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Aclla PMRA--Please bear in mind that any manipulations found herein that are also in the PHB will be noted by number but without any further description of the manipulation.

00 Shattered Soul: You may enter a trance and thereby attempt to bring another person out of a coma or severe mental state (insanity, addiction, other psychological disorders, etc.). This trance will last D6 half hours after which time you may roll Charisma against not less than avergae (15) odds (the GM may raise the odds at his/her discretion) to try and talk the soul back into the body to which it belongs. Alternatively, you may roll Resolve against improbable (36) odds to force the soul back into its body.

If you try to force the soul, roll a D6 and the result of your meditations is as follows:
1) Your own soul shatters off and you enter a coma, requiring someone to perform a soul retrival on you.
2) A portion of your soul splinters off and you gain a psychological disorder (of the GM's choice) for 3D6 months.
3) The sould comes back, but yours does not. You enter a coma for D6 months.
4) The soul returns and the person becomes 'normal' again, but the effects will fade (the soul departs) after D3 days.
5) The soul returns, but the person bears a grudge against you. Lose 5 renown.
6) The lost soul returns and no problems arise.
cost: 20 skill points
range: touch
effect: binary

01 Tread the Labyrinth: By returning to your primitive roots, you can enhance your skills, but only those skills which your anscestors would have had knowledge of. For every D6 that you lower a high-tech or scientific skill (the GM has final ruling as to what qualifies) and 10 skill points that you spend, you may raise a low-tech/primitive skill by one D6.
cost: special
range: self
effect: binary

02 Spiritual Warrior: The Spirits ahve chosen you to defend the Earth Mother from the Supay. To prove it, They've given you Power over them, visible power. By spending 10 skill points you may inflict D6 damage to a creature that qualifies as Supay (GM's discretion) in a visible burst of energy. Non-Supay are unaffected and if one Aclla directs this blast at another, the one attacking will instead receive all the damage.
cost: 10 skill points
range: 20 feet
effect: binary

03 The Shadow Self: At some point, during one of your meditations, you became hasty and did not take all the normal precautions; your Shadow Self, your darkest desires, has surfaced. From this point until someone performs a Shattered Soul ritual to return your Shadow Self to where it belongs and you to where you belong, you will act in the exact opposite manner of how you normally would in all situations. You are evil, sadistic and downright not nice.
cost: none
range: self
effect: temporary

04 Apprenticeship: Whether word of your stature has spread or you just exude some strange pheremone is unclear. What is clear is that a young Aclla with one random manipulation from this table has sought you out to teach him/her. The youngster will be between 9 and 15 and will stay with you until s/he is 16 years old or is slain. The GM will control this character, but when s/he arrives, gain 2 Renown. If the apprentice dies before reaching 16, lose 3 Renown; if, however, you can avenge the apprentice's death, regain one of those Renown points. D6 months after an apprentice leaves, another will appear.
cost: none
range: self
effect: cumulative

05 The Great Flood: Your lungs begin to collect condensation. In 2D6 days (the GM should roll in secret) you will drown.
cost: none
range: self
effect: binary

06 Jaguar Whispers: You cannot hear things the way that people speak them. As a matter of fact, all human voices, including your own, sound more like cats growling and snarling than people speaking.

-2D6 to Sense, Haggle, Tracking, Charisma, Guile and other skills as the situation warrants
cost: none
range: self
effect: binary

07 Mastery: And older, wiser, Aclla has heard of your activities in the area and has taken it upon him/herself to teach you more of the True Way. The Elder will take you to his/her sweat lodge, wherein you will gain D6 additional random manipulations from this table. The Old Master/Mistress will then let you go, for 'your vision will be obtained only through experience.'
cost: none
range: self
effect: temporary

08 Makunaima's Folly: You are insatiably curious, about everything. You just have to know how things work and will take apart every mechanical device you can get your hands on. You're obsessive in your desire to know what 'makes it tick' and eventually, your fascination will lead to your death--the GM will see to it that it does.
cost: none
range: self
effect: permanent

09 Kuamachi: The ancient hero ascended into the stars by climbing a ladder. You never were a follower. Your body errupts in a firey burst that resembles very closely a meteor shower, spraying the surrounding area with sparks. (No damage, but there is a risk of fire if the area is dry.) Needless to say, you do not survive.
cost: none
range: self
effect: binary

10 Now It Still Ripples: the Song of Creation still sings loudly in your veins; you are especially potent/fertile. Each time you have (vaginal) sex with a member of the opposite sex, unprotected, there will be a conception. Further, if you have unprotected sex, there is a fifty percent chance that a child will be conceived anyway. If your reproductive cells are combined with those of the opposite gender outside the human body (for in vitro fertilisation, etc), the cells will combined to produce an embryo. Finally, if your reproductive cells are combined, somehow, with those of an animal, there is a fifty percent chance of conception, and thereby spawning a new species.
cost: none
range: self
effect: permanent

