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  1. "A body part from a specific creature which will be difficult to hunt",
  2. "A contract of servitude. "..servitudes[math.random(#servitudes)].."",
  3. "A curse. "..curses[math.random(#curses)]..". This can't be lifted, or else you lose what you bought",
  4. "A dream. Give up your current goal. You can't ever materially, morally, or in any way support this goals, ever, under any circumstances.",
  5. "A favour, to be called in at a later date.",
  6. "A language you know",
  7. "A lie. The buyer must lie to someone who will trust them, misleading that person into making a bad decision, or thinking an issue has been taken care of when it actually hasn’t. ",
  8. "A promise to grant someone’s wish. The buyer is tasked with ensuring that wish does come true.",
  9. "A punishment. The seller, or someone whom the seller likes, is currently due some punishment. The buyer must suffer this punishment in that person’s place. This punishment is "..punishments[math.random(#punishments)].."",
  10. "A safe place. The buyer must never return to this place, ever again",
  11. "A sample of your reproductive legacy: either an egg, or some of their semen.",
  12. "A secret. The secret provided must be something which would be damaging to the buyer if it became known. Players may opt to create a shameful backstory detail for their character if they wish. Another option is something which the character benefits from exclusive knowledge of: such as a spell or technique, the hiding place of a treasure horde, or even a piece of blackmail the character is using against an NPC.",
  13. "A slave",
  14. "A soul",
  15. "A spell",
  16. "A surprise",
  17. "A talent/supernatural ability",
  18. "A task. Roll up a quest",
  19. "Accept this small token",
  20. "All words of a particular type. 1-2 Nouns, 3-4 Verbs, 5-6 Adjectives",
  21. "An accurate prediction of the future",
  22. "An ally/contact/relationship. Immediately, all recollection of the aforementioned is stricken from the character’s memory",
  23. "An idea, "..ideas_and_concepts[math.random(#ideas_and_concepts)].."",
  24. "An item of great affection to you",
  25. "At a future time of the creditor’s choosing, the buyer will be require to take no action. Most likely, the inaction of the buyer will cause some preventable ill to occur.",
  26. "Awareness. -1 Perception, permanently.",
  27. "Beauty. -1 to all reaction rolls",
  28. "Blame for something which is not their fault, "..crimes[math.random(#crimes)].."",
  29. "Blood. D4 damage’s worth.",
  30. "Body Part, "..body_parts[math.random(#body_parts)].."",
  31. "Corporeality, +1 to Physical Saving Throw",
  32. "Credit for a past accomplishment",
  33. "Destiny. +1d4 XP to future XP Requirements",
  34. "Emotion. Your ability to feel (1. Fear, 2. Joy, 3. Anger, 4. Sorrow, 5. Love, 6. Compassion 7. Wonder, 8. Ambition)",
  35. "Entertainment (1 Riddle, 2. Song, 3. Story, 4. Game, 5. Wager, 6. Dance, 7. Combat, 8. Hunt)",
  36. "Enthusiasm. -1d4 Hit Point Adjustment per Hit Die",
  37. "Experience. For the rest of the session, some or all of the experience points gained by the buyer will instead be gained by the seller. To determine how much XP they take, roll 1d4 and multiply it by 25%. ",
  38. "Faerie Weakness. "..fey_item_weaknesses[math.random(#fey_item_weaknesses)].."",
  39. "Fortitude. -1 Constitution, permanently.",
  40. "Fortune. 1d4 adjustment to all saving throws",
  41. "Happiness. For each Happiness sold, the GM has free reign to have something gratuitously unlucky happen to the buyer in the near future : a cave in, hostile raid, failure of vital equipment, betrayal, or what have you. This is an opportunity to hit the PCs hard with something that would otherwise seem like bullshit.",
  42. "Health. -1d6 to maximum HP",
  43. "Humanity. Roll for Random Mutation",
  44. "Impulsiveness. -1 Dexterity, permanently.",
  45. "Independence (have to get others to agree with them/act in concert before doing something)",
  46. "Intelligence. -1 Intelligence, permanently",
  47. "Join me for a meal/drink. As Carouse, but weirder.",
  48. "Lifebond. Anytime the buyer would be healed up to full, they instead are 1d6 – 2 hit points lower than their max. ",
  49. "Luck. Disadvantage on all rolls for the rest of the session.",
  50. "Magical Reagent, "..human_parts[math.random(#human_parts)].." of a "..patrons[math.random(#patrons)].." "..human_parts_detail[math.random(#human_parts_detail)].."",
  51. "Marriage between their family and the buyer's",
  52. "Memories. Give up a Skill or Fact. Failing that, "..yearsofmemories[math.random(#yearsofmemories)].." of memories",
  53. "Mysticism. +1 to Magic Saving Throw",
  54. "Nothing! The simple act of helping is enough satisfaction for them.",
  55. "One of your senses (1 Sight, 2 Hearing, 3 Taste, 4 Smell)",
  56. "Ownership of all items",
  57. "Power. 1d4 Attack Bonus Points.",
  58. "Praise",
  59. "Respect. -1 Charisma, permanently.",
  60. "Responsibility for some child",
  61. "Sanctuary from the buyer. They must be allowed to live on the buyer’s lands, and be protected from any and all forces which would threaten them. ",
  62. "Sanity. "..insanities[math.random(#insanities)].."",
  63. "Strength. -1 Strength, permanently.",
  64. "Swiftness. +1 to Reflex Saving Throw",
  65. "The ability to count",
  66. "The ability to read",
  67. "The ability to tell the truth",
  68. "The ability to understand spoken language",
  69. "The buyer must allow the seller to use their body while they sleep. Each morning, they will awake within 2 km of where they went to sleep. Sometimes they may have injuries, or be covered in someone else’s blood. They will not know what they did the night before.",
  70. "The buyer must contract a disease",
  71. "The buyer must gain the trust of a person specified by their seller. Once they’ve successfully become close with that person, they are obligated to betray them in some specific manner.",
  72. "The buyer must relinquish their right to seek justice for some wrongdoing. This may be a past wrongdoing–such as the murder of the character’s mother which has driven them to adventure–or it may be a future wrongdoing, anticipated by the seller. In either case, the buyer cannot pursue either legal or vigilante justice for that specific wrong.",
  73. "The buyer must subject themselves to torture, and allow the seller to extract their suffering from them via a strange apparatus.",
  74. "The lives of one of their companions",
  75. "The seller is facing an issue in their lives, and needs someone to provide them with good advice. Whether the advice is good depends on how well their situation turns out when they follow it.",
  76. "Their ability to hear music",
  77. "Their ability to judge distances",
  78. "Their ability to value items",
  79. "Their first-born child. Or first-not-yet-sold.",
  80. "Their next critical hit",
  81. "Their sense of humor",
  82. "Their voice's tone and emphasis",
  83. "Vow, "..vows[math.random(#vows)].."",
  84. "Wealth. -1d4*5 % less money gained from non-treasure sources",
  85. "What's least important to you",
  86. "What's most important to you",
  87. "Your ability to see colors",
  88. "Your ability to walk",
  89. "Your allegiance",
  90. "Your company",
  91. "Your cooperation",
  92. "Your name.",
  93. "Your opinion",
  94. "Your reflection",
  95. "Your shadow",
  96. "Your voice",
  97. "Youth. Age d6 years.",
  98. "Your sense of direction",
  99. "The ability to sleep",
  100. "The ability to recognize faces",
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