Tuesday, January 12, 2021

CHIMERAS AND PANIC

 

Sharing your body with an alien horror isn't all laughter and sunshine.  As appropriate, you may call on a player to roll on this table instead of the ordinary panic table.  

CHIMERA PANIC TABLE

Roll 2d10

2-3        Limbic Spike.  Advantage on all combat rolls, athletics checks, and saves for 2d10 hours.  May reroll damage done by natural weapons (fists, teeth, claws . . . ).  

4-5        Adaptive Atavism.  Advantage on all combat rolls for the next 6d10 minutes, may reroll damage done by natural weapons (fists, teeth, claws . . . ).

6-7        Minor Adaptive Atavism.  As above but for 2d10 minutes.

8-9        Atavistic Override.  For the next 1d10 hours, you must make a sanity save or engage in combat.  [+] if combat would be obviously suicidal to an alien horror (the chimera is more impressed by big things, loud things, and has a poor grasp of environmental hazards).

10-11    Threat Display.  Non-chimeras gain 2 stress, chimeras gain 1 stress.  Impossible to sneak or perform technical tasks for 2d10 minutes.  

12-13    Major Atavistic Override.  Disadvantage on any skill that does not involve combat or movement and may only use natural and integrated weapons.  2d10 minutes.

14-15    Tank Memories.  Flooded with visions of your chimera's 'birth.'  Recollections of pain and total powerlessness are most common.  [-] on all initiative and perception-related checks, 1d5+1 stress for 2d10 hours (secret).  

16-17    Overwhelmed.  As PSG (gain 1d10 stress).

18-19    Self-Harm.  2d10 damage to self, others must make fear save or take 1d5 stress.  

20-21    Submission Display.  Cannot attack the source of the danger unless attack.  If an environmental danger, may not act for 1d10 rounds without a fear save.  [+] on fear saves with respect to dangers that would be obvious to a chimera (fire, hostiles . . .).

22        Nonverbal.  Cannot communicate verbally for 1d5 days.  Can sign, write, operate a computer and make any noises the chimera is capable of making.  Non-chimeras gain one stress whenever they encounter you. 

23        Death Drive.  As PSG.

24        Psychotic.    As PSG.

25        Severe Tank Memories.  As tank memories but for 1d10 days (secret). 

26        Regression.  Lose one randomly determined skill (reroll if the skill is something a chimera would be innately capable of).

27        Compounding Problems.  Roll twice.

28       Unsettling Presence.  Gain the android's fear effect (permanent).  

29        Feral.  Your character is now played by the WARDEN and immediately flees.  

30        Feral Rage.  Your character is now played by the WARDEN and immediately attacks the nearest friendly target.  Attack continues until your (former) character is reduced to half HP.  

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