11 Foam of the Sea: You no longer sink in water. Not even if you're given the traditional 'cement shoes' treatment will your body lower beneath the surface.
cost: none
range: self
effect: binary

12 Cocomama: The vapours of your breath are pleasing to the nostril. Very pleasing. Your breath can become a narcotic, able to simulate the sensation of multiple orgasms. Any opponent inhaling the cloud of vapour you breathe out loses their moves for the remainder of the round. To exhale the narcotic costs twelve skill points and can be accomplished in two moves, after which you can take no further actions (you are assumed to be avoiding the cloud and/or holding your breath).

There is a thirty-three percent chance each time you fall asleep that your lungs will accidently produce the narcotic and you will inhale it, eventually creating an addiction.
cost: 12 skill points
range: 3 cubic feet
effect: binary

13 Hanan Pacha: By weaving the hair of your fallen oppnents into a braid, and then weaving that braid into your own hair, you may overcome the need for food and water. If the braid is ever removed from your hair, however, the need to eat will return.
cost: none
range: self
effect: temporary

14 Uca Pacha: All of your hair falls out and you become ever ravenous. You must eat at least twice your normal rations (triple if you're highly active) until your hair grows back to its former length.
cost: none
range: self
effect: temporary

15 (131) Compassion

16 (132) Terminal Illness

17 (149) Repertoire

18 (156) Viability--Also, be aware that once this manipulations effects surface (you die), your character will be considered one of the Supay

19 (168) Rite of Consecration

20 (069) Rite of Baptism

21 (088) Animal Instincts

22 (227) Read Peternatural

23 (228) Deflect

24 (230) Enhanced Smell

25 (239) Ritual of the Dead

26 (242) Resurrection

27 (254) Light Bending

28 (272) Infravision

29 (285) Sage

30 (199) Eunuch

31 (311) Dream Master

32 (333) Psi Location

33 (339) Ultravision

34 (343) Threads of time

35 (345) Quest

36 (365) Primoodial State

37 (371) Spirit Guide

38 (394) Gremlin

39 (334) Empathy

40 (449) Demon Guide

41 (474) Parity

42 (494) Reverence

43 (404) Saint

44 (486) Finger of God

45 (490) Purge

46 (491) Rewind

47 (492) Life from Death

48 (518) Saviour

49 (520) Rite of Succession

50 (557) Foreshadow

51 (578) Night Vision

52 (585) Reclamation

53 (622) Radiation Aging

54 (629) Psychic Stronghold

55 (665) Hibernation

56 (665) Venerable

57 (678) Aversion

58 (696) Radiation Weakness

59 (762) Skin Cancer

60 (783) Creationism

61 (806) Hideous Apparition

62 (807) Judgement Day

63 (820) Rite of Destiny

64 (824) Nought

65 (826) Nix

66 (826) Perish

67 (844) Rite of Mutation

68 (886) Fetish

69 (930) Elevated Conciousness

70 (Psychic PMRA: 77) Area Alarm

71 (Psychic PMRA: 78) Charm Animal

72 (Psychic PMRA: 90) Polergeist

73 (Shapechanger PMRA: 59) Form Stasis

74 (Shapechanger PMRA: 71) Were-beast

75 (Shapechanger PMRA: 79) Therimorph Insanity

76 (Shapechanger PMRA: 71) Unnatural Form

77 (Shapechanger PMRA: 74) Permutation--Also, be aware that your character will be considered one of the Supay

78 (Shapechanger PMRA: 78) Confusion

79 (Shapechanger PMRA: 84) Stuck

80 (Shapechanger PMRA: 92) Shapechanging Skill

81 (Healer PMRA: 111) Catharsis

82 (Healer PMRA: 115) Healing Hands

83 (Healer PMRA: 128) Stroke

84 (Healer PMRA: 135) Code Red

85 (Healer PMRA: 152) Until My Dying Day

86 (Healer PMRA: 233) Sanctify

87 (Healer PMRA: 251) Sustenance

88 (Healer PMRA: 253) Witch Doctor

89 (Healer PMRA: 262) Hanging on by a Thread

90 (Healer PMRA: 315) Contagious Infection

91 (Healer PMRA: 361) Dietary Supplements

92 (Healer PMRA: 444) Heal by Strength

93 (Healer PMRA: 456) Hermaphrodite

94 (Healer PMRA: 513) Sense Injury

95 (Healer PMRA: 533) Delusional

96 (Healer PMRA: 541) Lift Curse

97 (Healer PMRA: 545) Blessing

98 (Healer PMRA: 546) Community Prayer

99 (Healer PMRA: 654) Defender of the Weak



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