Showing posts with label Other. Show all posts
Showing posts with label Other. Show all posts

Wednesday, April 22, 2020

[Class] Vestibule

Vestibule
HD- d8
Maximum AC- 14 / Minimum Starting Hit-Points- 4

You aren't a person. You're a gateway.

Things put inside you go to another place. Technically, you're playing as “the space”, and the person is just a puppet in the world which is the door to you, who is the space. Anything that it put inside the person (cupped into their hands, swallowed, etc.) can be disappeared. Things that go into the person are transferred to the space, who is what you are.

The person-puppet looks bad. It's a lot like an Other, but a lot more like an artifical cardboard cutout and a lot less like a fleshy monster trying to imitate another species. The fake person (your character sheet) has a Charisma modifier of -3 and you can't improve it. You always look too old or a little rotten, or a little too flat and clearly shaped roughly, or a smile rests naturally on their lips even when they frown. It's a bad copy that nobody believes. You pass as a person at a distance. Up close, people think you're a freaky changeling sent to steal souls or a hallucination, whichever is worse.

If your vestibule dies, the connection between this universe and your space is permanently severed. All beings and items trapped within cannot return.

Dungeon Rules Digression
The “Space” that is inside you (who is the real you) is like a dungeon. At 1st level, you can make it up to 40 tiles in size. This “open space” is surrounded by walls. The “space” is the important part that you're measuring. Every time you level up, you may add your new space. However, you cannot subtract space- adding new hallways and doors off existing areas is fine, but you can't fill in gaps with walls. Instead, you would need to eat enough wood to make a door.

From levels 2 thru 5, you grow +15 tiles.
From levels 6 thru 8, you grow +20 tiles.
For levels 9 and 10, you grow +30 tiles.

This “dungeon” appears as you want. It can be a cave made of flesh or a stately manor with no windows. It can appear as an underwater coral reef (but the air here is always breathable, unless you “drink” enough water to fill up your dungeon through the Vestibule), or as a lightless abyss. Regardless, this space is yours to tinker with, and you can freely move around objects, creatures, or magical spells effects put here.

Your Vestibule is immune to poison and disease, because you aren't a person. Instead, poisons injected into you go to your dungeon, as either little drips from the stalactites or to coat the blades of the traps you had installed in your hallways. Diseases appear as miasma clouds, forever filling a room as there is no fresh air to blow them away, or they can be reduced to a powder to keep them settled, if you so chose. In the same way, machines or weapons you “eat” go into this realm and could be repurposed into tools, but are trapped inside you.

You can see everything that's happening in your space, and have a limited form of Telekinesis and Control over beings trapped within you. Every season a living thing has been trapped inside you, consider 1 of its HD “converted” to you, which can be used to control its abilities or actions, equal to the portion of its HD you control. If it's fully controlled, it is your creature to do with whatever you want, as long as its in your dungeon. At this point, it will fall apart and die if it ever leaves your space in a number of exploration turns equal to its HD- it cannot live in a more expansive dimension.

Additionally, you can only spit things up that are inside you by dry heaving them out, which takes one turn. This only works on things that you can swallow. This gets easier to deal with when you level up.
-end digression-

At 3rd level, you grow a hatch in your Vestibule's chest that can open up. You can fit swords and stuff in here, and can have someone reach in to pull something out of your dimension.

At 6th level, you can make a surprise attack to swallow something small by snapping open your jaw- this works as a sneak attack, but only on small creatures. This takes them to your dimension. Beings can escape your dimension if and when their HD are greater then your current hit points, giving them an opportunity to force their way out.

At 9th level, you start to leak a fluid that “softens”things up, and with a big embrace you could potentially swallow up bigger creatures into your realm.

At 10th level, you become a Gatekeeper. You can fold your Vestibule inwards to make it disappear from the real world, and go to the space between spaces. You can unfold it again when you want, but it has to be within five miles of the place you folded it inwards, and you can only do this once a season or else you'll shred your only portal.

Also, you can now meld your Vestibule into a door, archway, window, or pit. By doing so, they will meld that entrance into an entrance to your dungeon, of which anyone who passes will unknowingly pass into your extra dimensional space.

Author Notes-
Weird ideas like this are very fun to think and write about, but are pretty hard to get working in actual play. Hopefully this gave you enough ideas for this to hold water. I'm sure if somebody else took a crack at it, they'd come up with something pretty cool. 

Thursday, September 19, 2019

Exploring Dimensions Tables- Spells, Magic Items, & Companions

When characters reach a very high level, or for a conceptual game with a very high fantasy scope, the thought and need to explore alternate realms or dimensions within a fantasy universe becomes attractive. It expands the scope of the world beyond the world map, thus allowing new places and things to be added into the game. Plus it can also be accompanied by a huge powering down of the party, as they lose access to both their knowledge and many of their social resources. This is true even with access to things like constant, permanent portals within worlds as time to travel in the new dimension and the friction between the cultures will mean your social clout is worth much less in an exploratory style of game.

(Of course, I've never gotten to that point, and I doubt many of you have either. It can be hard enough playing in a regular group, much less getting a group that actually plays together in the same campaign with the same characters to actually get to that level. Still fun to think about conceptually.)

In short, dimensions offer up new dangers and opportunities to explore. The only way to explore these places with any degree of success or safety is to bring along some very special equipment, spells, and strong hirelings and other help for your mission. Every year spent preparing for the journey (or every season if the entire group is max level or mythically powerful and resourceful) roll once on the relevant table for resources you are seeking. You can also set up special industries in the dimensions as well, which could be incredibly profitable.

