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Flash in the Pan Game Design GLOG LIGAMENTS Mechanics OSR

Those who pulled the trigger were not holding the gun. (GLOG Wizard)

Being a war machine isn’t good for your mental health.

Art is The Truth of World War I by ashpwright.

When I first designed LIGAMENTS, a friend of mine, SunderedworldDM, told me I needed an implied setting to make the game feel good.

I didn’t agree at the time, but I started realizing it was the reason I loved so many of the systems I was seeing in the first place. That seasoning, that flavor, it all came from the implied setting, a set of narrative rules that defined what made a wizard a wizard, or a fighter, a fighter.

So that’s what Flash in the Pan is, the setting for LIGAMENTS. You may have seen the Scrapper, which is the fighter class for the setting. Veterans and nobles who once fought for their country on both sides of a civil conflict that tore the morale of everyone involved to ribbons.

You may have met Cutty Donehue, who rode to Hell on Wheels to get back the love of his life.

Now, you’ll meet the rare war machines who used magic to dig the trenches, transport supplies and troops, enhance gear, and commit such acts of pain and suffering that no decent person will ever forgive themselves for. These were the Anomalies.


Anomaly

(Inspired by the following wizard classes)

A truly scary utility on either side of the battlefield, single Anomalies caused enough tragedy in the war to bring nightmares that would last an eternity. Born of powerful knowledge and skill, they have sacrificed much to earn their abilities, but will they use them for something better?

A: Spellcasting, Magical Hemisphere, +2 Spells (1d6)
B: Iconic Casting, +1 Spell (1d8)
C: Signature Spell, +1 Spell (1d10)
D: Total Mastery

A: Spellcasting

The ability to memorize spells and cast them from your mind, affecting the world around you, and those in it. Each time you take an Anomaly template, you gain a magic die, which represents your ever-growing pool of magical energy.

Your Magical Hemisphere will determine what spells you can cast, and each time you take a new template of Anomaly, you’ll have the ability to roll on said spell list for new spells, using the noted dice.

A: Magical Hemisphere

The specific kind of magic an Anomaly performs influences their role in past world events, current politics, and meetings with others.

It determines your starting gear, spell list, and iconic kind of casting. It also locks you into a specific gathering that will affect your life from time to time, forced upon you, whether it’s a blessing or a curse.

C: Signature Spell

A single spell you know becomes your signature spell. You modify it in some way, decided on by you and your GM, and a single copy of the signature version is always available for you to cast, taking up no slots.

You still have to memorize the usual way the spell works if you wish to cast its basic form.

D: Total Mastery

You immediately learn any two spells, even if they’re not from your list, and you gain insight into the location of the final two spells on your list, stored somewhere in the world.

Hemispheres

Trenchmaker

Recruited for quick digging and some support roles, that’s what you tell folks. Because honestly, you wish it were the truth. But a thousand lies won’t wash your hands of the blood.

Gear: Start with a standard issue folding spade, a rune-carved firearm, a flat stylish hat, a carved wooden pipe, and 1d6 UD of tobacco.

Gathering: You belong to a group of Trenchmakers who gather in a dreamscape once a month, to support one another mentally after the war. This dreamscape is short, though commits you to such a deep sleep, that you cannot be awoken until it is finished. In this dreamscape, you and others genuinely attempt to help one another, but it can be taxing mentally.

Cantrip: You may manipulate smoke, steam, or fog into any shape, whenever you like.

B: Iconic Casting: Any of your spells may be cast through your firearm if you can see/touch it. You may inscribe bullets with a spell scroll’s contents, given the proper tools and an hour of time.

#Spell List
1Ballista
2Mold the Earth
3Shell Shock
4Sparks
5Lock//Knock
6Smoke Step
7Crushing Confinement
8Hellgas
9Heat Metal
10Powderball
11Leaden Rain
12Deathlike Slumber

Ballista (R: Touch, T: Object, D: Instant)
Target light or heavy object is flung {dice} times 10 feet in a straight line at the speed of a bullet. The first creature in the path of the object to fail a luck test is dealt {sum} damage for every slot the object takes up.

