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 |