Showing posts with label nature. Show all posts
Showing posts with label nature. Show all posts
Wednesday, 25 September 2019
Caretyne
There are versions depicted as just a cow with yellow spots so im going with this more fabulous one but the boring one might sneak into a herd and lead cows away from farmers or cause other trouble. Sadly this heraldry project is fill in till my life less busy and my commercial game design stuff done.... Sadly game writing my only income the last 8 weeks. Previous post I will update as didn't do variations and adventures as rest in my series.
Caratyne
Supernatural animal N Morale 9
AC +5
HD 8
Mov 15 ground
Trample 3d6 (trample multiple targets in line with 30 foot charge)
or Buttx2 d8 (on a 20 to hit, target save or knockback 2d4 yards)
or Bite 3d4 (on a 18+ to hit, does double damage)
or 90 degree cone of fire 10 foot range d3+8 from mouth and ears as burning hands
A caretyne has a bull like body, with a snout, fangs, and horns. It has yellow spots and breathes fire. The beast is a wild animal often living alone or in a pair (1in4 with a d3 calves). The beasts are protective of their young and cattle and can be aggressive. Their habit of adopting herds of cows sometimes causes trouble with farmers who don't want a overprotective monster guarding their herds. Some farmers manage to convince the beast they are friends of the herd and then the farmer has a protector but this can be hard to manage when taking away calves and milk cows cry for their missing young. In the wild these beasts can be very protective of their territory and viciously hunt and destroy threats or predators. Other herdbeast taking their food they dislike but they are satisfied with driving them off. Some druids and cults make use of them. Sometimes they breed with normal cattle producing a large healthy calf with yellow spots.
1in6 180 degree fire breath
1in6 has fire breath 20 foot range
1in6 4d4 fire breath save for half
1in6 has tougher armour
1in6 can do a extra kick two d8 attacks in addition to any other non charge attack
1in6 can cast charm cow once per round
1in6 are able to go beserk
1in6 are highly magic resistant and always succeed in saving throws vs magic
1in6 are immune to all fire
1in6 cannot be surprised
1in6 wear a holy symbol of a religion usually a earth or solar or sky cult
1in12 can bellow calling all cows within a mile to gather
1in12 are intelligent as a human and 1in6 of those can talk
1in12 breath icy cold instead of fire and have shaggy coats
1in12 are huge with a 12HD 4d6 trample d12 butt attacks
1in12 part bonacon and can fire a extra 90 degree cone fire from their butts
Caretyne Adventures
1 A farmer is upset that a caratyne has stolen his herd and taken them into a mountain valley. He wants them back and cares not for the beast but he offers a cow and the next 4 bull calves born as a reward
2 A mountain pass has been taken over by a Caretyne that is stopping trade and travel, local noble wants it gone
3 A druid riding a caretyne has been menacing cattle farmers and acusing the farmers of overgrazing, land clearing and driving away natural her beast. He has been using the caretyne to help him steal the cows so he can revert them to wild ones in a few generations
4 A priestess caring for her temples caretyne is upset as the beast has run away and has been mating with cows and fighting bulls. She needs it returned for the next festival for a ritual
5 A caretyne has come to the village and everyone has hidden indoors to keep away from it but it wont leave
6 A island with a caretyne has been avoided for generations but some say the beast guards a prehistoric ruin
7 A blasphemous farmer ignored and mocked all the rituals to the local cow spirit revered for centuries and a Caretyne came and killed him. Other farmers have made extra offerings and local wise woman invites heroes to slay the beast
8 A hairy wildman from the woods driving a chariot drawn by a caretyne has been menacing the roads. Some say he must be killed, others insist someone should speak to him to ask what has offended him enough to cause this trouble
9 Local cows have all wandered off by night and farmers are afraid of what could have taken the cows and burned all the fences
10 Local prize bulls have been killed by some beast and the local calves have been born with yellow spots and behave aggressively, what could the culprit be?
11 Something has been breaking into the granaries and food stores. A volunteer watchman was found trampled to death and now all live in fear of the mystery culprit and for their food supply
12 A odd yellow spotted calf was bought at a auction and it has caused nothing but trouble. As it grew the owner tried to sell it but nobody wanted the uppity beast. It wont even leave and the other cattle seem to love it and follow it into other farmers crops. He wants the beast gone by any means. Possibly might try and sell it cheap to someone gullible
Monday, 23 September 2019
Parandrus
Parandrus
Supernatural animal N Morale 7 or 10 with calves
AC +3
HD 10
Mov 12 ground
Trample 3d6 (trample multiple targets in line with 30 foot charge)
or Buttx2 d8 (on a 20 to hit, target save or knockback 2d4 yards)
The beast also called Tarandrus can change its colour, so that it can conceal itself by taking on the appearance of its surroundings. It is normally dun like a bear but is the size of an ox and has long hair. It has the head of a stag with branching horns, and has cloven hoofs. Mostly they live in far away lands but you might find some any distant wilderness. The creature is very shy and is surprised on a 1in6 and surprises on 4in6 chance due to camouflage. It's scent and trail are harder to hide but it will use water or rocky outcrops like a cunning animal to throw off hunters.
The creature is mostly a peaceful herbivore but if spooked it will hide and possible ambush anything that comes close. A mated pair with calves are more aggressive and babies will hide if left by parents. Most are loners most of the time. When the animal feels safe it will communicate with others of it's kind with wild colour displays especially when mating or driving off rivals. Once they have given up hiding they will use spectacular colours to scare opponents. Elves keep them as cattle and Their pelts can be used to make elven cloaks and long fur used by elves and somehow they train them to change colour as being shorn. Elves and gods might keep herds of them in sacred wilderness reserves. These unnaturally large herds are often guarded by supernatural beings and curses.
1in6 reflect any chromatic or prismatic or colour spray spells
1in6 has huge horns that inflict d12 each with a butt
1in6 have horns that cut off a limb on a natural 20 to hit instead of knockback
1in6 smell wonderful thanks to a musk gland worth 100gp to a perfumer
1in6 can go beserk
1in6 can displace selves as a displace cat
1in6 have a more extreme alignment, 1in6 alignment changes daily
1in12 protected by local druids as a sacred beast
1in12 are intelligent and can talk but seldom do
1in12 guarded by a dozen elves and has brand of local elf ruler
1in12 are invisible when concealed amongst vegetation or rocks
1in12 can project a illusion image of itself in another location
1in12 are chaos demon tainted with a d4+1 minor mutations and a d3 major mutations
Parandrus Adventures
1 Elves need a parandrus pelt and require some brave (expendable) humans to slay one
2 Village children say a beast is in the woods and no adult will listen
3 Hunters have trapped a Parandrus in village and hope to sell it but elves or druids try to free
4 Some creature or someone has been carving alignment sigils in the grass visible for mile
5 Someone has been stealing root vegetables from the store house and guards saw nothing
6 Farmers say their is a ghost beast that appears and vanishes in the area
7 Rainbow colour shifting cloaks are all the rage right now and hunters are keen to claim such a item making them harder to find.
