Showing posts with label lovecraftian. Show all posts
Showing posts with label lovecraftian. Show all posts

Monday, November 5, 2018

50 Unfathomable God Appearances & Forms

[1] Select a random animal. The Elder God appears as a seemingly endless series of back ends of that animal, connected together like a massive centipede, going up a spiral staircase that extends deep into the sea and going up beyond the stars.

[2] The God appears as a vertically stacked cube and cylinder, always projected on a flat surface. The cube and cylinder constantly rotate in random angles and pivots despite being a flat picture, giving a too-real sensation of the 3rd dimension, and anyone who touches that surface “falls in” behind it, never to be seen again.

[3] The God doesn't appear directly, but instead appears on the afterimages in your mind, as though you just stared at its magnificent light. Each afterimages changes after you blink, and all hint at some kind of massive hidden complexity behind the abstract blurry forms you can “see”.

[4] Massive hairy beetle. The beetle is invisible. You “see” it in negative space, based on the dust that swirls around it, snow that crunches under it, and fog that refuses to touch it.

[5] When this God manifests, tiny spheres of material are gouged out of nearby nonliving physical matter, usually stone, wood planks for houses, corpses, etc. These tiny spheres gather in the thousands and arrange themselves in a large “field” of debris, with each sphere floating nearby and around others, and some larger orbs ignite themselves into boiling balls, while other larger orbs seem to “draw” other orbs downwards in position in the otherwise flat field of orbs. This is a model of the universe and space-time, to which no fantasy character could or would understand.

[6] This God only appears at dawn or dusk, or in imagination which manifests at dawn or dusk. The entire ground shifts to a 45 degree angle towards the sun, and up from it rolls a massive gray translucent orb, with a black mist within. The black mist only allows a pinhole of light from the setting or rising sun towards you, and speaks with the inevitability of the coming winter.

If you anger this God while it manifests like this, it will tilt the Earth further to a full 90 Angle to force you to fall into the horizon.

[7] There is a man strapped in a large operating chair. The doctor has split his skull open to deal with a problem in his head. The man's brain is bright red and swollen to about double its normal size. The folds on his brain are extremely complicated and fine, some of which make up symbols of words or even draw geometric spiraling patterns. The God is in this brain, or takes over a brain, to manifest and speak.

[8] There is a man in a market. He has a massive pile of gold coins and jewels, and is on his knees. He pathetically clutches out the heels of nearby merchants and townsfolk; offering all of his treasure for a single grain of rice to feed his starving daughter. Everyone is laughing at him, or passes by quickly and ignores him. The God speaks through a toothy mouth inscribed on a coin, with no other features or details.

[9] There is a man who is dead. You killed him. The God can speak through any dead man, but you need to pull out the corpse's organs first, put in a neat little pile on the body's chest, making room for the voice from behind him.

[10] Long haired creature from the a far away desolate place. It has a face like a flat-faced cat, with two glowing glows, curled horns, and hair that flows without letting you glimpse the legs. It's tail is chitinous and stumpy. Every minute, the eyes glow brighter and conjure tiny versions of the creature as big as mealworms on whatever surfaces the light illuminates, the creatures flee for cover as soon as they are spawned.

[11] This God appears or projects in a room. The room looks like a normal room of a low ranking noble; with a bed, a few luxury items, makeup, books, and perhaps a child's toy. But everything in the room on closer inspection is made of hair; tightly woven and colored to match whatever object it is copying.

After leaving the room or the projection ends; you will find your hair styled differently, tied into a knot, or brushed and cleaned. You also seem to have lost a few hairs or a small clipping, which the God keeps for its own collection.

[12] While the God manifests, the colors of all objects begin to “grow” and extend beyond the surface of the object. Each color goes in a different direction, and while the growths are not physical they can still block your vision. Black terminates inward, while ever other color has a direction, with similar colors having similar directions. When the god speaks, the colors fluctuate wildly, and only when it leaves do they return to their objects fully and simply stay where they are supposed to.

[13] The God appears as a small bright floating orb, and as it speaks its shape changes to mimic the shape of whatever it is mentioning. It moves very much as a train of thought, and if inbetween topics the form will be some kind of thoughtless chimera between the two subjects.

[14] Massive sea cucumber like beast, expels forth a castle and knights from its vent, made and tethered to its fleshy form. Among them is a high priest of the beast, which is just a physical manifestation of the God itself, that lives in the bowels of eternity.

[15] In it's presence, all verbal communication ceases. Instead, the surface level thoughts and emotions of all present manifest as a swirling mist with images, sounds, lights, and other sensations within each. The thoughts of each person and how they view the being make up what it is, a bubbling mass that changes as the viewer interprets it. It always has a aura of power around it however, and the mass is backlit by a glowing light.

[16] It's inside a gourd or large fruit, but the gourd is spinning. On the inside of it, is another spinning gourd and so on and so on. Every few seconds the gourds rotate into alignment, allowing the rough cut hole of each to peer all the way into the center, which is millions of layers deeper then it should be, like at the heart of everything, a deep pink light spills out from within the labyrinth, a hidden depth in all things.

