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:

 

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.


* "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:
  1. 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.
  2. 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.
  3. 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.
  4. 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.).
  5. 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.
  6. 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:

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.