| a webiste for the post-apocolyptic rpg |
Traverse deadEarth deadEarth South America New Creatures The Emerging Places Plant Life A Character Generator Religion in dE S. America |
| 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:
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.
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.
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.
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.
05 The Great Flood: Your lungs begin to collect condensation. In 2D6 days (the GM should roll in secret) you will drown.
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
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.'
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.
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.
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.
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.
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.
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.
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.
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
|
|