when I say feats and equipment's or items i mean any permanent thing including but not limited to Runes, Feats, Equipment's and other items.
you get boosts and bonuses from feats and equipment
Stats
to get a stat increase roll a d20. you also add the modifier of that stats saving throw to your roll.
if you get a 5 or lower the stat increase on the equipment or feat halves and remains on the feat or equipment
if you get 6 - 10 the stat stays as it is on the feat or equipment and after 1 week you can try again to get the boost added to yourself.
if you get 11 - 15 you get half the stat added to yourself and the rest remains on the feat or equipment.
if you roll 16 - 25 but not a natural 20 you get all the bonus added to yourself and none left on the feat or equipment.
if you roll 26+ or a natural 20 you add double the stat to yourself and none is left on the feat or equipment.
Resistances/immunities/languages/carrying capacity
to gain the effects stated above roll a d20 and add different modifiers to different things:
Resistances/immunities:
to add resistances roll a d20 and add your constitution saving modifier and 1/4 of the amount of resistances you already have rounded down
if the number is 5 or less it disappears completely from the feat or equipment
if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.
if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment
if you roll 26+ 0r a natural 20 you gain effect and the item keeps the effect for another week
Languages:
roll a d20 + intelligence saving modifier and languages divided by 4 rounded down
if you roll 1 - 5 you can't speak for a week and feat or equipment you are taking from loses it
if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.
if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment
if you roll 26+ 0r a natural 20 you gain effect and the item keeps the effect for another week
Carrying capacity:
roll a d20 and add you strength saving modifier and add 1 for tiny and small, 2 for medium and large , 3 for huge and gargantuan.
if you roll 1 - 5 you your carrying capacity is halved for a week and feat or equipment you are taking from loses it
if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.
if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment
if you roll 26+ 0r a natural 20 you gain effect x1.5
Other disadvantages:
if an effect is deemed as bad for example an effect that decreases a stat if you roll a natural one and it remains 1 or lower after modifiers you gain all negative effects from that item and remain for a week on you.
you must have control or ownership of the item for at least a week first before taking effects
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/5/2022 2:23:24 AM
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6
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1
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Coming Soon
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