Each
finger is randomly determined for a mutation roll- 1d10 to pick which
one. Changes that make a finger lose flexibility or make them into
stumps or similar lose -1 to rolls to pick locks or add an additional
+1d6 days of total time to write something substantial (spellbook,
magic scroll, bawdy tales of sexual escapades, etc.)
Some
results may also ask for a random element. For this roll 1d4-
[1]
Fire
[2]
Cold
[3]
Lightning
[4]
Acid
[1]
Alien Finger. It turns a grayish purple color, grows longer, and
gains an extra knuckle. Additionally, all of this fingers joints
become much more flexible and can rotate freer. As such, complex
actions with this hand gain +1 to rolls as this finger can bend and
be useful in ways most cannot.
[2]
Lighter Finger. One finger can be lit up like a candle at your
choice, but you must drink a small amount of lantern oil after every
use to restore it. Make a save modified by Con to not throw it up.
[3]
Green Snake. Cute little snake replaces the finger of about equal
length. Venomous fangs can bite once per day, target must make save
or take 2d6 damage each round for 5 rounds. If you're hit with a
spell or attack that causes a seizure highly likely snake will bite
another one of your fingers on accident.
[4]
White Snake. Constrictor. Seems useless, but if you try to choke
something with this hand the snake grows several feet long and wraps
around their neck to aid in the process. Target must save each round
or begin to lose energy and consciousness until death.
[5]
Racial Swap. One of your fingers is replaced with the same finger
from a random other race. The finger may have a minor ability; such
as claw from a cat-man that lets you deal +1 damage on an unarmed
strike if you don't have claws already, or the porous fingers of
climbers giving you +1 to climbing checks. If the finger does not
give you an ability like this, instead it gives you +1 to spell saves
that specifically target members of your race as you are very
slightly not 100% human (or whatever else you are).
[6]
Sword Finger. Very dumb finger that has a long blade and a very small
cross guard, thankfully vertical so your hands can actually clamp
together, but it can make it difficult to hold things close. Can't
use it much as a weapon, though you could use it to duel a tiny mouse
king. Also if you are a Fighter, you count as a Fighter of one level
higher to determine your title and respect you get from other
Fighters, but you do not gain the level advantages of your perceived
new level.
[7]
Root Finger. Finger becomes made of wood, slow but prehensile. You
have to stick it into some high quality soil and let it soak in water
at least once every week or else it will start to wither and lose
function. If you're a druid, you get a bonus spell per day, otherwise
you gain +2 maximum hit points from the heartiness of nature. If a
fire spell or attack rolls at least one maximum die of damage against
you, save or lose the finger.
[8]
Ring Finger. Your finger is replaced with a magic ring; it appears as
though you have a unadorned golden ring on that finger which is
invisible, but the finger is not there and can be passed through. You
can magically control this ring, letting you make it spin or heat up,
and can conjure ghostly lights from it like a projector.
If
you remove the ring from your hand you can leave it for someone else
to pick up, who you can now feel their hand that is wearing the
finger as a phantom limb, and while they sleep or are unconscious can
control that hand. If they are awake you can make a sudden motion
like forcing them to drop something or ball up their fist and shatter
whatever glass they are holding in that hand if the target fails a
save. The finger being worn does not give you any sight or sound at
the target but you do get a general sense of if the ring is being
worn and the physical/mental state of the person wearing it, as well
as a vague sense of direction towards your missing 'ring finger'.
When off your hand you have the normal penalties from having a
missing finger until it is returned.
[9]
Metal Pointer. Randomly determine a hand, then roll 1d4 random
fingers on that hand. On these fingers, from the farthest knuckle to
the tip, turns into a solid and rigid metal. This hand grants +1 AC
against attacks per metal finger if you try to grab or deflect
weapons used against you with it, but you take 1d3 damage each time
you do this if the enemy misses.
[10]
Vomit Finger. Finger swells up and has a small sphincter on the tip.
Once per day you can spray a small amount of stomach acid out of the
finger's tip, which deals 1d4 acid damage. This can blind them for
the same number of rounds if they fail a save and you hit them in the
eyes.
[11]
Bullet Finger. Tip of this finger turns into a brass cased bullet. If
you're in a generic fantasy setting, nobody knows what it is. At will
you can fire the bullet that deals 1d12 damage to whatever you hit.
You can only do this once. Once the bullet is fired, the spent casing
is blown open and gives the regular penalties for being difficult to
use with fine manipulation.
[12]
World's Smallest Violin. Your finger turns into a violin, though it
retains its flexibility. The little cords on it can be played with
another finger, or with a tiny bow, letting you have a musical
instrument on the go.
