d100 | Result |
---|---|
1 |
Duel. At dawn. To the death, or at least the maiming. Could be fair, could be mob justice. |
2 |
A Horrible Scheme. You were somehow drawn into a criminal act. You are complicit. There is a conspiracy. |
3 |
Things Got Out of Hand. Roll again twice on this table with a -20 penalty. |
4 |
Eternal Shame. The family of your target wants you dead and disgraced. They have surprising resources. |
5 |
Dire Revelation. You accidentally said something that puts you, your friends, or your target in danger. |
6 |
Major Lie. You made a promise you can't keep. If you fail it, people might die. |
7 |
Regret. Save vs. Fear (Shame) if you ever see your target again. |
8 |
Robbed Blind. Lose all but 1d6 of each type of coin you were carrying, plus any other obvious valuables. |
9 |
Caught in the Act. By someone embarrassing. Your parents, the bishop, the entire village, etc. |
10 |
Stalker. The person you seduced won't leave you alone. They keep staring at you. |
11 |
Inconvenienced. You are trapped, tied up, or otherwise stuck somewhere. You might need help. |
12 |
Deception. Target was not who they seemed to be. They are important, supernatural, married, etc. |
13 |
Wrung Out. You exhausted yourself and your target. You are both at half HP for 1d4 days. |
14 |
Traitor! Your target's partner or former lover discovers you. They want revenge on everyone involved. |
15 |
Embarrassing Revelation. The secret you revealed will hurt your pride and reputation if it gets out. |
16 |
Lost Something. An important item you own goes missing. It wasn't stolen by your target. |
17 |
Accidental Injury. Something went wrong. Everyone involved takes 1d4 damage and breaks furniture. |
18 |
Unfortunate Rash. It will clear up in 1d10 weeks. It itches and keeps you up at night. It is contagious. |
19 |
Framed. A jealous partner or friend of your target has accused you of a serious crime. |
20 |
Illegitimate Pregnancy. Either you're pregnant or they're pregnant. You won't find out for months. |
21 |
Minor Lie. You'll need to maintain an accent or a harmless habit around your target from now on. |
22 |
Lost Pants. Can't find your underwear or pants/skirt/dress. Armour is not affected but will chafe. |
23 |
Chain Reaction. You taught the target a new technique. They want to try it out on someone new (not you). |
24 |
Bruises and Scratches. Nothing serious, but they are obvious and hard to cover up. |
25 |
Lovelorn. You are expected to pine and sigh. Target is pleased if you do, very offended if you don't. |
26 |
Emotional Baggage. You and your target fill 1d6 inventory slots with Emotional Baggage. Removed by crying. |
27 |
A Pleasant Memory. Target will always think of you fondly provided they never see you again. |
28 |
Perfection. One part of the target's body becomes the new standard by which you judge all others. |
29 |
I Did The Butler? By a trick of the light, a disguise, or magic you harmlessly seduced the wrong target. |
30 |
Gird Your Soul. Target refuses to see you again. If they do, they instantly give in to temptation. |
31 |
Hasty Packing. You accidentally took an item (Unlabeled Package worth 1sp) from your target. |
32 |
All Is Revealed. Target learns 1 of your shameful secrets. You learn one of the target's. Yours must be worse. |
33 |
My Dear Friend… You will not remember your target's name unless you write it down. |
34 |
Mysterious Reputation. In 1d10 days, everyone in the social circle of your target knows your name. |
35 |
Fluster. Save. Passed: target must Save or be flustered if you make eye contact. Failed: they may target you. |
36 |
New Thing. You tried something new and liked it: whips, carrots, the smell of butter, etc. |
37 |
Pillow Talk. Name 1 skill the target probably has. You can roll that skill once. |
38 |
Next! You may roll again on this table with a +5 bonus if you immediately seduce another target. |
39 |
Amusing. You can attract and maintain an audience by telling the story. Your target may not like this. |
40 |
Whirl of Passion. All breakable objects and clothing in the area is destroyed, dented, or knocked around. |
41 |
Uncertainty. You've never been entirely sure what your preferences are. Go from Straight -> Bi -> Gay ->… |
42 |
New Venue. Target will try and lead you (and only you, probably) to a new area (an attic, a shed, a lane, etc.) |
43 |
Food. Your target provides you with a decent meal. |
44 |
Quick! In the Closet! Your target will conceal you (and only you, probably) if asked. |
45 |
Cuddly. For the next 24hrs you smile a lot and want to snuggle people. Your hugs last a little too long. |
46 |
Wardrobe Upgrade. You steal, borrow, or are given a mundane item of clothing that belongs to your target. |
47 |
Have You Met My Friend? Target's friend will meet with you and ask to be seduced at a future date. |
48 |
Pleasant Haze. Target forget the details of the 1d6 hours before they were seduced. Save or you do too. |
49 |
Inspired. You write a poem to your lover. Roll a d100. On a 100, it becomes popular. Otherwise, obscurity. |
50 |
