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The Chaos Project Archives: Chaotic Features

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The Chaos Project Archives:


Chaotic Features
Chaotic Features are an integral part of The Chaos Project. This archive contains Chaotic Features created both by
myself and by many other gamers, all of whom have my deep gratitude.
->Peter

Roll Created by:

Feature:

01

Name: Ken Murphy


Email: MurfNMurf@aol.com

02

Name: Ken Murphy


Email: MurfNMurf@aol.com

Bottomless Pit. Creature can swallow a hog'shead-worth of liquid


(3D10+22, x10liters)per 5SRs. Creature effectively possesses an
endless capacity, but it'll be affected normally by any special features of
the liquid; like alcohol's or a potion's POT.

03

Name: Ken Murphy


Email: MurfNMurf@aol.com

Hard to Hit. Anytime the creature has a missle fired or thrown at it, or is
exposed to shrapnel, it has a chance equal to its POW x8 of being
missed completely by any attack that is less than an 01 Critical success.
In the case of an 01 Critical success occuring, it will affect the creature
as a normal Critical Hit, however.

04

Ghostly to (substance) Creature acts is like air to the substance. Broo


Name: Marko Perl
Email: marko.perala@kolumbus.fi ghostly to wood could walk through a forest unhindered. Burglaries
would be easy. Creatures ghostly to earth or stone are not seen often.

05

Name: Peter Maranci


Email: peter@maranci.net

Radiates Fear. All creatures within 15m of this horrifying creature must
make a successful resistance roll of their INT vs their own POW or flee

06

Name: PM

Radiates Pain. All creatures within 15m of this creature must make a
successful resistance roll of their INT vs their own CON or suffer a
-1d100 to all actions

07

Name: PM

The creature shrivels and becomes a large rubbery ball of protoplasm


which spends all of its time bouncing up and down (-10% to hit because
of movement). It has 100 HP, and regenerates 10 HP per round. Once a
day it can let out an explosive effect which does 5d6 damage to
everything within a 8 meter radius. Armor protects against the explosion
damage

08

Name: PM

Anything this creature touches becomes invisible for as long as it


remains in contact. It always appears to be naked and weaponless. It
may also appear to have the power to disintegrate by touch...

09

Name: PM

The Stupifier - Any creature within 30m of creature temporarily


loses 1d6 INT

Strength of a Thousand Men. Creature's STR is 3D6+167.

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Name: PM

Damage Reflector: Any damage caused by any non-natural weapon


(incuding spells) is ignored, and instead inflicted immediately on the
attacker. The damage "reflected" is based on what would get through the
defender's armor, not the attacker's. Natural weapons cause normal
damage. A Heal spell causes damage equal to double the points in the
spell, and cannot be resisted - but is still a touch-only spell.

11

Name: PM

Negative Lifeform: Any form of damage (including natural weapons)


INCREASES the victim's general (and therefore also location-specific)
hit points. They can absorb additional HPs up to ten times their normal
value. These hit points may be self-inflicted; for example, the creature
may stand in a fire to quickly charge themselves to maximum
life-energy. However, if not injured the creature normally loses 1d3 hit
points per day, down to (potentially) death. Healing spells are
dangerous to this creature; each point of Healing causes 100 HP of
damage.

12

Name: PM

If anyone orders the victim to do something three times in a row, they


must do it

13

Name: PM

One finger/tendril/whatever is a hollow tube which can spray a sleep


gas with POT = CON, enough to affect up to 3d6 individuals per day

14

Name: PM

Able to cast Glue 50 on any non-living thing which can be shut - a door,
box, etc. 1d6 times per day. No MP cost nor casting time - this is an
effect, not a spell

15

Name: PM

Immediately "paired" with another random chaotic creature, which acts


as a familiar to the victim

16

Name: PM

Being becomes pure Law, with a Chaos-destroying touch

17

Name: PM

Becomes pure Truestone

18

Name: PM

Experiences intense vision of Cosmic Truth, gain 200% Metaphysics


and +90% Oratory and Fast Talk

19

Name: PM

Cursed - loses 1% of each skill every ten minutes after sunrise, and 1
point off each characteristic each hour. All return to normal at midnight