If 4+ MD are spent on this spell, an unwieldy object may be flung, dealing {sum} times {dice} damage.

Mold the Earth (R: 40ft, T: {sum} cubic feet of dirt, D: instant)
The earth itself bends to your will, with dirt, soil, mud, and sand moving as you will it to for the duration. Stone, rock, and crystal can be manipulated if more time is spent during the casting. Some example measurements for common Trenchmaker uses of Mold the Earth are available below.

Grave = 120 Cubic Feet
Trench = (Length x 5 x 8) Cubic Feet
Sand Bags = <1 Cubic Foot each

Shell Shock (R: 80ft, T: 30ft circle, D: Instant)
Targets in the area of the spell are slammed with wave after wave of explosive sound as if the surrounding area was being shelled by artillery. They immediately make a luck test minus {dice} and are deafened for {sum} minutes.

Targets who fail luck are stunned for {dice} turns.

Sparks (R: Touch, T: Object or Creature, D: {dice} turns)
A blinding white-blue jet of sparks shoots from your fingers. You may use these sparks to weld together metal objects, burn holes in metal, wood, or glass, or even deal {sum} damage to a creature, ignoring non-magical armor.

Lock//Knock (R: 50ft, T: Object, D: 10 minutes)
Lock: Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing {sum} damage to any creature passing through it and then trapping them.

This spell works on things that aren’t technically portals (for example, a sword could be locked in its scabbard). Objects cost {dice} more turns to open, or take {sum} more damage to break through.

Once Lock has been cast, flip this spell to Knock.

Knock: Object is opened. Doors are flung wide, locks are broken, shackles are bent open, and belts come undone. Creatures must test their luck or vomit. Buckles on armor may be removed, causing the armor to lose 1 damage reduction.

Once Knock has been cast, flip this spell to Lock

Smoke Step (R: 100ft, T: Self, D: Instant)
You teleport to a place that you can see, leaving behind a flash of gunpowder. For each {dice} above 1, you can take someone with you. If the person doesn’t wish to come with you, they must test their luck subtracted by {dice}.

Crushing Confinement (R: 10ft + 10ft x {dice}, T: Creature, D: {dice} rounds)
The target feels a crushing weight on their body and visually believes themselves to be confined in a dirt hole, with nothing but walls on all sides. Sounds are muffled, as if through six feet of dirt, both ways. They are stunned for the duration.

Hellgas (R: 35ft cone, T: Creatures, D: Instant)
A cloud of thick yellow-green gas blows from your mouth, sleeves, or hands. All creatures caught in the cone of effect have their skin begin to blister, and eyes swell, becoming hard to even open. The creature takes {sum} damage, their attacking range is halved, and any morale tests they make for the rest of combat have disadvantage. A successful luck test halves the damage.

Heat Metal (R: 20ft, T: Metal Object, D: Instant)
Waves of magnetic friction fire in an invisible ray towards {dice} metal objects in sight that you can see. They glow red-hot, dealing {sum} damage to anyone holding the objects, split evenly among them. Target drops the item or takes damage. If the object is armor or worn, the damage cannot be negated.

If 4+ MD are spent on this spell, the heat is too much and the metal object, if unmagical, melts. This imposes disadvantage on the luck test and destroys the object.

Powderball (R: 50ft, T: Object or Creature, D: Instant)
A black storm of powder is pulled from the surrounding area and compresses into a 1ft ball that flings at the target. The ball leaves a thick trail of gunpowder in a line behind it. Struck targets are centered in a {dice} x 5ft diameter pile of black powder that when lit deals {sum} damage equally divided among them.

When the powder is lit, any flammable creatures along the powderball’s path test luck or are lit on fire, taking {dice} damage on the first turn, -1 each subsequent turn. Flammable objects immolate accordingly.

Leaden Rain (R: Sight, T: 40 sq. ft. area, D: {dice} minutes)
You fire a bullet or shot into the sky, and thunder echoes the crack of your firearm. The gray clouds above the target area begin to pour a rain of glowing orange molten lead. Those in the area of effect may test luck or take {sum} damage, and the area becomes difficult terrain to run on, as molten beads of lead sit there, cooling after double the duration.

