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Loot Box of Wonder

Source Loot Box of Wonder Author Thurston Hillman Copyright 2018 Roll For Combat

A loot box of wonder can take a variety of forms, though the most common is that of a floating silver and gold diamond. Greater loot boxes of wonder appear in the same form, but are mostly gold with platinum trim edged with precious gems. As a full action, a creature can place a hand (or suitable appendage) on a loot box of wonder to open it. Once a box is opened in this manner, roll on the appropriate table (depending on whether the loot box is a lesser or greater version) and immediately apply the result.

The only known way to destroy a greater loot box of wonder is to open the box and acquire over 4,294,967,295 of the Premium Currency. This causes the box to spout out repeated “integer overflow” errors, at which point the box loses all magical properties and can be physically destroyed using normal means.

A lesser loot box of wonder is destroyed upon use. A greater loot box of wonder instead teleports away to a different part of the galaxy once opened or after a 24-hour period in the possession of a creature choosing not to open it.

Lesser Loot Box of Wonder
d% Result
01 Premium Currency. The opener receives 10d100 worth of “Premium Currency.” This currency is genelocked to the opener, and the opener is always aware of his current total. As the civilizations using this currency are long-dead, this currency has no value in the modern universe.
02-05 Squelched. The opener cannot speak (including telepathy) for the next 24 hours.
06-09 Hard Mode. For the next 24 hours, any creature attacking the opener gains a +4 bonus on all attack and damage rolls. In addition, the opener takes a –4 penalty on all saving throws during this time.
10-14 Poison Gas. The opener is subjected to insanity mist poison that has a save DC of 20.
15-19 Town Portal. A glowing navy-blue portal replaces the loot box. The portal remains for the next 24 hours and instantly transports any creature to the last safe settlement the opener was in. Creatures travelling through the portal can see it on the other side, though other creatures remain blissfully unaware of its presence. A creature can return through the portal to the exact location where the loot box was opened.
20-24 Sucker. Any serum currently possessed by the opener is emptied and rendered useless.
25-29 Critter. The opener gains one of the following crit effects on any attack she makes (determine randomly): arc 3d6, bleed 3d6, burn 3d6, corrode 3d6, deafen, knockdown, staggered, or wound.
30-34 Double Drop. The next time the opener defeats an enemy in combat (by rendering it below 0 hit points), a duplicate of all non-artifact equipment on the enemy appears next to the foe.
35-49 Trap Blessed. The next time the opener would take damage or receive an ill-effect from a trap or hazard, she is instead unaffected. If the trap or hazard is an ongoing effect, the opener remains immune to that specific effect for the next 24 hours.
50-54 Regeneration. The opener gains fast healing 1 for the next 24 hours.
55-59 Acceleration. The opener doubles all of her movement speeds for the next 24 hours.
60-64 Elemental Protection. The opener gains resist 10 against acid, cold, fire, and electricity for the next 24 hours.
65-69 Armor Up! The opener gains a +4 bonus to EAC and KAC for the next 24 hours.
70-74 Echoing. For the next 24 hours, any time the opener casts a spell, she immediately casts a second copy of the spell after the first spell is successfully cast. This second copy of the spell can target a different creature, but is otherwise an exact duplicate of the first casting that does not consume a spell slot to use.
75-79 Shadowed. The opener gains 20% concealment against all incoming attacks for the next 24 hours.
80-84 Berserker. For the next 24 hours, whenever the opener hits a target with a melee attack, she gains +2 damage for every die of damage she rolls.
85-89 Consummate Killer. For the next 24 hours, whenever the opener hits a target with a ranged attack, she gains +2 damage for every die of damage she rolls.
90-94 Rare. Roll twice on this table.
95-99 Epic! Roll again on this table, re-rolling any result of 60 or less.
100 Legendary! Roll on the greater loot box of wonder table instead.
Greater Loot Box of Wonder
d% Result
01 Premium Currency. The opener receives 10d100 x 1000 worth of “Premium Currency.” This currency is genelocked to the opener, and the opener is always aware of his current total. As the civilizations using this currency are long-dead, this currency has no value in the modern universe.
02-05 Temporary Ban. The opener is removed from the space time continuum for the next 2d12 days. When the opener returns she has no memory of what transpired while she was away.
06-09 Rigged! Goblins got into the loot box. A number of space goblin honchoheads equal to the opener’s level x 3 appear around the opened loot box. These goblins found their way into the loot box and have been trapped for millennia. They immediately attack the opener and any other nearby creatures.
10-14 Upgrade. The opener must select her armor or a weapon in her possession and then roll 1d4. Add the result to the item’s current item level. Compare the result to the standard equipment list and find the armor or weapon with an item level closest to the new value. The selected item transforms into that item. The new item comes with any armor upgrades or weapon fusions installed on the replaced item. The new armor maintains all armor upgrades, even if it wouldn’t normally have the required number of upgrade slots.
15-19 New Voice Pack. The opener’s voice is permanently altered, and the character now speaks in a new voice (GM’s discretion.)
20-24 Skill Swap. Randomly select one of the opener’s current skills. Remove all ranks from that skill and put them into another skill the opener currently has no ranks in. If the new skill is not a class skill, the opener now treats that skill as a class skill.
25-34 Premium Skin. From this point on, the opener can always apply the glamered armor fusion to any armor she wears. The armor always appears as a set type of armor, determined by the GM when this result is rolled. Typical skins include: spiked obsidian full plate, a set of studded leather armor that seeps cold, a flaming set of golemforged armor, or even a simple white T-shirt.
35-44 Weapon Skin. The opener must choose a single weapon in her possession and then chooses type of elemental damage (acid, cold, electricity, or fire.) From this point on, the selected weapon deals the selected energy type instead of its original damage type. If the weapon previously targeted KAC, it now targets EAC instead.
45-54 Premium Time. For the next year, anytime the opener spends 1 or more Resolve Points, she can roll a d100 for each Resolve Point spent. On a result of 91 to 100, the Resolve Point is not spent.
55-64 New Race. The opener is immediately changed into a new species, as per reincarnate. Use the table provided with the reincarnate spell to determine which race, or the GM determines randomly.
65-74 Genetic Splice. The opener immediately gains all the benefits of a random creature subtype graft. In addition, the opener now counts as having that subtype for all abilities and spells that would affect creatures with that subtype.
75-84 Premium Aura. The opener gains a magical nimbus that sheds dim light. Randomly determine the aura’s color: acid (green), cold (blue), electricity (yellow), or red (fire.) The opener gains resist 10 against the associated element type of her new aura.
85-94 Golden Skin. The opener’s skin becomes pure gold. The opener gains a +2 bonus on all Charisma-based skill checks and gains 1 additional Resolve Point.
95-99 Power Of Ages Past. The opener gains a +2 bonus to a random ability score. If the ability score is 14 or less prior to applying this bonus, then the opener instead gets a +4 bonus to that ability score.
00 Pay To Win. The opener immediately gains a number of bonus experience points needed to advance 1 level.