[13]
Glow Finger. The end of the finger swells up into a large fat bulb.
While impeding normal function, the bulb can be lit up as light as a
match with glowing light at will. If you focus you can make it as
bright as a candle for up to 1 exploration turn per day, but will
need to consume an extra ration to restore your energy.
[14]
Dragon Finger. Your finger looks like a tiny dragon of a random
color. It can give off a puff of its breath weapon that deals no
damage, just looks cool. It jealously clings to any coin brought into
its grasp, meaning you cannot hold anything else in that hand for 1
exploration turn if you accidentally grab a coin with it.
[15]
Tentacle Finger. Looks like an octopus tentacle with little suckers.
Can be used to grab onto things and is totally prehensile; add +1 to
rolls involving fine manipulation. You must soak the finger in salt
water occasionally or else it starts to get cramps- each day the
tentacle has a chance to cramp and deal 1d2 damage by wrapping around
and squeezing another finger on that hand very hard; can break
sensitive finger bones.
[16]
Key Finger. Your finger looks like a key. There is a 1 in 20 chance
any lock you stick it in for the first time it will be a matching
key. Once determined, the key only opens that lock.
[17]
Scythe Finger. Your finger is long and gray, with a sharp metallic
edge along it like a farmer's scythe or claw of some extinct beast.
Using this as a weapon lets you deal 1d4 damage as per a slashing
dagger, but this weapon finger gives double the negative penalties to
fine manipulation.
[18]
Coinroll. Your finger is replaced by a fat stack of silver coins,
roughly the same diameter as your finger should be, and the correct
length by the coins stacked together. Magically the coins cannot be
removed by you and act as your flesh, making a terrible racket if you
grab an item or move to open something as they clank together (-2 to
stealth rolls). However other people can 'steal' the coins from your
finger, which can only be healed by finding the coins and returning
them to you. The coins are engraved with the hands of famous
monarchs, which you can only name by association, such as the hand of
the axe king holding a bloody axe, etc.
[19]
Toothy Finger. Teeth grow out of the sides of your finger, which
needs to be pulled painfully once per season or else receive the
penalties to inflexible grabbing. The teeth could be used as arrow
heads, or could be pulled or reinserted into your mouth as a
replacement for any of your real teeth that get knocked out, since
the finger teeth are the same size and shape your real teeth are.
[20]
Imbued Fingers. Choose a random hand, 1d4 fingers on that hand change
color and are imbued with the magic of a random element; all sharing
the same element you roll. Whenever you cast a spell of this element,
you can add +1 to your to-hit roll (if applicable) or -1 to enemy
saves per finger on the hand you throw the spell with.
[21]
Troll Finger. Big gross green finger, gives you -1 reaction checks to
monster hunters since you clearly got monster parts. However if this
finger is ever cut off, it grows back in 1d4+2 days.
[22]
Ice Hand. Your entire hand becomes as ice, but still mobile and
flexible enough. In hot climates it starts to melt, becoming weaker
and less flexible from the water it is slick with. Instead of melting
off, it deals 1 damage to you as your blood is turned to water and
“bled” out through the hand each exploration turn you are in the
direct hot sun. In very cold climates the hand gives you +1 AC from
the cold hardening its ice. Also, you can use the hand as a 1d4
improvised weapon from the sharp tips of the icicle fingers.
[23]
Spider Hand. Pick a random hand, it becomes a large, hairy venomous
spider. Each “leg” of the spider are your new fingers, though the
spider tries to bite other people if they touch it, it won't attack
you. You can control its legs for use as fingers well enough, having
a +1 to fine manipulation. You need to feed your spider hand a small
bird or toad every few weeks, and once per day it can fire a web that
will entangle a small creature for 1 round, or give that creature -2
on its attack roll for being webbed up temporarily.
[24]
Two random fingers on one hand become magnetically attracted to each
other. While not holding anything, those fingers will stick together
and cause the normal penalties to fine manipulation. If you are
holding a metal weapon or item it cannot be disarmed from you in this
hand, the fingers sealing it tight in your grip.
[25]
Minihand. Your finger grows an extra, very tiny hand on the very end
of it. Using this hand for very small objects gives you +1 to rolls
for fine manipulation.
[26]
Scaled Fingers. Roll 1d4+1 for the number of fingers on this hand
that turn gray and scaly, akin to a reptile. That hand alone counts
as a reptile for purposes of spells and magic items. If your
character is already a reptile, make these new fingers furry and
count it as a mammal hand instead.
