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 |
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 |
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 |
40 | Name: PM | Incurable optimist |
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 |
57 | Name: PM | Can never let anyone have the last word |
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 |
72 | Name: PM | Immune to any weapon that is not straight-edged |
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.) |
92 | Name: PM | Grow a new hit location of a different species |
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 |
112 | Name: PM | Able to feel magic |
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) |
128 | Name: PM | X-ray vision |
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 |
147 | Name: PM | Become lightning calculator |
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. |
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) |
186 | Name: PM | Become big-time whiner |
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) |
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 |
226 | Name: PM | Victim screams and curses uncontrollably a random intervals |
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 |
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) |
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 |
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:
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:
|
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. |
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 |
Copyright 2001 by Peter Maranci. Individual entries are copyright by their respective authors. Revised: March 23, 2001. v.1.1