- Teobaldik's Necrologicon – a book on the theory of necromancy.
- The Voerrecian Interpretations of the Ancestors – a book on necromancy.
- Childred's Vivifective Sourcebook – a book on reanimating the dead.
- Forma Pelluriana – a book on shape shifting.
- Philip's Draconiforma – a book on shape shifting with an emphasis on dragons.
- Miscellania Pyrologica – a book on miscellaneous fire magics.
- Onin's Elementary Pyrotechnics – a book on explosive and elemental spells.
- Anthologia Cryomantica – a book on ice spells and weather forecasting in winter.
- Nevan's Codex Nevens – a book on snow magic.
- The Collected Scrolls of the Chapter of Susurrations – a book on snake magic.
- Principia Velenosa – the principles of poisons.
- Childred’s Resurrected Works – a book on raising the dead.
- Echo’s Soothing Chrestomathy – a book of healing and cleansing spells.
- Indra’s Waters of Life – a book on healing draughts and rains.
- Iz Sidri’s Manual of the Protection of Sacred Life – a book on hunting the undead.
- De Aque Sancte – a book on holy waters of different sorts.
- Jillian’s Phantasmagoricystica – a book on phantasmal spells.
- Derigeur’s Mirror of Smoke – a book on illusion spells.
- Salic’s Lex Sanguifecta – a book on the law of blood magic.
- The Diary of a Leech – a book on blood magic and healing.
- Piniped’s By the Sword of the Gods – a book on holy weapons and enchantments
- The Crusade of the Interstices – a book on holy battle magic and travelling the Paths of the Voids.
- Ulrik’s Monographia Insomniae – a book on nightmare magic.
- The Umbral Tome – an anonymous book on shadow magic.
- Iz Kronske’s Theoriae Petromantiae – on the theories of rock magic.
- 2nd Principia Geomantica – the higher principles of earth magics, anonymous.
- Hydromantia of Laurent od Sushotsk – an introductory tome of water magic.
- Elementaria Aquatica – on water elementals.
- Encyclopaedia Phytomantica – a compendium of plant spells.
- Shrub Wizard for Life, by W. E. Bos – an overview of shrub and tree magic.
- Portando il fine – anonymous book of death magic.
- Lilander’s Entropia – a book of death and entropic magic.
- De Rarum Daemonicum – a book on daemons and their summoning.
- The Excorcist’s Cookbook – a book on fighting daemonic possession.
- The Fires of Hell, by E. Quimble – a book on hellfire.
- Codex Contegatiae – a collection of works on protective spells.
- The Golden Armour of Nilnamur – a book on protective magic.
- Magnifica Abjuratica – a poorly spelled book on more protective magic.
- Filinda’s Tricks and Traps – a book of magic tricks and camouflage tips.
- Der Doppelganger – a book on doppelgangers and the changing of faces.
- Petra Alchimistica – a book on the philosopher’s stone
- Solvents Versal and Universal – a book on acid magics.
- The Arrow of Acid and Other Elixirs – a book on acid arrows and various odd elixirs.
- Miffle’s Meta-metallurgica – a book on meta-metallurgy and alchemy.
- Iota’s Energia Mystica – a book on spells of force.
- Theresia’s Telekinaesthetics – a book on telekinetics.
- Cooking Clerics, by W. Itch – a book of potion recipes for the budding witch.
- De Orbis Malefex – a book on curses and evil eyes.
- Tellurian’s the Mastery of Puppets – a book on voodoo and curses.
- Riding the Lightning, by I. Stormborn – a book of electric spells and magics.
- A Rare Light, by McFilinda – a book of light spells.
- Principiae Lucens en Spectrals – a book on spells of the electromagnetic spectrum.
- Channelling for Chumps, by U. Krum – an advanced book on war magic.
- The Death Dealer – a semi-autobiographical book on battle magic.
- Hippie Hexen Herbarium – a compendium of herbal potions and decoctions.
- Opus Herbata – more herbal spells.
- The Clock of Fate – a book on trapping elemental souls in clockwork cages.
- Vaporous Layaboutry – a book on steampunk magic.
- The Clockwork Goblin, by S. Tubbins – a book on automata.
- Origen’s Exothermonomicon – a book on magical bombs.
- Shilben’s The Perversions of the Mind – a book on psionic spells.
- Handel’s Tabulations of the Razor – a book on domination and mind control.
- Sachsen’s Magic Axe – a book of heavy metal bard spells.
- The Thunder of the Gods – a book of loud sonic spells.
- Karver’s Resilience of Rust – a book on the rust monster and the replication of its powers.
- Cyclopedia Golemica – a book on the manufacture of golems.
- I, Golem – a semi-autobiographical magic book on golem programming.
- Wyrding for Women – a book on divination.
- The Scissors of Life – a tome on astrology and curses.
- The Seven Forbidden and Hidden Tomes of Unknown Contents: the Skin Book of Innumerable Eyes, Ulrik’s Gazes Beyond the Void, the Six Tongues of the Fast Stars, Origen’s The Stars Like Dust, Curiosites of de Vooid, Handel’s Calculations of the Immortal Mind, Krasius’ Rips in the Sail of Time.
- The Perpidexicon of Knaardge - insane geometry and esoteric poetry (Chris Tamm)
- Mysteries of True Form: A pamphlet on the regular solids and their magical connections to higher planes of existence. (Grey Knight)
- Agamu's Matters Relating to the Care of Rulers: A carefully-worded treatise useful for those wishing to become an éminence grise. Without going so far as to directly state anything incriminating, to the discerning reader the tome gives tips on controlling from behind the throne, including some subtle spells which superficially appear beneficial to the recipient. (Grey Knight)
- A Booke of Babie-Catching - a lavishly illustratted twoe kolor toom desined fore de expert midwyf hoe woudde improewe haar skilles with severale jusefull spelles and ointments for Healing, de Easing off Paines, de Blessinge of Chinderens ande de Skaring Awaye off Eville Spiritts. (LR)
- Deringle's Spelling in Spelles: a treatise on the importance of properly archaic spelling for maximum magical magnificence. (LR)
- On The Discovery of Changelings : a worn folio illuminated manuscript describing the methods of finding out children and adults whose forms have been replaced by faerie creatures. None of the spells actually work or do anything. The book radiates subtle magic a la Nystul's Magic Aura (Noah Stevens)
- Riobalt's On the Permutations of the Elements - a weighty alchemical tome on ways to transmute gold into other, less valuable metals and ores through the application of time and effort. (LR)
- This collection of scrolls is marked with an ancient glyph for PROTECTION, and, on the inside, the words for BANISHING and DESTRUCTION in beautiful illuminated script. It seems at first reading a series of instructions for managing safety from various entities ranging from bothersome to evil. Upon closer reading, it is just that, only it's talking about ways to effectively secure your house from a variety of household pests and nuisances. Some of the suggested tactics are magical, others mundane. (Shoe Skogen)
- Kaasandra's Tome of Prophecies Ignored - a pseudo-autobiographical work detailing the woe that befell those who did not heed the prophecies of Kaasandra of Nuurt. Among the dross are several useful spells for making people forget small things, like where they left the keys yesterday, as well as a rare version of the ancient Sumoninge of Sockes, which is a curse that removes one sock, never a pair, from the target's luggage, baggage, chest or wardrobe. :) (LR)
- Fulster's Transnominacon - a tome with a lot of name magic, including spells for permanently altering the true names of other wizards, weakening their spellcraft. (LR)
- Cereth's Manual of Nothing: creative uses for voids, holes, and absences of things. Includes instructions on how to build your own "hole box", with which to collect holes from things. Cereth recommends taking the keyhole from your house with you when you go out — you can even leave the key behind to confuse burglars a bit more! Advanced topics include how to sew several holes together to make a net. (Grey Knight)
- Zuiker's Pyscathonomica Profunda - seventeen different fish based magics and a guide to how to catch a fish without actually cheating very obviously. (LR)
- The Loosening of the Arrow - a mystical work that describes archery and its practice, as well as several enchantments and evocations that aid the teaching and firing of arrows from a bow. (Noah Stevens)
- Il Sas Domine by Peotra the Second - a tome on the properties of divine stones and the uses of standing stones in divine magic. (LR)
- Beyond the Studies of the Vermicelli Mentali or Mind Worms, sometimes translated as Mind of the Flying Spaghetti Monster - those magics so corrupting that merely reading them lodges them in the magic users brain, where they corrupt him and drive him toward malign Kaos. (LR and Keith J Davies)
- Lo! Apprehension of the Great Noodley One – a book of magic tricks, biology and numerology. (LR and Keith J Davies)
- Biblia Pastariffica - over thirty-seven fully fledged pasta based magics, including the ritual for summoning Tensorio's Floating Plate of Pasta, capable of carrying up to 33 pounds of pasta, as well as Pelatio's Instant Pesto, which automagically transforms available ingredients into a thermally treated purée perfect for adding to cooked pasta. (LR) Teratic/Mythos version: including living creatures... but you are compelled to eat heartily. (Keith J Davies)
- Kompendio Kompetitivo de Mensen Pugnalant - a compendium of spells to incite greater competitiveness in testosterone fuelled competitors, written in execrable vulgate by the Ringmaster Iu Dauron. (LR)
- Movements of the Ents and the Magical Properties Thereof : a work in low Entish, or perhaps Sahaugin (in the 2nd edition) that describes a single spell that may be learned by studying the prolonged mating dances of Ents that sometimes take up to a thousand years to observe in their entirety (Noah Stevens)
- The Temporal Compendium to the Movements of the Ents - includes a short discourse on trans-temporality and a spell for the chronopetrification of the participant, allowing him to observe an entire entish mating dance in the form of a petroglyph inscribed upon a cliff or other large, flat surface. (LR)
- Zwibli's Schweinmenschen und Vogelfrauleinen - a short volume on defensive polymorphication and the determination of compatible animal forms for opponents.
