Sunday, March 31, 2019

12 Headcanon Tau Atrocities & Dystopian Elements

Disclaimer- I know very little of Warhammer 40k lore beyond what one could gleam from reading a wiki. Any of these may be in official lore codexs or deconfirmed by them. This entire list is based off of my concepts and ideas, which may or may not be compatible with your own.

This list is made in response to the complaint of the Tau faction in 40k being too much of the “good guy” faction, and lacking the appropriate “grimdarkness” of the rest of the setting.

© Games Workshop
12 Tau Atrocities & Dystopian Elements
[1] Newly acquired species have hundreds of thousands of individuals disappearing en masse, taken to laboratories to be experimented on, disassembled for parts for higher priority members, and genetically cataloged. For the Greater Good.

[2] Social class and caste position is entirely genetic. There is no chance for advancement in any way- in the same vein, debts or work quotas can be passed from parent to sibling as to the collective your genetic lineage is close enough to be the same citizen.

[3] Unlike the Imperium, the Tau can make vast use of AI networks. Each citizen is assigned a personal computer assistant, which also puts them under constant surveillance and learns their emotional state to channel them towards the goals of the state.

[4] Tau of the Water caste are required to adopt multiple personalities and personas over the course of their life. If any of their diplomatic endeavors show even the tiniest sign of disrespect, or if a failed communication attempt was because of them, they will be required to uproot their entire life to position in their new persona somewhere else. Many alleged personas don't even exist, and are intentionally staged with all other tau knowing it is fake, specifically to test that Water-Caste Tau's abilities to adopt into a new life.

[5] Tau of the Fire caste are prevented from having too many living attachments and positive life experiences. Research shows that suicidal and sociopath soldiers fight with a few percent higher effectiveness rate.

[6] Tau dreams are programmed. Approved by a central office, and discretely injected into them along with their normal immunizations. They go on a schedule, allowing periods of dread followed by relaxation, to give the illusion of a personal, inner life without allowing it to interfere with the mission of the greater good.

[7] The mechs of the Tau are some of there most fearsome and impressive technologies. Those who pilot them are given special training courses mixed with brainwashing and reassignment; their mechs become objects of physical and mental dependence. They lose the ability to feel attachment to things beyond their vehicle to ensure optimal combat performance.

[8] Surgery and eugenics performed on Air-Caste Tau keeps their muscles underdeveloped, their inability to land on planets due to the heavy gravity is intentional, to keep them from seeking opportunities outside of piloting.

[9] Many Tau, especially young members of the society as well as young members of other races incorporated into the collective, have brain-scans copied from their bodies and ran through vigorous mental simulations. While not causing any direct harm to the individual, an exact virtual duplicate is put through horrible tragedies and brutal combat simulations to check the war readiness and general fortitude of the Empire's citizens.

[10] Once, an entire species was wiped out by the Tau after their homeworld was invaded. This was because their metabolic rate was too high for the food required to feed them, so instead each one was secretly fed fake food that was devoid of nutrition and worked to death. The Tau doctors pretended to not understand what was happening, and the race was lost as an unfortunate accident.

[11] In order to ensure a highly functioning work force, information on methods and statistics are often hidden from view. The factory management knows very well how fast the average Earth-Caste Tau can mass produce their allotted parts, but they are still given quotas too high for them to succeed. Videos showing another Earth-Caste working and meeting the quota are sent around to improve performance; even though the video in question is a doctored and highly edited propaganda piece. Sometimes even these methods are not even needed; simply lying to a Tau on their production for the day is enough to create a sense of not working or believing in the Greater Good hard enough.

[12] Certain negative habits, such as gambling and minor drug use, are both sustained and covertly added into Tau society by its leadership to further the individuals own doubt in themselves; thus relying on the Greater Good. Using therapists and police officers to enforce ideals into the addicted individual, and making them doubt their self worth. This goes so far as enabling; intentionally manipulating rehousing projects to put addicts near government sponsored dealers. If the operation is about to be busted, artificial confessions are quickly given out and the noncriminals are redeployed to another district.

Wednesday, March 27, 2019

11 Strange Cleric Hirelings & their Wacky Religions

To create a Cleric Hireling, roll a 1d12. Stats that are not specified are rolled randomly upon creating a hireling, as per the normal method.

[1] Saposa the Long-Haired
Stats- +5 Str, +1 Con, +1 Wis, -2 Cha
Turns- The Groomed

All of his body hair is super long and unkempt. Head, facial, armpits, pubic, everything. He's got a Sampson thing going on, and his God is in a covenant with him to grant him super human strength as long as he does not shave.

Saposa is a cleric of the God of the wild things, and as such his power to turn undead is replaced with the power to turn groomed. This includes beings or creatures that are heavily groomed; cats and rats flee from his voice, perfumes stop short from spreading their flowery scents, elves run, and nobles must make a save to avoid the urge to flee. Instead of a destroyed result on a Turning, the target instead becomes cursed with untidiness, causing messes in their wake and having a permanent -2 AC from being dirty and clumsy. Bald mortals and certain creatures, such as giant naked mole rats, are totally immune to this power regardless of their hygiene level.

[2] Loafus of Uro
Stats- +1 Str, -1 Con, +2 Wis
Turns- The Fairie & The Deceptive Path

Loafus is a short fellow with bad lungs. He carries a walking staff and needs weekly trips to breathe fresh air in the mountains, else he sicken. He wears a blue girdle with cold iron pins stuck in every few inches, to ward against fairies.

Uro is a city that once wrestled control of itself from the fairies that occupied it, and threatened to pull it into their realm permanently. The patron spirit of that city infused Loafus with its power. Loafus can turn fairies, though they are never destroyed, and are instead simply banished back to their fae woods. Loafus's ability to turn can also be used on deception and false paths; for example if he successful cast his Turning against a labyrinth, the walls would be forced to shift to give straight passage, though traps and monsters may be placed right in his way. This is always temporary, except on a destroyed result, in which case the false path or misleading fairy signs are eradicated.

[3] Phillus Decantt
Stats- -1 Str, +2 Dex, +1 Wis, +2 Cha
Turns- Music & Musical Incantations

As one of the few religious adherents allowed to keep a family name and business. His god is the God of music and mastery of music. He is skilled in several instruments, and is teaching his daughters the ones he does not know, so their family will be a complete band.

Phillus has the power to turn music; specifically rival music and poorly played music, as well as the music of savage peoples like drums and shrieking. His power also works on spell like incantations, sorcerer's laughter, the song of a siren, and so on. Using this power can block the morale bonus from wardrummers, and stop musical spells or abilities. On a destroyed result, the offending instrument is destroyed, or offending voice is stricken mute for 2d6 days and takes that many points of damage.

[4] Synthuusia
Stats- -3 Str, +1 Dex, +2 Wis, +1 Cha
Turns- Bitter Truths & Mortification

Synthuusia is a young woman whose growth was stunted due to the prophetic fumes she was forced to breathe as a youth. She's very short and physically very underdeveloped, but she still retains some powers of prophecy even if she is too old to serve as a temple oracle anymore. She serves her temple through other forms of service.

