Swirly / Portal Table


3.5/d20/OGL


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My group occasionaly plays (although not frequently enough) a homebrew Transformer Roleplaying game, in which Energon can be compressed and "injested" to produce strange random, and usually permanent, results on a character. In this form, Energon is "Swirling". Flying through "portals" (such as wormholes and Warp drive) unprotected has these similar effects. We all love them, or hate them, depending on what happens to the character.

We've been playing "The World's Most Popular Roleplaying Game" exclusively lately, so I thought I would give the PCs the opportunity to use these tables. In my game, I used mixed (or strange) potions that "swirled" with power to achieve similar results. Portals could also be used, but I didn't use that method myself.

What follows are 5 random "swirly" tables - effects that could effect an entire party of PCs, or alternatively one PC. The effects have the potential for really changing the balance of play, and in DnD thats bad obviously. But I present them for your entertainment and comment if desired.

How:

First, decide if you will allow "Roguish Sh@t"; or, extremely powerful or harmful effects. If the answer is 'Yes', then roll a "Face Dice". A "Face Dice" is any six sider with a symbol instead of a number on ine side. In lieu of the "Face Dice", simply roll a "1" on a d6. If the PC rolls it, they roll on the "Roguish Sh@t" table, otherwise they use the standard Swirly Tables.

If thhe answer to the above queston is 'No', or if the player failed to roll the "Face", they then roll a d4 and the DM consults the tables below:


1

Potion of Wild Results

1.Roll Even Die: Increase ONE Ability by 1d4, recipient’s choice, permanently, or) Roll Odd Die: Decrease ONE Ability by 1d4, recipient’s choice, permanently.
2.Randomly determine TWO Abilities. Swap them, then add 1 to each, permanently.
3.Reduce 1d3 Random Abilities by 1d4 each (minimum of 1), permanently.
4.Heroes Endurance – Increase Constitution by 2d4.
5.Speed of the Cobra – Increase Dexterity by 2d4.
6.Power of the Giants – Increase Strength by 2d4. Increases the height and weight of the recipient by ½ each (Note that this may up the size of the recipient at the discretion of the Dungeon Master).
7.Worldly Knowledge – Increase Wisdom by 2d4.
8.Intellectual Power – Increase Intelligence by 2d4.
9.Natural Leader - Increase Charisma by 2d4.
10.Free bonus Feat of recipients’ choice (must meet minimum requirements of the new Feat.)
11.Insta-Death: reduce Current Hit Points to -10.
12.Halfling! – Change the race of the recipient to Halfling, and adjust all factors as a result of this change. If the recipient was already a Halfling, then ignore the result, and roll on this table again.
13.Random race change. Per Halfling roll above, except that race change is random.
14.Sloth! - Recipient is permanently under the spell effect Slow.
15.Enfeeblement - Reduce Strength by 1d6 + 5 points, permanently.
16.Gain d3 Random Curses. Roll d6 per curse gained: 1-3 Physical, 4-5 Mental, 6 Other.
17.Heal All: Heal all current wounds (to include any reversible liability such as curses, ability drains, energy level drains, diseases, and prior negative swirly affects, etc.).
18.Vocal Cords damaged by searing potion; recipient mute, may not communicate verbally, may not cast spells requiring verbal components.
19.Recipient rolls a d6: 1-2 recipients eyed damaged, -4 penalty to spot and search checks, all combat targets have concealment, and –1 to recipients AC. 3-4 recipient contracts an immune deficiency disease that immediately reduces Constitution by 2d4, rounded down (minimum of 1). 5-6 Insta-Death: reduce Hit Points to -10.
20.Roll Twice on the table, ignoring a result of “20”.


