Kobold Creation

Result

(B)rawn- Roll 2d6

(E)go- Roll 2d6

(e)xtraneous- Roll 2d6

(R)eflexes- Roll 2d6

Pick one skill from each STAT

=EDGES=

+Bark like a kobold= Before rolling the dice, the player can bark, growl, and generally act like their kobold to have the difficulty of any action reduced by one die. Each subsequent use requires the player to louder and generally more obnoxious then the last time they used this edge.

+Kobold senses= You have nightvision and perfect smell.

+Roll on "Edges"

=BOGIES=

-Fearless= Any action counted as being overly cowardly results in a KHDC.

-Roll on "Bogies"

=SELECT ONE=

| Roll on "Gear" |

or

| Roll on "Gear" |

Subcharts

Edges (1d30)

1d30 Result

1

Useless= You have no natural perks

2

Animal Chum= Animals will not attack you unless you specifically attack them.

3

Bouncy= Your kobold will never go below 1 HIT from fall damage

4

Fatty Goodness= Your kobolds max HITs are increased by an additional 1d10

5

Troll Blood= You can skip your turn to gain 3 HITs from resting. You can't be in combat to use this.

6

Winning Smile= As long as you are smiling (Both in game and in real life), humans will not hurt you! (Until they get a reason to.)

7

Junk Warrior= You gain an additional +1 DAM with non-weapon weapons, you also can gain an extra TOHIT for free without an additional DIF-DIE being added.

8

Natural Predator= Fangs and Claws do an additional +1 DAM

9

Hercules= You are double the size and can use human weapons as they would and can now one hand two-handed kobold weapons. You MUST flex and strut your pride to use this edge every time you attack.

10

Natural Magick= You gain a free random magick spell. You can use this even if you don't have the LACKEY skill.

Roll on "Random Magick"

11

The Jack of Two Trades= You can pick two extra skills of your choice.

12

Smoke Breathe= You gain the ability to blow smoke and blind foes on a failed BRAWN roll for 1d6 turns. Making them have to add 2 die for every vision-based action. You can use this ability once per every two points in BRAWN stat.

13

Aqua Lad= Gain Water Breathing and gain immunity to WRASSLE and being tied down. You slippery fellow!

14

Important Figure= You are most important to other kobolds. Gain two guard kobolds that share half of your STATS and start with empty hands that can be filled with gear. If killed more will be given in your next expedition. They will never betray you (In terms of harming or stealing from you).

15

One with All= Gain telepathic communication with all kobolds in the surrounding area

16

Master of One= Gain +5 in any STAT

17

Death Defiant= Every time you are to gain a death check, roll a d6. On an even number, don't gain that check. Also any fatal DAM will instead reduce you to 1 HIT (This can only happen once)

18

Natural Leader= You call the shots. You may give a command and upon passing a 3 Dice EGO roll they MUST do as told. In addition all other kobolds lose -6 VP for killing you.

19

Dragon Junior= You are a fiery red color and are immune to fire DAM. In addition if a dragon sees you, instead of killing you, it will think you are its own and attempt to grapple you into its mouth and take you home gaining you 15VP. (This removes your kobold from the game, and forces you to create a new one. You may keep this info hidden from the others or flat out lie about it. If you chose to lie the Mayor MUST cover your back on it. But ONLY if you pick the BARD skill, if for whatever reason you do not pick it, you can not lie about your edge.)

20

English Major= You can understand human speak completely. Even if you can't fully speak or write it. You gain the SPEAK HUMAN skill with five words of your choice. If you already have SPEAK HUMAN, you may add these five words to your current vocabulary.

21

Past Echo= You may gain a item, weapon, or armor from your most recent dead kobold (Even if it was stolen or lost), AND reclaim their best STAT and replace it with your current one (If its better), if it is not better (Or you simply prefer this option instead), you may gain (one of) their EDGEs instead.

22

Lucky Bastard!= Once every random table roll: Roll twice and pick the best option.

23

Smiths Touch= All weapons you obtain gain +1 DAM, and all armor worn gains +4 HITS.

24

All Seeing Eye= You may understand knowledge beyond your kobolds understanding. This gives you access to hidden knowledge behind certain spells and items that would normally be unknown to you. Ask the Mayor if your ability applies if uncertain.

25

Weapon Familiar= You may transfer the spirit of magic into any weapon to have it gain this random effect.

