Chaos Features


Roll d100 per feature on this table

01-20Affecting Bodily Form in GrossSee table ARoll a d100
21-25Affecting character statsSee table BRoll 2d6 twice
26-40Affecting Appearance SuperficiallySee table CRoll d100
41-55Conferring Special AttacksSee table DRoll d100
56-75Conferring Passive AbilitiesSee table ERoll d100
76-95Conferring Active Non-Offensive AbilitiesSee table FRoll d100
96-98Roll Twice
99-00Roll Thrice

 

Table A: Affecting Bodily Form In Gross
01 Extra Head (INT and POW as for race). When being used to divide spell fire, attacks, etc. roll on the Coordination skill (as Parry skill, ignore POW, Base 25%). Failure causes both actions to fail; a fumble causes both actions to fumble (even spells). For general actions, make a POW roll for each head. Best result wins; a draw means indecision. Keep 2 sets of skills - 1 per head. Left head controls left arm and leg, right head controls right arm and leg.
02-08 Head becomes bestial. Roll d10: 1 = Goat (as broo), 2 = Fly, 3 = Bat (sonar sense), 4 = Horse, 5 = Rat (as wererat), 6 = Wolf (as werewolf), 7 = Lizard (heat sense), 8 = Eagle (as wereagle), 9 = Elephant, 10 = Cat (d6 bite)
09-11 Rams Horns. Roll d6: 1-3 = d6 damage, 4-5 = d8 damage, 6 = d10 damage. Can crush. Helms are double cost.
12-14 Unicorns Horn. Roll d10: 1-4 = d4+1 damage, 5-7 = d6+1 damage, 8-9 = d8+1 damage, 10 = d10+1 damage. Can impale. Helms are double cost.
15-17 Deer Antlers. Roll d10: 1-4 = d6 damage, 5-7 = d8 damage, 8-9 = d10 damage, 10 = 2d6 damage. Can slash. No Helm may be worn. Natural 3 point head armour.
18-20 Snakes for hair. Each round they may attack d3 melee opponents, for a d3 damage. They may impale and are venemous. Attack at DEX x 5%. Cannot be surprised from behind. Cannot wear a helmet.
21-27 Eyes warped. Roll d10: 1 = Chameleon (+20% to hit with a missile weapon. Spot hidden limited to base plus bonuses), 2 = Spider (8 eyes), 3 = Insect, 4 = Owl (affected by sunlight as troll, but nightvision as Darksee), 5 = Crab (on stalks - can see around corners), 6 = Catseyes (as owl but no drawbacks), 7 = Eagle eyes (permenant farsee), 8 = Normal eyes bu start watersense skill, 9 = Cyclops Eye (Missile attacks @ -10%, -20%, -30% @ short, medium, long ranges, 10 = Blind but gains sonar sense.
28-34 Nose warped. Roll d10: 1 = Elephant trunk, 2 = Elephant Seal trunk, 3 = Long probing proboscis (Smell Analysis skill), 4 = Large pink proboscis, 5 = Flat snuffler schnoz (Track by Scent skill), 6 = 2 normal noses on face, 7 = second nose on a random location, 8 = Large bloated nose, very sensitive, may wear no armour on head, any hit on location #19 results in incapacitation for d3 rounds, 9 = normal nose, but can 'sniff' runes, 10 = no nose (cannot smell).
