|
|
Fighter |
Magic-User |
Cleric |
Specialist |
|
1 |
A classic!
You find a loaded musket. |
You find a
quickly decaying scroll (lasts only this session) of a random level 1 Magic-User
spell. |
You find a
quickly decaying scroll (lasts only this session) of a random level 1 Cleric
spell. |
A rope you
own is extended by 20’. |
|
2 |
You can
ignore three fumbles this session. |
You find d4 x
100sp worth of manuscripts/books for your research library. |
The first
time you use cure light wounds or bless this session, it gives
the maximum possible points. |
The damage of
the first attack that hits you is reduced to 1 point (or zero if it would be
1). |
|
3 |
You sharpen or
oil your main weapon, bump up the damage die by one for this session. |
An omen! Roll
d20 and record the result. Once during this session, you can substitute any
d20 roll anybody (player or Referee) makes with this number. |
Once during this
session, the Voice in your head warns you about a danger (like a trap or
hidden enemy), just in time to retreat or shout to your companions |
Once during
this session, you can automatically pass a saving throw (declare before rolling). |
|
4 |
Once during
this session, you can do maximum damage on an attack that hits (after the hit
is confirmed). |
On miscast,
you can take the following result: you grow an extra finger (only once,
declare before the Referee rolls the effect). |
Your
organization sends an intern to you for this session. Treat as a free
Linkboy. |
Once during
this session, you can roll a skill check on a d4 instead of a d6 (declare
before rolling). |
|
5 |
Once during
this session, you can hit any foe automatically (declare before rolling). |
You can
memorize one extra spell this session. |
Your holy
symbol glows and emits light as a candle for this session. |
Pick a skill,
it counts as 1 pip better for the duration of this session. |
|
6 |
If you fall
unconscious, you return to 1 hp in d4 rounds (only once). |
You can temporarily
enchant a weapon – it counts as magical for the duration of the session. |
Once during
this session, you can fall asleep and see a prophetic dream (as augury). |
Your main
light source increases its radius by 50% for this session. Fuel usage remains
unchanged. |
Showing posts with label on time. Show all posts
Showing posts with label on time. Show all posts
Friday, April 22, 2022
You are on time! 4 x 1d6 rewards for reliable players [LotFP/OSR]
In our group, we have a tradition of rewarding reliable players with a small in-game bonus. So if you are there for the start of the (online) session, you get to roll on a random table! We love random tables. (Also, if you are late, you roll on a random table to see why your character was not present in the beginning)
I wrote this table for my LotFP games:
* "You find a musket" is a result that is always present on our other Referee's charts, so it has become a running joke in our group.
Sunday, May 10, 2020
You are on time... IN SPACE! [LotFP/Spelljammer]
Recently the LotFP campaign I play in moved into space and morphed into this weird Spelljammer thing. So I was tasked with coming up with new tables for on-time players, late players, carousing, etc... So far I have a little table of six bonuses reliable players can get:
- Your latent psionic powers awaken! For this session only, you gain Carcosan psionic powers. You gain access to 1d4 random powers (roll 1d8: 1 – Clairaudience, 2 – Clairvoyance, 3 – ESP, 4 – Mental Blast, 5 – Mind Control, 6 – Precognition, 7 – Telekinesis, 8 – Telepathy; see Carcosa p. 19-21). The total number of uses is determined by your character level. Once used up, the powers are gone.
- You sprout a new organ! Roll 1d6: 1 – hard prismatic skin growth on your forehead, 2 – fleshy tentacle from your chest (connected to your heart), 3 – third eye, 4 – extended nervous system in the shape of dark braided hair, 5 – third (or extra) arm that cannot really grab anything, 6 – the organs on your face merge into a single sensory organ. Regardless of shape, the organ grants a 6-in-6 Languages skill. At the end of the session, the organ dries off or the body returns to its original shape. All languages acquired this way are lost with the organ.
- Your body absorbs and stores phlogiston. The transformed phlogiston grants 1d3 uses of a random spell, only usable in this session. Roll 1d6 for the spell: 1 – Shield, 2 – Ray of Enfeeblement, 3 – Mirror Image, 4 – Levitate, 5 – Faerie Fire, 6 – Light.
