gr8artist
2013-02-19, 03:00 AM
So, this is something I was toying around with and wanted to share.
The abilities can be something given at character creation, or something "unlocked" at early-to-mid levels via. some kind of relic or spell. Since the ability's source is still vague, the power level on these perks is also vague.
The bonus and penalty durations are still vague as well... something the DM should just go by on a case-by-case basis. The general idea, however, is that the benefit shouldn't be usable until AT LEAST after the penalty is gone, and preferably twice that long.
For example: an ability that gives +4 on a single roll, but then -4 on all rolls. If used in combat, you get a +4 on a single roll (attack). Your other attacks and rolls take -4 for at least 1 round. You wouldn't be able to use the +4 benefit again until after 2 rounds or so.
The whole thing is still in the planning stages, but I'm thinking of giving these powers to my characters in the form of enchanted cards or something, usable as a standard action (or as appropriate for the ability).
Note: characters should NOT be allowed to pick their Zodiac Perk.
Roll 1d12 for dat.
Hourglass Wizards, late bloomers, ackowledged in their later years
Doubles the ability score benefit from age categories. Character ages randomly and more quickly than normal
Dragon Great power, often a great danger
Character can grant himself a bonus of +10 on a single roll, but either he or one of his allies takes a -10 penalty on another roll of the DM's choosing.
Mask Entertainers, tricksters and liars
Character can take 20 on a charisma skill check, but all npc’s treat their attitude toward him as 1 or more steps lower than normal. Character is frequently blamed for crimes.
Hammer Judges, lawmakers, stubborn fools
Attacks against criminals gain a bonus, but the character suffers a penalty on any check or DC that would beneficially affect his mood or mindset.
Great Oak Caretakers, healers, patrons and fathers
This character can aid another for heal checks and healing spells. Any check or spell modified this way or used by this character negates all afflictions for 1 round.
Falcon Self sufficient, farmers and hunters, poor social skills
Always has food available and at least 20 gold in pocket change. Character takes a -5 penalty on all charisma based checks.
Archway Children and youth, fools and lovable troublemakers
Gain a +5 initiative bonus or act in a surprise round when you would be otherwise unable to do so. Any check with a natural result of 3 or less is an automatic failure for the rest of the fight.
Scythe Isolated, perverse and misunderstood
Change the character’s type to another (dragon, outsider, etc.) for the purposes of spells and effects that target a creature type. Character speaks only an uncommon language during this time.
Knight Loyal friends, dependable but boring
Double the bonus granted by any aid another action, but take an equal penalty on all checks for 2 rounds.
Ship Travelers and traders, flighty and irresponsible
Double a day’s travel or make a short journey in half the normal time. You may receive no discounts, favoritism, or affection. You may not borrow money.
Void Uncertain, idiot savants and the handicapped (formerly the Lion)
The character gains a temporary bonus to a type of check for a short time, but suffers a permanent penalty to one ability score.
(This symbol represents a dark hole or cloud in the night sky that recently obscured the former constellation "Lion")
Ram Short tempered and problematic, stubborn fighters
Character gains a bonus during the first few rounds of combat, but suffers penalties outside of combat. Penalties are magnified if the character avoids any combat.
The abilities can be something given at character creation, or something "unlocked" at early-to-mid levels via. some kind of relic or spell. Since the ability's source is still vague, the power level on these perks is also vague.
The bonus and penalty durations are still vague as well... something the DM should just go by on a case-by-case basis. The general idea, however, is that the benefit shouldn't be usable until AT LEAST after the penalty is gone, and preferably twice that long.
For example: an ability that gives +4 on a single roll, but then -4 on all rolls. If used in combat, you get a +4 on a single roll (attack). Your other attacks and rolls take -4 for at least 1 round. You wouldn't be able to use the +4 benefit again until after 2 rounds or so.
The whole thing is still in the planning stages, but I'm thinking of giving these powers to my characters in the form of enchanted cards or something, usable as a standard action (or as appropriate for the ability).
Note: characters should NOT be allowed to pick their Zodiac Perk.
Roll 1d12 for dat.
Hourglass Wizards, late bloomers, ackowledged in their later years
Doubles the ability score benefit from age categories. Character ages randomly and more quickly than normal
Dragon Great power, often a great danger
Character can grant himself a bonus of +10 on a single roll, but either he or one of his allies takes a -10 penalty on another roll of the DM's choosing.
Mask Entertainers, tricksters and liars
Character can take 20 on a charisma skill check, but all npc’s treat their attitude toward him as 1 or more steps lower than normal. Character is frequently blamed for crimes.
Hammer Judges, lawmakers, stubborn fools
Attacks against criminals gain a bonus, but the character suffers a penalty on any check or DC that would beneficially affect his mood or mindset.
Great Oak Caretakers, healers, patrons and fathers
This character can aid another for heal checks and healing spells. Any check or spell modified this way or used by this character negates all afflictions for 1 round.
Falcon Self sufficient, farmers and hunters, poor social skills
Always has food available and at least 20 gold in pocket change. Character takes a -5 penalty on all charisma based checks.
Archway Children and youth, fools and lovable troublemakers
Gain a +5 initiative bonus or act in a surprise round when you would be otherwise unable to do so. Any check with a natural result of 3 or less is an automatic failure for the rest of the fight.
Scythe Isolated, perverse and misunderstood
Change the character’s type to another (dragon, outsider, etc.) for the purposes of spells and effects that target a creature type. Character speaks only an uncommon language during this time.
Knight Loyal friends, dependable but boring
Double the bonus granted by any aid another action, but take an equal penalty on all checks for 2 rounds.
Ship Travelers and traders, flighty and irresponsible
Double a day’s travel or make a short journey in half the normal time. You may receive no discounts, favoritism, or affection. You may not borrow money.
Void Uncertain, idiot savants and the handicapped (formerly the Lion)
The character gains a temporary bonus to a type of check for a short time, but suffers a permanent penalty to one ability score.
(This symbol represents a dark hole or cloud in the night sky that recently obscured the former constellation "Lion")
Ram Short tempered and problematic, stubborn fighters
Character gains a bonus during the first few rounds of combat, but suffers penalties outside of combat. Penalties are magnified if the character avoids any combat.