[17] The God appears as two beings, round stunted blue creatures with long hands and short legs. They have lidless eyes that stare wetly, and the space between them is filled with dark lines. Their image is blurry and unstable, as though this mere illusion is a close approximation of their form, but not what they actually look like. They can project their appearances anywhere in the world at the same time, but are physically on opposite ends of the universe, and the projected images can never cross paths or touch. If the two physical forms of this thing ever touched, it's full power would be able to enter this universe and rend it apart.

[18] Entities appear in a ring that floats out an angle, towards the listener, away and up, and then back down again to the closest projection. They spin slowly, and the entity appears as a naked woman who begins as a baby on the farthest point, ages to a fully figured adult, then becomes a crone and becomes dust before the dust reforms as a baby again. Each copy of the entity is in one stage and changing as they rotate, meaning as soon as the adult one speaks it moves along and becomes old, while the younger one comes close to speak again before continuing the cycle. If anyone in the party has magical vision or clerical spell, they can tell the woman is actually being born, grows, ages, and dies as normal, and every few seconds this entity releases a wave of energy from both the death equivalent to necromantic abilities that requires the death of a being to be used.

[19] The entity appears as a black sinuous mass floating in the air, roughly diamond in shape, it's ending tendrils gently twisting and untwisting from top to bottom again. Nearby, all dead things blossom open like flowers on their appendages; the skin on hands and feet rip open to reveal flesh, then sinew, then bone, then the bones split open to reveal marrow, and then the marrow splits to reveal some new substances going in a random order; a glass crystal, a leafy parasite, a skin like paper, black granite, and then the black sinuous material the mass is made of, which will connect via long strands towards the unraveler entity to join it in endless twisting.

[20] The entity appears a bipedal shimmering light, with no other features appearing beyond a suggestion of wings and a tail. Within a 10ft radius of the being, no movement is possible. Dust motes stop in midair, the tips of weapons cannot be moved, and people are unable to move, speak, or do anything at all. Their perception of time is the same, they just cannot move even a single atom. Everytime it flies through the air on its magic wings, it causes a great split through the clouds and skies, and brings great storms from its disruption and thunderclaps when it lands.

[21] An aggressive collection of hand-shaped leaves cover this area, blown by a strong and focused wind. The leaves grasp and fondle everything in reach, and hold down living creatures with a tight grip, as though keeping them from trodding on even a single one.

As the wind blowns onwards, the leaves fly away along with it, the wind itself perhaps being the entity's manifestation into our world, or merely a herald of something greater. Sometimes, the leaves pick up a small object in their hands and take it.

[22] This God appears as a wind up doll, small and insignificant, that you are supposed to carry with you as you trod it's domain. It's domain is a huge storehouse, filled with hundreds of shelves of gleaming treasures and oddities. Everything here is polished and cleaned without a speck of dust- winding up the doll will let it give you a message that sounds prerecorded about the oddity, but always tailored towards your party in such a way to evoke jealousy or envy.

The shelves have golden walkways suspended between them, as the actual floor of the place is covered totally with the bones of slaves, which can occasionally be seen swimming among those bones, worked without food or break until they are undead, and then worked as undead until the joints between their bones rot and burn away from overuse and fall useless to the floor.

[23] Chorus of songs drawn in and out of this vibrating thing; each sound adding to its bulk as though an unliving frequency pulsates within. This Elder God is of such a magnitude in weight that you almost feel the ground itself sinking towards the unliving statue of red marble. All the sounds and songs it gives off feel like they're sinking.

It's name is spoken in a sing-song voice, and you cannot pronounce without singing the name yourself, and losing your voice for 1d4 hours as it takes it away. If you touch the statue, a pulse goes through you and makes you weigh an uncountable burdening heaviness; you instantly sink into the earth and die hundreds of feet below the surface.

[24] The sky within a sky. Out to the ends of the horizon, you see another horizon beyond that, with strange colors and clouds and a twin pair of setting suns. It is only night once every twenty thousand years there, and only at that time does this God leave its nest to prowl that world. It has learned that our world has night for half the time, and it is very interested in coming over to gain freedom.

[25] There is a splitting and rumbling of thunder as a humongous beast appears, larger then anything you've ever seen. It is as tall as a mountain, and has an almost spherical head with pointy fangs jutting from the bottom, a neck that looks impossible thin and flexible, with a black hunched over body with joints closer to a man. Around its neck is a bit of blood red leather, and a bit of it extends upwards into the sky. This is not the God, this is it's pet.

[26] This God is a yellowish pale figure, with 18 arms atop a stick thin frame, with 18 eyes along its otherwise featureless pointed, wedge shaped head. Every moment it breathes a cloud of mist beneath its hands, and a scene appears copying a moment from before rendered in clay. The PCs will almost certainly see copies of themselves among them.

The God nervously fumbles with the figures and terrain, moving each by fractions of an inch and barely changing postures and pulling weapons just out of the reach of foes and opening backpack folds and so on, as though changing the past retroactively for some subtle manipulations towards the future.

[27] While it speaks to you, this entity casually reaches into the sky to pull out stars, swallowing them whole with a satisfied slurp.

[28] You will only ever see it in a hallway. It appears like a calcified Minotaur, constantly crumbling with each step. It's head and horns shift between different horrified expressions, and occasionally its body changes to something totally different as the old one crumbles away. It has never reached the end of this cosmic hallway, and if allowed to, it will willingly trap you in the hallway as well.