2

Potion of Magical Effects

1.Bark Skin - Skin thickens and develops a brown bark tint; reduce Current Charisma by 1d4, reduce Dexterity by 1, and gain a +4 Enhancement Bonus to Natural Armor permanently.
2.Dragon Scales – Skin is replaced with reptilian scales (color chosen by recipient); reduce Current Charisma by 1d3, gain a +6 Enhancement Bonus to Natural Armor, and Damage Reduction 5/Magic permanently.
3.Insta-Death.
4.Even Die Roll: Increase 1-2) Fortitude 3-4) Reflex 5-6) Will saves +1d6, permanently Odd Die Roll: Decrease 1-2) Fortitude 3-4) Reflex 5-6) Will saves -1d6, permanently (negative results are possible).
5.Insta-Death.
6.Even Die Roll: Increase 1-3) Melee Attack bonus or 4-6) Ranged Attack bonus by 1d4 permanently or) Odd Die Roll: Decrease Base Attack bonus by 1d3 permanently.
7.Gain random Innate Arcane (mage) spell Supernaturally, random d3 spell level, cast once per day. Refer to page 239 3.5 DMG.
8.Gain random Innate Divine (clerical) spell Supernaturally random d3 spell level, cast once per day. Refer to page 241 3.5 DMG.
9.Increase initiative modifier by 1d4, permanently.
10.Decrease initiative modifier by 1d4, permanently.
11.Increase Base Speed 1d6 x 5, permanently.
12.Decrease Base Speed 1d4 x 5, permanently.
13.Even Die Roll: Gain d10 x 100 experience instantly or) Odd Die Roll: Lose d10 x 100 experience instantly
14.Alignment Reversal: recipients must reverse their alignment.
15.Steel fists – Fists become deadly weapons; unarmed strikes are treated as if attacker was armed (with appropriate attacks of opportunity implications). Successful strikes by medium size deal 1d6 real damage, and 1d4 real damage for small creatures.
16.Even Die Roll: Rage: Gain Barbarian Rage Feat, usable once per day or) Odd Die Roll: Coward: Character must make a Will Save DC 18 on his/her first turn any time initiative is dropped or suffer the effects of shaken for the duration of the encounter.
17.Experience – Roll d6. On even result: Gain 1d6 x 100 experience; on odd result: Lose 1d6 x 100 experience.
18.Even Die Roll: Wealth – Multiply all current coins owned, and in the recipients current possession, by 10 or) Odd Die Roll: Hard Knock Life – Lose all current coins owned, and in the recipients current possession. This affects any cash owned and not other assets.
19.Heal All: Heal all current wounds (to include any reversible liability such as curses, ability drains, energy level drains, diseases, and prior negative swirly affects, etc.)
20. Roll Twice on the table, ignoring a result of “20”.


3

Potion of Unnatural Abilities

1.Recipient will gain a one-time ability to cast the spell Wish, per Players Handbook.
2.Theme Music: Once per day, at will, the players chosen theme song is heard by anyone capable of hearing music within a 50 foot radius always centered on the character, moving with him or her. This music inspires courage for the player yielding a +2 to save morale bonus to charm and fear effects and adds a +1 Theme Music Bonus to attack and damage rolls for the duration. Any other creatures that can be affected by mind-influencing affects (to be selected by the player) must make a Will Save DC 10+ Character Level or be shaken for the duration. This music seems to emanate from everywhere, is supernatural, and requires no gestures or verbal component to trigger. Duration is equal to Character Level in rounds.
3.Recipient gains resistance to Heat and Fire Roll 1d6) 1-3 Resistance 5; 4-5 Resistance 10; 6 Resistance 15. Additionally, recipient gains a +2 bonus to their Charisma when using diplomacy with creatures born of flame (such as fire elemental or fire salamanders).
4.Recipient gains resistance to Lightning Roll 1d6) 1-3 Resistance 5; 4-5 Resistance 10; 6 Resistance 15. Additionally, recipient gains a +2 bonus to their Charisma when using diplomacy with creatures born of the storm (such as wind elemental or aerial servants).
5.Recipient gains resistance to poison (character adds +4 to all Fort Saves to resist poison). Additionally, recipient gains a +2 bonus to their Charisma when using diplomacy with creatures born of poison and pestilence (such as intelligent vipers or spiders).
6.Even Die Roll: Recipient gains Resistance to non-magical weapons (Damage Reduction 5/Magic) or) Odd Die Roll: Recipient gains an affliction to Iron. Weapons cast of iron inflicts an additional 1d6 damage upon recipient.
7.Recipient gains resistance to Cold. Roll 1d6) 1-3 Resistance 5; 4-5 Resistance 10; 6 Resistance 15. Additionally, recipient gains a +2 bonus to their Charisma when using diplomacy with creatures born of ice (such as frost giants or ice salamanders).
8.Recipient gains an immunity to mind altering powers (exact immunities per common undead).
9.Recipient grows gills and gains the ability to breath water (fresh and salt) and move freely in and under water as if recipient were affected by free action.
10.Recipient gains an affliction to poison; fortitude save penalty (when subjected to poison) of –5 permanently.
11.Recipient is under the affects of Comprehend Languages permanently. In other words, the recipient naturally understands all languages: even ones he has never heard before.
12.Good Luck – Recipient is under the effects of ‘Bless’, permanently. This effect is stackable.
13.Bad Luck - Recipient is under the effects of ‘Bane’, permanently. This effect is stackable.
14.Real bad luck – Reduce Current Hit Points to -10. You’re dead (Insta-Death).
15.Recipient gains the ability to detect magic innately (per the spell). If the character may already perform this feat, then he/she gains the ability to identify specific details about the magic detected. If the recipient may perform both feats, re-roll on this table.
16.Spell Resistance – Recipient Gains Spell Resistance 3d4, permanently.
17.Other Curse – Recipient is stricken with a permanent Other curse and must roll on the Other curse table.
18.Physical Curse - Recipient is stricken with a permanent physical curse and must roll on the physical curse potion table.
19.Mental Curse - Recipient is stricken with a permanent mental curse and must roll on the mental curse potion table.
20.Roll Twice on the table, ignoring a result of “20”.


