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Effects From Exceed Instability Thresholds

Total Value Effect (Remember to add +10 for each excess Instability Level)
01-59 Quiet Hum : Nothing Happens. Yet...
60-89 Strange Headaches : The character suffers 3 strain.
90-99 Spontaneous Dizziness : The character is disoriented until the end of the encounter.
100-115 Unrelenting Fatigue : Until the end of the encounter, the character gains 1 wound for every time they gain a number of strain.
116-129 Physical Breakdown : The character immediately suffers 5 wounds.
130-139 Arcane Mutation : The character immediately suffers a Critical Injury, adding +30 to the result.
140-149 Arcane Pulse : The item with the lowest instability level (chosen by the player if there is a tie) explodes, dealing 12 damage to the character and everyone engaged with them. Those engaged with the character (but not themsleves) may make a Hard (d d d) Coordination or Resilience check, and reduce the damage by 1 for each uncancelled s result. The artifact is not destroyed but the GM may determine the item is damaged a step.
150-159 Artifact Detonation : The item with the lowest Instability Rating carried by the character (chosen by the player, if tied) is removed from the game, and the character suffers the Horrific Injury Critical Injury as per the Critical Injury Chart.
160-174 Arcane Vortex : The two items with the lowest Instability Rating carried by the character (chosen by the player, if tied) fuse and create a vortex in the Arcanosphere, preventing everyone nearby from moving for a short while. Every character within short range from the vortex is immobilized and staggered for the next 2 rounds.
175-189 Drain of Life : The two items with the lowest power level carried by the character (chosen by the player, if tied) degrade to their most basic arcane essence, ceasing to exist physically and instead their essence feeds on the character’s life force. They suffer 1 wound at the start of each of their turns until the end of the encounter. If they become incapacitated due to exceeding their wound threshold, they also suffer a Critical Injury at the start of each of their turns.
190-199 Enforced Stability : A burst of cacophonous sounds irradiates from the character for a split second. All the magic items they are carrying lose their magic properties. Weapons and armor affected this way become their closest mundane counterparts, as determined by the GM.
200-210 Rapture : The items combust into magical multicolored flames that burn for milliseconds, consuming the character and everything they are currently carrying. The character is irrevocably dead, and all of their belongings, gone. However, the sudden burst of colors is quite the spectacle, even if a short-lived one.
211+ Annihilation : The instability of the items has reached critical mass and all Unstable Artifacts within long range detonate, annihilating their carriers and everyone and anything within extreme range.

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