The Chaos Project Archives:
Chaotic Features
Chaotic Features are an integral part of The Chaos Project. This archive contains Chaotic Features created both by myself and by many other gamers, all of whom have my deep gratitude.
->Peter
Roll Created by:
Feature:
01
Name: Ken MurphyEmail: [email protected] Strength of a Thousand Men. Creature's STR is 3D6+167.
02
Name: Ken MurphyEmail: [email protected]
Bottomless Pit. Creature can swallow a hog'shead-worth of liquid (3D10+22, x10liters)per 5SRs. Creature effectively possesses an endless capacity, but it'll be affected normally by any special features of the liquid; like alcohol's or a potion's POT.
03
Name: Ken MurphyEmail: [email protected]
Hard to Hit. Anytime the creature has a missle fired or thrown at it, or is exposed to shrapnel, it has a chance equal to its POW x8 of being missed completely by any attack that is less than an 01 Critical success. In the case of an 01 Critical success occuring, it will affect the creature as a normal Critical Hit, however.
04
Name: Marko PeräläEmail: [email protected]
Ghostly to (substance) Creature acts is like air to the substance. Broo ghostly to wood could walk through a forest unhindered. Burglaries would be easy. Creatures ghostly to earth or stone are not seen often.
05
Name: Peter Maranci Email: [email protected]Radiates Fear. All creatures within 15m of this horrifying creature must make a successful resistance roll of their INT vs their own POW or flee
06
Name: PM Radiates Pain. All creatures within 15m of this creature must make a successful resistance roll of their INT vs their own CON or suffer a -1d100 to all actions07
Name: PM The creature shrivels and becomes a large rubbery ball of protoplasm which spends all of its time bouncing up and down (-10% to hit because of movement). It has 100 HP, and regenerates 10 HP per round. Once a day it can let out an explosive effect which does 5d6 damage toeverything within a 8 meter radius. Armor protects against the explosion damage
08
Name: PM Anything this creature touches becomes invisible for as long as it remains in contact. It always appears to be naked and weaponless. It may also appear to have the power to disintegrate by touch...09
Name: PM The Stupifier - Any creature within 30m of creature temporarily loses 1d6 INT10
Name: PM Damage Reflector: Any damage caused by any non-natural weapon (incuding spells) is ignored, and instead inflicted immediately on the attacker. The damage "reflected" is based on what would get through the defender's armor, not the attacker's. Natural weapons cause normal damage. A Heal spell causes damage equal to double the points in the spell, and cannot be resisted - but is still a touch-only spell.11
Name: PM Negative Lifeform: Any form of damage (including natural weapons) INCREASES the victim's general (and therefore also location-specific) hit points. They can absorb additional HPs up to ten times their normal value. These hit points may be self-inflicted; for example, the creature may stand in a fire to quickly charge themselves to maximumlife-energy. However, if not injured the creature normally loses 1d3 hit points per day, down to (potentially) death. Healing spells are
dangerous to this creature; each point of Healing causes 100 HP of damage.