Roll on "Weapon Familiar Perks"

26

Buts Arm= You gain a prosthetic arm with a cannon built in. It can only be shot ONCE per expedition and requires a REFLEX roll to attack with it. It does 2d6+8 DAM.

27

Pile of Bones= You are undead! Every time you are to die you can instead lose -4 to a random STAT and be revived back to (your new current) max HITS

28

Secret Homeboy= You have a guardian angel somewhere out there...

29

Among Us= Killing other kobolds is worth double the points (You may keep this info hidden from the others or flat out lie about it. If you chose to lie the Mayor MUST cover your back on it.).
In addition to this, you gain the BARD skill for free (This way you can actually lie about it.)

30

Vor's Chosen= Gain +3 to all STATS

Weapon Familiar Perks (d6)

d6 Result

1

[Boomerang= This weapon can be used as a ranged weapon that scales off of your REFLEX STAT.]

2

[Blessing of Mild Inconvenience= Upon hit, the target must pass a REFLEX roll against your COMBAT DICE or fall on their face and drop their weapon.]

3

[The Mythical 20= This weapon can crit (double the DAM) upon rolling the lowest possible roll when attacking.]

4

[Shared Mind= The weapon shares your mind and allows you to have advantage on all EGO rolls.]

5

[Cry of Jest= You must yell out a war cry or catch phrase when attacking. If you succeed in making someone (other then the Mayor) at the table laugh, you gain +2 DAM to the hit.]

6

[Magick Cocktail= Has a 1 of 6 chance (6 result on a d6) to cast a random magick spell in your favor on each successful hit.]

Random Magick (1d30)

1d30 Result

1

Summon Horrible Demon That Enjoyeth Eating Kobold: This spell is fake. You made it up just because you ran your stinkin mouth about how you knew a powerful spell. The player must chant "DEMON CONSUME US ALL!" Roll a 3 dice EGO check and act like you're conjuring up something, maybe they'll run away!

2

Wall of Beer: After the player recites the magic words "TAPPA TAPPA MEGA, WALL O' BEER OMEGA!" while doing a little dance, a wall of booze appears around them. The Koblad gains 2 Combat dice and critters passing through must make a 4 dice BRAWN roll.

3

Hagen's LARPsfucation: Make yourself Invisible for d6 turns. The player must keep their arms wrapped around themselves like a vampire the whole time or the spell fails.

4

The Kobold Mind Trick: You have the ability to influence the mind of another creature by issuing a simple nonviolent command. This lasts 1d6 turns and must be spoken in a low soft tone.

5

Bail's Floating Frying Pan: This frying pan floats and makes all COOK rolls 2 dice easier. It can be used as a weapon that does 3 DAM. The caster must ask other player "Can you smell what Resolve: {INSERT KOBALD'S NAME HERE} is cooking!?" To cast this spell.

6

Restor's Spell of Somnolence: Make a mighty yawn and make d6 creature fall asleep for d6 turns. If there aren't enough critters in the area, make the players fall asleep to make up the difference (Even the caster). Any player caught yawning after this falls asleep for 1 turn.

7

Tabriz' Ball of Flaming Death: A line of fires erupts and tears towards your opponents. The fire does d6 DAM and catches all thing combustible aflame. The player must laugh maniacally to cast this spell.

8

Lord Elmers Ball of Glue: Conjure an orb of stickiness from the Quasi-Elemental Plane of Adhesives. Launch it at a victim to stick them in the glue which makes all REFLEXES rolls 1 die harder. In addition, the victim can't put any items down, and anything they touch becomes stuck. This lasts for 2d6 turns. To cast, the player must mime their strongest bowling technique.

9

Sandor's Spell of Summoning Chicken: Chant the secret words of this spell (A very bad chicken impression) and a chicken will instantly appear in your hat. If you have this spell you gain a keen hat with 2 ARMOR HITS. The chicken will obey all of your commands.

Magic Chicken Stats: B 3/ E 6 / e 6 / R 15 / CD 4 / HITS 2 / Egg- DAM 1  (Ranged) / - Tastes like Chicken.

10

Classic Wild Magic: Cover your eyes and pray to Vor, cause only Vor knows what will happen next.

11

The POOF Spell: With an audible POOF, the player disappears within smoke, and their next turn appear up to two squares away in any direction, through any object. Difficulty 4d6.

12

The Spell of Mostly Unspeakable Horrors.: The horrors of this spell are too unspeakable. (Except for the poli-dimensional tentacles, that really aren't all that bad). To cast this sinister incantation one must howl and wail madly. The Target of this spell makes a Kobald Horrible Death Check, and 1 DAM for each check the caster has!

