turns water into holy water.
4 - Web: The target is enclosed in webs and cannot move.
5 - Rust: The wooden bullet pierces metal and armor and causes it to rust.
6 - Seeking: The bullet automatically hits its target or the nearest creature if targeted at no-one.
All effects last until the next sunrise. All the bullets except silver and rust are made of cold iron.
The Wheel of Fortune can be destroyed only by using it in a game of Russian roulette and winning. (Which since the gun is always full, would be quite difficult.)
Wednesday, June 29, 2011
Magpie Grenades
The Magpie Grenade is a hybrid stun- and incendiary hand grenade employed in the Vampire Wars of 1980 in Belfast, Northern Ireland. Its name is a slang version of the official abbreviation "MgP", referring to the grenade's two main payloads; magnesium oxide (for the flash) and white phosphorus (for the flame).
The Magpie proved useful in the fight against vampires as the flash stunned the nocturnal creatures not used to bright light and the fire caused damage that was harder to regenerate, in addition to providing a more permanent light source so the hunters could finish off the blinded and burning beast.
Lately the grenades have seen new use in the tombs of Egypt and the Middle East as the mummies there have proven very flammable, and unlike a normal grenade, a Magpie causes little damage to the metal and stone furnishings of a tomb. Though some obsessed scholars still refuse to employ them on their excavations in fear of destroying precious scrolls.
The Magpie proved useful in the fight against vampires as the flash stunned the nocturnal creatures not used to bright light and the fire caused damage that was harder to regenerate, in addition to providing a more permanent light source so the hunters could finish off the blinded and burning beast.
Lately the grenades have seen new use in the tombs of Egypt and the Middle East as the mummies there have proven very flammable, and unlike a normal grenade, a Magpie causes little damage to the metal and stone furnishings of a tomb. Though some obsessed scholars still refuse to employ them on their excavations in fear of destroying precious scrolls.
Tuesday, May 31, 2011
The Devil's Fiddle
The Devil's Fiddle is a violin with a notorious past. A Stradivarius made in 1699, just before the "golden period" of Stradivari, the Fiddle is rumoured to be the physical manifestation of the contract the fiddlemaker made with the Devil. The Devil's Fiddle is easily differentiated from the other Stradivari by its unusual black surface and the disturbing vibrations the strings create when touched.
The Devil's Fiddle has traveled around the world through the centuries. It never seems to stay in place for long, often auctioned away after its previous owner's gruesome death or mysterious disappearance. The Fiddle has seen many users such as the unknown master Erich Zann and Camille Saint-Saƫns, who is said to have come up with the melody of Danse Macabre after an all-nighter of feverish playing on Samhain.
In addition to its dark inspiration, the violin is said to have strange effects when certain notes are played. Some notes are said to have an averse effects on creatures of the night and some are said to cause nearby religious symbols to shatter. Some of them are claimed to bring prophetic nightmares and visions when played near a sleeping victim.
Further it is whispered that should one play the Danse Macabre alone at night in a tomb, the dead buried there would wake and animate for as long as the player could keep playing. What the dead would do after such a wakening is unknown.
The Devil's Fiddle has traveled around the world through the centuries. It never seems to stay in place for long, often auctioned away after its previous owner's gruesome death or mysterious disappearance. The Fiddle has seen many users such as the unknown master Erich Zann and Camille Saint-Saƫns, who is said to have come up with the melody of Danse Macabre after an all-nighter of feverish playing on Samhain.
In addition to its dark inspiration, the violin is said to have strange effects when certain notes are played. Some notes are said to have an averse effects on creatures of the night and some are said to cause nearby religious symbols to shatter. Some of them are claimed to bring prophetic nightmares and visions when played near a sleeping victim.
Further it is whispered that should one play the Danse Macabre alone at night in a tomb, the dead buried there would wake and animate for as long as the player could keep playing. What the dead would do after such a wakening is unknown.
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