- Exotica Erotica! Okay, okay, nothing naughty here… But for some reason, NPCs that are not the same species as your character are better disposed towards you (treat as Charisma 18 for Reaction rolls, etc.).
- Time distorts around you. You foresee what others are about to do. The first time you roll initiative, roll it with 4d6, then 3d6, then 2d6, then with the regular 1d6 as the effect slowly diminishes. This doesn’t carry over to the next session.
- You gain the ability to reflect missile attacks! Any missile
attack that is directed at you but doesn’t score a hit against your AC
is reflected back at the attacker. Roll a flat d20 against the AC of the
attacker. Attacks that hit your AC do damage as usual.
Hazards or effects that require a save against Wands or Rays or Devices are reversed if you successfully save (and in this case the source of the effect must save. If this is inapplicable (e.g. the source is a machine), the chance of hitting the source instead is 3-in-6).
Thursday, April 30, 2020
You are on time! 3 x 1d6 bonuses for reliable players [Mazes & Minotaurs]
Sometimes players are late... But sometimes they show up on time and the DM wants to reward them with a small bonus! Maybe the group just likes to roll on random tables...
6 random results for each character type:
6 random results for each character type:
d6
|
Warriors
|
Magicians
|
Specialists
|
1
|
Inspired
by heroic tales of yore, you gain 1d8 temporary hit points for this session.
|
You gain
a single use of Medusa’s gaze (Petrification, 40’ range). Don’t even ask how
you got it! If not used up, it goes away at the end of the sessions.
|
“This
spoor can only belong to…” – the Maze Master must reveal the name of one of
the creatures you are likely to encounter this session.
|
2
|
The
weapon of your fabled ancestor appears mysteriously in your hand. It is of
your favored type, but does +2 damage. It evaporates at the end of the
session.
|
An omen!
Roll 1d20 and write down the result. Once during this session, you can
substitute any d20 roll anybody (player or Maze Master) makes with this
number.
|
By hard
training or sheer luck, you gain a +3 bonus to your Special Talent score for
this session.
|
3
|
Your patron
sends a small winged genius to look over you this session. The first attack
that would bring you to 0 Hits kills this guardian spirit instead…
|
Black
Friday! You get a one-time discount of 1 point on casting any spell. Thus, it
is possible to cast a Magnitude 1 Power for free, or a Magnitude 4 Power for
3 points.
|
Light of
foot! Your Encumbrance rating counts as 5 less for the purposes of Special
Talent rolls and saves. Only for this session.
|
4
|
Suffer no
witch! You roll Mystic Fortitude saves with +2 this session.
|
The stars
are right! You gain 1d4 temporary power points for this session.
|
“Khaire,
darkness, my old philos!” You gain the ability to see in darkness for this session.
|
5
|
Where it
hurts: this session, you score Critical Hits if your attack roll exceeds the
target’s EDC by 7 or more.
|
Chaos
reigns! Once during this session, you may “risky cast” a spell of any
Magnitude, without expanding Power points, per LotFP rules (make a Mystic
Fortitude save, with a penalty equal to the amount of Power points you’d have
to spend; failure means you have to roll for miscast effect).
|
Oiled up!
This session, you can automatically break free from grapples on your round
(you can still be grappled, but you don’t have to roll to slip out).
|
6
|
Battle
cry! This session, whenever you Charge into Battle (see Special Melee
Tactics, MM1 p. 24), you let out a blood-curling battle cry. All enemies who
have less Hits than you must make a Danger Evasion save or flee.
|
Mystic crosspollination!
Once during this session, you can cast the Magnitude 1 power from another
class’ Magical Talent (the Power Point cost has to be spent). Roll 1d5: 1 – Divine
Prodigies, 2 – Elemental Magic, 3 – Nature’s Gifts, 4 – Poetic Magic, 5 – Sorcery.
If you roll your own Talent, gain 1 extra Power Point instead.
|
The power
of critical thinking! This session, you score Critical Hits if your attack
roll exceeds the target’s EDC by 7 or more.
|
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