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Runequest 2E - Chaotic Features

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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 Murphy

Email: [email protected] Strength of a Thousand Men. Creature's STR is 3D6+167.

02

Name: Ken Murphy

Email: [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 Murphy

Email: [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 Perälä

Email: [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 actions

07

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 to

everything 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 INT

(2)

10

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 maximum

life-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 it

13

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 day

14

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 spell

15

Name: PM Immediately "paired" with another random chaotic creature, which acts as a familiar to the victim

16

Name: PM Being becomes pure Law, with a Chaos-destroying touch

17

Name: PM Becomes pure Truestone

18

Name: PM Experiences intense vision of Cosmic Truth, gain 200% Metaphysics and +90% Oratory and Fast Talk

19

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 midnight

20

Name: PM Cursed - as above, but to everyone else within 30m

21

Name: PM Swapper. Able to trade one skill/characteristic/special ability with another creature. Trade lasts one day

22

Name: PM Vampiric healer: can transfer 1d10 of received damage to another via successful touch. No resistance possible, armor does not protect

(3)

23

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 insubstantial

24

Name: PM Able to make a piercing whistle that causes 1d6 damage per round, plus deafening effects. Armor does not protect

25

Name: PM Appears extremely old, but retains abilities of youth

26

Name: PM Able to enter the dreams of others

27

Name: PM Able to see magic - +100% to all chances to cast, -10% visual skills

28

Name: PM Blood is Heal 6 potion, 3d6+6 doses. Automatically activated, one dose at a time, when injured

29

Name: PM Blood is alcohol; always drunk

30

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 undetectably

33

Name: PM Able to squeeze through the smallest opening

34

Name: PM Gift of tongues; able to speak any language perfectly after being exposed to it for 1d10 rounds or hours or days

35

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 presence

36

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 monster

38

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 wish

39

Name: PM Must dance whenever they hear music

(4)

41

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 awake

43

Name: PM 1 or more random hit locations develop a hidden pouch, which can store objects of up to 1d6 x 1d6 SIZ

44

Name: PM Body becomes extremely bouncy. Able to bound huge distances, at 1d6+1 times former Move

45

Name: PM 1 random hit location is completely invulnerable

46

Name: PM Immune to all but mental spells

47

Name: PM Victim dies

48

Name: PM Random characteristic is re-rolled on d100, effect lasts 1d6 days or weeks. Then returns to normal forever

49

Name: PM Horrifying to look at; resist POW 20 every round or be Demoralized while in its presence

50

Name: PM Voice become much stronger and smoother; +20+1d100% to all voice-based skills

51

Name: PM Hair (or equivalent) always floats about as if in a stiff breeze or underwater

52

Name: PM Becomes visual negative of self; all body colors now the opposite of what they were

53

Name: PM Must spend 1d6 hours per day spinning body violently. Able to spin at very high rate without dizziness

54

Name: PM Able to cast spells with no visible effect

55

Name: PM Perfect balance

56

Name: PM One half of victim becomes beautiful, one half incredibly ugly

(5)

58

Name: PM Terrified of a random color

59

Name: PM Unusual insanity: loses all memory, but gains all memory and

knowledge 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 invisible

creature

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 impaired

62

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 counting

63

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 points

64

Name: PM Body becomes totally iridescent; appearance very confusing (-35% to hit), plus unable to hide except in total darkness

65

Name: PM Gain constant twitch in random hit location

66

Name: PM Totally silent when sleeping

67

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 Mindlink

68

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 helpless

69

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 damage

71

Name: PM Victim deluded: roll again to choose pseudo-result

(6)

73

Name: PM Immune to all natural attacks

74

Name: PM Imune to all non-natural weapons

75

Name: PM Immune to all variable-effect spells (i.e. for which damage must be rolled)

76

Name: PM Takes double damage from natural weapons

77

Name: PM Takes double damage from non-natural weapons

78

Name: PM Takes double damage from non-variable-effect spells

79

Name: PM Unable to walk in a straight line

80

Name: PM Uncomfortable around geometric solids

81

Name: PM Fear of self

82

Name: PM Fear of universe

83

Name: PM Develop extra joint in 1 or more jointed appendages

84

Name: PM Cannot be tied up or restrained

85

Name: PM Cannot go unconscious

86

Name: PM A random substance acts as hallucinogenic drug for victim

87

Name: PM Always succeeds with CON roll for result of injury

88

Name: PM Constant silly laughter

89

Name: PM Always succeeds in making POW gain roll

90

Name: PM Always makes experience and training/research gain rolls for 1 or more skill categories

91

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.)