[27]
Prisoner Hand. All fingers on this hand turn gray and metallic, with
slightly squarish in shape. There is no penalty to movement. When you
close your hand, the “bars” of your new prison hand snap shut,
becoming an impossible trap. Anything you can fit inside your
enclosed fist, like a fairy or some other very small creature, is
trapped by this hand absolutely as though it was a magical prison.
[28]
Bleeding Finger. Each time this finger touches something more then
the lightest, daintiest touch, it bleeds on it. Thankfully the blood
lose is very minimal, seeping out through the pores of the finger's
skin, but it still stains and marks things. Gripping weapons, opening
levers or pushing buttons, making a fist attack with this hand, etc.
These all make the finger bleed- every three times the finger bleeds,
you take 1 damage.
[29]
Arcane Finger. The finger changes from flesh and blood to made of a
lightweight metal. It is fully flexible, and hollow on the inside of
which you can see through the finger like a delicate elven spiderweb.
However over the course of several days elemental energies filtered
from the environment fill up your finger, which can later be
discharged to deal 1d2 elemental damage to a target within spear
range. The element that the finger stores and can discharge is always
the same but random, roll a random element and that is the element
this finger uses.
If
you get multiple fingers of this type then you can discharge multiple
if you have a free hand and each additional finger used in a
discharge increases the dize size- so 2 fingers makes it a d4, 3
fingers makes it a d6, etc.
[30]
Dainty Hand. Determine one hand. This hand disappears and leaves
behind a stump with a black void where the blood and bone should be
when not in use. You cannot use this hand to do anything useful; such
as hold a weapon or a torch, cast a spell, count coins, etc. The hand
ceases to exist. However if you do something not useful or frivolous
with that hand, like holding one end of an instrument, holding a
paintbrush and practicing the arts, drinking fine wine, etc. Then
your hand returns, doing frivolous things. If you are an elf, this
mutation simply doesn't function on you as you already live life this
way.
This dainty hand can be “tricked” by the “useless” items having a secondary purpose like being enchanted with magic or used for some purpose, like a paintbrush marking a path down a wall.
This dainty hand can be “tricked” by the “useless” items having a secondary purpose like being enchanted with magic or used for some purpose, like a paintbrush marking a path down a wall.
[31]
Jerky Finger. One random finger dries up, becomes salted, and totally
becoming useless. It has the regular negative modifiers to fine
manipulation, but smells tasty. If you ever need an emergency ration,
you can eat this finger or someone else can eat it. It counts as a
ration despite being so small, and technically the meat on it has
magically changed too so it doesn't count on cannibalism. It has not
changed into any specific animal, so no specific detection spells
will work on it either.
[32]
Artistic Finger. Your finger is somehow transformed into a flat
painting of a finger drawn and brought to life. It functions the same
as a normal finger, but is two dimensional and can be pressed into
artwork to be made “real” in that world. You can barely nudge
things with it, since it's just one finger.
Your
body is no longer wholly in a single dimensional space and as such
you are of slight interest to extra dimensional entities. You have a
50% chance to be attacked each round when fighting an outsider being,
and you are much more likely to be noticed if invoking the Gods of
the outside.
[33]
Chrysalis Fingers. On one hand, 1d6 fingers become bloated and
covered in strange, hard gray cocoons. If the number of fingers
rolled is 5+, then the spell affects the whole hand. If multiple
fingers are affected but not the whole hand, then the mutation only
grants the standard negatives for each finger for that hand. The
cocoons are hard and hard to cut off for that reason, though they can
be crushed open with a forceful blunt weapon made of metal and if
they're specifically targeted. If the entire hand is a cocoon, then
you get +1 AC while you have it but your hand is a useless stump that
can't hold anything and can only be popped open by a +1 or better
magic blunt weapon that hammers it down into a hard surface, like a
floor, leaving you with nothing but a stump.
As
the cocoons stay on your hand however, they are undergoing
transformation. For every finger on the hand in cocoons +1 or 5+1 for
the entire hand they are going through changes. You experience
strange food cravings at the time. Pickled carrots stuffed with newt
eyeballs, toad brains on toast, rare noodles smothered in salt from
half the world away, etc. These food cravings are your new hand
drawing in the vital nutrients it needs. As long as you attempt to
fulfill these cravings each season by spending 5 to 10 times your
normal food costs, the transformation continues swimmingly. If you
don't, make a saving throw and on a failure your new hands are
stunted when they arrive, getting a permanent -1 to hit in that hand
and -1 max hit point per finger.