[29] It wishes to be known as a healer, and has white wings that outstretch to comfort and hold close the suffering ones of the world. It performs surgery with a crooked clawed finger, and while it does heal, it never does so without alterations and leaving behind parasites and foreign objects in the wounds it binds.

[30] There is a pair of scaly, thorned legs. The point where they meet is topped with an iron spike, similar to a juicer, with 19 slopes down the side. This spike is adorned with a severed human head, which speaks as the envoy of the God itself, but the heads are disposable and quickly lose all their liquids, shriveling and becoming the useless gray deflated sacs littering the floor.

[31] Massive, wriggling pile of snakes at the bottom of a pit or lake. They crawl on top of each other, but a giant bump or hill forms from beneath them, the God itself, also very serpentine. It's mass hints at something truly gargantuan.

[32] Generate a Statue. The God appears not as a statue, but as a glowing aura of light with random effects, symbols, glows, pulses, and spectral beings and creatures appearing around the statue, trying to find the perfect combination. Every few minutes, it destroys a statue in anger before moving on to the next one, trying to make a masterpiece.

[33] Glass window of an unusual pentagon like shape. Tapping on the glass causes a heavily distorted humanoid face to appear in the window, a random but equally terrifying expression each time it appears. The face is an eldritch being taking a peak into our realm, trying its best to create a facsimile of something we'd recognize.

[34] Everything in the room feels heavy and pressed downwards, including yourself. Fabrics cling low as though soaked with moisture, moths cannot fly, and simply stretch out on the ground hoping for reprieve. The God itself is a fat and repulsive thing, its faces hidden under the rolls of its fat it must lift with anemic fingers. The majority of its weight isn't in this dimension, it's above, pressing down on everything nearby, using our world as a seat.

[35] It is a battlefield. Millions of lives lost, endlessly fighting in a pointless war. The weapons are alien and horrible; cruel executions and torturous deaths await those killed by the weapons, and prisoners of war have even worse horrors to endure before they will also be slain. The mangled bodies on the ground cry out for help and family as they suffer and drown in the sea of blood. The God pulls a lever, and a tiny red grain of sand falls out. They sit on a pile of sand. They demand more, as they pull the lever again, and a new war begins.

[36] It looks like a corpse, dead for a long time. From each hole and long bloodied wound, a multitude of arms reach out to feel around it's body, crab like claws extending impossibly far from the creature's mouth to snip off these arms who get too rebellious and reach outside of a blue circle, drawn around the god in chalk. Each severed arm becomes as a mist, which makes your breath heavy, as though you're infected with something but no symptoms come.

[37] This god appears as an aura, the same that appears around the soul of a living creature. The aura is roughly ovoid in shape, but invisible to the naked eye. If slain through magic or a magic weapon, the aura fades and dies with the exact same wave of deathly energy as killing a person would. The God can immediately replace the aura; it has unlimited souls and feels no remorse or pain as they are destroyed.

[38] Every inch of this thing is covered in different colored paints. Some of the paint drips from the ceiling, some is splashed on it from buckets and jars nearby, others from seemingly endless paintbrushes the god holds in their graspers. Every time a new layer of paint is applied to part of the thing, it changes its shape. When one arm is dunked in blue paint, it becomes as an elephant's trunk. When a red drop of paint drips on a “shoulder” from the ceiling, a spike grows there, as though just revealing another feature of the creature that was invisible without that paint. It's true form is impossible to determine as each color changes its physical nature as though just painting over what was already there.

[39] The God exists in another realm, through an ice coated window. Even with the constant flow of ice, the window feels hot and heat is billowing out. Hundreds of miles away, you can see a burning star melting from the intense heat of being nearby the God.

[40] There is an empty throne made of suspended lights. Each elegant crevice is stuffed and overflowing with diamonds, and a quiet murmur of angelic singing can be heard in the background. This God knows everything you have ever done, and you feel the pure, bottomless terror realizing that you have been judged unworthy, and nothing you can do can ever change your sentence.

[41] The God takes the form of a taunting and teasing child. It holds a golden cord in its hand, which reaches far into the air. It's connected to the sun. If the God pulls the cord hard enough, the sun will go out forever, condemning everything to a slow and freezing death. The child teases you about it, giving fake tugs to the cord, and laughs at your reaction. This is all just a game to it.

[42] This entity only communicates by tampering with memories. It folds and separates your memories in your head without thought; just to communicate its messages. They stay this way, even after it leaves. Your childhood memories mix with your training days and that mixes with yesterday's breakfast which you cannot forget as though it is one of your oldest and most cherished memories. You take 1d6 Wisdom damage from this; or make a Sanity check.

[43] Cuneiform glyphs within glyphs; a massive runic display of common language text like a huge word search puzzle. Each time you examine it, your eyes are drawn to a new word that fits what the God is thinking of you at that moment, and you can converse with it by learning what is written down. None of the text changes, and it has to be copied by hand to create another manifestation of the God in the form of that same rune; men can go mad and spend decades learning every secret and blessing from that script.

[44] It is frozen in Arctic ice. Every second, you see an eon pass from its perspective. Thawing; moving a single step, freezing again. The passage of time and entire civilizations, races, rising and falling before the ancestor of your ancestor ever walked the world. It fills your head with an endless patience, stretches your mortal and short lived existence out, you see yourself as a single grain of sand in a desert of hundreds of deserts; a blip of nothing among the cosmic eternity of this creature's perception.