8 Some strange creature has been shitting in the temple and eating baskets of harvest produce left for idols of the gods (thought the priests eat them for the gods after gods eat the magic essence)
9 Hunters caught a small strange colour shifting horned herd beast. Now it's parents are attacking the caravan trying to get it to the city and they need to take on extra guards
10 Elves riding parandus arrive one morning demanding tribute like the old times
Friday, 20 September 2019
Taurosphinx
Nice pic but the monster described here not as big only about 8 foot at shoulders.
Taurosphynx
Supernatural animal LN Morale 10
AC +7
HD 12
Mov 15 ground 18 fly
Trample 4d6 (trample multiple targets in line with charge)
or Butt 2d12 (+ save vs knockback 2d6 yards)
Related to other sphynx types this beast is a heavenly majestic winged bull. Aggressive and hot headed but usually sent by the gods to guard and protect locations or punish those who transgress or offend the gods. Each time anyone strikes them they must save or be cursed as per the spell with a different effect each time. Killing one is likely to get the attention of gods which is usually bad. They can talk but seldom bother to speak to mortals. They speak any language and to any animals. Sometimes they protect holy places or relics and may question adventurers to see if they are worthy to pass. They have detect lie, detect traps, detect invisibility and detect alignment at will. They are immune to mind effecting magic including charm or illusions or ESP.
Some bear symbol of a god or law on them and many have other abilities. They may act as a mount or several might pull a chariot for a divine being. Some are decorated with gold jewellery or painted. Some roam the foothills of the heavens and realms of cosmic Law where they breed. They are above the petty squabbles, vanity and greed of other sphinxes. In ancient times people summoned them to aid in a judgement but they are mostly too harsh and might attack non intended victims. Occasionally cults worship them bringing them beer, grain and virgin attendants to groom them. Their bodies are used to make holy relics and eating them is sacrilege. They will mostly spare children and innocent virgins.
1in6 are Lawful Good and will consider circumstances of individuals
1in6 have bronze hide +10AC
1in6 breath fire 3 times per day in a 90 degree cone 6d6 save for half
1in6 fear aura, all within 3 yards save vs fear each round or flee for a round
1in6 have plane shift at will to a lawful or heavenly world and back once a week
1in6 bronze wings can shoot two metal feathers a round 2d8 damage each 12 range
1in6 resist normal missiles
1in6 beserker
1in6 require +2 or better magic weapons to hit
1in6 can cast spells and turn undead as a 8th level priest
1in6 has a cult of worshippers offering it food and grooming
1in6 when angered leaves burning hoof prints and exhales smoke
1in6 explode on death as a 12d6 fireball
1in12 aided by a d4 cherubim lesser angels
1in12 if killed leaves a drought for 7 years over the region
1in12 if killed turns to stone
1in12 its feces heals a d4 if applied to wounds, usually 2d4 are near its lair
1in12 is related to a divinity and can commune with them weekly
Taurosphinx Adventures
1 Stories tell of them being summoned to a court case where it crushed the guilty then turned on corrupt officials and impure spectators. Rruined temple still remains guarded by the beast thousands of years later
2 Heroes plundered a sacred place or killed a monster serving the gods, so a Taurosphynx is sent to punish them
3 A mountain trail to a long abandoned temple is guarded by a taurosphynx that asks questions to those seeking to visit
4 A city offended the gods and a taurosphynx stands by the gates keeping merchants and travellers away until the gods deem the city punished. The city try to hire idiots to fight it
5 Plundering humans have robbed a sacred grove for holy cedar wood trees used for building temples. Now a Taurosphynx guards it and a king wants it stopped
6 Lawlessness and wickedness rage across the land. A Taurosphynx with a lesser angel appears to smite evil doers from the land and is not forgiving of any adults who touch vice, drink, dance or look in mirrors and other petty crimes
7 A cult have been summoning a Taurosphynx and are grooming it to purge the region in the fiery wrath of the gods. Before the beast is fully tamed by them stop the cult
8 A intact ancient ruin is pristine and evil free because of a Taurosphynx. A evil cult led by a anti hero seek to slay it and breed monsters in the ruins
9 A priest found a scroll which will awaken a Taurosphinx statue in a city temple. The priest fears a evil doer will awaken it and as humans now weaker and more corrupt will send beast into a killer frenzy
10 A great holy relic has been stolen by evil. A Taurosphynx arrived and declared if the relic is not returned it will kill one in ten persons and destroy one in ten buildings
Mantygre
Mantygre
Supernatural animal LE Morale 9
AC +5
HD 6
Mov 12 ground 9 climb 3 water 2 leap
Att Clawsx2 d6 Butt 2d6 & Bite 2d4
-if both claws hit can rake for extra 2d4 damage
This intelligent brutish beast kills for pleasure far more than it can eat. Capable of ferocious roars that three times a day case fear in a 9 range cone. These creatures also speak cruelly and are judgemental, able to recognise heraldry and a character origin so it can mock and insult enemies all the better. They will eat your loved ones and blame it on you for not being home. They spread terror and isolate people who depend on roads in the wilderness.
They are not just random monsters, they are usually agents of a curse such as a defiled grave, a great injustice resulting in deaths or some taint has polluted a sacred place. Sometimes they may aid a devil or evil hero acting as a pet or mount. They hate hellhounds and dislike demons and their dumber cousins manticores. They see themselves as obeying a higher power and exempt from morality. Some have been known to whisper lies through shack walls at night to irritate and corrupt inhabitants.