Dimensional Spells Table – Roll 1d10
[1] The Silver Dish - 2nd level
This spell requires a silver dish to be cast. The dish can be large enough to hold 2 rations worth of fruits, bread, meat, and so on- but can be smaller if resources are not available. When this spell is cast, it magically filters and selects food items plucked, sorted, and gathered nearby the dish into the dish if they are edible and safe to members of a specific species. The species is whoever made the silver dish, and while this is usually the same as the spellcaster, occasional exploration parties have gotten wiped out when some very alcoholic mushrooms showed up on a Dwarven Dish; inedible to their human users. This spell also only sorts the food and shows what is safe to eat, meaning non of the food may be chosen, and not detecting any secondary nonlethal effects such as mutations.

[2] Nullify Acid - 2nd level
This spell stops the corrosive effects of a single type of acid against a single person and everything they are wearing. It can also be cast on a barrel or small cart full of items which will all be protected, or a single larger object like a chest. The spell lasts one day, but offer no protection against other acids or corrosive effects.

[3] Abstractus - 3rd level
This is a form of mental and magical combat that allows Wizards to duel even from different home universes. While in many worlds, the cultural importance of Wizard duels to create hierarchies or force compliance with some new law or to give up some wealth or power to an upstart is very common; the actual laws and schools of magic are as wide and varied as the ocean. When an elemental Wizard has to perform a ritualized, nonlethal Wizard's duel against a Necromancer-Aligned Sorceress of the Sixth Seal, this becomes a huge issue. As such, this spell allows the user to create an arena made of 99% mind and 1% magic, allowing Wizards to duel for dominance within it. Use your favorite magic dueling rules, or just allow attack rolls with a d20 using Intelligence as a bonus for offense and Wisdom from defense. First to three strikes wins.

[4] The Supreme Sign - 4th level
This is a magic sign, which must be crafted by the caster. At least the text written or inscribed on the sign must be made by their own hand, but little to no artistic or writing skill is required. As long as the sign has some kind of message to be told, the spell will function. When cast, the sign is imbued with a supernatural ability to communicate whatever is written on it in any language. While many spells exist that allow the user to speak all spoken tongues, this applies to all languages including esoteric ones such as magical signals, energy waves, pheromones and hand signs, dances, and all other sorts of methods of communication used by intelligent creatures across the multiverse- anyone or anything that can speak one language that sees the sign understands what its saying. The effect of this spell is permanent, but the sign could be knocked down or vandalized to end the spell.

[5] Protection from All Elements - 4th level
This spell protects up to 20 people from the environment. Where as a more mundane, lower spell-level version of this spell may only protect from earthly environments such as hot deserts or cold tundras, this spell is much more powerful. It protects from extremely hot, oven-like deserts, blisteringly cold places, places with intense and otherwise crippling static electricity, as well as places with an acidic atmosphere or utterly aggressive plant life. It can also minorly protect from the effects of positive or negative energy auras, as well as things like realms too bathed in sunlight or with carnivorous darkness, as long as these effects are mild. This only protects against the environment, but does grant +2 to saves from all elemental spells. It lasts three days.

Additionally, this spell has enough juice in it to instead be cast on a very large object instead. This is almost always a ship, a massive wagon pulled by two elephants (spell also protects the elephants), a walking house, etc. This spell can therefore be used to protect you on voyages over the boiling acid oceans or even through the astral realm while flying on writhing galaxies of emotion; but it offers no protection to the crew unless cast twice.

[6] Garden of Eden - 4th level
This spell creates a small sanctified area of land. The area of land is roughly the size of a small forest glade, large enough to support a decent sized vegetable garden with a few crops in space. This area is magically protected from outside harmful winds, miasmas, pests, and other environmental effects that would negatively impact the space from this dimension. It offers no protection against intelligent beings or animals, but will happily allow growth of non-intrusive native plants and beings as well.

The Garden of Eden spell is permanent. The land can only be destroyed or returned to the natural state of this alternate reality through ritual desecration; salting the earth, piking the head of its creator and burning it down, etc. Otherwise, Gardens created by this spell are some of the few safe havens in other worlds.

[7] Vensin's Oubliette - 5th level
Avoiding local fauna tends to be pretty easy while exploring outer realms. With the ability to shift or travel between worlds, avoiding local problems and enemies is as simple as leaving your operation to another dimensional plane of reality. However, certain beings and monsters are not so easily deterred. Beings that exist between dimensions, or those with the power to shift between worlds themselves, can pursue beings beyond several realms. Certain beings such as Elder Gods or powerful entities of the outside can also reach and 'see' their way into worlds to seek their foes.

For this purpose, Vensin's Oubliette was created. It is a spell that banishes a single being into an alternate, hopeless dimension known as the Oubliette. This spell requires a bottomless pit and the victim to be pushed in, or hovering over it, in which case it slowly sucked them down. It then transfers them into another dimension. It's a dark hole that can never be climbed out of, and has no food or life to speak beyond a single trickle of water that occasionally drips down from above. The Oubliette's main ability is that its locked away in a separate prison dimension meant to keep being in. Once banished to this place, any normal mortal being will eventually die from starvation and lack the means to escape. Some interdimensional predators can be slain this way; locking them into the Oubliette to avoid them from chasing you any more. Beings with the ability to cast spells or open portals to other worlds under 5th level will not be able to penetrate this dimension's cold stone walls.

Otherworldly beings of higher degrees of power aren't so easily captured. Certain manifestations of stronger beings, such as the avatars of elder gods, may requires help from their “main body” in order to escape. Immortals trapped in this realm will probably go through several cycles of birth and death before managing to slip their soul out of this realm.

[8] Opalescent Blast - 5th level
Concentrated on a single point or in a general direction, this spell conjures an almighty wave of force. Similar to its weaker version, the Opalescent Wave, this spell emerges a pale white and changes color and elemental affinity to whatever it hits is weakest to. Unlike the Wave spell however, this one is full proof. Every single creatures, being, outsider, or entity that is hit by this spell is struck by its greatest weakness- the spell magically shifts into its counter element. Even things without “weaknesses” can be harmed by this spell, though effects on immortal or invulnerable entities can sometimes be very strange or have disastrous consequences to everyone nearby; an eldritch horror who can only be harmed by radiation will blast back quite a few gamma rays back at your party; who have neither the protection or knowledge with how to deal with that kind of “hex”.