[45] It looks like an orb on four spindly legs in its center, moving diagonally. It's body is fuzzy and black, with a green pupil-less eye in the center of its mass, two more eyes are stacked vertically, which shift their dull yellow irises back and forth, scanning every room they enter. If it sees you, you instantly become an exact copy of it, and it will speak to you openly and freely through telepathic signals like an old friend. If you see anyone in this form, they become the new form too.

These orb like forms are a true terror to become; you remember your past self and have hints at your personality and skills, but you have also been assimilated and refuse to take any direct action against it, nor be upset by the change. Your green eye sees visitas of reality you were unable to see as your normal self. You are innately aware that the God being exists in you too, and sees everything you see, and will not let you make any attempt to avoid spying on others to turn them into more spying eyes for itself. Once the God leaves our plane, you all reset to normally, scared for life at the ease and carelessness of the God towards your individuality and identity.

[46] There is a nine sided shape floating here; it is slightly transparent. Each angle shrinks to allow the forward facing 'face' of the shape to grow larger, projecting images on it that spill out onto the room like paint running from a canvas. With each side comes a different illusion; akin to the spells that conjure illusionary terrain, weather, plants and animals and even beings which communicate on their master's behalf. Everything produced by this being is half real, having half HD and effects but still threatening all the same. If the God is challenged in any way or attacked; it splits open like an orange rind and reveals hundreds of more shapes and angles within its frame; each angle shrinking to a pin prick and inflating a new face of the multifaceted shape outwards; a new illusion coats the room as monsters and spells rip from nothing in half existence.

[47] Thorny spikes protrude from the ground, being pushed upward. Each one feels like the tip of something incredibly deep within the Earth, like the very top of a massive slender mountain. The God walks atop these; its skin is as easy to tear as a babe's and its legs are spindly things, resting on the sharpened tips of the spikes without injury. Like a spider, it strides around, occasionally plucking up an item of prey and flicking them down onto the ground spikes like a shrike; impaling them, their blood trickling down to feed whatever exists to push up those shards of ground from deep within the Earth.

[48] Faceless giant peers at you from beyond the sky. It flicks its finger when you notice it, and it spins out of view with a nauseating speed that is wholly impossible for something that size. It doesn't actually seem like it moved; it spun your planet instead.

[49] Four long metallic bars rest in a disorganized pile on the ground. Each second, they raise up a cloud of splotchy gray dust. These things seem so stable and so horrid, nobody wishes to get any closer, as though it is the waste of the universe itself. Any voice it speaks with screeches in your ear, and tells you ways to end all things, as though to end itself in the process is a positive result.

[50] You see a cord, milky white, that stretches across buildings, buildings, and beings frozen in place by some magic. On closer inspection, you notice the cords have colorful spots, which on even closer inspection are irises, shifting slightly in their place to see you. The cord is like a massive lidless eye, with hundreds of visual spots along its length and everywhere it stretches, a rudimentary sensory organ for the God before it enters the world properly, in all its glory.

Friday, October 12, 2018

50 Terrible Knowledges

[1] Perfectly formed in your mind is the schematics and practical construction of a specific device. The device is a large table where you strap down a member of a mortal race; your mind also easily envisions how to adjust the machine for each race common in the setting, and the machine will sever all their limbs, scoop out much of their insides, and insert inside them a series of pipes and tubes along with hollow mechanical arms to allow liquid to flow through and control their every action and motion.

You have no knowledge of what specific liquid allows for the total body control or suspends the life of the being so they do not die from the machine, nor do you know what other liquids may do if added, unless you experimented to find out. Your morality has not changed, but this design is clear.

[2] You now know that every single insect in the world was born after being given a strict set of instructions by someone. Every one of them has a specific destiny and knows exactly when they will be born, eat, mate, and die unless disrupted by a thinking being. Despite not having the intelligence or personality to use this knowledge. You don't know who or what does this, and you don't know what purpose it could possibly serve.

[3] Roll a random elder god. They owe you a very minor favor, equivalent to a spell. Once you collect this favor, you then owe it a very, very large favor, equivalent to a life taken. Due to the nature of these things, you cannot simply refuse their favor to cancel out your end of it.

[4] You know the specific number, relative heights, and angle and position of metal cymbals to place outside of someone's window when it rains. If they sleep through the noise, or can hear it for more then 3 hours, it drives them totally fucking insane, permanently. Saving throw can be made at the start of each hour if the character is aware of the cymbal's power.

[5] There is a specific combination of clothes, accessories, makeup, and body language you could employ to seduce a holy virgin archpriest or priestess with little effort. Their religious rites and magic powers depend on their virginity, and many people would lose faith if you took it. This power doesn't confer any Charisma bonus, nor does it work on anyone else, just this holy and respected person- the knowledge lays bare in your mind.

[6] By aligning a few hundred stones in the woods in the proper way, and painting the trunks of some of the trees blue, you know how to call a Childeater to inhabit that place.

Childeater (4 HD, +4 to hit, -1 AC, 2 attacks at 1d8 suction cups, senses kids)
Morale- 8 vs adults
Numbers- One

Gaunt pale beast with blue skin; has two tentacle arms with suction cups arms with membranes that stretch at the end that capture and digest things trapped within. Makes no sound.

