Owlbear Stew - Extras

Bonus Templates


Mundane
  1. Unmarked Packages - You can purchase packages and retroactively declare what is within, so long as it's possible
  2. Second Story Work - You can climb just as well without climbing gear as with it. If you do have gear, impossible climbs might be feasible
  3. Mercantile Nature - Wherever you go, you can always find someone willing to buy and sell, somehow
  4. Juryrigger - Spend a day replicating or overclocking a magic item, one use
  5. Path-Seer - You can always find a shortcut or hidden route leading away from wherever you are, but the way is never free or easy
  6. I Know a Guy - Whenever you arrive at a new town, you can name someone that you know. Alternatively, the first time you meet a new person in a town, you can say you know them
  7. Nose for Trouble - You can always tell which direction has the most danger, and perhaps what it is
  8. Alchemikludge - You can kludge a potion into three doses with half effectiveness each, reverse a potions effect, distil alcohol, make soap, turn gold into lead, grind lenses, and turn fire into any colour of the rainbow
  9. Architectish - You can make accurate mental maps and sketch them perfectly. You know the general plan of any building you see, as well as which walls are load-bearing, and where the designer may have hidden secrets
  10. Astrologonomy - You can make a prediction about the future overnight instead of sleeping. It always comes true, but it may be in a strange form, a dream, a message or applying to the wrong person. Also, you always know when the next major astronomical event is happening (the first time you use this, you can declare when it'll be)
  11. Acrobatical - So long as you concentrate, you can use your feet like your hands and never lose your balance
  12. Mathematika - You can perform advanced algebra in your head, predict the flight paths of objects with perfect accuracy, accurately eyeball measurements, and judge the amount of strength (and length of lever) you would need to lift any object
  13. Old Bold Bomb-maker - Gunpowder is usually made from charcoal, saltpetre and sulphur. If you replace one of the ingredients with different powders and liquids you can create new strange explosives
  14. Etiquetteful - You know how to compose yourself and seem like you belong, no matter the social scene. You know the name of everyone who is anyone
  15. Oratorial - You can get and hold a crowd's attention for as long as you're speaking. Your voice carries over distances of up to a mile. If you shout, you can distract people in earshot. While you are talking, anyone gets a good sense of what you are saying, even if they don’t speak your language
  16. Muse - You are an artist, in a medium of your choice. Once you create a work of art depicting something, you can declare it to be your Muse. Advantage to all rolls involving your Muse, only one Muse at a time
  17. Engineerable - You can make ball bearings, springs, gears, lever-actions, winches and sundry other mechanical components from scratch. You can also turn a lot of ore into a small amount of pure, workable metal
  18. Linkboy - Torches you hold last five times as long
  19. Mastered The Dungeon - If you kill the boss of a dungeon, any of its former minions that you defeat have a 50% chance of joining you instead
  20. Scrounge - If you dig through a pile of trash, you always gain a random item

Arcane
  1. Trick or Three - Learn three completely random spells
  2. Wizard Vision - At a thought, you can detect if something is an illusion, invisible, shape-shifted, or a spellcaster. The price is either your sanity, as you reject the etheropelagic visions, or your empathy as your are alienated from normal lifeforms
  3. Summon Being
  4. Know-It-All - Whenever you declare something to be a fact, it "is" (it might actually be a cunning illusion, only temporary, much worse than you said, have a hidden cost, or require a sacrifice from you)
  5. Limited Wish - Beware the recoil of powerful wishes. One use
  6. Skulking Familiar - It lurks around you, nearby but never close. It leaves gifts and messages. It'll teach you secrets, if you can handle them
  7. Wise Familiar - It sits on your shoulder or in your bag. It knows much, much more than it lets on. It can grant favours
  8. Useless Familiar - It flops around like a dying fish. If it's killed, it'll return the next day
  9. Wandering Familiar - It travels far, seeing all and remember everything. You might not see it for several days at a stretch, but it will be back
  10. Selective Invulnerability - You take no damage from the first attack you are hit by. You'll never take damage from that type of weapon or element, ever
  11. Knowledgeable - Learn a new random fact whenever you start the session, spend time meditating, or try and communicate with an element of nature
  12. Speak With [Element] - Fire, Water, Earth, Air, or perhaps something stranger