13

Great Feast of Tysonus: You raise your hands into the air and chant "Winner Winner Chicken Dinner" and summon a great chicken feast, all living creatures who see this spell must attend the feast and put their woes to the side and eat. This spell cannot be casted unless at least two creatures can attend. When done eating all creatures attending gain 1d6 HITS and the one who passes a BRAWN and REFLEXES roll in competition with everyone else finds a wish bone that grants 1d6 VP.

14

Roznod's Mighty Barrelzord: Pose like a mighty powerful ranger from another world and make the noise of your favorite animal, then conjure a sophisticated barrel suit about 4 feet tall that increases any chosen stat by 5. The suit has 10 ARMOUR HITS, allowing you to function normally and use larger weapon sizes. The spell ends when the suit breaks.

15

Resurect Kobald: Lift out your hands in front of you and lift them up as if you were controlling a puppet and announce "RISE ANCIENT BEAST!", then, proceed to bring back to life an old Kobald from this session at random for 1d6 turns.

16

Warp Gate Door: Conjure a door in front of you and point forward into the doorway as you say "To greener pastures!". When stepping through be warped to the closest doorway in another location.

17

Plaknius's Divine Crossing: Summon a 20 foot long x 2 foot wide piece of lumber while calling out to the stars "Grant me a bridge to reach the heavens!". All living creatures may walk across this. No matter the angle or position. It can't be budged or moved.

18

Visions of Youth: Babble the sound of an infant and gain the nearest childs eyes. You can see everything they see and as long as you continue to babble you can hold this connection.

19

The Jesters Freaky Finger: Point at an enemy and on a 3 dice EGO roll blow all the clothes (or fur) off that enemy. That must make a 4 dice EGO roll to resist not running away in shame. To cast this spell, point your finger an say "Lets Get Frea-KAY!"

20

Betty's Bounce: With an audible "BOING" make any creature spring off 20ft in any direction you desire.

21

Hay in a Needle Stack: The caster rubs their hands together and says menacingly "Lets play a game". before dropping a massive pile of needles onto a victim. They must pass a 3 DIE BRAWN check to escape taking 1 DAM for each failed attempt. Alternatively the person inside can make a 3 DIE EXTRANOUS check to find the "Magic Hay Piece" that will turn into 3 random items that the finder can then choose one from and continue to attempt escaping. If the victim that finds this "Magic Hay Piece" has the SPELUNK skill: they get to pick from 6 random items instead.

22

Herdward: Make a lasso motion and say "You's in Texas now boy" in a cowboy accent and create a magic lasso dome that traps all creatures, small critters, babies, and kobolds inside for 1d2 turns. They can leave the sphere upon a 3 DIE BRAWN check.

23

Super Haymaker Warrior Haymaker Season Spring: Get into a strong stance and let out a long mighty yell. In this yell you must make rolls: Starting with two dice roll until you beat your BRAWN score. If you are still able to hold your yell and pass this check, take a breath and yell again but louder and this time attempt to pass  with three dice instead, and if you succeed, repeat the process with four dice, then five, and so on. Do this until exhaustion and gain +1 to all STATS for every roll you passed. Then look at the rest of the kobolds at the table and say: "This is my Super Haymaker Warrior Haymaker Season Spring Form (Insert number of successful rolls). This form grants long glowing golden hair made of hay and last for Xd2 rounds. X representing the amount of successful rolls you achieved.

24

Boomstick Blessing: You must have "Gangsters Paradise" intro playing at the table to cast this spell, and while the intro plays you must take the accent of a southern preacher and bless into existence a spectral double-barreled boomstick with two rounds. You may shoot one round at a time with a REFLEX roll or both at the same time with a BRAWN roll. The shots deal 1d6 DAM.

25

Cactus Carapace: Scowl at the table and growl "Are ya feelin prickly punk" in your best Clint Eastwood accent and gain cactus skin that fires out needles into any creature that attacks you dealing 2 DAM. This counts as armor and has 10 HITS.

26

High Noon: Pick a target and mutter in a stern voice "Its High Noon" and conjure a long empty road. Both you and the target stand facing each other and make a REFLEX check on 2 DIE. Who ever beats their REFLEX score (or gets the lowest roll) wins the finger gun draw and deals 6 instant damage to their opponent from imaginary brain damage.

27

Polymorph Self (Into Object): Click two objects of little to no use together and morph into any small (Useless) object for as long as you please, if casted on another creature they must pass a 3 DIE BRAWN check or be turned into any  small and useless object of choice.

