Monday, August 19, 2019

OSR: Culinary Wizard and Cibopath

To some people, cooking is a vital skill, a necessity and nothing more.  To some people, it is a science.  To others still, an art form.  But to one group of people, it is magic.

                                             from Shokugeki no Souma

The Culinary Wizard

Culinary magic is a field of magic that either begins with the Wood Giants or the Handsome Men.  It is the weaving of magic into food preparation, to create impossible dishes and fantastical foods.  If you ever wondered who was crazy enough to try and saute dragon's meat or make a dessert out of a black pudding, it's these guys.

Culinary Wizards are an ancient, technically Outsider school of magic.  However, due to their ubiquity and fame among the aristocracy, they are a de facto Chartered Wizarding Order, given a lot of leeway by the local authorities, unless they're doing something completely egregious.

The actual Culinary Wizard order is organized flatly.  There is no centralization, rather Culinary Wizards are known to travel far and wide, either seeking out noble patrons to serve or wandering far and wide in search of rare cuisines and ingredients to prepare dishes with.  The world of flavor is vast and who knows what delicacies wait to be discovered.  The former type of Culinary Wizard generally share this sentiment, but simply believe that the best way to advance the field of cooking is in the kitchen and not out on safari.  They instead allow their noble patrons to bring them rare ingredients and fund their research, in exchange for mind-bogglingly good cuisine.

That being said, while Culinary Wizards do not have a central organization they all owe obedience to, they do have hierarchy. Since many Culinary Wizards travel far and wide, they tend to pick up apprentices where they are and train them as they travel or research, schooling the youngsters in cooking and magic.  To be selected by a Culinary Wizard is a high-honor and the competitions to earn the Wizard's favor can be brutal.  Additionally, once the training period is finished, the Culinary Wizard will generally maintain obedience to their former teacher, or at least a sense of duty to obey them.  Thus, their are many small, tight-knit units of Culinary Wizards scattered across the world.

As a Culinary Wizard, you are probably part of one of these networks.  You may decide or roll on the tables below to see what your connection to the rest of your Order is.

My Teacher was...

1d6
1- My Father, who was also a Culinary Wizard.
2- An impoverished Culinary Wizard who only trained me to pay his debts.
3- A prodigy who had mastered several types of cooking and more magic than you can shake a stick at.
4- An ancient master who has forgotten more about cooking than you or I will ever know.
5- A normal chef who didn't have a drop of magic to his name.  How my cooking ended up being imbued with magic, I'll never know.
6- a Handsome Man.

My relationship to them is currently...

1d6
1- We parted on bad terms.  If I need his help, it's going to take quite a bit of groveling and maybe an apology to get it.
2- He got jealous of me.  I was better than him, so he threw me out.
3- He never believed in me.  He told me I had no talent, so I left.  I'm going to prove him wrong.
4- We work together.  I am currently on a quest to help my former Teacher.  I told him if there was anything he needed, I would do it, and now I am.
5- I owe him everything.  That man was like a father to me.  I will do whatever it takes to help him.
6- Incomplete, as my Master is dead.  He was killed and I am currently looking for his killer, to take revenge and ensure my master can rest in peace.

                                             from Shokugeki no Souma

Playing as One

The following is a sub-class for my base Wizard class.  For more information on the general class, check it out here.  For information relative to this sub-class, see below.
    
Power: If you cook a meal for someone, you can recover some spellcasting dice.  The amount of dice you recover depends on the complexity of the meal.  If it's a a rat roasted over an open flame, 1 dice.  If it is a five course meal made from the finest ingredients in the world and served on fine ceramics, 1d20 dice, up to your maximum.  Referee's discretion applies, of course.   

Drawback: If you eat uncooked or raw meat, you cannot regain any spellcasting dice until you perform ablutions and prepare a meal of cooked meat for someone else.

Culinary Wizard Starting Spell List:
1d12
1- Animate Food
2- Bad Taste in their mouth
3- Chef's Intention
4- Chocolate Coat
5- Edible Arms
6- Enchant Food
7- Flour Puff
8- Grease
9- Hex Food
10- Palative Panoply
11- Magically Delicious
12- Sugar Splash

13- Bone Meal
14- Diet Bomb
15- Food Poisoning
16- Supersize Me

Legendary Spell: Devil's Food, Food of Life

Animate Food
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R: touch    T: [dice] pieces of food    D: [dice] hours

[dice] pieces of food come to life as creatures under the caster's control.  They gain a means of locomotion, the ability to manipulate objects, though this may be limited based on the food's size and initial properties, and the ability to speak one language the caster knows.  They are as intelligent as the caster is, but totally loyal to the caster and will obey any order the caster gives them.  They will also have a personality similar to the caster, with their 'parent's' eccentricities.  For purposes of HP, the caster should distribute [sum] HP among all the pieces of food they are animating.  Each piece of food must have at least 1 HP.  The food remains animate for [dice] hours or until it is killed.  If this spell is cast with four or more [dice], the food golems will persist indefinitely until killed.

Bad Taste in their mouth
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R: 30'        T: [dice] creatures        D: [dice] rounds

[dice] creatures within range suddenly taste the worst flavor possible, the sensation flooding their mouths.  They must save each round for the duration.  If anyone fail his save, he loses his action and spends it vomiting as his body instinctively rejects the awful taste.

Chef's Intention
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R: touch    T: a dish            D: [dice] days

By touching a dish of food, you may encode a secret message in the food that is up to [dice]+[sum] words long.  Anyone who eats that dish will hear your message played to them.

Chocolate Coat
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R: 30'        T: all in the cone        D: one action

You fire a wave of molten fudge in a 30' cone.  All who are struck by it must save.  Those who pass their saves are partially trapped in the rapidly hardening fudge, but must still spend a round freeing themselves.  Until they are freed, they cannot move and may not be able to take other actions, Referee's Discretion.  Those who fail their save, on the other hand, are totally encased in fudge and cannot move.  Additionally, if left trapped for too long, they will begin suffocating.

Edible Arms
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R: touch    T: [dice] pieces of food    D: one action

[dice] pieces of food are transformed into usable weapons.  These weapons do 1d6 damage and are still edible. 

Additionally, for each [dice] past 1, select one option from below:
- Your food weapons count as magical for purposes of damaging certain creatures
- Your food weapons do +1d6 damage on a hit.  This option may be selected more than once.
- Your food weapons glow in the presence of enemies or those who mean to do you harm.
- Your food weapons, if eaten, restore 1d6+[dice] HP.

The food weapons remain until broken or eaten.

Enchant Food
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R: touch    T: [dice] servings of food    D: [dice] hours

You enchant up to [dice] servings of food.  For every [dice], select one of the effects below and apply it to the food.  Anyone who eats the food receives all the beneficial effects, but they must eat the whole serving.  Additionally, any serving of food that is enchanted becomes incredibly delicious.

Anyone who eats this food:
- Regains +[sum] HP.
- Gains a +[dice] bonus to AC as long as they are at max HP for [dice] hours
- Gains a +[dice] bonus to their senses for [dice] hours
- Can communicate telepathically with the other people who also ate the enchanted food for [dice] hours
- Gains a +[dice] bonus to physical damage for [dice] hours
- Is immune to any dangerous effects this food may cause
- Can transfer any amount of HP to anyone else who has eaten this food for [dice] hours

Flour Puff
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R: 30'        T: all in the line        D: one action

A wave of white flour bursts from the caster's hands in a 10' wide by 10*[dice]' long line.  All in the line are covered, head to toe, in this flour.  All hit like this get -[sum] to all attacks until they take an action to brush the flour out of their eyes.  They are also easier to track and if exposed to fire, take [dice] damage, though the fire will instantly clean all the flour off them.

Grease
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R: 50'        T: object or surface    D:2[dice] rounds

You cause an area 10*[dice]' x 10*[dice]' area or [dice] objects.  To move across the greased area or hold a greased object, one must make a Dex Check.  On a failure, he or she drops the object or fall prone. 

Note that Culinary Wizards use a variant of the base Grease spell.  In their version, the grease is also flammable.

Hex Food
-----------------------------------------------------------------
R: touch    T: [dice] servings of food    D: [dice] hours

You hex up to [dice] servings of food.  For every [dice], select one of the effects below and apply it to the food.  Anyone who eats the food receives all the beneficial effects, but they must eat the whole serving.

Anyone who eats this food:
- Takes 1d6 damage.  This option may be selected multiple times.
- Must save or obey a verbal command shouted at them, no matter what it is.  This effect lasts for [dice] minutes. 
- Gets -[dice] to all physical checks and saving throws for [dice] minutes.
- Gets -[dice] to all mental checks and saving throws for [dice] minutes.
- Receives a -[dice] penalty to all damage rolls for [dice] minutes.
- Must save or immediately fall asleep.  If anyone fails their save against this, they fall asleep for [dice] hours.

10- Palative Panoply
------------------------------------------------------------------
R: touch    T: [dice] creatures        D: [dice] hours

You conjure armor around up to [dice] creatures.  This armor is made of food and edible, while also providing protection equal to 10+[dice].

Additionally, for each [dice] above one, select one of the options below:
- Your suits of food armor can glow as a torch as long as they are intact.
- Your suits of food armor have a store of hidden magic in them, giving anyone who wears them +[dice] FS (Fighting Spirit).
- Your suits of food armor give anyone wearing one a +1 damage bonus for the duration.
- Your suits of food armor can be imbued with extra power to reduce any elemental damage of a specific type (e.g. fire, ice, etc) by [dice].  You may select this option multiple times, but each time you must pick another element.
- Your suits of food armor are edible, and if eaten before the duration ends, heal 1d8+[dice] HP.

The suits of food armor remain for the duration, after which they fall apart and return to being normal food.

11- Magically Delicious
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R: 30'        T: creature            D: [dice] minutes

One creature becomes irresistibly delicious.  All creatures near them, including the caster, must save with a penalty equal to [dice].  On a failed save, they must immediately begin trying to consume the creature that is magically delicious.  Creatures who already eat the same kind of creature as the targeted creature get an additional -4 penalty to their save.  Creatures who do not eat that kind of creature or who have a strong connection with the targeted creature get a +4 bonus to their saves.

12- Sugar Splash
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R: 30'        T: creature            D: one action

You blast a wave of liquid sugar at someone.  This automatically hits, unless the creature targeted has superhuman speed or some other ability that could let them evade a wave of sugar slurry.  The person struck must save with a penalty to their save equal to [dice].  On a failure, the person's teeth and bones begin crumbling, causing them to take +[sum] damage from blunt sources until he can drink some milk or rinse out his mouth with water. 

Bone Meal
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R: touch    T: [dice] seeds            D: one action

[dice] seeds you are touching instantly grow to their full, mature size.  If these seeds would produce some sort of food, you may instead choose for these seeds to instead grow into the food item, instead of a full plant.

Diet Bomb
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R: special    T: all within range        D: one action

All within range of this spell take [dice]+[sum] poison damage if they have consumed a specific food item in the past 24 hours.  For example, if you say "wine", then anyone who has drunk wine in the past 24 hours will take damage.

As for the range, at 1 [dice] the spell only affects one room or anyone within 50 square feet.  At 2 [dice] the spell affects one whole building or anyone within 100 square feet.  At 3 [dice] the spell affects [dice] buildings or anyone within 100*[dice] square feet.  At 4 or more [dice], it affects a whole city or anyone within 10*[dice] miles.

Food Poisoning
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R: touch    T: [dice] servings of food    D: one action

[dice] servings of food that you touch become infused with a disease.  Anyone who eats this food becomes infected with this disease.  However, from there, the disease spreads naturally, as a normal disease.

You may consult here and here for odd diseases, or roll on the table below.