4

Potion of Knowledge and Insight

1.Increase all skills in which skill points have been assigned by one skill point, even if its beyond natural maximum limit.
2.Lose one skill point from skills in which skill points have been assigned, to minimum of zero.
3.Gain 1d6 skill points in any skill chosen by player, not exceed maximum natural level.
4.Even Die Roll: Lose all skill points in one random skill, or Odd Die Roll: Lose ALL skill points.
5.PC may choose any cross-class skill and consider it a class skill, then add 2d4 skill points to it, even if its beyond natural maximum limit.
6.Increase 1d10 skills by 1d4 skill in any skills, not to exceed natural maximum limit.
7.Lose 1-2) 1d6 x 100 XP, 3-4) 2d6 x 500 XP, 5-6) 2d10 x 1000 XP, not to exceed zero.
8.Gain 1-2) 1d6 x 100 XP, 3-4) 2d6 x 500 XP, 5-6) 2d10 x 1000 XP.
9.Recipient no longer has natural skill advancement limits.
10.Gain 1d3 Random Base Feats. Refer to Random Base Feat Table.
11.Lose 1 Feat to be determined by player.
12.Weapons Master – Gain Weapon Focus Feat of weapon of choice, provided minimum requirements are met. One who already has a Weapon Focus Feat gains the Weapon Specialization Feat, regardless of the recipient’s class or level prerequisites. If none of the requirements are met, re-roll on this table.
13.Occupational Master – Gain Craft or Knowledge skill of choice at maximum possible skill points possible.
14.Idiot Savant – Increase any current skill level by 10 skill points (even if its beyond natural maximum limit), and lose 2d6 skill points from other skills of the recipient’s choice. Additionally, the recipient must roll on the Other curse table.
15.Gain any skill possessed by any current member of the party by physical contact at the party member’s skill point level instantly, even if its beyond natural maximum limits.
16.Brain Aneurysm – Reduce Intelligence Charisma, and Wisdom by 1d10, minimum of 1 permanently. Recipient may affect all abilities on one roll, or all on separate rolls.
17. Photographic Memory – Recipient has complete and total recall of any information that the person has seen or experienced as far back as twenty years. Note that the effective start date of recall begins immediately after the potion is consumed. Additionally, the recipient must roll on the Physical curse table.
18.Past your Prime: You no longer gain experience.
19.Insta-Death.
20.Roll Twice on the table, ignoring a result of “20”.