- Ariog od Tamakau's The Way of All Flesh - a grossly padded and voluble volume detailing magics for the creation of flesh golems and electrick zombies.
- Sambana's Swordes of Soursery - a fascinating volume on all the different magical swords you will never possess as well as a recipe for crafting a sword +1½.
- Elrick's of Yon Coult of de Blaue Oeyster - a treatise on planeswalking, limbo, black blades and the summoning of coultosauroses.
- Historie of Daemons & Wizards, an Illustrated Compendium - a guide to different daemon summoners and what happened to them, also includes a do-it-yourself summoning ritual. Guaranteed safe or your money backe.
- De Waggone Withoute Horses - a story by the half-mad wizard Necropius dealing with time-travel and meeting the "ghost in the shell".
- Visshalt's Kompendium Delique Portee - a tome on the portals into the fae realms and certain fae spells.
- Oeilburforse's Vilis a Levioribus Tractandis Hora Prandii - dealing with rapid and effective spells against liches as well as magic to keep dinner warm while you go adventuring.
- Oot's Giokando Per Vintere - a tome of wine magic and how to regularly win while gambling, forbidden in most casinos.
- Piniped's Eminently Useful Tome - a magical tome of numerous spells for dealing with poisons, digestive issues and other similar afflictions. Comes with fifty magically replenishing empty, thin, soft sheets of paper in the back of the book.
Friday, April 19, 2013
100 Pseudo-magical Tomes for Your Game
I've culled and collated a list of more-or-less silly ideas for pseudo-magical tomes - updated to 100 items with great help and motivation from the G+ OSR Community (looking at Grey Knight, Chris Tamm, Keith J Davies and Noah Stevens in particular. Fellow contributors: if there's some particular link you want associated with your name, let me know. In lieu of other information, I've simply added any active blog I could find to yer naem. :))
Wednesday, April 17, 2013
A Hydra
Because the Hackslashmaster has a fascinating article on the Ecology of the Hydra, I realized there was a little bit of lore I had forgotten to contribute. Hydras are the fantasy universes pre-eminent bankers, since their heads and profits always grow back, even if they have to take a cut to their portfolios.
Generally, I have to admit the crowd-sourced Ecology series of posts is absolutely fascinating and a gold mine of ideas for the lazy dungeon master. I think collating them into a nice couple of .pdf files would be pretty cool. Nudge, nudge.
Tuesday, April 16, 2013
100 Magical Prosthetic Items
I love PCs who suffer through all the indignities the dice
and the players heap on them, heroes who stick their hands into odd cavities in
the wall groping for gold, heroes that walk into a gelatinous cube, heroes
blinded by powerful magics, and so forth and so forth. However, in the
traditional game, the only two items for handicapped heroes are the Eye and
Hand of Vecna, both pretty much chaotic.
I started this as a thread on G+, but I guess I don't have
enough of a network yet, so at this point I can only thank Gil Hayes and
Courtney Campbell for their inputs.
I hope this list of "fun" and
"entertaining" items makes it easier for DMs to levy the penultimate
bodily sacrifice on their PC murderhobos and I would be glad to hear of
anybody's experiences with them in game. I've tried to make the items pretty
much system neutral and usable in any more-or-less D&D game that is not too
obsessed with game balance and other similar silly conceits.
Without further ado, get your d100 on ...
1. the Hollow Finger of Safnut - a needle tipped finger
prosthesis that can be filled with venom ... or even a healing potion, I guess.
2. the Tin Ear of Hearing - a horn shaped item that can
replace an ear, though it may look strange, it actually allows it's wearer to
hear through doors slightly better (+2).
3. the Red Hand of Baaz – a hand forged and fired of red
clay, it fuses with the bearer’s stump and while reducing dexterity somewhat,
it does provide immense strength and can be used as a club in its own right.
4. the Silver Tongue of Melliflor – a magical tongue forged
of a bound quicksilver elemental, it gives its owner preternatural oral
dexterity as well as a mellifluous tone of voice (+1 charisma checks). A dispel
magic spell cast upon the owner has a chance of melting the tongue and may
poison the owner with quicksilver.
5. the Iron Skull of Zog – replacing a crushed skull, the
iron skull of Zog protects the puny human brain from damage (reducing damage
from critical hits) and increasing intelligence, though at the cost of becoming
less human (reduces wisdom) and charismatic.
6. the Dentures of Despair – forged from the teeth of
werewolves, these snarling teeth meld into the mouth of their owner granting
regenerative abilities when fresh, raw flesh is eaten.
7. the Steel Teeth of Bondage – crafted from a fallen star,
so say some sages, these metal chompers screw deep into the owner’s gums and
besides providing a serious bite attack (1d4) also increase the potency of
earth and metal related spells (up to DM how exactly).
8. the Cork Foot of Samaranth – of finely wrought cork,
while very vulnerable to fire and slashing damage, this enchanted foot is also
linked to the elemental plains of air and water, granting feather fall once per
day and allowing it’s owner to swim at base speed.
9. the Skull Heart – crafted from the brainpan of the skull
of the lich Azhgodda the Grim, this horrific item latches onto exposed arteries
and veins. It can even bring the dead to life! Once inside the body of its
owner, it grants protection from necrotic spells, though some owners have
claimed to find themselves occasionally hearing wicked voices and feeling an
urge to perform foul deeds.
10. the Hook of Horrors – a blasphemously thorned hook of
black metal that affixes to a stump, whispers say that the hook can rend the
very fabric of reality, summoning powerful illusory horrors to plague the
enemies of the bearer.
11. the Eye of Amber – an eyeball carved of amber, it is
said to grant the wearer the power to see and walk through flames unscathed.
12. the Phallus of the Salubrious Deity – ensorcelled, carved
and runed of the heartwood of the ebon tree, it is said to improve the stamina
and constitution of its bearer as well as providing great skill in the marital
arts. Alas, sterility tends to befall the bearer of the phallus.
13. the Blue Hand of Ashtoth – a dead, cold, frozen hand,
the last remnant of the demigod Ashtoth, it is reputed to have the power to
bring ashes back to life temporarily and kindle long dead flames, showing
visions of a past that is forever gone. Bearers have been said to sooner or later
succumb to a vast melancholy and expire bitter and alone.
14. the Leg of Silver – a shimmering leg, reputed to be cut
from the body of one of the Angelic Protectors of the Lord of Light, it grants
increased armour and stamina (+1 AC and +2 Con) to the wearer, but makes
swimming very difficult (-5 to swimming).
15. the Brazen Organ of the Dwarves – a strange flowing,
shifting organ that can replace the function of liver, kidneys, pancreas and
bladder. The bearer of the organ gains great poison and alcohol resistance,
though some bearers have been accused of unusual amounts of voluble flatulence,
which may make sneaking difficult.
16. the Diamond Eye of Death - a glittering gem that grants
its wearer the ability to see dead people (and invisible ghosts) as well as,
once per day, to assume a "gentle repose" while remaining aware of
his surroundings (a useful ability, when you have a glinting diamond stuck in
your apparently-dead skull)
17. the Tanned Skin of the Tsyogguyagh - made from the
foreskin of the dead demon lord of the Forest of Flaming Fools and master of
the Legion of the Raving Damned, this circle of parchment set in a golden
circlet will expand to cover all of the recipient's damaged skin. The new skin
is hard, leathery, flickering between red and black and grants a +1 bonus to AC
(or +2 AC if the entire body is covered in demonic skin). It also slowly but
surely makes the recipient chaotic. There is a small chance each year that
someone wearing the skin of Tsyogguyagh actually turns into a reincarnation of
that demon.
18. the Arm of Blades - a horrific amalgam of coppery thews
and razor tipped bone blades, torn from some unknown demon corrupted beast,
this arm provides a vicious unarmed attack (1d8) and great strength (+2), but
decreases the wearer's dexterity and wisdom, occasionally drawing them into a
berserk bloodlust.
19. the Blue Eye of Endless Skies and Hope - a gorgeous,
deep blue gem that fills the bearer with hope in the goodness of the world,
providing a bonus to saving throws against spells and chaos. Additionally, once
per day, the wearer can look into the soul of a creature and speak to their
hopes and dreams, granting a +3 bonus to reaction rolls.