1in6 have ESP they use to pry out victims dark secrets
1in6 have dragon claws for 2d4 claw attacks
1in6 have dragon scales for AC+7
1in6 half damage from fire including magical
1in6 have detect alignment
1in6 detect invisible 3 range
1in6 immune to non magic missiles
1in6 beserker
1in6 break non magical weapons on impact
1in6 can be turned by a priest and avoids sacred ground
1in6 in contact with local diabolic cult or witches
1in6 is a 5th level wizard or priest or druid
1in6 require magic or silver weapon to hit
1in12 open a gate to hell or from hell to earth once a week
1in12 regenerate 1HP per round unless holy or acid
1in12 have a pet imp familiar who acts as scout and hands
1in12 can call a lesser devil once a week with a turn long blood sacrifice ritual
1in12 communion spell weekly to report to a major devil about work in mortal world
d12 Mantygre Adventures
1 A village is plagued by a beast as the unsolved strangulation of local youths remains unsolved
2 Villages visit a whispering cave for advice but of late all the advice has been selfish, greedy and evil
3 An invisible Imp has been leaving threatening letters on doors in the village, starting at midnight, they will all be killed if they don't sell their souls of their next child to hell
4 A local diabolic cult have allied with a mantyger planning on cutting off the area and corrupting all to the cult control
5 A ruined manour has been left since a mantygre ate the old lord and drove away the people. The beast is still heard roaring day and night
6 A diabolic wizard riding a mantyger has taken residence in a ruined tower on a hill
7 Pilgrims were murdered and as long as the bandits escape justice a Mantyger guards the bridge preventing passage. Several knights have been eaten by it, more fled it's roar
8 Voices from the well are scaring people. "just jump in! Your life is worthless!"
9 Villagers have been attacking each other, each say a voice told them by night what a neighbour said to provoke the violence
10 A robber knight based in a ruin has taken the mantyger as his flag and now he rides one and wears weird black armour. Locals say he sold his souls and seeks sacrifices and plunder
11 A hellcult leader has a mantygre pet and has grown bolder
12 A hellgate may be inside a cave but it is guarded by mantygres so the priests cannot close it
Tuesday, 17 September 2019
Calopus, the horned wolf-cat
Calopus horned wolf-cat
Supernatural animal CN Morale 10
AC +5
HD 5
Mov 15 ground 9 climb 6 water 2 leap 1 burrow
Att Clawsx2 2d4 & Butt 2d6-if both claws hit can rake for extra 2d4 damage
The calopus or horned wolf cat is a savage beast able to ambush or chase. Surprised only on 1in6 and can surprise on 1-3ind6. It is a incredible tracker, especially if the prey has any wounds. They are fearless attacking creatures bigger than themselves. Will saw down trees with serrated horns to bring downs a climbing foe or other cunning trickery.
Most in the midlands are black and dark blue, white in the cold north and orange in the desert. The oldest breeds in the desert retain some draconic blood. They are dangerous to hunt as they are cunning at escape and ambush and are vindictive. A mated pair live together a season raising a d6 pupkits. Some tribal people value them as pets but they can betray even their mates. Sometimes they are pets of powerful beings and are set guarding locations or forfilling some curse.
1in6 are young or dwarf type with 2HD and half damage attacks and Morale 7
1in6 have hooves and Mov 18 but d6 hoof instead of claws
1in6 have patches of dragonscale and are AC +7
1in6 have a extra bite attack 2d4
1in6 resist half all fire damage including magical
1in6 extra large +1 HD and +1 damage on each attack
1in6 have featherfall at will
1in6 detect invisible 6 range
1in6 beserker
1in6 are swimmers 9 water speed, hold breath 40 minutes, no penalties to hit in water
1in6 require magic or iron weapon to hit
1in6 are invisible in darkness if black or snow if white or in sand if orange
1in12 double damage vs wooden beings, often attack wood weapons
1in12 regenerate a d4 HP per hour
1in12 breathes cloud of flaming gas 2 range 1 radius, 4d6 save half three times a day
1in12 2d6+6 intelligence and most turn CE, extra cruel and savage
1in12 can dimension door 12 range once a day to escape
1in12 terrible breath, all in 3 cone of head save or -d4 STR for a turn
1in12 Anyone injured 50% HP save or infected by Lyanthropy, as a werewolf but more cat like without horns, eventually they become a beast permanently and grow horns
1in12 sever a limb on a natural 20 to hit with butt and double damage
Calopus Adventures
1 Wolves have come from hills and are cowering near human settlements afraid
2 A creature killed a guest hall with six hunters bringing a bad reputation to locals
3 Wizard wants you to ask a intelligent one where a dungeon entrance is
4 Calopus preys on the sick, old or children by night. Locals are up in arms
5 Family cursed by a Calopus who eats firstborn of a clan each generation
6 A mated pair have made themselves rulers of the woods and they raid farmsteads
7 A beast has been digging up graves and devouring the dead under the full moon
8 Several males fight for dominance of area using the village as their battleground
9 Trees fall blocking the road and a calopous panics the horses while attacking
10 A local heir died and a Calopus haunts where he vanished, a evil wizard changed and cursed the heir and spreads malicious gossip about the beast that cannot control it's murderous rampages
Tuesday, 12 June 2018
New Setting in the Works
This has been in the works since the 80s. I'm inspired a bit by:
-Review I read for element masters RPG in 80s Dragon
-Clark Ashton Smith and Brian Lumley lost worlds and wizards
-My dnd setting ancient history (pre flood) time travel might happen
-some heavy metal covers (zebra girl one if you remember)
Will accompany my Xor, Psychon and Shadelport settings
No name yet but something like Kalax or Kargon or Lost Age
(thinking of something like KODAK - short easily remembered meaningless word)
My current Shadelport setting will be the modern era 5000 years later
This setting is in the distant past in a new era of freedom
12 generations after the fall of the Necromancer kings
80 generations before that the world was ruled by the monster empire
There are still enclaves of necromancers and monster kings
Mighty wizards rule some areas from great towers
Elemental priest kings rule walled city states from mighty ziggurats
Barbarian hordes saved the world from the monster and necromancer kings
Barbarians see civilization, wizards and priests as despicable, decadent and weak
Barbarian tribes are kin to abhumans descended from beasts, trees and elements
Demihumans mostly hid for aeons but are now claiming wilderness areas
The world is mostly a wasteland, elves and nature spirits are repairing it
The seas were kept at bay by ancient magic which might one day fail
Great ruined monuments and forts built by wizardry remain
Elemental and beast symbols are commonplace
Symbols of death and demons are universally despised as evil
Dragons have taken over some cities
Bronze age with steel a secret of ancients or meteoric rarity
Stone is common with barbarians and crude cold iron is rare and thought of as magic
Barbarian Tribes are descended from Abhumans possibly created by the monster empire breeding experiments. Their own myths deny this possibility. Many have skin colours and patterns not found in civilised peoples. In a sense barbarian are abhumans but human looking. They regard their beastmen and abhuman kin as sacred ancestors, some by magic even revert to their ancient forms. Barbarian tribes with no connections to beast or elements are common also but looked down on as too close to civilised humans by the other tribes.