1d6
1- Spicy breath.  Anyone infected by this has no symptoms for a week.  During this week, anyone they come into physical contact with should save.  Those who fail their save are infected.  After the week, those who are infected come down with a fever.  Their breath starts to stink, as well.  Soon they begin to exhale smoke with every breath, their breath unnaturally  warm.  A few more days later, they start uncontrollably breathing fire.  Anyone who doesn't have fire immunity at this point dies soon after as the fire cooks them from the inside.  The cure for spicy breath is drowning then recusitation or serving a Nogard for a month.    
2- Chowder Blood.  Anyone infected by this has their blood slowly thicken over 72 hours.  This thickened blood strains the heart, until it cannot continue and the person dies.  This disease spreads through the infected's blood.  Avoid contact and you'll be fine.  The treatment for Chowder Blood is the keep doing more and more ridiculous stunts.  The cure for Chowder Blood is drink the blood of a Griffon or to throw yourself off a cliff.  Of course, if you choose the latter option, you'll still have to survive the fall.    
3- Fun Size.  Anyone infected by this disease begins shrinking.  They get smaller and smaller, losing 1d6 inches in height each day, until they vanish from view.  The cure for Fun Size can be found in the kiss of one of the Sovereigns of the Folk or in drinking giant's breast milk.
4- Lasangaface.  Anyone infected by this disease has patches of their skin begin falling off.  They also take +1 damage a day they are infected.  This continues for about a month, after which the infected all die, unless they can regenerate their lost skin.  This is assuming they haven't been killed by something else before this, of course.  Lasagnaface is cured by descending into the Womb of the World or training with the Terracotta Men.   
5- Sweet Tooth.  Anyone infected by this disease has all their teeth fall out one by one.  It is non-lethal, but immensely inconvenient.  The cure for Sweet Tooth is to murder a dessert-maker or eat nothing but vegetables and fruits for a month. 
6- Jellied Brains.  Anyone infected by this disease has more and more difficulty moving delicately, until their brain turns to jelly and melts out their ears.  This is non-fatal, but it makes it much harder to make complex movements.  You'll still be able to walk and talk, but you'll be hopeless at threading needles or carrying plates.  Something like dancing is no forever beyond you, unless you manage to find another brain. 

Supersize Me
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R: touch    T: [dice] pieces of food    D: one action

[dice] pieces of food grow larger.  If this spell is cast with 1 [dice], the food items grow to the size of watermelons.  If cast with 2 [dice], the food items grow to the size of a man.  If cast with 3 [dice], the food items grow to the size of horses.  If cast with 4 [dice], the food items grow to the size of houses.  If cast with more than four [dice], Referee's Discretion.

This spell can also be cast on plants.  If so, all the fruits, seeds or other products the plant produces will be much larger than normal.

                                                          from Chew

Chaos and Corruption of the Culinary Wizard:
When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points.
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.  

Chaos of the Culinary Wizard
1d6
1- Nothing happens at first.  However, the next object you touch turns into a pie.  Whatever you touched, the pie tastes like a pie filled with that object.  For example, if you touched a wooden chair, the pie tastes of splinters, nails and varnish.
2- Nothing happens at first.  However, the next food item you touch grows to the size of a pony.
3- Nothing happens at first.  However, the next creature you touch gains a terrible taste in its mouth and must save or spend their next action vomiting.
4- Instead of what spell effect your spell normally has, your spell instead conjures a delicious meal from the ether and places it nearby.  Nothing else happens.
5- A wave of spicy powder ejects from your hands in a 30' cone.  If you touch any part of your body that is sensitive (eyes, ears, genitals, etc), you suffer intense pain and must save to do anything besides being in pain.  Anyone sprayed by the spicy powder must do the same.
6- One food item within 100' randomly comes to life, rising as a Food Golem.  This Food Golem has [sum] HP and no loyalty to anyone but itself.  It will remain for [dice] hours before dying naturally, reverting to normal food.  This Food Golem has   the personality of: 1dX [1= Completely amoral; 2= Completely evil; 3= Virtuous and Saintly; 4= Mad as a hatter.]

Corruption of the Culinary Wizard
1d6
1- All creatures within 100' must save.  The first one to fail his save loses their next action as they vomit all over their shoes.
2- All creatures within 100' must save.  The first one to fail his save transforms into a pastry, cake or delicious pie.
3- Instead of what spell effect your spell normally has, your spell instead conjures a delicious meal from the ether and places it nearby.  The food is deadly poisonous, anyone who eats it must save or die.
4- The next time you cook anything or cast a spell, a pack of 1d20 wild beasts appear and try to devour your food, or if you cast the spell, you.
5-  A wave of flammable powder ejects from your hands in a 30' cone.  If you touch, take daamge from or are otherwise near fire or something super-heated, save or burst into flames.  Anyone hit by the flammable powder should do the same.
6- All creatures within 100' must save.  The first one to fail his save becomes Magically Delicious as per the spell for 1d4 hours.

Dooms:

Doom of Fools- For one day, everything you cook comes out as flavorless grey mush that no one enjoys.  For the rest of the day, your Special Power does not work.  You may only cast the spells Bad Taste in their Mouths or Grease for the rest of the day, even if you do not have those spells. 

Doom of Kings- As above, except it lasts for 1d6+1 days and the only spell you may cast is Bad taste in their mouths.

Ultimate Doom- As above, except it is permanent and you lose your ability to cast spells, permanently.

This Doom can be avoided by sacrificing part of your soul and embedding a piece of your soul into a piece of food, then having someone eat it, or by preparing food that brings tears to the eye of a God.

                                                         from Chew

The Natural Aristocracy

All Wizards hate Sorcerers.  They are those gifted among the ranks of mortals to be able to grasp magic almost intuitively.  Rather than the Wizard, who has to spend years of his life training and struggling to cast his first spell, the Sorcerer accomplishes that by accident, most likely.  Furthermore, a Sorcerer's natural gifts allow him or her to pick up and then excel at magic far easier than anyone else.

But there is a type of person even rarer than the Sorcerer or the Paladin, a type so rare that barely anyone even knows they exist.  They are a secret, often from themselves.  If a person is part of this elite group, they might believe that they are the only person like this in the world.  He or she is not, but it might not seem that way.  This group is called the Cibopaths and among mortals, they are near the top of the heap.

Cibopaths
Starting HP: 1/3 Con
Fighting Spirit: +X FS per Cibopath Level, where X equal the highesr HD of creature cannibalized, up to Will
Starting Equipment: Paring Knife, Shortsword or Bow and Arrow, Evening wear, embroidered napkin

Abilities:

Cibopathy: When you eat something, you receive psychic impressions of what you ate.  For example, if you ate a piece of bread, you could learn what type of wheat it was made of, where that wheat was grown, what, if any, chemicals the farmer used to help it grow, and how healthy the wheat plant was when it was harvested.  Depending on the amount eaten, you may ask the Referee a number of questions based on what you ate.

If you eat the flesh of a creature, you may ask these questions about the creature: who it was, how strong it was, what it did while it was alive, and etc.  To see how many questions you may ask, consult the table below.

You are what you eat: As a Cibopath, you can absorb the powers, talents and knowledge of a creature you consume.  Whenever you eat the flesh of a creature, if you wish, you may roll 1d10.  You have a 1d10% chance of absorbing one of the creature's abilities, skills or piece of knowledge.  For example, if you ate a Wizard, you could try to absorb the Wizard's spellcasting ability.  Or, if this Wizard was really ripped, you could try to absorb his strength.

If you choose to absorb knowledge, such as another skill, language or etc, simply store the information in your Memory, having it take up a memory slot as per the rules here.

If you choose to absorb a superior stat, such as a higher STR, add the difference between your stat and the stat you are trying to absorb.  However, this increased STR counts as one of your abilities.

If you choose to absorb an ability, such as a class ability, you should add the ability to your character sheet, as if you gained it naturally.  However, you may only possess a number of acquired abilities equal to your level.  Additionally, you may not acquire any ability that your biology would preclude, such as the ability to breathe fire or fly if the creature who had those abilities had them based on their unique biology. 

Glutton's Curse: Whenever you eat another creature, attempting to absorb its abilities, knowledge or power, roll again, with the same odds as per the absorption table.  However, if you succeed on this roll, you instead inadvertantly gain one of the creature's weaknesses as well.  Note that this roll is independent of the Absorption roll.

Cibopaths are a secret from almost all people, but not intentionally.  It's simply the case that when Cibopaths find out how weird they actually are, they tend to keep quiet about their abilities.  This, coupled with their rarity, means most people have never even heard the term.  However, there are two exceptions to that general rule.  Firstly, other Cibopaths.  They are rare, certainly, but they obviously know about Cibopaths.  Secondly, the Culinary Wizards.  The Culinary Wizards have a general blood feud with the Cibopaths, going back to time immemorial.  The Culinary Wizards claim it is because some ancient Cibopath devoured half their Council of Elders, shattering their central hierarchy and scattering them into isolated kitchens and lone wanderers.  They also usually claim that all Cibopaths are descended from this first aggressor, so they are justified in hunting down his descendants.

Most people who here this reason think it's total nonsense, which it probably is.  

                                            from Chew

Wednesday, July 24, 2019

OSR: Werewolf

Once there was a man who wanted to be a King, but couldn't, because he wasn't of royal blood.  Once there was a man who wanted to be remembered forever, but couldn't, as he was only a mortal.  Once there was a man who wanted to defy the Empire, but couldn't, as he was only one man.

                                                    from Tumblr

Meet King Ellan, Shaker of the World, Butcher of Kings, False Emperor and the Spark.

Ellan was just a cattle thief and a commander in the armies of an Imperial vassal King.  One day, a small, fratricidal war broke out between his King and another vassal King, which was something that wasn't supposed to happen, but often did.  So to prevent the Agents of His Imperium from coming in and demolishing them both, Ellan's King sent him to negotiate.  Ellan did and negotiated that he would switch sides and betray his King to the invading vassal King.  He then did this, not once, but three times, until the forces of both Kings were weak enough that Ellan was able to defeat both of them. 

Then, after that, Ellan crowned himself King.  This was his first and penultimate act of rebellion, as far the Empire was concerned.  An army was immediately dispatched to destroy him.  This army would have destroyed him, had Ellan not found unexpected allies.

Ellan was approached by a Druidess who saw Ellan's worth as a tool, and convinced him to return with her to her circle.  Despite the fact that this was comparable to a mouse crawling into a lion's mouth, Ellan did so, appaearing naked before the Druidess' Archdruid.  The Archdruid was so impressed by this act of nearly suicidal bravado that he said he would help the rebels, as long as they continued to fight the Imperials.  Then, to prove their commitment, the Druidess blessed Ellan with invunerability to any worked weapon, the strength of a bear, the speed of a fox and the form of a wolf.

The campaign against Ellan was a disaster.  The Druids provided a constant thorn in the Imperial side, along with an amazing amount of intelligence, mostly extracted from the brains of captured VIPs.  Ellan did most of the fighting though, breaking every army he came against, through a combination of clever tactics and immense blood-lust.  Imperial records tell that by the end of the campaign, Ellan was fighting naked and painting himself with Druidic symbols, yet despite the fact that he was only wearing a thin layer of paint and his cloak, he would return home each day covered in blood, yet with not a single scratch on him.  However, these Imperial records also say that he would viciously rape women and sleep with up to 20 female slaves in one day, so they can probably be discounted, as Ellan was only unfaithful once.

For most accounts agree that all this time, Ellan and the Druidess were lovers and that he was deeply and madly in love with her, and her him.  Yet Ellan had no shortage of admirers.  Despite this fact, he managed to spurn them all, all but one.  For you see, the Moon had fallen in love with Ellan.  The Moon was clever though, seeking a different path to Ellan.  First, she distracted the Druidess by tricking some poor fools into wandering into her circle's territory, forcing her to return to defend it.  Then the Moon disguised herself as the Druidess and crept into Ellan's home while he slept.  When she reached his bed-chamber, Ellan awoke and seeing that the "Druidess" was here, he took her in her arms and then took her to bed.

The Moon, still disguised as the Druidess, spent several days together.  However, by this point, Ellan was sure that this woman was not the Druidess.  He demanded she reveal her true form, and she refused, claiming that their child would be endangered if she did that.  This was Ellan's weakness, the Moon knew, for it had witnessed many arguments under the moonlight between the Druidess and Ellan.  They both wanted children, but the Druidess would not raise her children outside of the circle.  Ellan did appreciate the Druid's way of life and their aid, but he had no desire to become a Druid, nor for his children to become them.  So when the Moon offered him that, he took it.  He reasoned that he could simply take the Moon on as a second wife, which was not an uncommon practice for Kings.  And while he likely knew that the Druidess wouldn't take it well, he figured he could talk her into it.  Actions thus justified, he went back to work on ensuring the "Druidess" was pregnant. 

