From: smooge@jupiter.nmt.edu (Stephen Smoogen)
Subject: Random Reality Storm Chart verion 1
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Thu, 3 Sep 1992 17:11:58 GMT

I have been working on a random reality storm table and have come up
with this so far. Could I get some input as to improvements... my
brain has hit neutral for any additions or editing...

BTW this is what I use for players going through a storm. Ords make a
contradiction check. If they pass they are only attacked physically by
the storm. If they fail they make a moment of crisis roll. A roll of a
1-4 they have transformed while a roll of 50+ they have become storm
knights. Otherwise they are disconnected.

------

tired of the same old reality storms where if you fail you lose some
possibilities and are stuck in the same position until you suceed (or
if you are an enthused GM the player also takes some physical damage
along with the drain of possibilities.) Then try this handy dandy
random effects table for reality storms.

Instructions:
	Before players enter the storm roll a d20 and apply the effect
to the storm. As with most GM actions, a low roll benefits the players
and a high roll can hurt them.

Random Reality Storm Effects Table (roll d20 you may reroll 10's and 20's)

01: subtract 12 from storm intensity. Players who fail the roll lose
    double the possibilities due to incompetance :). Players who
    succeed gain one possibility (they may only gain this once per
    reality storm. If players wish to recross storm to be munchkinish
    reroll on table and add 10 to roll.).

02: subtract 10 from storm intensity. Players who fail lose normal
    amount of possibilities from chart, and are attacked with a
    physical force of normal storm strength (with no die bonus).
    Players who succeed have physical damage removed by one level:
    (9 shock, a K and 6 shock, or a 1Wound K 3) this reduction is
    applied to previous damage.

03: subtract 10 from storm intensity. Players who fail lose normal
    amount of possibilities from chart, and are attacked with a
    mental force of normal storm strength (with no die bonus).
    Players who succeed have mental damage removed by one level:
    (9 physical/mental shock, a K(mental) and 6 p/m shock, or a 1Wound
     (mental only) K 3.) This reduction is applied to previous damage.

04: subtract 10 from storm intensity. Players who fail lose normal
    amount of possibilities from chart, and are attacked with a
    spiritual force of normal storm strength (with no die bonus).
    Players who succeed have spiritual damage removed by one level:
    (9 shock, a K and 6 shock, or a 1Wound K 3.) This reduction is
    applied to previous damage.

05: Storm is at regular intensity. Check result points of failure or
    success on the regular power table. Apply this bonus to the tag
    skill of player. These results last for one hour.

06: Subtract 6 from storm intensity. Check result points of failure or
    success on the regular push table. Apply this bonus to the tag
    skill of player. These results last for one day.

07: Subtract 4 from storm intensity. Failure causes loss of
    possibilities and player loses 1 point of charisma (this is
    cumulative with multiple failures minimum of 1 charisma.) Initial
    success adds three to charisma (later successes have no benefitial
    effect.) Effects last for one day.

08: Subtract 4 from storm intensity. Failure causes loss of
    possibilities and a loss of one from most benefitial stat
    (cumulative minimum of 1.) Initial success causes an add of 2 to
    least benefitial stat (later successes have no effect.) Effect
    lasts for one hour.

09: Subtract 2 from regular storm intensity. Failure yields no loss in
    possibilities, but player is fatigued for every round he fails. If
    player passes out nothing happens until player wakes up (6+ rounds
    later). reroll what type of storm is occuring then. Success brings
    nothing special except passage.

10: Regular Reality Rules. Failure means halting in storm and losing
11:  possibilities. Success means that the player is allowed to pass
12:  through rest of the storm unhurt.

13: Regular loss of possibilities. Failure will cause player to be
    covered in random color furr when leaving the storm. No effect for
    success. Fur stays on for 2 days. (Add 1 point of shock to any
    fatigue results during that time unless in artic/cold region.)

14: Regular loss of possibilities. Failure will cause player to be
    covered in fish scales. Check result points of least failure on
    charts. An Spectacular failure has caused player to gain gills.
    Player must be put in water within 4 minutes or die from
    asphyxiation. Effect lasts for 10 minutes so either re-entering
    the storm again or using meditation to slow breathing will be
    benefitial to player. Success has no effect.

15: Increase storm intensity by 2. Failure is to take physical damage
    at new increased amount (apply to base toughness.) No loss in
    possibilities.  Success allows you to go through storm unhurt.

16: Increase storm intensity by 3. Failure causes player to be sent
    skyward with a velocity of storm's amount. Success allows one to
    either start falling or to travel accross the land.

17: Regular storm intensity. Failure leads to double possibility loss.
    Success allows player to increase tag skill by one for one hour.

18: A rift to pocket cosm has occured. Anything but superior success
    causes player to tumble within rift. (Superior+ success allows
    player to choose to enter or not.) If GM does not have any idea of
    a one act adventure within this random pocket realm. Forget this
    result. 

19: Increase storm intensity by 6. Failure and success are normal.

20: Increase storm intensity by 7. Failure and success are normal.

21-25: Regular storm intensity. Double possibility loss for failure.
       Success is to have physical damage applied to toughness after
       armour.

26-30: Regular storm intensity. Double possibility loss for failure.
       Success is to have spiritual damage applied to spirit after
       adds in reality.

31-35: Increase storm intensity by 10. Failure is to take half loss
       (round up (ie minimum of one).) Success is to lose one
       possibility (Superior+ success loses nothing.).

36-40: Increase storm intensity by 10. Failure is to lose normal
       possibilities. Success is to lose one possibility (Spectacular+
       success loses nothing.)

41-45: Increase storm intensity by 10. Failure is to attacked by
       physical damage at increased amount (Apply armour adds).
       Superior success allows for damage reduction of one level to
       previous damage. Spectacular allows for two levels (as if two
       possibilities where being spent to previous damage.)

46-50:

51-55:

56-60:

61-99:

100+: Stormers have gained attention of Darkness device. Reality storm
      is with darkness device itself. Failure and success are taken
      from chart. (If players win... then darkness device has either
      transformed to their reality or lost all its adds in reality at
      which point it is a useless hunk of obsidian.) If player is of
      the same reality as DD then reroll on chart for effects to that
      player.

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the Smooge
Newsgroups: alt.games.torg