[7] You know the exact location of the ruined Church of Blue Flame. Everything it burned was to create holy ash- but was turned over by a cruel, heretical lord when the Church refused to pay his fees. Once a sanctuary, now its crumbling basement holds the souls of those suffocated and buried alive in piles of ash. You also know why the trapped spirits within cannot harm you alone.

[8] You learn a horrendous torture you can perform on young horses. Once complete, one of the horse's severed hooves will become painted with gold, and scrapping off the paint will earn you a few gold. The torture method is so bad that the horse suffers enough to make it into a ghost that haunts its stable, despite just being an animal.

[9] You can carve a strange sluice for water in solid stone along with a wheel made of specific materials to create a machine that endless empties and fills its own fountain. The unlimited energy machine corrupts the water and land around it; animals grow fat and starved at the same time, and the water itself turns crops it waters into little black eggs for various horrible pests.

[10] You see something that makes your heart stop beating. You are still alive, but will never “detect” as a living thing ever again; becoming invisible to some spells and creatures.

[11] You learn a secret word. This word can be used as a substitute for secret magic words that activate magic items, or as passwords for magic locks, this word allowing you to bypass them as though you knew the actual passcode. However, you also know every time you speak this secret word out loud, an innocent person you will never meet spontaneously combusts and burns to death in front of their loved ones.

[12] By wrapping them up in a series of blankets folded in a special order, you know how to make a pregnant cat give birth to a single two headed kitten with gigantism. You are 90% certain that this same technique could work on a human.

[13] You know who writes all the plays, and you know how much suffering is caused by giving them even a single copper coin.

[14] You can identify any normal mushroom by sight and smell, and heal 1 HP if you eat and find the rarest and most deadliest mushrooms; their poison has no effect on you. Spores of mushroom based creatures also don't effect you either. If your skull is split open after you die; people will find mold-like spots growing on your brain.

[15] You fear something deep below. Merciful sleep washes over you every time you are submerged in cold water. You float instead of sinking and cannot be harmed or drown in this state. Once you return to dry land you wake up.

[16] You have a compulsion to collect and gather some seemingly worthless trinkets. You have little control over this, and must make a save to avoid stabbing someone who tries to take them from you or keep you away from them. The next solar eclipse; you can gather the trinkets to create a beam that brings down a star being, which blesses you and heals all injuries and suffering to those who receive her gentle touch.

[17] You know what happens when you die, and because of it, you desperately seek immortality. +2 against all death saving throws and you live an extra 10 years of natural life span, clinging on.

[18] By aligning silver coins on strings and forcing someone in a chair to watch them for a day, you can force the most sociopathic, empathy-lacking person to suddenly grow a conscious. They will have to decompress and remember, feel, and regret every single bad thing they've done without caring and will be unable to do anything else for a time.

[19] The God of War is an imposter. He killed the last god of war in his sleep. You know what mountain range the old god is buried; you don't know what would happen if you tried to find him, or wake him back up.

[20] Pistons made of brass and tin can be used to hammer impurities out of gems; the impurity being that the gemstones are really eggs for some long, long dead race of beings. Each one is a little different, has a little spell tied into their very being, and a little maniacal.

[21] As long as you can fit your hands around it; you can grip the body of any snake or serpent and using a special grip and motion in your hands, cleanly push out the organs and flesh while keeping the skin, eyes, and fangs lifelessly in your hands. The fleshy lump pushed out is the snake, which suffers immense pain and dies, blinded and defanged, within a few minutes. Intelligent and monstrous snakes seem to hate you most of all, even if they don't know this ability, and an intelligent snake or a snake of 3 HD or higher gets a saving throw to avoid your hands of death.

[22] You know how to extract the gland in a nursing woman's brain that forges a lifelong connection between her and child. This process is fatal the mother. If injected into any creature, they could imprint on whoever you wish; feeling protective instincts of them as though they were their own child.

[23] You know how to stalk and kill a tiger while it sleeps. If you do this, you must wear its skin and act out three days in its life. You receive +1 to your stealth rolls for the rest of your life when you wear that tiger skin, as long as you do not kill anything else and prove to the tiger skin that you are not a born killer like it thought.

[24] Whenever you are crawling in a small, enclosed space or tunnel, you have a 1 in 6 chance to sense anything that is crawling towards you, if it knows of you or not. Whenever you sleep in a cage or jail cell, a rat crawls out of your mouth and runs outside; tries to get eaten by a falcon.

[25] To you, the relationship between animals and their types is much, much different then to normal people. If you were to perform a surgery on an animal, feed it, train it, or butcher you can do techniques that would work on its “actual” ancestors that defy logic but function. Horses are actually closely related to wolves, and can be trained to sic people and feel no fear, for example. Doing this causes the animals you interact with to shift into unnatural forms between these unusual genetic cousins.

[26] There are eight stars in the sky that you refuse to name, and all constellations and navigational methods that use those stars are totally off limits. Once per adventure, you can point up to the night sky and cause panic in mortals like Turn Undead. Every time you do this, one of these stars winks out, like a weight is lifted.

