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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.

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.

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 “loot per heal-up”: page 191 of core rule book 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.

Taken from http://slyflourish.com/icon_rolls.html

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Eyes of the Stone Thief Avemier Jedi_Wolf