35-41 Ears warped. Roll d10: 1 = Fox (+20% listen), 2 = Elephant (no heavy helm), 3 = Rabbit (good directional hearing), 4 = Donkey, 5 = Trumpet, 6 = Bat (sonar sense), 7 = Lop ears down to waist, 8 = Normal, but unreliable (Listen base 5%, 76+ fumble), 9 = Feathery antennae (hearing as Windwords), 10 = No ears. Deaf.
42-48 Mouthparts warped. Roll d10: 1 = Gnat (bloodsucking, painless d4 bite), 2 = Fly, 3 = Sabre toothed (d8 bite, impales), 4 = Crocodile (d10 bite, slashes), 5 = Hooked beak (d8 bite, impales), 6 = Finch beak (d8 bite, crushes), 7 = Thrush beak, 8 = Anteater, 9 = Beetle, 10 = Butterfly (eat only sweet liquids).
49-55 Wings. Roll d10: 1 = Bat, 2 = Angel, 3 = Dragon, 4 = Butterfly, 5 = 1 pair of insect wings, 6 = Pterosaur, 7 = useless small wings, 8 = Ostrich (may use as shield, 8 point armour, free extra parry / round), 9 = 2 pairs of insect wings, 10 = 1 pair of insect wings beneath beetle elytra (6 pt back armour).
56 Bloated gas bag body. No bones. d6 total hit points. Only count ½ SIZ towards damage bonus. When dead collapses to empty skin. Falling damage limited to 2d6.
57 Body back to front. Cannot bend over forwards.
58 Detachable body parts. Each can be controlled while dismembered. No damage taken to total hits. Only head hits are fatal to the character. Each part must be destroyed separately.
59-65 Hands and feet. Roll d10: 1 = Suckers (permanent Monkeyclimb), 2 = Webbed (+40% Swimming), 3 = Talons (d6 damage), 4 = Octopus tentacles (Move 4), 5 = Insect limbs, 6 = Bird of prey (wings and taloned feet), 7 = Reptilian, 8 = Stilt legs and gangling arms (½ locational hp, x2 SIZ for SR, stealth, parry, and defence), 9 = No normal limbs but dozens of small insectoid appendages down front of body, 10 = No limbs.
66-72 Hands warped. Roll d10: 1 = Crab claws (d10 damage, crush), 2 = Praying Mantis claws (d10 damage, slash), 3 = Bird claws (d6 damage, impale), 4 = Tiger claws (d8 damage, slash), 5 = Bear claws (d8 damage, crush), 6 = Eagle wings, 7 = Penguin wings, 8 = Duck wings, 9 = Jabbers (as Bagog Runespell), 10 = Octopus tentacles.
73-79 Extra limbs. Roll d10: 1-2 = middle leg, 3-4 =  right arm, 5-6 = left arm, 7 = two extra arms, 8 = two extra arms and one extra leg, 9 = janus faced, 10 = face in chest, no head.
80-82 Large permanent erection, if male. No armour on abdomen.
Enormous breasts, if female. No armour on chest.
83-89 Tail. Roll d10: 1 = scorpion (as scorpion man), 2 = rat, 3 = lion, 4 = lizard, 5 = fish, 6 = peacock, 7 = lobster, 8 = rabbit tuft, 9 = fox's brush, 10 = whiplash.
90-92 Prehensile tail. Roll d10: 1-4 = short (holds things but not otherwise useful), 5-7 = long (can be used to dangle - limited use), 8-9 = long with fingers (effectively an extra arm), 10 = long with extra eye at tip.
93-99 Feet warped. Roll d10: 1 = cloven hooves, 2 = baboon feet, 3 = horses hooves, 4 = elephant legs, 5 = no legs, slug body, 6 = insect legs, 7 = eagle legs, 8 = no legs, seal tail, 9 = duck legs, 10 = no legs.
00 Something really wierd!

