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magic items of correction.
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2753
Location: United States
PostPosted: 08-Mar-2007 18:47    Post subject: magic items of correction. Reply to topic Reply with quote

Virgilius, god of wisdom, found himself growing ever more tired of the stupid and inane things that the mortals of the plane were doing. Not only did it offend him to see such stupidity at work, but he also wound up spending so much time correcting these mortals that he was unable to tend to his assorted home improvement projects.

In frustration, he turned to his unused building products for assistance.


Brick of Correction

Whenever a PC says or does anything astonishingly stupid, there's a 50% chance that a Brick of Correction will pick up on it. These Bricks are intelligent, and instantly materialize to the location of said PC.

Once it has found said PC, a Brick will immediately propel itself at the PC. The Brick automatically hits the PC in the back of the head, dealing 1d4 points of damage and forcing the character to save (DC 15) vs. being rendered unconscious; the character may also save to take half damage. The injury also raises a welt that lasts for 1d6 days minus the character's CON bonus. Note that multiple welts heal seperately.

Cinder Block of Correction

As the Bricks are in constant communication with each other, they know whenever a PC is constantly doing stupid things. If the Bricks have to correct a PC more than three times within a 24 hour period, then they will summon a Cinder Block for assistance.

The Cinder Block does 2d4+1 point of damage, with a DC 25 save vs. being rendered unconscious. The resulting welt lasts for 2d6 days minus the character's CON score.

Shovel of Correction

If the Cinder Blocks prove insufficient, then the Shovels are called in.

Each Shovel does 2d6+2 points of damage, and has a DC 35 save vs. being rendered unconscious. The resulting welt lasts for 1d6 weeks minus the character's CON score.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
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Location: Czech Republic
PostPosted: 09-Mar-2007 02:22    Post subject: Reply to topic Reply with quote

Laughing

We have something similar in our games. But these items aren't that well organized.
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Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
Major
Major


Joined: 11-Mar-2004 00:00
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PostPosted: 09-Mar-2007 17:33    Post subject: Reply to topic Reply with quote

I also use divine intervention to supplant stupidity in PC's.

"Your character notices a small dot of light on the ground in front of him/her. Slowly it gets bigger and bigger until it is 10 feet around and you are inside this beam of light from the heavens. Standing in awe, you notice a glowing, golden being materialize in front of you. It looks down upon you and you feel this sense of peace and calm envelope you. It shakes it's head ever so slightly. It's right arms raises up and slaps you in the face. Suddenly all the light winks out and you are left blinking your eyes in the sudden darkness. You notice a throbbing sensation on your face. One of your companions holds up a mirror and you see a large red hand print on the left side of your head."

Said print remains for a week and reduces CHA by 1 for the duration. It is cumulative.
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WhizzbangThePowerSquig
Royal Black Watch Regiment
Master Sergeant
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Joined: 21-Mar-2005 00:00
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Location: Canada
PostPosted: 13-Mar-2007 11:24    Post subject: Re: magic items of correction. Reply to topic Reply with quote

Kraken wrote:
Shovel of Correction

If the Cinder Blocks prove insufficient, then the Shovels are called in.

Each Shovel does 2d6+2 points of damage, and has a DC 35 save vs. being rendered unconscious. The resulting welt lasts for 1d6 weeks minus the character's CON score.


I am reminded of a rather funny scene from the recent Hitchhiker's Guide to the Galaxy movie.
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