[27] By presenting a bloody femur that was extracted from a body that died less then an hour ago; you can use it as a holy symbol and get +1 to turn undead rolls. The undead shirk and whimper from it, as though reminding them of an even lesser existence.

[28] If you are starving to death, you can “bake” dust into little pies and stave off death. This does not you from taking penalties and damage to your stats due to the starvation, simply keeps you alive on a bitter, awful diet.

[29] Whenever a creature is summoned near you, you always smirk because you know that the spell caster is never the one that decides what gets sent, even if they choose when they cast the spell. You get +2 damage against summoned beings with all attacks, spells, and other effects.

[30] You know the name and how to show respect to the mother of grubs. If you incant her name on an altar and cut off one of your fingers, she'll grant you a magic grub that can halt any poison or disease for an entire day. Does not cure.

[31] You know a method to remove tattoos from skin. It requires straining and digging in soil and loam and permanently makes that land infertile and barren. The area of land required to remove a tattoo is 10,000x the surface area of skin.

[32] You become extremely adept at creating furniture, clothing, utensils, and other items out of the body parts of members of your own race.

[33] You know the truth about the importance of skin coverings, and how to changes how other beings view the mortal races. You wouldn't be caught dead unless at least 90% of your outfit is made of leather from harmless species and especially pathetic, gormless individual creatures. You get +1 AC as long as you wear no other armor then this outfit.

[34] No matter what you eat or how sick you become, you will only ever vomit once again in your entire life. You can do so at will; and the resulting red bile will deal 2d6+ Con modifier acidic damage to anyone or anything.

[35] You now know what terrible beast causes all men and beasts to sleep, and how much it enriches that beast. It is hard for you to sleep, but nobody can ever sneak up to you and kill you in your sleep, nor are you effected by the Sleep spell.

[36] You gained supernatural skills of mediation and consoling. You can start a willing, desperate person with no one else to turn to on the Sixth Steps of Hope; and once begun on the path, one stage will be completed within each year or faster until all Sixth stages are complete. The path cannot be stopped, and the person will require your guidance or will advance at the slowest rate.

The 1st step grants religious piety and devotion, suspending curses and divine punishments sent against that person. The 2nd step teaches dedication, allowing the person to gain either +10% XP or gain another HD after finishing some training, or whichever is more fitting. The 3rd step teaches love and lust, which grants the person +1 to their Charisma modifier. The 4th step removes vanity and physical greed, allowing the person to gain XP for donation/willing give up their treasure or wealth for charity. The 5th step teaches hope for the future, and grants +1 to all saving throws and to hit modifiers for attacks. Finally, the 6th step of reunion comes and goes in a day; where the person lays down, refuses to move, blesses everyone they see, and dies when night falls.

[37] By carving and polishing two black stones, you can use bread dough and rare mineral oils to form a lump. When the eyes are inserted, the lump becomes a creature that looks like a child of whatever species the dough was shaped as. If a human child is created, most people will feel the same need to protect it, or if its an animal child then most animals of its type will want to protect and kill it depending on their nature. Regardless of its type, it smells delicious to monsters and outsider beings. After it takes 1 hit point of damage or after 1 day, the dough turns back into useless mush and the eyes dissolve into black smoke.

[38] You know just where and how deep to cut to perform ritual bloodletting. Each cut deals 1d4 hit point damage but restores 1 point of a damaged attribute. If anyone else tries to copy your technique they will deal 1d6+1 damage to the patient instead with no benefit.

[39] You know a confounding riddle that could stump always anyone; though you don't know the answer. Telling this to someone who craves riddles and games will stump them, unless they are very old or very powerful. If anyone ever tells you the answer, you die.

[40] There's a passenger inside your head. They watch everything you do, and feel everything you feel, but can't speak in any way you can understand. After 1d4 years, the passenger will return to the other realm with its findings, but deposit in your mind some chilling logical observations and simple truths that would terrify most normal people. You gain Intelligence equal to the years the passenger watched you, permanently.

[41] If you deal at least 6 damage to an enemy on a single attack, you can store a single drop of their blood in a vial. Over a year it turns into a deep red crystal, which you can use to conjure glowing lights underneath your skin by crushing the gem with your thumb. The lights either grant effects like the Light spell, or force a morale check against animals and beings closely aligned with the forces of Nature or Neutrality.

[42] You have knowledge of a mechanical schematic made of metal strong enough to bear the strain with springs and straps. When placed on the back of an animal; it snaps the animal's body into an upright, standing position and lets them walk like a man. After a few days of awkwardness, the animal can move similar to a man, and gains more dexterity in their paws/claws/arms to be similar to a servant that cannot speak. Other animals are fearful of and cry out in pain when they see a strapped animal. If you could find metal strong enough, there is no limit to how large an animal you could strap. Dogs and horses are best for this, since you can train them easily and repress most of their destructive instincts.

[43] By strengthening your neck muscles and controlling your breathing; you can put yourself in a state of false death when you are strangled to death or your neck is broken from being hung. You can be awoken in a few days and are helpless until someone wakes you up. Make sure to have friends to dig you up after you're buried, since everyone will sense you as being dead.

[44] You know when the sweetness in the air is really rotting flesh, and can smell any corpse up to half a mile away as long as it's in the stage of decomposition where it starts to smell.