12
Name: PM If anyone orders the victim to do something three times in a row, they must do it13
Name: PM One finger/tendril/whatever is a hollow tube which can spray a sleep gas with POT = CON, enough to affect up to 3d6 individuals per day14
Name: PM Able to cast Glue 50 on any non-living thing which can be shut - a door, box, etc. 1d6 times per day. No MP cost nor casting time - this is an effect, not a spell15
Name: PM Immediately "paired" with another random chaotic creature, which acts as a familiar to the victim16
Name: PM Being becomes pure Law, with a Chaos-destroying touch17
Name: PM Becomes pure Truestone18
Name: PM Experiences intense vision of Cosmic Truth, gain 200% Metaphysics and +90% Oratory and Fast Talk19
Name: PM Cursed - loses 1% of each skill every ten minutes after sunrise, and 1 point off each characteristic each hour. All return to normal at midnight20
Name: PM Cursed - as above, but to everyone else within 30m21
Name: PM Swapper. Able to trade one skill/characteristic/special ability with another creature. Trade lasts one day22
Name: PM Vampiric healer: can transfer 1d10 of received damage to another via successful touch. No resistance possible, armor does not protect23
Name: PM Able to become insubstantial at will in 1-round increments; must re-solidify to attack. Able to cast and be affected by spells and spirits while insubstantial24
Name: PM Able to make a piercing whistle that causes 1d6 damage per round, plus deafening effects. Armor does not protect25
Name: PM Appears extremely old, but retains abilities of youth26
Name: PM Able to enter the dreams of others27
Name: PM Able to see magic - +100% to all chances to cast, -10% visual skills28
Name: PM Blood is Heal 6 potion, 3d6+6 doses. Automatically activated, one dose at a time, when injured29
Name: PM Blood is alcohol; always drunk30
Name: PM Cannot hurt any child (effects either children of own species, of all intelligent creatures, or of all living things)31
Name: PM Cannot lie (50% chance cannot even lie by omission)32
Name: PM Conscienceless; able to lie undetectably33
Name: PM Able to squeeze through the smallest opening34
Name: PM Gift of tongues; able to speak any language perfectly after being exposed to it for 1d10 rounds or hours or days35
Name: PM Able to absorb the skill of anyone in their presence; for example, if fighting a master swordsman, is able to use the same skill percentages. The skill only lasts while the target is in their presence36
Name: PM Perfect Master: all skills at 100%37
Name: PM Gives birth to 1d6 spawn per season. Each spawn grows into a random Chaos monster38
Name: PM Rebirth. Victim collapses into a quivering heap, and after 3d6 hours is reborn. At this point all of their characteristic points are totalled, and re-allocated into their new form as they wish39
Name: PM Must dance whenever they hear music41
Name: PM Amnesia. The victim loses all memory of their former life. 50% chance they retain basic skills such as languages, and motor skills, otherwise they are completely blank (but re-trainable). 10% chance that their memories might be restored by a future shock. An amnesiac may display a very different personality from their original one.42
Name: PM Victim has complete awareness in all directions -- virtually impossible to surround or surprise while awake43
Name: PM 1 or more random hit locations develop a hidden pouch, which can store objects of up to 1d6 x 1d6 SIZ44
Name: PM Body becomes extremely bouncy. Able to bound huge distances, at 1d6+1 times former Move45
Name: PM 1 random hit location is completely invulnerable46
Name: PM Immune to all but mental spells47
Name: PM Victim dies48
Name: PM Random characteristic is re-rolled on d100, effect lasts 1d6 days or weeks. Then returns to normal forever49
Name: PM Horrifying to look at; resist POW 20 every round or be Demoralized while in its presence50
Name: PM Voice become much stronger and smoother; +20+1d100% to all voice-based skills51
Name: PM Hair (or equivalent) always floats about as if in a stiff breeze or underwater52
Name: PM Becomes visual negative of self; all body colors now the opposite of what they were53
Name: PM Must spend 1d6 hours per day spinning body violently. Able to spin at very high rate without dizziness54
Name: PM Able to cast spells with no visible effect55
Name: PM Perfect balance56
Name: PM One half of victim becomes beautiful, one half incredibly ugly58
Name: PM Terrified of a random color59
Name: PM Unusual insanity: loses all memory, but gains all memory andknowledge of some ancient person slain by Chaos. Victim believes they are that person
60
