Loteria Horoscope (both negatives and positives)
The science of Neo-Mexico starts even during conception, allowing parents to pick and choose the best (and worst) concepts for their children. Those who are born on The Sombrero are not only genetically stronger than others (advantage versus disease and physical ailments), but also gain important obstacles to overcome as they grow.
And, in some cases, even greater bonuses from those obstacles!
All Neo-Mexicans start with a positive and negative Loteria. In order to get more positives (up to three maximum, with a “cheat” fourth) they must take on a negative in order to balance each positive. Loteria can ONLY be employed during character creation.
NOTE: by taking on the same Positive and “inverted” version you can double the Positive bonus! Note: this is only when applicable per GM fiat. Sometimes there are no numbers to double in the Positive ranking, so GM may choose to instead grant a feat or some other reward.
NOTE: you may mix and match ANY positive to ANY negative, but this will show up in your “Loteria” listing. You can invert ANY positive to either replace or enhance the positive. Note that some negatives or positives for any different Loteria that are the same can be combined or stacked.
1) El Gallo - The Rooster
Positive - gain the (5e) Alert feat
Negative - take double damage while surprised/sneak attack.
Inverted - minus ECL from your initiative
2) El Diablito - The Little Devil
Positive - Cha+1
Negative - Cha-1
Inverted - Bluff/INTimidation/Seduction-5
3) La Dama - The Lady
Positive - Cha mod+1
Negative - Cha mod-1
Inverted - Bluff/INTimidation/Seduction skill ranks cost twice as much
4) El Catrin - The Dandy
Positive - DEX+1
Negative - DEX-1
Inverted - Skill checks -1
5) El Paraguas - The Umbrella
Positive - LUCK+1
Negative - LUCK-1
Inverted - All saves -1
6) La Sirena - The Mermaids
Positive - +1 when casting from the Illusion school of magic
Negative - -1 when casting from any other school of magic
Inverted - Spellcraft -5
7) La Escalera - The Ladder
Positive - gain advantage versus addictions
Negative - gain disadvantage on Fort saves
Inverted (replaces Positive)- gain disadvantage versus disease, gain advantage on all other Fort and Will saves
8) La Botella - The Bottle
Positive - +2 (To Hit) and +2 (Damage) versus any enemy that utilizes Illusion spells (also psionics)
Negative - all illusions used against user are at +2
Inverted - gain a -1 blonus vs all other magic and psionics types
9) El Barril - The Barrel
Positive - gain “Call Mount” as an SLA (modifier) times per day. Choose modifier upon acquisition of this.
Negative - you must overcome a DC20 Will save versus magical effects.
Inverted - This version of Call Mount is now a supernatural ability.
10) El Arbol - The Tree
Positive - Refresh+2
Negative - Refresh-2 (when you have Refresh)
Inverted - DmR-5 (when you have DmR)
11) El Melon - The Melon
Positive - INT+2
Negative - INT mod-2
Inverted - Wis-1, Con-1
12) El Valiente - The Brave Man
Positive - gain Sentinel feat
Negative - you’re always flat-footed
Inverted - you take double damage during surprise round
13) El Gorrito - The Bonnet
Positive - gain “Warding Bond” as an SLA (modifier) times per day. Choose modifier upon acquisition of this.
Negative - you must overcome a DC20 Fort save in order to use armor each time you take an attack.
Inverted - This version of Warding Bond is now a supernatural ability.
14)La Muetre
Positive - hitting 0 hp’s no longer incapacitates you
Negative - death at -9 hp
Inverted - permadeath at -10 hp (even vs True Resurrection)
15) La Pera - The Pear
Positive - Regen+2
Negative - Regen-2 (when you have Regen)
Inverted - DmR-5 (when you have DmR)
16) La Bandara - The Flag
Positive - To Hit (proficient weapon)+5
Negative - To Hit (proficient weapon)-2
Inverted - gain The Flag artifact (takes a full round action to activate, creates a Magic Circle 15 feet in diameter around the user. This can be done once per day, and can be knocked over at any poINT in time from indirect attacks. If knocked over during the same combat event, it can be set right but takes another full round to do so.)