20

Name: PM

Cursed - as above, but to everyone else within 30m

21

Name: PM

Swapper. Able to trade one skill/characteristic/special ability with


another creature. Trade lasts one day

22

Name: PM

Vampiric healer: can transfer 1d10 of received damage to another via


successful touch. No resistance possible, armor does not protect

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23

Name: PM

Able to become insubstantial at will in 1-round increments; must


re-solidify to attack. Able to cast and be affected by spells and spirits
while insubstantial

24

Name: PM

Able to make a piercing whistle that causes 1d6 damage per round, plus
deafening effects. Armor does not protect

25

Name: PM

Appears extremely old, but retains abilities of youth

26

Name: PM

Able to enter the dreams of others

27

Name: PM

Able to see magic - +100% to all chances to cast, -10% visual skills

28

Name: PM

Blood is Heal 6 potion, 3d6+6 doses. Automatically activated, one dose


at a time, when injured

29

Name: PM

Blood is alcohol; always drunk

30

Name: PM

Cannot hurt any child (effects either children of own species, of all
intelligent creatures, or of all living things)

31

Name: PM

Cannot lie (50% chance cannot even lie by omission)

32

Name: PM

Conscienceless; able to lie undetectably

33

Name: PM

Able to squeeze through the smallest opening

34

Name: PM

Gift of tongues; able to speak any language perfectly after being exposed
to it for 1d10 rounds or hours or days

35

Name: PM

Able to absorb the skill of anyone in their presence; for example, if


fighting a master swordsman, is able to use the same skill percentages.
The skill only lasts while the target is in their presence

36

Name: PM

Perfect Master: all skills at 100%

37

Name: PM

Gives birth to 1d6 spawn per season. Each spawn grows into a random
Chaos monster

38

Name: PM

Rebirth. Victim collapses into a quivering heap, and after 3d6 hours is
reborn. At this point all of their characteristic points are totalled, and
re-allocated into their new form as they wish

39

Name: PM

Must dance whenever they hear music

40

Name: PM

Incurable optimist

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41

Name: PM

Amnesia. The victim loses all memory of their former life. 50% chance
they retain basic skills such as languages, and motor skills, otherwise
they are completely blank (but re-trainable). 10% chance that their
memories might be restored by a future shock. An amnesiac may display
a very different personality from their original one.

42

Name: PM

Victim has complete awareness in all directions -- virtually impossible


to surround or surprise while awake

43

Name: PM

1 or more random hit locations develop a hidden pouch, which can store
objects of up to 1d6 x 1d6 SIZ

44

Name: PM

Body becomes extremely bouncy. Able to bound huge distances, at


1d6+1 times former Move

45

Name: PM

1 random hit location is completely invulnerable

46

Name: PM

Immune to all but mental spells

47

Name: PM

Victim dies

48

Name: PM

Random characteristic is re-rolled on d100, effect lasts 1d6 days or


weeks. Then returns to normal forever

49

Name: PM

Horrifying to look at; resist POW 20 every round or be Demoralized


while in its presence

50

Name: PM

Voice become much stronger and smoother; +20+1d100% to all


voice-based skills

51

Name: PM

Hair (or equivalent) always floats about as if in a stiff breeze or


underwater

52

Name: PM

Becomes visual negative of self; all body colors now the opposite of
what they were

53

Name: PM

Must spend 1d6 hours per day spinning body violently. Able to spin at
very high rate without dizziness

54

Name: PM

Able to cast spells with no visible effect

55

Name: PM

Perfect balance

56

Name: PM

One half of victim becomes beautiful, one half incredibly ugly

57

Name: PM

Can never let anyone have the last word

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58

Name: PM

Terrified of a random color

59

Name: PM

Unusual insanity: loses all memory, but gains all memory and
knowledge of some ancient person slain by Chaos. Victim believes they
are that person

