1-50 | There are no conditions to the item (it operates as described.) |
The item has no effect: |
51-53 | vs. a certain material* |
54-56 | vs. a certain type of creature (aliens, mutants, magicians, etc.)* |
57-60 | when not in plain sight |
61-63 | vs. 1 type of magical energy (personal, universal, dimensional)* |
64-66 | unless used in the light |
67-70 | on a condition set by the Judge* |
The item will not work unless it consumes or destroys: |
71-73 | an evil magical monster (once a year) |
74-76 | at least the equivalent of a Gd(10) resource FEAT of precious metal or jewels (once every 2 weeks) |
77-80 | a huge energy charge of some form (once a week)* |
81-83 | a roomful of light or darkness (once a day) |
84-86 | a condition and usage rate defined by the Judge* |
87-89 | The item has a hatred for a specific type of creature or thing and takes over the hero when it is close to it, forcing him to attack. Possibilities include daemons, evil mutants, etc.* |
90-92 | The item doubles its effectiveness under certain conditions. The doubling effect could be damage caused, twice the range, twice the duration, etc.* The conditions could include a certain level of karma points that must be obtained by the hero, if the item is used during certain times of the day, and so forth* |
93-97 | The item has an additional known power that manifests itself under certain conditions. Roll or select the new power as normal, then assign a condition* |
98-00 | The item grants the user knowledge of 3 powers from the list of universal energy. Assign a condition to the item as a single item*. |