Deathlike Slumber (R: 100ft, T: Living Creatures, D: {dice} + 1 turns)
One or more creatures you choose become mesmerized by your words and actions, fighting off incoming sleep. A total of {sum} plus {dice} hit points of creatures are affected, starting with creatures who have the lowest amount of hit points. Sleeping creatures are unable to be woken except when damaged, otherwise helpless.

If 4+ dice are spent on Deathlike Slumber, the sleeping creatures are unable to be woken at all, unless a specific trigger dictated by the caster is met.

Constellator

Look to the stars, look to the future, look to the past. Look anywhere but at the horror, you have wrought.

Gear: Start with a quarterstaff made from a strange material, a collapsible brass telescope, a top hat, a cape, and a shining brass astrolabe.

Gathering: Each researcher has a planet, moon, or star that they focus on, and it reflects their fashion and moods. Every four months, there is a 1-in-4 chance that a rival Constellator who wishes to research your planet, moon, or star has begun hunting you down to claim it as their own. Because of this, every four months, Constellator’s get jumpy around their own kind or go into hiding.

Cantrip: You may predict the exact weather of any location you’re in, for up to three days ahead.

B: Iconic Casting: You may cast a spell to store its power in a drawn glyph, depicting the alignment of stellar bodies that will trigger that spell. This sets an exact time that the spell will cast itself. If you like, you may also set a secondary trigger that will cast the spell early, this trigger must be a single factor. For example, the glyph being wiped away, the glyph touching a living creature or the object the glyph was drawn on being destroyed.

#Spell List
1Feather//Hammer
2Anchor Gravity
3Stardust
4Orbit
5Palantir
6Tidal Lock
7Thunderbolt
8Prism
9Alignment
10Gate
11Division
12Microsun

Feather//Hammer (R: Touch, T: Object or Creature, D: {dice} times 3 Rounds)
Feather: Object’s weight (but not mass) drops by 99%. You can cast this spell on yourself even if it isn’t your turn, though cannot act the next turn. Most things fall at 60′ per round.

Light items become weightless. Heavy items become light. Unwieldy items become heavy. Volume stays the same, so bulky things must be carefully moved through tight spaces.

Once Feather has been cast, flip this spell to Hammer.

Hammer: The weight of a creature or object increases. Light objects become heavy, heavy objects become unwieldy, unwieldy objects become too heavy to carry alone, even for a large creature. Acts exactly as Feather, but in reverse.

Once Hammer has been cast, flip this spell to Feather.

Anchor Gravity (R: 30ft, T: Surface, D: up to {high} turns)
Affecting a 10 sq. ft. per {dice} surface area, gravity within 30ft becomes anchored to it. If the caster is damaged, they must test luck, or the spell ends immediately.

If 4+ MD are used in the casting of this spell, it becomes permanent.

Stardust (R: 30ft, T: {dice} Creatures, D: {dice} minutes)
{Dice} creatures are sprayed in fine glittering dust that falls from the sky.

This stuns anyone who fails a luck test for {dice} turns, rendering them unable to act. The dust makes them glow brightly, canceling invisibility and earning anyone attacking them advantage on damage rolls.

Orbit (R: Touch, T: Object, D: {dice} hours)
The target item bobs gently in the air, orbiting another target larger item or your body (if it is larger) for the duration. While the items orbit, they may be disturbed and grabbed easily, and they may be targeted by spells and abilities.

When targeted by a missile attack, you may make a luck test, with a +1 bonus for each item currently orbiting your body. If the luck test succeeds, a random orbiting item is destroyed (if it is magical or made of strong material, it’s damaged), and you are unharmed.

Palantir (R: Touch, T: Familiar Creature, Object, or Area, D: {sum} minutes)
A spherical object you touch becomes a facsimile of the planet on which you stand. It quickly zooms through clouds and sky until it focuses on the target you’ve chosen. If someone is using the Palantir spell, they become a viable target for the Palantir spell and appear on the image of the planet as a point of light.

Tidal Lock (R: 100ft, T: body of water, D: {dice} minutes)
A wave or part in the water forms, up to {sum} ft in width, and {dice} times 10ft in height.