(7)

93

Name: PM 1 or more random hit locations change into that of a different species

94

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 choose

97

Name: PM Attack Telepath: as above, but also able to control victim via a round-by-round POW vs. POW

98

Name: PM Appropriate limb takes form of random weapon

99

Name: PM Able to belch at will

100

Name: PM Flesh-penetrating touch

101

Name: PM Able to walk through walls

102

Name: PM Always perfectly groomed; every hair in place and teeth gleaming

103

Name: PM See dead people (spirit vision)

104

Name: PM Must always do and say everything twice

105

Name: PM Must always speak in rhyme

106

Name: PM Becomes color-blind

107

Name: PM Contracts leprosy

108

Name: PM Gains perfect sketching ability (Craft: Art 1000%)

109

Name: PM Able to smell magic

110

Name: PM Able to see magic

111

Name: PM Able to hear magic

(8)

113

Name: PM Able to parry attacking spells with hands

114

Name: PM Bursts into flames every evening and is reborn every morning from the ashes

115

Name: PM Grow hump; able to contain enough water for 2 weeks

116

Name: PM Able to absorb 1d8 points of spell per round and fire them back within the next five minutes

117

Name: PM Able to absorb the injuries of others, regenerating damage at 1d4hp/round. 50% chance this is involuntary

118

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 victim

119

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. POW

120

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 = POW

121

Name: PM Permanently changes into object most important to them, i.e. if a warrior, becomes magic weapon

122

Name: PM Able to perfectly gauge distance and size by eye

123

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 transfer

124

Name: PM Continues to fight on for 1d10 rounds after death, even if dismembered

125

Name: PM Skin becomes random sealed rune metal, gain 1d6+3 natural armor plus metal effects if any

126

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)

(9)

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 scratch

130

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 whistling

132

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 color

134

Name: PM Bones become extremely strong and heavy. Limb hit points unchanged, but 2x damage required to sever or maim

135

Name: PM Gives birth to mirror twin which has (species max - victim's

characteristics), 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 damage

138

Name: PM Become zombie

139

Name: PM Become mummy

140

Name: PM Extreme pain and agonized screams when not moving

141

Name: PM No longer age visibly (but still age)

142

Name: PM One or more hit locations becomes invulnerable for 1d4 hours/day

143

Name: PM Invisible when sleeping

144

Name: PM Invisible all the time

145

Name: PM Gain retractible claws, claw attack

146

Name: PM Death Touch (acts as Sever Spirit) - 10% chance works on self

(10)

148

Name: PM Irresistable to one or more animal or insect species

149

Name: PM Mute

150

Name: PM Must always speak the truth

151

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/week

152

Name: PM Movement rate reduced or increased by 50%

153

Name: PM Immune to spirit attack

154

Name: PM Blood, if swallowed, heals 1d6hp. Able to bite own lip or tongue to heal self

155

Name: PM Extremely sad to see. Resist its APP vs. your INT or cry

156

Name: PM Gain ability to drain 1d6 MP on successful touch and add to self

157

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 stress

159

Name: PM All cartilage turns into bone, gain 1 armor point in head

160

Name: PM Immune to all disease

161

Name: PM Immune to all metal weapons

162

Name: PM Cannot interact with metal in any way (goes right through victim without harm)

163

Name: PM Immune to all wooden weapons

164

Name: PM Cannot interact with vegetable material in any way

165

Name: PM Shadow becomes alive, can detach and act as Shade

166

Name: PM Able to command matter - acts as telekinesis on any matter within 30m, STR=INT.

(11)

167

Name: PM Always talk in a monotone

168

Name: PM Skin becomes silky-smooth and soft

169

Name: PM Become albino

170

Name: PM Gain perfect time-sense

171

Name: PM Gain perfect location-sense

172

Name: PM Gain Fire/Ice Breath attack, 1d4 x 1d6 damage

173

Name: PM Eyes shifted into spirit plane, disturbing hollows in sockets

174

Name: PM Forever immune to all effects of Chaos

175

Name: PM Can walk on air

176

Name: PM Snore extremely loudly

177

Name: PM Becomes extremely gullible -- believes anything anyone says

178

Name: PM Gain Chaos Touch - bestow Chaotic effect with successful touch, once per day

179

Name: PM Cure disease by touch, 1d6 times per day

180

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 GM

183

Name: PM Become incredibly phony

184

Name: PM Victim no longer speaks birth language

185

Name: PM Unable to perceive opposite/same sex (own species or all species)

(12)

187

Name: PM Lose all sense of humor

188

Name: PM Gain hyperactive/sick/stupid sense of humor

189

Name: PM Gain power to make anyone laugh

190

Name: PM Able to change shape at will

191

Name: PM Becomes incredibly cute

192

Name: PM Can only talk about self in third person

193

Name: PM Sticky touch; anything that touches victim sticks, STR d6 x d6

194

Name: PM Can Ressurect by touch

195

Name: PM Immune to all magical effects

196

Name: PM Grow eyes in back of head

197

Name: PM Gain incredible insight into sentient nature

198

Name: PM Nothing happens

199

Name: PM Gain power to expand jaws and swallow up to 2xSIZ

200

Name: PM Gain deep love and respect for all living things

201

Name: PM Chameleon effect - absorb colors

202

Name: PM Ventriloquism - voice comes from anywhere within 10m

203

Name: PM Yawning disease - victim yawns 1d4times/round, and all within 10m must roll CONx3 or also yawn