The spell deals 3d6 damage to whatever it hits, and has a range similar to fireball with a guided direction; it can be angled to explode around allies instead of striking them even if adjacent to enemies. It also deals damage equal to the creature's greatest weakness, and the creature takes the negative effects and damage bonus of that element from this spell. If a large opal is used as the channeling stone of this spell, then it deals 4d6 damage instead, and turns into a smooth gray stone.

[9] The Locking of the Gate - 6th level
This spell can only be activated by being besides each world's gate. The gate is outside of the main world, it could be floating in space or within impassable walls. It could be in the major city of the world, a huge monument to some old victory with hidden purpose. It could be a drawing in a notebook by a mad artist. Regardless of what the gate is, the gate is the door to this world. Once this spell is cast, the gate is closed. This means nothing from that world can enter or leave it again. It is within the caster's power to cast this spell just on the other side of the gate, as they will not be trapped- using this spell, it is possible to section off problem worlds from entering the main one of the campaign, or to trap someone within a dimension with even more permanence then a normal prison-dimension spell. Once the gate is closed, nothing can pass between- not Gods or spirits, not magic messages or telepathic messages; nothing can pass between.

To close the gate is easy, but to open the gate is mythical. In the main campaign world, the three black gates that separated reality from unreality were closed by this spell; and were never opened again. It is unknown if they even could be open; a God cannot command a gate closed by this spell to open; it is beyond their power.

[10] One Billion Step - 6th level
This spell requires the caster to take a step. The moment they touch the ground with their foot, they can instantly travel as far as they want in that direction. It can be a few feet or perfect, predictable teleportation or it can be one hundred trillion miles to another planet; or a hundred million billion leagues in an infinite realm, just to see what is there. The caster may make up to 6 steps using this spell, and once they are finished the spell ends.

The mind boggling spiritual and metaphysical implications of this spell don't end there- the spell can also be used to step on a piece of ground, mural, or anything else and instantly transport oneself to a similar object or material you wish. You can step on a leaf to appear within the endless dimension of peaceful woodlands, or step on a painting to enter that painting's world or any fictional worlds within that painting. This movement is true and cannot be stopped by anything, save if the Gate to this place has been closed and locked by the magic “Locking of the Gate” spell.

Explorer's Items Table – Roll 1d8
[1] Alethiometer. It is a compass that points towards the truth, and allows the user to speak with a sort of cosmic demiurge consciousness beyond any known divinity or Pantheon. By holding the compass, the user may gain a Hunch Roll towards a certain topic. The hunch roll is a d20 roll rolled immediately. Later; it can be used in place of a single other roll of any kind, or can be placed on an opponent if the user managed to put the opponent in a spot.

[2] Sovereign Glue and Universal Solvent. You might end up in an especially slippery or frictional dimension where you need this stuff just to keep a hold of your items, or to keep your feet from sticking to the floor.

[3] Spyglass of True Seeing. Certain animals or objects in this dimension may be totally invisible to your eyes; unadapted to seeing those colors and shapes. You can still 'see' these things by looking through the spyglass, even if you couldn't describe or comprehend them.

[4] Magic Maps; especially waterproof and fireproof, with nonrunning and inedible inks. Maps that update to nearby creatures are also extremely useful- but would need to be scribed with a steady and knowledge hand beforehand and only work at a fixed location.

[5] Ointments. Medical ointments are extremely important for exploring any alternate reality due to the slight and sometimes severe differences between the pH levels of the air, water, and soil in other realms. The places you aren't accustomed to will burn your skin and make you vulnerable for wriggling death worms and other inter-dimensional parasites and medical conditions. Also if you use some First Aid rules, then ointments may be the treatment for elemental damage. This type of damage is very common in the form of storms, spell using wildlife, or raw elemental energies of a dimension.

[6] Stretchladder. It's a ladder that can go up as much as you want, basically. Every round you hold the button on the side, it extends another 3 ft and a few inches. Every 3 rounds, consider it having grown 10 ft. Over the course of the turn, you can make it grow up to 100 ft. It's made of a silvered metal and if it is broken at any point the entire thing shatters into ultra-thin shards stretched across its vast distance. It isn't especially sturdy or strong, and can be buffeted down by strong winds.

[7] Halfling Wonderbag. It's a simple, brown satchel that smells of earth. It has 1 load/unit of weight and is made of rustic fabric. The Wonderbag is essentially a small garden; prepared in advanced and capable of being carried on the go. When it is opened, a huge number of shoots, stalks, stems, twigs, and branches come out, these plants allow for easy access in, with dirt at the bottom of the bag spatially warped to be small and lightweight. The garden has the growing space and potential of a small 3 by 6 foot plot of land; it can grow a small number of useful reagents for potions, food items, herbs for sale or taste, and so on. It can be seeded with multiple of the same plant, or several different plants to allow for a wider range. It absorbs sunlight through its skin, so as long as it is outside and being carried on your waist it is gathering energy for the plants within.

[8] Loamsplit. This is a shovel, basically. It has a translucent head which vibrates slightly when jostled or touched. The power of this item is that it can shear through most materials to dig a small impression in the dirt. Invaluable in dimensions with endless metal floors or solid soil for digging latrines or uprooting crystal plants. This item has a similar level of cutting ability and hardness as adamantine, but without any bonus to attack if used as an improvised weapon. It also requires daily maintenance in the form of covering its blade and face with oil. Finding a Loamsplit also requires finding a source of this oil; average expeditions can only scrounge up 2d4 weeks worth.

