Roll 1d10 and follow the corresponding Prompt below. You may reroll or ignore a Prompt if it is redundant or not applicable. The examples may assist you.

Number Prompt Example
1 Reward them with a relevant consumable item. After finishing your medical training, the instructor provides you with a first-aid kit for emergencies.
2 Give them a connection to a powerful individual. ** You receive a crystal ball, through which you can call upon the psychic whenever you wish.
3 Introduce a pet for them. ** After helping the mechanic, she gives you a robot dog.
4 Provide them with access to a location. ** As a perk for being drafted onto the sports team, you can now access the gym and the locker rooms whenever you like.
5 Provide them with useful information, such as a map. ** Your new employer hands you detailed blueprints for the space station.
6 Reward them with an item of historical significance. ** Your expedition results in you finding an ancient slab, which tells the tale of the great flood.
7 Reward them with an item of cultural significance. ** The villagers give you a ceremonial trinket, which represents your rite of passage into adulthood.
8 Give them an effect that represents a mood or tone shift in the story. ** You are smitten by the dragon slayer, leading you to have romantic feelings.
9 Give them an effect that gives them an advantage for later. The goddess blesses you with good luck, which you can use to counteract failures.
10