 

Table B: Affecting Character Stats
2d6 roll 234567 89101112
Modification -2d6-d6-d4-d3-1+1 +d3+d4+d6+2d6+3d6
Statistic POWDEXCHASIZSTRSIZ STRCHAINTCONINT

 

Table C: Affecting Appearance Superficially
01-07 Hair of unusual colour. Roll 1d10: 1 = White, 2 = Red, 3 = Green, 4 = Blue, 5 = Purple, 6 = Orange, 7 = Grey, 8 = Brown, 9 = Black, 10 = All.
08-11 Roll d10: 1-4 = Totally hairless, 5-7 = Very hirsute, 8-9 = Very patchy hair growth, 10 = Hair grows in clumps of curls.
12-15 Shiny metallic skin. +2 armour points.
16-22 Skin of unusual colour. Roll 1d10: 1 = White, 2 = Red, 3 = Green, 4 = Blue, 5 = Purple, 6 = Orange, 7 = Grey, 8 = Brown, 9 = Black, 10 = All.
23-24 Hypnotic skin. If naked then SIZ attacks INT of any unguarded observer and all melee opponents.
25-31 Thick horny skin. Roll d10: 1-4 = +d4 armour, 5-7 = +d6 armour, 8-9 = +2d6 armour, 10 = +3d6 armour. +1 on SIZ and -1 on DEX per d6 armour.
32-35 Extremely conspicuous and distinguished. +2d6 Charisma.
36-39 Extremely ugly and stinks, warts, pustules and horrible voice. Charisma = d4, racial maximum = 5.
40-43 Totally silent. Cannot talk.
44-47 Extremely quiet when moving. +20% to move quietly.
48-51 Extremely noisy when moving. Crashes, guffaws, farts giggles, etc.
52-55 Glows in the dark.
56-59 Invisible at will.
60-66 Visage warped. Roll d10. 1 = aged and worn, 2 = skeletal, 3 = twisted, features in disarray, 4 = vampiric, black hair, pale face, 5 = baby faced, 6 = pustuled and rotten, 7 = angelic, 8 = inverted, 9 = demonically crazed, 10 = skinless, no eyelids etc.
67-73 Appearance confusing. Roll d10: 1-4 = +20% defence, 5-7 = +30% defence, 8-9 = +40% defence, 10 = +50% defence.
74-80 Valuable gems on body. Rol d10: 1-2 = Ruby nails (d6 or +2 damage), 3-4 = Daimond teeth (bite, d6 or +2 damage), 5 = Jewelled skin (add d3+1 armour, hide in cover halved), 6-7 = Sapphire eyes (permenant farsee, +20% on visual perception bonus), 8 = Opal in forehead (d8+1 Power store, d3+1 spell store), 9 = Black gem in forehead (Fearshock ray once per round), 10 = Emerald in forehead (Sapsuck ray once per round).
81-84 Appears completely harmless. Opponent believes he has an easy fight and will ignore if other opponents are to hand. He will not waste magic or power on this feeble enemy.
85-86 Is completely harmless. Treated as above but can do no damage physically, whatsover. May use missiles.
87-90 Appears invincible. Appears totally unhurt until dead.
91-92 Is invincible. As above but life force is in gem at random d20 location. Cannot be harmed, save at that location.
93-96 Appears extremely dangerous. Obviously menacing from any distance. Upon every attack appears to nearly beat guard, and drive in a killing blow. POW x 5% or else just parry.
97-98 Is extremely dangerous, but roll a d100 every round. 1-5 = automatic, unparriable, critical, special attack to a random hit location.
99 Takes on essence of Form Rune. Can Speak with form as permanent Rune spell. Roll d10: 1 = Plant, 2 = Insect, 3 = Fish, 4 = Newt, 5 = Reptile, 6 = Bird, 7 = Beast, 8 = Man, 9 = Undead, 10 = Roll twice.
00 Something really wierd!

 