Explorer's Companion Table – Roll 1d6
[1] Astral Cats. Astral Cats look like normal cats, except with a starry colored fur like the night sky. Different breeds have different constellations, and these comfortable familiars are invaluable for their ability to hunt and kill astral parasites. They also seemingly work in any dimension, able to perceive both the physical plane and the astral plane at the same time, a trait partially shared by their more mundane counterparts.

[2] Energy Snakes. These almost always appear in the physical realm as made of metal, stone, or even drawn on paper. The Energy Snake lives 90% in the Astral Plane, and is a filter feeder that has evolved to take on the appearance of a snake to survive. Due to how little they need their physical body, they can change it into various forms such as statues or ornaments, as well as changing sizes, though the creature will still die if this body is destroyed. Anchored to one point, they simply drink the pathos and ambient energies of the Astral plane; they are not a pest and are in fact useful to see the “winds” of the astral plane at any given time by observing their astral body, tethered to their physical body and whipping against any strong astral gusts signifying great events or the birth of great people.

[3] Spirit Valets. These servants and assistants work for the Celestial Bureaucracy. Their primary job is to keep reality running, and to deliver messages between the angels and constructs in abstract and hidden places. However, there are so many of them that there is little overhead; and almost all of them are treacherously corrupt! They work for high level characters in the hopes of earning a high amount of treasure, magic items, a pocket realm carved free from its monsterous owners and so on- in exchange they bring an air of semi-legality to everything the adventurers do in the outer realms and help produce the warrants and tickets needed to keep you from getting thrown into a prison made of stardust by celestial enforcers that wander the void between spaces. If you really get on its good side it will help your soul return to your home dimension so you can enter your rightful afterlife or be revived; if you were a bad and abusive employer then the Spirit Valet will make sure you don't find your way back.

[4] Lil' Moon. Many dimensions have skies, and many worlds have moons. The small floating discs, suspended in the night sky. However many worlds have become dead and silent, or been destroyed utterly, leaving the moons with nothing to do. These tiny moons travel between the void of space and between realities, sometimes joining people on their journeys. While they lack most physical presence, these moons can influence things based on the powers attributed to moons; suppression of lycanthropic power, manipulation of tides, influencing disease, control over a woman's menstrual cycle, flowing or stilling of waters from the tides, and many other small but useful features. Moons typically just want to watch interesting things, and their power and intelligence wanes and waxes with their phases.

[5] Loyal Locale. The extra dimensional spaces belonging to certain Wizard's in their spells, the rope trick, the tiny hut, the magician's outhouse, all function as having a secondary “place” that exists outside the main reality. However, after years of being forgotten or casted incorrectly by a bumbling sorcerer these spaces are more alive then ever. Capable of following people they like or called upon by new souls- these places may offer respite to weary travelers between dimensions. Unlike the normal version of these spaces that are obedient spells; these places are alive and very much active. They may superimpose themselves over a room you are in, their varnished floorboards subtly pooling in over the cold stone of the dungeon, or they may become hesitant to let certain people or objects leave their space into a full, proper dimension too soon. If the original Wizard who created the spell loved the color blue, then this space may very well be colored blue, and won't let anything blue back out of it once given without a fight or unless you have a very good reason for it and promise to return it right away. Be warned; making a 'place' angry makes a powerful foe.

[6] Frozen Soul. As each and every moment passes in time, the eventual fate of each world and universe freezing in utter darkness becomes more and more certain. In these many worlds; the souls of timeless lost people are frozen in time until, eventually, their crystallized consciousness spreads out of their dimension and into a new one, giving it just enough warmth to regain itself and fly again as a specter. These Frozen Souls are wise, generally helpful beings who have spent soft eternities staring at nothing and contemplating reality. Extremely useful for any time distortions; this spirit will gladly sit in a single spot for a thousand years of boredom just to tell their friends what transpired outside this dimension; where time moves at a breakneck pace. In dimensions where combat may be needed; the Frozen Souls can channel the power of their ice into chilling armor for allies or deathly freezing touches to monsters and other foes.

Saturday, September 14, 2019

10 Dimensional Businesses

Dimensional Businesses – 1d10
[1] Time Dilation Banking. Place a deposit in any dimension that has a faster time cycle then our own. Wait a few years, in the alternate world, it could be centuries. Collect the interest. Low work investment, but there is a 3 in 4 chance that a powerful empire has seized the account for their own ends and legally declared the person who opened it dead many years ago.

[2] Doppleganger trope. Hire a bunch of alternate universe copies of yourself to act as a 'one man' stage play, or to trick people into thinking you can teleport or as a magic act. Each person is a very minor single deviation from you, so you but with a cowboy hat and you but with a facial scar can probably get along. However your evil deviation is really close to your original self, so there's a 1 in 6 chance you hired a sneaky, evil clone of yourself.

[3] Smuggling. Some universes are heavily restricted in what they are allowed to have by their ruling authorities, if it be from within the universe itself, the laws of physics there, or a multi-universal empire flexing its iron fist. You can make a massive amount of money smuggling minor, almost cheap goods like fresh foods or small animals as pets to hellscape dimensions. Some universes may pay handsomely for certain good just for the condition of that dimension; a water-world paying a great bounty for even a jar of worthless dirt, for example.

[4] Enrichment. Some dimensions have higher qualities of food and water, some even have passive 'improvement' physical laws, spitting in the face of entropy, to anything brought within- people healing and swords sharpening. Building a vacation resort to a dimension with magical healing air and high quality sunlight that cures impurities in the skin is extremely lucrative to any beings native to a more mundane reality.

[5] Transportation. Using dimensional slipgates to transport goods is extremely effective. If you can cross through a portal, take ten steps, then go through another portal and end up miles away in your original dimension you can save hundreds of hours of travel and get goods around before spoilage or banditry can stop you. Be wary of lubricious interdimensional tariffs.