[45] You've learned math; techniques to crunch numbers, carry the one, and move money around. You can get +10% money on loans or taxes you take out, but each year you do this there is a 1 in 6 chance one person you collect from finds out you're messing with the numbers and starts an angry mob to try and kill you. Even if you tried to teach this to somebody else, they just can't get the numbers to work the way you can.

[46] You can create a powerful, tasteless, colorless poison using rare materials and by giving up one level to infuse the brew with magic. Anyone who drinks the elixir, even if mixed with something else, will slowly have their bones becoming weaker until they can't move without snapping their own limbs and ribs. They die within 1d6+2 dies without help.

[47] You know the health benefits and secret methods to cut open people that match your race, gender, and general size and shape and steal their pancreas from them. Stealing them, storing them in jars, and later surgically implanting them into yourself will greatly improve your lifespan and health. Each time you do this, you can reroll all of your HD and take it as your new hit point total if its higher then your old one. If you take at least 4 pancreases into yourself, you can speed up your body once a day and perform two actions or attacks in one round. You cannot cast two spells in a round, as your tongue gets all twisted up trying to speak spells that fast.

[48] You can throw objects at a strange angle that increases the distance far beyond what is sensible to your species or level of strength and agility. The object “catches the air” and just hangs at a certain altitude, not falling until much further along then it normally could. This applies to ranged weapon projectiles and throwing weapons as well.

The thrown projectiles make a high pitched squealing noise as they move through the air, and anyone who is a cannibal or human eating monsters hear wonderful music instead of a whistle.

[49] You can take a step behind a shadowy corner, ask everyone to turn around, or throw up a cloud of smoke and suddenly disappear. You can then reappear where someone can see you, stepping out from behind a new corner or from a shadowy place. You can even reappear in places you couldn't normal reach; such as reappearing on the other end of a small chasm.

Every time you use this power, you appear 1d8 years older or lose 1d4 Dexterity permanently, whichever is worse.

[50] You've learned how to see. Truly see. Whenever attacked by or accosted by an invisible creature, spell, object, or trap you get a saving throw to see it. Whenever you encounter a creature with a gaze attack, you get no penalty to attacking it without looking at it directly; there are plenty of clues. But 1 in every 20 people you see has a thing growing on them, curled around them. You know they're corrupted inside and can't be trusted, but you don't know how to fix them.

Wednesday, August 29, 2018

[Class] The Other

Expanded concept and class based on the final entry of this table.

The Other
HD- d8
Max AC- 15 / Minimum Hit-Points- 5

You are not a person. You look like a human, or a fantasy race of your choice, but you are not. Spells, magic items, and potions that have specific effects on that race or type of being do not effect you; you are treated as something “else”. Though you are similar and blend in with their society, you have a tell- roll this table. Use the left entry if your highest stat is even, use the right if its odd.

Other” Tell Table - 1d12
[1] You have a six fingers / You have a claw on your big toe
[2] You have a spiked, puncturing tooth behind your incisors / You have too many teeth
[3] You smile too wide / Your mouth is very small
[4] Your eyes are heterochromic / You have a second iris + pupil under your eyelid
[5] You shiver in hot places / You sweat in cold places
[6] The hairs on your back react to touch / the hairs on your chest are strong as nails
[7] You have a hare lip / All your scars are symmetrical along your body's vertical axis
[8] Your blood is bright pink / You don't bleed; your wounds sound like gas escaping your veins
[9] Your veins have a blackish tint / Your sweat is similar to honey
[10] You're double jointed in both your elbows / Your spine is very flexible, like a ferret's
[11] Mimic the chirp of a songbird when happy / Mimic a horse's whinny when frightened
[12] Stick out your tongue; taste things at distance / You can and enjoy eating rotten foods

At 1st, 3rd, and 5th level, you gain +1 to hit with all weapons and Fearsome Flesh.

Every even level, you get +1 to rolls to tinker with machines, magitech devices, and power crystal arrays. If this involves creating portals between dimensions; you get a bonus +1 to the roll.

You have power slots. At 2nd, 6th, and 10th level, you gain a slot. These slots have two purposes. The first is to force any mutation or curse you acquire to become beneficial, or gain a beneficial use. This mutation also becomes a part of your body permanently, 'locking' it in place, so only a powerful magic ability that could take away a natural ability can remove it. If the mutation was neutral and provided both good and bad effects, you can incorporate it into your biology to minimize its negatives and improve its positives. Vestigial limbs and organs gain a use, excesses and growths grant bonus hit points, cursed luck is redirected upon opponents and so on. If you don't have any mutations, you can keep a slot open until you get a good one or roll on a random power table.

The second use of the power slots is for your special power; Fearsome Flesh. You can only use this ability once per adventure per power slot. Make an attack- on a hit, you deal (1d6 + maximum power slots) whatever damage type you want. Your body shifts and morphs to perform the attack. You cough up liquid nitrogen bile to freeze an enemy, or a spiked tentacle shoots from your gut to pierce an enemy's armor, and so on. Using this power makes all hirelings following you take a morale check, as it is quite frightening to see your boss as an inuman monster. Additionally, whenever you use up all of your Fearsome Flesh uses on a single adventure, you gain another permanent tell to mark you as an Other.