60

Name: PM

Victim completely loses all distinguishing characteristics, becomes in


appearance a completely average, socially invisible
creature

61

Name: PM

Victim completely loses all distinguishing features, and no longer


has a face (if applicable). Although it lacks eyes, ears, nose, mouth, etc.,
none of its senses or abilities are impaired

62

Name: PM

Victim becomes count-a-holic; must stop and count aloud any small
items which come into its view. If someone throws 97 marbles during
combat, it stops fighting and starts counting

63

Name: PM

Victim gains power of weather control; in effect can cast Cloud


Clear, Cloud Call, Lightning, Thunderbolt, etc.. Manipulation costs
fatigue (if applicable) rather than magic points

64

Name: PM

Body becomes totally iridescent; appearance very confusing (-35% to


hit), plus unable to hide except in total darkness

65

Name: PM

Gain constant twitch in random hit location

66

Name: PM

Totally silent when sleeping

67

Name: PM

At death splits up into (SIZ) number of miniature versions of itself. Each


miniature is SIZ 1, but otherwise has the original's characteristics,
skills, and knowledge. 10% chance that all are in Mindlink

68

Name: PM

Body transforms into a single, leathery, greasy sinew which coils and
bundles itself into the approximate shape of the original and wear its
clothes (if any). STR and CON are 1.5 times original. Creature takes a
maximum of 1 point from impaling and crushing attacks (slashing attacks
normal), and gains 5 points of natural armor. Able to make itself into
many shapes. If its two ends can be found, it can be jerked into a straight
line and held helpless

69

Name: PM

Victim bursts into flame, but does not take damage, is not consumed and
just continually burns. 50% chance that this does not cause agonizing
pain, 5% chance that victim gains power of flight. Immune to fire
damage

71

Name: PM

Victim deluded: roll again to choose pseudo-result

72

Name: PM

Immune to any weapon that is not straight-edged

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73

Name: PM

Immune to all natural attacks

74

Name: PM

Imune to all non-natural weapons

75

Name: PM

Immune to all variable-effect spells (i.e. for which damage must be


rolled)

76

Name: PM

Takes double damage from natural weapons

77

Name: PM

Takes double damage from non-natural weapons

78

Name: PM

Takes double damage from non-variable-effect spells

79

Name: PM

Unable to walk in a straight line

80

Name: PM

Uncomfortable around geometric solids

81

Name: PM

Fear of self

82

Name: PM

Fear of universe

83

Name: PM

Develop extra joint in 1 or more jointed appendages

84

Name: PM

Cannot be tied up or restrained

85

Name: PM

Cannot go unconscious

86

Name: PM

A random substance acts as hallucinogenic drug for victim

87

Name: PM

Always succeeds with CON roll for result of injury

88

Name: PM

Constant silly laughter

89

Name: PM

Always succeeds in making POW gain roll

90

Name: PM

Always makes experience and training/research gain rolls for 1 or more


skill categories

91

Name: PM

Grow an identical new copy of a random hit location, placed randomly


against other locations (example: new head, could be at hip, on top of
present head, etc.)

92

Name: PM

Grow a new hit location of a different species

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93

Name: PM

1 or more random hit locations change into that of a different species

94

Name: PM

Add a new hit location that victim would not normally have (i.e. tail for
a human)

95

Name: PM

Grow an entirely new hit location (located randomly) that is like


nothing anyone has every seen before (5% chance it is invisible or can
do something strange)

96

Name: PM

Telepath: automatic mental (non-subvocal) Mindspeech with anyone


they choose

97

Name: PM

Attack Telepath: as above, but also able to control victim via a roundby-round POW vs. POW

98

Name: PM

Appropriate limb takes form of random weapon

99

Name: PM

Able to belch at will

100 Name: PM

Flesh-penetrating touch

101 Name: PM

Able to walk through walls

102 Name: PM

Always perfectly groomed; every hair in place and teeth gleaming

103 Name: PM

See dead people (spirit vision)

104 Name: PM

Must always do and say everything twice

105 Name: PM

Must always speak in rhyme

106 Name: PM

Becomes color-blind

107 Name: PM

Contracts leprosy

108 Name: PM

Gains perfect sketching ability (Craft: Art 1000%)