20. The Golden Hand. When found appears as a fist made of
Gold but when held to the stump of a wrist it attaches and magically functions
as a normal hand except All actions performed using this hand are +1. (Gil
Hayes)
21. the Hollow Boots of Laelapith – when found these
striking scarlet leather thigh boots with brass and silver thread piping and
gleaming jade spurs seem perfectly ordinary, if a mite tacky. However, when
worn, the wearer’s legs will slowly dissolve until the boots merge with his
body. The process is excruciating and lasts 1d4 days and permanently reduces
total hit points by 1d6. The boots will also attach to the flesh of one who’s
own legs have already been amputated, in this case there is no pain or hit
point loss. Once worn, the hollow boots grant the wearer boundless endurance
for walking or running (no fatigue) as well as incredible strength when jumping
(+4).
22. the Hand of the Eye of the Cackling Horde – a
seven-fingered hand of brass, silver and malachite, this eerie artefact
attaches with tubing and pins to a stump of a wrist and provides the wearer
with unusual dexterity (+1). In the palm of the hand is a malevolent red and
gold eye, through which the wearer can also look. The eye may be cast the evil
eye (curse) once per day.
23. the Arm of Bone – crafted by the Order of Helpful
Necromancers, this bone arm may be grafted to an exposed bone stump with a
simple mending spell, thereafter the arm and hand provides almost full
functionality to the user. A sense of touch, pain or heat is obviously absent.
Some bone arms are said to increase vulnerability to necrotic magic, while
others increase resistance (50%/50%).
24. the Ivory Nose – a gleaming, polished nose, hooked like
the beak of a bird of prey, this magical nose sharpens the sense of smell of
the wearer, granting a +3 bonus where applicable.
25. the Painted Porcelain Mask – when placed upon a face,
this mask melts into the very bone, giving a smooth, flawless face and
features, moving eyelids and somewhat mobile lips. The wearer of the face can
change the colour and decoration of the face at will.
26. the Stomach of Steel – an elemental furnace covered in
etched runes, this magnificent item requires the casting of a heal and
restoration spell to implant in a character’s body. Thereafter the character is
immune to ingested poisons and can derive sustenance from any organic
substance. A rare few (10%) stomachs of this sort allow the ingestion of
inorganic substances as well, while some are rumoured to come with an
additional mouth, which may be implanted in the stomach of the recipient.
27. the Hooves of the Black Satyr – though they may look at
first glance like rumpled barbarian footwear, these are actually the magically
treated feet of the infamous fae black satyr of the Cornelian woods. Placed
upon the stumps of legs or feet, they will grow into goat’s hooves, restoring
mobility and providing incredible balance on rough and rocky surfaces (+3 bonus
to keep balance).
28. the Paper Brain of Panthello – a ridiculously intricate
scroll scribed simultaneously on seventeen planes by fourty-nine paratemporal
incarnations of the mage Panthello, this scroll can restore the intellect of
one who’s mind (intelligence) has been destroyed or drained. However, the
process is not perfect and there a good chance that the recipient will lose
some of his humanity, losing 1d4-2 Wisdom and Charisma.
29. the Leg of Stone and Bone – crafted of the bones of a
great runner and the living stones of the elemental plane of Earth, wrested
from the marrow of the son of the elemental lord Skaalthek, this leg can
replace a lost limb. It restores full functionality and imparts some of the
strength of the earth, granting a permanent bonus of 1d4 hit points. However,
the recipient of the limb loses his strength when not in touch with the earth,
either on water or in the air, suffering a -2 penalty to Strength and Dexterity
as a result.
30. the Crimson Eye of Kings – a glittering eye stolen from
the face of the Demon Prince Chursth himself, this chaotic eye increases the
casting level of the wearer by 1, changes his alignment to Chaotic and grants a
1d4 bonus to Charisma. If the wearer is not a spell caster, he gains the
ability to cast a single spell as a first level caster. The wearer may also
become plagued by the minions of Chursth, seeking their master’s eye.
31. the Limbs of the Flesh Golem – stitched from corpses,
wired with electrum and platinum, powered by the temporal lightning storms of
the Chaos voids, this full set of arms and legs was an attempt by the Stone
Wizard of Firyan to make a warrior of his crippled son. The limbs granted great
strength indeed (+2 Strength), but they also clouded his mind (-1 Wisdom) and
in battle a bloodlust would descend upon his son each time, requiring a save to
stop fighting (a save may be made each round, if there are no foes left, the
wearer of the limbs attacks his nearest ally or neutral party).
32. the Oaken Spine – a spine carved from the heart of a
sapient oak, it sinks into the flesh of the recipient, replacing the original
organ and restoring mobility. The recipient gains 1 Constitution but loses 1
Dexterity. Some (37%) of oaken spines allow the casting of bark skin once per
day.
33. the Crawling Chair of Kuyothyo – a magnificently weird
and tormented construct of wood, bone, sinew and coiling brazen tubes, animated
as a golem would be by a bound elemental. The chair of Kuyothyo holds its
occupant safely fixed from the waist down and provides mobility with its six
crab-like legs. The occupant gains +2 AC while in the chair and a trample
attack that does 1d8 damage, however, climbing and swimming in the chair is
quite impossible.
34. the Centaur of the Steam Lord – resembling the headless
body of a horse fashioned of malachite and lapis, with muscles of straining
cyan flesh and bones of an odd azure metal, this magical construct bonds to the
lower body of a recipient, effectively turning him into a kind of magical
centaur. The character becomes large, gains 10 hp while in the body and a +1 to
AC. However, dungeon crawling may become more difficult.
35. the Leg of Peg the Pirate Gnome – at first it may seem
to be a simple peg leg of polished cherry wood with electrum banding, but it’s
cunning gnomic manufacture conceals a functioning knee joint, providing full
mobility, a spring activated blade in the foot and a small crossbow above the
knee, as well as a small chamber for concealing valuables.
36. the Mandible of the Metal Warrior – a large mandible of
burnished steel traced with red copper scroll-work, it repairs a broken jaw and
grants the wearer a fearsome shout that sets enemies quaking in their britches
(once a day, shout of fear).
37. the Hand of Knives – a mechanical hand of glass and
brass, with steel switchblades in every finger, it grants an unarmed attack
dealing 1d6 damage.
38. the Glass Foot of the Dancing Jester – a glass foot of
shimmering rainbow colours that melds seamlessly into the stump of a leg,
granting full mobility and great skill at dancing and tumbling (+4).
39. the Egg of Malvox the Tentacular – not so much a
prosthesis as potentially an additional limb, implanted into the flesh, the egg
grows into a semi-sentient prehensile tentacle, which may in a pinch double as
a replacement hand. It shifts the bearer’s alignment to Chaotic and may in
theory provide a third weapon attack after some practice. The tentacle can only
be removed with bloody butchery and restoration magics, even then there is a
chance of Constitution loss (save or lose 1 point).
40. the Sword Arm of Ariog – an arm of mauve flesh and
damascened steel ending in a short but wickedly sharp runed blade strong enough
to cut through bronze or iron, it welds itself to the recipient when placed to
a stump. The sword deals 1d6 points of damage and ignores damage reduction.
Over a matter of days (2d4) the recipient also becomes fully proficient in the
weapon, if the recipient was already proficient in short swords, he gains a +1
bonus to hit with such weapons.
41. the Gun Stump of the Clockwork Clan – a functional peg
leg that allows more or less normal mobility (though it does impair dexterity,
-1), this brass foot can also fire lead or silver projectiles as from a shotgun
or blunderbuss at nearby enemies. It deals 1d10 damage and when shooting the
owner of the gun cannot move (it is a full round action). When depleted, the
magical gun creates its own ammunition at the rate of 1d3 bullets per day. It
can hold up to 8 bullets.
42. the Dark Glasses of Sahrut – a pair of silver rimmed
pitch black crystal glasses, they grant infravision to any blind person setting
them on their nose. Any character with functioning eyes wearing the glasses
must save or have his eyes burned out of his skull by the magic of the dark
glasses.
43. the Copper Lung of Chnathnoth – a complex copper
apparatus interwoven with glass tubes filled with something much like blood,
the apparatus is activated with a sequence of buttons and when placed on the
chest of a victim (or recipient) it burrows into his chest. There is a chance
that this procedure kills the recipient (save or die), however, when
successfully implanted the copper lung allows the recipient to breath water as
well as very thin air, it also provides great resistance to air borne pathogens
and toxins (+5 to save).
44. the Spores of Neukrath the Arboreal – brilliant pink
spores in a crystal box chased with hypnogogic runes, the spores can restore
mobility to a paralyzed creature. However, there is a chance that they will
continue the transformation of the subject as planned by Neukrath. Each month
the inhaler of the spores must save or gain 1 Dexterity and lose 1 Intelligence
and Wisdom. Eventually, the spore infected individual becomes a vastly fast and
deadly automaton controlled by its caster. A shame that Neukrath is long dead,
which means that the individual becomes effectively an unwilled biological
monstrosity, driven by base impulses of hunger and need. The transformation can
be halted by the regular weekly application of delay or neutralize poison
spells.
45. the Ceramic Chest of Thoos – what at first appears to be
a simple cuirass is in fact an incredibly powerful automatic healing suit, which
can restore a dead creature to life and keep it alive. The ceramic chest sends
out feelers of glistening metal tubing, which intertwine with the recipients
own body. Ceramic platelets and wires spread under the skin, resulting in a
body that is faster and stronger than before. Removal of the ceramic chest
always results in the death of the recipient and the character can thereafter
only wear customized armour, due to his altered body shape. The ceramic chest
grants +4 AC, +1 Strength and Dexterity. However, the wearer also becomes very
vulnerable to electric spells and effects, always taking double damage from
that source.