Bamboozled. Target's family or lover is taken in by whatever lies you tell. They suspect nothing. |
51 |
Wardrobe Swap. You accidentally put on one of your target's items of clothing. They have one of yours. |
52 |
Funny Walk. You'll need to sit down very carefully for the next 2 days. |
53 |
Queasy. For the next 24hrs, Save vs Nausea against disgusting smells/sights, but gain +2 to Save vs Fear. |
54 |
Changing Tastes. The next target you seduce must be unusual if this target was normal, or vice-versa. |
55 |
Love Token. Gain a lock of hair, an old shirt, a letter sealed with a kiss, etc. |
56 |
Oh Madeline… A particular food item will cause you to drift into pleasant memories of your target. |
57 |
Drink! Somehow, no matter how improbable it might be, you ended up with a full wineskin. |
58 |
Bed Hair. You just can't get it to comb flat. It sticks out at all angles for 24hrs. |
59 |
Good Reputation. In 1d10 days, everyone in the intimate social circle of your target knows your name. |
60 |
Hey There Gorgeous. Target will flatter your appearance at every opportunity. May cause jealousy. |
61 |
Shouting and Tears. You have an excellent argument afterwards and both, happily, think you've won. |
62 |
Passion. The next time you see the target, Save or meet them behind the nearest bush, in a closet, etc. |
63 |
Shivers. If you touch the target they must Save or go all shivvery. They can do the same to you. |
64 |
What A Night. You remember nothing of your time with the target unless you are drunk. |
65 |
Misdirection. You can frame your target for a minor crime (theft, vandalism, blasphemy). |
66 |
Effective But Alarming Costume. Either your outfit or your target's outfit will be forever exciting to you. |
67 |
Pinches. At some point when you least expect it, target will sneak up on you and pinch your bottom/cheek/arm. |
68 |
Hope and Charity. Target's morals become more strict and more chaste due to your (accidental) influence. |
69 |
Panic. You think you've caught a rash. Turns out it was just a pimple. It fades in 24hrs. |
70 |
A Scheme. You and your target have created a risky plan to meet again in 1d6 days, no matter where you end up. |
71 |
Lavender and Cheese Rind. You can identify your target by just smell and/or touch, at any point in the future. |
72 |
Cleanliness. You and your target bathed, or if implausible, beat the dust from your clothes and scrubbed. |
73 |
Foul Language. Target taught you a new word, curse or euphemism. |
74 |
My Little Cabbage. Target gives you a demeaning yet endearing nickname. They will use it in public. |
75 |
A Head For Crime. Target's morals become less strict due to your (accidental) influence. |
76 |
Soiled! One item the target has on their person or could feasibly reach is forever tainted with strange memories. |
77 |
Our Mutual Friend. Someone else you know gains +4 on their next skill check or roll made to seduce a target. |
78 |
Careless Whispers. If you tell someone who knows the target the details of your seduction, they must Save vs Fear. |
79 |
Lie Back And Relax. You and your target heal 1d6 HP. |
80 |
Heh, Turnips. Pick a word. Whenever you say the chosen word to your target, you both must Save or giggle. |
81 |
Fixed Your Back. Gain +1d6 temporary HP (it does not return if lost). You stand slightly taller. |
82 |
Cash In Hand. Target loans you an appropriate amount for their station. Failure to repay will break their heart. |
83 |
On Top of the World. You feel good! You feel great! Gain +2 to Save for 24hrs. |
84 |
But Didn't You Say… Target gives you a hint regarding a current problem. |
85 |
Tutoring. Name 1 skill the target probably has. You can roll that skill for the next 24hrs. |
86 |
Minor Gift. 1d10sp in jewlery, coins, or other trinkets. |
87 |
With Figs! Target teaches you something new. Gain a +5 bonus the next time you roll on this table. |
88 |
Eureka! Struck by a sudden insight, you now pass a previously failed notice or discovery test. |
89 |
Spring in Your Step. It went very well. You gain a +4 bonus to your next Save against anything. |
90 |
Lie for Me. Target will tell and maintain one useful, complicated lie for you. |
91 |
Significant Gift. 3d10gp in jewelry, coins, or other trinkets. |
92 |
Useful Introduction. Your target introduces you to a helpful, learned, or important person. |
93 |
Lust. Target tries to arrange 1 meeting every day. Target must Save or give up after a week without contact. |
94 |
Permanent Friendship. Even if you move on you will always have a trusting friend. |
95 |
Major Favour. Smuggle you out of a city, adopt an orphan, give you a key, etc. |
96 |
Companion. Target wants to follow you on your adventures. |
97 |
Marriage. If possible, even if unlikely. You might need to push a few people out of windows first… |
98 |
Valuable Secret. A treasure map, blackmail material, the location of a vitally important clue. |
99 |
Improve Yourself. The experience changed you for the better. Gain +1 to a random Stat. |
100 |
True Love. Oh dear. It's mutual (because it's capital-T-True capital-L-Love). |