Elemental Tribes
Fire or Sun Tribes have red orange and yellow skin, hair and eyes
Water or Sea Tribe have green or deep blue skin, hair and eyes
Air or Sky Tribe have white or cyan skin, hair and eyes
Earth or Rock Tribe have brown or green skin, hair and eyes
Other Tribes
Zebra Tribe have black and white striped fur and white hair
-horse tribe are often chestnut, sand coloured or piebald
Tiger Tribe have orange fur with black stripes and orange hair
-lion, cheetah, panther, jaguar, lynx, leopard and sabretooth
Lizard tribe have scaled skin and various colour schemes, some are kin to dinosaurs
Deer, Goat and Cattle tribes have various fur colours
Wolf, dog and jackal tribes have various fur colours
Bird Tribe have feathers instead of hair
Even if they look human barbarians are all abhumans and shun normal humans and character classes. Wizards are for killing and all barbarians hate them. Priests are not much better. Druids are fine but barbarian druids will have several levels of abhuman first.
Most humans will come from the city states each worshipping a single city god, some great cities will acknowledge other gods or have a triad, especially if they have absorbed smaller cities. Some cities are allied in loose trade configurations and acknowledge each others gods as kin. Soon a leader will arise to found a new empire and create the first pantheon to unite several cities. That's something that can happen in game. Siege weapons are forgotten so walls mostly keep out barbarians who don't have patience for a siege. Barbarians rely on surprise mostly. Dwarves and the monster empire do have siege warfare.
Dragonlords are cities where a dragon has taken over. In some cases the dragons might also support a elemental cult if it suits their needs. Some cities have fallen to evil cults and worship demons, devils, evil elemental lords and evil gods. Some cities pretend to be outwardly elemental but keep interests in necromancy or evil in secret.
In the frozen north from the city state river valleys there are necromancer kings in mountain forts who require corpses and souls for their black magic.
In isolated places remains of monster king surviving since their empire but now they are no longer united and fight amongst each other. They are often served by abhumans and evil barbarian tribes akin to the monster kings beast types.
Every decade a barbarian horde is assembles often unified with several tribes will assault a city state or necromancer king fort or a monster king fort. At least once a century barbarians take a city. Often the barbarians are assimilated and become one with their subjects and turn on the barbarian kin. There are usually the more human looking barbarians. The more non human looking barbarians are more likely to destroy the city and might enslave the people or kill them all. Those who keep civilised slaves often dilute their bloodlines and become more human.
A human barbarian might tolerate a priest or wizard for a time to kill more wizards and might lose their hatred of magic over time or at least tolerate some.
The elemental gods vary. In some places they will be great elemental nobles. In other places they have become more human and have come to resemble humans more. In some places taken by barbarians in the past beast lords are erected as gods and these too become humanised. Roughly the city state gods resemble Egyptian and Babylonian gods (but are mostly superficially). Priest of the humanoid gods destroy undead and the end of necromancy spread their human-centric religion ever since. Some elemental cults regard human looking gods as heretics.
Wizards are mostly elementalists in cities. Necromancers are hated and have harmed the reputations of all wizards. Summoners are also unpopular for dealing with demons and devils and are associated with monster kings. All wizardry and necromancy was learned from the monster empire or dragons at the end of the monster empire. Necromancers went on to replace the monster empire using legions of undead.
Civilised warriors use more armour and rely on finesse and missile weapons and chariots more than barbarians. Only a few barbarian tribes ride mounts. Cities use chariots and some don't even have wheels. All use pack animals and plough beasts.
Nomads are a new phenomena. Coming from fallen cities they have domestic beasts and some civilised arts like wheels. They are not like barbarians, wearing more clothes and using better technology but many are becoming more wild by generations. Nomads are tough and mostly move to void conflict. Occasionally they conquers a city and are assimilated to civilization.
Demihumans are rivals but did ally with humans against the Monster Kings and just Avoided the Necromancer kings. Dwarves live under mountains, gnomes under hills and elves in forests. Forests are expanding under the care of elves and spirit folk. Some spirit folk are infiltrating humans to guide their civilization thy have hope for.
Necromancers are hiding on the most extreme cold and desert regions where the living struggle. Monster kings hold pocket empires in ancient jungles and some forts in deserts. Deserts and tundra keep civilization and many barbarians away. Occasionally a barbarian horde risk it and exterminate them. Necromancer and monster kings only dream of returning power but this is the dawn of the age of Man. Many great wastelands will be flooded at the end of this age when ancient spells keeping back the oceans break.
Dinosaurs and Pleistocene animals are commonplace but in some areas near civilization have been exterminated or tamed. Some cities have dinosaur headed gods or sacred beasts. Dinosaur barbarian tribes are pretty intimidating.
The old gods from before the monster empire are distant and forgotten, the links to heaven shattered by evil who also over ran the underworld. When this age ends the new gods will flood the world and establish the ninefold alignment path and restructure the multiverse.
Alignment might be simpler in this setting with no alignment language. Law and Chaos are only just developing cults. Good and evil are more abstract. Neutrality is more common encompassing nature, beast or primal element cults. Dragonlords are neutral even if the dragons have more precise language.
Common is the slave tongue of old
Each barbarian tribe speaks a beast or elemental tongue
Skelos is the necromancer lord tongue
Each of the four elements has a language
Ancient is the monster empire language
Climate and Terrain
Most of the moist and forest lands are higher altitude. Most of the wastes and deserts are former seabeds cleared by the monster kings with black magic.