[6] Tourism & Game. In some dimensions, no intelligent races were created or arose. As such, the entire landscape may be utterly natural and pure. Incredible vistas for sightseers, hikers, and other outdoorsy types. Hunters who wish to poach game from virgin worlds will line up for this opportunity; especially for dimensions with otherworldly or massive animals. Even ahistorical Earths could be highly valued for this; without homo sapiens sapiens killing all the megafauna you could be the first person in your home town to bag a giant sloth.

[7] Plunder. The most popular and easy way to raiding a new dimension of its wealth; raiding it. Conquerors come in, take everything of value, and ride back out; hopefully leaving a trail of destruction in their wake and leaving as few damned, hopeless souls trapped in a foreign world. Of course, there are inherent risks and each dimension sacked is a big risk. While many of your dimensions you explore may end up as being filled with weak, soft bodied pacifists with tons of gold; it won't be long until you enter a realm where the bottom of the food chain is a dragon.

[8] Practice. Many dimensions are filled with suitable materials or even whole tools; useful for training both those who are craftsmen as well as artist. The confused natives will look upon your otherworldly techniques with piqued interest, as you pluck the unused strings that make up the plants and jungles of the violin-forests. Slightly more malicious explorers may make several attempts to commit a major crime, like a heist, in similar dimensions to their own before making the real attempt.

[9] Perjury. As with the dopplegangers- many dimensions are nearly exact copies of your home dimension. If you were to steal valuable documents from a sister dimension and pass them off as legitimate in your own; there would be very few ways to tell. Even with advanced magic or techniques; the documents would be made at the same time, from the correct materials, and even have the exact handwriting by the exact same person.

[10] Exotic Materials. While fraught with dangers, going into alternate realities will allow you to bring back exotic materials, magic items, exotic animals, and all sorts of other things that you simply can't have anywhere else. If you're the only person in this reality who has an item with a color not made from any other combinations of colors you basically set your own price tag.

Monday, March 11, 2019

Duke of Five Diamonds

There was once a rich and wealthy duke. He performed several experiments peering into the astral realm, and eventually learned of the pearly-realms beyond it. The vistas of far off dimensions contained the secrets of alternate worlds; the multiverse as a whole.

The Duke then learned of something very special; his family jewels. It was a set of 5 identical magic diamonds, each one pink and perfect. And after searching with spell and sight for many years, his sages and researched told him that they were truly unique. There were no other ones like it in the whole of existence and nonexistence. That was the “magic” they possessed. But the Duke saw his other selves in other worlds, seeing how they were poorer then him. Some were even of lesser ranks, he saw himself as a baron in some worlds, without prestige or offers for marriages into higher ranks.

Seeing this, he felt empathy for his other-selves. So he concocted a plan. Using the most powerful of magic, he meddled in affairs he should not, and attempted to copy his unique, one of a kind diamonds into the hands of all his other selves from all worlds and dimensions he could reach.

He failed.

Duke of Five Diamonds (5 HD, +2 to hit, +2 AC, +3 AC from armor, 1d8+1 sword, potion spray, intangibility, +3 saves to teleporation and polymorph, takes -2 damage from acid, cursed immortality, crazed shard-seeker)
Morale- 14, if he found a shard- 8

The Duke is a highly mutated, unstable, and driven monstrous being. The magic and science he attempted to use to give his diamonds to other worlds backfired horribly; causing him to both be burned by the special gem-acid, sliced to ribbons by the shards of the pink diamonds, as well as fuse his senior alchemist to his body in the form of his left arm. The duke is in constant pain and is worse yet immortal- cursed to seek the shards of his diamonds across all realities and places far and wide.

Once per encounter, the duke may become totally intangible. His physical form shudders but doesn't become invisible; he can pass through all objects and walls and cannot be harmed by physical attacks except by magic weapons of +1 or better. He also cannot attack while intangible, but uses this power to quickly escape or reposition himself. This power lasts a maximum of 3 turns, but he can end it prematurely if needed. Strangely, this power doesn't apply to the Others.

The duke's mutated arm can spray potions. He can do this once every other turn. The ex-alchemists face screams and pukes a colorful potion material, of which the duke has control over- he can cause it to splash against himself or any target in 15 feet from a carefully aimed blob of vomit-potion. If he is hit by a powerful lightning spell that deals at least 6 damage or is confused, then roll on the table to see what potion is sprayed out instead, having a 50% chance to splash onto himself or on the nearest melee target or object.

Potion-Arm Spew Random Table- 1d6
[1] Gem Acid. Deals 1d6 acid damage.
[2] Polish. Makes swords gleaming. If fire touches it, deals 1d6+1 damage and is engulfed.
[3] Distilled Healing potion. Heals 1d4 damage.
[4] Liquid Scream. The alchemist's chilling scream, which “boils” to let it out. Hireling morale check.
[5] Dimensional Thinner. Causes conjured creatures and objects to mutate and deals 2d6 damage to them. Also deals 2d6 damage to an Other. The Duke must use this to travel dimensions.
[6] Viscous Bubble. Thick bubble acts as minor barriers, -1 to melee attacks and -2 to ranged attacks that try to attack through it. Neutral buoyancy, can last for hours.

Fighting the Duke is also pointless; he is immortal. Not the same kind of immortal as the Gods or the highest of elves; the Duke simply doesn't die. If he is killed, he leaves the universe he is in and must painfully reform in the aether. He will return in 1d6 Seasons; usually only to seek his shards. The Duke has been crazed and driven to some madness on his journey; he attacks other beings on sight in the (true) belief that they are only one copy of many, seeking his unique shards in an ocean of (to him) pointless and transient worlds. The Duke will fight anyone and anything, but will only fight so long as he cannot be outmatched or until he possesses his shard.