46. the Feet of Clay – a set of clay feet, which attach to
the leg stumps, providing immense stability (+4 to saves against being knocked
down) as well as the ability to walk on mud or quicksand without sinking in.
47. the Third Eye of the Weeping Wasp – a black
multi-faceted gem that implants itself into a character’s forehead, allowing
sight into the astral plane, an immunity to most illusions and increases the
potency of mind-affecting spells (+1 caster level). Blind characters also
regain a semblance of their former sight, though faceted as with an insect
(requiring 1d4 days to adjust to it). However, the alien nature of the eye also
reduces the character’s constitution by 1 and the skin around the eye is
thereafter constantly beaded with a cold sweat.
48. the Lithe Legs of the Leaping Leopard – a set of legs in
light metal and cords of artificial flesh sheathed in leopard print synthetic
furs, these legs restore mobility and actually increase running speed.
49. the Circlet of the Phantom Limb – a magical circlet of
interwoven red and yellow gold studded with amethysts and emeralds (garish!),
it sinks into the skull of the wearer and allows them to project an ectoplasmic
limb in place of the missing one. While the wearer is conscious, he has full
use of that limb as well as the ability to attack as with a chilling grasp with
that limb. However, after being unconscious or asleep, it takes 1d4 rounds for
the wearer to reform his ectoplasmic limb. Being knocked unconscious in battle
is thus not fun anymore.
50. Eyeballs of reversed vision: they go in your eyes, but
you can only see what's behind you. (Courtney Campbell)
51. Hand of the nefarious. Replaces lost hand. Often causes
you to hold your genitalia for comfort. +15% to any thief abilities using that
hand. (Courtney Campbell)
52. Pneumatic arm. Powered by coal. 18/00 strength (+3 to
hit/+6 to damage) with that arm when fueled. (Courtney Campbell)
53. Platinum skull of Peticartia: grants +3 intelligence and
immortality. Skull replacement procedure is nearly always fatal. (Courtney
Campbell)
54. The Red Hand of the White Cross - an artificial
seventeen-fingered hand of steel and red enamel, with multiple specialized
fingers, including blades, corkscrews, clippers, pliers, saws, bottle openers,
toothpicks, needles and much more. Not that great for combat (-1 to attacks),
but incredibly handy in most other situations (up to +20% bonus to thief
skills, disable traps, pick locks, open tins ...).
55. Hand of the lithographer: brass hand with golden inlay,
each finger is a brush pen. Can copy manuscripts in 1/10 the normal time all
hands writing at once. Can write multiple different threads at once. Can copy
art nearly flawlessly. Spells take up half space in spell books. Effecency
reduces spell preparation time by 25%. Double efficacy forgery skill.
(Courtney Campbell)
56. the Hand of the Piper of the Gates of Doom - a hand of
some odd, smooth and oily metal, it resembles at first glance a simple and
functional bronze hand. However, on command, the fingers split into up to
sixty-five individual, extendable appendages, which allow one to play keyboard
and reed instruments with astonishing accuracy and precision. Gain a +5 bonus
to musical skills and allows the owner to cast Charm Person as a caster of his
level with any sufficiently complex instrument.
57. The Steel toe of Vorki the ogre. Vibrates when near
hollow spaces. Slowly causes bloodlust and weight/height gain among people who
use it. (+3 lb. a week, +1" month) (Courtney Campbell)
58. the Crystal Tooth of the Fae King – a tooth of pure
crystal, glowing with an eerie greenish light, this single tooth grows and
expands in the mouth of the individual, restoring all teeth lost to age,
disease or trauma. It allows the bearer to fade from the consciousness of other
beings twice a day, giving a +10 bonus to hiding and sneaking attempts.
59. The lips of Gorvandi Oniova - Adds a bonus to bluffs and
lies, even against magical effects, but you must make a will save around
members of the opposite sex with a charisma of greater than 13 to avoid
attempting to seduce them. (Courtney Campbell)
60. the Glimmering Heel of Antikeles - a heel of purest gold
inlaid with seven gems of seven colours, the heel is completely immune to any
damage or physical effects whatsoever. Unfortunately, it has no other special
abilities.
61. The Kneecap of the Elder - Replaces a smashed knee. Has
only two benefits. If you lose your lower leg also, anything can be attached to
the stump. And it hurts like hell when it's going to rain. (Courtney Campbell)
62. The Coccyx of the Colourful Cobra - replaces a lost
coccyx and repairs all damage to the the glutes. Over a period of 1d6 days the
recipient begins to feel strong and healthy, permanently gaining 1d8 hp and +1
Strength. Over the next 3d6 days a large cobra tail begins growing from the
recipients posterior, eventually terminating in a rattle, which can be used to
create bardic music. Thereafter the recipient has to save against polymorph on
every full moon or his legs wither and drop off, leaving him with the lower
body of a colourful cobra.
63. The Bellybutton of Fashim - Gaze into it for 10 minutes
and receive the benefit of either augury or clairvoyance. Causes opium addiction.
(Courtney Campbell)
64. The Clockwork Eye of the Seer - the eye permanently sees
slightly into the future. For the first 1d8 days after implantation, the
recipient is horribly disoriented. Thereafter he gains a +1 bonus to
initiative, AC and attacks. The character also becomes a sardonic, snooty
wise-ass, unless he manages a save vs. spell.
65. the Bladed Shoulder Blades of Bandai ipn Ukrai - two
linked, rainbow coloured metallic shoulder blades, which burrowsinto the back
of a recipient, restoring full use of an arm, potentially regrowing an entire
limb, though the skin is then covered with tiny twinkling metallic gems in many
colours. On command, the recipient can suddenly grow two fans of blades out of
his back, which allow the character to glide as if under a featherfall spell.
Summoning the blades causes 1d8 damage to the character and 2d8 damage to all
creatures standing behind the character.
66. the Accursed Finger of Sadim the Avaricious - a
tarnished silver finger, it restores full function to a lost digit.
Additionally, once per day the digit transmutes 1d6 pounds of organic matter
touched into tin (10%), copper (30%), silver (40%), electrum (10%) or gold
(10%) (determine material randomly). If the bearer of the finger does not
transmute something by choice, then a random organic object touched by the
bearer of the finger is transmuted. If a glove is worn to prevent this curse,
it is transmuted along with 1d6-1 pounds of the bearer's own arm. Every day
that the bearer does not transmute something, there is a 13% chance that he
will in his forgetfulness scratch his nose or ears and transmute his own head,
killing himself instantly.
67. the Three Feet of Babu Yagu - chicken like feet, if even
one foot is attached to a stump, the character undergoes a 3 week long
transformation before eventually becoming a creature with three scaled and
feathered bird like legs. The character's speed and Dexterity are increased and
they gain a fear attack.
68. the Hollow Gauntlet of the Dark Night - a heavy metal gauntlet
redolent with spikes and prone to oozing a dark, coppery ichor. Eventually dark
veins grow from the gauntlet, linking it irrevocably to the wearer's body and
slowly shrivelling the hand inside (unless attached to a stump). The
character's arm grows much more powerful and almost invulnerable (cannot be
severed). The character gains +1 AC and a +3 to hit and damage with
single-handed blunt weapons wielded with that hand.
69. the Toupee of Terror - covering your bald spot has never
been easier! This magical toupee bonds permanently with the scalp and on
command (and on full moons) the character's hair turns into writhing,
life-leeching tentacles (once per day, save or lose one level, counts as a
touch attack. Automatic against helpless enemies).
70. the Wig of Warmth - a massive, gorgeous, lush, lustrous
mane of hair (think 1980s glam metal ...), it also heals all scalp irritations,
removes dandruff, provides +1 to saves vs. poison and on command the mane grows
and expands to such a degree that the wearer can wrap himself in his own hair
and remain warm even in freezing conditions. The lustrous mane never becomes
greasy or dirty. The character may become more susceptible to fire attacks,
however ...
71. the Left Hand of Darkness - a withered hand that restores some functionality to an
amputated limb and gives the wearer the ability to cast light and summon small
flames at will.
72. the Wheelchair of the Barbarian Lord Kronkur - crafted
by the semi-divine clocksmith of the dwarves, Urbust the Grim and enchanted
with an entrapped iron golem, the wheelchair offered Kronkur a way to stay
active and mobile on a battlefield even after he lost both legs and three feet
of his intestines to the Vile Beast of Thunyakkyi. Essentially, it is a
personal powered mobile battle wagon with blade attachments, small imp-powered
brass band with amplifiers and space to
store up to fifteen gallons of wine and one roast hog. The occupant of the
wheelchair can move as fast as a horse (though with greater penalties in rough
terrain) and can use the mounted blades to carry out a drive-by-cutting-attack
dealing 1d12 damage.
73. the Tensorial Harness of the Floating Cultist - an
ornate belt of silver, amethysts and lapiz with waving, frond-copper wires that
snake to embrace the entire body of the wearer. The harness suspends the wearer
between 2 inches and 2 feet off the ground and lets him levitate as though
affected by a personal Floating Lenticular Object Spell of the Tense Wizard.
