Saturday, November 30, 2019

Strange Devices to Stumble Upon in the Dungeon

An Electromagnetic Polarity-Reverser Transducer


Here are ten wacky machines for use with Into the Odd or other OSR games. These can be used whenever you want a weird thing for the players to experiment with. Some of these lend themselves well to tinkering or puzzle solving, some just have random effects for you to screw with things. All of them have a chance to break with each usage since they’re old and falling apart.

Obviously, a lot of these are the kind of thing that can totally screw with a player's character. You might end up being 1 inch tall or turning into a monkey irreversibly. Optionally, you could make any effects temporary for the current dungeon. If you're more hardcore than me you could also add chances that straight up murder the character, eg the teleporter could have a chance of teleporting you into rock or 100 feet in the air, and the alternate-universe exchanger could have a chance of just dumping you into an alternate universe with no way to come back.

The Old Ones
Before all of this, there were the Old Ones. Once a proud civilization, they are now gone from the world, their great works crumbled into dust.
But in the dungeon, the mythic underworld, time runs in strange directions and forgotten things come crawling back. And in long-abandoned corners of the Earth, moss-covered machines still run in the darkness.

Here are ten such machines: 
  1. Hypo-Reduction Ray Emitter: Shrink ray
  2. Hyper-Amplification Beam: Growth Ray
  3. Inversion Centrifuge: Turns objects into their opposite
  4. Rosetta Transmitter: Allows communication with anything
  5. Biosynthesizer Processor: Brings random objects to life
  6. Low-Range Teleportation Device: Teleports you to a random room in the dungeon
  7. Quantum Exchanger Portal: Replaces objects and people with an alternate universe version
  8. The Enlightenment Transducer: Transmits knowledge and steals memories
  9. Gravitation Alteration Switch: Alters gravity in all surrounding rooms
  10. Universal Synthesizer: Combines objects

The Hypo-Reduction-Ray Emitter

Pedestal with a laser pointing to it, connected to a wall panel with a single lever. When the lever is pulled the laser shoots at whatever is on the pedestal with a red beam. The beam gradually shrinks anything in it. For every 30 seconds a character spends under the beam their height is reduced by 25% of their original size, granting them +1 dexterity and -1 strength. The minimum a character will shrink is to 1%, granting +4/-4.
For every 30 seconds the device runs it has a 1-in-6 chance of breaking.

The Hyper-Amplification Beam Generator

Pedestal with a laser pointing to it, connected to a wall panel with a single lever. When the lever is pulled the laser shoots at whatever is on the pedestal with a blue beam. The beam gradually enlarges anything in it. For every 30 seconds a character spends under the beam their height is increased by 50%, granting them +1 strength and -1 dexterity. The maximum a character will grow is to 300% original size, granting +4/-4 but probably trapping you in the cavern.
For every 30 seconds the device runs it has a 1-in-6 chance of breaking.

The Inversion Centrifuge

A cylindrical container on a pedestal, with a panel of buttons and levers in front. The container is about 5 feet tall by 3 feet wide. When an object is placed into the container and the right combination of panels are pressed, the door to the container slams shut and spins around rapidly. After 30 seconds the door opens and any object placed inside will have turned to its opposite (up to the GM to figure out).
It has a 1-in-8 chance of breaking with each use.

The Rosetta Transmitter

Looks like a phone booth, with a small speaker and microphone inside that connects via wires to a speaker and microphone attached to a panel. Anything inside the booth is able to talk to anyone standing at the panel. This can be used for speaking to creatures with a different language, inanimate objects, or dead people. Each time it is powered on it works for 2d6 minutes before sparking and shutting down.
It has a 1-in-8 chance of breaking after each use.

The Biosynthesizer Processor

This machine looks like a refrigerator connected via pipes composed of muscle tissue to several large vats of organic materials (blood, viscera, skin, brain matter, bones suspended in a green liquid). Any inorganic material placed into the device will be animated with life. It will become a fleshy version of itself (HD 0-4 depending on size of the object, slam 1-1d10 depending on size, Armor as unarmored unless the object is hard or small, morale 7). Unless it’s a book or a computer it only has animal intelligence, and will be interested in finding food. Creatures start off with a neutral disposition to the PCs.
The device has a 1-in-6 chance of breaking after each use. 

