Explorer Points

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Explorer Points

Postby Augur » Fri Dec 19, 2014 11:09 am

EXPLORER POINTS REWARDS MENU

Skill Rewards
(1 EP) Upgrade Existing Skill One Level
(2 EP) Skill Download: New Secondary Skill
(4 EP) Skill Download: New O.C.C. Related Skill
(5 EP) Upgrade Existing Combat Skill One Level (W.P., HTH, Robot Combat, etc.)
(6 EP) Skill Download: Normally Unavailable Skill

Intrinsic Rewards
(1 EP) Perception Boost (+1)
(3 EP) Perception Boost (+3)
(5 EP) Perception Boost (+5)
(5 EP) Master New Minor Psychic Ability
(10 EP) Master One New Super Psychic Ability

Magic Rewards
(2 EP) Access Unlock (Low): New Spell (from Incantation Levels 1-4, 1-2 for Elemental Magic)
(4 EP) Access Unlock (Mid): New Spell (from Incantation Levels 5-8, 3-4 for Elemental Magic)
(4 EP) Access Unlock: Minor Power Circle
(10 EP) Access Unlock (High): New Spell (from Incantation Levels 9-12, 5-6 for Elemental Magic)
(10 EP) Access Unlock: Major Power Circle
(15 EP) Access Unlock (Very High): New Spell (from Incantation Levels 13-15, 7-8 for Elemental Magic)
(15 EP) Access Unlock: Greater Power Circle
(20 EP) Access Unlock (Legend): New Spell of Legend
(20 EP) Access Unlock: Power Circle of Legend

Meta Rewards
(1 EP) Attribute Boost (applicable to attributes under 16, +1D6)
(1 EP) Automatic Critical Success (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)
(5 EP) Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)
(1 EP) Automatic save vs. Insanity during character creation
(5 EP) I.S.P. Boost (+1D4x10)
(5 EP) P.P.E. Boost (+1D4x10)
(5 EP) S.D.C. Boost (+1D4x10)
(5 EP) Familiar H.P. Boost (+1D4x10)
(5 EP) Familiar I.S.P. Boost (+1D4x10)
(5 EP) Familiar P.P.E. Boost (+1D4x10)
(5 EP) Familiar S.D.C. Boost (+1D4x10)
(5 EP) Attribute Boost (applicable to attributes 16+, +1D6)
(5 EP) Access Unlock: Favorable Contact within Llorn
(8 EP) Access Unlock: Influential Contact within Llorn
(15 EP) Access Unlock: Powerful Contact

Account Rewards
(3 EP) Inactive Character Slot
(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account
(10 EP) Per Each Additional Character Account

Character Unlock Rewards
See Dimensional Unlocks section below.

Usage Notes
:arrow: EP can be pooled by player characters to create new Organizations. (60 EP minimum are required to initiate this process.)
:arrow: Each EP award/transfer/transaction will be noted in the player's ledger, or will be considered invalid and subject to removal without warning upon discovery.
:arrow: EP are units of currency that are transferable between players, and are bound to a players--not characters.
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Re: Explorer Points

Postby Augur » Fri Dec 19, 2014 11:11 am

Explanatory Notes for Explorer Points

Skill Rewards
(1 EP) Upgrade Existing Skill One Level
(2 EP) Skill Download: New Secondary Skill
(4 EP) Skill Download: New O.C.C. Related Skill
(5 EP) Upgrade Existing Combat Skill One Level (W.P., HTH, Robot Combat, etc.)
(6 EP) Skill Download: Normally Unavailable Skill

Rewards of this type take effect immediately upon redemption and inclusion in the player character's character sheet.

Intrinsic Rewards
(1 EP) Perception Boost (+1)
(3 EP) Perception Boost (+3)
(5 EP) Perception Boost (+5)

Rewards of this type take effect immediately upon redemption and inclusion in the player character's character sheet. Perception Boosts do not stack, and each redemption is separate.

