You play their character, and the other player plays yoursġ4-15: Random Teleportation: Your character teleports 1d6 miles away, then immediately teleports 1d6 back towards your starting position.ġ6-17: For the next 1d8 hours, your Strength is effectively decreased by 1d4 this affects your Carrying Capacity as well as any other derived statistics.ġ8-19: Elemental Transformation: Roll 1d4: You instantly transform into an Earth(1), Air(2), Fire(3), or Water(4) Elemental, depending on the result. I'm thinking of terms of the effects of prolonged exposure, but many of these you could just use as "instant" effects instead.Įvery 24 hours spent in the radiation zone, each player rolls a D20:ģ-4: Involuntary Astral Projection: For 1d8 hours, your consciousness (and only your consciousness) travels into the Astral Plane, as though a powerful wizard had cast Astral Projection on you.ħ-8: You are caught in a time loop for 1d4 Hoursġ1-12: Mind-Swap: For 1d8 hours, you switch characters with a random PC (you can assign a number to each char in the scene and roll for it). Now you just sit back and watch your players kill themselves trying to exploit this. Material components are dangerous - bat guano is effectively unstable TNT just waiting to go off.Īnd if you cast an actual spell? The spell's level x d4 in levels of random spells of the same school latch onto your spell and cast themselves, at random targets. Say any of the verbal components of a spell, and the same will likely happen - gods help you if you accidentally voice the secret word of Power Word: Kill. What this means? Any gesture that any party member uses that's close enough to the somatic gestures of a spell runs the risk of accidentally casting that spell - at a random power level with a random target, and probably inflicting its level in Radiant damage to the unlucky caster's fingers as the power burns through them. It needs to be grounded, like a huge electrical buildup, and it'll latch upon any opportunity to do so - to be cast like a spell. Any magical sense is blindingly overloaded by the power. The region is saturated with unspent magical power, so much so that you can sense it like the feeling of electricity before a storm. This book is particularly good for rolling random mutations of different (and selective) types, and it works for just about any traditional sort of RPG. It's like a magic item (sometimes a curse) that doesn't require atunement and never goes away. If they spend far too much time in the badlands or they interact with something they shouldn't, roll on a mutation table and give them a permanent mutation. Make character mutations a part of the game. Perhaps intelligence and strength scores have become switched, or healing magic no longer works, or everything in the region can fly at their movement speed. Roll on a table to shift the fundamental "laws" of reality. Reality has subtly shifted in some areas. Roll tables to see if it rains fire today, or if the desert sands turn into snow overnight. The weather and terrain is utterly saturated with uncontrolled magic. Maybe a pack of goblins has acid breath, or a werewolf is only vulnerable to holy water instead of silver, or completely switch the "skin" of the creature with something else, or maybe the party encounters a talking gelatinous cube that happens to be both a wizard and a friendly merchant. Roll on a table to add a special ability, passive, or effect to a creature, or just come up with something fun on the fly. Maybe they end up on a completely different part of the world, maybe the sun and moon become "frozen" in the sky for weeks at a time, maybe a landmark the looks like it was just an hour's journey away takes a month to reach.Ĭreatures have become mutated from extensive exposure in the badlands. Roll on a table to see how long they spend going how far. Time and space becomes warped, distorted.
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