Developed by the obscenely fat and gout ridden Grand High Cultmaster of the
Sharkonian Faith. Some models also come with advanced Falling Feather Shock
Damper spells, which prevent the wearer hurting himself if pushed off a cliff
or thrown into a wall.
74. the Hands of Demons and Wizards – a pair of hands, one
of crimson metal and silver cords, the other silver scaled with crimson silk
bands. One hand grants a +2 bonus to all d20 rolls against demons, the other
hand grants +2 caster levels whenever the bearer attempts any demon-related
magic (summoning, binding, dismissal, etc.). If both hands are worn the caster
gains +2 Intelligence and Wisdom and may, once per day, summon a demon mount.
75. the Ears of the Heart – a pair of gleaming golden ears
festooned with emeralds and rubies, the ears restore hearing as well as
allowing the bearer to detect lies and listen to the hearts of those he speaks
with, being able to discern their deepest desire in their voices after 1d8
rounds of talking with them.
76. the Cat’s Feet – a pair of large, leonine feet. When attached
to foot stumps, they grow and meld into the recipient’s flesh, increasing
height (1”) and speed (+3’) as well as allowing the wearer to pad along
silently as a large, flesh-hungry cat (+4 to stealth).
77. the Face of Fear – a mask of burned wood and tangled
metal thorns, it restores vision, hearing and speech to someone with terrible
facial injuries. However, the recipient forever after sounds like an asthmatic
and can project a cone of fear thrice a day.
78. the Feasting Hand of Monoth – the hand of Monoth is a
tangled, six-fingered creation of flesh and gleaming copper. In the middle of
the palm is a hungering maw. When the hand is sated, the recipient gains +2
Constitution, however, each day that the hand does not feed on still-living
flesh, the recipient loses 1 pt of Constitution to a minimum of -5. When the
hand of Monoth is very hungry (i.e. at -5 Con) it continually moans and
gibbers, slavering for more flesh to slake its unholy hunger.
79. the Iron Boot of the Lawful Tyrant – a hollow iron boot
that can replace a missing foot. The boot clangs and rattles menacingly, making
stealth very difficult (-3 to sneaking around). The bearer of the boot becomes
Lawful and unyielding, gaining a +5 bonus to saves vs. fear and morale checks.
Furthermore, whenever the wearer of the boot executes a law-breaker, he gains 5
temporary hit points for 12 hours as the power of the Lords of Law flows
through him.
80. the Wooden Foot of the Woods – at first glance it seems
a simple wooden foot, however, on command the foot rapidly grows into a mighty
oak encompassing the wearer and allowing him to effectively stay rooted and
living slowly as an oak for as long as he wishes. Obviously, this presents
camouflage opportunities in woodlands.
81. the Wholesome Hand of Aghasthes – the relic of an
ancient healer, this mummified hand is bone-white and festooned with golden and
crimson rings. Whoever bears this hand becomes Lawful and gains the power to
lay on hands, healing his level (or Wisdom, whichever is higher) hitpoints per
day simply by touching a creature. Furthermore, thrice per day the bearer may
heal a leper, a withered limb, blindness, deafness or a chronic disease. Once a
week the bearer may cure an addiction or a communicable disease. Once a month
and a day the bearer may restore life to someone newly slain.
82. the Angelic Skin of the Dancer of Desires – a Chaotic
relic formed by the demon-possessed sorcerer-king Nurakotchka of Turalia from
the flawless skin of the semi-divine Ilyana sent from the heavens above to turn
him from Chaos. The skin drapes itself over a recipient’s own skin, restoring a
semblance of youth, vigour, health and vitality. The skin grants a +4 bonus to
Charisma, but the evil nature of its origin makes the wearer Chaotic and prone
to bouts of sadistic violence. Save once per week or begin feeling the urge to,
well, sadistically violate some innocent or other. Every day after failing the
save, the character suffers a -1 penalty Wisdom, unless he performs some vile
deed. When a character’s Wisdom reaches 3, he skulks off into the night,
returning bloody and restored in the morning.
83. the Hand of the Master of Puppets – a simple,
articulated wooden hand, crafted of thirty-three different rare woods and
inlaid with mother of pearl. This hand increases the caster level of all
mind-affecting enchantments by 5 and allows the caster to cast charm person
once per day as a 13th level caster.
84. the Liver of the Bringer of Fire – a small piece of the
holy liver. Swallowed by any character with internal injuries eventually grows
and expands into a divine organ, which can (given time) replace the functions
of liver, stomach and gut. The character becomes completely immune to alcohol,
gains a +7 bonus to saves vs. poisons and a +1 bonus to saves vs. fire and the
ability to regenerate 1 hit point per hour in addition to any normal healing.
However, the character takes double damage from all birds and avian creatures.
85. the Green Thumb – a thumb carved of green wood, it melds
seamlessly with the flesh of the recipient (it is also possible to end up with
six fingers on a hand because of this). The thumb improves the gardening
abilities of the recipient (+4) and allows the bearer of the thumb to remove
blights and pests in a fifty foot radius once per day.
86. the Helm of Life Returning – a heavy, permanently
visored helm of black enamelled steel with golden filigree, when placed upon a
headless body writhing black wisps of life-essence are drawn from the
surrounding area, killing all plants within 10 feet and dealing 1d6 hp damage
to living creatures in the same radius. The stolen life essence then binds the
spirit of the deceased to the helm and the reanimated body, allowing the slain
hero to “remain” on the material plane. The helm provides a +2 bonus to saving
throws against necromantic magic and a +1 bonus to AC. However, if a severed
head is not present, the reanimated character suffers a -2 Intelligence
penalty. If the head is found later, it may be “ingested” by the helm through
the visor (this may involve prior crushing and mixing into a paste, to allow
access through the narrow visor slit).
87. the Troll-blood Arm – a greenish limb studded with metal
tubing and canisters, infused with trollish blood, which allows it to attach to
a limb stump. The limb increases the strength of the recipient (+1 Strength)
and increases the speed of healing (+1d8 hp healed per day), however, it also
conveys greater vulnerability to fire and acid.
88. the Yellow Emerald Eye of Fire – an eye that restores
vision to the blind, albeit with a yellow tint. Additionally, the bearer of the
eye may roll a missile attack each round with a magical missile that deals 1d4
+ Wisdom modifier damage.
89. the Heart of Stone – a stone heart of pure jaspis
studded with rubies, when inserted into the chest cavity of a dead body (or
someone with a failing heart) it restores that body to full functionality. The
heart of stone makes its bearer more level-headed and unflappable, giving a +3
to stability checks and a +1 to missile attacks, however, the cold grimness of
the bearer makes him less charismatic (-1 Charisma).
90. the Golden Body of Saint Porphyrophagus – what at first
glance appears to be simply a golden golem turns out on closer inspection to be
a full-body prosthesis. A fresh brain inserted into the chest of the body is
bathed in soothing healing and sleep magics before being skewered by seventeen
thousand time seventeen thousand golden needles, connecting it fully to the
body. There is a 20% chance that this procedure drives the brain completely
insane. Thereafter the brain has a new body, which functions like a normal
human body, save that it is faster, stronger, more resilient and more dextrous
(+2 Strength, Constitution, Dexterity and AC). Also, it’s shiny and seems to be
made of gold.
91. the Many-Chambered Limbs of Thringol Bottomless – a
simple prosthesis of wood and porcelain, lightly enchanted to provide full
mobility, the prosthesis actually hides several small pouches of holding. A
hand can hold up to 55 pounds in its pouch, an arm up to 300 pounds in three
separate pouches, while a leg can hold up to 666 pounds in six pouches (though
two are very hard to reach).
92. the Leaking Eye of Naag Foeg Doggum – an ever-tearing
orb of pale blue stone, whoever bears it suffers constantly the pain of seeing
everything as it truly is, imposing a penalty of -1 to all d20 rolls. However,
the bearer of the Eye is affected by a constant true-seeing spell and can see
into the infrared and ultraviolet spectrums, as well as a short distance into
the past.
93. the Throat of Gold – a golden flute-shaped object that,
when inserted into the mouth, flows to replace the throat, oesophagus and voice-box
of the individual, granting a magical vocal range and protection against fine
particulates. The bearer of the throat of gold gains +2 Charisma and a +4 bonus
to singing.
94. the Missing Rib of the First Man – a simple ivory rib
that, when stabbed into a man’s body flows back to its “original” position,
restoring the man to the supposed “perfection” of the hermaphroditic totality
before the fall from grace and the expulsion from the original world-garden.
The hermaphroditic bearer of the rib is capable of parthenogenesis and gains a
+1 bonus to all ability scores due to his alien “perfection”. The rib also
restores all broken, degenerated or missing limbs to the original seven-toed
and seven-fingered ideal (the easier to count days of the week with).
95. the Living Beard of the Diamond Dwarf – a prosthesis for
those poor dwarves who have lost their beards, it restores manhood and virility
to the dwarf, grants a +1 bonus to AC and imparts mystical senses that detect
all gold within 2 feet and grant a +6 bonus to brewing beer.