28

Shift Matter: You may let out a smug grin and clap your hands together with a "I'm feeling lucky" and morph any item on your person into a random item, weapon, armor, or spell. You must a d6: On a 2-5 it morphs into something else and you gain a HKDC, on a 1 it turns to a pile of dirt and you gain 2 HKDC, on a 6 it duplicates and turns into 2 random items instead without gaining a HKDC.

29

Jailers Cursed Bounty: Summon a wanted poster on a target by pointing at them and saying in a cowboy accent "Yous worth alotta money boy!".  All enemies who see this poster and fail a 3 dice EGO check  will be tempted to kill the wanted creature for a nice payout.

30

Conjure Snake Oil Salesman: Conjure a Snake Oil Salesman that will annoy targets and even block HITS by drawing aggro. To summon him you must make a terrible sales pitch about a mysterious liquid in a bottle.

Snake Oil Salesman Stats: B 8 / E 10 / e 14 / R 8 / CD: 2 / 8 HITS

Bogies (1d30)

1d30 Result

1

Vor's Despised= -3 to ALL STATS

2

Animal Foe= All animals run from you, and if cornered they will attack.

3

Foul Smelling= You smell so bad that when near other creatures with noses they can track you down and pinpoint your exact location.

4

Hungry= When around anything that is injured you must make a 3 dice EGO roll or go into a feeding frenzy.

5

Kobald in Heat= Dogs will follow you around until it can get you alone. Every time you encounter an adult human you must make a 3 dice EGO roll, or attempt to hump their leg. Each turn spent humping reduces the EGO roll by one die.

6

Tastes Like Baby= Should you become wounded, all critters (Except Humans) in the adjacent area make an EGO roll at 3 dice. If they fail they rush to eat you. If a Kobald with the Hungry bogie is nearby, they make a 5 dice EGO roll.

7

Weird Posture= You can't walk on two feet! You must use a hand as a prop up or make a 3 dice REFLEXES roll. If you are holding an object in your hands, you must make a KHD check for each item.

8

Vegetarian= You can't heal by eating meat! Go eat a salad!

9

Up Syndrome= Wow! You're a bit dumber than the rest. Every EGO roll adds an extra dice, and you can no longer take the SPEAK HUMAN skill. The player now must speak with a "Slower tone" until death.

10

Anti-Social= You can't cooperate with anyone! You'd rather be smashed by a falling cow then work with your fellow man. At any sign of co-op play, make a KHD check.

11

Bounty Target= You have a bounty on your head! Being killed by other Kobalds rewards them with 9 VP instead of 6 VP.

12

Roadkill!= The universe has decided that you will probably die first. There are 6 vultures flying above you at all times. Upon reaching 3 HITS it will swoop down to eat you.

13

Mute= You can't talk. Not as a Kobold or a player. Talking WILL result in a KHD check.

14

Fat Lard= Your movement speed is cut in half, and must make BRAWN checks at 2 dice every time you move around the board. You must do this until you succeed.

15

Bad Omen= Someone out there has been training their whole life...

16

Scam Dealt= All VP shops require two more extra VP for every purchase

17

Weeper= When seeing anything die you must make an EGO roll on 2 dice. On failure, you will be reminded of your impending doom. Go sit in the nearest corner and cry loudly like a baby for 1d3 turns, and gain a death check.

18

WANTED: Dead or Alive= The Mayor rolls 2d6 in secret. If your kill count goes over this amount this round, you will reap the seeds of justice and be hunted by The Sheriff of The Cosmic Frontier. Keep a low profile partner. He carries a Big Iron on his hip.

19

Fury!= When taking DAM. Make a 2 Dice EGO roll. On failure enter a bloodlust and attack anything and everything at random.

20

Slooooooow Assssss= You... Are... So... Slow... You... Go... Last... In... Every... Combat... Encounter... And... Skip... Every... Other... Turn... In... Them... You... Must... Also... Talk... Very... Slowly...

21

Tastes Like Chicken= It is a well-known fact that Kobolds are extremely tasty when prepared correctly. Should a Kobold become wounded, all critters (Other then Humans) in eye sight of the Kobold must make an EGO roll at 2 dice. If the result is greater than the creatures EGO, the desire to eat the tasty little Kobold becomes overpowering.

22

Noodle Arms= You can no longer use two-handed weapons, or anything that requires two hands to use. You must now two hand one-handed weapons or items.