Similar to the undead, you can be turned. If you are successful Turned, you disappear from the world for 1d4 days. You have to find the “back door” to get back in. When you return, you return with a Terrible Knowledge from your time away. If you are turned and the result is a Destroyed, you return after 1d4 seasons with your highest stat permanently reduced by -1d6 and your level drained by 1, but with another Terrible Knowledge in tow and an obedient 1 HD Null Beast as a familiar.

Your condition is genetic and is passed on to your children. The older you get, the more inhuman you become, your tell is further exaggerated and your body morphs into your adult form. Eventually, you'll be unable to fit in with human society on your own.

At 10th Level, you have become a Outsider and can no longer be turned by a Cleric. Only very powerful magic can banish you now. Your family clusters around you further; you gain 3d6+1 loyal cultists, one of whom is always a 3rd level magic user and 1d4 of your family members develop into 2 HD Null Soldiers. If these soldiers are killed, 1d4 family members will step up to transform to help protect your brood. Also 2d6 Null Beasts bud off of random family members asexually, which will still be treated as children. If you are killed you will return in 2d6 years as long as your family continues to call to you for you to return to them; the cult requires 1d8x100 gold each season to operate. Any mutations you have gained along your adventures can now be hidden in your body with a slight tell, similar to your "Other" tell, but can be drawn out at a moment's notice.

Additionally; you may now build Gateways. Gateways are circles of standing stones, marked arches in city squares and cathedrals, quiet corners in libraries, and within holes dug between the house's own floorboards. You can pass through the gateway to spend 1d3 days acquiring another Forbidden Knowledge OR you can use a Gateway to instantly travel to any other Gateway you've made. Gateways must be sustained once per season through either constant guarding and suspicious activities by your brood, or bribes to locals costing 1d6x50 coins for a Gateway, or a sacrifice of a pure virgin for one Gateway. Failing to sustain a Gateway will make it permanently lose its powers.

Null Beast (1 HD, +1 to hit, -2 AC, 1 frenzied flesh at 1d4+1, reassembly)
Morale- 4, unless commanded to attack
Numbers- N/A

Null Beasts appear as small animals like cats, dogs, chickens, ferrets, rabbits, unusually big rats or lizards, as well as birds like crows and pigeons. While appearing as these animals, they do not fit in with animals of the same type, which are spooked and will break their necks in a panic to escape the false null beast. Null beasts are very cowardly on their own without direction, in which case they will fight to the death or as long as they are commanded. When they die, Null Beasts have a 50% chance to revive in 1d6 exploration turns after being killed at 1 hit point and severely weakened- to slink off and lick their wounds.

Null Beasts have a body that can reform in ways to make attacks. New teeth and claws sprout from unusual places, legs bend wrong to jump up to bite your face, and so on. They don't seem to feel pain, and can eat anything biological regardless of the form they appear. These animals act as familiars, guards, and pets of the “Others”.

Null Soldier (2 HD, +3 to hit, -2 AC, 2 frenzied flesh at 1d6+1, reassembly)
Morale- N/A
Numbers- N/A

Null soliders look like normal people or beings of specific races, tied to their brood. However, they are truly not and have off proportions and usually have either a calm smile or their teeth are constantly gnashing their lips and cheeks. Null Soldiers have no survival instinct, and seem unsure on how to use their bodies; they move unnaturally and fast, and their attacks allow them to exploit their unnatural biology.

When Null soldiers attacks, every part of their body contorts and mutates to cause injury. They may break their own teeth with their inhumanly strong bite, then using their tongue like a piston to spit the shards at you as a gun blast up close. Their eyes may pop just to shoot acid on your face when you wrestle them to the ground, their arms and joints bend backwards and bone exits skin to act as stabbing and slashing weapons, new mouths or organs may just appear from within them.

If the Null Soldier is killed by an elemental attack (burnt to a crisp, frozen solid, zapped by lightning, or melted by acid) or is totally crushed or exploded apart by a very strong attack, they will simply die like they're supposed to. But if they are killed by traditional weapons; the Null Solider will reassemble into a new lesser form with 1 HD and 1 attack. The Null Form is made of whatever is left over of the damaged and slain soldier, bending into a new form to bite and gnash. A decapitated head sprouts spider legs to jump and bite; a disemboweled soldier has his intestines slither out and calcify whatever unnatural organs were within into clubs. It cannot reassemble twice.

Thursday, March 29, 2018

Ancient Evil d10 Name + Title Generator

Name Start – 1d10
[1] Shab-
[2] Shub-
[3] Koth-
[4] Tus-
[5] Cuth-
[6] Gor-
[7] Xotl-
[8] Vol-
[9] Jakk-
[10] Yss G-

Name End – 1d10
[1] -oggoth
[2] -turga
[3] -thullas
[4] -xiatxal
[5] -ororot
[6] -soth
[7] -korq
[8] -gua
[9] -coqq
[10] -sat toraat

Title Start – 1d10
[1] The Curator
[2] Progenitor
[3] Eater
[4] Perverter
[5] Treasurer
[6] Master
[7] Darkest
[8] Formless Haze
[9] Fate
[10] What Remains

Title End – 1d10
[1] of Young
[2] of the Twisted
[3] that must not be Named
[4] that Encroaches
[5] above all others
[6] of this Realm
[7] among the Sleeping.
[8] of Sapience
[9] from times Unknowable.
[10] of the End.