109 Name: PM

Able to smell magic

110 Name: PM

Able to see magic

111 Name: PM

Able to hear magic

112 Name: PM

Able to feel magic

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113 Name: PM

Able to parry attacking spells with hands

114 Name: PM

Bursts into flames every evening and is reborn every morning from the
ashes

115 Name: PM

Grow hump; able to contain enough water for 2 weeks

116 Name: PM

Able to absorb 1d8 points of spell per round and fire them back within
the next five minutes

117 Name: PM

Able to absorb the injuries of others, regenerating damage at


1d4hp/round. 50% chance this is involuntary

118 Name: PM

Mind stealer: able to absorb all memories and knowledge by touch, and
retain them for 1d6 minutes/hours/days. 50% chance this power is
undetectable by victim

119 Name: PM

Able to absorb the power of a magic item and duplicate it. May only
absorb power from one item at a time. 50% chance this power destroys
the item, which may resist POW vs. POW

120 Name: PM

Living crystal: duplicated the power(s) of a powered or unpowered


crystal. 50% chance this only works for others, not self. If powered,
must be attuned. Crystal POW = POW

121 Name: PM

Permanently changes into object most important to them, i.e. if a


warrior, becomes magic weapon

122 Name: PM

Able to perfectly gauge distance and size by eye

123 Name: PM

Able to jump inside other being & attempt to overcome POW vs. POW.
If successful, becomes other person and other person occupies old
body. Some memories transfer

124 Name: PM

Continues to fight on for 1d10 rounds after death, even if dismembered

125 Name: PM

Skin becomes random sealed rune metal, gain 1d6+3 natural armor plus
metal effects if any

126 Name: PM

Grow spikes from 1 or more random hit locations, gain spike attack
(1d6 damage)

127 Name: PM

Grow stinger(s) from 1 or more random hit locations, gain stinger attack
(1d4 - 1d10 damage, plus CON POT poison)

128 Name: PM

X-ray vision

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129 Name: PM

Itch touch: cause itching in touched victims. Itch = CON, victim resists
with CON or is unable to do anything for 1d4 rounds but scratch

130 Name: PM

Able to create color patterns on skin, resembling moving tattoos. 20%


chance confusing at will, maximum minus to hit = 2d20%

131 Name: PM

Mute; can only communicate by whistling

132 Name: PM

Able to increase SIZ by 1d6 times at will for up to 1d6 rounds/minutes


/hours. Concurrent increase in STR and HP (but not CON)

133 Name: PM

Blood changes color

134 Name: PM

Bones become extremely strong and heavy. Limb hit points unchanged,
but 2x damage required to sever or maim

135 Name: PM

Gives birth to mirror twin which has (species max - victim's


characteristics), i.e. human male STR 14 would have mirror twin STR
(21-14=7). They are in Mindlink with each other, and as long as either
is alive, the other cannot completely die

136 Name: PM

Gelatinous body. Completely immune to piercing weapons. Slashing


weapons do 1/2 damage. Crushing weapons x2 damage (splatter effect)

137 Name: PM

Spongy body. Immune to crushing weapons, impaling weapons do 1/2


damage, slashing weapons x2 damage

138 Name: PM

Become zombie

139 Name: PM

Become mummy

140 Name: PM

Extreme pain and agonized screams when not moving

141 Name: PM

No longer age visibly (but still age)

142 Name: PM

One or more hit locations becomes invulnerable for 1d4 hours/day

143 Name: PM

Invisible when sleeping

144 Name: PM

Invisible all the time

145 Name: PM

Gain retractible claws, claw attack

146 Name: PM

Death Touch (acts as Sever Spirit) - 10% chance works on self

147 Name: PM

Become lightning calculator

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148 Name: PM

Irresistable to one or more animal or insect species

149 Name: PM

Mute

150 Name: PM

Must always speak the truth

151 Name: PM

Constantly growing large warts (-3 to APP) which harden, fall off, and
when peeled each contain a 50 - 200 sp gem. 2d6 warts/week