She worships the Goddess of prophecies and dancing. By using her power of turning, Synthuusia can create a cloud of that same fume that she once breathed for days on end. This fume lightens depression and makes things you see less ugly. It softens features as well as fear. She can use the turning roll as a replacement for any hireling or player-character morale check versus fear, natural or supernatural, as the fumes make everything seem less harmful or serious. On a destroyed result, the hazy fumes give a kind of precognition to her and her allies, granting +1 to AC or saves versus whatever she was turning against.

[5] Aie the Wise Man
Stats- -2 Dex, -1 Con, +2 Int, +4 Wis
Turns- Stupid People & Fools

Aie is an old sage with many lessons learned and much wisdom to teach. His religion is that of self enlightenment and respect towards philosophy. The God of philosophy only grants its powers to those followers who understand why they no longer need them.

Aie's power to turn is quite broad but limited. He can use it to attempt to turn any stupid person, group of dumb people, or collection of fools. On a regular result, the targets of the spell are compelled to leave, but are not forced to such as if engaged in violence. On a destroyed result, then targets are forced to leave, getting a headache from smart-people talking near them. This turning ability works great against unintelligent creatures, though creatures of above average intelligence for their species are immune to it. Anyone with a +1 Intelligence modifier is also immune to the power. Those who entertain for a living, which Aie respects, are also turned as well if they are in uniform. This includes play actors, court jesters, circus performers, etc.

[6] Mourner
Stats- +1 Str, -1 Con, +1 Wis, +1 Cha
Turns- Disrespectful of the Dead

Mourner has lost her name. She's given it up to better serve her role; in her temple she did nothing but mourn for the dead. She provided a valuable service to the poor and destitute, who could not afford funeral processions, since it is known that the more tragic the funeral and louder the wailing, the more the Gods will notice and reward the spirit in the afterlife.

Mourner has the power to turn those ungrateful to the dead. This mostly means tomb and crypt robbers, and thankfully she can target it to only strike those opposing them, as well as those that exhume corpses for nefarious purposes like vile necromancers. This power also works on carrion-eating species, if that creature has eaten or eats intelligent dead corpses, such as a gnoll or a cannibal. This power turns on a success and on a destroyed result; the victim gains Necrophobia, requiring a morale check or saving throw to enter a tomb or when they see a dead body, including undead both corporeal and otherwise. They get nervous even when they see a tombstone. This can only be removed through powerful magic or therapy. Her power does not work on the undead, even those that consume corpses or raise corpses on their own, such as a wight or lich.

[7] Very Holy Burkane
Stats- +2 Wis, +1 Cha
Turns- Undead & Demons +1

Very-Holy Burkane is his actual name. This priest has been in so many babtisms, done so many prayers, and consecrated so many times he's essentially walking church. The ground for 10 feet around him in diameter is also treated as a church for the purposes of spells or demons who cannot enter them. He's humble but uses his abilities tirelessly to ward against evil; in the places where he is from he gives up his spent clothes as talismans that townsfolk can nail above their door as a holy symbol, simply due to it rubbing off on the linens from his own holiness.

Burkane does not have a special target he can turn. Instead, he turns Undead & Demonic beings like most Clerics. However, he gets to add +1 to turning rolls or treat his level as +1 for turning attempts and results, whichever makes more sense for your game. Burkane's god isn't really important anymore, as his holiness has come from many churches, positive energy fonts and the adoration of the people, and as such his holy mish-mash aura means he cannot prepare any cleric spells but the most basic and common of healing and protection spells. Even multiplying food is too specific for this conglomerate of holy magic.

[8] Balsor the Blade
Stats- +2 Str, +2 Dex, -1 Wis
Turns- Blades

Balsor is a swordsman and worships a God of swords and oaths of fealty. He is also armed with a +1 magic sword. This sword is a deep gray and is translucent for its wielder. Balsor holds it to his face to hide his intentions for attacking and defense, giving enemies who try to read his motions -1 to hit or AC depending on the situation. If Clerics cannot use swords or magic swords in your game, Balsor can use only this one, as it has been blessed and ordained by his order.

Balsor turns blades; swords, knives, and slashing weapons are specifically turned. Semi-bladed weapons like axes or spears treat the turning result as one less. Turned weapons cannot harm anyone, and are supernaturally dulled. Destroyed result makes bladed weapons rusted through or shatter, though magic weapons are merely made dull and useless for (1d6 - weapons to-hit and damage bonus) turns. He can only use this power on a number of blades equal to his level.

[9] Kors of the Loom
Stats- +1 Dex, -3 Int, +2 Wis, -1 Cha
Turns- Inantimate Carpets

Kors belongs to a religion that holds the importance and sacredness of all cloth and woven items. This religion is quite large and complex, keeping several sacred and magical spun items as well as the act of spinning itself, but Kors is an idiot savant blessed with power despite having very little understanding. As such, he cannot cast any Cleric spell over 1st level, regardless of his progression as a holy man.

The religion of the Loom has powers over cloth and fabric, but Kors interpretation is very specific. He can animate fabrics similar to carpets, rugs, tapestries, curtains, blankets, scarves, and so on. On a regular turned result, these items can be animated to perform a single action, such as attempting to wrap someone up or strangle them, levitate to carry a few pounds (but never a person), and so on. On a destroyed result, the carpet is permanently animated, and will follow Kors and obey his commands. Once Kors reaches name level or 10th level, he has a permanent magic flying carpet made of one of his obedient, holy magic carpets. Even if this carpet is destroyed, he can touch another to instantly make it fly as well, he is never without a flying carpet once he reaches the maximum level.

[10] Diala the Mutilator
Stats- +1 Str, +1 Dex, -2 Cha
Turns- Hands

Diala worships the God that gave people hands, and takes her role very seriously. Beyond having an appreciation for hands and keeping a few trophies of her foes hands on her; she also has the ability to mutilate her own hands. This process is very painful to look at, but Diala feels nothing beyond religious zeal. Whenever she mutilates a finger, she regains 1 hit point and that finger rolls a random mutation, but cannot be used well until that hand is fully healed. Additionally, her fingers have a black circle permanently tattoo'd around each second knuckle, which marks her as a religious fanatic to those who know.

Diala has the power to turn hands. This causes a single hand or hand-like appendage to seize up, forcing it to drop whatever it was holding and making it unable to be useful for 1d4 rounds. On a destroyed result, the hand splits open and is in great pain, causing 1d6 damage to its owner and requiring healing to heal properly, else being permanently marred and inflexible. This power can also be used on hand-like body parts like the feet of various apes or graspers of other species. Radically different graspers like tentacles or pods treat the result of the turning roll to be one degree less, so a Turn is ineffective and a Destroyed counts as turned.