Meanwhile, the real Druidess returned just in time to catch them together.  The Druidess was so shocked and horrified by what she saw that she immediately exploded in a firestorm of rage.  She immediately cursed Ellan, stripping him of his invulnerability to worked weapons as well as most of his powers, before declaring that his children will be born beasts and killed like dogs in the street for his crimes against her.  Then she left, and the Druids withdrew their support shortly after. 

Ellan would be defeated on the battlefield several months later, deprived of his information network and Druidic servants.  He was captured and sent back to the Imperial Capital to be executed for treason and murder.  However, on the way there, on the night of the full moon, Ellan's powers were suddenly restored to him.  He transformed into a monster and tore his way out of the cage they had been transporting him in, killing a dozen of his guards, including 2 Stepson Brother-Captains, each one a Master of the 49 Empty Palms style, before escaping into the wild, never to be seen or heard from again.        

By the way, Ellan's most well known title is omitted from the earlier list.  The one he's really known for is 'The First Werewolf'.

                                                 by @artofmicahmate on Instagram

You are a descendent of Ellan, through either the Moon or one of his mortal concubines.  To see who you are related to, roll on the table below.

1d6
1- The Magical Staniza.  You are related to Ellan through a Handsome Woman who liked her lovers hairy.  Pick a spell from any spell list.  You may cast that spell 1/Day as a level 1 spell.
2- The Martial Nissa.  You are related to Ellan through the famous swordswoman, Nissa.  You start with a sword and the ability to counter damage with it as a reaction.  You may only do this once per round.
3- The Dutiful Jani.  You are related to Ellan through a peasant girl named Jani.  You start with the ability to make disguises out of sticks, leaves and mud.  If you have time to prepare someone or yourself, you can give them +1d6 to any stealth roll. 
4- The Beautiful Wexa.  You are related to Ellan through a princess with shining eyes and a vagina that could melt iron pokers.  You start with the ability to reduce fire damage taken by half, rounding up 1/Day.
5- The Druidess.  She bore his child and nursed him on spite.  You start with the ability to intimidate creatures related to the Moon, including other Werewolves.  If you take an action to try and scare them, they must save or be filled with terror at your presence.
6- The Moon.  You are of the line of the Firstborn, historically the highest branch of Ellan's family tree.  You start with the ability that when in direct moonlight, you can change your appearance to look like anyone. 

Along with your pseudo-royal blood, you have also inherited a weaker version of his abilities, but you are still mighty compared to most men.  However, this power you have does not come without dangers.  For starters, you are scorned and hated by most of society.  Werewolves are notorious for rampaging, stealing, kidnapping and murdering people who get in their way. Pointing out that many Werewolves are driven to these crimes because they have no other options is not a good way to impress people, despite how true it is.  Pointing out that many Werewolves are only so hateful and vile because of the abuse they received because of society's attitudes toward their kind is equally unpopular, despite being just as true.  The fact remains, when people see a Werewolf, they call the authorities or start rounding up an angry mob.

Yet while society rejects the Werewolf, in an ironic twist, so do the Druids.  Ordinarily the Druids are at least de facto allies of anyone rejected by society, but not in this case.  This is because the Druids see the Werewolf as a fusion of civilization and nature, a marriage of wild instinct and symbolic thought.  For this reason, to the Druids, Werewolves are abominations, anathema to everything good and just, and must be destroyed.

So Werewolves struggle on between these two great forces, living in small, isolated communities or dwelling in the midst of foes, pretending to be normal.  That does not mean that Werewolves have no allies, though. 

Who is your ally?

1d4
1- An older Werewolf.  He may belong to your pack, or he may not.  Either way, he helps you with your problems, gives you advice, and tries to steer you away from the mistakes he made.  Has some kind of dark backstory that his never talks about, but guides his actions to this day.
2- A sympathetic Imperial Agent.  He doesn't think it's fiar that Werewolves are treated the way they are.  As such, he covers for you, warns you when Softfoots or Interrogator-Lords are nearby and provides you with inside information.  He won't risk his life for you though.
3- A rich patron.  Maybe you're stringing him along with promises of eternal life once you turn him.  Maybe he owes you a debt.  Maybe he just feels bad for you.  Regardless, he can offer you a place to hide and some work, if you need it.  Something suiting your unique talents, perhaps. 
4- Another outcast.  Not a Werewolf, but someone different.  Perhaps a foreigner or a Mutant, or a Wizard from a legal, but despised order.  What they can provide varies, but whatever it is, it is small and heart-felt, a sign of friendship.

                     from Pinterest, a drawing of Gary Hampton from The Astounding Wolf-Man
              
Werewolf
Starting HP: 1/3 of Con
FS: +2 per Werewolf level up to Will 
Starting Equipment: Totem or charm, family sigil, traveling cloak, quarterstaff or bow, dagger, loose clothing

Abilities:

1:

Transformation: As a full action, you can transform into a Wolf.  While in Wolf form you have FS and HP, while in human form you only have the latter.  You also receive a +4 bonus to any roll based on sensing or detecting something, a +2 bonus to sneaking or hiding and a +1 bonus to attack and damage rolls.  You also gain a Bite attack that does 1d6+STR damage.  While in Wolf-form, you keep your mental stats, but you cannot use any of your abilities that require a human body.  You cannot cast spells, speak, use tools or anything else requiring thumbs.  When in doubt, ask the Referee, as it falls under his or her discretion.  

Solar Hatred: You may not transform during the day.  The Selenic magicks that fuel your abilities are paltry compared to the Sun's dominion.

Lunar Curse: Whenever you transform into a Wolf during a high-intensity situation, such as combat, the soft tug of your lupine instincts become stronger, forcing you to struggle against the beast.  For each round you are in a high-intensity situation and remain in Wolf form, you receive 1d6 Stress Points.  If these Stress Points ever equal or exceed your Will, you lose control and behave as your instincts demand for 1d4 hours, or until snapped out of it.  You can only be snapped out of it if you are calm and in a low-stress situation.

Generally, your lupine instincts will tell you to hunt weak prey around you, to fight those who threaten you and to flee from those stronger than you.

During the full moon, you automatically transform into a Wolf and lose control of yourself, acting as a raging beast until Moonset.

<Referee's Note>

1, Will is my replacement for INT.  I never liked Intelligence as a stat.  So I have replaced it with Will or WIL, which is connected to force of will, your ability to resist magic and etc.  Your magical immune system, essentially.

2, Stress is a new thing I am trying out.  I used to just use Ability score damage that would 'go away' if it didn't exceed the ability score, but this seems like a better idea.  I'll explain my Stress Point rules in a later post.

</Referee's Note>  

2:

Natural Toughness: Whenever you change form, your HP is always restored to full, but your FS remains as it was.

3:

Alternate Form: Lycanthrope: When you transform, you may instead choose to transform into a Lycanthrope, instead of a Wolf.  The Lycanthrope form do not gain the bonus to senses or stealth that a Wolf does, nor the bite attack that Wolves gain.  But it allows you to access your FS and gives you your damage bonus, as per normal.

Additionally, the Lycanthrope looks almost perfectly human, resembling a slightly more hairy man.  However, there are some things that are still inhuman, such as your muscles, which will be bulging and varicose; or your eyes, which will be bright, lupine yellow.

4:

Enhanced Natural Weapons: Your natural attacks become more dangerous.  When in Wolf form, your Bite attack now does 1d8+STR damage and on a successful attack, if you so choose, you may automatically grapple any creature you damage, able to do 1d6 damage to them each round you are grappling them.  However, if you take an action to do anything else, the creature you are grappling is automatically free.

5:

Alternate Form: Wolf-Man: When you transform, you may instead choose to transform into a Wolf-Man, instead of a Wolf.  The Wolf-Man does not gain the bonus to stealth that a Wolf does, but it does gain all the other bonuses.  The Wolf-Man also keeps his hands and gains the ability that instead of making a single weapon or bite attack, he may make two bare-handed attacks, doing 1d6+STR damage on each, with his choice of sharp (claws) or blunt (knuckles) damage.

6:

Superhuman Senses: Your senses when transformed become even stronger.  You now receive a +8 bonus to any roll based on detecting or sensing something.  It is almost impossible for you to be snuck up on.

Alpha: You are now strong enough that lesser Werewolves and common wolves will seek you out, to curry favor with you and ask you for assistance.  You gain a pack of 1d6 Werewolves and 1d10 common wolves who will serve you.  However, your pack will also need to be taken care of and protected, as they are not strong enough to go it alone.  Other Werewolves of similar or greater stature will also come to you, to challenge you and see if you are worthy of the power you possess.  Depending on the Werewolf, what is 'worthy' may vary.  If you do prove yourself to be strong and capable and your pack is pleased with your actions and care of them, they will reward you with loyalty and service, and you will attract more followers.  If you cannot do this or your pack is not pleased with you, for some reason, you will not, and you may even lose the meager pack you have now.  

7:

Alternate Form: Loup-Garou: When you transform, you may instead choose to transform into a Loup-Garou, instead of a Wolf.  Loup-Garous do not gain the stealth bonus or the bonus that a Wolf does.  However, Loup-Garous do gain the ability to make two attacks per turn, the ability to regenerate 1d6 HP a turn and a damage increase, with their natural attacks increasing by 1 die size: from 1d6 to 1d8 and 1d8 to 1d10 and etc.

However, while in Loup-Garou form and in a stressful situation, you receive 1d8 Stress points per round, as per Lunar Curse. If you lose control as a Loup-Garou, fear for the safety of your friends. 

8:

Selenic Storage: You gain the ability to store moonlight and remain in transformed form, even during the sunlight.  For each hour you spend under moonlight, you gain the ability to remain in transformed form for 10 minutes, even while exposed to sunlight.  However, as soon as this time is up, you immediately revert back to your normal, human form.

9:

Lunar Royal: You may also use the moonlight your body stores for another purpose.  As a free action at the beginning of your turn, you may spend 1 hour's worth of moonlight, expending it automatically, but making yourself immune to all all non-silver, non-magical damage for 1 round, until your next turn.

                                                        by aurru

Tuesday, July 2, 2019

OSR: Daemon Prince

                                        from Kingdom Come

What are they?

They are mortals that have ascended to pseudo-immortality and Daemonhood.  They are similar to Outsiders, but even stronger and harder to kill.

That sounds awesome.  So how do I become one?

To ascend to Daemonhood requires a great many steps, each more difficult than the last.

First, the Princeling must recruit an Outsider.  This part is the essential first step in becoming a Daemon Prince.  This Outsider will become the Princeling's mentor and guide him along the path to daemonhood.  The Princeling should also be careful, as he must pick an Outsider who is trustworthy.

Secondly, the Princeling must prepare his mind.  He must strengthen himself mentally, to enhance his will.  This generally requires such things as wandering in the wilderness, long periods of fasting, extensive training, or some combination thereof.  The Outsider will make suggestions for what specifically should be done, depending on what kind of Daemon Prince it is grooming the Princeling to become.

Thirdly, the Princeling must "marry" the Outsider and form a Covenant between them and the Outsider.  This ceremony must be overseen either by an Outsider of equal status to the Outsider "marrying" the Princeling, a Priest, a Magistrate, a King or a God.  The third party overseeing the Covenant must agree to act as the Mediator between the two parties, and to ensure that the agreement made before it is carried out.

The specifics of this Covenant are up for debate, but the primary requirements are this: the Princeling must agree to work his hardest to become a Daemon Prince and to acquire the necessary power and the Outsider must agree to hold this power but not use it, and to hand it over to the Princeling when he is ready.

Fourthly, the Princeling must accumulate enough magical power to become a Daemon Prince.  Acquiring the power requires the souls or mortals or other creatures.  How many it takes depends on what records you consult- and all the records we do have are spotty and incomplete.  Some say it is a 1000, based on the popular saying, "A brave man's life is worth a thousand cowardly souls."  Others point to large, esoteric formulaes that dictate specific numbers of souls, such as "the souls of 70 Sinners, 7 Virgins, 5 Priests, 3 Kings, an Outsider, a Dragon and a righteous man".

Fifthly, once the power has been gathered, the Princeling and the Outsider must conduct a ritual.  At the appointed time, during the culmination of the ritual, the Princeling must imbibe of the power he has gathered.  This is the most critical time.  If anything goes wrong during this time, if anyone loses concentration or is suddenly wounded or something like that, everything can be ruined in moments.  Additionally, even if the ritual goes flawlessly, the Princeling still may not be strong enough to contain the power.  If he cannot, his death quickly follows.   