23

Blind As a Bat!= You can't see anything! But luckily for you kobolds have a superb sense of smell! ALL actions require a BRAWN check of 2 dice before acting like normal. This roll, once rolled, MUST be sniffed vigorously and MUST be announced to the table what number you "smelled".

24

One with the Flock= Upon seeing any new critter in your travels. You must make an EGO check at 2 dice or polymorph into the seen animal. You keep all of your Edges and Bogies but are now that animal. All stats are slightly tweaked (Half the difference in stats, gained OR lost) to make you closer resemble that animal.  If they don't have thumbs, your mouth becomes your new one and only hand.

25

Cursed Blood= You are immune to ALL healing. Memento Mori little kobold.

26

Children of The Corn= All babies on the map are protected by 2 corn elementals that are ONLY hostile towards YOU.

27

Off the Meds= You're batshit! Your mind conjures enemies that AREN'T there. They exist and act as normal, even STILL being able to interact and deal harm to you! The only why to remove them is to question your sanity and make an EGO check on 3 dice. This can only be done ONCE per encounter. The entities conjured by your insanity DO NOT reward VP.

28

Pocket Portal Void= Your pockets are voids to an unknown realm! Before your turn begins, roll a d4, and on a 1 lose an item stashed on your kobold to the void forever before being able to use it! USE IT OR LOSE IT!

29

It's Cowboy Time!= You aint afraid of no critter! No sir! Every time you see a critter, no matter how big or small (Biggest creatures take priority), you must make a 3 dice EGO check to resist the urge to straddle and saddle the poor thing and ride it like a cowboy! YEEHAW! Once you fail the roll, you must dawn the hat of legend while everyone at the table says out loud "ITS COWBOY TIME!". Once on the creature you must pass five 2 dice BRAWN checks while the creature makes five BRAWN checks against you. If you fail a roll even once or the creature succeeds in any of its rolls, you get flung off and take 1d4 DAM. If you somehow pass all rolls you gain 5 VP for being a true member of the wild frontier.

30

Faultless: The only thing wrong with you is that you are a kobold!

Gear (1d3)

1d3 Result

1

Roll on "Armor"

2

Roll on "Weapons"

3

Roll on "Items"

Armor (d45)

d45 Result

1

Back Pack= 3 ARMOUR HITS. Can hold one item roughly the size of a baby. Doesn't count for items held in hand.

2

Socks= 1 ARMOUR HIT

3

Tee Shirt= 2 ARMOUR HITS

4

Leathar Jacket= 6 ARMOUR HITS

5

Beer-Barrel Armour= 9 ARMOUR HITS, Penalty Die to ATHLETE checks.

6

Discarded Kids Clothes= 1 ARMOUR HIT

7

Big Shield= 12 ARMOUR HITS (Counts as an item)

8

Khaki Pants= 2 ARMOUR HITS

9

Leather Britches= 4 ARMOUR HITS

10

Metal Pot Helm= 10 ARMOR HITS

11

Gladiator Shoulder Pad= 5 ARMOUR HITS (+1 DAM to all Swords)

12

Spiked Plate= 6 ARMOUR HITS (1 DAM to anything physically touching you.)

13

Hunters Cloak= 2 ARMOUR HITS (All EGO rolls to catch you hiding must add 1 die.)

14

Dog Pelt Hat= 3 ARMOUR HITS

15

Small Overalls= 3 ARMOUR HITS (Can hold one small ITEM, the Mayor will be the judge.)

16

Oaf Clothes= 4 ARMOUR HITS (You can run 2 movement faster, but can you outrun the shame?)

17

Robes of Vor= 5 ARMOUR HITS (Double the potency of Vor Idols.)

18

Prisoner Bracers= 4 ARMOUR HITS

19

Baby Swaddle= 2 ARMOUR HITS (Can carry babies and allow all hands to be free.)

20

ChainMail Piece= 1d6 ARMOUR HITS

21

Chicken Suit= 5 ARMOUR HITS (You can be a coward!)

22

Plague Mask= 4 ARMOUR HITS (Immune to all gases)

23

Spooky Blankets= 2 ARMOUR HITS (Spooks victim for 1d2 turns on a failed EGO 2 dice roll)

24

Deputy Cowboy Hat= 2 ARMOUR HITS (You can use rope as a lasso)

25

Super Bush Pig Shoes= 2 ARMOUR HITS (Add one die to your COMBAT DICE, and gain +5 movement)

26

Plate of the Mighty= ARMOUR HITS equal to BRAWN.