[11] Thamalar Greencloak
Stats- -2 Str, +3 Dex, +1 Int, +1 Wis
Turns- Herbivores

Thamalar is an elf or half elf, and worships a Goddess of plant life and the magic within trees. Invoking the druid's power, Thamalar may treat his Cleric level as one higher for the purposes of spell casting or turning rolls if he's touching an ancient tree.

Thamalar's religion, the lady of greens, can turn herbivores. This includes anything that has eaten vegetable matter in the past 24 hours- a turned result makes them flee, and a destroyed result makes them hungry and need a ration of meat or else they will starve. Exclusive herbivores like minotaurs, forest animals, some monsters, etc. Instead are turned for twice the duration and on a destroyed result are either killed as normal OR Thamalar can choose to make all their flat teeth fall out, and the creature now hungers for and must eat the flesh of living beings to survive. This is permanent.

[12] Roll a set of standard attributes, and swap the highest stat to Wisdom. Then, generate a random God or Elder God- the Cleric worships that figure. This Cleric also gains the Turning ability of banishing otherworldly creatures in addition to whatever powers they would normally have from that God or Elder God. Elder God turning abilities tend to be more curse-based or sinister, where as normal Gods have powers that are more good.

Monday, March 25, 2019

10 Dwarf Curses

You roll a Dwarf Curse when your character disturbs a dwarf tomb, or starts as a dwarf with a familial curse for some offense a great ancestor performed that has not been repaid in kind.

Dwarf Curses - Roll 1d10
[1] Gemstones turn to pebbles in your hands.

[2] You cannot deal physical damage to inanimate objects. That means no mining, no smithing, no engraving, no breaking barricades or even a piggybank. This doens't apply to weapons or armor being used in combat against you; this curse protects innocent nonliving things just laying around and minding their own business.

[3] You cannot get drunk. On the plus side, +2 to poison saves.

[4] Your facial hair burns off and shaves itself off every day. Your face stays as smooth as a baby's buttcheek.

[5] Get -2 to hit with melee weapons, especially axes which get -3 instead.

[6] You become claustrophobic.

[7] Your diet must include fresh fruit and vegetables; every day that you just survive on tack and rations you get -1 to all saves and lose 1 hit point. You suddenly find elf cooking delicious.

[8] Your armor is easily broken and rusted; you get disadvantage to all saving throws of armor you are wearing, as they are much more easily destroyed by spells or rust monsters. Additionally, your weapons break on any attack roll of 1.

[9] You can only read from and use scrolls that are made of stone/written on stone tablets. Most dwarves don't mind this one that much.

[10] For you, light seems twice as dim or dark twice as deep. You need twice the light sources to see as well as anyone else can with one. Additionally, if you had infravision or darkvision, you lose it, and are reliant on other forms of life like a feeble surface-dwelling human.

Friday, March 22, 2019

9 Spell-Failure Cataclysms

These are rolled whenever a spell fails, is interrupted, or a random magical burst comes over a magic user and causes a disastrous magical accident. You may also roll on this table as a result of tampering with or being exposed to chaotic energies or angering a powerful being by casting a spell against it, or trying to imprison it against its will.

Roll 1d4 for spells the caster casts on themselves or centered on themselves.
Roll 1d4+4 for spells the caster targets on others.
Roll 1d6+3 for spells cast on an area or inanimate object.
Roll 1d10 for a totally random spell-disaster. On a roll of 10, reroll with a 1d8 and change the target or origin point of the cataclysm to be the nearest character with the lowest Charisma. They are treated as the “Caster” or the “target” of the cataclysm.

9 Spell Cataclysms
[1] The caster's body undergoes a rapid change; select a random animal and roll a 1d10x10 to determine the percentage of how much you turn into that animal physically. Low percentages like 10-20% will only affect cosmetic things like eye, hair, and skin colors and coverings, but higher percentages may warp limbs into halfbred shapes or entire body parts into an animal form. If the caster already has a secondary form they can transform into, or is a shape changer, then the percentage roll is only a 1d6x10% of a warp to their 'true' form.

[2] With a breathless scream, the magic-user is transported away into another dimension. The area where they are taken has a constant, almost imperceptible drone of their final scream until they return. While gone, the caster is trapped in an ultra-bright realm that burns their eyes; there they are enslaved by multicolored spirit beings which lash them with whips for failing at impossible tasks (Herd these dead chickens with your hands tied behind your back! Shift the color violet to a different hue!) Once they return to the mortal realm in 2d6 days at the area where they disappeared, they are forever changed. They take one point of Wisdom damage each day they were missing and have a permanent rainbow of flashing lights inside their eyes. They can now cast a single 1st level spell once per day without needing to move, speak, or use a component simply by forcing it out of their powerful magical eyes. Once per season, a multicolored demon crawls out of their eyelids while they sleep; creating havoc in the realm of mortals, but leaving the affected caster alive so they can act as their gateway.

[3] The magic user feels a pulse of energy flow out of them, and a feeling of intense self pity. Everyone who isn't in sight range of the magic user when this cataclysm occurred now despises the magic-user innately. Animals have this feeling too; all reaction checks are rolled at either an instant attack or the worst possible result besides an instant attack. The only way to avoid this is for the magic user to stay as hidden as possible; masks and cloak to hide their wretched appearance, spells or silence to hide their putrid voice, etc. This effect can never truly be cured, but each remove curse “unlocks” one reaction check result higher for the magic-user to be able to roll now. Finding help is extremely difficult. As an added effect, each village within a 3 mile radius has all of its wanted posters change into the face of the magic-user, sketched in the usual style.

[4] The caster panics as they can no longer see, hear, or speak; but then suddenly see themselves from a different angle. In the air, a heavy gray stone materializes. If stones are common in the area, or a stone of similar size was the focal point of the spell, then this stone becomes the channeling stone described in the rest of this cataclysm instead of a new one appearing.

This stone has become the focal point of the caster's sense of sight and hearing as well as the only way for them to speak. It is extremely heavy and is as encumbering as a large stone that one man could lift with both arms would be. The caster can only cast spells on targets visible through this stone, not their physical body, and all of their spells and magic now ebb from this stone. This effect is permanent. Any damage to the stone causes damage to their hit points, but not their physical body, and as such cannot be healed by first aid. If the caster's body is killed, they may make a saving throw versus death for their spirit to live on inside the stone. They take 1d4 levels of level drain from the strain of death. They can no longer move, but can still use magic from the stone.

If the caster has another magic catastrophe while their magical aura is trapped within the channeling stone, or if a dispelling force of significant power is used on the stone, it instead splits open. Inside, the caster's face is revealed as an amorphous soup that constantly swirls and twists into copies and multiple angles of itself, and they feel as though someone is dancing on their grave. If any physical attack strikes this inner stone-spirit face, the caster is instantly slain. No save.