But let us suppose that our Princeling has done everything correctly.  Let us suppose that he has sought out the necessary ingredients, prepared himself thoroughly, his Outsider was trustworthy, he gathered the souls and the ritual went well.  In that case, a new Daemon Prince is born.

<Referee's Note>
First, I am going to be using "he" pronouns to refer to the Daemon Prince for the rest of this post.  That's not to imply you can't have female Daemon Princes.

Secondly, not all Daemon Princes need be evil or chaotic or whatever.  You could just as easily have a Good Daemon Prince, if you liked.  Though you might need to change the name.

Thirdly, if you were a player in one of my games and you wanted to become a Daemon Prince, you could totally try.
</Referee's Note>   

                                                   by unknown, from here

The Benefits of Daemonhood

Daemon Princes do not age.  They do not need to eat, drink or breathe.  They do need to sleep as long as they inhabit a physical body, but only for several hours a day.  They can regenerate their bodies as long as they aren't killed outright.  Even a mortal wound can be healed by a Daemon Prince's magicks, but some things, such as being burned alive, decapitated or dismemberment will still be fatal.

Daemon Princes can also detatch themselves from their bodies and try to possess someone else's body.  They can also ascend to the Higher Realms and leave this world behind.  However, if they do this, they will have to be summoned back, just like any other Outsider. 

Base Daemon Prince
SHP X  AC Y  Atk Z
Mor 10   Saves 7+X or less is a success

Damage Threshold X: All Daemon Princes have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage.  To determine a Daemon Prince's Damage Threshold, consult the table labeled "How strong are they?" below.

Daemon Dice: All Daemon Princes have a poop of power that they draw upon to power their abilities.  This pool consists of a number of d6s equal to the number of creatures sacrificed to them recently.  Treat these dice as spellcasting dice, burning out on a 5 or 6.  However, these dice do not cause Chaos or Corruption or return the next day. 

Shapeshifting: As an action,  the Daemon Prince can change their body at will.  This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them. 

Possession:  If a Daemon Prince has abandoned its body or currently does not have one, it can attempt to take over the body of someone nearby.  To do this, as an action, the Daemon Prince makes a mental attack against someone.  That person must make a save.  This save should only be conducted once per day, not before every attack.  If the person failed his save, for the rest of the day, he takes 1d6 CHA damage from the Daemon Prince's mental attacks.  On a success, he takes half damage from each mental attack.  If this CHA damage ever equals or exceeds the person's CHA score, he is possessed, and the Daemon Prince takes control of his body.

If the person the Outsider is attacking does not possess a CHA score, instead calculate his Charisma score equal to his Morale+1 per class level he has.

Finally, if someone doesn't resist, the Daemon Prince can possess him as a free action.

Daemonic Powers: All Daemon Princes have a number of Daemonic Powers equal to the amount of power they possess.  To determine how many powers they have, roll on the "How strong are they?" table below.  Additionally, all Daemonic Powers are a full action to cast unless otherwise mentioned. 

Tactics:
- Be totally confident in your victory
- Do not look for traps or exercise any real caution
- Concentrate your fire on one person at a time
- Kill the most dangerous or annoying person first

                                                   by unknown, from here

To generate a suitable Daemon Prince, roll on the tables below:

What does he look like?

1d20

1- A statuesque humanoid, beautiful and radiant, with a glowing halo and eyes that blaze with white fire.
2- A pale skinned, dark haired creature with glinting blue eyes.  He seem to always glow with a radiant aura, blazing like the sun.  During the day, this seems to be sunlight, while at night, the Daemon Prince is the source of the illumination.
3- A beautiful creature with the features of a dozen animal's, such as a bird's wings, a lion's mane, shark's teeth, etc.  These do not appear to be random add-ons, but instead intentional design choices.
4- A scaled being with reptilian features and spines protruding from its body and a crown of levitating fire floating over his head.  Wherever the Prince goes, flames flicker and change color and size with its mood, flaring up and then diminishing.
5- A creature covered in ornate, crab-like armor.  If cracked away, it reveals that the Daemon Prince is actually stunningly beautiful underneath.
6- A fluid mixture of male and female, with wide hips and volutpuous breasts, along with broad, square shoulders and a strong chin.  Immensely attractive or intensely repulsive.
7- A normal humanoid from the waist up, but with the lower body of a four-footed animal.  Roll 1d6 to see what that animal is: [1= Horse; 2= Dog; 3= Lobster; 4= Crocodile; 5= Deer; 6= Buffalo.]
8- A humanoid with an animal's head.  That animal is a: 1d6 [1= Ibis; 2= Hawk; 3= Falcon; 4= Horse; 5= Pig; 6= Crocodile.]  and 1d4 extra limbs.  1d3 of those limbs resemble the arms of a: 1d6 [1= Octopus; 2= Lobster; 3= Frog; 4= Bat; 5= Cat; 6= Elephant's Trunk.]
9- The Daemon Prince is a skeletal, starved thing with cruel claws and dripping jaws, and eyes that betray a bottomless hunger.
10- The Daemon Prince's flesh resembles marble.  The rest of the Prince is the same, cold, graceful, but utterly removed from mortality or its concerns.  The Daemon Prince's familiar features come off as either a degrading impersonation or a cruel joke he is playing on you.
11- The Daemon Prince is a corpulent beast, covered in sagging flesh and blubber, heartily laughing at everything, its appetites for all things preserved over the long eons. 
12- The Daemon Prince is covered in spines, spikes and barbs, every inch of his body resembling a pin cushion.  The Prince bears claws and teeth, as well as a muscular tail tipped in massive spikes to complete his natural armaments.
13- The Daemon Prince resembles an aquatic creature, covered in layers of overlapping scales with a fin protruding from its head, and webbed fingers and toes. 
14- A creature with the palest skin imaginable, features touched with the symptoms of hypothermia.  Icicles grow from his garments and frost covers his beard.  His flesh is colder than ice, his blood freezing before it hits the ground.
15- A man wreathed in constant, blazing fire.  The Prince never touches anything flammable that he does not want to destroy.  He is either unable or unwilling to turn off his flames.
16- A normal member of their species whose age seems to fluctuate based on his mood.  When he is happy, he is a child, when he is enthusiastic, he is a young man, when he is angry he is a middle-aged man, when he is saddened or disheartened, he is an old man and etc.
17- A young adult member of the Prince's original species wearing something resembling a combination between superhero spandex and pajamas.  Has a cool cape, hood with a long tail, or tails.  Also, the Prince has a 50% of having a set of wings.
18- A prepubescent member of the Prince's original species wearing royal garments.  None of the Prince's servants seem to find this odd.  
19- A beautiful, radiant member of the Prince's original species.  However, if attacked and damaged, part of the Prince's shell cracks away to reveal that his body underneath is rotting and diseased, riddled with a million wounds.  The shell heals, but the blow to the Prince's pride will not.
20- A terrible, vicious-looking monster without a trace of the original humanity the Prince once possessed. 

How strong is he?

1d4

1- Damage Threshold 6, SHP 6, AC 16, makes three attacks with an attack bonus of +2.  He has the Daemonic Power of Regeneration.  This Daemon Prince is weak by the standards of Daemon Princes and he knows it.  He is twitchy and quick to spring to violence.  He is also quite clever and does not fight fair.  Do not underestimate him.
2- Damage Threshold 7, SHP 7, AC 15, makes two attacks with an attack bonus of +3.  He has the Daemonic Power of Regeneration and 1 other.  This Daemon Prince is proud of his accomplishment.  He likely has no further desire to rise unless prompted by some outside force.  He is cunning, but likely to use brute force to solve his problems.
3- Damage Threshold 8, SHP 8, AC 14, makes two attacks with an attack bonus of +4.  He has the Daemonic Power of Regeneration and 2 others.  This Daemon Prince is hungry for glory and power and will do anything to get it.  He is also likely quite aware of his own relative weakness in comparison to the greatest of his kind.  This is a source of shame to him and he will react badly if anyone points that out to him.
4- Damage Threshold 9, SHP 9, AC 13, makes two attacks with an attack bonus of +5.  He has the Daemonic Power of Regeneration and 1d4+1 others.  This Daemon Prince is utterly confident in his own invincibility.  He will react with shock and horror the first time he is hurt.  He hasn't been hurt in a very long time. 

What tools or weapons does he have?

The Daemon Prince wears...

1d8

1- A lion-skin cape.  His cape makes him take half damage from attacks from behind.
2- Spandex.  Kind of silly looking, but still cool.  Halves all blunt damage unless ripped, and it rips when the Prince takes sharp damage.
3- A bulletproof vest.  Reduces all firearm damage by 2.  Does nothing against any other type of damage. 
4- Powered armor.  Reduce all magic damage by 1 per [dice]. 
5- Plate mail.  Reduces all sharp damage taken by 3.
6- Breastplate, helmet, greaves and shield.  The Daemon Prince may use the shields must be splintered rule.
7- Bamboo armor.  Reduce 1 Firearm attack by 1d12.  After that, the armor crumbles.
8- Silk shirt.  Reduce all arrow damage by 1d6.  Has little effect against any other type of damage. 

And he carries...

1d8

1- The Warhammer of Zanziko, Warrior's Gamble.  Does 1d8 damage on a hit and has the power to force anyone it hits to reroll 1 of their attributes and take the worse option.
2- The broken, legendary sword, Fleshmarch.  Does 1d6+STR damage on a hit and has the power that anyone who is injured by this sword is shoved 1 second per point of damage into the future.  If at least five damage is done, the person vanishes and reappears next round.
3- A giant laser gun named Seawolf's Salvo.  Does 2d10 damage on a hit, but must be reloaded between each shot.
4- A cloud of levitating shuriken.  Does 3d6 damage divided among as many targets within 50' as the user wishes.
5- Bare hands.  The Daemon Prince has a 50% of being enormously strong and a 50% chance of being an Expert in one of the Fist Arts.  If the latter, he is an Expert in: 1d4 [1= Demon Flips the Cart; 2= Pattram Swordhand; 3= Leisure Kicks; 4= 49 Empty Palms.]
6- A firearm.  The Prince's gun of choice is: 1d4 [1= A pistol (1d8); 2= Dual Pistols; 3= A Rifle (2d6); 4= A shotgun (3d6 at close range, 2d6 at medium, 1d6 at long).]  Find the Firearm rules here.
7- A chainsaw.  2d6 damage on a hit, but makes a lot of noise.  The Prince fails any attempts at stealth when his chainsaw is running.
8- A polearm or spear.  1d8+STR damage on a hit.  Roll on the table in this post to see what polearm it is.

Who serves him?

1d12

1- A Cult of mortals.
2- A Battalion of slaughter-crazed Berserkers.
3- An Army of ancient Constructs.
4- A Horde of Undead.
5- A Party of legendary Adventurers.
6- A Pack of Ghouls.
7- A Clan of Demons.
8- A Company of Soldiers.
9- An Order of Wizards.
10- A Family of Giants.
11- A Tribe of Primitives.
12- A Cell of Dopplegangers.

What Daemonic Powers does he have?

Roll as many times as required on this table, rerolling duplicates.

