d100 | Result | Result |
---|---|---|
1 |
Air of Confidence |
You get a bonus to first impressions and ignore critical failures on those rolls. |
2 |
Anarchist Cook |
You can craft poisons, acids, and explosives. |
3 |
Bargain Hunter |
Whenever you visit a merchant, one item they are selling at random is half price. |
4 |
Bigger Fish |
At the beginning of each combat encounter, you may roll a d6. On a result of 6, a larger creature shows up and attacks indiscriminately. |
5 |
Blindfighting |
You can fight normally against enemies that you can't see if they are adjacent to you. |
6 |
Bloody Nose |
Your attacks do a little extra damage as long as you've been damaged by an enemy attack this combat. |
7 |
Bribery Ettiquite |
You get a bonus to bribery, and you are not busted if you fail, unless you critically fail. |
8 |
Burning Vengeance |
Whenever an ally is incapacitated by an enemy in combat, you get a bonus to attack that enemy for the remainder of the encounter. If the ally was killed, the bonus is permanent. |
9 |
Burst of Strength |
Once per rest, when you attempt an action that relies primarily on strength, roll twice and keep the better result. |
10 |
Cheap Shot |
Whenever an enemy within your reach is stunned, blinded, or distracted, you may react by making an unarmed attack against them. |
11 |
Cold Read |
Whenever you take time to interact with an NPC or investigate them, the GM tells you whether they are trustworthy or not, in general. |
12 |
Collective Defense |
You get a bonus to defense for each ally adjacent to you. |
13 |
Comeback Kid |
Whenever you roll a critical failure, you get a bonus to your next roll this encounter. |
14 |
Combat Awareness |
Whenever you use a reaction during an enemy's turn, you get a bonus to that reaction. |
15 |
Combat Schemer |
At the end of your turn in combat, if you didn't attack, you get a bonus to an attack roll during your next turn. |
16 |
Concealed Weapon |
Once per resupply, you can take creative license to say you had a small weapon concealed on yourself. |
17 |
Cornered Animal |
You get a bonus to attacks while you are cornered or surrounded. |
18 |
Cover to Cover |
Enemies can't shoot at you (using a reaction) while you are moving between cover. |
19 |
Covert Point Man |
If you are hidden, nearby allies that can see or hear you succeed automatically at attempts to become hidden. |
20 |
Crafty Trapper |
You get a bonus to setting traps, and you can make traps out of just about anything. |
21 |
Curious Mind |
Whenever you would find random loot, you may opt to find a clue, message, secret, or bit of lore instead. |
22 |
Dazzling Display |
You get a bonus to perform, distract, and blind. |
23 |
Dead Inside |
You are immune to emotion effects (panic, berserk, gloom, etc). |
24 |
Dead Weight |
While you are carrying a single body (living or dead) you are not slowed or encumbered by it at all. |
25 |
Deep Breath |
You can hold your breath for three times longer than normal. |
26 |
Dirty Blades |
Your edged weapons poison enemies on a hit. |
27 |
Disease Carrier |
You are carrying a disease that has no appreciable effect on you or the other player characters, but may afflict NPCs that you interact with. NPCs that know you have the disease will be reluctant to get near you. |
28 |
Dive Specialist |
Choose a skill. You can use that skill underwater with no penalty. You also get a bonus to swimming. |
29 |
Don't Shoot! |
Enemies can't shoot at you or your allies during the first round of combat unless someone attacks them first. |
30 |
Emergency Exit |
Once per location, you may roll a d6. On a result of 5-6, you find a convenient means of escape. |
31 |
Fastball |
Enemies can't react to your thrown object attacks. |
32 |
Fatal Distraction |
You get a bonus to distraction and can distract enemies that are alert. |
33 |
Feeling Lucky |
When you use something with an unknown effect (throwing a switch, drinking chemicals, etc). You have a 50% chance to avoid any negative effects. |
34 |
Finders Keepers |
You get a bonus to thievery and to finding hidden items. |
35 |
Fingers Crossed |
Once per session, you can cross your fingers before an ally rolls. They roll twice and keep the better result. |
36 |
Fix Anything |
You can attempt to repair anything, even if you don't have an appropriate skill, with a small penalty. |