[5] The spell cast doesn't take effect. Instead, black sand starts to pool up in shadows of the areas and subjects of the spell, which become black-sand people. The beings can speak in a low, crumbly voice and will offer to perform the original intent of the spell that failed in return for ripping a few pages from the casters spell book. For example, if you cast a Fireball on a group of orcs, the black sand people will offer to kill them for you to get at your spellbook. If the spell was more benign, such as a spell cast to heal a group of people or over an area then the black-sand mercenaries will offer to do their best to help, once again at the price of damaging your spellbook. The black-sand people do not take rejection lightly and have a 3 in 4 chance of following the magic-user and their group to either ask again and harass them or try to steal or damage the spellbook while they sleep.

The black-sand people are only interested in the spellbook and if given it they will rip out 1d4+1 spells from it, one of which must always include the spell used to create them by accident. The black-sand people can't cast spells but are interested in understanding the magic that created them to see if they can create more or return to their home dimension.

Black Sand Mercenaries (3 HD, -2 to hit from weakness, +5 AC, sand strike at 1d3 or will pick up weapons, stealth, magic sense and Read Magic passively)
Morale- 11
Number- The number of targets of the original spell plus spell level of the original spell

The Black-Sand Mercenaries are physically weak but driven beings which wish to understand their origin, but are not above striking a deal. Their form is hard to injure due to being made of shifting sand, and they will pick up and use any weapons in the area. By being able to shift into a small pile or light dusting of sand at any time and being pitch black in color they can use stealth in dark places to catch almost anyone unaware; surprise on 5 in 6 chance. They cannot move in this sand-pile form, so they cannot use it to slip through cracks in doors or windows, but they could use it to hide in small objects to jump out and attack and they are smart enough to use such tricks.

Finally the black sand people can sense the magic user, their spellbook, and have the power of being able to read magic at all times; this power extends to even rendering them immune from explosive runes or other traps written into the magic user's spellbook; as they were spawned from it.

[6] The spell cast doesn't take effect. Instead, the target (if singular) and the caster or the caster and the nearest person that was a target (if plural) suddenly burst forth a powerful magical curiosity. If the target of the spell was an inanimate object or a general area, then the nearest living person and the caster are both affected. Both suddenly sprout a long, tendril-like eel of arcane energy from their nose or equivalent organ. The eels are exactly long enough that the two of them can meet in the middle. They are always opposite colors to each other- and have the opposite emotion towards each other as their creators. If the caster was casting a spell on a friend, the eels will snap viciously at each other. It is possible to contain the eel by pulling on it, but it will just as much bite its own master's hand if held back from killing its rival. The eels can tug on the body they attached to, requiring a saving throw modified by strength to avoid getting pulled close so the eels can fight again. If one of the eels die, the other cries in triumph and is freed from the nostril of the person who succeeded. The other character experiences one level of level drain from the astral repercussions of their parasite's death. 
The freed eel now can do as it will, but will accompany the person whom it was bound due to a sense of affection, and become a loyal pet, despite its betrayal of your allies aura.

If the caster was casting an offensive spell on a target they hated; the eels have the opposite personality. Instead, the two eels are constantly wrapping around each other in a mating embrace; wishing nothing more then to stay together. Ripping them apart causes them to whine and snap back at their owners, and if one of the eels dies the other is free and will attack whoever caused its lover to die.

If the emotions of the caster and target are more neutral; a more arbitrated effect based on the situation occurs. If the caster was casting a spell on another for the promise of payment, then the eels instead bites the hands of the caster to give to the other eel. If the caster was casting a spell on his master and failed, then the master's eel will bite the master's lips to keep him silent as to listen to the 'wisdom' of the apprentice magic user, their roles reversed.

[7] The spell succeeds. However, a magical curse is laid upon anyone who interacted with the spell. This includes those struck by it, thus who used or rode on a summoned object or creature, those who were blessed/cursed, those who cast the spell that was countered or deflected or boosted by the caster's own spell, etc. Those who interacted with the spell gain a dark shroud around their eyes and hands, and feel uneasy.

The next time a cursed person performs an action with a numerical bonus or a power from their class features, creature abilities, ability modifiers and so on have it fail and suddenly locked after the roll. For example, if a fighter who is cursed makes an attack roll, or uses his hearty constitution to hold his breath for a long time is then cursed. His attack bonus from his class disappears as he misses his target, his constitution modifier drops to +0 after his lungs nearly burst, etc. Creatures with daily or at-will powers have the same effect occur; they lose their darkvision or transformation powers after failing their shapeshifting, etc.

The locked or bonus is now a curse on that person, not being available again unless a powerful remove curse spell is cast upon them OR they gain 20,000 xp (in the place of a player character) or somehow grow +2 HD (in the case of a monster or NPC); natural power growth is needed to restore them.

[8] The spell succeeds. However, the caster feels a strange heaviness in their chest that fades after a few hours. Every dawn and dusk, the caster has a sudden resurgence of the spell in a minor form centered on themselves; such as if they failed an offensive elemental spell then each dawn and dusk they are singed, chilled, zapped, etc. for one point of damage. If the spell was positive, such as a healing or buffing spell, then the spell effect still occurs in a lesser way, but a new negative effect plagues them for the rest of the day, such as a cure disease means they are affected by diseases until each dawn and dusk, when they are temporarily cured.

[9] The object the spell is being cast on, or the most central and obvious object in the area the spell is being cast, is changed into an Inanimate Stalker. Animated objects this way move as makes the most logical sense; cloth items glide and slither, stone statues move as per their subject matter, round things roll, etc. These objects also grow six purple spider legs and fight as a 5 HD creature of the same name.

The object becomes obsessed with the caster who spawned it; they have a 3 in 4 chance for the obsession to be murderous, the object wishing to kill the magic user and their allies, but on the 1 in 4 chance otherwise the object is obsessed with winning their approval and is a demented stalker; killing people the caster interact with and putting their corpses on the caster's doorstep or in their sleeping bag as a trophy and proof of their devotion. Using these powers in tow; the Inanimate Stalker seeks to destroy or obsess over the caster who first caused this magical mistake.

Inanimate Stalker (5 HD, +3 to hit, damage and AC according to object, zombie animation)
Morale- 12

This object has become alive in a curious way. Using both animated object methods of locomotion along with the strange, alien spider legs it can move around on its own power and obsesses over a single person. The object gains attacks and AC based on the object it was originally; wooden objects gain medium AC but are weak to fire, stone is very hard but slow, corpses act as zombies and gain many of the same powers they had in life, etc.

This object can also animate other objects. By touching an object similar to the original form of this animated being, such as an animated tree stump touching wood or a painted figure touching portraits, these other objects can be so animated. This animation is crude and the new objects are much less powerful and sophisticated then the original; they use stats as zombies (2 HD, always goes last in initiative, etc.) but use the same AC and attacks as they would resonably have as animated objects. They are also very dumb and only seek to destroy the being that the original Inanimate Stalker is obsessed with.