Low-Range Teleportation Device

A pod connected to a control panel. The control panel has a large blinking green button that can be pressed and teleports anything in the pod to a room (roll randomly when the device is first used) in the same dungeon. By messing with the various levers and switches on the device the destination can be changed (re-roll it randomly). 
When the device is used, there is a 1-in-20 chance for each person that something goes wrong. Roll a 1d6:
  1. Gain a random mutation  
  2. Wrong destination, go to another random part of the dungeon
  3. You are teleported but lose some inconsequential organ, take 1d6 nonlethal damage
  4. You are fused with another person who was in the pod, or with a random bug.
  5. You are swapped with you from an alternate timeline with slightly different memories and appearance. Roll below as if you had used the Quantum Exchanger Portal.
  6. You are slightly perpendicular within the timeline. After being teleported you are invisible and intangible, but can still communicate with sound and smell. This effect has a 1-in-4 chance of expiring every ten minutes. 

The device has a 1-in-6 chance of breaking after each use. 

Quantum Exchanger Portal

This doorway, when powered on, exchanges objects and people passing through with a version from an alternate timeline. 
Objects are replaced with a different version from an alternate timeline, make up your own or roll 1d6:
  1. Worse version, take -3 weapon/armor enhancement or -3 to all rolls using it
  2. Better version, +1 weapon/armor enhancement or -1 to all rolls with it
  3. From a smaller universe, is only half the size
  4. From a larger universe, is twice the original size
  5. Random special ability
  6. Made out of flesh and blood


People are swapped with a version from an alternate timeline with slightly different memories and appearance (roll a random appearance detail if you like), plus roll on the following table:
  1. Minor differences only, different eye color and add a random appearance detail
  2. Character is a different gender.
  3. +1d6 and -1d6 to each ability score
  4. Reroll background
  5. You come from a world with a different dominant species, become a random intelligent animal 
  6. Different race
  7. Different class
  8. Roll Twice (if you get this again roll three times, then four, etc)
If a player character uses it, their character is now trapped in a parallel universe and basically out of the campaign unless the characters have a way of travelling between dimensions, and the player is now playing a different character from an alternate timeline.

The device has a 1-in-6 chance of breaking after each use. 

The Enlightenment Transducer

A helmet hooked up to a large device with a control panel. It has two modes: Forward and Backwards, which can be swapped with a switch on the control panel. If in forward mode, anyone wearing the helmet when the device is activated gains a random knowledge. If in backward mode, the player must say a random memory from their life. They now forget that memory.
The device has a 1-in-8 chance of breaking after each use.

Gravitation Alteration Switch

This device is a single switch that can be set to values from 0-8. When you find it it is set to 4. For each point above 4 gravity is increased by +25%. For each point below 4 gravity is decreased by 25%. 
When set to 8 anything in the rooms must succeed in a save vs paralysis or strength check for each action they want to take, and can only move at a crawl.

When set to 0 there is no gravity, everything floats around and people can move by kicking off walls.
This device has a 1-in-8 chance of breaking each time the switch is moved.

The Universal Synthesizer

This ancient machine consists of three rusty, stained pods and a control panel. Each of them are connected by pipes and exposed electrical wires. The pods to the left and right have open doors, the middle one is locked shut. The control panel has a bunch of levers and a giant glowing button. If the button on the control panel is pressed the doors will snap shut and anything in the two pods will be combined in a horrific fashion and teleported to the middle pod. Each time the machine is used there is a 1% chance that a fly got into one of the pods and is also combined. 
Each time the machine is used roll a 1d8. On a 1 the machine works as normal, but afterwards the machine makes grinding noises and stops working. 

When combining inanimate objects, the result is a tool that does whatever each original object did.
Example: A hammer and a lantern are combined. The result is a hammer that glows like a torch. A smoke bomb and a computer are combined, creating a computer that constantly emits smoke.

When combining a creature with a random object, roll a 1d3 for both physical and mental effects. On a 1, a bad effect happens, on a 2 a purely cosmetic effects, and on a 3 a good effect. Decide what the effects are before rolling. 
Example 2: Bob the fighter is combined with a suit of heavy armor. 
Physical: 1-The character’s movement speed is reduced by 50% 2-The character gets metallic skin but nothing happens, 3-the character gets +1 armor (or +2 AC). 
Mental: 1-The character becomes afraid of fire 2-the character becomes stubborn and rigid 3-The character gains +2 vs mental effects due to having a metal mind.

