THIS IS WAR TO
EXTERMINATION. FIGHT CELL BY CELL THROUGH BODIES AND MIND SCREENS OF THE EARTH.
– William S. Burroughs
In Narcosmos, ideas
are infectious and transformative. They are weapons that cannot be easily
controlled, but those in tune with the psychosphere may channel ideaspace for
unique effects.
The table below
demonstrates the unpredictable power of such ideas. To use this table, the game
master should roll 1d16 three times, generating a compound idea with an
adjective, noun, and effect. This idea becomes a kind of verbal hypersigil, and
if spoken aloud, the effect occurs. The ideas may come randomly to the PCs in
their sleep, or they may be scrawled on the walls of dreamspace or in forgotten
tomes found in the sewers of distant planets. Once used, each idea may never be
repeated.
NARCOSMOS TRANSFORMATIVE IDEA GENERATOR |
|||
Roll 1d16
|
Adjective
|
Noun
|
Effect
|
1
|
Mental
|
Mantis
|
You grow a
hunchback, purple and throbbing, and after three days of slow growth, it
bursts into 2d8 mechanical beetles that obey your commands until the end of the
day. The beetles attack as first level fighters and bite for 1d4 damage each,
have an AC of 7 (13) and 1 hp each. Anyone bitten by the beetles must save
vs. poison or fall into a delirious narcoleptic coma for 1d4 turns.
|
2
|
Love
|
Beak
|
A metal coffin
appears beside you. You feel like it has always been there, but you have
never noticed. It cannot be moved and only you can open it. Inside is a
floating sphere of condensed time. If you hold this ball in both hands, you
may transport you and your immediate companions 1d6 weeks into the past or
1d6 weeks into the future. The timesphere and the coffin disappears after
that single use.
|
3
|
Hallucinogenic
|
Ladydactyl
|
Blood drips from
the sky, as if the gods are slaughtered in the heavens. This lasts for 1d12
weeks and follows you wherever you go.
|
4
|
Opulent
|
Axeman
|
You transform
into a 13’ tall floating head for 1d4 turns. While in this form, you may not
use melee or ranged attacks, and your AC and HP remain the same, but you may
cast magic and unleash psionic blasts dealing 1d12 damage to anyone within
sight unless they make a successful save vs. death.
|
5
|
Laughing
|
Prison-Moon
|
You temporarily
teleport yourself to a floating island in space where you must confront the
six-legged jaguar woman who will neither attack nor defend but will ask you a
single question: are you prepared?
If you say yes you will be
transported back with -2 to your Int and Wis and +1 to your Str and Con and a
permanent hp gain of 1d6. If you say no
you will be transported back with +2 to your Int and Wis and -1 to your Str
and Con and the permanent ability to cast one randomly determined level 2
magic user spell, even if are not a spellcaster. If you say nothing you will
remain on the floating island forever.
|
6
|
Shrieking
|
Flashback
|
A syringe gun
appears in your hand and you immediately know how to use it. It can fire 1d12
times before becoming inert. Each time it is fired at a target, there is a
50% chance it will unleash a torrent of mind-acid dealing 1d12 psychic damage
and a 50% chance that the chemwave emission will mimic the effect of a
randomly-determined level 3 illusionist spell.
|
7
|
Invisible
|
Lobotomy
|
You understand.
As the game master any one question about the current adventure or campaign
and he must answer in one truthful complete sentence.
|
8
|
Guardian
|
Spacewhale
|
You gain a
limited form of speak with animals that
allows you to psychically communicate with felines.
|
9
|
Transcribed
|
Nucleon
|
Each day for the next
1d8 days, you gain a cumulate -1 penalty to all attributes and all rolls.
After the final day, you awaken the next morning to discover that the
penalties have disappeared – you feel healthy again – but you have given
birth to a humanoid fly the size of a rat. If you discard or kill this
fly-baby, you will take 1d20 psychic damage. If you raise this fly-baby, it
will grow to adulthood in 30 days and vanish into the psychosphere where you
will only meet it again in your dreams.
|
10
|
Blackhole
|
Androgyne
|
Your shoulder blades
transform into a flesh and bone jetpack due to heretofore unknown
nanomachines. This effect is permanent, giving you a movement of fly 60’. All
armor is useless to you unless it is custom made for your new form.
|
11
|
Singing
|
Jumpsuit
|
You permanently gain
the following psychiatric disorder (roll 1d6): (1) agoraphobia, (2)
delusions, (3) fetishism, (4) narcolepsy, (5) paranoia, (6) insomnia.
|
12
|
Naked
|
Ray
|
You gain the
ability to transform into a giant floating jellyfish that can sting at a
range of 15’ with its tendrils as if attacking as a level 5 fighter, dealing
1d10 damage and the victim must save vs. poison or become afflicted with an
itchy rash that causes a -4 penalty to all rolls until salt water is applied
to the affected area. While in jellyfish form, your armor class, hp,
attributes, and abilities remain unchanged, though you are unable to
communicate and unable to cast spells with material or verbal components. You
have is jellyfish transformation ability for 1d4 days.
|
13
|
Headless
|
Insect
|
1d4 giant orange
rats with attached saddles and bridles arrive via the dreamstream, ready to
be ridden. The dream rats have a movement rate of 60’ and may enter the
astral realm or any adjacent plane. The rats will not attack, nor can they
take damage. They will disappear in 1d6 days.
|
14
|
Frozen
|
Yellowjackets
|
Your belly grows
bloated and your hair falls out. In 1d4 days, your skin begins to turn a
tarnished bronze color. At that point, you permanently lose 1d6 hp and -1
Strength, but gain +1 AC, +1 Wisdom, and the ability to read the thoughts of
anyone within 10’.
|
15
|
Perfect-Punk
|
Mouth
|
A warped mirror
image of you appears. This mirror image duplicate looks identical to you,
though his garb is all yellow, red, and purple and he speaks in an alien
tongue. He will fight alongside you, as if another PC under the player’s
control with stats and equipment identical to yours, for 1d8 turns before
disappearing.
|
16
|
Technowarrior
|
Monad
|
A tattoo of a
winged mass of mouths appears on your chest, and you take 1d6 damage per day
and find yourself incapable of sleep. The only way to prevent this effect is
to “feed” the tattoo drops of spinal fluid. If 8 ounces of spinal fluid are
fed to the tattoo, you permanently gain +1 Int and the tattoo begins to glow
green but has no other lingering effects.
|
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