Tuesday, February 26, 2019

d50 PC/NPC Peculiarities; Bonuses, Backstory, Weirdness (NSFW)


TELL US SOMETHING ABOUT YOU (d50)
 I really think everyone should roll at least once during Character Creation, or as many times as CHR Bonus indicates

1. Really Good Listener; +1 Hear Noise
2. Going by your childhood nickname, because DM knows your embarrassing first name
3. Inherited; (d4) A minor Misc Magic Item, Jewelry worth 1d4K GP, a Map from a dying drunk guy, details sealed tomb with treasure, Immunity to one Disease
4. Resting Face; (1d4) People assume you’re Dour, Contemplative, Vacant, Stoned
5. Lefty; +1 Parry vs Righties with weapons
6. Mysterious Tattoo; (d4) Symbol/Rune, Animal, Portrait, Indoor/Outdoor Map Symbol
7. Can handle your drinks, Advantage in Drinking Contests
8. Can count cards, Advantage in Gambling Contests
9. Pre-Existing Condition; Saving up/Busted up, (1d4) New Eye, Gimpy Leg, PSTD, Huge Scars
10. Big Boned; +1 Open Doors
11. Make a Good First Impression; +1 Encounter Reaction
12. Addiction; (d4) Drink/Drug, Love, Gambling, Sex
13. Can hold your breath twice as long as most, and +1 vs Gas
14. Were once kidnapped (d4) Probed/Prodded by Aliens, Forced Apprenticeship (Pick Skilled Trade), You have entirely repressed the memory, Taught one First Level Spell by a Madman
15. Full-On Polychromatic Heterochromia
16. Functionally fluent in an Obscure Language which may come up at some point
17. A Real Comedian; Advantage when trying to get a laugh
18. Double-Jointed; Advantage to Break/Slip bonds
19. Criminal Record or Bounty on Head/Hide
20. Got bit by a lot of things as a child, +1 to Poison Saves
21. Eidetic Memory; never have to write anything down, never lose keys
22. OCD; DM will tell you, Save vs (d4) Lying, Swearing, Hand Motion/Gesture, Kleptomania
23. Lucky at Love; +1 Seduction
24. Closet Kink; (d4) Exotic Humanoids/Aliens, Sado/Maso, Furry, Voyeur/Exhibitionist
25. Family Secret; (d4) Adopted, Disgraced Nobility, Bastard, Fanatics
26. Dark, Troubled Past; (d4) Street Urchin, Young & Needed Money, Pit Slave, Broken Heart
27. Extra-Extra; (d4) Digit(s), Conjoined Twin, Born with Tail, +1 to Random Ability Score
28. You Never Seem To; (d4) Shut Up, Get Angry, Weep, Get Enough
29. Once Volunteered for Experiments; Possess a Random Potion effect, 1/day
30. Fast Healer; +1HP/rest
31. Weird Collector; (d4) Weapons, Bones, Objets d’Art, Jewelry
32. Overused Catchphrase or Personal Motto everyone should live by
33. Sometimes, you see/hear Dead People, Horripilation  w/in 15’ of Undead
34. Sneaky SOB; +1 Sneak
35. Sleep Disorder; (d4) Too Deep (2 rnds to wake), Too Much (+1d4 hrs/night required), Too Little (extra watch shift, -1HP/rest), Periodic Prophetic Dreams
36. Awkward Quirk; (d4) Mouth Breather, Low/Loud Talker, Stutterer, Window Licker
37. Artistic Talent; (d4) Story Telling, Dancing, Singing, Drawing
38. Always Right; Once/day, and it’s annoying
39. Schlemiel; If something bad happens, you did it (you spill soup…)
40. Schlimazel; If something bad happens, it happens to you (…on this guy)
41. Prominent/Impressive Feature; (d4) Dem Eyes, Dat Smile, Doze Ears, Other
42. Good with Impressions; Advantage to Mimicry
43. Hair! (d4) Losing, Lots/Long, Style Issues, Dreaddy/Unkempt
44. A True Inspiration; +1 Morale
45. ESP; Once/day, can Detect (d4) Lies, Evil, Magic, Minor Illusions, by (d6) Taste/Tongue, Touch, Smell, Sight, Hearing (Magic smells of cinnamon, Lies appear as black smoke…)
46. Born under a Lucky Star; substitute d30 for d20 vs any Save, Once/session only
47. Born under a Bad Moon; fumbles of 1 always seem to go extra badly for you
48. Heir? (d4) Struggling Worm Farm, Screwed by Primogeniture, Haunted Tower, Huge Tracts of Land
49. Slightly Mental; (d4) Once/day you can ask a simple question, and know the true answer in another’s mind, You can call small objects to your hand from 6’, You get a spooky vibe when harm’s a-comin’, +1 Surprise, Uncanny knack for knowing how many HP a dying/near-death creature has remaining
50. Roll Twice


Unrelated

Monday, February 25, 2019

First Aid; d20 vs HP of Damage Taken

Applying bandages, if undertaken immediately, may restore 1d4 HP
Roll 1d20 vs the number of HP of Damage Taken, wounds over 20 HP do not benefit
Clerics get +1 to attempt, and amount healed, no other Bonuses apply
Survival boost for low-level Characters 
Standard roll of bandages is 20 feet long, one foot required for each
HP of Damage Taken, need not be single piece

Sunday, February 24, 2019

Item; Affinity Gauntlet, oh Snap!



Leather gauntlet(s) with open fingers, grants two magical effects...

The Shake: 1/day. wearer may cast Charm Person on anyone who willingly shakes their hand, duration 24hrs.

The Snap: also 1/day, wearer may snap their fingers at the beginning of an encounter, and half of those present will have a Reaction of friendly/affable, regardless of the Reaction of the rest of their group.  May lead to a grudging stalemate, or even an argument or in-fighting, while the Party takes sides... or just sneaks off!

Saturday, February 23, 2019

One Save to Rule them All, Advantage by Class


XPLvl/HD        1        2        4        6        8        10        12       14        16        18...    
 BaseSave      16      15      14      13      12       11        10        9          8          7...    


Fighters
Advantage vs Mostly Dead Saves*, Poison/Venom, and Transformation Magic (Polymorph, Petrifaction, Withering)
*if using Death Save rules at negative HP

Magic Users

Advantage vs Spells, and most Magic Item effects

Clerics
Advantage vs all forms of Mental and Emotional influence or control, and vs magical Paralysis and Hold Spells
 
Thieves
Advantage vs Area Effects, Breath Weapons, and other Dodge-ables


 saint-george-and-the-dragon-daniel-eskridge