Magic gone wild!

Whenever spells are cast there is a risk of the arcane energies not acting as the spell caster intended. Spell casters with low Control scores are more prone to magical mishaps, but all mages will find themselves showered in butterflies—or tons of bricks—on occasion.

This generator currently contains the 300 entries of the Basic Rules and 18 new ones.

Give me one of each!

If the fumble was from a self-affecting spell:

All effects of the spell are at maximum, rendering as beneficial as possible for the spell caster.

If the fumble was from an offensive or defensive spell:

The next d4+4 spells cast by the spell caster with the intention of causing physical harm to somebody automatically fumble their Control checks regardless of her score.

If the fumble was from a spell with audiovisual effects:

A random person or creature with a Power score of at least 15 is summoned to the site of the spell casting within d8 hours. The target knows that it is being summoned and by whom (the spell caster) but not why. The spell has no effect.
To generate another set of spell fumbles, simply refresh the page.

Quirks

Quirks are traits of personality and circumstance that help make characters stand out from each other. Not two characters are likely to share the exact same combination and interpretation of their strengths and flaws. Quirks are optional; a character does not have to roll a set if the player doesn’t want to—but they help add depth and uniqueness to what otherwise may feel like a sheet of stats with no face.

This generator currently contains the 100 entries of the Basic Rules plus 7 more.

Give me four!

Artistic Ability. The character has a gift. Place 20% free in any Artistic Ability skill such as singing, dancing, painting, playing a musical instrument, and so on.
Cloaked. The character naturally blends into her surroundings, even in broad daylight. This ability, skirting on the supernatural, confers a minus 50% penalty to Alertness checks made by others to detect the character’s presence.
Odd-fashioned. The character likes to dress by strange or usual designs, causing her to stand out in a crowd. She may belong to a subculture, want to be something she isn’t, or be fascinated with the apparel of another era.
Weapon Fascination. The character prefers a specific type of weapon. She may prefer crossbows, or think that a specific kind of rapier is the most stylish, and dislikes being without her weapon of choice.

To generate another combination of four quirks, simply refresh the page.

Loot: Greater mundane treasure

Mundane treasure is non-magical but that does not mean it cannot be valuable. These are the items that occupy treasure chests and secret lairs, just waiting for the heroes to come pick them up, wonder how to sell them, and eventually take them home to put on the mantelpiece.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD.).

This generator currently has 103 entries.

Give me five!

An instruction book for a Psyche skill which can be used for self-study up to a skill level of 30%.
A weapon or tool of excellent quality.
A pair of leather greaves made from fine tooled leather (+2d10 hp for fine quality).
A pair of splint mail greaves fastened on beautiful, dyed leather (+2d10 hp for fine quality).
A holy icon—a small painting of a holy figure, revered as a relic by a religion dominant to the region.

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Encounters in the Wilderness

What awaits once the heroes leave the roads and villages of civilization behind and venture out into the wilds? Animals, monsters, and nature, of course! Bring spare rations.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD) but most encounters can be applied to other climates than the forests and plains of Medieval Europe as well.

Elves that look suspiciously like Canadian Indians, or something.

This generator currently has 106 entries.

Give me five!

Flickering lights in a marshland area may cause the characters to wander off the safe path. Will-o-the-wisps or travellers in distress?
A secluded cave or meadow turns out to be the home of a recluse or hermit who is terrified of the characters at first. If approached in a non-hostile fashion he may offer shelter and travelling supplies from his garden, as well as prove very knowledgeable of the wilderness of the region.
Something lurks in the river that the heroes are fording. Depending on the climate it might be a crocodile, an aquatic dragon, oversized otters, giant fish—or perhaps one of the most lethal animals out of Africa, the hippopotamus?
The heroes are approached by a hunting band or war party of a race or species that they are not very familiar with, possibly even considered hostile by the heroes’ civilization of origin. The tribes-people try to communicate but no one understands a word of what they’re saying. Will they part ways peacefully or will there be bloodshed?
One or more heroes sneak out of camp to make out, fight, smoke illegal herbs, or just go to the bathroom behind a large-leafed bush. While thus preoccupied, and quite likely with pants around their ankles, our hero or heroes find themselves stared down by a rare, beautiful creature. Will they manage to lace up and move quick enough to capture it? Return to camp, pretending nothing happened? Bonus points for being snorted and scoffed at by mythical beasts out of the folklore appropriate to the campaign—the more magical and intelligent the better.

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Encounters on the roads

What happens while the characters are plodding along the king’s roads connecting towns and cities in fairly populated lands? These encounters are intended for roads where the heroes are more likely to meet other travellers than wildlife or monsters.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD.).

This generator currently has 100 entries.

Give me five!

A charming and roguish character attempts to attach him- or herself to the heroes as they travel towards the next town. He is in fact a spy of an enemy country or faction, seeking safe passage into town and hoping to blend in unnoticed.
A troupe of thespians and their colourful van may share the characters' campsite for the evening. Friendly folks, but oh so eccentric, and prone to bursting into dramatic soliloquies at the drop of a hat.
A small band of armed guards escort the cart of a noble or wealthy priest who is dying from disease or old age—but adamantly clinging to life until he can see a particular place one last time.
A small shrine at the side of the road commemorates a saint or minor deity known to protect travellers. It is customary to leave a coin or a scrap of food outside, for those who have none.
Someone’s switched the signs around at the crossroads, whether as a prank or to deliberately mislead travellers.
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18th century rider on a Friesian horse.

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