The 13th age of Midgard
The tables below are lifted from http://slyflourish.com/icon_rolls.html – but I’ll add items to them over time.
At the beginning of a session, the GM will give tokens to everyone who’s made a successful icon relationship roll (at least one result of 5 or 6.) The players can spend their tokens during that session to get benefits. Tokens gained from a 5 result come with a complication as well as a benefit.
For a nice example of how “Disarm a trap or surpass an obstacle” could look in play, see the section IDEA THREE: FLOATING BOONS in this blog post.
Iconic 5 Roll Benefits
- Succeed at a minor skill check.
- Receive a potion, scroll, rune or mundane magic item.
- Restore one recovery.
- Redistribute recoveries among the party with 1d4 losses.
- Anything on the 6 list below, except for acquiring magic items, but at a cost.
- Do something awesome, but at a cost.
- Iconic 6 Roll Benefits
Anything from the 5 roll benefit list above.
- Discover a magic item (one per character level).
- Succeed at a major skill check.
- Re-roll an attack roll and take the better result.
- Let an ally re-roll an attack and take the better result.
- Force an opponent to re-roll and take the worse result.
- Acquire a loot bundle (roll on the minor loot list and re-roll 1-5).
- Save someone from death.
- Redistribute recoveries among the party with no loss.
- Restore two recoveries for yourself or an ally.
- Gain +2 to all defenses until the beginning of the character’s next turn.
- Disarm a trap or surpass an obstacle.
- Do something awesome without a cost.
Iconic 5 Roll Costs
Some uses of 5 rolls come at a cost, complication, or penalty. The list below are examples of penalties PCs might accept.
- Lose a recovery.
- Take a pile of damage.
- Monsters may re-roll an attack roll.
- Take -2 to defenses until the beginning of the PC’s next turn.
- Lose your next standard action.
- Lose a magical item.
- Gain the unwanted attention of a foe or lose the attention of a wanted foe.
- Inflict any of the above on an ally.