152 Name: PM

Movement rate reduced or increased by 50%

153 Name: PM

Immune to spirit attack

154 Name: PM

Blood, if swallowed, heals 1d6hp. Able to bite own lip or tongue to


heal self

155 Name: PM

Extremely sad to see. Resist its APP vs. your INT or cry

156 Name: PM

Gain ability to drain 1d6 MP on successful touch and add to self

157 Name: PM

Gain ability to temporarily drain 1d4 points from random characteristic


on successful touch and add to self (effect lasts 1d6 minutes for both
attacker and victim)

158 Name: PM

Gain ability to go into uncontrollable spasms that last for 1d6x1d6


rounds when under stress

159 Name: PM

All cartilage turns into bone, gain 1 armor point in head

160 Name: PM

Immune to all disease

161 Name: PM

Immune to all metal weapons

162 Name: PM

Cannot interact with metal in any way (goes right through victim without
harm)

163 Name: PM

Immune to all wooden weapons

164 Name: PM

Cannot interact with vegetable material in any way

165 Name: PM

Shadow becomes alive, can detach and act as Shade

166 Name: PM

Able to command matter - acts as telekinesis on any matter within 30m,


STR=INT.

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167 Name: PM

Always talk in a monotone

168 Name: PM

Skin becomes silky-smooth and soft

169 Name: PM

Become albino

170 Name: PM

Gain perfect time-sense

171 Name: PM

Gain perfect location-sense

172 Name: PM

Gain Fire/Ice Breath attack, 1d4 x 1d6 damage

173 Name: PM

Eyes shifted into spirit plane, disturbing hollows in sockets

174 Name: PM

Forever immune to all effects of Chaos

175 Name: PM

Can walk on air

176 Name: PM

Snore extremely loudly

177 Name: PM

Becomes extremely gullible -- believes anything anyone says

178 Name: PM

Gain Chaos Touch - bestow Chaotic effect with successful touch, once
per day

179 Name: PM

Cure disease by touch, 1d6 times per day

180 Name: PM

Healing touch, up to 1d12 hit points 1d6 x 1d6 times per day
(can/cannot affect self)

181 Name: PM

Gain tiny teeth in skin, improve Swim skill by 10%

182 Name: PM

Some or all orifices seal up; effects determined by GM

183 Name: PM

Become incredibly phony

184 Name: PM

Victim no longer speaks birth language

185 Name: PM

Unable to perceive opposite/same sex (own species or all species)

186 Name: PM

Become big-time whiner

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187 Name: PM

Lose all sense of humor

188 Name: PM

Gain hyperactive/sick/stupid sense of humor

189 Name: PM

Gain power to make anyone laugh

190 Name: PM

Able to change shape at will

191 Name: PM

Becomes incredibly cute

192 Name: PM

Can only talk about self in third person

193 Name: PM

Sticky touch; anything that touches victim sticks, STR d6 x d6

194 Name: PM

Can Ressurect by touch

195 Name: PM

Immune to all magical effects

196 Name: PM

Grow eyes in back of head

197 Name: PM

Gain incredible insight into sentient nature

198 Name: PM

Nothing happens

199 Name: PM

Gain power to expand jaws and swallow up to 2xSIZ

200 Name: PM

Gain deep love and respect for all living things

201 Name: PM

Chameleon effect - absorb colors

202 Name: PM

Ventriloquism - voice comes from anywhere within 10m

203 Name: PM

Yawning disease - victim yawns 1d4times/round, and all within 10m


must roll CONx3 or also yawn

204 Name: PM

Senses become sense projectors: eyes emit light, ears emit noise, nose
emits smells, mouth emits tastes, skin emits vibrations and heat/cold.
Extremely confusing, -80% to all actions for victim and all present

205 Name: PM

Victim becomes were-animal (determine randomly)

206 Name: PM

Victim becomes permanent cross between original form and some other
species (determine randomly)

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207 Name: PM

Gain ability to spin silk, webs from gland on (hit location)

208 Name: PM

Gain ability to project scent (ranging somewhere from delightful to


sickening) from (hit location)

209 Name: PM

Become perfect vocal mimic (Mimic 100%)

210 Name: PM

Afflicted with insane hatred of all things Chaotic

211 Name: PM

Eyes extrude on stalks if not already stalked. Otherwise, eyes retract

212 Name: PM

Everything the victim touches turns to (substance)

213 Name: PM

One or more random characteristic(s) of victim begins seesawing, going


down one point per day until it reaches one, then going up at the same
rate until it reaches exactly double the old score. Repeat forever.

