I extracted 200 of the 300+ abilities contained in Lunchtime Dungeons to use as a generic table of powers and perks. I plan to use them with a classless, d20-and-d6 version of the system that I’m thinking would work better at events.
In the meantime, I’m putting this out in case some of you would have a use for it.
System notes
LT means once per (lunch time) session
DEF is Armour Class
Easy: treat as advantage
Hard: treat as disadvantage
Hit dice are a pool that you spend to roll against damage or to activate powers. Most abilities should translate if you just roll your hit die type to heal or lose hit points.

Roll d200
- Adrenaline: feats of strength are Easy for you, but while your adrenaline is on, everything else is Hard
- Alchemy: make one potion every week (working at camp, you can adventure normally). Roll for the potion
- Animal feature. You have antlers, claws, hooves, fangs, a tail, or something. Get an extra attack (4 damage)
- Appraisal. You can always tell the market value of an item, and may have an idea of the powers of a magical item you hold in your hands
- Apprentice or assistant. Roll d6. 1-2 thief, 3-4 fighter, 5 haubitz, 6 trash gnome, batling, or some other weirdo.
- Arcane shield (LT). Sacrifice one or more HD to negate 5 points of magical damage per HD spent
- Armour destroyer (LT). Your damage applies to your opponent’s DEF
- Assassinate (LT). An unaware foe you hit must save or die
- Augury (LT). See your immediate future. The more time and resources (incense, drugs, sacrifice), the farther and more clearly you can see
- Average looking: you fit in most social situations
- Backstab: double your damage when surprising your target
- Bane of Chaos (LT). Save to dispel or weaken a magical effect that isn’t divine/clerical in origin.
- Battle master (LT). In a fight, whoever does what you say has Easy rolls until your next turn. Those who don’t have Hard ones
- Beast of burden: carry an extra 12 large items
- Berserker: double damage (LT). Always attack the nearest person. Save to end.
- Blackjack. You can choose to do no damage when hitting a surprised target. They must save to stay conscious
- Bladesong. Gain a random spell. I can only be cast along with a mêlée attack using a weapon. The referee may want to reinterpret the spell’s description.
- Blessed. The gods pay attention to you – they will save you, just the once
- Blessing ritual: affects 10 persons or square metres per hour spent (up to a maximum of your level in hours). Blessing effects vary
- Bloodthirsty: +1 to damage, cumulative, for every kill you made in this fight
- Boom! When using gunpowder, add +2 to the damage
- Brutal blow (LT). Add the result of a d6 to attack and damage
- Burrowing. You can burrow through soft dirt at half your walking pace. Also you can survive on rocks and water
- Call lightning/fire/ice/something once per week. Level times d6 damage, to be spread as you want
- Cat friend. A talking but untrustworthy cat
- Caustic blood: 1 damage to whoever cuts you
- Cave goat. Roll to keep your balance, run on steep slopes, and generally climb like a goblin.
- Chaos magician. You can memorise a spell called Xa0§. When you cast it, roll at random on the referee’s spell list
- Charge (LT). Run a small distance for double damage
- Charmer: bewitch someone (LT) (save allowed)
- Cheat death on one occurrence. Whatever the cause of death, you survived somehow. You were probably left for dead by your friends.
- Circle of protection (LT). Choose one between evil, chaos, an element, etc. Lasts until the physical circle is broken, or until you stop chanting
- Cleave: on a kill, attack again
- Comfort (LT). By putting people at ease, you let them make another save against an ongoing effect. If there is time for a cup of tea, the save is Easy
- Command element (LT). Choose one of air, fire, water, earth. A volume of it equal to your level in cubic metres must obey your one-word command
- Commander (LT). Give brief orders to your allies: one of their rolls this turn is Easy, as long as they do what you say.
- Connections: know someone in a settlement (LT)
- Convert (LT). Spend time with someone or show off your deity’s powers. They must save or convert on the spot.
- Cook. Your warm meals let people heal 1 HD overnight
- Counterspell (LT). The caster you target must save. If they fail, their spell doesn’t work
- Cower (LT). Your defence is doubled when you hide behind of under a hard surface: door, shield, table, knight…
- Cure disease (LT). Your touch can cure the blind, the lame, and the afflicted. They must save for it to work.