Monday, March 18, 2019

8 More All-Powerful Astras

While the Nine Astras were the first and most well known, many Gods may have created more of the powerful weapons- each Astra never misses its attack rolls and can only be used by the most powerful of characters. Even if found, they refuse to serve a lesser being.

[1] Ribbon of the Summer Day – One Handed Heavenly Ribbon
Damage- 2d4+2

Created by the God of the sun, grass, cool rains, light, and celebrations. It appears as a thin silver rod with a long red and gold ribbon attached to the end. The ribbon is decorated from start to tip in an abstract but accurate map of the celestial realm. The ribbon leaves behind a spectral tail of bright gold and orange light, which burns into your retina if you look at it briefly as though you looked at the sun. This weapon deals either physical cutting damage or fire damage, whichever is more dangerous to the target, slashing or searing as it brushes gently past.

The ribbon is as prehensile as the user needs and can flex and slide into anything a very flat piece of fabric could slide through. It can also act as an average human limb in terms of strength, wrapping around objects and using tools or fighting with weapons if needed, or catching something from falling at a distance. The strength is similar to an average human but the dexterity of the magical limb is arbitrated as +3 to Dexterity for times when it matters. Enemies get -2 to saves when this ribbon is used to grapple or disarm them, moving with divine grace.

By spinning the ribbon it can create waves of heat, light, or flame. Light created by the ribbon can be channeled; long upwards twirls create a cascade of soft light that bathes an area where as fast twirls in a direction creates a light beam that can blind creates or could burn them if they are weak to sunlight, such as a pureblooded orc or vampire. Once per adventure, the ribbon can be spun around to create an orb of burning fire that looks like a miniature sun. It can be hovered in place to create light, attached to the end of the ribbon to turn it into a terrifying flail (dealing 2d10+2 fire damage on hit), or thrown as per a Fireball spell. The orb can last up to a day free floating, an hour as a weapon, but is expended if thrown. If an ice or water spell of at least 3rd level is used on the burning orb, then it is quenched early.

[2] Sickle of the Harvest – One Handed Heavenly Sickle
Damage- 2d6+2

Created by the God of woodlands, harvests, farms, brewing, and the simple life. The sickle appears as though made of bronze, to show humility, with a golden edge and decorations showing wheat and flowers trailing down to its handle. The handle is carved from wood, though the wood is clearly divine in origin as it does not burn or is not susceptible to wood-warping spells. This weapon slashes perfectly in an arc, and its damage spreads to nearby identical targets to the first; meaning that if used to kill a swarm it deals FULL damage to the swarm, chopping in great swathes. However this power also carries over to mirror images, clones, or men dressed in identical dress or uniform, the damage from each attack spilling over to each if they have no uniqueness between them, as though they are but wheat to be harvested.

This Astra is tied closely to the powers of nature- especially plants and even moreso domesticated plants. Grass and stalks of grain will bend towards the holder of the sickle to touch them, but may also help them in danger; the weilder takes no fall damage if they fall into a field of grass or grain, or through any area with enough vegetation to intentionally catch their fall. They can also sink down into the grass or cornrows and disappear, appearing anywhere else in that same field they wish. Wild plants show less respect for this Astra, and as such these powers only have a 50% chance to function. By sticking the sickle into the ground and cutting it, the channel dug will create entangling roots which will stop or strangle the users enemies if they dare pursue him further.

If used to cut bread, crush barely, or otherwise used as a tool in daily tasks the sickle purifies all food created and creates bags of flour from a few grains, or creates a powerful and delicious ale from a weak mixture; camp life is greatly enhanced with the sickle. Using the sickle as a power source, it is also possible for the holder to “bake” simple folk from flour, water, and specially prepared oven, and a few rare and special reagents. The folk are taken from the oven fully formed into the bloom of young adulthood, and while are a bit simple mentally are hardworking, diligent, and good people at heart. Any race can be created using this method, but it may require different materials. Elves require a bit of lavender extract in their bread, and orcs need a little mold.

[3] Trident of Yesterday's Future – One handed Heavenly Trident
Damage- 3d4+2

Created by the God of time, fate, regret, gladiators, and determinism. The trident has a thick, darkly painted shaft with three points. Each point is painted a different color- the paint glows and moves as one observes it. The first point is the spring of youth, which appears as blooming flowers and swaying grass, the second is the autumn of age, which shows orange falling leaves and swaying branches, and the third is the winter of death, which shows falling snow against creaking ice. It is said the trident strikes all three moments of a person's life- and this is not retroactive. It has already occurred. If you strike someone with the trident, a nasty injury they had in their youth was caused by it. If they survive the trident's sting, then another accident in the future will also be caused by the trident, potentially leading to their death. Those killed by the trident's attack are further cursed to one last “hit” in the afterlife, either a great misfortune to their family as they watch on, or to a curse or other problem in the next life they must also face. If a person struck by the trident later on every has just 1 hit point left, they must make a saving throw or else the final point of the trident appears from thin air and kills them, the final blow is finally struck.

The Trident's three points are also not static as they may appear. By striking the bottom of the pole against the ground, the wielder can make the three points stretch out like vipers which seek out their targets, each individual hit dealing 1d4+2 damage, and these points cannot be blocked or dodged except by powerful magic or extremely skilled warriors. Using this ability, the wielder can also wrap up their foes in the long extended metal trident-limbs as a grapple, or to imprison them. Anyone so imprisoned this way can be magically banished to another realm where they are forced to live out a life experience in the past of the weilder's choosing over and over, are stuck in a void in contemplation of their present situation (viewing the world from their eyes and ears as though it was frozen), or they can be imprisoned in the future, dreading an event to come and for time to catch up to them. The most a person can be imprisoned in this way for is a year, but they receive a saving throw each season of time to snap out of the imprisonment.

This Astra has a final power; disjoinment. At the caster's command, the center spike of the trident can be made to vanish to perform some task somewhere else. The trident of the present which is painted as the autumn of age becomes a 1d4+2 magical dagger, which can be ferried into the hands of anyone in the world who needs it at that moment and who the weilder of the trident may send to as a mental command. The weapon remaining is the Bident of Tomorrow and Yesterday, which deals no damage on a direct hit but instead curses the target's past and future as per the normal rules of the trident. The wounds of the trident's points simply don't open up; they remain as scars or in awful suspension for when they open up finally in the future.

[4] Amulet of the Nosight – One Handed Heavenly Amulet
Damage- 2d4+2

This Astra was created by the God of cults, mystic secrets, holy and unholy orders, the hangman, forbidden words, and that which cannot be seen or spoken. The amulet is made of a dark black metal which is very heavy. It has a relief of a hooded figure, with an open hole where the face should be. The figure is balancing several symbols on plates; each one representing one of the true names of the prime elements. The chain that goes around the neck is made of gold, and a jet gem holds the clasp together. The first bit of magic is in this clasp; only someone that is at least level 10 can open it, and even then they must succeed a save if they try. On failed save, they can never again open or shut the amulet themselves- and it must be worn closed around the neck for it to work. Due to its nature, this amulet is said to also be able to be used by Level 10 Sorcerers or Otherworldly beings, not just Fighters can make use of its powers.

