LOOT RANDOMIZATION (GEAR)

 

TYPE:


1-6

ring


7-13

spell weapon


14-20

2h weapon (1d8)


21-25

Shield


26-30

helmet


31-35

cloak


35-41

gloves


42-46

belt


47-55

1h weapon (1d10)


56-63

chest piece


64-67

potion


68-74

scroll


75-82

guards/greaves/leggings/pants


83-87

boots/shoes/sabatons


88-94

ranged weapon (1d6)


95-100

necklace



Tier (mutable odds)


TIER 1: 1-70

TIER 2: 71-85

TIER 3: 86-95

TIER 4: 96-99

TIER 5: 100


potential Z-Card process when rolling doubles (consult d100 table for possible effects)


Possible bonuses for weapons, armor, and jewelry


roll 2d6


1 +abi

1-2 STR

3-4 AGI

5-6 END


2 + abi

1-2 INT

3-4 PER

5-6 CHA


3 + offense skill (1 SPADE 2 melee, 3 ranged, 4 DIAMOND, 5 stealth, 6 CLUB)


4 + defense skill (1-2 dodge, 3-4 block, 5 parry, 6 counter spell)


5 + save

1 STR

2 AGI

3 END

4 INT

5 PER

6 CHA


6 + damage (optional roll – 1-3: weapon, 4: spell, 5: charge, 6: stealth)




if an entire five piece set is found roll 1d6, then follow chart

1 + abi

1 STR

2 AGI

3 END

4 INT

5 PER

6 CHA


2 + skill 1d4 (H, S, C, D)

3 + save

1 STR

2 AGI

3 END

4 INT

5 PER

6 CHA

4 + movement

5 + damage

6 +DR (1-4: DR; 5: ADR 6: SDR)



* Z-Card efffect (in progress)

3d10

Z card effects

3d10


3.+xd6 elemental damage on crit

4. adds status effect

5. adds ability damage

6. heals wielder upon damage

7.causes wound

8. releases unique poison

9. gives additional bonus to backstab

10. stores spell(s)

11. singing sword

12. cause fear

13. additional damage against blocking opponent

14. pure magic conduit

15. spore

16. ashen cloud

17. tremor/quake

18. sonic wave

19. creates escalating damage counter

20. gravity pull

21. summon familiar

22. energy vortex

23. echoic memory

24. knockback

25. create darkness

26. create smoke

27. toxic cloud

28. counter spell

29. healing negation

30. add BA for x turns



** Potions (in progress)

1d100:

1-5 – consult chart, potions have negative side effects or directly opposite effect

6-90 – healing, replenish

91-100 – consult chart, healing potions are 1d4+1x their normal potency


2d20

2 healing

3 replenish ability

4 haste

5 skill

6 ability bonus

7 protection (saves, DR, spell DR, elemental protection)

8 luck/blessed

9 ammonia

10 nutritious meal

11 stun and immobilization immunity

12 mental bastion

13 lower card cost

14 improve card potency

15 restore cards

16 spider climb

17 giant frog leap

18 invisibility

19 true-seeing (in addition to allowing one to see invisible and ethereal persons, or otherwise see through illusions, can actually cure blindness)

20 charm

21 disguise

22 fearful presence

23 flying

24 polymorph

25 anti-venom

26 anti-toxin

27 long rest

28 anti-aging

29 dark vision

30 regeneration (speeds base health recovery, including all Ability Damage)

31 cure disease

32 true form (undoes mutations)

33 dragon's breath

34 medusa's gaze

35 short-term astral projection

36 prophetic vision

37 water breathing

38 force field

39 recall

40 revive from dead




*** Scrolls (in progress)

1... 100

Comments

Popular Posts