Sunday, November 27, 2016

‘Deck of Many Things’/Weird Effects Generator, d6 Version








My attempt at a relatively quick and easy table, based on the classic Deck, using only a d6.
Also makes a handy table to consult for ‘Dungeon Tricks’, like magic statues and forgotten shrines, pulling that rusty lever, etc…
Roll d6 for ea Draw (or use, exposure, etc); 1-2 Gain, 3-4 Loss, 5-6 Fate
Most effects are immediate. All draws Blink back into the Deck!
Option: Prior to drawing, PC must commit to 1d6 draws.

Gain/Loss
1. +/- 1-3 to Ability Score(s); equal chance of:
            1. Highest/Lowest, 50/50 Chance
            2. Any one Random
            3. Distribute among any Abilities, by choice
2. One Experience Level
3. Gain 1d6 items of cool jewelry worth some cash/Lose all gems/jewels/coins
4. Experiences of Momentous Consequence
            1. Get Lucky/Crotch-Blocked (first opportunity)
            2. Messenger avian delivers Treasure Map/Footwear spontaneously combusts
            3. Every Roll during Next Encounter at Advantage/Disadvantage
            4. Automatically Make/Fail next 1d6 Saves
            5. Inherit haunted keep – if you spend a night within…/Random Nipple Migration
            6. Kickass Superhero appears from Nowhere to Help Out/Beat you near to death
5. Gain loyal Henchman from Nowhere/Soon-Fulfilled Prophecy of Doom for current Henchman
6. Gain One Class-Appropriate Magic Item/1d6 Items of choice are ‘safe’, all others automatically lost

Fate (Fulfil task, or 50/50 Chance of Good/Bad)
1. ‘Defeat’ Opponent, solo, for a roll on Gain tbl
1. Avatar of Death (Max possible AC, 100 HP, Immune to all Magic, Automatic hit at end of every rnd for 10 HP damage)
            2. Random Party member
            3. Goateed Duplicate of Self (Play continues, bearded or not, after this fight to the death)
2. Granted 1d6 Random Spells, regardless of Class/1d6 Random Spell cast upon you, possibly others in Area as well
3. Misc Change, equal chance of: Gender swap, Re-roll HP, Pick a new Class (same XP)
4. Favor/Disfavor of Higher/Lower Power; 1d6 instances of relatively minor favors (cast minor Spell on behalf of PC, heal one injury…), or moderately dickish problem causing (ambush, ill fortune…)
5. Grants one Wish/Removal from play (No Save!):
            1. Forlorn Encystment, entombed in eternal stasis, far below the surface of the planet
            2. Immediate Death by Heart Attack (-11 HP)
            3. Swarm of Valkyries haul PC to Valhalla to be Odin’s foot washer for a year and a day
            4. Body Functions, Soul/Mind Trapped Elsewhere
            5. Total Bodily Disintegration, possessions clatter into a shiny pile
            6. Complete Erasure from History (“Who??”)
6. DM determines Special Magical Ability, such as a Spell usable 1/day, or creates fiendish Curse, effective at start of next session.  A particular McGuffin must be sought and obtained to activate/deactivate this effect.


UPDATE: Check this out too, it's pretty cool

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