When the amulet is held, the user can invoke its powers for several effects. First, it can fire forth a glowing orange and purple projectile akin to a magic missile attack. This projectile cannot be blocked or dodged like a magic missile, but it also sizzles through magical barriers under 4th spell level in power as well. This causes the weapon to do its normal damage roll, as above. This power can be used any amount of times, but takes up a full round to use as if you were casting a spell. Secondly, the amulet can be used to move objects around as though under a powerful telekinesis spell or ability- anything a human could feasibly lift can be moved by this spell at roughly the speed it would take to move the object. You can also blast an object with this invisible force to make it perform an action over a period of time; such as brooms to sweep the floors or spoons to stir the soup, akin to enchanting your housework to perform itself. You can also perform attacks with this, slam shut doors and break fragile objects with invisible rays of force, etc.

The amulet's final power is the sight; if you look through the hole in the center of the amulet you can see all invisible things and beings. This is true sight, letting you see through all illusions, glamors, supernatural forces, creatures from other worlds and their auras of insanity and so on. You can see everything as it is, even things that humans cannot normally comprehend or stand seeing, but you are not harmed by using this amulet's power, your brain simply refuses to process it and you must reconcile that on your own time. If you plug this hole with something and wear the amulet, instead it turns you absolutely invisible and unknowable. Despite being physical present, nobody can acknowledge your existence. If you touch them they may fight back, thinking it is a spirit or spell, but nobody can see or hear you as you become truly alone.

[5] Quarterstaff of the Task-At-Hand – Two Handed Heavenly Quarterstave
Damage- 2d4+2

This Astra was created by the God of slavers, contracts fulfilled, duties, and authority. The staff is made from a piece of cosmic wood, that glows softly and contains faint spectral colors in all of its many grain-lines. In darkness, it can glow as a light source. The ends of the staff are capped in a dark heavy metal, with faint burned spots in the shape of chains, as though chains were once wrapped around them and heated to an ungodly temperature. Whenever this weapon hits, it releases a wave of aura energy showing a suppression and weakening of the struck target's natural numen- their inner spirit as a force of authority in the world. As such, any spells that rely on the caster being in command or control cease to function if cast by someone hit by this staff for the next 1d4 days, as they have an aura of a slave or servant, not a master. The staff can also extend and be used as a 10 foot pole, or attack at a fair distance such as within throwing range at normal damage; the wood of the staff magically stretching to strike or chastise specific targets.

Secondly, instead of attacking with this staff the user may wave it and issue a command. This command must issue a specific task or quest which cannot be an impossible feat or (inherently) suicidal to the questee. The staff binds the person to that quest as per a Geas or similar spell, and no saving throw is allowed to resist this effect. Once the geas is in effect, the user may follow the command only to the letter, and can make a saving throw to make a minor detour or change to the original command- though they are still bound to this task until it is completed. Anyone who finishes this task is rendered totally immune to the power's of the staff, as well as its damage, for a year and a day. As such, most quests given by the staff wielder are incredibly tedious or send the target far enough away they cannot return in time for them to be immune to it.

Finally; the staff conveys an aura of leadership and control. When using the staff to command any force, if it be a military unit, a group of slaves, hirelings, minions summoned by other magic and so forth the staff grants a constant +2 to morale or loyalty checks made by these creatures following the staff user. The staff user can also grant another +2 bonus to specific rolls made if they spend a combat round giving a command. For example, if the staff holder commanded his men to shoot the dragon out of the sky, then they would all receive +2 to hit with ranged weapons. If the staff holder told a group of mining slaves to be careful around the explosive gemstone ore, then they would all gain a +2 to saving throws versus hazards or appropriate saving throw category.

[6] Axe of the Deepest Might – Two Handed Heavenly Battleaxe
Damage- 2d10+2

This Astra was created by the God of far away wild places, the deep oceans, crashing waves, earthquakes, natural disasters and the wildest things beneath the Earth. The Axe has a long golden handle with a huge and heavy two-headed axehead. One side of the axe appears as a crashing wave with “foam” engraved along the edge, and the other is made of a pitch blade metal that has many teeth along its edge as a saw would. Despite their unsual edges, both sides of the axe cut as cleanly as any other razor sharp axe, and are very powerful in combat. The 'wave' blade of the axe has the magically power to carry its killer wedge all the way through the subject it strikes. For instance, striking the base of a massive tree and willing the crack to split the tree from here to the top, or spreading the crack formed by the blow of the axe along the surface of the object. With enough strength this axe could crack open an entire castle tower or wall, the crack carrying itself through the stone like an unstoppable wave. The dark side of the axe head instead creates horrible rends- any wound a living being takes from this side never stops bleeding. The wound cannot be healed except with very powerful healing magic or divine intervention; health from this side of the axe cannot be healed.

Secondly, the Axe channels strength to the wielder. Beyond it's already impressive power, the Axe can be held in both hands, with one end to the ground, to sap the energy from it and transfer it into its holder. Each round this is done, the user gains +1 to his or her Strength modifier and heals 1d6 hit points. All hit points gained this way can exceed the maximum hit point limit of this person and are treated as temporary hit points. The added strength lasts for the rest of the combat; out of combat it lasts about an exploration turn. Using this axe out of combat and the user can essentially gain unlimited temporary strength; enough to pull open a solid gate, crush stones, hold down a huge creature with just a two-finger grip, and so on.

Finally; the Axe can be used in combination with its strength growing ability to allow for impressive leaps. If the user has at least a +4 in Strength total, they can shove the axe under themselves and use it as a lever to fling themselves up; using this they can easily leap tall buildings or across canyons. As long as they hold the axe, a whirlwind forms under them to prevent fall damage unless they drop or lose the axe mid flight.

[7] Crossbow of Chaos – One Handed Heavenly Crossbow
Damage- 2d6+2

This Astra was created by the God of chaos, carrion-eaters, battle rage, seizures, the desert storm, and mutations from a being's ideal form. The crossbow is made of a very lightweight golden metal, and can fold up to be used with one or two hands. The crossbar is gorgeously spun into a pattern, which ends with a small knob that holds the unbreakable metal line, which glows bright yellow when pulled back. The weapon may only fire crossbow bolts, but if enough sand, salt, dirt, sugar, ash, etc. is poured onto the device while cocked, the particles will form into a one use shot. Shots from this weapon do not miss, as with all Astras.

Whenever this weapon strikes a target, the user of the crossbow decides if they take the normal damage from the attack OR if the target must polymorph. If the target polymorphs, they get a saving throw to transform into something useful or adaptive to the environment. If they fail the saving throw, the crossbow user may turn them into anything of HD equal to or less then the target's level+1 or current HD+1. This can be fired at allies to turn them into more dangerous forms, or fired at enemies and turn them into something useless like a flopping fish in the middle of a desert. The saving throw allowed for unwilling targets lets them avoid this, such as turning into a camel and hopefully being able to run away. Targets changed by the crossbow are changed for a year and a day, and their animal lifespan is artificially lengthened to allow them to survive that long, though they will be very very old if their species can't normally live that long until they change back.