214 Name: PM

Jeckyll/Hyde syndrome

215 Name: PM

Victim constantly weeps tears of blood

216 Name: PM

Victim oozes slime from all pores - 50% chance of vile smell

217 Name: PM

Victim becomes pregnant (even if male) - 50% chance offspring has


chaotic feature

218 Name: PM

Victim is immortal

219 Name: PM

Victim is invulnerable except for one substance

220 Name: PM

Victim is invulnerable but also harmless

221 Name: PM

One of victim's characteristics other than SIZ increases 1 point per day
forever

222 Name: PM

Victim loses sensation in 1 or more hit locations

223 Name: PM

Victim's skin wrinkles heavily, increasing natural armor by 1d6 and


decreasing APP by twice rolled amount

224 Name: PM

Victim incurs enmity or friendship of one particular element

225 Name: PM

Victim falls asleep forever, but dream-form manifests as ghost

226 Name: PM

Victim screams and curses uncontrollably a random intervals

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227 Name: PM

Victim's tongue grows to 1d6 times original size. 10% chance of gaining
tongue-whip attack

228 Name: PM

Victim turns inside-out - 95% chance of death, otherwise 3d6 damage


unabsorbed by armor and -6d6 APP

229 Name: PM

Victim becomes completely water-soluable - will melt if hit with water

230 Name: PM

Victim becomes stretchy, like Mr. Fantastic

231 Name: PM

Victim becomes magnetic - all metal within 5m is attracted with pull of


6d6 STR

232 Name: PM

Victim regularly sheds skin like a snake

233 Name: PM

Victim produces scent which attracts 1 or more random species. 25%


chance that production of scent is under victim's control. There is also a
25% each chance that attracted creatures are friendly or hostile, and a
50% chance that attractees are neutral and behave normally.

234 Name: PM

Victim becomes twice the person they were. Re-roll all species
characteristcs and add the new results to the old ones. 20% chance that
INT becomes fixed.

235 Name: PM

Victim's hit locations all become detachable, 1d4 times per day

236 Name: PM

All of victim's hit locations detach, but retain mutual feeling and
appropriate ability to move. 5% chance that victim's parts are able to
fly

237 Name: PM

Victim gains Sense Projection for one random sense. 50% chance of
being able to control it. 10% chance that projected sense can never
return closer than 1d10m to body

238 Name: PM

Victim loses all self-respect

239 Name: PM

Return to infancy/childhood/adolesence but retain adult knowledge and


INT

240 Name: PM

Victim:
A) No longer needs nor is able to breathe, or
B) No longer needs to breathe, but can, or
C) Must breathe 1d4+1 times as much air

241 Name: PM

Roll victim's species SIZ again. Add OR subtract roll to or from 1 or


more random hit locations. Hit location SIZ of 0 or below may or may
not cause death at GM's option

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242 Name: PM

Living Mirror: Victim becomes shapeshifter, matching appearance of


those around it. There is a 50% chance that this process will be under
conscious control. There is a 20% chance that victim has the power to
mimic not only appearance, but knowledge and powers as well

243 Name: PM

Victim becomes autistic

244 Name: PM

1 or more random hit locations change color

245 Name: PM

Victim begins to age backwards

246 Name: PM

Victim's fingers can be broken off as delicious cinnamon sticks, but


grow back within moments

247 Name: PM

Victim becomes a random elemental - body becomes earth, air, fire,


water, other

248 Name: PM

Victim gains power to fly, if not already able. Determine max speed by
rolling 1d6 x 1d6
Means of propulsion (d8):
1 - Feathered wings
2 - Leather wings
3 - Energy/fur/other wings
4 - Anti-gravity effect
5 - Ground effect (emits air somehow)
6 - Grows propeller from random hit location
7 - Roll twice more and combine
8 - Other (something really weird)