37 |
Friend of Dogs |
Dogs are friendly toward you by default and you can sense their general mood and state of health when you interact with them. |
38 |
Ghoulish Appetite |
You can eat fresh meat of any kind without becoming sickened, and whenever you do so, you get a minor boon, but no more than once between rests. |
39 |
Hammerhead |
You get a bonus to charging through walls and doors and you take only minimal damage when doing so. |
40 |
Hot Pursuit |
You get a bonus to movement while you are chasing someone. |
41 |
Hot to Trot |
You get a bonus to movement and attacks during your first turn of a combat. |
42 |
Job Perks |
When you take a job, choose one: You get either a 50% advance on the pay, or a 10% bonus once complete. |
43 |
Just Kidding |
Once per NPC per encounter, you can avoid a negative reaction to something you said. |
44 |
Knock Heads |
You can attempt to sap two enemies simultaneously by knocking their heads together. They must be adjacent to each other. |
45 |
Know-it-All |
You have a 1 in 6 chance of knowing information about any NPC, creature, item, or location. |
46 |
Lasting Effects |
Status effects that you apply to yourself or to others last twice as long. |
47 |
Lost Tourist |
NPCs that would be hostile toward you by default are merely unfriendly instead. (For example, they won't attack you on sight for trespassing.) |
48 |
Man in Motion |
At the beginning of each encounter, you can take an immediate dash action. |
49 |
Masochist |
You can choose to take additional damage in place of an injury effect. |
50 |
Massive Knockback |
Double the distance that you knock back enemies. |
51 |
Mean Business |
You get a bonus to bargaining. Unfriendly merchants won't overcharge you or refuse to do business with you. |
52 |
Mental Sanctuary |
Your concentration can't be broken except by supernatural effects, and even then you still get a bonus to maintain your concentration. |
53 |
Model Patient |
Other characters get a bonus to first aid and medicine when treating you. |
54 |
Mushroom Hunter |
You can identify mushrooms (and other fungi) and know their uses and effects. You get a bonus to finding useful mushrooms and to attacking fungal creatures. |
55 |
Mysterious Stranger |
You may roll a d6 at the beginning of a dangerous encounter. On a result of 6, a mysterious NPC shows up to help you for the duration of the encounter. They leave immediately afterward. The details and capabilities of the NPC are left up to the GM. |
56 |
Paper Trail |
You keep an exhaustive record of the party's activities (maps, purchases, people encountered, etc). You can use the record to look up details that may have been forgotten. You get a bonus to filling out paperwork or searching records, and you can do so in half the time. |
57 |
Parkour Enthusiast |
You can climb, move through rough terrain, and vault over obstructions shorter than yourself without slowing down. |
58 |
Party Starter |
You get a bonus to persuade NPCs to start or join a party, or to travel with you to your next destination. |
59 |
Pep Talk |
After resting, you can give an ally an extra use of one of their limited-use abilities until the next time they rest. |
60 |
Perfect Balance |
You always maintain your footing while walking across narrow, slick, or unstable surfaces. |
61 |
Pest Control |
You get a bonus to hit tiny creatures with your attacks, traps, and effects. |
62 |
Pizza Delivery |
If you have access to a phone or computer, you can order a pizza and have it delivered to you in 5d6 minutes, no matter where you are. You still have to pay for the pizza. |
63 |
Polyglot |
You know all foreign languages (but not secret or ancient ones). |
64 |
Pot Shot |
Instead of choosing an enemy to shoot at, you may make an attack roll for each potential target and shoot only at the one for which you rolled the highest. |
65 |
Power Swing |
You can make a powerful melee attack that hits for more damage, but is useable only once every other turn and causes a penalty to your defense until your next turn. |
66 |
Prepared |
Once per resupply, you can take creative license to say you have a common piece of equipment that's useful but not valuable (flashlight, screwdriver, subway token, etc). |
67 |
Quick Change |