27

Bramble Ghillie= 7 ARMOUR HITS (When completely still, no one sees you.) [FLAMMABLE]

28

Earth Amulet= 3 ARMOUR HITS (Regens after 1d6 turns)

29

Scholar Robes= 4 ARMOUR HITS (Gains no HKD checks when casting magick)

30

Lucky Monocle= 1 ARMOR HIT. Reduce all rolls by 1 dice any time you use the SPELUNK skill.

31

Wyrmhide Mantle= 10 ARMOR HITS. Gain resistance to all Dragon DAM.

32

Mist Veil Cloak= 3 ARMOR HITS. Once per expedition you may warp 30ft in any direction.

33

Iron Pauldrons= 4 ARMOR HITS.

34

Death Defiant Gambeson= 5 ARMOR HITS. Grants the Death Defiant EDGE.

35

Earring of Truth= 1 ARMOR HIT. Gain immunity to BARD skill.

36

REFLEX Talisman= 2 ARMOR HITS. Allows a single re-roll on any REFLEX check.

37

BRAWN Talisman= 2 ARMOR HITS. Allows a single re-roll on any BRAWN check.

38

EGO Talisman= 2 ARMOR HITS. Allows a single re-roll on any EGO check.

39

EXTRANOUS Talisman= 2 ARMOR HITS. Allows a single re-roll on any EXTRANOUS check.

40

Hand Scarf= 3 ARMOR HITS. (Grants a third magical scarf hand.)

41

Infinite Ammo Holster= 3 ARMOR HITS. Gives infinite ammo for Irons and gives a Tiny Iron if an Iron is not owned already.

42

Eject Boots= 4 ARMOR HITS. Have a 25% chance launch you out of harms way when your kobold would take 3 or more DAM in one hit.

43

Cowboy Hat of Status= 2 ARMOR HITS. All creatures that oppose you must make a 3 dice EGO check or be stunned for one round by your epic cowboy stance.

44

Chicken Chief Hat= 3 ARMOR HITS. All chickens who gaze upon you must make a 2 dice EGO check. Upon failure they join you in your expedition.

45

The Yeehaw Shit Kickers= 4 ARMOR HITS. Gain a free attack through a swift boot kick that does 2 DAM.

Weapons (1d40)

1d40 Result

1

Stick= 1 DAM (Can be thrown to distract dogs) (1H)

2

Club= 2 DAM (Bonus Die to BASH skill) (2H)

3

Hammer= 1 DAM (Bonus Die to Bash skill) (1H)

4

Dagger= 1 DAM (1H)

5

Small Lame Sword= 2 DAM (1H)

6

Cooking Utensil= 1 DAM (Bonus Die to COOK skill) (1H)

7

Iron Skillet= 3 DAM (2H)

8

Chain= 2 DAM (Bonus Die to WRASSLE skill) (2H)

9

Hand Axe= 2 DAM (2 Bonus Die to BASH skill on wooden objects) (1H)

10

Sling Shot= 1 DAM (Ranged) (2H)

11

Butcher Knife= 1 DAM (Additional +1 DAM to Farm Critters) (1H)

12

Parrying Dagger= 1 DAM (Add 1 Combat Dice added against you for blade weapons) (1H)

13

Small Lute= 2 DAM (Gain 4 HUMAN SPEAK words to speak, they can only be used in song) (2H)

14

Angry Goose in Cage= See Stats

15

Torch= 1 DAM (FIRE) (1H)

16

Dragon Scale and Ink= 1 DAM (Can be used to draw or write) (1H)

17

Nun-Chuk= 4 DAM (Must pass a REFLEXES roll of 3 die or else...) (1H)

18

Stick of Stench= 1 DAM (Victim must pass BRAWN roll of 3 die or be sick for one turn) (1H)

19

Survival Bow with Roll 2d6 Arrorws = 2 DAM (Ranged) (2H)

20

Bigger Claws= 2 DAM (Can attack twice in one turn without penalty) (FrH)

21

Lance= 1-4 DAM (Requires running. Gains 1 DAM for each square moved up to 4 DAM) (2H)

22

Boat Oar= 2 DAM (2H)

23

Small Epic Sword= 2 DAM + 2 DAM in element of choice. (1H)

24

Cursed Dagger= 3 DAM. (When you deal DAM with this take 1 DAM.) (1H)

25

Whip= 1 DAM (Target is stunned for one turn on a failed 2 dice BRAWN roll) (1H)