Name: PM Victim completely loses all distinguishing characteristics, becomes in appearance a completely average, socially invisiblecreature
61
Name: PM Victim completely loses all distinguishing features, and no longer has a face (if applicable). Although it lacks eyes, ears, nose, mouth, etc., none of its senses or abilities are impaired62
Name: PM Victim becomes count-a-holic; must stop and count aloud any small items which come into its view. If someone throws 97 marbles during combat, it stops fighting and starts counting63
Name: PM Victim gains power of weather control; in effect can cast Cloud Clear, Cloud Call, Lightning, Thunderbolt, etc.. Manipulation costs fatigue (if applicable) rather than magic points64
Name: PM Body becomes totally iridescent; appearance very confusing (-35% to hit), plus unable to hide except in total darkness65
Name: PM Gain constant twitch in random hit location66
Name: PM Totally silent when sleeping67
Name: PM At death splits up into (SIZ) number of miniature versions of itself. Each miniature is SIZ 1, but otherwise has the original's characteristics, skills, and knowledge. 10% chance that all are in Mindlink68
Name: PM Body transforms into a single, leathery, greasy sinew which coils and bundles itself into the approximate shape of the original and wear its clothes (if any). STR and CON are 1.5 times original. Creature takes a maximum of 1 point from impaling and crushing attacks (slashing attacks normal), and gains 5 points of natural armor. Able to make itself into many shapes. If its two ends can be found, it can be jerked into a straight line and held helpless69
Name: PM Victim bursts into flame, but does not take damage, is not consumed and just continually burns. 50% chance that this does not cause agonizing pain, 5% chance that victim gains power of flight. Immune to fire damage71
Name: PM Victim deluded: roll again to choose pseudo-result73
Name: PM Immune to all natural attacks74
Name: PM Imune to all non-natural weapons75
Name: PM Immune to all variable-effect spells (i.e. for which damage must be rolled)76
Name: PM Takes double damage from natural weapons77
Name: PM Takes double damage from non-natural weapons78
Name: PM Takes double damage from non-variable-effect spells79
Name: PM Unable to walk in a straight line80
Name: PM Uncomfortable around geometric solids81
Name: PM Fear of self82
Name: PM Fear of universe83
Name: PM Develop extra joint in 1 or more jointed appendages84
Name: PM Cannot be tied up or restrained85
Name: PM Cannot go unconscious86
Name: PM A random substance acts as hallucinogenic drug for victim87
Name: PM Always succeeds with CON roll for result of injury88
Name: PM Constant silly laughter89
Name: PM Always succeeds in making POW gain roll90
Name: PM Always makes experience and training/research gain rolls for 1 or more skill categories91
Name: PM Grow an identical new copy of a random hit location, placed randomly against other locations (example: new head, could be at hip, on top of present head, etc.)93
Name: PM 1 or more random hit locations change into that of a different species94
Name: PM Add a new hit location that victim would not normally have (i.e. tail for a human)95
Name: PM Grow an entirely new hit location (located randomly) that is like nothing anyone has every seen before (5% chance it is invisible or can do something strange)96
Name: PM Telepath: automatic mental (non-subvocal) Mindspeech with anyone they choose97
Name: PM Attack Telepath: as above, but also able to control victim via a round-by-round POW vs. POW98
Name: PM Appropriate limb takes form of random weapon99
Name: PM Able to belch at will100
Name: PM Flesh-penetrating touch101
Name: PM Able to walk through walls102
Name: PM Always perfectly groomed; every hair in place and teeth gleaming103
Name: PM See dead people (spirit vision)104
Name: PM Must always do and say everything twice105
Name: PM Must always speak in rhyme106
Name: PM Becomes color-blind107
Name: PM Contracts leprosy108
Name: PM Gains perfect sketching ability (Craft: Art 1000%)109
Name: PM Able to smell magic110
Name: PM Able to see magic111
Name: PM Able to hear magic113
Name: PM Able to parry attacking spells with hands114
Name: PM Bursts into flames every evening and is reborn every morning from the ashes115
Name: PM Grow hump; able to contain enough water for 2 weeks116
Name: PM Able to absorb 1d8 points of spell per round and fire them back within the next five minutes117
Name: PM Able to absorb the injuries of others, regenerating damage at 1d4hp/round. 50% chance this is involuntary118
Name: PM Mind stealer: able to absorb all memories and knowledge by touch, and retain them for 1d6 minutes/hours/days. 50% chance this power is undetectable by victim119