- Danger sense: saves where you can avoid danger are Easy
- Deadly brawler. Your unarmed attacks do 4 damage
- Defensive fighting: make a Hard attack and add d6 to your DEF until your next turn
- Dimension door (LT). Hop to a place you can see within 10 metres times your level
- Disarm (LT). Instead of doing damage on a hit, make your opponent drop something. Save allowed if they have more HD than you.
- Disguise. Roll to impersonate specific people
- Divine retribution (LT). An individual who refuses to follow a dictate of your faith is cursed (all rolls are Hard for a day).
- Dodge. Add d6 to your DEF when doing nothing else but dodging
- Domestic animals trust you. A save may be needed for vicious beasts
- Don’t shed blood vow. You attacks with all blunt weapons are Easy
- Drill sergeant (LT). Give an order to an ally: they get to take another action immediately if they do what you say.
- Drink a pint of hard liquor to heal 1 HD. Save to avoid intoxication (most rolls are Hard)
- Escape artist. You get to save to get out of bonds, and your knots are difficult to untie
- Ester. You are followed by Ester, an annoying but knowledgeable gnome
- Exorcism. This is a spell that takes d12 hours to cast. If the possessing or haunting spirit saves, it can attack you before the end of the ritual.
- Extra appendage (third arm, prehensile tail, etc.). Gain an attack
- Familiar: 1 cat, 2 raven, 3 toad, 4 bat, 5 rat, 6 something exotic or weird of your choosing. 1 HD, empathic communication, sense magic
- Fanatic: saves and attacks when fighting one type of enemies are Easy
- Far sight. You have eagle eyes, literally
- Fencing move (LT). Someone taught you a secret technique: double damage on one attack with a specific weapon
- Fey fletcher (LT). You can spend an hour to bless a missile or thrown weapon. It now does double damage and is considered magical
- Fighter’s instinct (LT). Interrupt an opponent – you get to act on their initiative as well as on of yours
- Footpad: you always walk silently when unencumbered and wearing light armour
- Footwork. When unencumbered and only using a one-handed weapon, you get +2 to DEF.
- Forager: find food (LT)
- Force of nature: +2 damage but break stuff on a 1 on the d20
- Former cutpurse, missing two fingers but your sleight of hand feats are Easy
- Friends in low places. You can talk with vermin (rats, cockroaches, flies, etc.)
- Gadgeteer (LT). Produce a small mechanical item (wind up soldier, drill, smoke bomb, etc.) you made in your spare time.
- Gain one extra attack with a weapon of your choice
- Genius musician: play an instrument to get Easy reaction rolls (LT)
- Glowing red eyes: you have perfect darkvision
- Glutton. If you eat d6 extra rations at camp, you recover that number of extra HD overnight
- Golemist: you give life to sculptures of stone or metal if you spend a week carving runes on them. This is permanent. You can do it once now, and once again every time you level up
- Good luck charm (LT). Get anyone to reroll any die. The referee can veto this power, but they must give you 100 XP per level
- Great swimmer, even when encumbered
- Group healing (LT). Your allies regain a number of hit dice equal to your level. Distribute them as you like
- Hard to kill. When you are out of HD, you can take damage once without having to save to avoid death
- Harmless looking. You only get attacked if you act menacingly
- Headshot (LT). If you hit someone on the head (adding 4 to their DEF) with a missile attack, they must save to stay conscious.
- Hex (LT). Curse a target with something gross: if they don’t save, all their rolls are hard for as many hours as you have levels
- Hide in nature. If you stay still, you’re only noticed on a 1.
- Hunter: find game (LT)
- Hyper awareness. You can never be surprised.
- I’m out! (LT). You can escape anywhere, possibly just you, probably at a steep price
- Identify. You can roll d6 to know the powers, and possibly the history, of a magical item
- Improved critical hit: double damage on an attack of 19
- Kick/trip (LT). After attacking a suitable target, they are pushed or swiped off their feet. Save allowed if they have more HD than you.
- Kleptomaniac (LT): find something mundane in your pockets
- Knife swarm (LT). Throw as many extra small weapons as you have levels (attack separately)
- Lifeforce blade: spend 1 HD before the attack to double damage
- Lifeforce shield: spend 1 HD and add +3 to DEF for the rest of the fight
- Linguist: roll when encountering a new idiom to understand its bases
- Lord over Nature (LT). Save to alter an aspect of the weather, the land around you, or a wild animal, making it tamer and closer to civilisation.
- Luck siphon: people next to you make hard saves, but you always have easy saves
- Lucky (LT). Roll any die again.