When two living creatures are combined, it creatures a creature with the higher of the original two characters’ stats for each ability score and saving throw, that has all the individual creature’s abilities. If they ever disagree on what to do they make opposed will tests. If two PCs are combined, keep track of their levels separately, they still level up as individual characters and split xp earned between them however they choose. Plus, roll a d20:
  1. The resulting character has two sets of arms. Each one has the physical stats and access to the abilities (eg attack bonus, spellcasting) of the creature it originally came from, and can take one action a round. If one of the original creatures had no arms ignore this.
  2. The resulting character has both sets of eyes. For any search, perception, or surprise checks, roll twice and take the better result.
  3. The resulting character has two sets of each internal organ. They gain +1d6 HP.
  4. The resulting character has two faces, one on the back of their head. Both are able to talk perfectly and control the body.
  5. The resulting character is super tall: 1.5 times the average of the two character’s heights.
  6. The resulting creature looks like the front half of each original creature stuck together in the middle, each facing the opposite direction. It can see equally well in both directions and walk in both directions.
  7. The resulting character is missing some feature. Roll 1d6: 1-mouth, 2-eyes, 3-nose, 4-ears, 5-hair, 6-tongue
  8. The resulting creature’s legs are on backwards. It moves at half speed and is uncoordinated.
  9. The resulting creatures is poorly put together, and uses the lower of the original creature’s physical scores.
  10. The resulting creature is very clever (maybe they have a giant brain that sticks out of their head), and has 1.5x the average of the two constituent creature’s INT scores (unless that would be lower)
  11. The constituent creature’s combined brains unlock unknown powers: They can use ESP 1/day (as the magic-user spell)
  12. The two creatures’ minds, now sharing a body, become best friends. They each keep their own saving throw value for fear or other mental effects, and are only affected if both of them fail.
  13. The resulting creature has two heads.
  14. The resulting character talks with two voices at once in unison.
  15. The resulting character develops a random quirk or personality trait
  16. The constituent character’s different personalities are irreconcilable. They suffer a random insanity.
  17. The resulting character is constantly confused and suffers -4 to all mental saving throws.
  18. The resulting creatures is poorly put together, and uses the lower of the original creature’s mental scores.
  19. Roll a random mutation and make up a reason why it applies
  20. Roll twice and combine!

Example: Peker (str 10, dex 15, cha 5, HP 4, can climb walls) and Abbie (str 8, dex 8, cha 14, HP 3, can cast a spell) are combined. They roll a 7, indicating the resulting character has no nose. The result is Pebbie, who has STR 10, Dex 15, Cha 14, and HP 4. Pebbie can climb walls and cast spells but has no nose. 

When I used this in my game of Into the Odd, the characters first made a two-headed dog. One of the players then used it to combine with a brain in a jar, giving her a second consciousness but afflicting her with faceblindness. 

Friday, March 22, 2019

Stars Without Number Alien Generator

Welcome to my first (only?) post. I always thought, "it sure would be cool to have a generator to make my own stupid alien species to play as in Stars Without Number or whatever." Unfortunately, all I could find was people's well-thought-out, deliberately designed aliens. To that end, I present to you: MY STARS WITHOUT NUMBER STUPID ALIEN RACE GENERATOR.

Here's how it works. Just roll once on the "base species" table for a starting inspiration. You don't have to literally make your alien that animal, but it can be inspired by it- like if I got "a bear" I could start with Chewbacca rather than "Space Bear." Probably you should assume everything is bipedal at first, but hey it's your alien. Then roll twice on the "traits" table to make your creature a little weirder and more alien. Finally, roll twice on the "abilities" table. Your two abilities together make up your starting foci. As an optional last step, roll on the "lenses" table in the SWN book to get an idea of what your alien's society is like. Finally, combine all of these to get a somewhat-coherent and very unique alien species. Several entries here (and the idea to do this in general) were inspired by Moonhop.

Optionally, you could also roll a 1d6 for each alien race to grant a +1 modifier to one stat, and one stat to get a -1 modifier to. This would more closely mimic the usual dynamic in sci-fi where some races are just "strong" and some are "smart." You could also roll 1d40 (a d4 and a d10) for one or both rolls on the special abilities table to only get stat bonuses, attack bonuses, and starting skills. As fun as it is to get weird powers, an alien race with the abilities "Intelligent and good at healing" is certainly easier to find a place for in the galaxy than "Secretes rope and talks to ghosts."