Name: PM Able to absorb the power of a magic item and duplicate it. May only absorb power from one item at a time. 50% chance this power destroys the item, which may resist POW vs. POW120
Name: PM Living crystal: duplicated the power(s) of a powered or unpowered crystal. 50% chance this only works for others, not self. If powered, must be attuned. Crystal POW = POW121
Name: PM Permanently changes into object most important to them, i.e. if a warrior, becomes magic weapon122
Name: PM Able to perfectly gauge distance and size by eye123
Name: PM Able to jump inside other being & attempt to overcome POW vs. POW. If successful, becomes other person and other person occupies old body. Some memories transfer124
Name: PM Continues to fight on for 1d10 rounds after death, even if dismembered125
Name: PM Skin becomes random sealed rune metal, gain 1d6+3 natural armor plus metal effects if any126
Name: PM Grow spikes from 1 or more random hit locations, gain spike attack (1d6 damage)127
Name: PM Grow stinger(s) from 1 or more random hit locations, gain stinger attack (1d4 - 1d10 damage, plus CON POT poison)129
Name: PM Itch touch: cause itching in touched victims. Itch = CON, victim resists with CON or is unable to do anything for 1d4 rounds but scratch130
Name: PM Able to create color patterns on skin, resembling moving tattoos. 20% chance confusing at will, maximum minus to hit = 2d20%131
Name: PM Mute; can only communicate by whistling132
Name: PM Able to increase SIZ by 1d6 times at will for up to 1d6 rounds/minutes /hours. Concurrent increase in STR and HP (but not CON)133
Name: PM Blood changes color134
Name: PM Bones become extremely strong and heavy. Limb hit points unchanged, but 2x damage required to sever or maim135
Name: PM Gives birth to mirror twin which has (species max - victim'scharacteristics), i.e. human male STR 14 would have mirror twin STR (21-14=7). They are in Mindlink with each other, and as long as either is alive, the other cannot completely die
136
Name: PM Gelatinous body. Completely immune to piercing weapons. Slashing weapons do 1/2 damage. Crushing weapons x2 damage (splatter effect)137
Name: PM Spongy body. Immune to crushing weapons, impaling weapons do 1/2 damage, slashing weapons x2 damage138
Name: PM Become zombie139
Name: PM Become mummy140
Name: PM Extreme pain and agonized screams when not moving141
Name: PM No longer age visibly (but still age)142
Name: PM One or more hit locations becomes invulnerable for 1d4 hours/day143
Name: PM Invisible when sleeping144
Name: PM Invisible all the time145
Name: PM Gain retractible claws, claw attack146
Name: PM Death Touch (acts as Sever Spirit) - 10% chance works on self148
Name: PM Irresistable to one or more animal or insect species149
Name: PM Mute150
Name: PM Must always speak the truth151
Name: PM Constantly growing large warts (-3 to APP) which harden, fall off, and when peeled each contain a 50 - 200 sp gem. 2d6 warts/week152
Name: PM Movement rate reduced or increased by 50%153
Name: PM Immune to spirit attack154
Name: PM Blood, if swallowed, heals 1d6hp. Able to bite own lip or tongue to heal self155
Name: PM Extremely sad to see. Resist its APP vs. your INT or cry156
Name: PM Gain ability to drain 1d6 MP on successful touch and add to self157
Name: PM Gain ability to temporarily drain 1d4 points from random characteristic on successful touch and add to self (effect lasts 1d6 minutes for both attacker and victim)158
Name: PM Gain ability to go into uncontrollable spasms that last for 1d6x1d6 rounds when under stress159
Name: PM All cartilage turns into bone, gain 1 armor point in head160
Name: PM Immune to all disease161
Name: PM Immune to all metal weapons162
Name: PM Cannot interact with metal in any way (goes right through victim without harm)163
Name: PM Immune to all wooden weapons164
Name: PM Cannot interact with vegetable material in any way165
Name: PM Shadow becomes alive, can detach and act as Shade166
Name: PM Able to command matter - acts as telekinesis on any matter within 30m, STR=INT.167
Name: PM Always talk in a monotone168
Name: PM Skin becomes silky-smooth and soft169
Name: PM Become albino170
Name: PM Gain perfect time-sense171
Name: PM Gain perfect location-sense172
Name: PM Gain Fire/Ice Breath attack, 1d4 x 1d6 damage173
Name: PM Eyes shifted into spirit plane, disturbing hollows in sockets174
Name: PM Forever immune to all effects of Chaos175
Name: PM Can walk on air176
Name: PM Snore extremely loudly177
Name: PM Becomes extremely gullible -- believes anything anyone says178