The user may also turn inanimate objects into normal animals, but these animals must be 2 HD or less, according to the polymorph rules. For instance, you can shoot at a rock and turn it into any animal you wish, but it favors slower and more heavily armored animals like turtles, according to the rock's nature. These artificially created beings also live for a year and a day, and are loosely bound underneath the user's command when created, and slowly meander away from control over time.

Finally, the crossbow can be invoked to create wild magic. If the crossbow's cord is plucked like a musical instrument, it creates a dissonant ring and a wild magic effect is created. The effect is roughly correlated to the strength of which the string was plucked and/or the user's HD or level. The lightest of notes may cast a 1st level spell or whip up the winds as a minor magic phenomena, where as a deep low note may create a vortex of magic, mutate everyone nearby, or conjure a powerful being from the outer realms. The user of the crossbow has no control over this ability, but has advantage on all saving throws from hazards and beings created by this ability and is never targeted first by beings brought forth by the magic bowstring.

[8] Knife of Gods above Gods – One Handed Heavenly Dagger
Damage- 3d4+3

Nobody knows who made this knife. It's powers are divine, but somehow moreso. Many theorize it was made by the Gods above Gods. The blade's face is beige white, similar to bone, with a unsettling green edge. The handle is carved from this same white material, with thin curves carved in to make it perfect to hold in the hand. It is slightly larger and too heavy then a perfectly balanced dagger would be in the hands of most people; though its size seems to change for whoever is holding it, with the handle extending or thickening to allow anyone to wield. Even for very large beings who hold the knife, it seems like its true “owner” would have a hand bigger then them still, and be just heavy enough for them, as though reminding whoever holds the knife that they are not its master. And scholars fear, truly, that if this knife is merely a sidearm for the Gods above Gods, then their real weapons must be even more devastating and all-powerful.

In the hands of a mortal however, the knife is simply truly feared and very powerful; but not all powerful. It draws power from its wielder, and has more “pull” on its user then most Astras. This Astra is tied to some powers of death and unmaking, as well as corpses and grim, twisted faces. Anyone killed by it has a twisted mocking smile upon their corpse. The first power of this Astra is that it can make any number of attacks against a single target the wielder wants. Each attack must be rolled and has the same chance to hit and damage as all the others, but all the attacks are compressed into a single moment in time; upon being satisfied, the knife lands once and all the other wounds break out upon the target's body at once- based on the number of attacks it could be a few slashes, to cutting them to ribbons, to total destruction of their physical form. The user's mortal frame cannot easily handle this explosion of power, and so there are consequences.

One attack- No consequence.
2 to 12 attacks- User takes 2d6 damage and 1d4 level drain
13 to 50 attacks- User loses -1 HD permanently, along with the above consequences.
51+attacks- User dies

The death caused by this weapon could potentially be averted by a more powerful being, like a God or greater demonic force, but they still suffer greatly from the strain of unleashing such a powerful weapon. Nobody quite knows what would happen, or how it would effect them. While this weapon can only strike a single target when its power is evoked, it can also strike things like inanimate objects or walls, meaning it could be used to destroy them too, it's simply slashes unmaking solid matter.

This weapon has yet another power. By holding the blade up to one's mouth and speaking into it, a warble of power can be heard through the voice, and a decree can be made. The decree must always be a negative, like “none can” or “nothing will”, and cannot be a double negative, like “nothing will not”. The decree comes true for 3d4+3 exploration turns. Depending on how wide spread and powerful the decree is, it may also cause damage or level drain to the user due to the strain. Decrees can be used only once per day, as the blade must recharge its own energy stores as well.

Saturday, March 16, 2019

[Class] Seventh Son

7th Son of a 7th Son
HD- d8
Max AC- 16

Most 7th Sons of a 7th Son are born with strange omens of their birth. Falling stars, murders of crows outside the home when they are born, an icy cold placenta, and so on. For humans, a 7th Son of a 7th Son is considered lucky and specially destined for greatness. Other races may have different numbers or even genders depending on the warriors; Elves find the 3rd Son of a 3rd Son special, where as the Goblins may find the 21st Son of a 21st Son. Matriarchal societies like the Gnolls will instead favor the 4th Daughter of a 4th Daughter and so on. This power may be even more strict in some culture, requiring an unbroken lineage with no daughters/sons of the opposite gender.

7th Sons are said to be special. Guided by destiny and empowered against magical creatures and spirits alike. While not necessarily always good or honorable, Seventh Sons are said to have special powers against the undead and demons, and are said to have skills with magic, at least in regards to the healing arts. You are a little bit like a paladin.

One of the main powers of a Seventh Son is their special eyes- to see through glamours. You are immune to the mind effecting abilities of creatures and spells cast by creatures equal to your level as HD or less. You get advantage on saving throws versus illusions if the source of the illusion had HD equal to your level or less. For spells or abilities with multiple effects, you are only immune to the mind affecting portion and are normally harmed or hexed by the rest.

You gain +1 to hit at level 3, 6, 9, and 10.

You gain +1 damage to attacks at levels 5 and 9. You also deal +1 damage with magic rods or wands at level 7. You can use wands and scrolls at this level if you couldn't already.

You have healing hands. You can attempt to heal someone without using any first aid supplies once per day per level- equivalent to a magic spell, just takes an exploration turn. You also heal +1 more health when you do heal someone this way every even level.

Your presence inspires others to holdfast against darkness. Hirelings under your command get +1 to their saves and morale checks versus supernatural fear and panic if your level matches or exceeds the HD of the offending force. Treat your level as one higher for Turning Undead. At level 4th level, you may draw a poison into yourself by sucking on the wound; the character harmed by the poison transfers it to you, and all the remaining damage or negative effects of the poison harm you instead.

At 10th level, you become a Son-Of-Omen and fully unlock your mystical abilities. Your powers include the sight-beyond-sight, granting you a once per adventure view into the future or past, as long as you have time to meditate on the event in question. The timeline you can see is expansive, but the mythic past and far future are beyond your sight. Secondly, your ability to heal also improves; you never need healing supplies to heal someone, and you can also draw level drain from another character into yourself, and the same goes with curses and other mystic maladies.

As a secondary effect; you become totally invisible and silent to demons and the undead. You could walk through hell unmolested. These beings refuse to notice your presence, even if told by other beings that can sense you. This effect lasts until the next time you attack a creature of darkness, in which case this power ends permanently.

Wednesday, March 13, 2019

6 Super Power Origins & Enhancments

Super Power Origins – d6
[1] Science – Your power comes from super science. Usually an accident, or perhaps some sort of personal enhancement. Being exposed to radiation and developing a new super ability is a common source of a super hero's incredible powers.