96. the Prosthetic Fangs of Niljhus Tabr – a pair of
prosthetic fangs suitable for vampiric creatures who have been assaulted by
do-gooding mobs and had their teeth pulled. The teeth restore blood drinking
abilities. If implanted in a non-vampiric creature, the fangs make it Chaotic
and allow it to drink blood in order to restore ability damage, drained levels
and cure minor communicable diseases. Blood may only be drunk from a helpless
creature, not in combat.
97. the Para-Phylactery of Psoedognostes – an obsidian
dagger with a golden hilt, studded with five rubies and with a howling diamond
embedded in its core, the para-phylactery grants almost-lichly survivability to
a mortal. By plunging the obsidian dagger into one’s heart, the bearer links
his life essence with it and gains 1 bonus spell slot of any level he likes.
Thereafter, if he is ever slain, he may be returned to life if the dagger is
used to kill another living creature, transferring its health (as well as all
medical and magical conditions) to the original body. After the dagger is
ritually embedded in a recipient’s heart it cannot be removed without killing
him.
98. the Back of the Fallen Angel – a charred metallic
backbone with waving silvery fronds, it can restore mobility to a fully
paralyzed recipient. The process is slow and excruciating, as it grows into the
recipient over 1d7 days and a Wisdom check is required or the recipient goes
insane (87%) or is possessed by a daemonic alien intelligence (13%). If the
ingrowth succeeds, the recipient gains damage reduction 5 against all non-holy
physical weapons. Over a period of 1d3 weeks the bearer of the backbone sprouts
beautiful black, feathered wings from his back, which allow him to fly like an
avenging angel. The bearer of the back who also wields a hellsword gains a
once-per-day level draining ability (on successful melee hit drains 1d4 hit
dice), which restores his vitality (1d8 hp per hit die).
99. the Two Hands of the Metal God – two finely crafted
hands, one of polished steel, the other of burnished bronze. The steel hand
grants a +1 bonus to hit with melee weapons, the bronze hand grants +1 fire
damage with melee weapons. Any bearer who possesses both hands gets a +6.66
bonus to playing the bass, guitar and drums.
100. the Feet of the Gentle Halfling – a pair of wooden
feet, slightly covered with moss, which turn into real Halfling feet, sized to
fit, when attached to the stumps of a recipient. The proud new owner of the new
feet no longer needs to wear shoes, has fine fur on his feet, gains a +2 bonus
to sneaking around quietly and a +1 bonus with thrown weapons.
300 Random Traits
When I run D&D games I usually simulate the class, race and other abilities of different characters by just having them roll on a massive table of traits. Perhaps I've just gotten tired of min-maxers? Anyhow, here are the 300 traits.
A bit of background: I use a version of Microlite74 for my games, so there are only three ability scores: STR, DEX and MIND. Further, I usually simply represent these scores with modifiers, so normal characters tend to have abilities ranging from -1 to +4. I also only use a single saving throw as a luck roll, set by default at 50%. Finally, source is a kind of mana that the heroes may utilize to perform feats and cast spells. To give a feel for the power level, characters tend to start with around 20-24 hitpoints, an AC of 10 to 15 and an attack bonus of +2 to +5. Also, magic is treated as an emanation of the Void and bringing Chaos into the world, so magic users are almost without exception tainted and corrupted by the spells they use, hence players who want to be truly heroic are advised to avoid bargaining with daemons for more power.
A bit of background: I use a version of Microlite74 for my games, so there are only three ability scores: STR, DEX and MIND. Further, I usually simply represent these scores with modifiers, so normal characters tend to have abilities ranging from -1 to +4. I also only use a single saving throw as a luck roll, set by default at 50%. Finally, source is a kind of mana that the heroes may utilize to perform feats and cast spells. To give a feel for the power level, characters tend to start with around 20-24 hitpoints, an AC of 10 to 15 and an attack bonus of +2 to +5. Also, magic is treated as an emanation of the Void and bringing Chaos into the world, so magic users are almost without exception tainted and corrupted by the spells they use, hence players who want to be truly heroic are advised to avoid bargaining with daemons for more power.
1 | Jinxed | -1 to all nearby creatures’ saving throws. |
2 | Plague-bearer | +5 to saves vs. disease, on crit your enemies are nauseated and weakened (save). |
3 | Undying | On death remain conscious and capable of slow movement and speech, but unable to heal. Probably also start rotting. May require clerical aid. |
4 | Bloody regenerator | When reduced to ½ hp, gain regeneration 1/round until end of enc. |
5 | Necropotency | +2 damage with necrotic attacks. |
6 | Ghost hunter | +50% chance to hit all noncorporeal creatures. |
7 | Cold of the grave | You also deal cold damage with unarmed attacks, DR cold 2. |
8 | Cold master | +2 damage with cold attacks. |
9 | Zen Warrior | May use MIND for melee combat. |
10 | Eater of Souls | On enemy killed gain 4 hp until end of enc. |
11 | Poisoner | All attacks may deal poison damage. |
12 | Zen Archer | May use MIND for missile combat. |
13 | Father frost | All attacks may deal cold damage. |
14 | Crippler | On critical, enemy is slowed (save). |
15 | Vacuum hardened | Can survive in vacuum due to significant nanonic … er, magick modifications. |
16 | Darkvision | Can “see” about 20m in perfect darkness. |
17 | Servant of darkness | +2 to all d20 rolls in darkness and -1 in daylight. |
18 | Soul stealer | On enemy killed gain +2 to next roll of choice. |
19 | I am legion | +1 damage to all attacks on enemy killed until end of enc. |
20 | Frenzied | +2 damage when below ½ hp. |
21 | Hidden reserves | Can keep functioning until -5 hp. |
22 | Bloodlust | +1 all attacks vs. foes below ½ hp. |
23 | Inner beast | +1 melee attack and damage when below ½ hp. |
24 | Acid lover | +2 damage with Acid attacks. |
25 | Fire starter | +2 damage with Fire attacks. |
26 | Vaccinated | DR necrotic and biological 5. +2 saves vs. Disease. |
27 | Fury | +2 to all attack rolls when below ½ hp. |
28 | Death dealer | On enemy killed gain +4 to damage with next attack. |
29 | Fade into shadows | +2 AC when in darkness, -1 to AC in bright light. |
30 | My blood is armor | Gain DR 1 when below ½ hp. |
31 | Death hunger | On enemy killed gain +1 to attack rolls until end of encounter. |
32 | Melee fanatic | +2 to hit with melee attacks, -1 to hit with ranged and spells. |
33 | Lucky basterd | Roll 1 extra save against an on-going effect 1/enc. (or per 10 rounds). |
34 | Electric lover | +2 damage with electric attacks. |
35 | Sparklefingers | Unarmed attacks may deal lightning damage, DR electric 2. |
36 | Tremorsense | Can sense all movement on and in the ground in a 5m radius. |
37 | Blessed blighter | Roll twice for first save of encounter, choose best result. |
38 | First blood | Roll twice for first attack of encounter, choose best result. |
39 | Webbed limbs | Swim speed equal to land speed. |
40 | Gill implants | Can breathe water. |
41 | Artificial organism | Not actually alive; don’t need to eat, drink, breathe or sleep. |
42 | Infraoptics | Infravision. |
43 | Nimble dwarf | You are smaller than normal. +2 DEX, -1 STR, use smaller weapons. |
44 | Big man | You are bigger than normal, -1 DEX, +1 STR, can use bigger weapons. |
45 | Echolocator | Can use echolocation, effectively have 20m darkvision. |
46 | Sniffer | +4 bonus to skill checks when a sense of smell would help. |
47 | Shaggy fur | Covered in fur, giving DR 1 and DR cold 3. |
48 | Augmented eyes | Low-light vision, +1 bonus when searching, etc. |
49 | Reacher | Have longer reach with melee weapons, gain +1 initiative. |
50 | Fast | Faster than normal, +4 bonus to skill checks when this would help. |
51 | Tough | +5 hp. Yes, a boring trait. |
52 | Fluid anatomy | Save vs. critical hits to turn them into normal hits. |
53 | Deadhands | Unarmed attacks may deal necrotic damage, DR necrotic 2. |
54 | Acid blood | 1/encounter, when reduced to ½ hp blood splash deals 2d4 damage to all adjacent creatures. |
55 | Alien / Void thing | An actual alien, +3 to Knowledge, +1 to attack with alien items. |
56 | Firehands | Unarmed attacks may deal fire damage, gain DR fire 2. |
57 | Giant slayer | +4 to AC and damage vs. Creatures significantly larger than you. |
58 | Lord of Hellfire | +1 attack and damage with fire and psychic effects. |
59 | Spiderman | +1 Physical skill, +5 bonus to climbing skill checks. |