Here are five examples I generated on the spot, then tried to elaborate on slightly (names stolen from here, who stole them from a neural net.
1. You are a Rogotaud. You have the appearance of a large vegetable with tentacle-like roots coming out of the top. You have cybernetic limbs allowing you to walk around and manipulate objects in a surprisingly agile manner. The Rogotaudare known throughout the galaxy for two things: Their advanced healing techniques, and their utter cowardice in the face of any danger.
2. You are a Tabra. The Tabra are a race of wealthy aliens; although they are supremely intelligent they are mostly focused around finding new and exciting foods to devour, and to this end have jaws capable of completely unhinging to allow them to swallow entire animals at once. They look like slugs with long, elephantine trunks and a small pair of horns on their head.
3. You are a Tolemenaster. The Tolemenaster are composed of a goat-like alien and a symbiotic moss covering them that allows them to telepathically communicate with each other. They form a hive mind in the service of great mother trees that exists on their home planet. They have an extremely flexible, boneless body and can squeeze into incredibly small spaces.
4. You are a Blucket. The Blucket are a race dispersed from their home planet, and now travel across the galaxy. They are resilient, with the ability to regrow limbs and regenerate quickly, and they can climb, swim, and jump far better than humans. They each have six arms and have mantis-like insectoid faces. Also you smell absolutely awful so good luck.
5. You are a Lastibal. The Lastibal have bumpy, starfish-like heads with no eyes, and an eternally burning flame at the top. They have an extremely hot temperature, and by touching metal they can cause it to become red-hot. They are naturally good at manipulating other species, but unbeknownst to everyone but themselves they absolutely loathe all alien life, and their goal is to annihilate everyone but themselves.
1d100 BASE INSPIRATION
d10 d10 Species
0 HUMANLIKE
0 Regular looking human
1 Red-skinned Humanoid
2 Yellow-skinned Humanoid
3 Green-skinned Humanoid
4 Blue-skinned Humanoid
5 Purple-skinned Humanoid
6 Gray-skinned Humanoid
7 Clear-Skinned humanoid
8 Normal skin-tone, weird forehead
9 Normal skin-tone, tentacles for hair
1 MAMMALIAN
0 Armadillo
1 Bat
2 Bear
3 Camel
4 Feline
5 Deer
6 Canine
7 Elephant
8 Giraffe
9 Hippo
2 MAMMALIAN 2
0 Horse
1 Kangaroo
2 Koala
3 Mole
4 Walrus
5 Primate
6 Rodent
7 Sheep/Goat
8 Weasel
9 Whale
3 REPTILIAN
0 Snake
1 Iguana
2 Chameleon
3 Lizard
4 Alligator
5 Turtle
6 Tyrannosaurus
7 Stegosaurus
8 Triceratops
9 Pterodactyl
4 AVIAN
0 Owl
1 Parrot
2 Pigeon
3 Crow
4 Duck
5 Hawk
6 Kiwi
7 Ratite (Ostrich/Emu)
8 Hummingbird
9 Vulture
5 ARTHROPOID
0 Spider
1 Crab
2 Ant
3 Wasp/Bee
4 Butterfly
5 Fly
6 Beetle
7 Praying Mantis
8 Mosquito
9 Dragonfly
6 AMPHIBIAN/FISHLIKE
0 Frog
1 Salamander
2 Hammerheak Shark
3 Hagfish
4 Shark
5 Manta Ray
6 Piranha
7 Anglerfish
8 Eel
9 Tuna
7 MISC. ANIMALS
0 Octopus
1 Squid
2 Slug
3 Shrimp
4 Earthworm
5 Clam
6 Barnacle
7 Starfish
8 Coral
9 Jellyfish
8 PLANTOID
0 Flower
1 Flytrap
2 Pitcher Plant
3 Vegetable/Fruit
4 Leafless Tree
5 Leafy Tree
6 Pine Tree
7 Fern
8 Cactus
9 Vine
9 FUNGOID/EXOTIC
0 Mushroom Cap
1 Puffball Fungus
2 Morel
3 Stinkhorn Fungus
4 Jelly Fungi
5 Mold
6 Rocklike Being
7 Entirely gaseous
8 Gas-Sacks
9 Amorphous Blob Thing