249 Name: Will Dean

Fingers, teeth, ribs fuse together, causing shovel-like hands, scary


Email:
looking teeth, and a hard carapace
will@deanmachine.freeserve.co.uk

250 Name: PM

Creature grows invisible new arm, centered between other arms; 20%
chance that arm can detach and fly for up to 1d6 rounds/minutes/hours
per day

251 Name: PM

1 random hit location grows (1d6 x 1d100)% larger

252 Name: PM

1 random hit location shrinks 1d100% smaller

253 Name: PM

One facial feature shrinks or grows

254 Name: PM

All bones and teeth glow brightly in some random color

255 Name: PM

1 or more of victim's characteristics waxes and wanes in


correspondance with Lunar cycle (thanks to J. Mitzman)

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256 Name: PM

Victim afflicted with Rage. Effect of Berserk spell. Strikes up to 1d6


times per day, at appropriate times. There is a 50% chance that victim
can come out of Rage at will after first round

257 Name: PM

Spirit leaves body, becomes ghost). Body turns into zombie. Ghost can
possess zombie

258 Name: PM

Victim continues to eat and drink normally, but does not excrete (c.f.
RuneQuest Companion, "The Smell Of A Rat")

259 Name: PM

Victim becomes what they have always wanted to be (but there is a


50% chance that the result is bad/ironic/goes wrong)

260 Name: PM

Victim's earholes sealed by membrane; -5% to Listen and all


Communication skills

261 Name: PM

Teeth grow to double size. Gain or increase species-appropriate Bite


attack, lose APP (if human, lose 2d6 APP)

262 Name: PM

Produces 1d6 nuggets of gold per day in some way (regurgitate, secrete,
shed, etc.)

263 Name: PM

Random substance is now required as part of daily diet. 50% chance


that ingestion of substance temporarily increases 1 or more
characteristics by (1d6 x 1x6) for 1d6 rounds, minutes, or hours

264 Name: PM

Skin turns transparent. -3d6+6 APP

265 Name: PM

Victim falls in love with every creature seen of appropriate species and
gender

266 Name: PM

Creature IS harmless!

267 Name: PM

Tears gain randomly determined magical effect

268 Name: PM

Become two-dimensional

269 Name: PM

Must remain upside-down in order to breathe

270 Name: PM

Victim develops a sore, which grows over 3d6 weeks. When growth is
complete, the sore pops and out come baby spiders/broo/other

271 Name: PM

Victim starts growing. Add 1 point per week to SIZ until death, with no
limits

272 Name: PM

Victim undergoes complete personality change. In every way, their


behavior is the opposite of what it was

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273 Name: PM

Victim contracts cancer, which is fatal with 1d12 months (which should
really be the most common effect of exposure to Chaos, anyway)

274 Name: PM

Rate of hair growth increases by 1d100 x 1d100 (that's 1 - 10,000!)


percent

275 Name: PM

Victim's INT becomes Fixed; if already Fixed, becomes unFixed

276 Name: PM

Victim changes to a random species. Roll 1d6:


1-2 - Intelligent species
3-4 - Unintelligent species
5-6 - Unintelligent species, but retains INT

277 Name: PM

Earthquake Feet: every step the creature takes shakes the ground.
Opponents within 30m must make DEX x 5 roll each round to remain
standing. Victim cannot Sneak

278 Name: PM

Any clothes worn at time of Chaotic exposure become living part of


victim's body

279 Name: PM

Victim changes kingdom: Animal/Vegetable/Mineral/Spiritual

280 Name: PM

Gain hypersensitive sense(s). Roll 1d6:

1.
2.
3.
4.
5.
6.