1d20
1- Blasting Cone/Shape Charge: Everyone in a 30' cone takes [sum] damage, save for half.
2- Spell Shield: Any spell cast with less than [dice] does not affect the Daemon Prince.  Can be used as a reaction.
3- Flight: The Daemon Prince can fly for [dice] minutes.  Can be cast as a free action.
4- Regeneration: The Daemon Prince heals up to [dice] SHP, back to his max.
5- Terrifying Aura: The Daemon Prince begins exuding an Aura of pure malice.  All within this aura must roll over [sum] to approach the Daemon Prince, otherwise they cannot move any closer to the Daemon Prince.
6- Heat Metal: [dice] metal objects suddenly heat up till they glow red hot, doing 1d6+[dice] fire damage to anyone touching them.
7- Telekinesis: One object is suddenly manipulated as if grabbed by an invisible creature with 13+[dice] STR (max 19(+4)).
8- Explosive Blast: The Daemon Prince conjures a ball of bubbling plasma and flings it at someone.  The ball does [dice] damage on a hit.  Then, one round later, it explodes, dealing [sum] damage to anyone within 10*[dice]', save for half.
9- Guided Bolts: The Daemon Prince fires [dice] bolts of energy at up to [dice] targets, each one requiring an attack roll.  On a hit, each bolt does 1d6+[dice] damage.
10- Unnatural Strength: The Daemon Prince temporarily enhances his Strength, gaining a +[dice] bonus to STR checks, saving throws and damage rolls for [dice] minutes.
11- Lightning Speed: The Daemon Prince temporarily enhances his Speed, gaining a +[dice] bonus to any roll requiring speed or quickness of movement for [dice] minutes.  He also moves up [dice] places in the initiative order.
12- Elemental Immunity: The Daemon Prince becomes immune to [dice] elements and elemental damage of that type for [dice] minutes.
13- Blister Field: The Daemon Prince exudes an aura of energy that extends out 10*[dice]'.  Anyone inside this field takes [dice] damage a round, with no save permitted.
14- Charming Gesture: The Daemon Prince may attempt to influence a person.  That person takes 1d6 WIL damage for [dice] rounds. If the amount of WIL damage that person takes ever equals or exceeds his WIL score, that person becomes charmed by the Daemon Prince and gains the Conviction, "I like [the Daemon Prince] and want to help them, though only as a friend would help out."
15- Geas: The Daemon Prince may force his will on one person.  One person must save, with a penalty to their save equal to [dice].  On a failure, for the next [dice] minutes, the person will attempt to carry out one order the Daemon Prince has given them, no matter how stupid, unreasonable or suicidal the order is. 
16- Disintegration: The Daemon Prince must make an attack roll against a person within 50'.  On a hit, that person must save. If that person has more HD than [dice], he may add the difference to the saving throw.  If he has 3x the amount of HD to [dice], he automatically passes.  On a failed save, the person dies.
17- Healing Word: The Daemon Prince may heal one person he can touch of [sum] HP, back to the person's natural maximum.
18- Mutating Touch: The Daemon Prince may mutate any person he touches.  No save is permitted to avoid this.
19- Open the Grave: The Daemon Prince may raise up to [dice] corpses as Undead Servants.  Each of these corpses have [dice] HD and are otherwise normal Undead under the Daemon Prince's control. 
20- Mana Zone: The Daemon Prince exudes an aura of energy that extends out 10*[dice]'.  The Daemon Prince can sense everything that happens within this zone and gains a +[sum] bonus to avoiding attacks and relevant saving throws.  However, this zone does not protect against non-physical assaults.

                                           from Invincible

Weaknesses of Daemon Princes

Firstly, Daemon Princes need a body, just like an Outsider.  Without a body, they can only use their Possession ability and are immaterial.
 
Secondly, Daemon Princes need a constant stream of energy to remain in our universe, as well as to fuel their impressive powers.  If they do not have regular sacrifices of creatures to them, they will slowly wither until they resemble mortals once more.

Thirdly, Daemon Princes follow the same rules as Outsiders.  If killed in a physical body, they die.  While not attached to any physical body, they cannot be killed or really even hurt, but they cannot influence the physical world in any meaningful way, except by possessing someone or through words.

                                     from The Seven Deadly Sins and definitely not to scale

Saturday, June 29, 2019

OSR: The Servants of Chaos

In Nukaria, alignment and morality are objective.  We can discuss Good and Evil some other time.  For now, let us discuss the other axis on the Nukarian alignment chart, Law vs. Chaos.

As defined before in this post, Law represents a series of beliefs and practices most succinctly defined as "the belief that rules, whether they be laws, customs or traditions, are generally Good."  Law produces things like organization, obedience, hierarchy, order, tradition, government, statutes, constitutions and etc.  It is a stabilizing, organizing force.  This need not be good organization, though.  Law can produce tyrannies as easily as it can produce peace and tranquility.

Chaos, on the other hand, is a series of beliefs that can most succinctly be defined as "the belief that rules are generally bad."  Chaos believes in freedom, liberation, the reformation or outright abolition of various harmful structures.  It is a force of creativity, vitality and regeneration.  However, chaos is like fire.  Unshackled, it can easily consume everything and leave behind nothing but a wasteland.

We will be discussing those who follow the latter philosophy in this post.

                                                      by WickedStar

The First Commandment

The only thing all servants of Chaos agree on is that the First and greatest edict of Chaos is 'Do as thou wilt'.  For them, that is the whole of the Law.  Anything beyond that is negotiable.  Some servants of Chaos say that the true servants of Chaos do not allow their freedom to be taken, but also do not impose their will on anyone else.  Others disagree severely, claiming that the only true path to Chaos requires everyone to follow the Path of Chaos, and often their specific ideology of what "True Chaos" or "True Freedom" is.

To put it mildly, there is a vast breadth of disagreement and debate within the Servants of Chaos.

Hired Hands

We will discuss this more later.  First, let me talk briefly about the accidental servants of chaos, the so-called "Hired Hands".  These are the individuals or groups who are not directly aligned with the cause of Chaos, yet sometimes work in concert with the true Servants.  Whenever there is a major incursion or operation by Chaos, one or more of these groups can often be found nearby, either assisting directly or waiting for the right moment to jump in and exploit the chaos.  To see who is nearby, roll on the table below.  

1d6
1- Wild Dragons.  Wild Dragons are proud, vain and greedy, just like all Dragons.  That being said, these are not the only things that motivate Dragons.  Wild Dragons will often assist the true Servants for gold or glory, or for the chance to humiliate a Civic Dragon*.  Civic Dragons, which believe that is okay for Dragons to live near creatures it doesn't rule over as a God, run businesses, or speak, Wild Dragons do
2- Druids.  Druids are already working to destroy civilization, they only need to be aimed.  The only problem is that the Druids regard you as bad as the people you are fighting and are likely to betray you; or more likely, refuse your initial offer and try to cut your throat with a stone handaxe. 
3- The Folk.  As Druids, but with less self-righteousness.  The problem with the Folk is that they cannot be trusted.  They can't lie, but that doesn't make them any more truthful.  A Folk is the type of person who will transform into a horse and seduce your wife, then make her get pregnant with half-mortal changelings, a fact you'll only discover 9th months later after the babies gestating in her womb turn out to look like some unholy fusion between male model, tree and salamander.  Asking something like that to support you in battle is asking for trouble.  
4- Amazons.  Amazons are fiercely independent, relentlessly self-interested, and they refuse to take orders from any man.  They will take polite suggestions, but usually they will ignore those too.  Only a female Servant has a reasonable chance of getting the Amazons to listen, and even then, Amazons are not exactly known for their internal cohesion.
5- The Orc.  Orcs are violent, mysterious creatures.  No one knows what exactly they are or where they come from.  They are truly effective, however.  An Orc will sometimes aid the Servants of Chaos, but only so long as it furthers the Orc's own goals. 
6- The Handsome Men.  Handsome Men are slightly more trust-worthy than the Folk.  That isn't saying much, though.  In fact, that says nothing at all.  No one with any sense trusts the Handsome Men and even fewer trust the Folk.   

*Civic Dragons are Dragons who believe it is okay for Dragons to live near intelligent creatures that it doesn't rule over as a God, run businesses, or practice other works of mortal civilization.  Though civilizations like this are uncommon, with most Civic Dragons living in the Bizoan Republic to the Far South or in the Oasis Kingdoms to the Distant East.  The one notable exception to this rule is the "God" Lord Messenger Godflesh, Dragon of Frogs and Sulfur.  Wild Dragons obviously disagree with the choices and ideology of the Civic Dragons and duel with them, whenever they see fit.


True Servants of Chaos:

Chaos Cultists


Chaos Cultists are the core of any Chaos operation.  They make up the soldiers, spies, saboteurs and lay-members of any Chaos Cult.  They are the backbone of any successful Chaos incursion.  If a Red Ruler does not have sufficient Cultists, he is doomed to failure.  However, this is not usually a huge problem.  For contrary to popular belief, there are many true Servants out there acting as Chaos cultists and easily twice as many potential Chaos Cultists.  For you see, unlike the Minions of the Dark Powers, Chaos is not regarded as universally evil.  The Minions represent suffering and violence for its own sake, it often seems.  This is not true with Chaos.  Chaos represents freedom, mortal ingenuity and equality; all noblem high ideals.  The Red Rulers, the commanders of Chaos Cults and Cultists are very good at presenting Chaos as freedom and her true Servants as agents of liberation.  This isn't even necessarily a lie.  Chaos does end up breaking down barriers wherever it gains power.  That is not in dispute.  What is in dispute is whether or not people are better off that the barriers are broken.

Due to the high ideals and natural allure of Chaos generated by its soaring idealism, there are many who wish to join or support Chaos Cults.  Those who favor such organizations tend to come from the lower classes, the poor, downtrodden or disenfranchised in any society.  Of course, Cultists join for other reasons too, but that personally depends on the Cult and the prospective Cultist.  You see, for the leaders of Chaos Cults, the trouble is usually not in recruiting eager souls, but in keeping them.  Chaos teaches one to break off the shackles of authority.  It is a democratization of decision making, sometimes literally, a flourishing of freedom.  That, however, makes keeping hold of your Cultists especially difficult.  After all, even a fool recognizes the inherent contradiction in "'Do as thou wilt' is the only law" and "Now come, follow me and do what I say!"

That's not to say that all Chaos Cultists defect, but many do.  And unlike in the Minions of the Dark Powers, where once you join you are an outcast from all conventional society, Lawful or Chaotic, there are Chaotic societies out there.  Additionally, one can always just go back to pretending to be a normal subject after the Chaos Cult you put your faith in collapses under the weight of Law's military forces.

To determine what a specific chaos cult or Servant of Chaos believes, roll 1d6 times on the table below.

To follow the path of true Chaos requires one to...

1d20

1- To never use money, only to barter
2- To own nothing but the clothes on their backs
3- To work to destroy civil government
4- To reject any form of organized religion
5- To reject the belief in objective truth, meaning or value
6- To reject all belief in morality or ethics
7- To reject all beliefs that do not personally come from your sense experience
8- To stop trusting your senses and believe they are unreliable
9- To only wear clothes when necessary
10- To join no organization and to leave the ones you have already joined
11- To take whatever you desire through any means you desire
12- To reject the social norms of your society
13- To never get married
14- To never have children
15- To create or join an organization that will further the cause of Chaos, secretly or otherwise
16- To have children
17- To create art that glorifies chaos
18- To rebel against any society that does not uphold your ideals
19- To work from within the system to change the institutions of society to uphold freedom   
20- To reject any additional bylaws but the First Commandment of Chaos

Statblock:


Chaos Cultist
HD 1  AC 11 Atk (+0) Weapon 1d6
Mor 9  Saves 7 or less is a success

Disguise: Chaos Cultists rarely wear uniforms or even insignias that mark them as the Servants of Chaos.  If they aren't wearing something like that right now, and they usually aren't, they look identical to normal people.
 
Tactics:
- Only attack if you have numerical superiority or the element of suprise
- Gang up on one opponent
- Attack, then flee; use guerilla tactics

Chaos Cult Lieutenant
HD 1d4  AC 13  Atk (+1) Weapon 1d6/1d6
Mor 7  Saves 8 or less is a success

Disguise: Cult Lieutenants rarely wear uniforms or even insignias that mark them as the Servants of Chaos.  If they aren't wearing something like that right now, and they usually aren't, they look identical to normal people.

Call Targets: A Cult Lieutenant can take an action to call out a target.  If they do so, any Cultist or other Cult Lieutenants will prioritize attacking that target.

Tactics:
- Call out Targets
- Let others do the fighting
- Discretion is the better part of valor

                                                         by Sergey Urpalov
Chaos Sorcerers

The Servants of Chaos will tell you that Chaos is fount of all magic, which isn't an uncommon statement.  The true Servants also claim that Chaos is the origin of all light, life, fire, art, and emotion in this world.  But while the latter are disputed, the first one seems to be at least partially true.  To some Agents of Law, Magic is problematic, as it entails a rejection of a mortal's role in submitting to the Gods by defying the laws they laid down to govern this world.  This is not a widely accepted belief, but there is a definite strain of anti-sorcery sentiment in Lawful philosophy.  Chaos, on the other hand, has no such issue. 

