Given that the aim of this blog is presenting my boring musings on the nature of Pen & Paper RPGs* and disseminate yet another HACK, I should start with the chassis of my very personal Fantasy, Pseudo-medieval, RPG.
Hence, I will start with something else... A 20 entries table that sheds new light on rolling low on ability scores... Your Rogue with STR 5 and COS 3 might be much more viable than you think... afterall.
I use the Bonus = [Score / 3 round down - 3] rule, this means that a score of 5 is a -2 and a score of 16 is a +2, and the usual Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma.
ME stands for Magical Encumbrance, a measure of how much eldritch weight you can carry in your mind and a sloppy gauge of the strength of your links to otherworldly powers.
Ah, and I use ascending armor class, the higher the better.
How did you survive?
Roll a d20 once if your total ability bonus is negative,
roll twice if your total ability scores bonus is -3 or less. If you get again the same result
you get to choose the second reason you survived.
#
|
You survived due to…
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1
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Sheer luck, one reroll per
session
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2
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Money, start with +2d10
gp
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3
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An Incredible sense of smell:
You
can pick tracks and find things like a trained hound
|
4
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Hard work: Become trained in 1
Skill or increase a skill
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5
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A good Imaginary Friend: It does not exist
but you have advantage on saves on mental abilities
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6
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An horrible mutation: Roll three times
on the mutation table and choose
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7
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A good dog: You have a good
big dog with you and you have advantage to checks to influence animals
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8
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Granma’s recipes: The food you cook
is incredibly good whatever the ingredients and it cures one ability point
more in a day
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9
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An understanding of the
Unfathomable: You are trained in Occult or increase your proficiency by one.
Furthermore your ME is increased by one.
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10
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A better self: Once every 24
hours when you get back from being knocked out you regain your true self,
threat the result as a 2. You regain 5 HP and you treat all your ability
modifiers as +2, if they are less. You get back to normal the next time you
sleep.
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11
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Grit: Each time you
suffer CON damage there is a 50% possibility that you ignore it.
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12
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Your thundering Rage: You can enter a
status of furious rage, you treat your strength and constitution as 18 or you score +2 if
it is higher but you have to use the attack action every round. If there
aren’t enemies close enough to be attacked you attack your allies, the rage
finishes when there are no more creatures to attack or you are knocked
down. Once the rage finishes you
cannot fall in rage again until you have a good night of sleep.
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13
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Friends down below/above, +1 to saves and -1
to death rolls
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14
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A link to all creatures: You can
telepathically communicate with all creatures in a 100 feet radius and you
take +10 at Insight checks against creatures in that radius.
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15
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A dumb strong friend: You have a 0th
level very Strong (16 STR & CON, 9HP) henchman. He/She is a simpleton
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16
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Overprotective Nymph mother: Add 3 to your
armor class, if you die due to a wound you just discovered the hidden spot
that leaves you open to harm
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17
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A dark secret, you know a 1st
level spell (your choice) and you can cast it without rolling for mishaps as
long as you drink blood/eat human flesh/sniff bones.
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18
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A shitton of Money, start with +2d10
gp you can get another 1d10gp in big cities, your family knows the bankers
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19
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You did not, you are Undead. Add
5 HP and resist 1 damage + usual immunities
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20
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Mindspinner**, You start with 3d6
doses of Mindspinner, furthermore you are one of the super rare cases that
resist the worst effects. For you the subsequent effect is only Fatigued when
not under the effects and 1d2 CHA and WIS damage
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*Rocket Propelled Games/Roll Playing Games
** A magical drug that has to be eaten. Initial Save: Impossible (COS). Initial Effect: Advantage and +4 at INT and WIS checks for 12 hours. Subsequent Saves:7 Difficult (CHA) once per day Subsequent Effect: 1d3CHA, 1d3WIS dmg and 1 day exhausted when not under the effects
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