First, players must roll 1d12 to determine their SIGN, noting that the actual dates associated with each may vary by campaign and should be left to the individual DM/GM/referee...
1 Aquarius 7 Leo
2 Pisces 8 Virgo
3 Aries 9 Libra
4 Taurus 10 Scorpio
5 Gemini 11 Sagittarius
6 Cancer 12 Capricorn
Alternately, players may be allowed to CHOOSE, but then, who really gets to decide their birthday? We suggest rolling instead...
|Astrology was fundamental to the |
medieval mindset and can
be explored within RPG campaigns...
Astrological signs grant abilities as follows, noting that players can decide when to invoke these:
AQUARIUS: Luck; add +1d6 GP to spoils at division of treasure
PISCES: Mysticism; roll saving dice versus magic at +1
ARIES: Travel; add +10' to movement per melee round
TAURUS: Well-being; add +1 to healing dice from potions and spells
GEMINI: Lore; identify any potion/scroll (never magic items)
CANCER: Reasoning; receive one clue from DM/GM/referee as requested
LEO: Justice; add +1 to dice for a single non-combat action
VIRGO: Attraction; improved dealing with opposite sex
LIBRA: Peace; secure favorable response in non-combat situation
SCORPIO: Vengeance; deal an automatic 1 HP damage if injured in the preceding combat round (must be armed and within range)
SAGITTARIUS: Teaching; add +1 to party actions when the character is in a position to instruct their friends (spy reports, etc.)
CAPRICORN: Death; re-roll saving dice at +1 in fatal situations
Note: Powers derived from the above may only be attempted once per game day and never last more than 1 turn, where applicable.
Individual DMs/GMs/referees can add to this and/or develop entirely original systems as their campaigns require. The stars know all!