Weird
  1. Heavily Armed - One of your arms is a chainsaw or similar, powered by your blood, deals d10 damage. If you use it constantly or as a tool, drains d4 hp of your blood
  2. Glass Jaw - Take x2 damage from all sources, deal x3 damage
  3. Innocent - Anything will hesitate to kill you, at least for a moment, if you ask them for it
  4. Falling with Style - So long as you jumped, and have room at the bottom to roll, you never take falling damage
  5. Conjure "Useful" Items - You always have a piece of string, a stub of chalk, a smooth pebble and a worthless coin in your pocket. You don't actually create or summon these items, only absent-mindedly collect them and somehow always have just enough for your needs
  6. Hypnotic Voice - If you are making eye contact with someone, you can make them repeat a sentence you say and focus on it later
  7. Vampirism - You don't need to eat, sleep, or breath, but you must drink blood. Allergic to sunlight. Powers and weaknesses develop as you drink more people
  8. Water Breathing - You can breath underwater. Duh. You can't heal HP in very dry environments
  9. Haunted - The last creature you killed haunts you until you replace them with another ghost
  10. Unbound Potential - One game rule doesn't apply to you, or alternatively, applies to you in a drastically limited way

First Level Only
  1. Very Good Dog - You are a dog. You can’t talk or read, but you can communicate with your friends. You can bite, climb ladders, carry things in your mouth and are at least lightly armoured
  2. Cursed Sword - You are an enchanted sword that mind-controls anyone that touches you. Use the Might, Wriggles and Gumption of whoever wields you
  3. Many - You are a whole crowd of loosely-organised people. You take min damage from normal attacks, and max from area attacks. You rout if you take damage at 0 HP, and lose max HP from getting individuals killed