d10 Basic Terrain Types
1 Tundra - broken frozen waste and permafrost dominated by necromancers
2 Mountains - cold craggy impassable mountain barriers dominated by dwarves
3 Hills - hill country often barren but some with grass and forests dominated by gnomes
4 Broken - blasted broken rocky canyons, some volcanic, occupied by barbarians
5 Wasteland - rough rubble strewn hills and plains, occupied by barbarians
6 Desert - parched sandy mostly lifeless, with remains of ancient evil empires
7 Salt flats - dried plains of salt, some more boggy and marshy
8 Grassland - great grasslands of herds and barbarians, river valleys with cities
9 Forest - thick forests, many are new and dominated by elves
10 Jungle - thick dinosaur filled and ruled by monsters
d100 Terrain frequency
01-05 Tundra
06-15 Mountains
16-25 Hills
26-35 Broken
36-60 Wasteland
61-70 Desert
71-80 Salt flats
80-90 Grassland
91-95 Forest
96-100 Jungle
City Cult
1 Single Elemental, hate other elements
2 Single Elemental, acknowledge other elements
3 All elements
4 Para or quasi elemental
5 Beast cult god
6 Elemental god
7 Triad of gods
8 Prime god plus loose coalition of allied city gods
9 Dragon lords
10 Nature or druidic
11 Faux cult (roll d6) secretly ruled evil cult as per 12*
12 Demon, devil, necromantic, evil god or monster cult*
*Only powerful cities worship evil openly or barbarians and other cities attack
Project for this Setting
Gods and elemental cults and spells
City and cult generators
Expanded terrain tables
Priest variants (some turn elementals or demons)
Maps, replace sea with mostly land
Monster Empire and the old gods
-many demons deified beings from monster empire
Friday, 16 March 2018
Giant Mutations
Will go over older mutations eventually - didn't put game mods in older basic mutations
Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Failed mutation system
Apotheosis Mutations - too many mutations
Mutant Character Class
d12 Sources of mutation
01 Ancestor was a giant02 Local portal to giant land opened near by
03 Intimate with a giant*
04 Cursed by location of giants
05 Blessed by some giants
06 Ate some giant food that looked delicious
07 Cannibalism triggered it
08 Tried a strange potion of mushroom
09 Cursed by evil gnomes
10 Strange cloud passed you and you got a flu after
11 Exposed to auras of giant ley line
12 Giant spirit from aeons past occupied you for a time*very young giants especially half breeds look like adult humans and infiltrate them
d10 basic types1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain
d100 Minor Mutations
01 Giant foot long nose immune to stink or nausea attacks and spells02 Giant droopy elephant ears hear normally sub sonic sound like a dog +1 listen
03 Giant eyes gain night vision
04 Cyclops single eye
05 Extra eye, possibly in forehead or back of head
06 Huge nose runs and sneezes often
07 Extra face on head or both can be partly fused with three eyes
08 Face split in middle one pretty one ugly
09 Face split in middle one male one female
10 Prehensile trunk like a elephant also makes a good snorkel
11 Obese with bulging fat and loose floppy sweaty skin +1AC
12 Warty covered hard skin +1AC
13 Open pustules and sores stinks of rot
14 Strange tattoos all over
15 Floats in water easily with some equipment, can even sleep floating in sea
16 Skin has a exotic colour and smells and tastes spicy like pepper or cinnimon
17 Spikes growing from skin, natural attacks take 1pt damage
18 Stony flesh +d4HP
19 Immune to fleas, ticks, leaches or other vermin by tasting foul and smelling bad
20 Scarified all over from torments
21 Hump holds enough water for week
22 Spikes growing from vertebrae and shoulders, d4 unarmed
23 Plastron shell +2AC from behind
24 Hold breath in rounds equal to CON
25 Can breath smoke without discomfort
26 Non functional tiny ornamental wings like bat, bird or bug
27 Huge hunched shoulders
28 Barrel chested -d12 inches shorter
29 Bony Ribs +1AC
30 Rippling chest +d4 HP
31 Huge gut holds food for a week
32 Can eat vegetation like grass or wood
33 Rotten meat is delicious and causes no harm
34 Can eat diseased food unharmed
35 Can eat poison food unharmed
36 Flatulent and belches often, save to resist when stressed,
37 Diarrhea, violently excretes bucket full of sloppy mess once a day
38 Takes ten minutes to urinate once a day, large floppy genitals
39 Eat your body weight in food daily or feel starved and grumpy
40 Constantly aroused huge genitalia
41 Giant clumsy hands, loss of fine motor skills -1
42 Tiny hands, gain in fine motor skills +1
43 Claw fingernails d3 unarmed
44 Long arms almost extra yard
45 Freakish spider like fingers
46 Extra fingers 5+d6
47 One arm is a huge club fist d4 unarmed and poor manipulator
48 One arm is a tentacle two yards long
49 Hand has a eye on it
50 Freakishly hairy arms
51 Huge Feet +1" Mov
52 Long Legs +2" Mov extra yard tall
53 Bow legged -1 Mov
54 Club footed -1 Mov
55 Hairy feet and legs frighten children and small animals
56 Webbed Feet +3" in water Mov
57 Extra smaller leg +1 Mov
58 Limping -2" Move
59 Run like quadruped using knuckles +3 Move if use both arms or +1 if only one
60 Huge tendons +1 yard jump
61 Huge beard reaching the ground grows a foot a day if cut
62 Beard twitches and moves like a crude stupid limb
63 Fangs d3 with overbite can bite for unarmed attack
64 Long Forked Tongue foot long
65 Huge ornate moustache at least a foot wide
66 Mouth like a lamprey can only suck food or blood
67 Horrible yellow rotten teeth
68 Drooling problem
69 Horrible breath
70 Smoke comes out your mouth if even a bit excited or mad
71 Huge head like carnival character
72 Head bobbles like a bobblehead doll
73 Head shrinks like a pinhead
74 Grow tiny horns d3 unarmed
75 Spikes on head, d3 damage if swallowed to attacker a round
76 Head smoulders when angry
77 Huge sloping forehead
78 Hammerhead
79 Bony dinosaur like crest
80 Deformed skull with horrible bone growths
81 Huge heart +d4 HP
82 Huge Liver +1 vs poison, drink twice as much booze
83 Huge glands +1
84 Common allergy d6 1=nuts 2=fish 3=eggs 4=flour 5=hayfever 6=bees
85 Huge fist size bunch of lumps under skin
86 Small gremlins live inside body
87 Crawling with worms inside
88 Hyper aroused all the time
89 Urges to reproduce constantly
90 Spew up green bile at least once a day
91 Craving for human flesh
92 Dont notice filth or stains
93 Innate sense of superiority
94 Easily Angered
95 Constantly crave food
96 Resist charm and mind control +1
97 Alcoholic binge drinker
98 Tasteless fashion and colour sense that upsets and horrifies
99 Second personality often critical
100 Glowing brain cracking out of head, leaking and disgusting
d100 Major Giant Mutations
01 Huge evil eye d3/Lv once per Lv per day 6"02 X-ray eyes can see through stone or flesh for 1" per Lv
03 Swine snout can track like dog and smell things buried foot underground per Lv