Wave: Acts as a wall against non-magical attacks, and gives an advantage on luck tests against magical ones. Can be pushed forward and washed across land, forcing all creatures to test luck or be pushed {sum} ft. MD may be spent while the spell is active to increase its pushing power, dealing {sum} damage from the newly rolled dice to all creatures (regardless of luck test)

Part: Acts as a clearing in the water, based at the ground beneath it. If the height of the part is less than the depth of the water, forms a tunnel of sorts underneath. MD may be spent while the spell is active to increase its duration by the {sum} of the newly rolled dice.

Thunderbolt (R: 200ft, T: Line, D: Instant)
All targets in the line of effect are blasting with a condensed burst of electricity that booms with thunder, dealing {sum} damage. Targets test luck for half damage. The lightning may fork off and strike targets not in the line who are nearby, and this may happen {dice} number of times each casting of the spell.

Prism (R: 50ft, T: Point in Space, D: {dice} + 1 rounds)
A prism made of silver glass appears in the air, with {dice} hit dice. It can be struck by non-magical attacks and disappears if its hit points lower to 0.

Spells fired at a face on this prism will be split into {dice} copies, each with a mutation chosen depending on the number of MD spent on Prism.

1 MD – Target may be an object, creature, surface, or {dice} x 10ft cube/sphere.
2 MD – Duration is doubled, if instant, its effect is doubled.
3 MD – The spell’s range is tripled, or, if its touch, the spell’s range becomes 20ft.
4 MD – The spell gains a 20ft area of effect, or its area of effect is doubled.

Alignment (R: sight, T: object or creature, D: {sum} hours)
Command {dice} objects or creatures to follow a pattern of thought or movement, copied from another target object or creature in sight. For instance, if one of the thieves is fleeing, you may align the rest with their mind, causing all of them to flee. If one person’s sword is sheathed, you may align the other targeted swords to mimic its position.

Creatures of 5 or more HD may test their luck against the effects of this spell.

Gate (R: 60ft, T: Point in Space, D: {dice} minutes)
A split in space appears before you, linking to a precise location you’ve been to before. Travel is instantaneous, and all things that enter the gate move through it.

In lieu of a precise location, you may speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work), traveling to their location. If the creature doesn’t wish for the portal to appear, they may test their luck subtracted by {dice}.

Division (R: Touch, T: Creature or Object, D: {high} + {dice} turns)
Target creature or object splits into two identical copies, with halved hit points (or capacity). Creatures who wish to avoid this test luck. Copies may be further split, but no more than a maximum of {sum} copies made be created.

Using 4+ MD and targeting a creature or object on the atomic level deals {dice} times d8 damage to them, and any triples immediately cause a nuclear explosion in a 100ft circle, centered on the target, dealing 10d8 damage to all in the circle.

Microsun (R: 200ft, T: Self or 20ft Circle, D: Permanently or Instant)
You produce a mote of flame at the tip of one of your fingers, and it begins to orbit your head (or body). Mark down the {sum} and {dice} of the microsun. After an hour, it grows to the size of an apple, glowing brightly and swirling with solar flares. You may change its color with a thought to orange, red, blue, white, light lavender, or yellow.

Whenever you wish, you may fling the orbiting microsun at a 20ft diameter area, and all within that area feel the immense heat and pressure as it collapses. All creatures within 50ft of it must test luck or be dragged {dice} times 10 feet towards it, then it collapses, cascading the 20ft circle with a burst of fire equal to its {sum}.

When flinging, you may roll fresh magic dice to increase its power.

Experimenter

These folks cooked up all sorts of ways to win the war. But after they weren’t needed, people remembered what they had done.

Gear: Start with a shining metal cleaver, a scalpel made of obsidian, a large and thick pair of goggles, a pair of stained leather gloves, and a case of glass vials (1d12 UD).

Gathering: If you perform your experiments openly in an area for longer than six months, a large mob of townspeople begins to form, and armed with torches, pitchforks, and muskets, attempt to drive you out of town. If you are attempting to keep your work a secret, test luck subtracted by the number of people who have seen or know about your Experiments.