The Duke's teleportation abilities let him slip between dimensions; using a spray of dimensional thinner and stepping through- by disrupting his potion ability or physically restraining him from leaving, it is possible to keep him locked in one dimension for some time. The Duke is known among multiple dimensions as existing, but is still a singular, unique entity and as such is extremely rare to encounter. The only way to do so is to find and keep one of the pink diamond shards; he will eventually try to take it back, though this may take eons for him to find it.

The Shards of the Pink Diamonds are considered magical in that they are unique things among the multiverse. While they have no innate powers, any magician who holds a shard gains +1 to saves versus getting sucked unwittingly into other dimensions, and some fashion them into devices that allow scrying into other worlds or the astral realm. Each shard is valued only at 200 coins for those who do not know what it is, and anyone who does has a 50% chance to not want to buy it for fear of the duke coming to collect it. Those who do wish to purchase it and know that it is a piece of a unique gemstone may pay 1000 coins or more.

If you possess a single shard, the Duke has a very small, essentially impossible chance of appearing each moment in time. However if 2 or more shards are collected together, his senses will help him locate it, meaning he will arrive in 1d4+1 seasons. If one entire diamond was someone found or reconstituted, he would appear the millisecond it was completed to reclaim his heirloom.

Sunday, January 20, 2019

20 Horrible Dimensions

[1] Utterfringe. You are transported into a realm that is a dark, frigid forest around a very comfortable and quaint village. The village is inhabited by people of your race and culture, and is very peaceful. However, any attempt to approach this village is met with screams and thrown rocks, guards are called out, but they never pursue you into the woods or seek to kill you, merely drive you away.

You are never allowed to be a part of their society. They don't even speak to you like a person, they view you like you're some kind of animal or monster. You are utterly alone, and must survive by stealing scraps of food and discarded apple cores. For whatever reason, you can only get the worst bits, and fate intervenes whenever you try to improve your lot in any way. You will subsist this way until you die of exposure or old age- multiple people transported to the Utterfrineg get trapped outside of different villages. It is unknown if anyone could cross the bleak forests to meet each other, as the villages have no roads.

[2] Pulsing Hills. Each shaggy, moss covered hill emits a different pulsing wave of energy, intervals of a few seconds each. The pulse is weaker at the base of each hill, but different pulses bleed into each other where the hills touch, with the top of each hill being the most powerful. Most pulses are constant drumming feeling, and do not feel good, causing either stat damage to a specific stat, temporary lose of a sense, some health damage, or some other negative for staying more then one exploration turn on an individual hill.

There are also few hills with positive pulses, usually that aid in healing or make the user experience a rush of euphoria, and ALL of these are heavily guarded by round walls and gates by ogre-like creatures and their scrawny pet sorcerers. Crowded around these hills are masses of trans dimensional travelers, runts, and other native species trying to get a moment of rest before being sprayed with freezing water and made to leave.

[3] The Harp Player. Realm with a golden floor and vaulted pillars of golden splendor. All of them surround a very old man with a long white beard wearing a long white robe. He plays a magical golden harp at all times. He does not sleep or eat or age, but is mortal. If he stops playing the harp for more then a few minutes, the pillars begin to crack and crumble, the ground starts to shift, and everything would (he claims) fall into oblivion blackness for eternity. As such, he plays his harp.

The old man is also totally corrupted by his power and knows he cannot be killed or stopped by anyone- since his hands are the only things keeping everyone trapped here alive. Several monkey-like men with fur painted gold from the pillars they rub and sleep up against are his honor guard, and he also knows several spells. If he breaks one of the harp strings, he can create a bottomless pit in this realm at any point of his choosing as well, and only requires a long white whisker from one of his pets to replace it. The corrupt old man uses his power to get anything and everything he wants from dimensional travelers and the native beings; a hoard of treasure and personal items worth nothing to himself lie at his feet all while he strums his gentle harp.

[4] World in a Smokescreen. Every where you go, there is a very thick smoke constantly rising from every object and being that sits still. It also is carried around by winds, but never blown away by them, spreading itself everywhere there is any open space. The smoke is only a slight irritation, but you must breathe it constantly, and there is much dread over your health as it looms.

If something, or someone, does not move the smoke rises from them. They feel at peace if they are alive, but also must still breathe the smoke and force others to breathe it as well, since they have become a conductor for it. As objects move around, they start to lose color, crack, fade, and slowly turn into gray dust which makes up the dirt and soil in this realm. Even people begin to fall apart, starting at the hands and ending at the feet, so they may continue walking as long as they wish, just to get some fresh air.

[5] Realm of Sweet Release. It's just a candy realm. Everything here is made of candy; cotton candy clouds, licorice forest, graham cracker houses and evil gingerbread men with tamed jawbreaker beholders, etc. Doesn't seem so bad until you realize there is no protein or fats here you can eat, so you start to get very sick and need to constantly eat worthless sugar for energy which rots your teeth and stains your lips multiple colors.

To add insult to injury when you finally turn on each other and commit the act of cannibalism to survive- the guy you killed has his head pop open and candy sprays out. You're all pinatas now.

[6] Hard Mode Dimension. Everything is the same as it was in your home world, everyone has the same positions and goals. However, everything that has any element of challenge or danger to you is amplified. Little kids throw rocks that fire as fast as slings. Edges of furniture you bump into break skin and make you bleed. Even small animals are more aggressive and diseased with every worse poxes to infect you with. Labor is also changed; dirt is harder and your shovels break. Math equations require multiple harder, more complex steps to solve. Magical arts suffer to, an archmage struggles as an apprentice does to keep a potion-pot boiling and needs more ingredients for even a simple poultice.

Regardless of how you try to prove or show this, everyone else in this dimension seems normal, and none of them have any more advanced ability then they used it, it is simply you who seems weaker and unprepared to be here. A less powerful version of the self that could have existed in this place.