60 | Blastmaster | +2 attack with bursts and blasts (fireballs and flaming hands, for example). |
61 | Double-take | Roll twice for initiative, pick best result. |
62 | Fire master | Melee attacks may deal fire damage. |
63 | Ferocious brute | On 0 hp make immediate attack with +4 to hit, then drop. |
64 | Armoured skin | Slow (-4 penalty to skill checks when speed is required), gain 2 DR. |
65 | Chemoderm | DR acid and chemical 5. |
66 | Thermoderm | DR fire 5. |
67 | Insulated | DR cold 5. It’s not just blubber! |
68 | Tireless | You cannot be fatigued or weakened. |
69 | Kinaesthete | DR force 5 and +1 AC vs. missile attacks. |
70 | EMP hardening | DR electro-magnetic (lightning) 5. |
71 | Gut upgrade | +5 to saves vs. poison, can digest semi-edible food ... like wood. |
72 | Squeezer | Can reduce size and move bones to squeeze through narrow areas. |
73 | Acid master | Melee attacks may deal acid damage. |
74 | Face-changer | Rearrange features, +5 to skill checks when this comes in handy. |
75 | Demonic heritage | +3 Communication skill, DR fire and acid 3. May know how to fiddle. |
76 | Winged | Can fly, badly. Look like a total freak. -4 to skill checks when looks are an issue. |
77 | Prehensile tail | Just what it says. Tail can hold things, be used to drink potions, etc. -3 to skill checks when looks are an issue. |
78 | Hermaphrodite | Just what it says. Can change sex at will, takes about a day. |
79 | Clawed | Unarmed attacks deal 1d6 damage, -3 to skill checks when looks are an issue. |
80 | Unblinking | Literally constantly aware, +3 to Subterfuge. May be unnerving. |
81 | Bloodbather | Gain +1 to all defences and saves vs. opponents below ½ hp. |
82 | Keep them away | +2 to hit with ranged attacks, -1 to attack with melee and spells. |
83 | Earth eater | Can feed on inorganic matter and derive sustenance. |
84 | Fast runner | Faster when running or charging, +2 AC when running away. |
85 | Opportunist | +2 to hit with opportunity & sneak attacks. |
86 | Load bearer | Gain 8 bonus load slots. |
87 | Target painter | Allies gain +1 to hit and damage vs. target you crit until end of enc. |
88 | Battering blows | +2 damage with unarmed attacks |
89 | Charger | +2 damage on charge, +5 to push, shove enemies. |
90 | Press forth | On crit, gain free attack. |
91 | Little vampire | When your attack hits regain 1 hp. |
92 | Spell master | All magick attacks are high crit. |
93 | Critical master | All melee attacks are high crit. |
94 | Head shooter | All ranged attacks are high crit. |
95 | Thirst for battle | +3 to initiative, +1 source point. |
96 | Critical spells | Crit on 19-20 with magick attacks. |
97 | Ranged critter | Crit on 19-20 with ranged attacks. |
98 | Stunner | On crit enemy is stunned (save). |
99 | Bloody mess | Crit on 19-20 with melee attacks. |
100 | Sexy Shoeless God of War | You are small, you gain +2 DEX, +2 STR and +2 Initiative. |
101 | Bad luck and company | 1s and 2s on a d20 count as critical fails, 19s and 20s count as critical successes. |
102 | Rising fury | Every time an enemy hits you, gain a cumulative +1 to hit that enemy. |
103 | Attack is defence | Any enemy you strike has a -2 penalty to hit you for one round. |
104 | Immobilizer | On crit enemy is immobilized (save). |
105 | Martial freedom | +5 to save vs. slow and immobilized. |
106 | Hardheaded | +5 to save vs. stun and paralyze. |
107 | Poke the big’uns | +1 to hit larger targets than self. |
108 | Team player | +2 dmg when adjacent to an ally. |
109 | Cagey | +2 AC vs. sneak attacks. |
110 | Unleashed anger | +3 to melee attacks when below ½ hp. |
111 | Agile bugger | You can generally attack an enemy and move away from it without provoking an attack of opportunity. |
112 | Lost among big’uns | +2 AC when adjacent to 2+ larger enemies. |
113 | Knocker | On crit enemy is knocked prone. |
114 | Ferocious | +4 to attack and damage for one round after you crit. |
115 | Backstabber | deal double damage against enemies that are completely unaware of you. |
116 | Sneakster | plus DEX damage on sneak attack. |
117 | Scoundrel | plus STR damage when you sneak attack. |
118 | Combat superiority | +MIND to attack on opportunity attacks, target stopped on hit |
119 | Mindful defence | May use MIND for AC bonus. |
120 | Strong mind | May use STR for MD (Magic Defense). |
121 | Strong defence | May use STR for AC. |
122 | Quick draw | Draw weapon really fast, +2 initiative. |
123 | Painful advantage | +3 dmg on opportunity attacks. |
124 | Improved initiative | +4 to initiative. |
125 | Fast reflexes | +2 to all opportunity attacks. |
126 | Spell slinger | +2 to all magic attacks, -1 to melee and ranged attacks. |
127 | Better second wind | #NAME? |
128 | Faster second wind | Can use a point of Source during combat to recover ¼ hp as a full round action. |
129 | Stable | +5 to saves vs. being knocked down or moved. |
130 | Educated | +5 to skill of choice. |
131 | Can’t touch this | +2 AC when surrounded by 3 or more enemies. |
132 | Swift charger | Faster when charging, +2 to hit on charge. |
133 | Bloody lucky | Once per encounter, lose 1d6 hp and make a save automatically. |
134 | Vitality | +1 source point. |
135 | Combat leader | Allies nearby gain +2 to initiative. |
136 | Alertness | No CA when surprised, +2 to skill check when searching. |
137 | Hide from big’uns | +5 Subterfuge against large opponents |
138 | Durable | DR 1 against all elemental attacks. |
139 | Escape artist | +3 specific skill bonus when being an escape artist. |
140 | Perseverance | +1 to all saving throws. |
141 | Jack-of-All-trades | +1 to all general skills. |
142 | Light step | +3 specific skill bonus when trying to hide own tracks and traces. |
143 | Ranger | +4 Survival. |
144 | Skill focus | +5 to chosen specific skill. |
145 | Combat medic | +2 Knowledge, +5 specific skill medic. |
146 | Group stealth | +2 Subterfuge for self and adjacent allies. |
147 | Timely respite | Do nothing for one round and roll a failed save again. |
148 | Bardic Skill | +2 to 2 skills of choice & +2 to specific skill with one instrument (bongos?). |
149 | Trap sense | +2 against everything traps can do that might require a d20 roll. |
150 | Jester of pain | +3 to Subterfuge, +1 damage with sneak attacks. |
151 | Skill versatility | +1 to all skills. |
152 | Soldier mage | May use STR for magic combat. |
153 | Finger magic | May use DEX for magic combat. |
154 | Paragon of defence | +1 to AC and MD. |
155 | Quick recovery | Gain double hp per source point when resting. |
156 | Wrathful valor | +2 dmg when nearby ally is below ½ hp. |
157 | Indomitable | +2 to MD and saves vs. dazed, dominated or stunned. |
158 | Unyielding | +2 hp and +5 to saves vs. death. |
159 | Reflexive | +1 to AC and +2 to saves vs. ongoing damage. |
160 | Oblivious of the end | Do not fall unconscious for 1 round after reaching 0 hp. |
161 | Rangy mage | Range of magic spells increased (areas of effect do not increase) |
162 | Xenoslayer | +1 to attack vs. aliens and horrors, +2 when below ½ hp. |
163 | Fists of fear | Unarmed attacks deal +2 damage and may count as psychic dmg. |
164 | Perfect balance | You can balance on any narrow surface without a skill check. |
165 | Perfect life | DR necrotic 10. |
166 | Tech expertise | +2 attack with tech items (implements). |
167 | Group insight | Gain +1 to Knowledge for every nearby ally (max +4). |
168 | Psycho | +2 damage with psychic attacks. |
169 | Neural shell | DR psychic 5, +2 to saves vs. enchantments. |
170 | Danger senses | +2 initiative, +2 to AC vs. surprise attacks & traps. |
171 | Blithe | +5 to saves vs. fear. |
172 | Minor precognition | +MIND to AC vs. opportunity attacks and sneak attacks (or +1 if no bonus). |
173 | Toughminded | +1 to MD, +5 to saves vs. charm. |
174 | Trance | Sleep is optional. 4 hour extended rest. |
175 | Nimble of foot | Ignore difficult terrain when walking. |
176 | Mild telepathy field | +1 to your and nearby allies’ skill checks when searching. |
177 | Good vibrations | +1 to your and nearby allies’ Communication skill. |
178 | Armor lover | +2 Armor penalty reduction. |
179 | Aura of peace | +2 Communication skill, +2 to saves vs. Fear within close radius. |
180 | Tree-hugger | +2 to all rolls when close to trees, -1 to all rolls when no trees nearby. |
181 | Wood-monger | +2 damage with wooden weapons. |
182 | Speed loader | Load faster. Much faster. Just ignore loading times. |
183 | Marked by the light | +1 to all defences vs. creatures of darkness and death. |
184 | The gods guide your hand | +5 to attack with first attack of the encounter. |
185 | Potent blood | Your blood is literally intoxicating, also gain +5 to saves vs. alcohol. |
186 | Eyes of clarity | +3 to saves and defences vs. illusions. |