Name: PM Gain Chaos Touch - bestow Chaotic effect with successful touch, once per day179
Name: PM Cure disease by touch, 1d6 times per day180
Name: PM Healing touch, up to 1d12 hit points 1d6 x 1d6 times per day (can/cannot affect self)181
Name: PM Gain tiny teeth in skin, improve Swim skill by 10%182
Name: PM Some or all orifices seal up; effects determined by GM183
Name: PM Become incredibly phony184
Name: PM Victim no longer speaks birth language185
Name: PM Unable to perceive opposite/same sex (own species or all species)187
Name: PM Lose all sense of humor188
Name: PM Gain hyperactive/sick/stupid sense of humor189
Name: PM Gain power to make anyone laugh190
Name: PM Able to change shape at will191
Name: PM Becomes incredibly cute192
Name: PM Can only talk about self in third person193
Name: PM Sticky touch; anything that touches victim sticks, STR d6 x d6194
Name: PM Can Ressurect by touch195
Name: PM Immune to all magical effects196
Name: PM Grow eyes in back of head197
Name: PM Gain incredible insight into sentient nature198
Name: PM Nothing happens199
Name: PM Gain power to expand jaws and swallow up to 2xSIZ200
Name: PM Gain deep love and respect for all living things201
Name: PM Chameleon effect - absorb colors202
Name: PM Ventriloquism - voice comes from anywhere within 10m203
Name: PM Yawning disease - victim yawns 1d4times/round, and all within 10m must roll CONx3 or also yawn204
Name: PM Senses become sense projectors: eyes emit light, ears emit noise, nose emits smells, mouth emits tastes, skin emits vibrations and heat/cold. Extremely confusing, -80% to all actions for victim and all present205
Name: PM Victim becomes were-animal (determine randomly)206
Name: PM Victim becomes permanent cross between original form and some other species (determine randomly)207
Name: PM Gain ability to spin silk, webs from gland on (hit location)208
Name: PM Gain ability to project scent (ranging somewhere from delightful to sickening) from (hit location)209
Name: PM Become perfect vocal mimic (Mimic 100%)210
Name: PM Afflicted with insane hatred of all things Chaotic211
Name: PM Eyes extrude on stalks if not already stalked. Otherwise, eyes retract212
Name: PM Everything the victim touches turns to (substance)213
Name: PM One or more random characteristic(s) of victim begins seesawing, going down one point per day until it reaches one, then going up at the same rate until it reaches exactly double the old score. Repeat forever.214
Name: PM Jeckyll/Hyde syndrome215
Name: PM Victim constantly weeps tears of blood216
Name: PM Victim oozes slime from all pores - 50% chance of vile smell217
Name: PM Victim becomes pregnant (even if male) - 50% chance offspring has chaotic feature218
Name: PM Victim is immortal219
Name: PM Victim is invulnerable except for one substance220
Name: PM Victim is invulnerable but also harmless221
Name: PM One of victim's characteristics other than SIZ increases 1 point per day forever222
Name: PM Victim loses sensation in 1 or more hit locations223
Name: PM Victim's skin wrinkles heavily, increasing natural armor by 1d6 and decreasing APP by twice rolled amount224
Name: PM Victim incurs enmity or friendship of one particular element225
Name: PM Victim falls asleep forever, but dream-form manifests as ghost227
Name: PM Victim's tongue grows to 1d6 times original size. 10% chance of gaining tongue-whip attack228
Name: PM Victim turns inside-out - 95% chance of death, otherwise 3d6 damage unabsorbed by armor and -6d6 APP229
Name: PM Victim becomes completely water-soluable - will melt if hit with water230
Name: PM Victim becomes stretchy, like Mr. Fantastic231
Name: PM Victim becomes magnetic - all metal within 5m is attracted with pull of 6d6 STR232
Name: PM Victim regularly sheds skin like a snake233
Name: PM Victim produces scent which attracts 1 or more random species. 25% chance that production of scent is under victim's control. There is also a 25% each chance that attracted creatures are friendly or hostile, and a 50% chance that attractees are neutral and behave normally.234
Name: PM Victim becomes twice the person they were. Re-roll all species characteristcs and add the new results to the old ones. 20% chance that INT becomes fixed.235
Name: PM Victim's hit locations all become detachable, 1d4 times per day236
Name: PM All of victim's hit locations detach, but retain mutual feeling and appropriate ability to move. 5% chance that victim's parts are able to fly237
Name: PM Victim gains Sense Projection for one random sense. 50% chance of being able to control it. 10% chance that projected sense can never return closer than 1d10m to body238
Name: PM Victim loses all self-respect239
