1 | Use the Treasure Conversion System every time a suitable Treasure is found. |
---|---|
2 | Use the Treasure Conversion System whenever a player requests it, before the roll is made. |
3 | Use the Treasure Conversion System whenever a player requests it, if they don't want what they receive. |
4 | Use the Treasure Conversion System when the Games-master wants to place treasures in the dungeon, while planning it. |
5 | Use the Treasure Conversion System if an item is rolled which is already owned by the warrior/by a member of the group. |
6 | Never use the Treasure Conversion System- I don't actually recommend this, but the option's there... |
Score | New Item | Value | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | The item stays as rolled In this case, the Treasure is indeed a Blade of Sea Gold. |
- | ||||||||||||||||||||||||||||||||
2 | Ring This item is a ring which gives the wearer the abilities conferred by the original item, in this case a Ring of Sea Gold. While wearing a Ring of Sea Gold you ignore 1 point of armour. Two Rings of the same type have no additional effect, but two that give the same effect, but are from different Treasures give a cumulative bonus. The Ring of Biting (16) could be worn with the Ring of Sea Gold to ignore 2 points of armour. Warriors may wear a total of 16 rings, counting others like the Ring of Jade. |
Original Value +50% | ||||||||||||||||||||||||||||||||
3 | A Runestone/Sigil A Sigil or runestone burns a design onto one weapon. Simply put, it allows the weapon to have the same skill as the Rolled Treasure in addition to any innate abilities. Any weapon bought from the Weaponsmith may have two Sigils, while a single Sigil may be placed on another Treasure Item. Were I to have the Obsidian Blade, I could add the Sigil of Sea Gold to give make the weapon ignore 1 point of armour in addition to its ordinary power. In this case it would use the Sea Gold Sigil on a roll of 1-3, while 4-6 is as before. Two identical Sigils may be placed on one weapon, a Sigil of Sea Gold may also be placed on a Blade of Sea Gold. A Sigil counts as 1 rune for the purposes of deciding how may runes a weapon can hold. Sigils may be carried about, they do not have to be placed immediately. They cannot, however, be removed. This means that when a Sigil is placed on an item both the sigil and the item are effectively replaced by a single item whose value will be the value of the item plus the value of the Sigil. |
Original Value | ||||||||||||||||||||||||||||||||
4 | A Potion (1D6 doses) This potion may be drunk as any normal potion and it affects your warrior exactly as if he were wielding the Rolled Weapon, in addition to any effects from the actual weapon. You may well have to rename the potion: the Potion of Sea Gold may be renamed the Potion of Clarity to indicate how it allows you to ignore your opponent's armour. Each dose lasts for 1 turn. Drinking more than 1 dose at a time extends the time it lasts for, not its effect (2 doses is two turns, 3 is three turns, etc). |
Original Value/10 per dose | ||||||||||||||||||||||||||||||||
5 | A Talisman A warrior may own up to his Battle Level-1 Talismans (if a warrior already has this many talismans he may not use this one for the rest of this adventure and after the adventure must sell as many talismans as necessary to take him back below this number), and can use any, all, or none each turn. Each Talisman gives your warrior the effects of the Rolled Weapon for one turn in addition to any other effects from your weapons, etc. Any number of Talismans may be used in one turn, and identical Talismans can be used together. Each turn where one or more Talismans are used, roll 1D6 and subtract the number used -1. So if I were using four Talismans, I would roll 1D6-(4-1). This becomes 1D6 -3. If the score is 1 or less one Talisman, chosen by the player, crumbles into dust and is destroyed, giving no bonus this turn. In addition, roll 1D6 for each Talisman your warrior owns at the end of the adventure. Any that score a 1 are exhausted of magic, and can be sold for half their original price. Destroyed Talismans are worth nothing. |
Original Value | ||||||||||||||||||||||||||||||||
6 | Another Weapon Roll an extra D6 to see which weapon is discovered. This weapon is exactly the same as the one in the roleplay book, with all the benefits of the Rolled Weapon. In this case a result of 1 would give you a Knife of Sea Gold, which would be Strength 1, ignore 1 point of armour, and could be hidden in a boot.
Weapons with user restrictions retain their exclusivity. For Weapons Weapons with user restrictions retain their exclusivity. For warriors who can only use a certain type of weapon (Warrior Priests, Troll Slayers etc) you may want to allow them a biased roll. Or you might not. |
Original Cost + Half of the 'Buy Cost' for the weapon. |