04 Huge ears has sonar like a bat 3"/Lv
05 Impaling snout d4 unarmed sucks a d3 blood per round after if victim doesn't escape
06 Sense magic 1"/Lv blocked by foot of stone or wood
07 Can sense magical weather change or clouds from horizon to horizon
08 Giant can see ley lines and gate points to faerieland or giant land
09 Extra face, cause confusion in 3"cone three times per day
10 Fear Aura 1" radius, save of flee, round per level per day
11 Iron or silver weapons required to hit or any magic
12 Skin self sealing only bleed one round will stabilise wounds
13 Hard flesh +2HP per level
14 Skin becomes metallic or stone +4 AC
15 Skin glows and inflicts d3 electricity on any making unarmed attack
16 Skin drips foul slime, nothing alive will bite or taste you twice, save or vomit
17 Skin fireproof half fire and heat damage
18 Skin hairy like yeti half damage from cold
19 Skin is disgustingly mucous covered half damage from acid
20 Skin drips acid, ruins clothes and scars floors, d3 to any unarmed attackers
21 Huge lactating breasts can provide food for one person per day per level
22 Face in chest with sharp teeth d6 unarmed attack or bonus attack to grappled victim
23 Muscular chest +1STR
24 Temporary STR booster +d4 for a round per level per day
25 Breathe water
26 Large folding wings bird or bat or bug, fly round/Lv per day at full Mov
27 Giant vigor +d4 HP +1/Lv
28 If killed returns to life a day later
29 Titan Heart +1CON
30 Rotating waist 30 degrees can fight any facing equally, no back unless ambushed
31 Can eat anything even rocks unharmed
32 Can shit a cubic yard of waste per level makes compost or can set like mortar33 Intestines burst out and act as a extra grappling attack yard/Lv
34 Prehensile tail 2 yards long can hold tool or weapon as a hand or support weight
35 Spiked club tail d6 extra attack
36 Small clones burst through flesh monthly d6 damage each time
37 Can reproduce with any living creature
38 Any creature you have eaten in month you can cough up a baby clone once a week
39 Your dung grows a tree one foot a day per level to a height of 10+1/Lv
40 Your genitalia can sense fertile males or females or whatever within 1"/Lv
41 Huge pop out claws d6 unarmed attack
42 Huge club arm no manipulation d8
43 Arms can elongate yard/Lv
44 Extra set of arms +1 attack
45 Favorite weapon appears in hand by will from giant land and back
46 Store one favorite hand size item in giant land summoning it at will
47 Summon being from giant land 1HD/Lv once a week, must bargain with it for service
48 Hands can create light 3"area round/Lv with a use/Lv per day
49 Shoot lightning arc 3d6 9" one use/2Lv
50 Conjure storm clouds or fog once a week mile/Lv area
51 Legs can elongate yard/Lv
52 Springing legs +1Yard jump/Lv
53 Walk on water at will
54 Walk on air round/Lv/Day
55 Extra kick attack d6
56 Centaur legs +12" Mov
57 Legs torn into fish tail in water, full Mov speed in water
58 Earthshaker stomp 1" radius/Lv, all human size bipeds save or fall over, use/Lv/day
59 Digging feet can kick up cubic foot of soil per level per round by kicking earth
60 Your kick is like a axe d8, can cut wood
61 Breathe Fire 3d6 1" range/Lv, use/2Lv day
62 Snake beard extra d4 attack round, save vs poison once per Lv/day
63 Crystal beard +1 WIS
64 Crystal Moustache +1INT
65 Blow wind, 3" cone FX, humanoids save or fall and blow 1" away, use/Lv/day
66 Prehensile tongue tentacles can make grapple attack foot long/Lv
67 Huge trapjaw teeth d8 damage and can hold on d4 a round
68 Fold out teeth +1 extra d6 bite attack
69 Can bite through rock and metal inch per/Lv round
70 Vomit up acid spray 3d4 1" cone, use every 2Lv/day
71 Huge antlers or horns or single horn d6 extra attack
72 Head can separate and reattach and levitate as a speed of 2"
73 Blazing halo of magic flame d6 unarmed attack and can ignite flamible
74 Halo of light over head, can heal 2HP/Lv on anyone point by point as it pleases
75 Extra Head with own personality, harder to charm or mentally influence
76 Serpentine elongated neck yard per level, could use to spy or grapple
77 Whenever beheaded d3+1 heads grow back
78 Huge Muscular Neck cant be strangled or asphyxiated against will and filters air
79 Prehensile Hair foot long per level can hold things or grapple or swing on
80 Snake hair extra d4 attack round, save vs poison once per Lv/day
81 Powerful Liver immune to all poison
82 Immune system resists all disease
83
84 Plane shift to giant land or return once a week use
85 Healing Suge d8+1/Lv once a day
86 Regenerate limb or other body parts hacked off in a week to a month
87 Dimension Door 1"/Lv once a day
88 If unconscious teleports to giant land
89 Superior balance and reflexes +1DEX
90 Regenerate 1hp per round except vs fire or acid, but grows increasingly cancerous
91 Identify spell one property per Lv/day by touch
92 Invisible round/Lv per day
93 Brain unlocks giant lore gains d3 Strange lore NWP of choice
94 Can sense who has giant blood or human blood with 1"/Lv
95 Can speak to all giant beings and their kin (but not giant animals)
96 Can cast enlarge on self round/Lv per day as it pleases
97 Can cast reduce on self round/Lv per day as it pleases
98 Can turn into a gnome hour/Lv
99 Lesser under 1HD goblinoid and kobolds want to worship you 10/Lv
100 Orcs and hobgoblins want to serve you 1HD/Lv
d12 Apotheosis
01 Bloom into a huge moronic gargantua go on a rampage then sleep a millenium
02 Grow into a huge moronic giant, 1/2 INT then wander on hunt for human flesh
03 Head keeps growing till body crushed and dies to at least house size
04 Becomes a ogre and doesn't remember much wanders off to start a lair
05 Becomes a ogre mage and terrorises the land and gathers minions
06 Become a cyclops and flees into the wilderness to grow grapes and herd sheep
07 Become a formarian and lust after rotten flesh, wallowing in mud and tormenting slaves
08 Become a hill giant and head for the high country to join a clan
09 Become a stone giant and go to the mountains to build a lair
10 become a frost giant and seek a glacial lair
11 Become a fire giant and look for a volcanic lair
12 Become a insane troll and go on a rampage
Labels:
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Tuesday, 27 February 2018
d100 Psychon Mutations

The major mutations are frequently freakish and often offensive. Possibly a bit more inspired by John Carter style "Planet Fiction"weird 70s anime and cartoons, masters of the universe and Jack Kirby Comics and heavy Metal magazine. Some new wave 60s and 70s sf like Moorcock, Aldiss, Sladek, Spinrad. 70s Fantasy genre films like lost worlds (At The Earths Core), steampunk () post apocalypse films like Zardoz. While the Xor tables are more biological and devolve people into shoggoths. Will do the cyber mutation table shortly too.
Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyborg Mutations
Failed mutation system
Apotheosis Mutations - too many mutations
Considering Martial arts table no 12 will be martial arts mutations...whaaaaat!
d10 Sources of Mutation
1 Blessed by capricious AI god
2 Mutant ancestor in tainted bloodline
3 Exposed to mutagenic remnants of ancient weapons
4 Latent mutagens activated by radiation
5 Latent mutagens activated by chems
6 Exposure to mutant body fluids in a fight
7 Exposed to mysterious cloud of mutagens
8 Ate a mutated animal or plant
9 Handled objects exposed to mutants fluids
10 Exposure to mutant body fluids from romantic contact
11 Caught in strange auroras one night
12 Aliens probed you with a strange beam
2 Mutant ancestor in tainted bloodline
3 Exposed to mutagenic remnants of ancient weapons
4 Latent mutagens activated by radiation
5 Latent mutagens activated by chems
6 Exposure to mutant body fluids in a fight
7 Exposed to mysterious cloud of mutagens
8 Ate a mutated animal or plant
9 Handled objects exposed to mutants fluids
10 Exposure to mutant body fluids from romantic contact
11 Caught in strange auroras one night
12 Aliens probed you with a strange beam
d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain
d100 Minor Mutations
01 Cat eyes, night vision02 Strange coloured eyes
03 Elongated nose, enhanced smell for tracking
04 Slit nose, self sealing nostrils
05 Pointed or shell ears
06 Huge ears like bat, enhanced listening ability
07 Snake eyes, thermal vision
08 Compound eyes, 360 degree vision
09 Cyclops with wide angle pupils
10 Eyes glow if angry or using powers
11 Piebald patches with a second colour skin
12 Stripes like a tiger or zebra or of colour like a cheetah with a second colour
13 Hairless all over or furry all over
14 Chamo pattern with second colour
15 Feathers or fur or scales all over
16 Metallic chrome or holographic prismatic colour
17 Slimy skin, lose HP a day without immersion in water or dehydrated
18 Tattooed all over with designs or text
19 Skin glows in the dark
20 Electronic circuit like patterns on skin
21 Enlarged vertebrae down spine +1HP
22 Spikes down spine can be used to inflict a d3 in some cases
23 Barrel chest -6" height +6"wide
24 Extra d4 sets breasts or nipples
25 Face on chest d4 bite
26 Extreme musculature
27 Huge ropy grotesque veins
28 Siamese twin fused into chest
29 Transparent chest can see heart and organs and fluids
30 Exposed ribs can be broken off and used as knives, d4 per month
31 Tail with fork
32 Cat tail
33 Spectacular genitals
34 Flatulant
35 Face on stomach d3 bite
36 Lizard tail
37 Hermaphrodite
38 Egg layer
39 Self cloning reproduction by budding
40 Sterile and non functioning genitals
41 Membranes under arms
42 Tentacle arms, highly flexible
43 Spike hand or hook on one hand d4 damage
44 Less digits d3+1 on hands and feet
45 More digits d6+5 on hands and feet
46 Retractable cat claws d3
47 Webbed fingers and toes +2 Move when swimming
48 Crab Claws d4 damage instead of hands
49 Elongated arms like a ape
50 Glowing hands at will, can read by or light a few yards up close d3
51 Hooves on feet +1Mov
52 Clawed scaly feet like bird or lizard
53 Huge feet are two foot long
54 Backward bending knees
55 Can taste with feet
56 Springy tendons +1 yard jump
57 Backwards feet
58 Can hang upside down from feet
59 Flippers +2 Move when swimming
60 Spurs d3 unarmed attack
61 Forked toungue
62 Footlong toungue
63 Sharp teeth d3 bite
64 Huge luscious puffy lips
65 Fangs with overbite d3
66 Regurgitate at will, can hide small objects
67 Strange voice or speech impediment
68 Hold breath ten minutes with save
69 Tusks d3 damage
70 Teeth constantly fall out and regrow like shark
71 Transperant flesh on skull
72 See through upper skull brain visible
73 Pointy skull
74 Horns like a goat, sheep or cow or single horn d4 headbutt
75 Gemlike stones studded in skull
76 Helmet like skull +1AC
77 Swollen forehead
78 Hammerhead d4 +1 dam unarmed headbutt
79 Huge coloured hair style
80 Antenna can taste or smell
81 Lung filters, keep our dust and contamination
82 Extra heart chamber +d3 HP
83 Seasonal adaptations, skin changes colour and hair in a d3+1 seasons
84 Sneezes and wheezy when exerted or stressed
85 Heart glows like a furnace through chest
86 Heartbeat is audible in 3 yards when stressed
87 Coughs up bile, blood or coloured fluid daily
88 Antitoxin gland +2 save vs poison
89 Secret pocket in flesh for palm size object
90 Can eat cellulose in grass, bark, paper, leaves or reeds
91 Brain glows when in thought or stressed or using a power
92 Can read and write backwards
93 Ambidextrous
94 Enlarged brain distorts skull with brain texture
95 Hear voices from past lives
96 Hear chatter or static of gods com systems occasionally
97 Flashbacks to past life
98 Terrible dreams by night
99 Hallucinate when hungry or thirsty
100 Mental block against harming the goods or minions or temples of a god
d100 Major Mutations
01 Nostrils in top of head like a snorkle02 Trunk can hold objects or a half a gallon of water and squirt 3 yards
03 Xray eyes 1 foot/Lv round/Lv/day
04 Laser eyes 2d4 12" yards range
05 Energy sense within 1"/Lv
06 Sonar hearing 1"/Lv
07 Track as a blood hound
08 Hypnotism, 1"/Lv one round/Lv/day, save or distracted
09 Spotlight eyes 2" cone of light/Lv
10 Plastic face, mallable for hour/Lv
11 Skin colour change at will
12 Scaled armour as if wearing chainmail including encumbrance and Mov
13 Spikes all over d3 damage to incoming unarmed attacks
14 Odourless, makes harder for animals to notice you
15 Delicious flavour and scent +1CHA
16 Transparent flesh or skin with visible with flesh or bones underneath
17 Terrible flavour, most living creatures avoid biting you twice without a save