(5 EP) Master New Minor Psychic Ability
(10 EP) Master One New Super Psychic Ability

Rewards of this type must first be included in the player character's character sheet upon redemption. Then the new ability/power must be manifested as an in-character discovery through roleplay. Players and GMs are advised to coordinate in order to make this occur as soon as contextually possible. Necessarily, non-psychics cannot develop psychic abilities.

Magic Rewards
(2 EP) Access Unlock (Low): New Spell (from Incantation Levels 1-4, 1-2 for Elemental Magic)
(4 EP) Access Unlock (Mid): New Spell (from Incantation Levels 5-8, 3-4 for Elemental Magic)

Rewards of this type must first be included in the player character's character sheet upon redemption. Then the new spell must be learned through in-character study via roleplay with an NPC mage. These are spells indicative of spell knowledge with which most mages are comfortable sharing and/or selling; many proprietors of magic will suffice to this end. Players and GMs are advised to coordinate in order to make this occur as soon as contextually possible.

(10 EP) Access Unlock (High): New Spell (from Incantation Levels 9-12, 5-6 for Elemental Magic)
(15 EP) Access Unlock (Very High): New Spell (from Incantation Levels 13-15, 7-8 for Elemental Magic)

Rewards of this type must first be included in the player character's character sheet upon redemption. Then the new spell must be learned through in-character study via roleplay under the tutelage of a master (10th level+ mage). Players and GMs are advised to coordinate in order to make this occur as soon as contextually possible.

(20 EP) Access Unlock (Legend): New Spell of Legend

Rewards of this type must first be included in the player character's character sheet upon redemption. Spells of this type must then be earned as part of a quest obtained via the Collegiate Arcane, Deity, or some other super-powerful arcane source. GMs are advised to weave such quests into the player character's next adventure. Players and GMs are advised to coordinate in order to make this occur as soon as contextually possible.

(4 EP) Access Unlock: Minor Power Circle
(10 EP) Access Unlock: Major Power Circle
(15 EP) Access Unlock: Greater Power Circle
(20 EP) Access Unlock: Greatest Power Circle

Rewards of this type must first be included in the player character's character sheet upon redemption. Then the new spell must be learned through in-character study via roleplay under the tutelage of a master alchemist (10th level+), or the materials and directions necessary found through a roleplaying experience. Players and GMs are advised to coordinate in order to make this occur as soon as contextually possible.

Necessarily, non-mages cannot learn and channel spells.

Meta Rewards
(1 EP) Automatic Critical Success (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)

Rewards of this type take effect immediately upon redemption, and may be used at any time.

(1 EP) Automatic save vs. Insanity during character creation

Rewards of this type must be redeemed prior to completion of a new character submission.

(5 EP) I.S.P. Boost (+1D4x10)
(5 EP) P.P.E. Boost (+1D4x10)
(5 EP) S.D.C. Boost (+1D4x10)

Rewards of this type take effect immediately upon redemption and inclusion in the player character's character sheet. Each type of boost is only purchasable once. Post as a reply to your character sheet your die roll results using the site's die roller.

(1 EP) Attribute Boost (applicable to attributes under 16, +1D6)
(5 EP) Attribute Boost (applicable to attributes 16+, +1D6)

Rewards of this type take effect immediately upon redemption and inclusion in the player character's character sheet, and are limited to one purchase per attribute. Post as a reply to your character sheet your die roll results using the site's die roller. Each roll directly corresponds to the attribute for which it was rolled. (If you pay for multiple attributes to be improved in this manner, you do not select after the fact to which attribute a particular roll will be applied.) If, by a 1 EP boost, an attribute is raised to 16+, that attribute may also be boosted once at the 5 EP level.

(5 EP) Access Unlock: Favorable Contact
(8 EP) Access Unlock: Influential Contact
(15 EP) Access Unlock: Powerful Contact

Rewards of this type must first be included in the player character's character sheet upon redemption. Players and GMs are advised to coordinate with the MercTown Moderator in order to make this occur as soon as contextually possible through direct roleplay with the contact in question. If this is a Contact beyond MercTown, the MercTown Moderator is not necessary to these ends.