Cantrip: Tasting any blood clarifies what creature it came from.

B: Iconic Casting: You may store a spell and any number of MD as a liquid stored in a bottle, vial, jar, or other small sealable containers. These spells may be handed out to allies, may be stolen by enemies, and activate when imbibed, thrown, or poured. These stored spells represent a single gulp of potion, with no usage die representing them.

#Spell List
1Glue//Solvent
2Bottle Golem
3Lost Fire
4Extraction
5Biotheft
6Surgeon’s Sight
7Living Blister
8Mechanical Advantage
9Puke Leeches
10Mercurial Shape
11Concoct Disease
12Mutation

Potency: Each Experimenter spell has a “potent” form. In order to achieve potency when casting, a unique magical monster part or organ must be sacrificed in the casting of the spell.

Glue//Solvent (R: touch, T: two things, D: {sum} minutes)
Glue: A gray goop giving off noxious fumes is ejected from an orifice or limb, and sticks to two touching things. The things are glued together for the duration and are impossible to separate. Potent glue is permanent.

Once Glue is cast, flip this spell to Solvent.

Solvent: A thin and colorless liquid is fired in streams from an orifice or limb, destroying any adhesive, and melting any inorganic material it touches, dealing {dice} times 1d8 damage. Potent solvent deals 2d6 damage instead.

Once Solvent is cast, flip this spell to Glue.

Bottle Golem (R: sight, T: clay and a bottle, D: {dice} hours)
A bottle, potion, or vial wrapped in nutrient-rich clay becomes a humanoid minion around 1ft tall. Its personality depends on its contents, but it carries out orders without hesitation.

It acts on the turn of the caster, has a single slot of capacity (only empty if the bottle is), and has the same luck as the caster. It can use its action to tip itself into one’s mouth or ram into something as hard as if it was thrown.

A potent bottle golem becomes a permanent companion, and subsequent potent castings may be used to increase its capacity and number of bottles by 1.

Lost Fire (R: 50ft, T: line, D: {high}
You fire a sticky flammable goop that reacts with the air and immediately burns a hot white flame. It sticks to whatever it touches, and burns for the duration. It deals {low} times 1d4 damage. Potent lost fire deals {high} damage for {sum} turns.

Extraction (R: touch, T: Creature, D: Instant)
The target creature shudders and fluids begin to pour from its eyes, ears, nose, or mouth, which then pools into a vial or your hand. Unwilling creatures may test luck against this effect.

Extractable fluids include all venom, urine or saliva, or 1 HD worth of blood. If you do this to try and help a poisoned creature, they get a new luck test +4. A potent extraction may be used to extract a spell, some memories, or all of its blood if it’s 5 HD or under.

Biotheft (R: touch, T: creature, D: {dice} times 5 hours)
You swap body parts with a creature, provided you both have the chosen parts (eyes, nose, lips, hands, patches of skin, hair, etc.). Unwilling creatures may test luck against this effect.

Potent castings of biotheft allow you to permanently swap without a luck test, or attempt to swap bodies with a creature that matches your body type (humanoid, insectoid, canid, ooze, construct, etc.). These creatures may test luck against this effect, with disadvantage if they’re fond of you, or sleeping.

Surgeon’s Sight (R: touch, T: creature, D: {sum} turns)
The creature’s eyes flicker and warp, transforming to let them see through organic material, like a kind of x-ray vision. This grants them {dice} extra damage on attacks, and insight into the hit dice and hit points of enemies. It also allows them to immediately see foreign objects in someone, or if they are hurt.

The potent form of surgeon’s sight lasts for {dice} days and allows the creature to remove (or attach) body parts, organs, or vestigial parts of a creature, without killing them.

Living Blister (R: touch, T: a pound of meat, D: permanent)
You touch a pound of meat, and it liquefies into a stringy mass of blood, muscle, and tendons, with skin that blisters and dries when it remains still. In the creation of a living blister, you may add some of your own blood and the blood of up to {dice} other people. The living blister won’t harm anyone whose blood was given to it at creation. The living blister reacts the exact same way you would to any outside elements, such as potions, food, or items. It’s a very handy test subject in that way.