26

Paladin Gauntlet= 1 DAM (Every HIT landed grants 1 ARMOUR HIT) (1H)

27

Blink Dagger= 1 DAM (+1 Combat Dice against you on Crit) (1H)

28

A Tiny Iron with Roll 2d4 Bullets= 1 DAM (1 Round capacity, ARMOR piercing. A turn must be taken to reload the Iron) (Ranged) (1H)

29

An Iron with Roll 2d6 Bullets= 2 DAM (3 Round capacity, ARMOR piercing. A turn must be taken to reload the Iron) (Ranged) (1H)

30

Anti-Beast Blade= 2 DAM (+2 DAM to ALL critters) (1H)

31

Dragon Slayer Blade= 2 DAM (+4 DAM to Dragons) (2H)

32

Blood Letting Hand Axe= 1 DAM (Roll a d6 after every kill with this weapon (other tools of death do not count). On a 6, increase this weapons DAM by 1 for the rest of the expedition. This stacks infinitely, but resets back to 1 DAM once the expedition is over.) (1H)

33

Prick of Death= 1 DAM (If this needle crits it instead does 5 DAM with ARMOR piercing) (1H)

34

Anti-Tank Hammer= 3 DAM (DAM becomes ARMOR piercing and instantly shatters an entire ARMOR piece at random upon a critical hit) (2H)

35

Slime Club= 1 DAM (Cuts movement speed in half upon a failed 2 dice EXTRANOUS check for 1d2 turns) (1H)

36

Bewitching Branch= 2 DAM (Upon a failed 2 dice EGO check the creature hit by this is charmed for 1d2 turns) (1H)

37

Rapier= 2 DAM (Ignores KHD check when using the DUALIST skill.) (2H)

38

Boomerang= 1 DAM (When DAM is done roll a d6, 1-4 return back, 5-6 hit another target of choice. Repeat until it returns.) (Ranged) (1H)

39

Roll 2d2 Sticks of Dynamite= 5 DAM to all who fail a 2 dice REFLEXES check. (Gain a KHD check on use) (Ranged) (FrH)

40

Garden Hoe= 2 DAM (Does an extra 1 DAM to plants and plant based creatures)

Items (1d45)

1d45 Result

1

Potion of Create Potion= When you drink this potion, another potion of create potion appears close by.

2

Bag of Marbles

3

25 Feet of Rope

4

10 Foot Pole

5

(Booze) Roll on "Booze"

6

Spice Sack= Use this with the COOK skill to increase HITS gained by eating by 2

7

Archive Pages= Roll on "Archive Amount"

8

Ring of Human Speaking= You can talk to humans.

9

Cup of Milk Elemental Summoning= (Ask Mayor)

10

Bag of Holding: Chickens= (Ask Mayor)

11

Butter Cookie Tin= Roll a d4, on a 4, find cookies that heal 4 HITS! On any other number, find disappointing sewing supplies.

12

Vor Idol= Sacrafice a baby at this alter to gain +3 to any chosen STAT.

13

Decoy Kit= Set up a dummy to fool any one on a failed 2 dice EGO check

14

Sand of the Pocket= Throw this pile of sand in anyones face and on a failed 3 dice REFLEXES roll, they must rub the sand out until they pass a 2 dice BRAWN check.

15

Ring of Defenestration= (It throws whoever puts it on out (or into) the nearest window.)

16

Phoenix Quill= (Words have power)

17

Crack Towas Mystery Bomb= Deals 4d4 DAM to anyone whos fails a 2 dice REFLEXES check (Gain a KHD check on use)

18

Mighty Acorn= Summon a massive tree

19

Soap Bar of Power= Must pass a 2 dice BRAWN and REFLEXES check to hold this. Takes up a hand slot. Increase weapon DAM by 2 when held.

20

Dead Rat= It smells really bad, more then you even could.

21

Alchemy Jug: Mayo= Conjure infinite Mayonnaise

22

The Carton of Many Eggs= (Ask Mayor)

23

Jar of Roll 2d6 Bees

24

Madmans Pill= (Theres only one way to find the answer...)

25

Small Cart (Holds 3 items)

26

Phantom Glove= Can use STEAL skill from a distance.

27

Bag of Mystic Winds= On a successful 3 dice EXTRANOUS check, Leave the local during combat.

28

How to Kill for Dummies= Take a turn to read this book and on a 3 dice EGO check learn how to do an extra 2 DAM to target foe. Using the book again will increase the dice amount to 4, then 5, and so on.