Account Rewards
(3 EP) Inactive Character Slot

An inactive character slot allows the player to have an inactive character without that character counting toward his active character limit. This type of reward takes effect immediately upon redemption. A character placed on "hiatus" through this mechanism will be archived as-is, and, when returned to play, will be the same as he left. Characters simply abandoned or retired will do over the equipment as if new characters.

(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account

Rewards of this type take effect immediately upon redemption.

Character Unlock Rewards
See Dimensional Unlocks section below.

* Please contact TGM for disambiguation prior to redemption.
Rewards of this type take effect immediately upon redemption.
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Re: Explorer Points

Postby Augur » Fri Dec 19, 2014 11:12 am

EP MARKETPLACE

If you want...

:arrow: to transfer EP to another player
:arrow: to redeem an EP reward from the menu
:arrow: to request a service in exchange for EP
:arrow: to request EP in exchange for your service
:arrow: to do something with your EP not mentioned here

Remember: If you want to redeem a reward for EP, send me a PM with the details; that does not happen here.

VISIT THE EP MARKETPLACE
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"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
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Re: Explorer Points

Postby Augur » Fri Dec 19, 2014 11:13 am

DIMENSIONAL UNLOCKS

Sometimes the idea you have is beyond the norm - you want to play a really cool race from Land of the Damned, or maybe you really want to play a wandering Danzi warrior from the Disputed Lands! Explorer's Unlimited must maintain some basic standards of what is and is not acceptable. The following are those lists. Please note that some require the expenditure of Explorer Points as explained here.

Open to ALL Players for Llorn

Character Races
Humans, Elves, Dwarves, Gnomes, Changelings, Orcs, Ogres, Wolfen, Kobold

O.C.C.'s
Clergy: Druid, Monk, Priest of Light, Priest of Darkness,
Men of Arms: Assassin, Knight, Long Bowman, Mercenary Warrior, Palladin, Ranger, Soldier, Thief
Practitioners of Magic: Diabolist, Summoner, Warlock, Wizard
Psychics: Psi-Healer, Psi-Mystic, Psychic Sensitive
Optional: Merchant, Noble, Scholar, Squire, Vagabond

Available only through the EP system

Racial Character Classes
(2 EP) Goblin Cobbler
(2 EP) Danzi
(2 EP) Dragonmen
(2 EP) Quorian
(3 EP) Minotaur
(3 EP) Gosai
(4 EP) Eandroth

O.C.C.'s
Clergy:
    (1 EP) Evangelist/Preacher (Priest of Light Variant, MoM)
    (1 EP) Healing Priest (Priest of Light Variant, MoM)
    (1 EP) Scholar Priest (Priest of Light Variant, MoM)
    (1 EP) Warrior Priest (Priest of Light Variant, MoM)
    (2 EP) Monk Scholar
    (2 EP) Beastmaster
    (2 EP) Witch Hunter (no relics/holy items are guaranteed as part of starting equipment)
    (3 EP) Undead Hunter (no relics/holy items are guaranteed as part of starting equipment)
    (2 EP) Blade Priest
Men of Arms:
    (1 EP) Slaver/Enforcer/Bounty Hunter (WB7) (class will be reviewed prior to permission given)
    (1 EP) Mariner
    (1 EP) Sailor
    (1 EP) Nomadic Tribesman (class will be reviewed prior to permission given)
    (1 EP) Spy (class will be reviewed prior to permission given)
    (2 EP) Holy Crusader (class will be reviewed prior to permission given)
    (2 EP) Gladiator
    (2 EP) Holy Palladin of Rurga
    (2 EP) Imperial Janissary (WB8)
    (1 EP) Imperial Soldier (WB8)
Practitioners of Magic:
    (2 EP) Shaman
    (2 EP) Conjurer
    (3 EP) Necromancer
    (3 EP) Half Wizard (MoM, cannot purchase spells via EP)
Psychics:
    (5 EP) Mind Mage
    (2 EP) Illusionist
Optional:
    (1 EP) Acrobat & Tumbler
    (1 EP) Actor
    (1 EP) Bard
    (1 EP) Minstrel
    (2 EP) Prestidigitator
    (2 EP) Juggler/Knife-Thrower
    (2 EP) Master Collector

Rifter Classes will be reviewed on a case-by-case basis, authorized, and added to the EP menu.