[2] Technology – Your super power comes from technology. You may not have any super powers on your own, except for perhaps a skill and talent for invention. Your own power suite or special tools you use are what grant you your powers.

[3] Mutation – Your powers are genetic. If they come out in puberty, be part of a recessive gene bloodline, or be a once in a million fluke, you have some sort of innate super ability. Your powers may not necessarily be hereditary, but they are quite special.

[4] Magic – Your powers come from magic. Either magical items, magical knowledge, or magical boons granted by a God or spirit of great power. Your super abilities are more rooted in folklore and the supernatural then the tenuous connection to science.

[5] Natural – Your powers aren't special at all. Beyond perhaps a biological innate skill in this discipline, you don't have any powers. You've trained to become a master in your field, or in the case of some abilities it may just be the natural powers of one of your race.

[6] Inexplicable – Your powers are inexplicable. You have no idea how you got your abilities, and they may well be not tied to any sort of supernatural, magical, or known force in the universe. Your abilities seem to bend the rules of reality, or may well be a glimpse into other dimensions.

Super Power Enhancements Table – 1d4

Science-
[1] Unknown Element. Extremely radioactive element, glows green. Can be used in a machine experiment or combined with a person's super powers to make them more powerful.

[2] Chemical Y-23. It's a super powered acid that dissolves anything, but can be applied in a special way to accelerate super powers.

[3] Contained Wormhole. By using its power, you could strengthen your own super abilities or use it to gather rare and special materials, perhaps from other dimensions.

[4] Alien Reactor Waste. Special waste product created by alien engines and reactor cores. The waste product gives off energy similar to radiation, and could be used to empower your abilities in the same way regular radiation already has.

Technology-
[1] Cold War A.I. Artifical conciseness that has been reprogramming itself nonstop in a locked room constantly for the past few decades. If implanted into a machine will be so advanced and intelligent will greatly improve efficacy and super powered technological science.

[2] Energy Core. Alien battery, has massive amounts of energy equivalent to a star going supernova contained within a small, safe package. Requires a lot of research to unlock, but once you figure out how to tap into the power source you'll have essentially limitless power for your machines.

[3] Universal Armor. Danger comes in many forms; physical trauma, energetic blasts, psionic ablative process or direct mental attacks, radiation, dimensional shifting, and many more. Through many advances you've found a way to augment your technological protective gear to give you some protection against any kind of threat you can think of! Using this, you can improve your defensive capabilities or create better containment units for your own tools and many other practical applications.

[4] Plasmatic Interfacing. Using specially designed coils, you can contain and create closed loops of energy that act when turned on or off, “programming” free electrons in the air. While abstract, this could allow for technologies that greatly enhance your personal arsenal of gadgets.

Mutant-
[1] Gene Sculpting. This machine would let you specialize your own body's cells further; enhancing your natural mutant abilities and removing junk DNA to make room for the improvements.

[2] Nanobot Cancer-Killer. This experimental cure for cancer can be used by you instead; going through your body to detect and destroy cells without a strong mutation gene presence, or even improving the growth or cultivation of those cells and tissues.

[3] Hero X Blood Sample. Small vial of blood from the first or most mysterious and powerful super hero. Injecting their blood into your veins will strengthen your abilities.

[4] Heritage. You learn about your mutant ancestors- some of them were great heroes or villains in the past. In your research into old faded photographs and dusty tomes, you learn about their deeds and in the purpose unlock new ways to use or strengthen your powers.

Magic-
[1] Prismatic Crystal. Splits actual light as a prism, but also splits magical and elemental energies into constitute parts. Using this could allow you to gather and create new powerful spells and magical abilities from a deeper understanding of light.

[2] Arcane Amplifier. Disturbing piece of technology with a human heart beating at its center. It can however boost the powers of magical spells in its area, and can be calibrated to only boost your own powers, helping to make your spellcraft reign supreme.

[3] Staff of the Five Elements. This powerful magical artifact will only its power to be used by one who has completed its five trials; each taking place in another dimension it creates specifically to test you. Only a master sorcerer can accomplish this feat, but will be rewarded with the most powerful magic staff; the elements will be at your whims and can be easily added into whatever magic you already know and have mastered.

[4] Spiraling Sigil. This complex magical glyph must be memorized and drawn with chalk or engraved in your arcane tools to be used, but its power is to “strengthen” your magic by elevating it to a new, higher level of authority that makes counter charms almost totally ineffective against it.

Natural-
[1] Blueprints. You've found new blueprints for a state of the art training room. It's a martial arts dojo or a breach-and-clear exercise or an olympic level athletic course. As long as you can get enough money, you can use this to train yourself to even higher levels of skill.

[2] Film Reels. Black and white recordings of ancient super beings and old fighting techniques; learning them could help you get the edge you need against them in today. These new kids just don't have the same dedication the old heroes had. The film is very faded and decaying, you'll need to find a way to preserve and restore it to usable quality.

[3] Super Foods. You have learned of a rare foreign fruit, like some sort of berry found only in high mountain villages in far off places or an expensive and one of a kind breed of kale grown in one small English village. Regardless of what they are, changing your diet and supplementing it with these foods will supercharge your natural talents and abilities; you will become healthier then a normal person and it will positively impact all of your powers.

[4] Unlocking the quirk. Your body has a minor quirk or highly specialized tissue group that, genetically, gives you an advantage in physical or mental contests. This isn't the same as being a mutant, as this ability is minor and natural among your species, but by learning of and practicing with it you can augment your talent with your innate advantage.

Inexplicable
[1] Lucky Coin. All 708 recorded times this coin has been flipped, it has always landed up on heads. No matter how many times you flip it, it lands up on heads again. There is nothing magical or physically special about the coin; statistically it just keeps defying the odds. Holding onto this will boost your own powers of improbability.

[2] Squared Circle. It's drawn on an old piece of parchment and dates back hundreds of years; a mathematical impossibility drawn and figured on paper. If you try to upload this onto a computer it just crashes. The math is very abnormal but it all checks out. This opens your mind to new ways of thinking, and lets you see past the paradigm of normal belief in physical reality, increasing your own powers of an otherwise impossible nature.

[3] Cursed Ring. This silver band was passed down through several noble families who all died of mysterious circumstances. It was later passed on to senators, wealthy businessmen, minor celebrities, all of whom died or suffered greatly. There is no such thing as curses, and yet the ring is so. The ring has a reputation, and as long as you don't wear it hopefully the effects of its curse won't manifest for you- keep it close to tap into its power.

[4] First Edition. You have in your possession a first edition comic for a famous superhero's autobiographical comic book from your world. The only problem is that the hero doesn't exist, or the hero in the comic was actually a villain in your world. Key details, like names and dates, are changed in your version. Everything about it seems real and true, it simply contradicts reality. This comic is from another, alternate dimension when things were different. Keeping it safe and maintained will grant you yet another bridge between what is and is not.