The living blister has 1 capacity equal to every slot of material it has consumed and can attack enemies for 1d6 damage at a melee range at first. Each day, it loses 10% of its capacity, until it eventually melts away. Its luck is equal to its creator’s, and it damages things smaller than it is by attempting to consume them, adding their weight in slots to its body. It begins growing features that reflect its food, like hair, teeth, eyes, or other more disturbing pieces.

A potent living blister has the ability to perfectly mimic the source of any material it has consumed and may split its capacity into chunks that share its properties.

Mechanical Advantage (R: touch, T: a simple mechanism or machine, D: {sum} turns)
The target mechanism can produce or retain more of a kind of energy, equal to {dice} times 100%. Alternatively, the mechanism loses 50% of its stored energy, of any type. These effects alter the output of said machine by a flat percentage, rounded down. Unwilling targets may test luck against this spell, minus {dice}.

Types of energy: kinetic, potential, sound, thermal, chemical, mechanical, elastic, radiant, nuclear, and electrical.

A potent casting of mechanical advantage allows you to target not just mechanical machines, but the innate organic “machines” of creatures.

Puke Leeches (R: 10ft, T: creature, D: instant)
You puke forth {sum} leeches which latch onto the target, who can test their luck to halve the number of leeches which cling. At the start of the creature’s turn, the leeches deal {dice} damage. The target may remove a leech for free each turn, but they and any allies within 5ft may forgo their action for a turn to remove another.

The leeches fall off of the creature, shrivel up, and die if they are exposed to flame or cold

Potent leeches will fall off after the creature is killed, and hibernate. These hibernating leeches may be gorged on like potions, removing damage from you equal to the damage done to the enemy, or instead remove a day off an injury. These leeches go bad after {sum} hours.

Mercurial Shape (R: 20ft, T: 5ft area, D: {dice} turns)
A metallic silver liquid whips out and morphs itself into an object of {dice} slots or below. It can be any simple object and have no moving parts. Examples include a ladder, ramp, sword, crowbar, ball, house key, bucket, screw, file, etc. It can take damage up to {sum} without breaking and liquefies at the end of its duration into inert silvery liquid.

A potent mercurial shape can be used to perfectly recreate the properties of any kind of non-magical material, given you’re holding a cubic inch of the material when casting. Also, the duration is increased to days, instead of turns.

Concoct Disease (R: touch, T: creature, D: {dice} times 2 days)
You touch a creature and choose a number of traits from the following lists that have values that add up to {sum} or less. This crafted disease infects the target, and lasts for the duration, with a full day of rest giving the creature a luck test against it.

Effects (Worth 1 Each): Luck tests are halved, HD are lowered by {dice}, movement reduced by half of {sum}, 1-in-4 chance of being stunned each turn, blindness, deafness, loss of motor function (random limb), fills a number of slots with bleeding per day.

Symptoms (Worth 2 Each): Puking small creatures, loss of smell, loss of taste, loss of memory, nausea, heartburn, indigestion, diarrhea, weeping pustules, puffy face, skin lesions, teeth falling out, high or low voice, hair loss, excessive sweating, shortness of breath, burping, croaking, sneezing, crying, itching.

Transmission (Worth 3 Each): Skin contact, saliva, blood, sexual contact, air.

Stranger Transmissions (Worth 4 Each): Promises, magic, sound, memory, cursed object.

Potent diseases can pick from the following list for any category (Worth 2 Each): Death, species, “mutate” (provided you know the spell), immolation, drowning, electrocution, frenzied, mind controlled, explosive, transformation, melting, teleporting, fusion, aging, de-aging, shrinking, growth, weather, steam.

Mutate (R: touch, T: creature, D: permanent)
Unwilling targets may test luck to negate, once per mutation. The target gains {dice} random mutations. If the creature is willing, roll the mutations twice instead, and the caster chooses which group of mutations they end up with.

Each mutation fills a slot, gives a special effect, and has a percentage chance of also having a detriment. If the target is unwilling, subtract {sum} from their detriment roll, if they’re willing, add it instead.