187 | Free spirit | Cannot be charmed or dominated. |
188 | Distant advantage | Can carry out ranged and area sneak attacks against unaware enemies. |
189 | Dextrous fighter | May use DEX for melee combat damage. |
190 | Mr. Mind-melter | +2 to mental influencing attacks, +2 to Communication. |
191 | Undying heart | On death can use 2 source points to return to life with 1 hp. |
192 | Like a golem. | You are hard-core. Literally. DR 1/magic. |
193 | Regenerator | Can slowly regrow lost or damaged limbs. |
194 | Were heritage | You can regenerate 1/silver. |
195 | Tower of power | +1 STR and +10 hp. |
196 | Babel fish | Universal translator and +2 to Communication skill. |
197 | Golden boy | You are beautiful, the gods smile on you. +3 Communication skill, roll one extra save per encounter. |
198 | Major precognition | +6 initiative, +3 AC vs. surprise attacks. |
199 | Infinite reserves | Regain all Source every day at a set time. |
200 | Holy one | Your magicks come from a real divine source and you can gain no taint. Can automatically pick one magick you know, if you do not have any. |
201 | Invigorating charge | Gain 5 temporary hp if you boldly charge into combat. |
202 | Coop-cowardice | Gain +1 to hit for every ally attacking the same enemy. |
203 | Deadly cowardice | Gain +1 to dmg for every ally attacking the same enemy. |
204 | Eater of men | Gain 1d6 temporary hit-points after eating human flesh. |
205 | Elongated teeth | Can use a bite attack that deals 1d4 damage. |
206 | Prickly ears | Gain +5 to skill checks when hearing plays a factor |
207 | Sharp bloodshot eyes | Gain +5 to skill checks when vision plays a factor. |
208 | Lucky goblin | Gain +2 to one d20 roll per encounter. |
209 | Thick skinned | Gain +1 unarmoured AC and +2 to saves vs. mental effects. |
210 | Shield basher | Gain +1 melee damage when you equip a shield. |
211 | Careful lurker | Gain +2 to hit when you sneak attack. |
212 | Eyes bleed with… | … the power. Gain +3 to your next d20 roll for each source point used. |
213 | Greedy goblin | Once per session you may roll your d100 roll for loot twice. |
214 | Bad luck goblin | You are infected with gremlins. Enemies that attack you save at -2. |
215 | Mudouflage | When you have access to mud, gain +4 to Subterfuge. |
216 | Jugular jump | Gain 19-20 crit threat range when you sneak attack. |
217 | Filth cloud | 1/enc. when reduced to ½ hp, all adjacent creatures are weakened (save). |
218 | Knife friend | Gain +1 to hit and +2 to Communication (intimidation) with knives. |
219 | Empty shell | You have no soul. Any spells affecting souls fail against you. You cannot be raised if you die. Gain +5 bonus to saves vs. mental effects. |
220 | Slimy and squirmy | Gain +2 to AC vs. grappling and a +2 bonus to all d20 rolls in tight spaces. |
221 | Quick goblin | Gain +1 to AC against attacks with large and ranged weapons. |
222 | Daywalker | Gain +2 to all d20 rolls in daylight, -1 to rolls in darkness. |
223 | Hidden decapitator | All sneak attacks are high crit. |
224 | Holy hands | Your unarmed attacks may deal holy damage, gain DR 2 holy. |
225 | Holy weapons | Your melee attacks may deal holy damage. |
226 | Unholy filth | Gain DR 5 holy. |
227 | Raymaker | +2 to hit with magic rays. |
228 | Holy slayer | +2 to damage with holy attacks. |
229 | Soul shell | You gain +2 MD. |
230 | Saving shield | Roll a save to turn a crit into a regular hit when using a shield. |
231 | Unforgiving | +1 to hit and damage vs. enemies that have wounded you until end of enc. |
232 | Mage hunter | +2 to damage vs. spell-casters. |
233 | Lightbringer | Gain +2 to hit with holy and fire attacks. |
234 | Fishbreather | +2 to all d20 rolls in or near water, -1 to in dry areas. Can breathe water for a short time. |
235 | Thunderer | Your voice is a force weapon, deals 1d4 damage, close range. |
236 | Shield bearer | Gain +1 to attacks with spears or short swords when using a shield. |
237 | Spartan | Gain DR 1 when using a shield. |
238 | Killing rays | +2 damage with rays. |
239 | Goliath | Can wield 1 die larger two-handed weapons. |
240 | Faster shot | Always win initiative if you are using a ranged weapon vs. casters or melee combatants. |
241 | Crossbow master | +2 damage with crossbows. |
242 | Armour ripper | All your melee attacks gain 1 damage penetration. |
243 | Long fingers | Your fingers are grotesquely elongated, gain +3 to disable traps and locks and +1 to choke. |
244 | Skullbreaker | +1 damage with all blunt weapons. |
245 | Longthrower | Can throw throwing weapons farther. |
246 | Slasher | +1 damage with all slashing weapons. |
247 | Wrestler | +1 to hit, damage and AC when unarmed, unarmoured and oiled. |
248 | Poker | +1 damage with all piercing weapons. |
249 | Horsemaster | +1 AC when mounted. |
250 | Frikkin’ ninja | When unarmoured gain +2 AC, +2 to hit, -2 to damage. |
251 | Chainmaster | +1 to hit with chain weapons, +1 to AC in chain mail. |
252 | Flashy dresser | +3 to Communication in non-combat threads, +1 MD if unarmoured. |
253 | Heterophobe | +1 to hit opposite sex. |
254 | Homophobe | +1 to hit same sex. |
255 | Moonwalker | +1 to all d20 rolls when in moonlight. |
256 | Magical bard | +1d4 to allies’ d20 rolls when playing music. |
257 | Fear sower | On critical enemies are feared (save). |
258 | Quartermaster | +1 to hit and damage with quarterstaff. |
259 | Horned | Horns grow on your head, giving you a 1d4 head-butt attack. |
260 | Hoof-foot | You have hoofed feet and +4 to endurance checks. May look strange. |
261 | Tripper | +4 bonus to attempts to trip enemies. |
262 | Lancer | +2 to hit with spears and lances when mounted. |
263 | Beloved of the Voids | Do not have to roll saves when facing the void, +1 to psychic and necrotic attacks. |
264 | Shiny knight | Gain +1 AC in full plate and +1 to hit with long sword and shield. |
265 | Daggers drawn | Gain +1 to hit when using a dagger in your off-hand. |
266 | Robes like armour | Gain +1 AC when wearing very wizardly robes |
267 | Armoured fist | When wearing armour, increase die size for unarmed attacks. |
268 | Deadly daggers | With small weapons deal +2 damage. |
269 | Urban adventurer | +2 to d20 rolls in cities, -1 to rolls outside of cities. |
270 | Troll blood | Gain regeneration 1/fire |
271 | Disciplined | +1 to MD, +5 to saves vs. fear. |
272 | Blood of Power | As a minor action, can exchange hp for a bonus to the next roll at a rate of 1:1. |
273 | Horse archer | +2 to hit with ranged attacks when mounted. |
274 | Another ranger | +3 to Survival, +1 to hit with bows. |
275 | Great archer | Can use 1 die larger bows and crossbows. |
276 | Menacing | An aura of menace surrounds you, gain +5 to Communication (intimidate) and +2 to attacks with fear spells. |
277 | MSc Dungeoneer | +3 to all “dungeon-related” skill checks. |
278 | Duellist | +2 to hit when facing an opponent 1 on 1. |
279 | Gaunt | You are unnaturally gaunt, gaining +1 AC and -3 hp. |
280 | Paragon of virtue | You are so ridiculously virtuous even shit won’t stick, +2 to saves, -2 to Communication skill (annoying). |
281 | Glutton | You are huge. Almost Jabba the Hut huge. Gain +6 hp and -1 AC. |
282 | Proud | You are awesome, but you know this too well. Gain +2 to one attack and one skill, and -1 to either AC or MD. |
283 | Envious | Underhanded and devious, gain +3 to Subterfuge. |
284 | Lustful | Gain +5 to Communication vs. the opposite sex. |
285 | Greedy | Gain +10 to treasure rolls and -1 to Communication skill. |
286 | Wroth | You have a short temper and are prone to violent rages. Gain +1 STR and -1 to MD. |
287 | Calculating | +2 to Knowledge, +1 to hit with missile or spell attacks, -2 initiative. |
288 | Persistent | On miss gain +1 to next attack. |
289 | Siren song | +2 to hit with charm spells when you can use your voice. |
290 | Grand improviser | +2 to hit and damage with improvised weapons. Like bar stools. |
291 | Dark elf ranger | +2 to hit when using two identical slashing weapons (scimitars). |
292 | Motor-breath | +2 to rolls with things that have engines, +3 to saves vs. alcohol. |
293 | Wand-waver | +2 to attacks with wands. |
294 | Rod-wielder | +2 to attacks with rods. |
295 | Ambidextrous | Can wield weapons in either hand, gain a +1 bonus to hit when wielding two weapons. |
296 | Metal-head | +1 to hit when wearing metal armour. |
297 | Silver machine | You possess a silver machine. You do not know what it does. Yet. |
298 | Slayer | gain +1 STR and +1 rank in a melee weapon of choice. |
299 | Hell’s Angel | Gain DR 5 vs. all elemental and DR -5 holy. |
300 | Soul drinker | On critical, you may drain an enemy’s surge. If an enemy has no surges, drain ¼ of its hitpoints instead of the damage dealt (unless you dealt more damage). |
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