High Powered Character Unlock Required
Rahu-Man (PFRPG)

Dimensional Origin

Not allowed.

PFRPG NPC Only

Most "Monster Races" (this will be updated on a case-by-case basis)
Any of the "Dying Races" (PFRPG, WB14)
Lizard Mage (CB1)
Alchemist (PFRPG)
Dragon Hatchlings (Dragons and Gods)
Witch (any type)
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Re: Explorer Points

Postby Augur » Fri Dec 19, 2014 11:13 am

The Player's Guide to Earning EP

+1 EP for providing feedback on the portal
+1 EP for contest participation
+# EP for contest victory
+# EP for helping to upkeep the site demographics thread
+# EP for helping to provide stats & image work for equipment IAW site/armory standards
+# EP for participation in the reboot (this earned players from 1-6 EP)

+1 EP for EU membership (this is a one-time, initial reward)
+1 EP for membership in good standing (no warnings) per quadrimester (based on the date of your initial account registration--this is applicable only to the veteran rewards action and is not an ongoing reward)

Recommend other players for EP rewards! Send me a PM (only via PM!) detailing why a certain player deserves an EP reward. Be specific, provide link(s) as needed, and make your case in as concise a manner as possible. Your PM's subject line must begin with: EP
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Re: Explorer Points

Postby Augur » Wed Nov 23, 2016 11:18 pm

PFRPG Fortune and Glory

Intent: This table is for those characters with skills, gear, and guts, who are facing the untold adventures of PFRPG. They may not have the most powerful armor or the sharpest blades, nor mighty magic or psionic abilities, yet experience, talent, and luck put them on equal footing with the lords of war, psionic powerhouses, and masters of magic they journey with. Fortune and Glory is intended to give the ungifted character the kind of edges that will make him a more effective member of a team.

Fortune and Glory is not available to the following archetypes:
  • Practitioners of Magic
  • Psychics
Fortune and Glory is further restricted against those characters:
  • who possess Super Powers
  • who are Major or Master Psychics (Minor psychics are not restricted unless they somehow have a super Psionic power)
  • who are on the list of High-Powered Classes
  • who have the ability to cast spells
  • who possess supernatural attributes

Fortune and Glory Table
Roll 1D10
  1. A Mighty Weapon (sub-table)
  2. A Strong Suit of Armor (sub-table)
  3. A Way to Get Around (sub-table)
  4. Agile and Dexterous (sub-table)
  5. Smart and Learned (sub-table)
  6. Spiritual and Determined (sub-table)
  7. Strong and Tough (sub-table)
  8. Wealthy and Connected (sub-table)
  9. Charming and Well-Traveled (sub-table)
  10. Fortune Favors the Bold (sub-table)