To the true Servants, magic is the embodiment of Chaos, the flowing power of the Primordial World, the blood of Great Mother Isfet, the Dragon Goddess of the Primordial World, Master of the Sea of Night, Ruler of the World Before and the World to Come.  The Chaos Sorcerers are embraced by Chaos Cultists and Red Rulers alike as divinely-touched, with their bodies protected and their words heeded.  This is because partially of the religious and ideological implications of the holistic worldview of Chaos, but also because Chaos Sorcerers are capable of incredible feats.  Many a chartered Wizard has faced a Chaos Sorcerer, confident that their training would prevail, only for the rambling hedge-mage wearing a leather apron and a necklace of rabbit's teeth to take them to the cleaners with a whispered word.

Statblock:

HD 2  AC 12  Atk(+0) Throwing Axes 1d6/1d6
Mor 9    Saves 8 or less is a success

Spellcasting: Chaos Sorcerers have 1d6+1 spellcasting dice and 1d4 spells prepared.  To determine which ones, roll on the Chaos Magicks table below.  Their spellcasting dice burn out as normal.

Chaos: If a Chaos Sorcerer casts a spell with 2 or more spellcasting dice, they have a 2-in-6 chance of invoking Chaos.  If they do invoke Chaos, roll on the table below.

Chaos of the Chaos Sorcerer
1d6
1- One person of your choice within 100' is trapped in a six-inch thick cube of solid iron that forms around their whole body.
2- A statue of you is formed out of nearby materials.  The likeness is uncanny.  The statue has a 1d10% equal to the number of dice you used in the spell that induced chaos of coming to life.
3- Every person within 100' should save.  The first person to fail their save projectile vomits glowing, rainbow sludge.
4- For the next 1d10 minutes, any Magic-User within 100' who casts a spell must save.  On a failure, they accidentally cast Prismatic Ray, targeting a random target.
5- You develop a mutation.  Save after ten minutes.  On a failure, it becomes permanent.
6- You burst into flames.  The flames are normal and can be extinguished like any normal fire.  While on fire, you take 1d6 damage a round.

Tactics:
- Cast spells, focus on strong things
- Uses axes to affect what spells cannot
- Finish the fight in the flashiest way possible 

 Mutants

For all the errors that His Imperium, the Emperor of Joyous Exultation, Lord Unquaro's prayers be upon him has commited, he has done at least one thing that is right.  As of several years ago, he has officially ended the Mutant Pogroms.  For centuries, if not for millennia, mutants have been persecuted by their better-formed brethren.  Mutation is still widely believed to be a curse sent by the Gods, a sign of internal corruption.  It may even be that- no one knows.  Regardless, whether this was the reason or the excuse given for the persecution of Mutants is irrelevant.  What you need to know is this; in almost all lands, Mutants are persecuted.  In some they are hunted down like criminals or forcibly expelled, but this is less common these days, especially in Imperial lands, since the previous Emperor, the Emperor of Beneficent Mercy, banned them.  The current Sovereign, the Emperor of Joyous Exultation, has maintained this policy.

That being said, while state-sponsored persecution is rarer, Mutants face many other problems.  Most societies exclude them from civil society to greater or lesser extents, as well as restricting their opportunities and legal rights.  Generally Mutants cannot enter into the presence of a King or Priest or they will be under penalty of law, for example.  There are also cultural obstacles as well, people cross the street when they see a Mutant approaching, gangs of thugs will sometimes harass and beat Mutants for no reason other than because they can and many will refuse to buy, sell or hire Mutants.  If Mutants do not end up working for another Mutant, they will usually end up working back-breaking tasks alongside slaves or bondsmen. 

For these and many other reasons, some Mutants become bitter and hateful.  They desire bloody revenge against the people who wronged them and the system which enabled them to be wronged.  For this reason, Chaos often flourishes among the Mutant population.  Additionally, because many Servants of Chaos also have Mutations, this leads to excellent relations with many Mutant communities.  When the Servants of Chaos emerge and call upon the people to liberate themselves, the Mutants are the first to answer the call.  The fire rises, brother.

Statblock:
Mutant Marine
HD 2  AC 12  Atk (+1) Spear 1d8 and (+0) Club 1d6
Mor 9    Saves 8 or less is a success

Javelin: Mutant Marines can throw their spears, doing 1d8 damage on a hit.  If they do so, they may make two club attacks instead.   

Tactics:
- Use the spear on the strongest
- Use the club against weaker people in melee range
- Throw spears at those who refuse to get into melee combat

                                          by Zdzislaw Beksinski

Chaos Cursed

Chaos Cursed are those scorned by the Gods of Chaos, those mutated badly by Chaos Sorcerers, or those who were are exposed to Pure, Elemental Chaos.  This transforms them from ordinary mortals into Chaos Cursed.  Chaos Cursed are always horribly mutated, but to think their condition is cosmetic is to badly underestimate it.  Chaos Cursed are broken in body, but it is their souls that suffered the most.  A true Chaos Cursed is created when a mortal's mind is shattered into a million disparate pieces by unrefined Chaos.  Chaos Cursed are self-aware, but usually live tortured existences, their thoughts and memories a swirling vortex of half-formed ideas.  They are pitiful creatures, as pathetic as they are dangerous.

Chaos Cursed usually cannot speak or even understand what they are doing.  They have been reduced to little more than beasts, acting largely on muscle memory and half-glimpsed memories peeking through the haze of madness and confusion.  Chaos Cursed are sometimes kept by Chaos Cults who have some sympathy for the people who were transformed, either by accident or through malice.  However, just as often, Chaos Cursed are abandoned or put down.  There is no known method of turning a Chaos Cursed back and no known method of rehabilitating them, though with time and effort you can make them into something approximating a guard dog.    

Statblock:


Chaos Cursed
HD 1d4  AC 10  Atk (+0) Natural Weapons 1d6
Mor 5 or 12 (50%)  Saves 7 or less is a success

                                           by Sickbrush

Turned Elementals

These guys will get their own post at some point.  However, I will mention them here.  Besides the Courts of Earth, Fire, Water and Air, there are also several sub-Courts.  Some of these sub-Courts are formed through legal authorization of the other Courts.  Some are not, however.

There are six sub-Courts.  The Legal sub-Courts include the twin Courts of Magma and Lava, the Court of Steam and the Court of Auroras. 

The Traitor Courts include the Court of Mud, the Court of Dust and the Court of Storms, or as it is more commonly called, the Court of Bubbles.      



Red Rulers

Some Chaos puritans will tell you that any Chaotic organization with hierarchies is illegitimate.  Other, more moderate adherents to Chaos will say that hierarchy can be justified, if the situation demands it.  It's an endless debate and not one that will be addressed here.  However, most adherents of Chaos believe that currently, hierarchies are necessary to organize against the agents of Law.  Those elevated to lead the forces of Chaos are known by a hundred names, but the most common one for non-adherents is Red Ruler or Chaos King.  These titles are frowned upon by the central adherents of Chaos though.

Many who do not follow Chaos are fond of comparing the Servants of Chaos to the Minions of the Dark Powers and equating the Red Rulers to the Secret Masters, but this comparison rarely works.  For while the Secret Masters are almost univerally wicked and vicious, this isn't necessarily true for the Red Rulers, who are as varied as the Cultists they rule over.

To generate a unique Red Ruler, roll on the tables below:

This Ruler is...

1d6

1- A Prophet of one of the nameless Gods of Chaos.  They have 1d6 HD and bear one of the Secret Names of God.
2- A Chaos Sorcerer.  The Ruler has 1d4+1 HD and knows 1d6+2 spells, with an equivalent number of spellcasting dice.  
3- A Fighting Man.  The Ruler is a level 1d3+2 Fighting Man with an equal amount of HD and training in one of the Martial schools.
4- A Monstrous Mutant.  The Ruler is a hideous freak, with 4 HD, a STR of 18 and the ability to: 1d4 [1= to spray cones of acid every 1d4 turns; 2= To regenerate 1d6 HP a round; 3= To make an extra attack because of their second set of arms; 4= To grapple on a hit with their sticky tentacles.]
5- A schemer and a talker, but with no combat ability.  The Ruler is very smart, but possesses almost no individual combat ability.  This ruler will work behind the scenes, manipulating events in their favor.
6- A monster or magical beast, such as: 1dX [1= A Dragon; 2= A mostly invisible creature that uses human corpses as puppets, a fact which the Cultists pretend not to know; 3= A Sludge Vampire; 4= A Ghast; 5= The real Ruler is actually dead and this is just a Doppleganger pretending to be them; 6= A Psychoplasm.]

The Ruler fights with...

1d6

1- A magic weapon.  Example: An Axe named Skulleater.  Anyone struck by this takes 1d6 DEX damage as the Axe steals calcium from their bones.  If this damage ever equals or exceeds someone's DEX score/HD, that person's skeleton changes to the consistency and properties of cartilage. 
2- A bow and arrow.  This Ruler can make double the normal amount of attacks, as long as they are archery attacks.  He can also do anything you see here.  Finally, he never gets into Melee Range.
3- A wand that fires bolts of magic.  The bolts of magic: 1d4 [1= Light people on fire; 2= The rays transform into snakes under the Ruler's control when they strike an object; 3= Explode on impact, doing extra damage; 4= partially and temporarily paralyze whatever body part they hit.]
4- A firearm.  Use the Firearm rules from here.
5- An axe guitar.  Attacks as a great axe or fire 2d6 blasts of fire.
6- Magical explosives.  Each one explodes for 3d6, save for half.  The Ruler can be hurt by these explosives.  The explosives can be set to explode from remote control or because of some trigger.

This Red Ruler is...

1d6

1- A true believer.  The Ruler is a fanatic, who whole-heartedly believes in the cause.  Weakness: The Ruler will not alter any of their ideological beliefs for the sake of pragmatism.
2- A revolutionary.  The Ruler does believe in the cause, but is no fool.  He is smart and capable.  Weakness: The Ruler will make any sacrifice he deems necessary to achieve victory; he could be baited into foolish gambles.  Additionally, his Cultists are not very loyal. 
3- A narcissist.  The Ruler is doing this to glorify themselves.  He doesn't care about his men or the cause, only for himself.  Weakness: The Ruler will not back down from a challenge.  Additionally, any insult will send him into a rage against whoever is responsible. 
4- An opportunist.  The Ruler is using chaos and the cause as an excuse to accumulate money and power.  He doesn't care about the cause.  Weakness: The Ruler is cowardly and will flee at the first sign of danger to himself.
5- A blood-thirsty madman.  The Ruler is advancing the cause because it brings him blood and battle, which are the two things he lives for.  He is terrifying on the battlefield.  Weakness: The Ruler will not ignore a chance to fight, no matter how small, unless the foe is too weak to be worth the trouble or so powerful fighting it would be suicide.
6- A competent individual.  The Ruler is wise, compassionate and hard when he needs to,  He is a father to his men, well respected and liked.  His cultists would follow him to Sheol if he ordered them to.  Weakness: The Ruler will not leave his underlings to their own fates, but will always try to help or rescue them.          

This Ruler believes Chaos is...

1d4

1- A force of liberation, a Good in and of itself.  The Ruler wants to increase Chaos.  He fundamentally believes that Chaos is good and will help people.
2- A fundamental part of the universe.  To fight Chaos is foolishness, the Ruler insists, for Chaos is the universe.  The Ruler just picked the winning side.
3- A necessary evil.  The Ruler attempted to change things through other means, but all legal and Lawful avenues failed.  Now, Chaos is all that's left.
4- A tool.  The Ruler has only become a Servant of Chaos for his own reasons and this is obvious by the way he talks about Chaos.  He does not seem to practice the Red Faith or even believe much Chaotic philosophy.  He sees Chaos only as a tool, a force to be directed so that he can achieve his desires.



Angels of Isfet, Demons of Tyranny

Chaos is more than just a worldview, a way of looking at the world.  It is also a religion, a faith, and a fact.  And like any Faith, Chaos has its tempters and seducers seeking to waylay the faithful, as well as its comforters and helpers, seeking to keep them on the red road to salvation.

Angels of Isfet


These are the Angels that would be chief among the Sons of the Great Mother, at least if her sons bothered to organize themselves into hierarchies, which they do not.  These creatures resemble evershifting, ever-fluid masses of flesh and bone.  Their faces shift whenever you shift away and they naturally and easily change shape with their moods, shifting into various forms to do whatever they are to do.  It could be said that they have a different body for every occasion, but that would imply a sense of organization that these creatures simply do not possess.  Along with their natural mastery of shapeshifting, Angels of Isfet have the power to disrupt complex systems or machinery with a breath, induce mutations with a touch and exhale clouds of freezing wind, blistering air or burning acid. 