Failed Careers

  1. Peasant - If you are shown how, you can do any task about as well as your instructor, so long as they give you continual direction
  2. Farmer - You always know either what's wrong with a crop or animal, or how to fix it, but never both
  3. Shepherd - You can cajole animals in any direction
  4. Hunter - So long as you pay appropriate respects to nature, she will respect you as one of her own (which might include respectfully eating you)
  5. Thresher - If anyone can find a needle in a haystack, it's you
  6. Gardener - You can dig up any plant without immediately killing it, given proportionate tools and time
  7. Butcher - You can bleed every last drop out of a corpse, and make anything into sausages
  8. Lumberjack - Trees you cut always fall the way you want
  9. Baker - So long as you've got flour and fire, you can make anything into a cake or pie
  10. Fisherman - You are incredibly patient, and can wait for something as long and exactly as required
  11. Author - If you go on a proper adventure and live to write about it, it's got a 50% chance of being successful. Only one chance
  12. Priest - When you bury a body and perform a funeral rite over it, that body cannot rise from the dead
  13. Launderer - Able to determine the source of any stain, and how best to remove it
  14. Well Maker - Always know the distance below soil to water
  15. Blacksmith - Recognise all metals and ores on sight, including all the grey ones (most of them)
  16. Cobbler - You can ask one question about someone based on their shoes or well-defined bootprints, it'll be answered so long as its possible
  17. Merchant - Once, ever, you know exactly what it is that will make someone accept a deal, and you have it in your pocket
  18. Butler - You can instantly recognise if something is out of place, if you've seen the room before
  19. Carpenter - If you examine a lump of wood, you can determine what object or item it would most easily be carved into
  20. Mason - If you examine a lump of stone, you can determine what object or item it would most easily be chiselled into
  21. Squire - You can sacrifice yourself to save somebody else
  22. Grave Robber - The first time you'd be cursed, it hits the closest person to you
  23. Sailor - You know the traditions required to placate gods and spirits of wind and water, including the ones that don't exist. You can't swim
  24. Jester - You can make everyone forget the last thing you said by saying or doing something even more outrageous
  25. Soldier - You can eat anything, sleep anywhere, complain about everything and always run faster than your allies
  26. Experiment Survivor - You were deemed a mixed success (1d4): d6 ranged, d8 melee, d6 acid, d4 psychic, but not usable (1d4): while at 0 HP, while at max HP, in sunlight, while hungry
  27. Aristocrat - You've lost everything, but until they realise it, everyone will defer to you
  28. Companion - If you are giving someone a massage, they'll answer one question by accident, even if they weren't intending to
  29. Smuggler - Of the items you start with, one has a hidden compartment, one has a secret weapon, one is not what it seems
  30. Thug - You don't care if you get your nose broken (again), and can fight with any one-handed weapon while grappling
  31. Stonecutter - You can smell when a rock-related accident is going to occur
  32. Cutpurse - Your footsteps are silent, so long as you are walking carefully
  33. Hermit - You know one vague yet menacing prediction about the future. Perhaps it'll come to pass
  34. Brewer - If it can rot, you can turn it into booze
  35. Cooper - You can tell at a glance if barrel is full, empty, damaged, broken or tampered with
  36. Glassblower - With access to a hot enough flame and pure sand, you can make bottles, vials, cups, "art"
  37. Librarian - If you repair and return a book to its rightful place, you can access its contents mentally
  38. Jeweller - If a gemstone or piece of jewellery is real, you'll always know immediately upon inspecting it
  39. Prisoner - If you sit still and do nothing, you can do without either food or water (but not both)
  40. Tinker - If you sell something to someone on the road, you can make a prediction about their future. It'll happen to them if they deserve it
  41. Sinecure - You did absolutely nothing in your job, but you can easily impress anyone with your seals and signatures so long as they don't pay attention
  42. Fletcher - Don't bother tracking mundane arrows, you can always make more
  43. Trapper - Crows and other scavengers will trade you trinkets for scraps
  44. Farrier - You can reshoe an animal in such a way to deal up to d8 damage to the next rider
  45. Servant - If someone expects you to be somewhere, you are completely invisible to them
  46. Gambler - If you ask someone outright whether they are lying or not, you can tell if the "no" is false. If they dissemble, get angry or don't answer, it doesn't work
  47. Cupbearer - You are immune to ingested poisons
  48. Miner - You can "see" in total darkness as far as you can reach
  49. Scribe - When you read or hear a new language for the first time, you can declare you have total fluency in it. Works once
  50. Shaman - If you yell at some clouds, they'll either go away or rain on you
  51. Actor - Once you get fully into character (takes some time and a costume), nothing and nobody can convince you to break it against your will