- Magic eater. You can heal by consuming the magic held in enchanted items. Recover 1 HD for a wand charge or potion, d6 HD if you cancel the magic of a permanent item for a year
- Magic parasite (LT). Steal a spell by taking life force from a target. They lose 1 HD
- Magic sight. Roll to see magic and identify spells and magical items.
- Magic weapon. Your relentless killing has made your favourite weapon magical. The referee decides how
- Magical item. One of your possessions turns to be magical. If you lose it, it happens again.
- Make a scroll once per week (working at camp, you can adventure normally). Roll for the spell if you don’t know any
- Mark/curse an enemy (LT): 4 ongoing damage until they make a save
- Marksman. If you don’t move during your turn, an attack with a missile or thrown weapon is Easy.
- Master bullshitter (LT). Convince someone of something – they get to save if the lie is too big.
- Member of a thieves’ guild. You know how to navigate the slums.
- Metamorphosis (LT). You force an inanimate item into the shape of another for d20 days. Its mass remains unchanged
- Mighty throw (LT). Any weapon you throw, balanced or otherwise, does double damage.
- Murderer’s curse: blood on your skin can only be washed with holy water.
- Mysteries of the Gods. You can roll to know obscure arcane subjects.
- Ninja trick. Using a smoke bomb or other major diversion, you can roll to hide or escape
- Noblefolk: two of your items are worth ten times their price
- Nomad: most physical feats are Easy when mounted
- Nose for evil. You can sniff evil magic
- Ogre slayer: attacks against ogre sized humanoids are Easy
- Omen. Come up with a vision, tell the referee. They will make it happen, at least partially. This only works once.
- On your feet soldier! (LT). After someone is wounded in a fight, give them a pep talk as your main action: they recover the HD they just used
- Once vs many: +2 DEF when outnumbered
- Opportunist: you get an extra turn after everyone else (LT)
- Para-ubiquity (LT). You found a loop in the corpus of universal laws that lets you appear anywhere for d100 seconds. Meanwhile, your original body stays where it is, defenceless
- Petra. You have a bodyguard called Petra
- Planeshift (LT). Open a portal to another plane of existence for as many people as your level. A save is required to get exactly where you want and/or avoid encounters
- Poison expertise. Roll identify and make poisons.
- Polyglot. You speak d4 extra languages
- Powerful ritual. Learn a spell you can only cast it as a ritual. Roll d20: that’s the number of hours it takes to cast, and the level at which you cast it
- Professional brawler: unarmed attacks are Easy for you (damage 2)
- Prophecy. A prophet named Ophelius follows your every step
- Protect (LT). Add d6 to and ally’s DEF
- Protector. You have a powerful patron. Talk to the referee
- Push your luck. On a 1 on the d20, you have the option to push the roll. A failure is always a catastrophe
- Raised by red goblins: all attacks with guns are Easy for you
- Raised in the worst of environments: immune to disease
- Rally (LT): use your turn to get anyone to roll anything Easily
- Read idioms. Roll to attempt casting spells from books and scrolls (a failure means a catastrophe).
- Read lies (LT). People have to save to lie to you convincingly
- Realistic illusions (LT). Make something appear that isn’t there. The illusion lasts d6 turns
- Regenerate. Recover 1 HD per hour. Mutilations grow back in d20 days.
- Reincarnation. If you die, you are reincarnated within the week. Save when this happens. The better the roll, the closer your new form is to your old one.
- Remove hex. A cursed individual who atones in the way you tell them to can save to get rid of any curse. Referee must greenlight the atonement act.
- Resistant to magic. Your saves vs magic are Easy
- Rêverie (LT). Spend 1 HD and receive a prophetic dream or vision. You get to ask the referee one question and they will describe what you see
- Riposte: once per turn, when someone misses you, you get to attack them for free
- Ritualist. You know one spell you can cast as a ritual
- Rune trap. Learn a spell you can only cast on a surface. It is triggered by touch or proximity, your choice
- Sacrifice. Spend an hour to ritually kill a creature before asking the gods for a miracle. Roll as many d6 as the victim’s HD. On a 6, something happens.
- Save your skin! You always outrun your friends when fleeing
- Scout out (LT). You can recon an area or room while avoiding attention, traps, or an obstacle (choose one)
- Second wind (LT). Recover half your hit dice if you spend a turn resting
- See auras. You can see magical auras on people
- Sense of smell like a hound’s
- Shadow ninja: disappear in shadows (LT)
- Sharpshooter (LT). One attack with a ranged weapon is Easy. No need to aim.