When
the duration is over, your hands will emerge in your sleep, your
cocoons cracking open. Your new fingers or hand is advanced,
something beyond your natural state. Your hand turns gray, slightly
armored, has new fibrous muscles, high dexterity. In that hand, you
get +1 to hit and damage with all weapons, +1 to fine manipulation
rolls, and get an additional saving throw to avoid having your hand
bitten or sliced off. If the hand has multiple normal fingers as well
as the advanced ones, the saving throw only protects your advanced
fingers. If it was a whole hand, you also gain +1 AC permanently from
the newly found armor plating.
[34]
Spiked-Piston Finger. This finger looks like a spring of flesh
without skin, surrounding a white bone spike for the finger. Has no
penalties to normal finger function, but looks nasty and gets -1 to
reaction checks if visible. You can 'launch' this spike piston as a
1d4 damage piercing attack at up to the distance of a spear. After
being fired, the finger is slack and dangles out as a long cord,
having this cord grabbed gives you -1 to AC when fighting with it
out.
[35] Ray-Gun
Finger. Finger becomes bright colored and plastic, small plastic knob
on the end can fire high-tech laser beam weapon. Has one extra firing
mode. Deals 1d6 damage on a normal laser blast, but power cells are
probably extremely hard to come by in a fantasy world. Maybe if you
stuff the chamber with electrically charged mana crystals you can
power it that way.
[36]
Multitool Finger. Looks and acts like a regular finger, but very
faint outlines on it betray the hidden tools within. With a flick you
can reveal a tiny pair of scissors, a file, a tiny peeling knife, or
a tiny lockpick. If any of the tools break you take 1 damage and they
don't grow back.
[37]
Golem Hand. The entire hand selected turns heavy and into stone. The
movements it makes are a bit slower and more ponderous, but much
stronger with its square, boxy fingers. Deal +2 damage on an unarmed
attack but you always count as though carrying 1 more load of
encumbrance due to the weight of the hand.
[38]
Scroll Finger. This finger becomes a curled up scroll, which has no
negatives but if you're hit by a flame spell you take +1 damage from
the scroll being lit up easier. The scroll can also be unfurled by
yourself or others and shows whatever you wish to be written or drawn
on it; which means even if you can't speak you can communicate, or
you can communicate things like symbols much more easily then in
vague speech.
[39]
Interdimensional Fingers. Roll 1d3 Fingers on one hand; these fingers
become entangled between different alternate realities and
dimensions. Any magic rings you wear on these fingers will cross over
between dimensions, even if all your normal equipment will disappear.
Additionally, you get +1 to saves vs being disjointed into other
realities per finger on this hand. If you are ever successful
disjointed by an enemy spell caster then these fingers are severed in
the transition and either them or you get sent to the target
destination, 50/50 chance of each.
[40]
Dream-Mist Hand. The selected hands turns into a bright pink,
semi-corporeal mist in the shape of a hand. The mist has tiny golden
sparkles within every time you change the position of your fingers,
or when you grip an object hard enough. The mist hand acts as a
regular hand without penalties, but any magical spells that
counteract or dispel magic force your hand to disappear for 1d6
turns.
The
hand is made of Dream-Mist, and as such can enter people's minds when
they sleep and dream. Covering someone's mouth and nose while they
sleep with this hand doesn't try to suffocate them, instead the mist
enters their body and lets you feel around in their dream. You cannot
actually see what is happening, but you can feel and somewhat infer
the dream state. Your hand can feel warmth if the dream is warm, or
your hand can feel wet if you're touching the blood of their tortured
nightmares. You can also pull a dream out of a person while they're
having it, making the rest of their night uneventful and making your
hand change color and glow. You can then either reinsert this dream
or nightmare into someone else while they sleep so they suffer it, or
you can use it to distract an enemy in combat for one round within
vision radius, by blowing the mist of your hand into their eyes and
give them daydreams. Your hand reforms after this move and you can
only store one dream at a time.
[41]
Double Fingers. Roll 1d2 random fingers on this hand. Whatever
finger(s) you rolled, an extra copy of it sprouts from the skin right
next to it. These fingers are tightly packed and totally responsive,
and do not interfere with normal finger function. If one of the
copies, original or mutation, is removed from your body the backup
finger lets you still use that hand at peak efficiency.
[42]
Feather Fingers. Hand transforms 1d6 fingers into fluffy
feather-duster like protrusions. If you roll a 5+ it's the whole
hand. No penalty to normal flexibility. If you fall and this hand is
free, you can open it up above your head and for each finger you
lower the damage caused by the fall by -1 per each finger.
