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Random Potion Roll for PTA

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Sep 13th, 2011
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  1. 1-5: Funny things happen.
  2. 6-7: Roll or find a Pokemon Generator for a (non-legendary)Pokemon; you gain a cosmetic feature from it.
  3. 8: You can now summon enough slightly dirty, not-at-all tasty cookies to feed one person for a day. Daily, Trainer Action.
  4. 9: There's a party in your stomach. Take 5 unreducable HP damage.
  5. 10-15: Your hair changes colour.
  6. 15-20: Your hair lengthens.
  7. 20-25: Your hair falls off.
  8. 26-28: You gain a new skin colour.
  9. 29-33: You begin to get things you never asked for when buying stuff.
  10. 34-37: Your throat is on fire. Everything in a cone in front of you, including yourself, recieve 1d20+5 Fire damage.
  11. 38-40: You learn Splash.
  12. 41: You gain the power of doubt.
  13. 42: You learn Hyper Beam. After calculating damage, reduce final damage by 100%.
  14. 43-48: You gain divine knowledge of the task at hand.
  15. 49: You begin spitting out rocks. A roll of 15-20 on an extra d20 makes it painted rocks.
  16. 50: You see forever. My God.
  17. 51-55: Reroll twice and combine the potion effects. If any of those two rolls hit this, just reroll the dice.
  18. 56-60: Aphrodisiac.
  19. 61-63: You gain Jump 50 for 1d4+6 seconds.
  20. 64-70: You are late to 1d20 appointments. This is not reversible in any way.
  21. 70-75: You now hate everything and everyone for 1d4+1 hours.
  22. 76-80: You grow a large, lush beard and have to speak as loudly as possible in every situation for 1d4+1 days.
  23. 81-90: You smell of fresh pine.
  24. 91-94: You become the best at piano. You must, before the night is over, find a piano and play us a song, tonight. Anyone who hears your song is reminded of the best time they ever had, even if they're amnesiacs. Amnesiacs get cured of amnesia
  25. 95-100: Funny things happen.
  26.  
  27. 1-5 AND 95-100:
  28. Roll a 1d100.
  29. 1-80 is a Bad Effect.
  30. 81-100 is a Good Effect.
  31.  
  32. After that, it's the GM's choice.
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