Table D: Conferring Special Attacks
01-20 Free Battle Magic once per round. Roll d20: 1-2 = Befuddle, 3 = Binding, 4 = Curdlev, 5-6 = Demoralize, 7 = Dispel Magicv, 8-9 = Disruption, 10 = Dullbladev, 11 = Extinguish, 12 = Fanaticismv, 13 = Gluev, 14-15 = Harmonize, 16 = Ignite, 17 = Invisibilityv, 18 = Mindspeechv, 19-20 = Revulsion. For variable spells (marked v) roll d10: 1-3 = 1 pt, 4-5 = 2 pts, 6-7 = 3 pts, 8 = 4 pts, 9 = 5 pts, 10 = 6 pts.
21-25 Curse as Klute Rune spell, d6 times per day. Roll d10: 1 = Blindness, 2 = Clumsiness, 3 = Deafness, 4 = Dumbness, 5 = Feebleness, 6 = Ugliness, 7 = Weakness, 8 = Burn, 9 = Needle, 10 = Deathtrance. Roll d10 for duration: 1-4 = 1 day, 5-7 = 1 week, 8-9 = 1 season, 10 = until attacker is killed.
26-28 Delusion as Selene Rune spell. Roll d10: 1-4 = 1/week, 5-7 = 1/day, 8-9 = d3/day, 10 = d6/day.
29-31 Fear as Zorak Zoran Rune spell. Frequency as above.
32-34 Free Ghost as Azrael Rune spell. Frequency as above.
35-37 Phantasm as Selene Rune spell. Frequency as above.
38-40 Sapsuck as Zadok and Banuril Rune spell. Frequency as above.
41-43 Turn Undead as Humakt Rune spell. Frequency as above.
44 Mindblast as Selene Rune spell. 1/day.
45 Moonscape as Selene Rune spell. 1/day.
46 Moonstrike as Selene Rune spell. 1/day.
47 Sever Spirit as Azrael Rune spell. 1/day.
48 Time Bolt as Chronos Rune spell. 1/day.
49-51 Permanent Hammerhead as Klute Rune spell. Roll d10: 1-4 = 1 pt, 5-7 = 2 pts, 8-9 = 3 pts, 10 = 4 pts.
52-54 Permanent Hellroar as Lowbrow Crazynerk Rune spell.
55-57 Permanent Wounding as Zadok and Banuril Rune spell on natural attacks
58-60 Immolate as Phoenix Rune spell. 1/day.
61-70 Gaze attack. Start at 25% + perception bonus. Roll d10: 1 = Hypnotic (POW vs POW), 2 = Drain d3 hp, 3 = d3 CON drain, 4 = d3 INT drain, 5 = d3 POW drain, 6 = Delusion as Selene Rune spell (POW vs POW), 7 = Heart attack (CON x 5% to survive), 8 = Fearshock (POW vs POW), 9 = d3 STR drain, 10 = Petrification (POW vs CON). Nos. 1, 7, 10 are permanent; 2, 6, 8 recover normally, others regain at 1 point per week.
71-75 Spit Acid. d6/day. Roll d10 for damage: 1-4 = d6, 5-7 = 2d6, 8-9 = 3d6, 10 = 4d6. Governed by spit attack skill, base 25%.
76-80 Breathe Fire. d6/day. Damage as above. Governed by breath attack skill, base 25%.
81-85 Noxious breath attack. 1 opponent / round. Roll CON x 5% or be incapacitated, vomiting on the floor. Governed by breath attack skill, base 25%.
86-88 Poison breath attack. 1 / round. Potency = 1. Governed by breath attack skill, base 25%. Roll for random type (see Demosthenes cult).
89-91 POW drain touch as vampire, see Christos Farlae cult.
92-94 Missile teeth. Shoot d3 teeth per round, d3 damage, natural attack. Teeth grow back in 22-CON days.
95-99 Spirit attacks killer after death. Roll d10: 1-4 = to destroy, 5-7 = to possess, 8-9 = haunt in combat, 10 = haunt to frighten.
100 Something really wierd!

 