29

The Un-Unmovable Rod (The Original)

30

Magic Spoon of Digging= Can dig tunnels at rapid speeds

31

Frog Ward Candle= Summon 1d6 Frogs to aid you.

Frog: 3 B /  5 E / 10 e / 10 R / 1 HIT | STEAL

32

Encasing Knight Doll= A doll that expands and traps any living creature inside upon a failed 3 dice REFLEXES check, grants 20 ARMOR but renders creatures immobile.

33

Tiny Trusty Stead!= A pony that's perfect size for a kobold! Roll a d4 upon getting it, upon rolling a 4 you get a "Not-Horse" instead of a normal one. Has half a horses STATS. You can give it a name.

34

Skeleton Key= Opens any lock

35

The "No No" Mushroom= It grows like an infection until it eats the creatures it covers alive. Each turn they must pass a 2 dice EXTRANOUS check and on failure they lose -1 to their BRAWN stat. Once it reaches zero, they die and become a mushroom colony.

36

Tractor Beam Deployer= Summon the multi-bold Tractor-Zord

37

Silly Dragon Drawing= Draw a goofy dragon companion. (4 3d6+2 for STATS)

38

Goblin Hit Coin= Pay VP to summon goblin allies

39

Gold Rush Pick= Make a KHD check when using this item.  Make a 3 dice BRAWN check to dig around water and find gold! Any merchant will chase you down to trade with you regardless of what they have. But beware, all Bandits and Children will be quick to single you out for a quick buck.

40

Gnome Tome= Summon a Gnome that hides somewhere on the map. When found, you are rewarded 1d4 items. SPELUNK skill is required to use this.

41

Baby Compass= Does exactly what you think it does.

42

The Fake Sheriff Badge= -1 dice on all BARD skill checks.

43

Giddy Up Gloves= With these gloves you gain the WRASSLE skill for only the sake of riding other creatures. Make a REFLEX check at 2 dice. If you succeed you must then pass a BRAWN check at 3 dice to ram the creature you are riding into any object doing 1d4 DAM. You may also ram them into other creatures doing half of 1d4 DAM (Rounded up).

44

Dead Mans Deck of Cards= Challenge anyone to a game of Black Jack, they can either agree or be forced to make a 3 dice EGO check to refuse. Play a game, winner lives, loser dies. You may challenge any living creature to play this game.

45

Cloning Clay= This clay will turn into any item it touches, effectively duplicating it. The clay is depleted after doing so.

Booze (d6)

d6 Result

1

Grog= Bonus Die to all BRAWN rolls for 1d6 turns

2

Mead= A penalty die to all EGO rolls for 1d6 turns

3

Beer= The Kobold ignores hunger for 1d6 turns

4

Wine= The Kobold gets the -Kobald in Heat BOGIE for 1d6 turns

5

Brandy= Take 2 DAM and gain BARD for 1d6 turns

6

Ta-Kill-Ya= Take 1d6 checks and gain that many VP for being a badass.

Archive Amount (d6)

d6 Result

1

Roll on "Magick Spells"

2

Roll on "Magick Spells"Roll on "Magick Spells"

3

Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells"

4

Roll on "Magick Spells"Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells"

5

Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells"

6

Roll on "Magick Spells"Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells", Roll on "Magick Spells"

Magick Spells (1d30)

1d30 Result

1

Summon Horrible Demon that Enjoyeth Eating Kobold

2

Wall of Beer

3

Hagen's LARPsfucation

4

The Kobold Mind Trick

5

Bail's Floating Frying Pan

6

Restor's Spell of Somnolence

7

Tabriz Ball of Flaming Death (FIRE BALL)

8

Lord Elmers Ball of Glue

9

Sandor's Spell of Summoning Chicken

10

The POOF spell

11

The Spell of Mostly Unspeakable Horrors

12

Great Feast of Tysonus

13

Roznod's Mighty Barrelzord

14

Resurect Kobold

15

Warp Gate Door

16

Plaknius's Divine Crossing

17

Visions of Youth

18

Betty's Bounce

19

The Jestors Freaky Finger

20

Hay in a Needle Stack

21

Herward

22

Super Haymaker Warrior Haymaker Season Spring

23

Boomstick Blessing

24

Cactus Carapace

25

High Noon

26

Polymorph Self (Into Object)

27

Shift Matter

28

Classic Wild Magic

29

Cows-mic Summoning [E]

30

The Grand Hoe-Down of Destiny [E]