Name: PM Return to infancy/childhood/adolesence but retain adult knowledge and INT240
Name: PM Victim:A) No longer needs nor is able to breathe, or B) No longer needs to breathe, but can, or C) Must breathe 1d4+1 times as much air
241
Name: PM Roll victim's species SIZ again. Add OR subtract roll to or from 1 or more random hit locations. Hit location SIZ of 0 or below may or may not cause death at GM's option242
Name: PM Living Mirror: Victim becomes shapeshifter, matching appearance of those around it. There is a 50% chance that this process will be under conscious control. There is a 20% chance that victim has the power to mimic not only appearance, but knowledge and powers as well243
Name: PM Victim becomes autistic244
Name: PM 1 or more random hit locations change color245
Name: PM Victim begins to age backwards246
Name: PM Victim's fingers can be broken off as delicious cinnamon sticks, but grow back within moments247
Name: PM Victim becomes a random elemental - body becomes earth, air, fire, water, other248
Name: PM Victim gains power to fly, if not already able. Determine max speed by rolling 1d6 x 1d6 Means of propulsion (d8): 1 - Feathered wings 2 - Leather wings 3 - Energy/fur/other wings 4 - Anti-gravity effect5 - Ground effect (emits air somehow) 6 - Grows propeller from random hit location 7 - Roll twice more and combine
8 - Other (something really weird)
249
Name: Will Dean Email:Fingers, teeth, ribs fuse together, causing shovel-like hands, scary looking teeth, and a hard carapace
250
Name: PM Creature grows invisible new arm, centered between other arms; 20% chance that arm can detach and fly for up to 1d6 rounds/minutes/hours per day251
Name: PM 1 random hit location grows (1d6 x 1d100)% larger252
Name: PM 1 random hit location shrinks 1d100% smaller253
Name: PM One facial feature shrinks or grows254
Name: PM All bones and teeth glow brightly in some random color255
Name: PM 1 or more of victim's characteristics waxes and wanes in correspondance with Lunar cycle (thanks to J. Mitzman)256
Name: PM Victim afflicted with Rage. Effect of Berserk spell. Strikes up to 1d6 times per day, at appropriate times. There is a 50% chance that victim can come out of Rage at will after first round257
Name: PM Spirit leaves body, becomes ghost). Body turns into zombie. Ghost can possess zombie258
Name: PM Victim continues to eat and drink normally, but does not excrete (c.f. RuneQuest Companion, "The Smell Of A Rat")259
Name: PM Victim becomes what they have always wanted to be (but there is a 50% chance that the result is bad/ironic/goes wrong)260
Name: PM Victim's earholes sealed by membrane; -5% to Listen and all Communication skills261
Name: PM Teeth grow to double size. Gain or increase species-appropriate Bite attack, lose APP (if human, lose 2d6 APP)262
Name: PM Produces 1d6 nuggets of gold per day in some way (regurgitate, secrete, shed, etc.)263
Name: PM Random substance is now required as part of daily diet. 50% chance that ingestion of substance temporarily increases 1 or morecharacteristics by (1d6 x 1x6) for 1d6 rounds, minutes, or hours
264
Name: PM Skin turns transparent. -3d6+6 APP265
Name: PM Victim falls in love with every creature seen of appropriate species and gender266
Name: PM Creature IS harmless!267
Name: PM Tears gain randomly determined magical effect268
Name: PM Become two-dimensional269
Name: PM Must remain upside-down in order to breathe270
Name: PM Victim develops a sore, which grows over 3d6 weeks. When growth is complete, the sore pops and out come baby spiders/broo/other271
Name: PM Victim starts growing. Add 1 point per week to SIZ until death, with no limits272
Name: PM Victim undergoes complete personality change. In every way, their behavior is the opposite of what it was273
Name: PM Victim contracts cancer, which is fatal with 1d12 months (which should really be the most common effect of exposure to Chaos, anyway)274
Name: PM Rate of hair growth increases by 1d100 x 1d100 (that's 1 - 10,000!) percent275
Name: PM Victim's INT becomes Fixed; if already Fixed, becomes unFixed276
Name: PM Victim changes to a random species. Roll 1d6: 1-2 - Intelligent species3-4 - Unintelligent species
5-6 - Unintelligent species, but retains INT
277
Name: PM Earthquake Feet: every step the creature takes shakes the ground. Opponents within 30m must make DEX x 5 roll each round to remain standing. Victim cannot Sneak278
Name: PM Any clothes worn at time of Chaotic exposure become living part of victim's body279
Name: PM Victim changes kingdom: Animal/Vegetable/Mineral/Spiritual280
Name: PM Gain hypersensitive sense(s). Roll 1d6:Sight
1.