[43]
Finger of the Mystic. This finger becomes slightly smaller,
off-color, and covered in mystic tattoos on its skin. While holding a
strange talisman like a petrified lizard or gold coin traded between
four kingdoms, you can cast one additional 1st
spell or turn undead once more per day. If you cannot do either of
these, you can instead create a 1st
level spell effect from any spell you have personally seen. The
talisman turns into white smoke and disappears on use.
[44]
Ultra Smooth Finger. This finger has a lighter, smoother skin tone
and texture then the rest of your body. It's very soft and sensitive,
and you can press it against a surface like a machine or a dead
things heart to feel even the tinest vibrations; you can sense if a
worm is crawling through a corpse for example, or feel the tumblers
on a lock giving you +1 to lockpicking while you press your finger up
against a safe or door. However any damage taken to this finger is
doubled do to enhanced sensitivity; consider spells and attacks and
especially traps that target or chop off the hands or fingers as
dealing double damage to you in regards to this ultra soft finger.
[45]
Nightman's Hand. This hand belongs to a Nightman; a creature of
darkness, civility, mistrust, and predation. During the day, this
character has no hand on this arm. But during the night, the hand
reappears. It is a partially real thing made of glint and shadow,
physical but capable of change. The character in question may use
this hand to pull out a single item they can imagine that could fit
in the palm of their hand. The item can be made of any material and
is also illusion, disappearing in the day from the light into a wispy
shadow. This item can be magical or contain special properties, but
these properties can never outdo a 1st
level spell with a similar effect. The Nightman's Hand can be used
once per night.
[46]
Glass Orb Hand. This entire hand turns into a clear glass orb with no
holes or openings. The stump on your wrist is a shallow metal disk
that can spin and rotate the ball to your mental commands as per a
normal hand. This glass orb can easily be shattered by hitting it
with something hard, on yourself or others, but reforms over
a period of 3 days.
The
orb can absorb liquids it is touching over a long period of time;
magically drawn in through the solid walls of glass if you choose to
draw them in. It takes an exploration turn to fill the orb with a
liquid you can stick it in; applies to things like lantern oil, acid,
water, anything you wish to fill the orb with. Then the orb can be
thrown or dashed at your feet to release the liquid and use it, or
thrown at an enemy for an attack. It would be difficult but not
impossible to shatter off just the top of the orb so an ally or
yourself could “drink” out of the newly created glass cup.
[47]
Tentacle Hand. This entire hand turns into a tentacle of a random
color. The tentacle is as good as a regular hand and can be used just
as flexibly, but can also squeeze into tight spaces and tightly grip
onto things with its suckers, granting +1 to hit against any enemy
who you grapple with the tentacle. However if an enemy attacks you
with an axe targetting the tentacle and deals at least 6 + your Con
modifier or higher in damage, they chop the tentacle off.
[48]
Lymph Fingers. Strange white bulbs end on these fingers, 1d4 of which
are on one hand. The fingers have fleshy red lengths made of wrapping
tendrils, and are very fragile. No penalties for normal interaction,
but -1 AC for having such an exposed and sensitive body part.
If you stick these fingers in someone's open wounds, into a body of water, or something similar you can draw the disease out of it. Common diseases can be safely contained in the fingers itself, the bulbs turning black for 1d3 days as they destroy the sickness. More deadly diseases transfer up to 50% of their damage or penalty to the finger owner's body, the bulbs turning black for 2d20 days to destroy what of the disease it could contain.
If you stick these fingers in someone's open wounds, into a body of water, or something similar you can draw the disease out of it. Common diseases can be safely contained in the fingers itself, the bulbs turning black for 1d3 days as they destroy the sickness. More deadly diseases transfer up to 50% of their damage or penalty to the finger owner's body, the bulbs turning black for 2d20 days to destroy what of the disease it could contain.
[49]
Experiment Hand. This entire hand is replaced. It's very similar to
your old hand, but is slightly different. You're not used to it and
it feels much slower and weaker in grip then you're used to; the
knuckles are too high and the fingers don't bend the right way. You
get -2 to all actions taken with this hand. However the hand has a
tattoo around the wrist that has a color corresponding to an element;
the whole hand is immune to a random element. You can grab, punch,
hold any amount or intensity of that element without issue.
[50]
Gnarled Hand. This hand becomes old and very thin, stained black and
purple as though deep in the powers of death, but still living. It
has no penalties to fine manipulation, but you take 1d8 damage to
your Strength modifier when the hand first appears on your body.
Finally, the hand grants +2 to saves vs death.
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