17) El Bandolon - The Mandolin
Positive - Gain Dancing Shoes (Two Left Feet) Artifact - (DEX mod-5, disadvantage versus hangovers/drinking, Con-2, can never be caught flat-footed while wearing these, Performance (Favored Instrument)+5)
Negative - All Knowledge checks -5
Inverted - Dancing Shoes (Two Right Feet) Artifact - (negates DEX mod-5, Con-2, disadvantage versus hangovers/drinking)
18) El Violoncello - The Cello
Positive - gain advantage versus charm effects
Negative - gain disadvantage versus charm effects
Inverted - gain disadvantage against psionics
19) La Garza - The Haron
Positive - Quick March (speed is doubled while heading towards locations more than 1 mile away)
Negative - Move Negate (cannot increase speed unless through a class feature)
Inverted - AC/2
20) El Pajaro - The Bird
Positive - WILL Save+2
Negative - INT mod-2
Inverted - (replaces positive) INT-2, Will Save+5
21) La Mano - The Hand
Positive - Sleight of Hand+2, Stealth+2, Perception+2
Negative - Sleight of Hand-2, Stealth-2, Perception-2
Inverted - Con-1
22) La Bota - The Boot
Positive - NPC (character is retired at level 10)
Negative - NPC (character can never gain gnosis)
Inverted - CON-5, INT-5, Spellcraft/2
23) La Luna - The Moon
Positive - Gain+10 Faith Points (Aphrodite)
Negative - Gain-10 Faith Points (any one faith table)
Inverted - Gain+50 Faith Points (Aphrodite), WIS-5
24) El Cotorro - The Parrot
Positive - Gain +2 negatives
Negative - Gain +2 positives
Inverted - ECL-1 (GM’s gets to decide when)
25) El Borracho - The Drunk
Positive - Gain +50 Faith Points (Tordek)
Negative - Gain +50 Faith Points (Tordek)
Inverted - ECL-1 (GM’s gets to decide when)
26) El Negrito - The Black Man
Positive - Synchronization+1
Negative - Synchronization-1 (cannot go below 1 number away this way)
27) El Corazon - The Heart
Positive - Seduction+10
Negative - Seduction-10
Inverted - Cha-2, Will-1
28) La Sandia - The Watermelon
Positive - you require only 4 hours of sleep and half as much nourishment.
Negative - all non-combat skills -5
Inverted - You require no sleep at all, but twice as much food as usual.
29) El Tambor - The Drum
Positive - Initiative+5
Negative - You are always set at the bottom of the initiative list during the first round.
Inverted - Sneak attack/surprise attacks against you are always critical.
30) El Camaron - The Shrimp
Positive - Red, White, Green or Blue (gain +5 to perception)
Negative - Purple, Black, Yellow or Orange (gain -5 to perception)
Inverted - Pink Flamingo (you gain a flamingo NPC that never leaves you alone)
31) Las Jaras - The Arrows
Positive - Gain double the rewards for completing mission requirements
Negative - Gain triple damage from ranged attacks of any source
Inverted - (replaces positive) No Finisher, gain four times the rewards for completing mission requirements
32) The Muscian
Positive - Bard Level+1 (doesn’t affect ECL)
Negative - CON Modifier-5
Inverted - Combat skills take 4 points per rank
33) La Arana - The Spider
Positive - All skills+5
Negative - All non-combat skills take twice as much points per rank.
Inverted - All combat skills take twice as much points per rank.
34) El Soldado - The Solider
Positive - CON Mod+3, DEX Mod+3, STR Mod+3
Negative - INT Mod-2, WIS Mod-2, CHA Mod-2
Inverted - EP/2, can never innately know direction and gets lost easily
35 La Estrella - The Star
Positive - gain “Commune” as an SLA (modifier) times per day. Choose modifier upon acquisition of this.
Negative - you require twice as many faith points to gain the next milestone.
Inverted - This version of Commune is now a supernatural ability. Whenever you use this version of Commune, you may randomly gain faith points upon successful use.