- Shield expert. Double the DEF bonus of any shield
- Sleepless in the dungeon. You only need 2 hours sleep instead of 6 to be fully rested
- Sniper. Take one full turn to aim and, on your next turn, your shot can’t miss
- Song of the ancestors (LT). Any ally within earshot gets one Easy roll this turn. Alternatively, you can curse enemies with a Hard roll
- Sorcerer’s tongue. You speak the tongue of one type of people, animals, plants, or even things (but not materials)
- Spider-friend. You befriended a dog-sized spider, shy but friendly
- Spider-person, spider-person! Roll to climb steep surfaces with no equipment.
- Splinter: sacrifice your weapon or shield to ignore the damage from one attack
- Spot the weak points in a structure. The referee will let you know what it takes to breach a wall, tear down a tower, collapse a bridge, etc.
- Stabbity stab stab. When wielding a dagger or knife, you gain an extra attack
- Stories of yesteryear (LT). At camp, tell a story related to where you are or where you’re going. The referee will answer one of your questions.
- Strong defences. Saves against poison and disease are Easy
- Stubborn endurance. You are never tired after a long effort such as a forced march or even a battle (as long as you weren’t wounded)
- Subconscious spell. Get a random spell: you can cast it very slowly while doing something else, as long as you are conscious. It takes d12 hours.
- Summon birds (LT): a swarm worth 1 HD per level helps for an hour. It’s not suicidal and may not fight for you
- Summoner (LT). Choose one type of a supernatural creature. Call one to your aid: it has as many HD as your level, minus one per ability (flight, exotic attacks, etc.).
- Supernatural empathy: you tend to pick up on strong emotions
- Tactics expert (LT). Gain insight on enemies’ weaknesses, routines, etc.
- Talk to the dead/spirits/demons/ghosts. Choose one type of creature who you can contact
- Talk to trees (LT). Roll to talk to wooden objects.
- Talk to wild animals. Choose between woodland mammals, water creatures, and all birds. You can now speak and understand their language.
- Tally. Add together the number of monsters of every type you kill. For every 10, you get 1 in 6 chance of predicting their behaviour
- Temporal shift (LT). You are less tethered to linear time and can phase out of it for a second. Use this to avoid a single attack or source of damage.
- Thick skin: defence 12 when unarmoured
- Thief master. Choose a thievery activity (pick pockets, disarm traps, sneak, climb, etc.) All rolls you make for this are Easy
- Tough skin. Get an extra hit die.
- Tough soul. When rolling on the wounds table, reroll all 1s on your hit dice
- Tracker. Rolls are Easy for you. When you find tracks, you always know the number or type of creatures.
- Trained acrobat: all acrobatic feats are Easy
- Trained fighter: attacks with a weapon of your choice are Easy
- Transmogrification (LT). You can assume another physical shape. Decide which one now. The more powerful it is, the harder it is to retain your own personality
- Traveller: you always know something about a place you visit
- Treasure sniff. Roll to detect precious metals and gems
- Trick shots. When using a missile or thrown weapon, you attack is Easy if you don’t do any damage. Instead, you can disarm, trip, pin, etc. The target may be allowed a save
- Turn. Choose a type of creature you can repel with a symbol and imprecations
- Two-weapon fighting: get an extra Hard attack with an off-hand weapon
- Visibly half-demon. Immune to fire and common folk sympathy
- War cry (LT). Force a morale roll.
- Way in (LT). You know or are able to guess an easier way to get inside a place
- Weird metabolism. You need one ration a week
- Welcoming parley (LT). If your offer good food or drink to a sentient creature, add d6 to the reaction roll
- Well educated: feats of knowledge are Easy for you
- Wild child: any action in nature is Easy, basic language skills
- Winged weirdo. You can fly, but people treat you like shit.
- Wizard. You know a spell – choose from the list the referee shows you.
- Word of command (LT). As many targets as your level follow your one-word order for d6 turns. Save cancels
3 thoughts on “d200 Classless Abilities”
Seems to me that these could be used as feats/talents for OSR PCs and as special abilities for monsters.
Thinking about it that way, I can definitely see getting some use out of these.
Also provides a nice template for translating Pathfinder feats into something a bit more lightweight.
A great list of ad hoc abilites for NPCs/monsters. Many thanks!