Cultures who do not share the values of Chaos call these creatures Demons of Chaos or Demons of Disorder, though some Chaos Cults use the former term as well. 

Angel of Freedom


There is nothing sweeter than Freedom, which is why the Angels of Freedom are so darn persuasive.  All desire to be free, or at least, to feel free.  Despite the lectures from every authority figure, from parents all the way up to His Imperium, that order is there for your own good, even under legitimate authority, men still chafe to be free.  Thus, the Angels of Freedom. They resemble birds, with glossy, color-changing feathers that can glow in the dark and long, delicate limbs ending in six-fingered hands.  They appear to slaves to stir revolt, beside petty kings and governors to encourage rebellion against distant overlords, they even creep into the bedchambers of hurting young people with magical talent to encourage them to lash out at the world, to free themselves.  They possess silver tongues and rhetorical training that would astound any demagogue. Along with this, they possess the ability to open locked doors or containers with a touch, make someone's organs attempt to revolt and leave their body, and cause someone's DNA to unwind as the proteins within their cells attempt to make a break for it.

Cultures who do not share the values of Chaos call these creatures Demons of Rebellion or Demons of Destruction.  

Angel of Exemption


Chaos iconography is always full of images of the Cultists as conquerors, smashing the rod of the taskmaster and bringing about an era of freedom and peace.  This is the dream of Chaos, of the utopia that will arise once the bonds of Law have been smashed, once and for all.  It is what motivates Chaos Cultists to keep fighting.  But it is hard, living in secret, laboring for something you might never see.  So to help them, the Gods of Chaos send the Angels of Exemption.  These Angels come disguised as merchants and traders, bearing impossible goods to the right people and the right price.  While these Angels primarily seek to encourage and comfort the Servants of Chaos, they also love to spread discord and confusion among the unsuspecting Agents of Law.  They do this by selling unsuspecting people powerful magicks, pouring mind or body altering chemicals into the water supply, impersonating officials then making nonsensical rulings and any number of other acts of criminal mischief.  They are despised among the Agents of Law for this, because while they are not the most directly dangerous, they are easily the hardest to catch.  Angels of Exemption can ignore attacks against them, turn invisible, and phase through solid objects.

Cultures who do not share the values of Chaos call these creatures Demons of Theft or Demons of Discord.        

Demon of Tyranny

Juvenile and simple-minded Servants hate the System, the Law and the Man because he restricts their freedom.  However, the truly erudite among the Servants recognize that the problem with the current system is not that it restricts freedom, though that is a problem, but because it is based on coercion.  If the system was entirely consensual, there could be no valid critique against it based on the logic of Chaos.  That is, assuming you recognize the Laws of Logic.  Nevertheless, the Servants dislike Law because Law enforces itself at the tip of a blade.  This is why the System must be destroyed. 

These creatures disagree, however.  They come to ask pointed questions and urge the Servants to reconsider.  They shelter refugees and raise strongholds in the wilderness, transforming the wilds into gardens.  They offer safety, food and peace.  Of all the outsiders arrayed against the Servants of Chaos, the Demons of Tyranny are worst of all; because no Servant who encounters them can resist the urge to wonder, even if for just a moment, if they are on the right side.  Demons of Tyranny can cause spells to vanish and turn the elements against their foes, subjecting them to quicksand, chasms in the earth, dust storm and blasts of wind, while using the same to protect others and themselves.    

Cultures who do not share the values of Chaos call these creatures Angels of Order or Angels of Refuge.

Demon of Oppression
 

The Demons of Oppression are related to the specific aspect of how Law takes away freedom.  These creatures come to justify the claims of the Agents of Law, insisting that there is some kind of difference between a governor and his soldiers and a band of robbers.  Demons of Oppression are extremely well studied in law, custom and rules of all sorts.  They are strange creatures, composed of dozens of interlocking metal cubes, each one rotating and warping perpetually, making the Angel's body ripple with constant, but predictable changes.  When threatened, Demons of Oppresion have the power to disassemble, each cube moving independently, to form cages out of themselves, and to fire bolts of electricity from their faces. 

Cultures who do not share the values of Chaos call these creatures Angels of Law or Angels of Obedience.

Demon of Judgement

Law is never kind.  It is cold, unyielding.  Even in the case of extenuating circumstances, even in the case of excellent reasons, it must still be enforced.  To not do so would weaken the entire system.  Magistrates must act, even if they find the action unbearable.  To do otherwise is impossible.  And for those on the other side of the Magistrate's ruling, they must obey or face the consequences.  To refuse to do so is an additional violation.  This is why the Servants of Chaos seek to undermine the Law wherever they go, by means covert or otherwise.  The Demons of Judgement hate them for this, and come to stop them.  These Demons are flinty-eyed, cold-souled monsters with wings of smokeless flame and eyes on their palms.  They wear cloaks of shimmering silver and diadems of cold steel.  In combat, they can fire lasers from their eyes and bolts of fire from their wings.

Cultures who do not share the values of Chaos call these creatures Angels of Justice or Angels of Vengeance.


Daemon Princes

These guys are definitely going to get their own post as well.  Daemon Princes are not a thing exclusive to Chaos, but they are most commonly found here.  Daemon Princes are mortals who have achieved pseudo-immortality through Daemonhood.  They are the martial counterpart to the Lich, and possess a similar level of power.  Every Daemon Prince is a unique and terrible foe, each one easily being able to match a Dragon or the Highest of Outsiders in terms of power.  For not only do they possess the toughness of an Outsider, but they possess all the unique powers that mortals can hew out for themselves.  For this reason, they are generally superior to a conventional Outsider.

But that is a story for another day.


                                                      by Joe Slucher

Chaos Magicks

This is all the information you need to make or play as a Chaos Sorcerer.  If you are doing the latter, remember that Chaos Sorcerer is just a sub-class of the Base Wizard, and you can find all the information about them here. 

Power: You can create harmless showers of light, sounds no louder than a human shout, small illusions no bigger than something you could hold in your hand, cause an object person-sized or smaller to become dirty or clean, and light or snuff fires no bigger than a torch with a word or gesture as a free action, though any fires started like this cannot damage anyone on the first round they are created, and must burn for at least a round and consume some non-magic fuel before they can do damage.  Referee's discretion applies, of course.

Drawback: You start with a mutation.  Mutants are usually scorned in lands where people will realize it is a mutation.  Some places even expel mutants from their lands or hunt them down.  This is rarer, however, and usually the worst thing you will have to face is harsh words and exclusion from most of public life. 

Spell List:

Chaos Sorcerer Starting Spell List
1d12

1- Dimension Door
2- Finger Gun
3- Flesh to Stone
4- Gamma Infusion
5- Induce Mutation
6- Malignant Portal
7- Prismatic Ray
8- Polymorph
9- Salamander's Breath
10- Secret Door
11- Spell Deflection
12- Street Shark

13- Bubbles of Pure Madness
14- Defy Death
15- Immatize the Eschaton


Dimension Door
-------------------------------------------------
R: touch    T: [dice] creatures    D: one action

Up to [dice] creatures you can touch, counting yourself as one of the creatures, teleport up to 10*[dice]'.

Finger Gun
---------------------------------------------------
R: 50'        T: creature        D: one action

Point your finger at one creature.  That creature takes [sum] damage as a bolt of magical energy blasts from your fingertip and strikes them.  If you cast this spell with more than 1 [dice], you may also damage up to [sum] additional creatures, as long as they are adjacent to the original creature you targeted.

Flesh to Stone
-----------------------------------------------------
R: 30'        T: creature        D: [dice] hours

One creature within range must save.  If the creature has more HD than [dice], it adds the difference to its save.  If it has 3x more HD than [dice], it automatically passes.  A creature that fails its saving throw is turned to stone.  After the duration, the petrified creature turns back to normal, unless the spell was cast with 4 or more [dice], in which case the caster may make the duration as long as they wish, including permanent.

Gamma Infusion
----------------------------------------------------------------------------------
R: 30'        T: creature            D: one action, then [sum] minutes

One creature within range takes [sum] nonlethal damage.  If the damage the spell causes equals or exceeds its HP, the creature then transforms into a monster.  This monster gains [sum] HP, gains a STR, DEX and CON scores equal to 12+[dice] and regenerates [dice] HP a round.  The monster then proceeds to fly into a rage, attacking and destroying everything in its path.  It is stupid and feral, driven only by a primitive desire to destroy.  And while it cannot plan, it will retain its personality from before transforming, and any antipathies had before.  If it disliked you before you cast this spell on it, it will probably try to find and pull your limbs off.  The creature continues its rampage for [sum] minutes or until it is killed.  After that, it transforms back.  If this spell is cast with four or more spellcasting dice, you can choose to make the duration for as long as you want, or permanent.

Induce Mutation
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R: 10'        T: creature            D: one action

Disfigure one creature by molding its flesh into some aberrant shape.  The creature must make a save vs. spell, minus [sum].  On a failure, the creature gains [dice] mutations.  If 4 or more [dice] are used to cast this spell, you may specify the mutations.

Malignant Portal
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R: 30'        T: a flat surface within range        D: [dice] rounds

You create a portal on a flat surface that begins sucking up everything near it.  Everything within 10*[dice]' begins to feel suction as if a creature with a STR score equal to [sum] (maxing out at 19(+4)) is pulling on it.  Any creature that fails to resist this pull is sucked off their feet and into the portal.  The portal also pulls in loose objects, air, gases in the atmosphere, and etc.  Note that the caster also knows that whatever ends up going through that portal is probably gone forever.

But in case you do end up falling through it...

Where does this Portal lead to?
1d8

1- Sheol.  The grey, sunless land of the dead, where the dead walk through the wastes forever, occasionally being hunted by unimaginable monsters and each other.
2- The Sun.  This isn't instantly fatal.  You arrive in the golden offices of the Burning Bureaucracy, the heart of the Elemental Court of Fire.  You are likely to be instantly arrested and seized as you will stick out like sore thumbs, but if you manage to escape that, you will find the Sun has parks and taverns and cities.  The only long term problem you might have is finding food.  Being arrested might not even be a bad thing, as you might be able to convince the Pyrocrats or the Sultan  to send you back.  
3- The Moon.  The moon is covered in strange forests and red oceans.  It is mostly humid and tropical, with the exception of the poles, which are quite cold.
4- The Veins of the Earth.  Enjoy starving to death forty miles below ground.  Also, read the book if you haven't.
5- A parallel universe.  Nothing seems different at first.  Soon you might realize that this is not your world.  Or maybe you won't.  Who knows? 
6- Heaven.  The Domain of the Law Gods.  It's not full of mortal souls, but the Law Gods, their Angels and their Celestial Bureaucrats.  A really swanky place, but if they catch you, they will send you back.
7- The middle of the wilderness.  You have no idea where you are.
8- New York City.  The air is warm and the sky is blue, but everything else looks different.  The roads are paved in solid slabs instead of individual stones and there are metal towers that reach halfway to Heaven it seems.  You have no idea what to make of this place.  

Prismatic Ray
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R: 50'        T: [dice] creatures    D: one action

Fires [dice] rays at up to [dice] targets.  Each ray requires an attack roll.  On a hit, each ray does 1d6+[dice] damage.  To determine what ray is fired, roll 1d8, rerolling duplicates.  All additional effects last [dice] minutes.

What ray is fired?
1d8

1- Red.  Does fire damage.  All hit by this are set on fire and take 1d6 damage a round until they take an action to put out the fire.
2- Orange.  Does necrotic damage.  All hit by this must save or age 1d6+[dice] years.
3- Yellow.  Does radiant damage.  Undead, enemies of the Court of Fire or those hated by the Sun take double damage.
4- Green.  Does acid damage.  All hit by this must save or go insane for [dice] minutes.
5- Blue.  Does cold damage.  All hit by this are trapped in a thin shell of ice and cannot move until they take an action to free themselves.
6- Indigo.  Does psychic damage.  All hit by this must save or become overcome with delusions of grandeur.
7- Violet.  Does electrical damage.  All hit by this must save or be scared of the caster for the duration.
8- Double Strike.  The caster fires two rays because of this result.  Roll again twice.  If you roll this result again, treat it as '7'.

Polymorph
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R: 30'        T: creature        D: [dice] hours

One creature within range must save.  If the creature has more HD than [dice], it adds the difference to its save.  If it has 3x more HD than [dice], it automatically passes.  A creature may also choose to fail its save, if it wishes to.