36) El Cazo - The Saucepan
Positive - Tech/hacking rolls +1
Negative - Tech/hack rolls -1
Inverted - DEX Mod -1
37) El Mundo - The world
Positive - ECL+1 of your choice.
Negative - ECL+1 of the GM’s choice.
Inverted - The ECL is now the GM’s choice.
38) El Apache - The Apache
Positive - any opponent you face is considered flanked, even if you’re alone, so long as a single party member is at least 15 feet nearby.
Negative - you’re always flat-footed
Inverted - you’re considered always flanked so long as there are two enemies within ten feet of you.
39) El Nopal - The Cactus
Positive - when your attack is blocked, you still deal at least your (modifier) damage. DmR still can block it.
Negative - when you block an attack, you still take damage from the attackers modifier.
Inverted - AC-2, modifier damage overcomes DmR
40) El Alcaran - The Scorpian
Positive - HP+15
Negative - HP-15
Inverted - EP-15, AC-2
41) La Rosa - The Rose
NOTE: you cannot choose both positive and negative The Rose
Positive - Shadowmancer+1 (does not count towards ECL)
Negative - Pornomancer+1 (does not count towards ECL)
Inverted - ECL-2 (GM gets to decide when this kicks in)
42) La Calavera - The Skull
Positive - HP total x2 (this doubling effect works only during character creation)
Negative - HP total /2 (this halving effect works only during character creation)
Inverted - EP/2, HPx2 (any time user gains HP/EP total)
43) La Campana - The Bell
Positive - gain “Sending” as an SLA (modifier) times per day. Choose modifier upon acquisition of this.
Negative - you must overcome a DC20 Will save in order to lie.
Inverted - This version of Sending is now a supernatural ability.
44) El Canarito - The Pitcher
Positive - Dynamic Sorcery+1
Negative - can never learn magic naturally
45) El Venado - The Deer
Positive - DEX+2, Use Rope+3, Disguise Self+3
Negative - Use Magical Device-5
Inverted - Sleight of Hand-5, Alchemy-5, Streetwise-5
46) El Sol - The Sun
Positive - STR+1, DEX+1, CON+1
Negative - INT-1, WIS-1, CHA-1
Inverted - INT Mod-2, WIS Mod-2, CHA Mod-2
47) La Corona - The Crown
Positive - gain Leadership+1, Inspiring Leader feat
Negative - Celestial Nemesis (has a 50% chance of appearing during any battle, always opposing your faith. Faith is randomized if character is atheist.)
Inverted - Spellcraft-10
48) La Chalupa - Little Boat
Positive - you gain the spell “Mighty Fortress” as a SLA, 1/day. This lasts for only four hours, and you can only sleep comfortably in the fortress.
Negative - you can never sleep comfortably unless you’re outdoors. Caves and caverns do not count.
Inverted - You can only sleep comfortably indoors. This version of Mighty Fortress lasts for 12 hours now.
49) El Pino - The Pine
Positive - you gain an Immovable Rod artifact.
Negative - any crits also knock you back (your ECL) feet.
Inverted - (replaces positive) You gain the same ability as an Immovable Rod, but only if you’re flat-footed. This can be called upon 1/day as an SLA.
50) El Pescado - The Fish
Being caught. Not in your element. Keep quite. Misunderstanding. Miscommunication.
Positive - You gain the Polyglot feat
Negative - you are incomprehensible unless someone has the Tongues spell/Polyglot Inverted - (replaces positive) You gain a T.D.I.
51) La Palma - The Palm
Positive - Style point acquisition is easier
Negative - Style point acquisition is harder
Inverted - Gain double Style Points while receiving EXP/10
52) La Maceta - The Flowerpot
Positive - AC+1
Negative - AC-1
Inverted - always flat-footed
53) La Arpa - The Harp
Positive - Healing attempts+10, Medicine+10
Negative - Healing attempts-10, Medicine+10
Inverted - All goods purchased from a merchant is doubled for you
54) La Rana - The Frog
Positive - gain Mobility feat
Negative - Speed -10 ft
Inverted - EP total/2