1d100 TRAITS (roll 2)
d10 d10 Trait
0 EYES
0 Compound eyes
1 Giant pale eyes
2 At the end of eyestalks
3 Swivel-y, like a chameleon
4 Just one giant cyclops eye
5 Multiple pupils per socket
6 Extra eye
7 Extra 1d4 pairs of eyes
8 Weird-shaped pupils
9 No eyes
1 MOUTH
0 Ant-like chewing mandibles
1 Mosquito-like blood-sucking proboscis
2 Lamprey-like jawless toothy mouth
3 Extra 1d3 mouths
4 Abnormally long tongue
5 Hiant shark teeth
6 Tentacle-y zoidberg mouth
7 Extendable mouth, like in Alien
8 Beak
9 Lipless mouth
2 SKIN 2
0 Red
1 Blue
2 Green
3 Yellow
4 Gray
5 Transparent, visible skeleton
6 Slimy and shiny, like a frog
7 Cool patterned two-color skin
8 Rocky, craggy skin
9 Super wrinkly
3 LIMBS
0 One super long finger on each hand
1 Hooved feet
2 Bird-talon feet
3 Legless; snake-like tail
4 Legless, slug-like foot
5 Really long legs
6 Extra pair of arms
7 Extra pair of legs
8 Single arm
9 Single leg
4 LIMBS 2
0 2d4 pairs of limbs
1 Membranous wings (like a bat) - may gain "flight" as one of your abilities
2 Feathery wings (like a bird) - may gain "flight" as one of your abilities
3 Dragonfly wings - - may gain "flight" as one of your abilities
4 Butterfly wings - - may gain "flight" as one of your abilities
5 Roll around on wheels instead of feet - may gain "Fast" as one of your abilities
6 2d10 tentacles in addition to/instead of limbs
7 One arm is a big, crushing crab claw - may gain "Natural Weapon" as one of your abilities
8 Sharp claws - may gain "Natural Weapon" as one of your abilities
9 Tentacles for arms
5 BODY
0 Covered in shaggy fur
1 Covered in spikes
2 Porcupine quills
3 Radially symmetric, 5 ways- you have 5 of everything instead of pairs, equally distributed around your body in a circle
4 Incredibly small (under 1 meter). Gain +1 DEX, -1 STR mods
5 Incredibly large (over 2.5 meters). Gain +1 STR, -1 DEX mods
6 Covered in brightly-colored feathers
7 Constantly oozing slime
8 Hunched-over posture
9 Incredibly thin, skin clinging to bones
6 HEAD
0 Membranous neck-frill
1 Extra head
2 Extra 1d4 heads
3 Anglerfish-like lure
4 Abnormally long neck
5 Antlers - may gain "Natural Weapon" as one of your abilities
6 Antennae
7 Bull horns - may gain "Natural Weapon" as one of your abilities
8 Sheep horns - may gain "Natural Weapon" as one of your abilities
9 Human-like hair
7 HEAD 2
0 Tentacles for hair
1 Long beak-y nose
2 Elephant trunk
3 Big pointy ears
4 Droopy rabbit ears
5 Slits for nose
6 No nose
7 Enormous underbite
8 Enormous overbite
9 Long unicorn horn
8 MISCELLANOUS
0 Some part of you (blood/fruit) is a powerful drug or poison
1 Your flesh is made of a valuable commodity (gold/uranium/something) and everyone wants to kill you to get them
2 You communicate through flashing different colors
3 You can emit a noxious scent
4 You have a prehensile tail that you can use to manipulate objects
5 Part of you is on fire all the time
6 You have a scary decoy face
7 Actually a mindless animal piloted by a parasitic mushroom on its head
8 Symbiotic relationship with a plant (maybe a moss) on your body
9 You have a tiny animal (either a tiny mouse or a swarm of bugs) that lives on/in your body
9 MISC 2
0 You are a swarm/colonial entity made up of smaller creatures
1 You have a really sexy mustache
2 Partially cybernetic
3 You wear a Jawa-like cloak with only eyes visible
4 You wear a weird creepy mask all the time
5 Long tail with an Anklyosaurus club on it
6 Two necks, both connect to your head (like Mewtwo)
7 Snail-like feelers on your face.
8 You reproduce asexually by budding. It takes a week's rations worth of energy to do so.
9 You are constantly shifting. Reroll on this table once per day to get a new trait.



