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.
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:
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. |
No comments:
Post a Comment