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
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Warriors
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Magicians
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Specialists
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1
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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.
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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.
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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…
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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.
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Light of
foot! Your Encumbrance rating counts as 5 less for the purposes of Special
Talent rolls and saves. Only for this session.
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4
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Suffer no
witch! You roll Mystic Fortitude saves with +2 this session.
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The stars
are right! You gain 1d4 temporary power points for this session.
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“Khaire,
darkness, my old philos!” You gain the ability to see in darkness for this session.
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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).
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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).
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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.
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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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Wonderful stuff! I wonder if I can get my players to herd themselves with this...
ReplyDelete;)
DeleteIf they like rolling on random tables - yeah :D
Oh, you have a new blog!
Delete