  52. Haberdasher - If you meet someone while wearing an outlandish hat, they'll always remember the hat instead of you
  53. Milkmaid - One animal that you care for will never sicken, get lost, or be stolen
  54. Thatcher - You are uncannily good at finding and plugging leaks
  55. Philosopher - You know the exact and complete answer to one question posed
  56. Tax Collector - If you so choose, you can say a single normal sentence to someone and make them hate you completely
  57. Poet - If you make up a rumour or spread a fact about someone, it'll always stick. They'll know it came from you though
  58. Beekeeper - The first time you'd die from poison, you are instead cripplingly ill for a week
  59. Outlaw - If you threaten someone, even idly, you can tell what they value most in life
  60. Apothecary - If you know the recipe for a concoction, you can ignore one of the ingredients
  61. Spy - Tell someone your name to learn one of their secrets
  62. Rat Catcher - You have a loyal pet rat, it understands everything you say, and would die for you
  63. Watchman - Roll 1d4 for each new interesting person you meet. 1. They owe you a debt, 2. You owe them a debt
  64. Firefighter - Heal 1d4 HP when you save any person
  65. Postman - Start with three letters or packages, to be delivered to people of your choice
  66. Ferryman - You always know which way the tide is going and wind is blowing. The first time you check, it's going the way you want
  67. Wizard - You know a single magic word. It has a 50% chance of doing what you expect when you use it
  68. Witch - If someone mocks or openly disrespects you, you can inflict them with a random curse (defaults to turning them into a frog), works once
  69. Cultist - You can sacrifice yourself to summon an aberration
  70. Bureaucrat - Always know exactly how much it would take to bribe somebody
  71. Miller - Given enough plants, a source of power and a big rock, you can make food for everyone
  72. Tanner - Given enough urine, you can make hides and skins last forever
  73. Bookbinder - Start with as many awful, useless or broken books as you can name
  74. Envoy - You can say three words in every language
  75. Weaver - You can turn material into thread, thread into cloth and cloth into clothes while doing something else
  76. Fortune-Teller - If you read somebody's fortune you know what they want to hear, as well as a harsh truth
  77. Banker - People always believe your promises of future riches are true or at least plausible. They'll probably follow around to make sure you pay up
  78. Herbalist - Declare that any weed or leaf has useful properties. 50% chance of being right, roll only when tested
  79. Barber - While giving someone a haircut, they'll tell you their life story if you answer in kind
  80. Cook - By making it into "brown stew" you can remove the positive and negative traits of strange meats
  81. Porter - If you are carrying something bulky and valuable, you can sunder it like a shield (block 1d12 damage)
  82. Chandler - You can turn leftover grease into candles with effort and ash. Strange meats and strange ashes make for strange candles
  83. Mountebank - You can turn practically anything into "medicine", it might even work
  84. Cheesemonger - Start with a horrendously pungent wheel of cheese. Strange moods and strange milks make exceptionally strange cheeses
  85. Clockmaker - Start with three unfinished clocks. Plausibly useful as alarms, timers, trap triggers, and shrapnel
  86. Rebel - Start with three firebombs and a bunch of pamphlets
  87. Jailer - Start with an immense ring of keys, handcuffs and a cudgel
  88. Minstrel - Start with an instrument of your choice. If you sing while travelling, your companions will move a little faster (to get away from it)
  89. Gladiator - While at 0 HP, kill an enemy in a stylish manner to restore 1d4 HP. Requires an audience
  90. Plucky Urchin - So long as you aren't carrying any weapons, you can't be killed by weapons unless you are specifically executed
  91. Warlord - Start with a man-at-arms (8 HP, d6 weapon) and a camp follower (2 HP). Both will betray you if you are weak
  92. Lawyer - Your cutting words and scathing arguments deal 1 damage
  93. Drunkard - Take a swig to heal 1 HP, even if it's poured down your throat
  94. Artist - If you spend the time admiring/criticising a work of art, heal 1 HP
  95. Bodyguard - You can take a blow in place of anyone, but you take +d6 damage
  96. Wanderer - So long as you are barefoot in the dirt, the first spell that hits you is channeled into nature instead
  97. Barkeep - Decide what happened to your bar (perhaps it burned down, washed away, collapsed in an earthquake, or was stolen by bankers). It'll never happen again to you, or your property
  98. Pirate - Start with your weapon of choice and half a treasure map, as well as an ability to communicate crudely with any creature prone to violence
  99. Debutante - If you walk down a staircase, someone already at the base looking up will fall in love with you
  100. Captain - When you pilot a vessel with X people on board, you can guarantee the safety of 1dX of them. The rest will have to fend for themselves
  101. Raven-keeper - Three ravens will come to you for food, often bearing news. You can send messages back with them
  102. Rake - Each time you meet a brand new person, you can declare that you've wronged them in the past somehow
  103. Chosen One - Start with a magic item, it only works 2-in-6 of the time

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