204

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 present

205

Name: PM Victim becomes were-animal (determine randomly)

206

Name: PM Victim becomes permanent cross between original form and some other species (determine randomly)

(13)

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 Chaotic

211

Name: PM Eyes extrude on stalks if not already stalked. Otherwise, eyes retract

212

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 syndrome

215

Name: PM Victim constantly weeps tears of blood

216

Name: PM Victim oozes slime from all pores - 50% chance of vile smell

217

Name: PM Victim becomes pregnant (even if male) - 50% chance offspring has chaotic feature

218

Name: PM Victim is immortal

219

Name: PM Victim is invulnerable except for one substance

220

Name: PM Victim is invulnerable but also harmless

221

Name: PM One of victim's characteristics other than SIZ increases 1 point per day forever

222

Name: PM Victim loses sensation in 1 or more hit locations

223

Name: PM Victim's skin wrinkles heavily, increasing natural armor by 1d6 and decreasing APP by twice rolled amount

224

Name: PM Victim incurs enmity or friendship of one particular element

225

Name: PM Victim falls asleep forever, but dream-form manifests as ghost

(14)

227

Name: PM Victim's tongue grows to 1d6 times original size. 10% chance of gaining tongue-whip attack

228

Name: PM Victim turns inside-out - 95% chance of death, otherwise 3d6 damage unabsorbed by armor and -6d6 APP

229

Name: PM Victim becomes completely water-soluable - will melt if hit with water

230

Name: PM Victim becomes stretchy, like Mr. Fantastic

231

Name: PM Victim becomes magnetic - all metal within 5m is attracted with pull of 6d6 STR

232

Name: PM Victim regularly sheds skin like a snake

233

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 day

236

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 fly

237

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 body

238

Name: PM Victim loses all self-respect

239

Name: PM Return to infancy/childhood/adolesence but retain adult knowledge and INT

240

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 option

(15)

242

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 well

243

Name: PM Victim becomes autistic

244

Name: PM 1 or more random hit locations change color

245

Name: PM Victim begins to age backwards

246

Name: PM Victim's fingers can be broken off as delicious cinnamon sticks, but grow back within moments

247

Name: PM Victim becomes a random elemental - body becomes earth, air, fire, water, other

248

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 effect

5 - 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:

[email protected]

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 day

251

Name: PM 1 random hit location grows (1d6 x 1d100)% larger

252

Name: PM 1 random hit location shrinks 1d100% smaller

253

Name: PM One facial feature shrinks or grows

254

Name: PM All bones and teeth glow brightly in some random color

255

Name: PM 1 or more of victim's characteristics waxes and wanes in correspondance with Lunar cycle (thanks to J. Mitzman)

(16)

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 round

257

Name: PM Spirit leaves body, becomes ghost). Body turns into zombie. Ghost can possess zombie

258

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 skills

261

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 more

characteristics by (1d6 x 1x6) for 1d6 rounds, minutes, or hours

264

Name: PM Skin turns transparent. -3d6+6 APP

265

Name: PM Victim falls in love with every creature seen of appropriate species and gender

266

Name: PM Creature IS harmless!

267

Name: PM Tears gain randomly determined magical effect

268

Name: PM Become two-dimensional

269

Name: PM Must remain upside-down in order to breathe

270

Name: PM Victim develops a sore, which grows over 3d6 weeks. When growth is complete, the sore pops and out come baby spiders/broo/other

271

Name: PM Victim starts growing. Add 1 point per week to SIZ until death, with no limits

272

Name: PM Victim undergoes complete personality change. In every way, their behavior is the opposite of what it was

(17)

273

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!) percent

275

Name: PM Victim's INT becomes Fixed; if already Fixed, becomes unFixed

276

Name: PM Victim changes to a random species. Roll 1d6: 1-2 - Intelligent species

3-4 - 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 Sneak

278

Name: PM Any clothes worn at time of Chaotic exposure become living part of victim's body

279

Name: PM Victim changes kingdom: Animal/Vegetable/Mineral/Spiritual

280

Name: PM Gain hypersensitive sense(s). Roll 1d6:

Sight

1.

Smell

2.

Taste

3.

Touch

4.

Hearing

5.

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 hermaphrodite

282

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

(18)

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 horrified

285

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 hand

286

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 round

287

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 hungry

291

Name: Trevor Ellis

Email: [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.

(19)

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 color

295

Name: PM Creature becomes permanently insane (use CoC tables)

296

Name: Peter Maranci Reverse normal sleep pattern: day becomes night to them and vice-versa

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