Fortune and Glory Sub-Tables
A Mighty Weapon:
Roll 1D6 and receive one result from the following list of options:
  1. Trademark Weapon: Add a +2 bonus to Strike, Parry, and Damage (as applicable) to any one W.P. skill currently known by your character.
  2. More Blood For Your Buck: add +6 to the damage of any weapon your character currently possesses due to extensive customization
  3. Bulls-eye: Double the range of any ranged weapon your character currently possesses due to extensive customization
  4. Belimar's Blade
    Code: Select all
    [b]Belimar's Blade[/b]
    [img]http://explorersunlimited.com/images/upload/2018/09/01/20180901192235-a006d74c.png[/img]
    [size=85][i]Rare Enchanted Bastard Sword[/i]
    S.D.C.: 75
    Damage: 2D6+5
    [u]Magic Features[/u]
    [list][*]Additional Damage
    [*]Eternally sharp blade: Weapon never dulls and is +3 to damage.[/list]
    Modifiers: 2-handed
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]
  5. Belimar's Fang
    Code: Select all
    [b]Belimar's Fang[/b]
    [img]http://explorersunlimited.com/images/upload/2018/09/01/20180901174418-1646909c.png[/img]
    [size=85][i]Very Rare Enchanted Battle Axe[/i]
    S.D.C.: 75
    Damage: 3D6+3
    [u]Magic Features[/u]
    [list][*]Additional Damage
    [*]Eternally sharp blade: Weapon never dulls and is +3 to damage.
    [*]Venomblade (3x daily): When this power is activated, the next time the weapon pierces an opponent's flesh, the victim must save versus poison or suffer the effects of one of the various poisons. [Scorpion's Blood][/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]
  6. Belimar's Claw
    Code: Select all
    [b]Belimar's Claw[/b]
    [img]http://explorersunlimited.com/images/upload/2018/09/01/20180901191008-afa98ed1.png[/img]
    [size=85][i]Very Rare Enchanted Dagger[/i]
    S.D.C.: 45
    Damage: 1D6+4
    [u]Magic Features[/u]
    [list][*]Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points. For Example: If a character requires a Natural 20 for a critical strike, that number is reduced to "18" when this weapon is used.
    [*]Surefingers: Weapons with this attribute cannot be accidentally dropped or knocked out of their wielders' hand (impervious to disarm attacks).
    [*]Turns Holder Invisible: Upon mental command, the enchanted weapon can turn whoever is holding its handle invisible. Either the wielder of the weapon is turned invisible, or others if he allows them to grasp the weapon. Can turn people invisible three times per day (24 hour period). Duration of invisibility is 10 minutes. Same as Invisibility: Superior at 5th level spell strength.[/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]

A Strong Suit of Armor:
Roll 1D4 and receive one result from the following list of options:
  1. Belimar's Cloak
    Code: Select all
    [b]Belimar's Cloak[/b]
    [img]http://explorersunlimited.com/images/upload/2018/08/28/20180828114639-60270ba4.png[/img]
    [size=85][size=85][i]Rare Enchanted Cloak[/i]
    A.R.: 8
    S.D.C.: 15
    Weight: 5 lbs.
    Modifiers: None
    [u]Magic Features[/u]
    [list][*]Chameleon (3x daily): Same as the Earth Warlock spell; duration 30 minutes. Can be turned on and off at will.
    [*]Impervious to fire: Normal fire does no damage, while magic fires inflict half damage.[/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]
  2. Belimar's Leather
    Code: Select all
    [b]Belimar's Leather[/b]
    [img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083959-a4d5c1fa.png[/img]
    [size=85][size=85][i]Rare Enchanted Soft Leather Armor[/i]
    A.R.: 10
    S.D.C.: 20
    Weight: 8 lbs.
    Modifiers: None
    [u]Magic Features[/u]
    [list][*]Invisibility: Only the wearer or those who can see the invisible can see the armor.
    [*]Spell Ability (3x daily): Breathe Without Air[/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]
  3. Belimar's Half-Scale
    Code: Select all
    [b]Belimar's Half-Scale[/b]
    [img]http://explorersunlimited.com/images/upload/2018/08/29/20180829205743-47ef3f37.png[/img]
    [size=85][size=85][i]Rare Enchanted Half-Scale Armor[/i]
    A.R.: 11
    S.D.C.: 35
    Weight: 20 lbs.
    Modifiers: -10% to swim or climb
    [u]Magic Features[/u]
    [list][*]Noiseless: Armor makes no sound; wearer suffers no penalty to prowl.
    [*]Regenerating Armor (S.D.C.): A very expensive and rare magical attribute, since few Alchemists can add this feature to armor. Damage done to the armor is magically restored/regenerated at a rate of 10 S.D.C. per hour. If the armor is destroyed, reduced to zero S.D.C., the enchantment is broken and the armor is worthless scrap metal.[/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]
  4. Belimar's Plate
    Code: Select all
    [b]Belimar's Plate[/b]
    [img]http://explorersunlimited.com/images/upload/2018/08/29/20180829205738-e5c6bf0d.png[/img]
    [size=85][size=85][i]Rare Enchanted Full Plate Armor[/i]
    A.R.: 17
    S.D.C.: 160
    Weight: 58 lbs.
    Modifiers: -20% to swim or climb
    [u]Magic Features[/u]
    [list][*]Noiseless: Armor makes no sound; wearer suffers no penalty to prowl.
    [*]Spell Ability (3x daily): Superhuman Strength[/list]
    Curse: None
    History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.[/size]