Sight
Smell
Taste
Touch
Hearing
Roll twice more

The enhancement adds 1d100% to the base for all skills affected by that
sense. Enhancements over 50% are so extreme that the victim cannot
stand normal stimuli, i.e. normal light is too bright, clothes are agony to
wear, etc. Penalties are assigned by the GM.

281 Name: PM

Victim changes gender, with a 1/3 chance of becoming either a neuter or


hermaphrodite

282 Name: PM

Victim grows an additional new mouth on a random hit location. There


is a 50% chance each of the mouth being able to talk, eat/drink, and
breathe. If the mouth can speak, roll a d8:

1.
2.
3.
4.
5.
6.
7.
8.

Under victim's control, with their voice


As #1, but different voice
Gibbers insanely all the time/sometimes
Self-animated, friendly/hostile/neutral toward victim
As #4, plus casts 1d6 random spells per day
As #4, plus can Command (as in Dune) 1d6 times/day
Can only (pick one) whisper/sing/whistle/hum, plus roll again
Speaks ultrasonically only, or determine new effect

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283 Name: PM

Victim's INT doubles, but they lose all feeling and emotion. This results
in the immediate halving of all artistic and interpersonal skills,
including sing, play instrument, dance, Fast Talk, Orate, and Human
Lore

284 Name: PM

All of the victim's digits divide lengthwise; if it previously had ten


fingers, it now has twenty, ten on each hand (and ten toes on each foot,
as well). This adds 1d6 x 5% to the victim's Manipulation bonus. Of
course, anyone who sees their digits will be repulsed and horrified

285 Name: PM

Pain in one limb causes twice as much pleasure in the opposite limb.
Example: a thorn in left hand results in extremely pleasant feelings in
right hand

286 Name: PM

Victim must go through any door which opens within their view. Even if
going through means instant death, they are unable to resist passing
through any portal which opens before them. They can, if able, turn and
go back through the door once through, but this will at a minimum take
one round

287 Name: PM

1 random hit location of victim becomes self-aware (in the case of a


player-character, the part becomes an NPC). If the head is rolled, some
specific part of the head becomes independent: hair, nose, ears,
eyes...something.

288 Name: PM

Creature begins to exude a mildly pleasant-smelling yellow goo from


elbows which heals 1d4 points of specific or general damage per dose
if swallowed. Produces 1 dose per hour per elbow.

289 Name: PM

In combat, creature makes at least one secretly spectral wound against


every enemy. Whether the chaos creature lives or dies, their victims'
wound(s) will become infected, and no matter what the treatment the
wound will slowly spread. The result is pain and disability, over time.
However, the wound is only imaginary. It can be cured by a Dispel
Illusion (xd3), Dispel Magic (xd6), or by overcoming the victim in a
combat situation with a Fanaticism spell -- or any spell that seriously
alters the victim's mental state in a positive way.

290 Name: PM

Creature's fingernails/claws/talons turn orange and become delicious.


Anyone within two meters of the creature must roll (CON + INT/2) vs.
hours since they've last eaten or become ravenously hungry

291 Name: Trevor Ellis

Severe constipation for several hours after eating. All manipulation


skills at -25%

Email: trevor.ellis@pobox.com

292 Name: Janne Hmeenaho


Email: jjaho@yahoo.com

Creature loses all credibility. Whatever he/she says is automatically


considered to be a lie.

Endless Banana. This iten looks like a normal banana but if you eat it
Email: thautakangas@hotmail.com and throw it's peel of it will reappear in your bag - endlessly and
always ready to be eaten. The only way to destroy this annoying banana
is to burn it to ashes.

293 Name: Tuomas Hautakangas

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293 Name: Carl Driskell

Chicken Broo spits eggs that give random feature to target plus 2d6
damage.

294 Name: PM

Creature hair/fur turns a random color

295 Name: PM

Creature becomes permanently insane (use CoC tables)

296 Name: Peter Maranci

Reverse normal sleep pattern: day becomes night to them and


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Copyright 2001 by Peter Maranci. Individual entries are copyright by their respective authors. Revised: March 23, 2001. v.1.1

14/10/2008 00:10