A potent casting of Mutate allows the user to choose the exact mutation, with no detriment.

2d20MutationEffect45% chance of Detriment
2Avian featuresBeak attack (1d4), fly speed of 20 + 2d20.Your arms are half-wing, and make precise manipulation impossible.
3Bovine featuresFour-chamber stomach, allowing you to eat grass and hay every 8 hours and never go hungry.You have to chew for 1d4 turns to eat something.
4Goatlike featuresStrong digestion, allow you to eat anything to sate hunger.Easily spooked, test luck or be stunned for 1d4 turns the first turn you go after a surprise round.
5Canid featuresSuperior sense of smell, allowing you to track many scents at once for miles.Short attention span, can’t take more than a turn to do anything.
6Feline featuresRaking claws (1d6), half damage from all falls.See in the night easily, see silhouettes in darkness.
7Crustacean featuresChitinous carapace, acting as 2 damage reduction, breathe underwater a number of minutes equal to capacity.Hands are big meaty claws. They deal 1d4 + 1 damage, but you have no fingers.
8Insectoid featuresBody morphs to into 2d2 segments. Each segment is 1d4 feet long.Long spindly limbs take twice as long to heal from injury.
9Wormlike featuresYour body stretches 3d6 feet, and you gain +3 capacity.Speed slows to half, sight becomes blurry and unfocused.
10Fishy featuresSwim speed of 20 + 2d20, breathe underwater perfectly.Need daily immersion in water for an hour, or fill a slot with exhaustion.
11Amphibian featuresNatural tongue attack, range of 15ft, advantage to gambits using it.Unconsciously croaking all the time, -3 on all reaction rolls, +1 on encounter checks.
12Reptillian featuresTest luck each month to regenerate lost limbs and change scale color.Cold blood causes you to take double damage from cold attacks.
13Elephantidae featuresPrehensile nose 1d6 feet in length. Can grip anything one slot or lower.Thick skin causes slower movements, reducing movement by 1d4 times 5.
14Rhinocerous featuresHorn attack (1d4 + 2), double damage if you move 20ft in a straight line first.A face as ugly as sin, wrinkled and puffed and leathery. -5 to all non-monster reaction rolls.
15Treelike featuresThick bark skin, roll for injuries at a -2.Limbs that fork and split, stiff as wood, making grasping hard.
16Bushlike features1d6 berries grow on you each day. 1 – poisonous (1d4 damage per turn), 2 – nutritious (as full ration), 3 – healing (1d6 damage removed), 4 – explosive (1d10 in a 10ft circle, luck test for half)Must lay or stand in nutrient-filled soil for an hour each day, or fill a slot with exhaustion.
17Bamboolike featuresReroll injuries with a -1 if you would normally damage or lose a limb.Nails and hair grow 1d8 inches while sleeping, needing 1 hour of maintenance every morning or -3 to all tests relying on sight, hands or feet.
18Vinelike featuresRemaining still among rope, string, roots, or snakes grants you perfect camouflage.You roll Usage Dice twice every time you drink a liquid.
19Flowerlike featuresPoison thorns prick anyone who attacks in melee for 1d4 damage.Strong winds or inclement weather cause you 1d6 damage an hour.
20Fungi like featuresSpores spread in a 10ft aura all around you, acting like the spell “Alignment” cast with 1 free magic die, but only targeting creatures that need to breathe. Successful luck tests and allies cause immunity.Hunger is only sated by rotting organic matter.
21Mineral featuresHands like brutal clubs, 1d10 damage.All injuries are permanent, and none heal over time. Only lava and tar can fix you now, a scoop for each day it would normally take.
22Granular featuresThe ability to fit through any hole bigger than an inch.Submerging in water deals 1d4 acid damage every turn.
23Coral featuresSpend a turn shedding a barnacle from your colony, sticking it to a surface or creature. You can see, taste, and feel through it, but it fills a slot with “Incomplete: -1 luck” until destroyed or recovered.Constant voices in your mind mean that you must sleep twice as long to benefit from healing.
24Metallic featuresWeapons that slash or pierce deal half damage to you.Weapons that bludgeon or crush deal double damage to you.
25Meteoric featuresCast the spell “Heat Metal” with 1 free magic die any time at a range of touch.Your body is rough and superheated, causing bursts of flame (20ft circle, 2d6 damage) whenever you take an injury.