Smell2.
Taste3.
Touch4.
Hearing5.
Roll twice more
6.
The enhancement adds 1d100% to the base for all skills affected by that sense. Enhancements over 50% are so extreme that the victim cannot stand normal stimuli, i.e. normal light is too bright, clothes are agony to wear, etc. Penalties are assigned by the GM.
281
Name: PM Victim changes gender, with a 1/3 chance of becoming either a neuter or hermaphrodite282
Name: PM Victim grows an additional new mouth on a random hit location. There is a 50% chance each of the mouth being able to talk, eat/drink, and breathe. If the mouth can speak, roll a d8:Under victim's control, with their voice
1.
As #1, but different voice
2.
Gibbers insanely all the time/sometimes
3.
Self-animated, friendly/hostile/neutral toward victim
4.
As #4, plus casts 1d6 random spells per day
5.
As #4, plus can Command (as in Dune) 1d6 times/day
6.
Can only (pick one) whisper/sing/whistle/hum, plus roll again
7.
Speaks ultrasonically only, or determine new effect
283
Name: PM Victim's INT doubles, but they lose all feeling and emotion. This results in the immediate halving of all artistic and interpersonal skills,including sing, play instrument, dance, Fast Talk, Orate, and Human Lore
284
Name: PM All of the victim's digits divide lengthwise; if it previously had ten fingers, it now has twenty, ten on each hand (and ten toes on each foot, as well). This adds 1d6 x 5% to the victim's Manipulation bonus. Of course, anyone who sees their digits will be repulsed and horrified285
Name: PM Pain in one limb causes twice as much pleasure in the opposite limb. Example: a thorn in left hand results in extremely pleasant feelings in right hand286
Name: PM Victim must go through any door which opens within their view. Even if going through means instant death, they are unable to resist passing through any portal which opens before them. They can, if able, turn and go back through the door once through, but this will at a minimum take one round287
Name: PM 1 random hit location of victim becomes self-aware (in the case of a player-character, the part becomes an NPC). If the head is rolled, some specific part of the head becomes independent: hair, nose, ears, eyes...something.288
Name: PM Creature begins to exude a mildly pleasant-smelling yellow goo from elbows which heals 1d4 points of specific or general damage per dose if swallowed. Produces 1 dose per hour per elbow.289
Name: PM In combat, creature makes at least one secretly spectral wound against every enemy. Whether the chaos creature lives or dies, their victims' wound(s) will become infected, and no matter what the treatment the wound will slowly spread. The result is pain and disability, over time. However, the wound is only imaginary. It can be cured by a Dispel Illusion (xd3), Dispel Magic (xd6), or by overcoming the victim in a combat situation with a Fanaticism spell -- or any spell that seriously alters the victim's mental state in a positive way.290
Name: PM Creature's fingernails/claws/talons turn orange and become delicious. Anyone within two meters of the creature must roll (CON + INT/2) vs. hours since they've last eaten or become ravenously hungry291
Name: Trevor EllisEmail: [email protected]
Severe constipation for several hours after eating. All manipulation skills at -25%
292
Name: Janne Hämeenaho Email: [email protected]Creature loses all credibility. Whatever he/she says is automatically considered to be a lie.
293
Name: Tuomas Hautakangas Email: [email protected]Endless Banana. This iten looks like a normal banana but if you eat it and throw it's peel of it will reappear in your bag - endlessly and always ready to be eaten. The only way to destroy this annoying banana is to burn it to ashes.
293
Name: Carl Driskell Chicken Broo spits eggs that give random feature to target plus 2d6 damage.294
Name: PM Creature hair/fur turns a random color295
Name: PM Creature becomes permanently insane (use CoC tables)296
Name: Peter Maranci Reverse normal sleep pattern: day becomes night to them and vice-versaHOME Scenarios Alternate Rules Chaos Project Character Sheets NPCs &
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