You get a bonus to disguises and take only the minimum amount of time to change your clothes and/or armor. |
68 |
Quiet as a Mouse |
You automatically succeed at sneaking and thievery rolls versus sleeping NPCs. |
69 |
Quiet Swimmer |
You don't make any noise while swimming, entering water, or leaving it, unless you unintentionally fall into the water. |
70 |
Resourceful |
When crafting or repairing, you can use whatever you have at hand to substitute for one required tool or ingredient. |
71 |
Return Fire |
You get a bonus to shoot at enemies that shot at you since your last turn. |
72 |
Safety First |
During each encounter, the first time you or an ally rolls a critical failure, it becomes a normal failure instead. |
73 |
Second Wind |
Once per rest, ignore a status effect for the duration of one encounter (or 3d6 minutes). |
74 |
See You in Hell |
When you are incapacitated, you can take an immediate action, such as attacking a nearby enemy or using an item. You can take creative license to say you have an explosive for this purpose. |
75 |
Shrug Off |
Once per rest, reduce an instance of damage you would take by half. |
76 |
Singed, Not Burned |
You take only half the damage from fire and explosions. |
77 |
Sixth Sense |
You can sense when you are being watched or followed, and know from what general direction. |
78 |
Slimy |
You get a bonus to escape grapples and restraints, and you leave a slippery trail as you move. |
79 |
Smartass |
You get a bonus to taunting and distracting NPCs. |
80 |
Smooth Criminal |
You get a bonus to deception, and NPCs get a penalty to track or investigate you. |
81 |
Smug Satisfaction |
Whenever you discover an NPC's secret, your next roll against them is an automatic success. |
82 |
Social Network |
Whenever you meet an unnamed NPC, you may roll a d10. On a result of 10, it turns out you know each other and they are friendly toward you by default. |
83 |
Spare Change |
You can take creative license to say you have money for a small purchase (snack, toll, parking, etc). Useable once per location, NPC, vending machine, etc. |
84 |
Spontaneity |
You get a bonus to initiative, and in situations where you and an enemy would both be surprised, only the enemy is surprised. |
85 |
Stay Cool |
You and nearby allies have resistance to panic, heat, and fire. |
86 |
Sterling Reputation |
Improve your reputation with a faction of your choice. Once per session, you may avoid a negative effect to your reputation with that faction. |
87 |
Strong Grip |
You get a bonus to grappling, climbing, and keeping hold of items you are wielding. |
88 |
Superconductor |
Minimize the damage you would suffer from electrical shock. You can use your body to complete a circuit. You can store an electrical charge in your body for d6 turns (or 6d6 seconds) and then discharge it by touching an enemy or conductive object. |
89 |
Swift Kick |
Once during your turn, when you attack an enemy and miss, you can immediately try to kick them. |
90 |
Teamwork |
Once per encounter, you may give your turn to another player, allowing their character to act in place of yours. |
91 |
That's Good Stuff |
You get a bonus to resist poison, and when you resist the effects of poison, you get a beneficial effect instead. |
92 |
Throw Down |
If you are unarmed, you can attempt to persuade an enemy to put down their weapons and fight you hand-to-hand. |
93 |
Throw Voice |
You can make it sound as though your voice is coming from another spot within 30 feet, potentially distracting enemies or luring them away. |
94 |
Time Management |
Halve the time it takes you to complete tasks that normally take a minute or longer. |
95 |
Too Good for This |
Once per session, you can spend money to turn a failed roll into a success. |
96 |
Tread Carefully |
On a d6 result of 2-6, you ignore hazards on the ground this turn and don't trigger floor traps or land mines. |
97 |
Tunnel Rat |
You ignore penalties for moving, working, or fighting in tight spaces. |
98 |
Twitchy |
You get a small bonus to defense versus attacks and hazards that you are surprised by. |
99 |
Upright Citizen |
When dealing honestly with the authorities, you get a bonus to law, investigation, and persuasion. |
100 |
Weapon Tinker |
You get a bonus to modify weapons and can do so with only basic tools and no facilities. |