Table E: Conferring Passive Abilities
01-03 Immune to all poison.
04-06 Indetectable by magic, save for Blueface spell Detect Chaos.
07-11 Defence bonus improved. Roll d10: 1-4 = +5%, 5-7 = +10%, 8-9 = +15%, 10 = +20%.
12-16 Regenerate until dead in location of choice. Roll d10: 1-4: 1 pt/MR, 5-7 = d4 pts/MR, 8-9 = d6 pts/MR, 10 = d10 pts/MR.
17-18 Permanent Chameleon as Faerie Rune spell.
19-23 Gem inside creature. Roll d10:
  1. a diamond skull (double hit points in head),
  2. rune metal heart,
  3. truestone in brain (roll d10 for size: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3 pts, 10 = 4 pts),
  4. warped crystal bearing second chaos feature in random location,
  5. emerald in testicles or breasts (permanent Potency as Klute battle magic and Fertility Rite as Matar Rune spell),
  6. rune metal skeleton,
  7. rune metal nerves,
  8. body fat is aromatic incense,
  9. mixed small gems in random internal organ. Roll d10: 1 = brain, 2 = heart, 3 = lungs, 4 = liver, 5 = spleen, 6 = gall bladder, 7 = kidneys, 8 = stomach, 9 = intestines, 10 = bladder.
  10. blood dries into crystals. Roll d10: 1 = clear diamonds, 2 = red rubies, 3 = green emeralds, 4 = blue sapphires, 5 = black jet, 6 = yellow topaz, 7 = purple amethyst, 8 = milky pearls, 9 = multicoloured opals, 10 = roll again on full table but double size, value and power of crystals.
For rune metal roll d8: 1 - bronze, 2 - lead, 3 - tin, 4 - copper, 5 - quicksilver, 6 - gold, 7 - silver, 8 - iron.
24-26 Roll d6: 1-3 = Never surprised, 4-6 = Always surprised.
27-29 Acid blood. Any damage to creature inflicts (equal damage - d6) on weapon. Heavy hits cause splash.
30-31 Acid sweat. As above but does full damage to armour of metallic nature and cannot splash.
32-36 Proof against element, elementals, and Rune magic. Roll d8: 1 = dark, 2 = water, 3 = earth, 4 = air, 5 = fire, 6 = moon, 7 = iron, 8 = all.
37-41 Vulnerable to element, elementals, and Rune magic. Roll as above. Take double damage or defend with half POW.
42-46 Absorb spells. Roll d10: 1-4 = 1 pt battle magics, 5-7 = 2 pt battle magics and 1 pt Rune spells, 8 = 3 pt battle magics and 1 pt Rune spells, 9 = 4 pt battle magics and 2 pt Rune spells, 10 = all spells.
47-51 Reflect spells. Roll as above.
52-54 Attract all offensive spells within ... Roll d10: 1-4 = 20m, 5-7 = 40m, 8-9 = 80m, 10 = 160m.
55-56 Attract all spells. Roll as above.
57-58 No spell resistance. All spells hit on 01-95.
59-71 Phobia of ... Roll d20: 1 = mirrors, 2 = Death rune, 3 = sunlight, 4-5 = fire, 6-7 = running water, 8-10 = dead things, 11-13 = violence, 14 = small furry animals, 15 = night air, 16 = heights (see Jack), 17 = cowardice (see Viking), 18-19 = chaos-reavers, 20 = all non-chaots. (Nos. 1-7 see Christos Farlae, 8-15 see Ishtar)
72-76 Insanity. Roll on Engariel Brain Fever table.
77 Fluid appearance. Assume racial physical stats over time periods. Roll d10: 1-4 = d6 days, 5-7 = d6 hours, 8-9 = d6 minutes, 10 = d6 rounds.
78 Surrounded by a permanent Moonscape, as Selene Runespell, but able to recognize reality on an INT x5%.
79-83 Asymptomatic disease carrier. Roll on Engariel table.
84-85 Surrounded by permanent poison gas cloud. Potency = 1. Roll d6 for type (see Demosthenes).
86-88 Infected with ghoulishness, with full effects.
89 Becomes intelligent undead immediately. Roll d10: 1-6 = wight, 7-9 = lyche, 10 = vampire. (1-9 see Wraithe, 10 see Christos Farlae).
90-92 Becomes undead upon death. Initially a zombie then rotting to skeleton.
93-94 Becomes intelligent undead on death. Roll d10: 1-6 = wight, 7-9 = lyche, 10 = vampire. (1-9 see Wraithe, 10 see Christos Farlae).
95-96 Highly inflammable. The slightest spark causes ignition. Body is completely destroyed in one round. Others within 1m take 3d6 damage, 2m take 2d6, 3m take 1d6.
97-99 Upon death, explodes with damage ... Roll d10: 1-4 = 1d6, 5-7 = 2d6, 8-9 = 3d6, 10 = 4d6. Damage is at one metre, reduce by 1d6 for every extra metre away.
100 Something really wierd!

 

Table F: Conferring Active Non-Offensive Abilities
01-06
Chaos Creature Table - Roll d100
01Basilisk
02-17Chaos Bat
18Cockatrice
19-26Dragon Snail
27-34Ghoul (2d6 INT)
35-36Chaos Ghost
37-52Gorp
53-68Chaos Rat
69-76Wight
77-92Chaos Snake
93-100Lyche

Allied spirit in the form of an awakened animal. Creature will have INT and POW of the client's race. Roll d20: 1-7 = roll on the accompanying table, 8-13 = see table in Dorob-Drobor cult, 14-16 = a chaos bird (see Phoenix Rune spell Summon Chaos Bird), 17 = roll on Neibelung cult Deepings table, 18-19 roll on Zadok table, 20 = roll as for a player character.