1d100 SPECIAL ABILITIES (roll 2x)
d10 d10 Ability
0 STATS
0-2 +1 Strength Modifier
3-5 +1 Dexterity Modifier
6-8 +1 Constitution Modifier
9 Aptitude for Violence: +1 to Attack Bonus
1 STATS 2
0-2 +1 Intelligence Modifier
3-5 +1 Wisdom Modifier
6-8 +1 Charisma Modifier
9 Aptitude for Violence: +1 to Attack Bonus
2 SKILLS 1
0 Gain "Administer" as an origin skill
1 Gain "Connect" as an origin skill
2 Gain "Exert" as an origin skill
3 Gain "Fix" as an origin skill
4 Gain "Heal" as an origin skill
5 Gain "Know" as an origin skill
6 Gain "Lead" as an origin skill
7 Gain "Notice" as an origin skill
8 Gain "Perform" as an origin skill
9 Gain "Pilot" as an origin skill
2 SKILLS 2
0 Gain "Program" as an origin skill
1 Gain "Punch" as an origin skill
2 Gain "Shoot" as an origin skill
3 Gain "Sneak" as an origin skill
4 Gain "Stab" as an origin skill
5 Gain "Survive" as an origin skill
6 Gain "Talk" as an origin skill
7 Gain "Trade" as an origin skill
8 Gain "Work" as an origin skill
9 Gain any combat skill as an origin skill
4 Combat
0 Natural Fighters: Gain a +1 to normal attack bonus
1 Armored Hide: Base Armor class of 15
2 Metallic Skin: Base Armor class of 15
3 Giant Shell: Base Armor class of 15
4 Rocklike Hide: First hit die is always treated as full value (as "tough" ability in SWN)
5 Resilient: First hit die is always treated as full value (as "tough" ability in SWN)
6 Redundant Organs: First hit die is always treated as full value (as "tough" ability in SWN)
7 Ferocious: Even if dropped to zero Hit Points, you can remain active, and can stay alive for ten more rounds instead of 6. You will still die instantly if you take any further damage, however.
8 Shrink: As a main action you can shrink, reducing your overall size by 2/3rds. While shrunken you get a +1 to your dexterity mod and a -1 to your strength mod. You can return to normal size as a main action.
9 Growth: As a main action, you can grow in size, increasing your size by 50%. This grants you a +1 to your strength mod and a -1 to your dexterity mod. Spend a main action to shrink back down.
5 SENSES/LOCOMOTION
0 Electroreception: Sense electrical signals (including living creatures) within 20 meters
1 Magnetoreception: You can sense metal shapes within 5 meters. You are also slightly magnetic, and metal objects can stick to you like a fridge magnet.
2 Infravision: You can see heat, which can be used to sense living creatures within 20 meters
3 Super Hearing: Can hear 4x as well as a human, granting +2 on notice checks.
4 Super Sight: Can see 4x as well as a human, granting +2 on notice checks.
5 Super Smell: Can smell 4x as well as a human, granting +2 on notice checks.
6 Burrowing: You can burrow through earth or rubble. In Earth you can dig a human-sized hole 1 meter deep in one minute.
7 Flight: You can fly at 5 meters per move action.
8 Swimming: You can swim at 10 meters per move action and breathe underwater/hold breath while underwater.
9 Jumping: You can jump 10 meters in the air.
6 PSIONICS
0 Healer: You can use Psychic Succor and get an effort point as the level 0 Biopsionic power (you are treated as having biopsionic-0, but can only improve this skill if you take a psychic class).
1 Psychoreception: You can detect psychic powers and get +2 vs psychic powers, as the level 0 Metapsionics power (you are treated as having metapsionic-0, but can only improve this skill if you take a psychic class).
2 Augury: You can use oracle and get an effort point, as the level 0 Precognition power (you are treated as having precognition-0, but can only improve this skill if you take a psychic class).
3 Telekinesis: You can use Telekinetic Manipulation and get an effort point, as the telekinesis level 0 power (you are treated as having telekinesis-0, but can only improve this skill if you take a psychic class).
4 Telepathy: You can use telepathic contact and get an effort point, as the telepathy level 0 power (you are treated as having telepathy-0, but can only improve this skill if you take a psychic class)
5 Teleportation: You can use personal apportation and get an effort point, as the teleportation level 0 power (you are treated as having teleportation-0, but can only improve this skill if you take a psychic class)
6 Sense the Need: You can use personal apportation and get an effort point, as the teleportation level 0 power (you are treated as having teleportation-0, but can only improve this skill if you take a psychic class)