On a failed save, the creature is transformed into an animal.  If appropriate, Referee's discretion, the person transformed gains +[sum] FS when transformed.  This should only be if the animal is something large and more difficult to kill then the creature's original form.

After the duration ends, or whenever the caster wishes to, the transformed creature returns to their original form.

Salamander's Breath
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R: 30'        T: creature        D: one action

You breathe fire from your mouth, spewing flames in a line 10*[dice]' long.  This line is wide enough to engulf one Medium sized creature.  If you breathe fire at a creature, that creature must save.  On a failure, it takes [sum] fire damage.  On a success, it takes half damage.  Creatures directly adjacent to the targeted creature must save as well.  On a success, they take no damage, but on a failure they take half of [sum] in fire damage.

Secret Door
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R: touch    T: a surface, object or creature    D: [dice] minutes

One surface, object or creature you touch has a door appear on it.  You can open this door and pass through it.  If cast on a surface, the Secret Door allows you to pass through the surface to the other side.  If cast on an object or person, the door allows you to access the inside of an object.  If cast on a creature, opening a door created on/in it does not hurt the creature.  After the duration, the door vanishes, leaving no sign it was ever there.  

Spell Deflection
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R: self        T: a spell            D: one free action

You may cast this as a reaction.  A spell that is targeting you is instead reflected against a random target.  If this spell is cast with 4 or more [dice], you can redirect the spell to a target you choose.

Street Shark
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R: 30'        T: flat surface        D: [dice] rounds

You conjure a Street Shark, which is a finned creature that can swim through stone or earth like it is water.  The Street Shark will remain for the duration or until is killed, taking an action each round to jump out and attack a random target.  The Street Shark has [sum] HP and makes attacks as if it had a STR of 12+[dice].


Bubbles of Pure Madness
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R: 100'        T: anyone who touches the bubbles    D: [dice] minutes

You conjure [dice] colorful, opague bubbles about the size of a carriage.  These bubbles float around randomly, bumping into things.  Anyone who touches one of these bubbles passes through it, without popping it.  Instead, anyone whose head passes through the bubble takes [sum] WIS damage as they are suddenly assaulted with horrible cosmic revelations.  Additionally, if this WIS damage would equal or exceed someone's WIS score, they instead take no WIS damage and receive a Conviction.  To determine what Conviction they receive, roll on the table below.

What Conviction have you gained from your exposure to the Void?
1d6

1- You see the stars fall out of the sky.  The sky goes dark and something vast and terrible emerges from the Night to devour the Sun.  Darkness reigns eternal.  The world's new masters crack the moon into pieces and hurl it down to earth, where it crashes down with terrible force, shaking the pillars of Heaven.  You gain the Conviction, "The world is going to end soon and I must prepare."
2- You see the skies covered with maroon clouds.  A rain of blood descends upon the earth.  Those hit by the rain begin going insane, mindlessly attacking anything that moves until killed themselves.  A violinist wanders through this scene, her silk dress soaked in blood, her expression one of wild glee as she plays her heart out.  None of the creatures touch, or even seem to notice her.  You gain the Conviction, "A Wizard is going to do something terrible near me, I must be ready."
3- You see your own funeral.  Your friends and family are there, weeping over the grave.  You gain the Conviction, "I must take all precautions to prevent my own demise."
4- You see a great, stone idol with a diamond, ruby and emerald eye.  The idol seems to call to you, demanding you reach into its open mouth.  You do, albeit reluctantly, and remove a massive, living pink tongue from the stone.  The idol then begins to speak, asking you why you have torn out your own tongue.  You realize this is the case, but you cann't respond, as you are choking on your own blood.  You gain the Conviction, "I will not trust any stranger."
5- You see yourself seated on a throne, wearing a fur cape with a diadem on your head.  Before you, men from a dozen lands present tribute, zebra hides and onyx jewelry and fine silk and all the other treasures of the world.  Your beautiful wife and children gather around you, and you should be happy.  But the bodies, the living dead staring at you with silent, accusing eyes from the base of the dais, from the shadows in the hall and through the windows rob you of your peace.  You gain the Conviction, "I must not kill anyone if I can help it."
6- You see yourself walking down a street, being showered in flower petals.  Women sing and play the tambourine and shout with joy as you return at the head of an army, laden with booty and captives.  The King rides at your side, but this is no unknown King.  This is the current King of your homeland.  In your dream, you call this man you call "Father," and he rejoices with you.  You gain the Conviction, "I must return home, something grand awaits me there."    

Defy Death
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R: 10*[dice]'    T: all within range    D: [dice] minutes

For the duration, no one within range can die.  This spell does not stop or mitigate pain, madness or anything else.  After the spell ends, anyone suffering from a mortal wound will begin dying as usual. 

Immatize the Eschaton
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R: special    T: special        D: one action

The sky turns an unnatural color, crows fly backwards, or slain animals laugh in your nets.  Time jumps forward by [dice]  days.  This does not affect living creatures, but all natural forces and spells will be affected as if that many days happen. This spell does not do damage, but if someone was in a particular situation, such as being in a very cold place or close to a rapidly advancing fire, it could cause them to take damage indirectly.


Chaos and Corruption of the Chaos Sorcerer:
When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points.
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.

Chaos of the Chaos Sorcerer
1d6

1- One person of your choice within 100' is trapped in a six-inch thick cube of solid iron that forms around their whole body.
2- A statue of you is formed out of nearby materials.  The likeness is uncanny.  The statue has a 1d10% equal to the number of dice you used in the spell that induced chaos of coming to life.
3- Every person within 100' should save.  The first person to fail their save projectile vomits glowing, rainbow sludge.
4- For the next 1d10 minutes, any Magic-User within 100' who casts a spell must save.  On a failure, they accidentally cast Prismatic Ray, targeting a random target.
5- You develop a mutation.  Save after ten minutes.  On a failure, it becomes permanent.
6- You burst into flames.  The flames are normal and can be extinguished like any normal fire.  While on fire, you take 1d6 damage a round.


Corruption of the Chaos Sorcerer
1d6

1- One person of your choice within 100' must save.  On a failure, they explode and are killed instantly, unless they could somehow survive being blow up from the inside out.
2- You take 1d8 damage as a 1 HD clone of you is born.  The clone is a new entity with no inherent allegiance to you, but it also has no knowledge.  If raised, it could be a useful ally.  If rejected, it will flee and return at a later time to take revenge.
3- Every person within 100' should save.  The first person to fail their save is horribly mutated, gaining a lobster claw, a lion's mane, 1d6 extra eyes and 1d4 extra arms.
4- For the next 1d10 minutes, any Magic-User within 100' of you who casts a spell must save.  On a failure, they accidentally cast Gamma Infusion, targeting a random target.
5- You develop a mutation.  It is permanent.
6- A cloud of thick, green fog centered on you forms, extending for 100 cubic feet.  The gas is highly flammable.  If exposed to any sparks or open flames, everyone takes 1d6 fire damage from the initial blast as the gas cloud ignites, then 1d6 damage for the next 1d6 rounds as the gas cloud burns.  After that time is up, the gas is gone, having all been burned up.  

Dooms:
Doom of Fools- You gain an impressive mutation.  The Referee should select one from his favorite table, or roll below.

1d6

1- You grow a pair of functional wings.  You can now fly, if you have a running start.
2- You grow gills.  You can now breathe air and water.
3- You grow claws, furry ears and a cute tail.  Your unarmed attacks do 1d6 sharp damage and you get to double your STR bonus when you try to climb.  
4- You grow a badass tentacle arm.  The arm does 1d6 damage on a hit and grapples automatically. 
5- You grow a third eye in the middle of your forehead.  This eye gives you a bonus to perception and observation checks.
6- You grow chitinous armor all over your body.  Your base AC is 13.  Ignore any armor worn if it has an AC lower then that. If you are wearing armor over that, ignore your natural armor if that armor has a higher AC, unless it is something like a shield or helmet. 

Doom of Kings- You gain a horrific mutation.  The Referee should select one from his favorite table, or roll below.

1d6
1- You lose 1d6 points of STR as all the meat falls off one of your arms, leaving you with only bone.  You can still use the bone as an arm, but it is much weaker than a normal arm.
2- You lose 1d6 points of DEX as your feet turn into hands.  You can use your feet-hands as hands as well, but they are much more sensitive and hard to move on.
3- You lose 1d6 points of CON as your Spleen crawls out of your mouth, falls to the ground and transforms into a cloud of butterflies.
4- You lose 1d6 points of WIL and your body begins automatically changing color based on your mood.
5- You lose 1d6 points of WIS as your eyes become mouths and your mouth is replaced by a single, massive eye.
6- You lose 1d6 points of CHA as you lose your face, leaving the space where your face would be entirely smooth.  You can still eat, even with your mouth gone, but the process is horrific to witness.

Ultimate Doom- You degenerate into a Chaos Cursed. 

This Doom can be avoided by pledging your allegiance to a person or organization that serves Law and serving them faithfully, or by tracking down the person who taught you magic and consuming them.


                                         from Batman: Arkham Knight


Treasure of the Servants of Chaos

1d8


1- A Nonsense Number.  The player gains access to an imaginary number, such as i, the square root of pi or qark.  At any point, the player may substitute anything they roll on any dice with this imaginary number.  This frees the imaginary number and the player loses it, but it also changes the outcome of the roll.  They should then roll on this table: instead of what would have normally happened happening 1d6 [1= One random intelligent creature within 100' turns into a frog.  No save is permitted; 2= Everyone's weapons are teleported to random locations and replaced with vegetables; 3= A chest full of money appears in front of the number's previous holder; 4= As three, but the money is stolen; 5= A giant snake slithers out from a space and begins acting like a giant snake would; 6= A God of Chaos shows up and demands you make a wish.  If you wish for anything good, the Chaos God will twist your wish to make it hurt you.  If it is something bad, the Chaos God will give you exactly what you ask for.] 

2- Electro-Gauntlet.  It is a weapon, a gauntlet of steel and copper wire.  The user may make a touch attack.  Anyone hit by this takes 1d8 electric damage and must save or be paralyzed for as long as the user is touching them.  However, if the user ever rolls a natural "1" when wielding this weapon, it stops working. 

3- Potion of Duplication.  It is a potion.  Any non-magical item that has this potion poured on it will duplicate.  Any creature who drinks this will have an exact duplicate of them as they are then pop into existence next to them.  If poured on a magical item, it instead produces a cloud of stinging, but non-damaging gas.

4- Hotel Key for a room in the Infinite Hotel.  Roll to see what type of room yours is: 1d4 [1= positive number; 2= Negative number; 3= Fraction or mixed number; 4= Imaginary number (you have to do some serious drugs to find and enter your room).]  Also, beware the Night Manager, as he has a habit of waking people up at 2 am and asking them to switch rooms for some reason.

5- Starchild-Egg.  It looks like a translucent crystal with a small embryo inside.  It also radiates energy like a wood stove radiates heat.  If dropped off a high place, hit with an attack that does at least 12 damage or struck by fire hot enough to melt steel, the egg hatches and unleashes a massive explosion.  Everything that has less than 5 HD or a Damage Threshold of 4 or less within 100' of the egg is instantly vaporized, all others must save or die.  For the next 1d10*100 feet, all take 6d6 explosion damage, save for half.

6- Powered Armor.  Treat this armor as if you gained a STR and CON of 18 and gained an additional +20 FS.  You can also run as fast as a horse, bend steel and smash through anything less solid than a brick wall.  However, each time you activate the suit, roll a 1d20 and add no modifiers.  On a roll of "1", the suit shuts down forever and stops working. 

7- Page from the spellbook of Zuul the Accursed.  It contains three spells from the list above that the players don't have and 1 rare spell from any spell list that none of them have even heard of.  The page also has a 50% chance of being cursed.  If it is cursed, anyone who tries to access the spells contained within it is cursed with illiteracy, and cannot read or write.  They also cannot learn.  For Wizards or Magic-Users, this means they can put their spells back into their spellbooks, but they can't take them back out again.  

8- Bronson's Revolver.  It's a gun with six bullets left.  Each of these bullets is made of silver and are magical.  Anyone shot by this gun must save or die.  The bullets work on anything, from Outsiders to Giants to Dragons to Gods.