Face

Roguish Sh@t

1.Even Die Roll: Rapid Learner - Recipient gains Experience at 150%, permanently or) Odd Die Roll: Slow Learner – Recipient gains Experience at 50% rate, permanently.
2.Steel Skin - Skin is covered with a flexible metallic substance; reduce Current Charisma by 1d2, gain +8 Enhancement Bonus to Natural Armor permanently, damage reduction 10/Magic, steel fists (refer to appropriate entry on Potion of Magical Effects Table), and total invulnerability to fire, cold, and lightning.
3.True Flight: At will, the character can fly by magical means at a speed of 50 ft. (average).
4.Recipient gains immunity to poison. Additionally, recipient gains a +4 bonus to their Charisma when using diplomacy with creatures born of poison and pestilence (such as intelligent vipers or spiders), and the ability to secrete poison (exact parameters determined by DM) twice per day.
5.Moshing Power: Attack Rolls (and ONLY attack rolls) are made on a D30 with a “1” result treated as a natural fumble, while critical numbers are doubled (e.g. a battleaxe’s critical, normally a 20, is now a 29 and 30. A longsword’s critical, normally a 19 and 20 is now a 27, 28, 29, and 30.)
6.Limpness: Attack Rolls (and ONLY attack rolls) are made on a D12 with a “1” result treated as a natural fumble, and a “12” a possible critical hit. Unlike a standard critical hit, a natural “12” while in Limpness mode does not automatically hit for a potential critical. In order to qualify as a hit or a critical, the strike must have hit.
7.Insta-Death.
8.Get out of the buck! One Up! Upon your characters death, your character reappears, alive as if affected by a total heal in any selected area the Dungeon Master desires.
9.Recipient gains immunity to Heat and Fire, per fire elemental. Additionally, recipient gains a +4 bonus to their Charisma when using diplomacy with creatures born of flame (such as fire elemental or fire salamanders), and the Supernatural ability to cast (as an equivalent level sorcerer) burning hands twice per day.
10.Recipient gains immunity to Lightning. Additionally, recipient gains a +4 bonus to their Charisma when using diplomacy with creatures born of the storm (such as wind elemental or aerial servants), and the supernatural ability to cast (as an equivalent level sorcerer) shocking grasp twice per day.
11.Lose an arm, buddy. Even Die Roll: Lose Primary Hand Arm or) Odd Die Roll: Lose Off-Hand Arm. In the event the person has Ambidexterity, they lose any arm of players choice. Note: this arm is portaled off, and can never be magically healed (i.e. regenerate), except for a Wish or Miracle spell, a Heal All, or some other equally hard-core spell.
12.Punch Drunk – Reduce Strength, Dexterity, and Charisma by 60%, and reduce Intelligence by 50%, all rounded down.
13.Body Regeneration: Character heals per regeneration at a rate of 5 per round automatically.
14.Extension: Select any one Medium sized (relative to weapon sizes) item as an extension. This item may be summoned into and out of the prime material plane existence as a free action, at will. This item does not materialize when the character is knocked unconscious or killed, although he/she may be forced to recall it against his/her free will.
15.Burn for it: Character gains the ability, at will, to convert experience at a rate of 200 per burn point, or 1 attribute point per 5 burn points to modify any standard d20 die roll attempt to a maximum of 5 burn points. The bonus is considered a “swirly” bonus, and all points spent to burn are lost permanently.
16.Recipient gains immunity to Cold. Additionally, recipient gains a +4 bonus to their Charisma when using diplomacy with creatures born of ice (such as frost giants or ice salamanders), and the ability to cast (as an equivalent level sorcerer) chill touch twice per day.
17. Insta-Death.
18.Better you than me: You have one full turn (10 rounds) to kill any player character or after the 10 rounds you die if you were not successful. In addition to saving your own life from the taking of one, per player character you smoke, you get an additional roll on the swirly table and 5 more rounds to kill homies if you are so inclined.
19.Insta-Death.
20.Roll on this table again, and roll on all 4 regular swirly tables too.


Random Base Feats Table*

1.Acrobatic
2.Agile
3.Alertness
4.Animal Affinity
5.Armor Proficiency (Light, Medium, Heavy)
6.Athletic
7.Blind Fight
8.Deft Hands
9.Deceitful
10.Endurance
11.Diligent
12.Improved Initiative
13.Great Fortitude
14.Investigator
15.Iron Will
16.Lightning Reflexes
17.Magical Aptitude
18.Martial Weapon Proficiency
19.Negotiator
20.Nimble Fingers
21.Persuasive
22.Point Blank Shot
23.Run
24.Self-Sufficient
25.Shield Proficiency
26.Simple Weapon Proficiency
27.Skill Focus (Player Choice)
28.Stealthy
29.Toughness
30.Track
* When a Feat is rolled and the recipient already has it, re-roll the Feat. In terms of the Armor Proficiency, the recipient gains the next level (i.e. light to medium, medium to heavy, heavy to re-roll)


Physical, Mental, and Other Curse Tables: I elected not to include them in these threads. Some of the above posts might already be perceived by some to be "over the line", and if thats the case, then surely my random curses would be worse.

The swirly tables aren't for everyone, and I don't recommend them for long-term campaigns, but they are a hoot for the end of a "One Shot" campaign where the PCs slayed the dragon, are counting their money, and are identifying magic items.

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