Augury Tables Expanded


So, our group has generated a number of characters, and too many birth augurs come up the same, or no augur is created at all for those with a +0 Luck modifier.

So, scouring the internet for DCC house rules, and asking for feedback, I built these two lists.  The first chart is minor birth augurs for a +0 Luck modifier -- this is a short list, and the results will come up repeatedly, but they are thematic, and have relatively minor effect on the game.  The second chart is the standard birth augurs, plus others to add variety to the results, and provide modifiers to existing game mechanics that aren't touched on.

For those of you playing a D&D 3E or 5E game, it occurs to me you could use these tables as well – since D&D doesn’t have a Luck statistic, give your player characters a random modifier … -2 to +2 with a d4 if you are willing to give them a negative modifier, or +1d3 if you are feeling generous.

Enjoy!

Expanded Birth Augurs

For those characters with a +0 modifier to Luck, the standard Birth Augury chart is a bit of a letdown (here’s this awesome thing I’m not giving you).  So for any character with a +0 modifier, roll on this chart instead for a very minor bonus or penalty.

1d12

Minor Birth Augur

Effect

1

Spirit of the Lake

+1 to attack rolls with thrown rocks

2

Born Under The Bottle

+1 to save vs ingested poisons or liquor

3

Midwife’s Boon

+1 hit point (only bestowed at 0-level)

4

Forest Childhood

+1 to climb tree rolls

5

Not Seen Or Heard

+1 to Sneak Silently rolls (non thieves or halflings use 1d10)

6

Rough and Tumble

+1 to subdual damage rolls

7

Club Fingered

-1 to checks to hold on to things

8

Near Sighted

-1 to attack rolls with missile weapons at medium or long range

9

Scorned by the Gods

-1 hp healing received from lay on hands

10

Lost Soul

-1 to any checks for avoid getting lost

11

Snake-bitten

-1 to fear checks against serpents

12

A Definite Musk

-1 to personality checks with animals

 

For everyone else with a positive or negative Luck modifier, here is an expanded chart of auguries:

 

1d100

Birth Augur

Effect

01-02

Harsh winter

All attack rolls

03-04

The bull

Melee attack rolls

05-06

Fortunate date

Missile fire attack rolls

07-08

Raised by wolves

Unarmed attack rolls

09-10

Conceived on horseback

Mounted attack rolls

11-12

Born on the battlefield

Damage rolls

13-14

Path of the bear

Melee damage rolls

15-16

Hawkeye

Missile damage rolls

17-18

Pack hunter

Attack and damage rolls for 0-level starting weapon

19-20

Born under the loom

Skill checks (including thief skills)

21-22

Fox’s cunning

Find/disable traps

23-24

Four-leafed clover

Find secret doors

25-26

Seventh son

Spell checks

27-28

The raging storm

Spell damage

29-30

Righteous heart

Turn unholy checks

31-32

Survived the plague

Magical healing (if a cleric, applies to all healing the cleric performs, if not a cleric, applies to all magical healing received from other sources)

33-34

Lucky sign

Saving throws

35-36

Guardian angel

Saving throws to escape traps

37-38

Survived a spider bite

Saving throws against poison

39-40

Struck by lightning

Reflex saving throws

41-42

Lived through famine

Fortitude saving throws

43-44

Resisted temptation

Willpower saving throw

45-46

Charmed house

Armor class

47-48

Speed of the cobra

Initiative

49-50

Bountiful harvest

Hit points (applies at each level)

51-52

Warrior’s arm

Critical hit tables (double Luck modifier)

53-54

Unholy house

Corruption rolls

55-56

The broken star

Fumbles (double Luck modifier)

57-58

Birdsong

Number of languages

59-60

Wild child

Speed (each +1/-1 is 5’ of speed)

61-62

Elven blessing

Perception checks

63-64

Conceived at a wake

Carousing checks

65-66

Gilded palm

Personality checks with hirelings

67-68

Nature’s word

Personality checks with animals (includes cleric spell checks with animal targets)

69-70

Dropped As A Child

Saves vs charm or enchantment

71-72

Rough handed

Strength checks to break things

73-74

Owl’s mark

Any INT or LUCK roll to notice something

75-76

Marked By Fire

Saves vs fire

77-78

God-gifted

Divine aid checks (non clerics can try using1d10)

79-80

Grave Wanderer

Rounds to bleed out

81-82

Rune on the Lintel

Cast from scroll checks (non-thieves can always attempt using a 1d8 base check)

83-84

Bird Boned

Reduction to falling damage

85-86

Playful Childhood

Pick pocket checks (non thieves can try using 1d10)

87-88

Reborn soul

Disapproval checks (plus regular Luck modifier)

89-90

Zephyr’s Aura

Surprise checks

91-92

Smell of Fear

Armor class when withdrawing

93-94

Sign of the Ram

Grappling or escape grappling rolls

95-96

Always bruised

Unarmed combat damage

97-98

Born on the road

Forced travel checks

99-00

Fool’s Luck

Reverse modifier (positive instead of negative, or negative instead of positive), roll again.

 

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