18 Ablative skin +2HP/Lv
19 Puncture proof skin -1 damage from edged or cutting attacks
20 Strobe Pulse, flash of light stun all in 1"/Lv for one round if fail save, Once/Lv/day
21 Plastron shell as if wearing platemail including encumbrance and Mov
22 Enhanced skeletal structure +1STR
23 Hump or gut stores 3 days food and water/Lv
24 Chest guns, fire two biological bone bolt projectiles/round 6" range, d6 dam
25 Wings can fly round per level, once/Lv per day
26 Huge mouth in chest +d6 bite attack on grappled or prone victims
27 Swarm hive, 3" across area Move 6" of stinging bugs, 2 damage a round, one Lv/day
28 Smog chest vents, create 3" wide fog cloud once per/Lv/day, lasts round/Lv
29 Water breathing amphibian
30 Vacuum sealed, hold breath 3 min/Lv or survive space for round/Lv
31 Prehensile tail as extra hand
32 Spiked tail +d6 extra attack
33 Blaster tail, fires 2d6 explosive shell 1" across blast, 1 shot/Lv/day
34 Scorpion stinger, d6 plus save or weakness -4STR for d4 hours, non cumulative
35 Urinate acid eat metal bars, locks, 1hp per round lasts round/Lv, use per Lv per day
36 Grow gems in belly button, d10x10gp per month
37 Eat anything organic to survive
38 Change gender over 24 hours, can have babies in female form
39 Toothed vagina or Lamprey penis d4 dam, then hangs on sucks d3/round blood
40 Excrament super fertile growing plants or fungus within hours 1 yard patch in a day
41 Snake hands two d4 bites unarmed, victim saves or take +1 damage/Lv once a fight
42 Shoot off fist that returns to wrist each round d6 range 8"
43 Energy blade 2d4 melee weapon can start fires, round/Lv
44 Extra two tentacles under arms 3 yards long, grapple ot hold stuff
45 Huge spiked fist d8 damage
46 Flail hand, spiked ball and chain or flagellum, 3 yards long, 2d4 weapon or entangling
47 Extra two arms +1 attack
48 Glider membrane, glide across as far as above ground safely
49 Eyes on hands helps you see what your doing or around corners
50 Hands can ignite at will +d4 unarmed damage
51 Prehensile feet can use as well as hands if bare
52 Centaur configuration body +6 Mov, harder to trip
53 Huge leap 1"/Lv, possibly both legs fused into one configeration
54 Fast Legs +4 Mov
55 Mermaid legs, legs at will change to fish tail in water, full land speed in water
56 Power kick +d6 unarmed attack, once per Lv per day
57 Flammable foot prints, round/Lv/day, leaves d4 burning trail that starts fires
58 Spidercimb feet, feet cling to anything not frictionless or non stick
59 Feet do extra d6 unarmed attack with kick or toe claws or spurs,
60 Axefeet can cut down trees like axe, d8 damage kick
61 Sonic Lance d4/Lv 3" cone once a day, shatters glass, victims deaf on failed save
62 Prehensile tongue yard long/Lv
63 Huge Jaws d8 bite
64 Rasp tongue foot longue/Lv, d4 damage extra attack
65 Ovipositor tongue, lay parasite egg through tongue, causes 1HP per round for round/Lv
66 Sweet Voice +1CHA
67 Spit fire 3" range d4 damage extra attack
68 Vomit acid attack, 1" range, 1hp per round lasts round/Lv, use per Lv per day
69 Folding jaw can swallow objects as big as your head even living animals
70 Tooth spitter, fire a stream of teeth 4" range, 2d4 damage
71 Jackhammer skull extra d6 headbutt attack
72 Prehensile Hair, can elongate foot/Lv
73 Flaming head +d4 head butt light as a torch at will
74 Power Beam Eye d4/Lv, once day 18" range from strange eye in forehead
75 Antenna detect life within 1"/Lv
76 Huge forehead or elongated skull +1INT
77 Magnetic sense, feel metal or energy within 1"/Lv
78 Glowing halo or aura of power, light as a torch at will or when using powers
79 Pineal gland tendril foot/Lv, can see from tip and attack d4 unarmed, likes to eat brains
80 Head can be used like a steel battering ram, good for doors, walls, d6 unarmed attack
81 Enlarged Heart +1CON
82 Enhanced nervous system +1DEX
83 Shielded nerves resistant to all death rays or pain based attacks or torture
84 Rad proof, resistant to radiation, sparkle when exposed to strong amounts
85 Immune syndrome enhancement, resistant to all disease
86 Resistant to all poison
87 Resistant to all acid
88 Healing Crystals, once a day, eners ten minute trance in cocoon, heals 2HP/Lv
89 Blood regulator stops any bleeding in one round, stops dying if not killed
90 Regeneration heals HP every ten minutes
91 Enhanced brain +1WIS
92 Pain field 1"across per Lv, one round/Lv, save or -2 all rolls to living
93 Telepathy 1"/Lv range talk to one mind via link, sight range to initiate
94 Empathy 1"/Lv range read and send emotions, quite good with animals
95 ESP round per Lv/day, victim save to not reveal surface thoughts
96 Telekinesis, acts as arm with STR=WIS 1" range/Lv, round use/Lv per day
97 Force Screen Absorbs 2HP/Lv, latest round/Lv once a day
98 Shock screen, d3 damage electrical to anyone touching or unarmed attackers
99 Can speak in tongues round/Lv/day
100 Mental bolt d3/Lv use per/Lv per day, victim saves to resist, 1"range/Lv
d12 Apotheosis Mutations
1 Devolve into a mindless slime creature
2 Devolve into a shoggoth
3 Devolve into a hideous ever hungry chimera of mixed up creatures
4 Spontaneously combust into a inferno leaving fine ash
5 Explode violently as a fireball with a d6/Lv
6 Evolve into a demon, devil, deva or archon depending on alignment and leave dimension
7 Break down into a elemental and go on a rampage
8 AI god atomises you but saves your imprint to use later
9 AI god takes you to their celestial house to live as a divine servant
10 AI god reincarnates you as a new person with no mutations or memories
11 Turn into protoplasmic primal ooze
12 Carbinised into a crumbling statue of ash
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