26Crystalline featuresReaction rolls have +5, and your movement increases to 35ft.You glow in the dark and refract light in the sun, meaning you cannot be stealthy in the dark, and ranged missile attacks made within sight of test luck to even hit.
27Acidic ooze featuresMaking direct contact with an enemy deals 1d4 damage to them, and reduces armor-given damage reduction by 1.Your acid damage increases to 1d6, but it’s potent enough to leave pools under you when it’s used, burning through materials like stone and wood.
28Sticky ooze featuresAllows you to walk along walls and ceilings at half your normal speed.You take two hours to remove clothing or armor, and you move at half speed while barefoot.
29Gelatinous ooze featuresMass expansion, allows you to inflate to fill a 10ft by 10ft cube or condense into a 1ft by 1ft cube. Speed lowers to 10ft while in either of these forms.Body absorbs any loose debris you brush against, or small items you touch. Test luck to not engulf something accidentally.
30Slithering ooze featuresIf you succeed in grappling a creature, you may enter its esophagus and begin drowning them. They take xd6 damage each turn, starting at 1, where x is the number of turns they’ve been drowning.The bubbles on your skin are so sensitive that you must test luck or take 1d4 psychic damage every turn you’re in an area with pungent smells or loud noise.
31Enlarged bodyparts+3 capacity, but all clothing must be custom-made at a 100% price increase.Physical awkwardness means you have -5 on all Luck tests to be dextrous or precise.
32Extreme digestionYou can eat five pounds of any material, and it counts as a ration. If the material is flammable or acidic, you may spit it back up as a 15ft acid attack that deals 1d8 damage.Your stomach can’t digest nonvolatile material, your hunger is only sated by gunpowder, molten rock, acids, explosives, etc.
33Multiplied limbsYou grow 1d3 extra arms (+1 free attack action) or 1d3 extra legs (+10 movement speed). Multiple extra limbs don’t grant multiple bonuses, as the limbs are partially functional.Your limbs move on their own, and unless tied down will give you away when sneaking, slapping, or grabbing at nearby people, and trigger simple mechanisms.
34Cranium abnormalityYour head is shaped or aligned abnormally, all head injuries you would normally take have a 50% of being re-rolled.You grow 1d3 extra heads with their own personalities, and all actions require a majority vote.
35Dermal shiftingChameleonic skin that allows you to blend into your surroundings, essentially invisible when motionless.Loose and flappy skin that gets caught in the wind, pushing you 20ft in the direction of the wind on a failed luck test.
36Ocular oddityMultiple eyes grant you 50% extra range with missile attacks and 360-degree vision which means you’re never surprised while awake.Your entire body is covered in extra blind eyes that weep uncontrollably. Leaving your clothes damp and mucky. -3 to all reactions.
37Gas sacks1d4 gas bags that are able to inflate at will to float you up or down for (1/4 your capacity) turns a day.Combustible fumes, meaning you take double damage from fire attacks.
38RegenerationYour body heals itself at twice the normal rate.Regenerative properties heal damage, but still, make you feel pain. Every time all your damage is removed, or an injury is healed, you gain a slot of “blinding pain”, which forces -2 on all luck tests, this goes away with 8 hours of sleep.
39Laser raysHands, eyes, mouth, or whichever body part you like have the ability to fire a powerful ray of energy. It deals 1d6 damage, and on a maximum damage roll, it pushes the target back the damage times 10ft.Using your laser rays temporarily blinds you for 1d4 + 1 rounds.
40Innate WeaponsYour body contains three implanted silver-coated weapons that can be extended from your body as a 5ft movement. These three weapons do not fill slots.Your innate weapons deal their damage die to you, subtracted by 3 when unsheathed from your body.

By Michael

I've been a huge fan of RPGs for the longest time now. Gamemastering has become my favorite hobby, and connected me with all sorts of people all over the world.

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