[7] Pyramid Realm. This entire dimension rests within a utterly massive pyramid, with sloping mountains of stairs to ascend further. Hundreds of millions of tomb rooms and traps in every direction, an explorer's paradise. It is also very dangerous, with crocodile pits and ancient magics and old ways of killing.

Everything brought from this realm anywhere else falls apart and becomes useless sand. The dead bodies of your friends also cannot leave without becoming sand as well, they're part of the pyramid now, as much as a tomb for them as it is for the cursed mummies who still walk the halls.

[8] The Doll House. This dimension is filled with artificial people, animals, plants, and vistas. You're the size of a doll, and can see a black veil in the east that goes up, down, and across the entire horizon forever. This is the wall that the great ones can peer through. The more you disturb, the more likely you are to be noticed.

If you are noticed, you are attacked by titanic hands which seek to turn you into something else; every time you are touched or stroked your body turns less organic, more artificial, replacing your bones and organs with red fluff that slowly turns white, your skin becomes more like fabric, your eyes get harder and more like buttons. If you are defeated you turn into an unmoving, unliving doll that will be placed in a scene to be admired from afar, a morbid panaroma.

[9] Realm of Siege. Massive city with marble streets and the finest architecture in ruins. War machines still attack the city, an endless assault on this place. There are no living things beyond rats and weeds; the war machines having killed them all off. The invaders are nowhere to be found, but the skeletons outside seem to show that they are also gone. The city itself is a beautiful place, massive murals of forgotten gods, huge fountains and baths, a level of sophistication and opulence not seen in your world anywhere. There is a massive millhouse complex that even made grain for the poor; which is now under siege.

This realm is a waste- and the machines still run. Despite the various rusting parts and broken wheels, the machines ineffectively chip away at the opulent palaces and strucutres. The long broken catapult with no driver uses its beam to rub out a sign, little stomping machine with iron feet break shards of glass from an already shattered window, a pointless assault that lasts forever. If you are spotted, the machines will attack you to, and while some are more suited to structures others are very adapt at killing soldiers. They've just ran out of soldiers to kill.

[10] The Small Space. The entire realm is the size of a large warehouse, with impenetrable walls, floors, and ceilings of unbreakable black stone. Almost everything here can hear and smell everything else. It is just empty space, but over the years the corpses, intelligent beings, and plants have built a complex maze-like canopy of tight spaces and clutter to make it feel a little less cramped. An entire society lives here, with relegated farming space, social strata, and predators/monsters outside “the walls” who you can feel the body heat of when they get up to go hunting. Most go insane here, due to an absolute lack of privacy. Even the highest nobles only get enough space to lie down, the rest stand or take turns sitting in the fetal position on a bed of rotting leaves from the tree that you were also born under.

[11] Dimension of the Falling Daggers. This realm seems similar to your world, just with a feeling of dread and apprehension. Everyone has a dagger floating over their head, each one is unique and fitting to that person, but all look painful and deadly. Those with unusually strong constitutions will have a poisonous dagger, and those who are agile will have a double sided dagger so they cannot try to grab the handle, etc. Regardless of what your dagger is, if it falls on you you will perish from it, no save or hit points will save you.

Somewhere in your new order in the cosmic scheme of things; there is a entity watching you. If you displease it, the dagger may vibrate or glow, warning you that it is about to fall if you continue your actions. Most people get a feel from what their entity wants from them; but none of them allow you to live an easy or happy life. Every entity is different as well, and some will force you to commit horrible crimes or betray your principles under pain of death. Civilization must still persist either way, and the executioner is just as threatened by his dagger as he tightens the hangman's noose around the neck of an innocent man. Once a person dies, the dagger meanders off into the wasteland. Nobody knows where they go.

[12] Elemental Inferno. All elements in the smallest proportions to the biggest are personified and have intelligence of their own. They may be displeased with you and act out- Fire refuses to cook your food or warm you without the proper sacrifices. Water may simply leave your well and trickle somewhere else, if you do not worship and please it. The elements also regularly feud with each other; great mudslides as water and earth clash, or gouts of stream that engulf your home and force you out or be burned as your stove and water jug duke it out over pointless banter.

The elements also form elementals; more reasonable but more powerful then the ones in the actual world. They may be huge, eating small elements to grow more powerful or casually destroying huge areas or killing people as a condition of what they are. Similar to genies, they will grant “wishes”, but their wishes are always twisted with magic and malice as they inadvertently ruin the balance of harmony. The air elemental will gladly slay your rivals by throwing huge boulders at them, but will kill many innocents along the way, or infuse you with electrical energies so you cannot ever touch a metal object again as part of the “deal”.

[13] The Least Place. This dimension, everyone believes only in themselves. The moment children are born, nothing makes the parents of the child care for them beyond the thought of genetic legacy. No love or honor binds anyone. Nobody fights for any cause unless it directly benefits them with gold or power, or unless they were threatened to do it. These people do not have souls, they vote and demand treatment that is better without thought to their countrymen or to any sort of code of morality. They are the least people.

[14] Parasite's Dream. Everything in this dimension can only reproduce by infecting other beings. Sex is forced, bladed appendages infect wounds with slithering offspring. Many kill, fully grown adults springing forth from the corpse. This realm contains huge, 8 ft tall insectoids with bladed arms that slice apart anything too big to escape their notice; mostly human travelers who stupidly wander into this cursed realm. The floor is covered in mushrooms, or endlessly erode the stone and soot. Maybe one day they'll spawn their way to the bottom and this nightmare can end.

[15] Alien Afterlife. This multicolored realm is filled with lounging spirits of strange shape, blissfully unaware of your struggles or dangers. There are huge faces here, deities of cultures you'll never meet or understand, with slithering tongues that bathe the spirits in glory. Weird plants caresses parts of your body you don't have, tending to the faults of life with their alien desires and alien needs, all taken care of.