7 Terminal Reflection: You can use Terminal Reflection and get an effort point, as the precognition level 1 power (If you take a psychic class and gain the precognition skill at level 0, you may improve it freely to level 1)
8 Life Transfer: You can transfer your HP to another by touch; sacrifice 2 HP to heal them by 1. This does not count as a psychic skill.
9 Shapeshifting: You can shapeshift into any form, as the biopsionic Metamorph power. This does not count as a psychic skill.
7 BIOLOGICAL ODDITIES
0 Clinging: You can cling to walls like a gecko. This allows you to "walk" across any vertical surface capable of supporting your weight.
1 Feign Death: You can very convincingly play dead- you stop moving and vital signs stop.
2 Righting Reflex: You can survive a fall from any height; if the total damage for the fall is less than your current HP you are fine, otherwise you land on your feet but are stunned and can take no actions for (fall damage / current HP) rounds.
3 Fast: You run extremely fast. You run at 20 meters per round instead of 10.
4 Oil Secretion: You constantly secrete a lubricating oil. It makes you hard to grab, and lets you slip out of small spaces.
5 Extremophile: You are able to survive in the cold of space, or in extremely hot or cold environments.
6 Photosynthesis: You can survive without eating, needing only an hour of sunlight a day. You can store sunlight for up to a week (you can still eat to survive normally)
7 Mimicry: You can perfectly repeat any sound you have heard, like a parrot.
8 Natural Weapon: You have a natural weapon (sharp claws, teeth, a stinging tail). They deal 1d10 + punch skill damage, and have Shock damage 2/13.
9 Spit Acid: You can spit acid, which deals 3d4 + shoot skill damage. Range of 10/30
8 BIOLOGICAL ODDITIES 2
0 Bloodlust: Anytime you kill a creature in combat you get a free attack.
1 Widespread: Your species is wide-spread and loyal to each other. Anywhere you go that is inhabited and not-entirely-hostile, you can find other members of your species who will be willing to do a mild favor for you. You can call in one favor per day.
2 Sneaky: You can use the "fighting withdrawal" action as an instant action, meaning you can always freely disengage from enemies without giving them a free melee attack.
3 Squeeze: You can squeeze through any space 20 cm/8" wide
4 Camouflage: You can change colors at-will. You can use this as camouflage to get +2 to sneak if you're naked.
5 Regeneration: You can regrow any lost limbs, and heal 1 hit point per hour instead of per day.
6 Acidic blood. Anything that causes you to bleed must save vs 1d6 acid damage as your blood splashes on them
7 Sticky Tongue: You have a long, sticky tongue that can pick up objects or attempt to grab foes within 7 meters.
8 Unhinged Jaw: Your jaw can unhinge to swallow anything your size or smaller and store it in your stomach like a boa constrictor.
9 Webbing: You can secrete 10 meters of sticky web per day, it can be used as rope and is slightly sticky like a spiderweb.
9 WEIRD
0 Necromancy: You an talk to ghosts of recently-deceased creatures (within the past week). Doing this causes one point of system shock.
1 Heat Metal: You can heat metal with your touch. It takes 1d4 rounds, after which anything touching it takes 1d4 damage.
2 Lucky: Once per day you can reroll a single d20 or 2d6 roll.
3 Heat Metal: You can heat metal with your touch. It takes 1d4 rounds, after which anything touching it takes 1d4 damage.
4 Spark: You can summon a flame the size of a candle on the tip of one of your fingers, and are immune to fire.
5 Plant Growth: You can cause plants to grow at your touch, even dead ones.
6 Animal Empathy: You can touch an animal to establish telepathic contact with it, during which you can communicate basic thoughts with it. Animals are still animal-level intelligence, and may not be that useful.
7 Hivemind: You form a hive mind with others of your species. You can automatically know the thoughts of any others of your species within 100 kilometers, and they can know yours. This only works while you are awake.
8 Always Aware: You are never surprised in combat.
9 Minor Time Travel: You can rewind time by ten minutes. Once used, you can never use this power again ever. If time travel is common in your game you might let this power be used 1/day for 1 minute instead.