All familiars roll d100 for Chaos Features:

  • POW x 1% = 3
  • POW x 3% = 2
  • POW x 5% = 1

The familiar acts in all ways as a friend and ally. If killed, a new familiar will turn up in ... Roll d10: 1-4 = 1 season, 5-7 = d6 weeks, 8-9 = d6 days, 10 = d6 hours. If the previous familiar was treated badly, the new one will be treacherous. INT and POW remain the same.

If the chaot has a cult allied familiar, the two familiars will be intensely jealous and will require constant attention to prevent them from fighting.

07-12 Tied to an element. Can use the associated Rune metal as if a Rune level and can summon an elemental. This is usually small but is medium in season or on day, and large on day in season. Roll d20 for element: 1-6 = Darkness, 7 = Water, 8-10 = Earth, 11 = Air, 12-14 = Fire, 15-20 = Moon.
13-18 Roll d6: 1-3 = +d6 Move, -1 SR, immune to Binding; 4-6 = 1/2 Move, +1 SR, immune to Mobility.
19-21 Speaks in tongues. Can speak any language, when heard, as if at mastery, but only in the presence of the speaker.
22 Stores any offensive spell cast at self and can recast next round at target of choice.
23-28 Leaping ability governed by jumping skill. Roll d10: 1-4 = 5m, 5-7 = 10m, 8-9 = 15m, 10 = 20m. Half the distance may be travelled vertically.
29 Can assume the physical form of any living individual by touch. The transformation takes d6 rounds.
30 Can assume the physical form of any dead individual by eating their flesh. The transformation takes d6 rounds.
31-33 Can turn to smoke as a vampire (see Christos Farlae).
34-36 Can bite as a vampire, sucking blood with a CON v. CON attack and gaining a CON tick.
37-42 Spit Chaos Slime, governed by spit attack skill (Base 25%), d6 times per day. The victim must make a CONx5% and remove the slime immediately or suffer chaos poisoning (see  Demosthenes). The slime hits the victim's face, causing a suffocating sensation.
43-45 Always Berserk in combat.
46 Permanent Nightwarden as Lowbrow Crazynerk Rune spell.
47-52 Permanent Potency as Klute battle magic spell.
53-58 Permanent Speak to Animals. Roll d10: 1 = Beast, 2 = Bird, 3 = Reptile, 4 = Newt, 5 = Insect, 6 = Plant, 7 = Undead, 8 = Spirit, 9 = Elemental, 10 = Demon.
59 Beautiful voice, +d6 CHA. Can Lure as Pan Rune spell at will.
60 Discorporate at will.
61-63 Nightblend as Stygia Rune spell at will.
64 Trapjam as Jack Rune spell at will.
65-67 Foxtroll as Selene battle magic at will.
68-70 Farsee at will.
71-73 Smallsee as Demosthenes battle magic at will.
74-79 Command Chaos as Primal Chaos Rune spell once per day.
80-82 Shadowport as Jack Rune spell at will.
83 Teleport as Rhadamanthus Rune spell at will.
84-86 Command Undead as Wraithe Rune spell once per day.
87 Walk through Walls as Ma Fear Rune spell once per day.
88-90 Disguise as Selene Rune spell once per day.
91-96 Digests knowledge.Roll d10: 1-6 = Ingest Scroll at will, 7-9 = Devour Book at will, 10 = Consume Mind once per day. The latter requires a day-long ritual. See Thanatar cult for Rune spell descriptions.
97 Raise undead by touch. Roll d10: 1-4 = once per week, 5-7 = once per day, 8-9 = once per hour, 10 = at will.
98 Image as Selene Runespell once per day. Roll d10: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3pts, 10 = 4 pts.
99 Illusion as Selene Rune spell once per day. Roll d10: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3pts, 10 = 4 pts.
00 Something really wierd!