Nothing in this realm is supposed to be hostile, but you are simply a traveler in a place you shouldn't even be. The water is alkaline. The music screeches and leaves marks in your skin. The spirits play games with you that make you bleed and lose your vision, electric touches that short out your optic nerve and try to make it see things that you didn't want to see. If you manage to survive this realm, you won't come back without 1d2 newly implanted alien organs in your body.

[16] The Mountain. The mountain is endlessly high, and continues falling. Every day, hundreds of boulders and stones roll from the top down to the bottom, which is being lost to a black ocean that breaks anything that falls into it apart into pieces and dissolves them to nothing. It is like a powerful acid, but acid resistance offers no protection. The mountain is constantly sinking into this sea as well, the first 1d20x100 feet getting swallowed by the ocean, any anyone down there lost with it.

The only way to stay alive is climb, bloody knuckled fingers. Huge black rams bat each other off the cliffs into the sea below to fight over the ewes, Unless you can survive on the rugged shaggy grasses, you'll have to survive on the lizards and snakes in their dens up the mountain as you climb. If you make enemies with anyone, they may try to go ahead of you and destroy any way to ascend above you, making you unable to climb and making you lost to the sea by the time it catches up to you.

[17] Realm of Onnic. There is a magic spell that conjures some of the mist of this realm, but the realm itself is much more expansive. The realm is filled with deep purple smoke, heavy purple dew, and pools of purple liquid. Everything here is in a state of combination and confusion. Neighboring objects, elements, beings, and forces share properties with each other. Predators grow horns to butt away the killing teeth and claws of prey animals, while trees strangle their suddenly animated branches around the rough bark-like necks of grazing animals. These animals are not naturally supposed to be here, but were brought to experiment with the powers of the realm and managed to hang on.

Traveling in this realm is twice as difficult, even if you stick to the less foggy and wet areas, due to your feet meshing with the soil and terrain as you try to pass over. Going through an especially boggy area is suicide, as your composite form and traits start to spread quickly through the landscape, and you can die from being split into a zillion parts, becoming one with the realm via absorption. Every day spent here confers a 1 in 6 chance of gaining a new memory, randomizes one of your stats into a new number; roll a 1d20 to determine it, or you may wake up a new race, gender, or with greatly different equipment. These are from the infused qualities of the realms.

[18] The Prison Realm. This realm is made to imprison beings from around the multiverse. Nobody truly owned or created it, it was formed by a combined need and from natural phenomenon that happened to fit the need. This realm is like a massive dungeon or jail, with an unlimited number of new chambers and rooms found down the next hall as needed. Old areas no longer suitable are abandoned or scavenged. People sent here are instantly thought of as prisoners, and are cosmically marked by it. You wouldn't be here unless if you were a prisoner. Those with the power to travel between dimensions immediately get trapped here, requiring huge amounts of magic or friends in very high places to get out of this sink-trap of a dimension.

There are natural ecosystems here; a race of prison guards, with a natural inclination towards strength and cruelty. Rusted iron armor grows as they do, their inheritance from the stones. Food is grown along long ditches in the naturally forming canteen caverns; prisoners are loaded up in long gangs and forced to march between different ones to let the mushroom breads and moldy old meat plants regenerate after their daily breakfast. The place is illuminated by torches, as wood grows from metal sockets in the walls and eventually ignites to form long standing light sources. Long gargoyle mouths form in the stone to release streams of water in mold coated shower rooms.

The culture of the guards is rather brutish and simple, and any one of them taken out of this realm would have a very different mindset of normal beings. Also, guards are not subject to the difficulties of the “prisoners”, and could leave the realm via astral travel or teleportation much easier then a prisoner could. In its deepest pits, the beings this realm houses are much more powerful and ancient then the mortals sent here to die.

[19] The Second Land of the Shadow Men. While otherwise appearing as a normal material world with average races, monsters hiding in the dark places, shadowy magic traditions and more, the entire realm is controlled and oppressed by the Shadow Men. This is their second try, the first devolving their home dimension into an endless, listless darkness.

The Shadow Men come out at night in this dimension, having power. Once night falls, all beings outside freeze in place so the Shadow Men can descend upon them. Drawing blood with long black needles and experimenting on them, casting spells and watching everything. If you're inside at night you just feel an uneasy stillness, able to move slowly and sluggishly, but still easy prey for the Shadow Men if they so marked you. The light in this realm is being devoured, and already the Gods here are becoming weaker and less present as the Shadow Men try their great working again.

[20] The Four Golden Valleys. In this dimension, there are four golden valleys. The first one you visit is a gorgeous wonderland, with every surface covered in golden dust and painted in gold. Around the gold are piles of other precious metals, treasures, bottles of incredibly luxurious and expensive wines, and so on. The second valley contains even more- magical golden mirrors that can create illusions of you you want to see, beautiful golden statues of young men and women, ready to serve you in any way you wish, fountains of curative potions that can fix your illnesses and imbue you with supernaturally long life and magic powers, and so on. Each valley is greater then the last, but no one has ever seen or described the third and fourth Valley- whatever lay in them must be even more breathtaking.
 
The moment you enter this realm, a dark shadow hangs over you. If you for even an instant appreciate this place for more then just a means to an end, or if you ever desire more then you truly “need” from this place, you will be trapped here forever. Your body will be blown apart by the wind, piece by piece, your skin and flesh turning dark amber and eventually becoming the massive fields of golden dust just outside each of the valleys- your mind is unraveled too, creating and infusing the works of art in this place as your memories and magic crack and sprinkle over the landscape to become a part of its richness. It is possible to travel through here without taking anything, but a single failed saving throw means sure isolation and death. One person has even managed to take a treasure from the valley without consequence; a blind old monk meditated to reach this realm, sifted through a pile of golden rice, and took the smallest grain with a humble bow so he could pay for repairs and to feed the local orphanage. With even a scrap of selfish intent, you will be lost.

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.