A Way to Get Around
Roll 1D4 and receive one result from the following list of options:
  1. +1 to strike, initiative and dodge when mounted (must have corresponding horsemanship skill)
  2. Receive Horsemanship: Knight (+10% if you already have it) or receive Horsemanship: Knight bonuses to an already existing Horsemanship Skill.
  3. Receive +20% bonuses to an existing Horsemanship Skill already known by your character.
  4. Receive the Sailing and Seamanship skills (+10% if you already have one or both)

Agile and Dexterous
Roll 1D4 and receive one result from the following list of options:
  1. Receive a +1d6 Attribute Boost to P.P.
  2. Receive a +2D4 Attribute Boost to Spd.
  3. +3 Bonus to Initiative
  4. Receive the Ambidextrous trait:
Code: Select all
Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.


Smart and Learned
Roll 1D6 and receive one result from the following list of options:
  1. Receive one New Secondary Skill
  2. Receive one Upgrade Existing Skill One Level
  3. Receive one New O.C.C. Related Skill
  4. Receive one Upgrade to an Existing Combat Skill One Level (W.P., HTH, Robot Combat, etc.)
  5. Receive one Normally Unavailable Skill
  6. Receive a +1d6 Attribute Boost to I.Q.

Spiritual and Determined
Roll 1D4 and receive one result from the following list of options:
  1. Receive a +2D4 Attribute Boost to M.E.
  2. Inner Strength: Receive the minor psionic ability of Sixth Sense at no cost. (This does not make the character psionic)
  3. Know Thy Enemy: +3 to all combat bonuses vs. one particular type of monster; choose one)
  4. Strong-Willed: +3 bonus to save vs. Psionics, Mind Control, and Horror Factor

Strong and Tough
Roll 1D8 and receive one result from the following list of options:
  1. Receive a +3 bonus to Entangle, +25% bonus to Body Block knock-back odds, K.O. or Stun increased to Natural 18-20
  2. Receive one unrestricted Physical Skill of choice (excluding HtH Combat Skills)
  3. Receive a +1d6 Attribute Boost to P.S.
  4. Receive a +2D4 Attribute Boost to P.S.
  5. Receive a +2D4 Attribute Boost to P.E.
  6. Brawny: S.D.C. Boost (+1D4x10)
  7. Resilient: Heal S.D.C. and H.P. at double the normal rate & the effects of Toxins last only 1/2 as long and have 1/2 the normal effect
  8. Hard To Kill: +3 bonus to save vs. Toxins, Magic, and +20% vs. coma/death

Wealthy and Connected
Roll 1D4 and receive one result from the following list of options:
  1. Inheritance: receive 10,000 Eastern Gold Coins
  2. Your Rich Dead Uncle Dream: receive 100,000 Eastern Gold Coins
  3. Receive one Access Reward: Favorable Contact within Llorn
  4. Receive one Access Reward: Influential Contact within Llorn

Charming and Well-Traveled
Roll 1D4 and receive one result from the following list of options:
  1. Receive a +2D4 Attribute Boost to P.B.
  2. Receive a +2D4 Attribute Boost to M.A.
  3. Receive one Access Reward: Favorable Contact (any location in PFRPG)
  4. Receive one Access Reward: Influential Contact (any location in PFRPG)

Fortune Favors the Bold
Roll 1D4 and receive one result from the following list of options:
  1. Receive 3 Automatic Critical Successes to use at your discretion (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)
  2. Receive 1 Deus ex machina (Ex post facto EP expenditure for one Automatic Critical Success as above.)
  3. Charmed Life: +1 bonus to all saves
  4. One Lucky S.O.B.: +3 bonus to all saves
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