Tuesday, 16 February 2016

d100 Horses with Arnold K

It's no secret that +Arnold K. and I have been collaborating on a d100 horses table for many years now. 



There were murmurings that the project would never reach completion, or even that it was entirely a publicity stunt.



To those detractors I invite them to have their players mosey over to the town stables, and roll 3d100 to see what horses are available.



(This is the Into the Odd version, without any of the extraneous bullshit that Arnold's version contains)

d100 Horses
  1. Potentia: Mighty mahogany steed with skin like a sweaty lover. Any female horse he catches in his gaze must pass a Save or become pregnant. Riding him always causes slight arousal. 
  2. Master H: A red fighting horse with strong forelegs trained for punching. Only responds to requests, not orders, and insists on being called “master”. Anyone that tries to boss him around gets punched back into line. 
  3. Horatia “Dropkick” Horatian: A chestnut horse in a wrestling mask. Pretty well trained and moderately agile, but if you remove the mask he dies from shame. 
  4. Mockmare: Bits of horse strapped together and animated. Needs a Save after vigorous activity to avoid losing a bodypart. You can reattach any horse part you like though. 
  5. Fleschee: Big fat pale horse. Has a weird gelatinous flesh. Needs twice as much food as normal or refuses to act. Completely immune to physical harm though. Super dumb. 
  6. Sweetpearl II: Spoilt pageant pony. Fears being alone, and great at making you feel guilty. 
  7. Quacker: Pretty fast horse wearing a wooden duck-head over his own. Doesn’t actually know how to quack. If you remove the duck-head he only goes slow and sobs quietly. 
  8. Horsebox 1: Black wheeled metal box containing the remains of a horse, and “Horsebox 1” written in white paint with a skull and crossbones. Moves of its own will but always follows its owner at around the speed of a normal horse. Can also be ridden at this pace if you give very literal directions. Comes with the myth that a flaming ghost horse will arise in a time of need (it doesn’t). Always useful to have a dead horse on hand though. 
  9. Big Oz: The stupidest horse in history. Has a massive horse head, one eye missing, and no teeth. Smells so bad. Nobody would charge for this horse, they’ll just throw him in for free with any other. 
  10. Sweeper: Sleek horse trained to sniff out explosives. 
  11. Emerald Dream: Green-hued black horse with finely plaited mane. So beautiful that other horses hate him and won’t cooperate. If they fail a Save they’ll even be hostile. 
  12. White Velvet: This horse is so soft a ride that when you go back to another horse you suffer d6 damage each mile you ride for the first day. After that you get used to it. 
  13. Scratch: Horse with spade-hooves, used to dig up roots in its native land. Can be made to dig but is pretty slow to make up for it. 
  14. Chap-Mozul: Snooty thoroughbred that absolutely refuses to get dirty. Really fast and great jumper though. 
  15. Butterfly: A shabby grey horse partially dyed pink and with gaudy butterfly wings pinned to its back. Looks and acts ashamed, but resists any attempts to remove the decoration. 
  16. Worldsteed: Twice the size of an ordinary horse, mounted with a howdah. Really slow and actually pretty weak from bad bones. Looks tired. 
  17. Murmur Junior: A pony that makes whimpering noises. If you listen closely (takes at least a minute of coaxing) he actually gives quite good advice in common tongue. 
  18. Rok Savage: A golden steed with a flowing mane but sort of a goofy face. Adorned with fake barbarian furs and subject to many lies about his berserker rages. Is really quite placid. 
  19. Wruffal: A muscular brown steed that goes out of its way to antagonise any larger animals it encounters. Hates his brother Awaruff and they duel to first blood each time they meet. 
  20. Awaruff: A muscular brown steed that goes out of its way to stamp on any smaller animals it encounters. Hates his brother Wruffal and they will duel to first blood each time they meet, but Awaruff fights dirty. 
  21. Bjors: A horse with distant bear ancestry. Can talk with bears as one of their own, and needs a little meat in his diet to stay happy. 
  22. White Slipper: A, exquisite, tiny white horse that can only carry children or the very small. 
  23. Eric of Horse: A peachy coloured horse that can carry out all of the functions of a well-trained squire from the olden days. He’ll sharpen weapons, help you in and out of armour, and neigh encouragement while you duel. 
  24. Jeremus Faltine Gratziarse: A blue-grey racehorse that only eats fine food. Will try to eat any gems or coins nearby, but if he gets a good fill of them he runs at twice the normal speed for that day. 
  25. Hurter: Total dick of a horse that loves to torture everyone else, but utterly loyal to his master. 
  26. Hamham: Pig-nosed horse that regenerates as a troll. 
  27. Anequin: Long faced lean-green horse. Hates all other horses, and anything that reminds him that he’s a horse. Loves the servitude of being owned, though. 
  28. Ode to Forgotten Steeds: Dyed black horse, bred from stock fallen on some battlefield. Incredibly somber and depressing. Will point to anything likely to make you miserable with a solemn hoof. 
  29. Icehorse: Rare breeding stock, raised in arctic conditions and high altitude to improve strength. Total badass of a white horse that will stand up to any punishment. Cries a little as it sleeps. 
  30. Carltott: Big fat show-horse that knows a few disgusting dances and suggestive gestures. 
  31. Ranton Spur: Mistreated horse that will never trust another master. Dull brown with lots of scars. 
  32. Maximum Grace: Burglary-horse that can move silently and climb brick walls. 
  33. Null Horse: You pay for a horse, but you don’t get a horse. There trader will say there’s a message there but it’s just a scam. 
  34. Prancer Prime: Horse with some reindeer stock. Can fly if snow is falling. 
  35. Karrier: Misshapen horse designed to carry heavy loads. Looks like four horses squeezed into one body, but can carry pretty much anything. 
  36. Oxkicker: Dark grey raid-horse trained to kick in doors with alarming power. Nothing special other than that. 
  37. Venus D: Only has hind legs and runs very fast, like an emu. You have to hold on tight not to fall off, but it’s quite the sight. 
  38. Loosie Lucy Lasso: A dumb brown horse with a silly cowboy hat stuck in. 
  39. Yellerhed: This horse won’t shut up crying and yelling, but it’s cheap. 
  40. Terrible Dennis: Really moody looking grey horse. Has clearly seen lots of action, but pretty slow in his elder years. 
  41. Okler: Horse with one giant eye in the middle of his horse head. Can see for miles and will rear up at anything dangerous on the horizon. 
  42. Maynesteid: This tall muscular horse has had most of its skeleton replaced with metal parts, and comes with a pair of horseman-axes (d8) made from his bones. Seems really into battle and glory. 
  43. Fat One: Actually in really good shape, reddish-brown, but humble to the point of embarrassment. Will throw himself down in the mud so that you don’t have to dirty your boots. 
  44. Wickywalter: Light brown, branded with the seal of justice as a former bounty-hunter’s horse, and neighs loudly if his owner tells a lie in his presence. 
  45. Redsaddle: A maroon horse formerly owned by a sea-raider. Swims really well and can hold its breath for an unnatural length of time. 
  46. Hrissen: Conjoined pair of horses, connected along the flank. Two riders can ride uncomfortably close to each other. 
  47. Ultratrotz: A shaky black horse that’s had metal plating (Armour 1) painfully bonded all over its body and a unicorn horn (d8) attached to its head. Has no taste for battle. 
  48. Effelletur: A dairy-horse that needs milking every day to avoid discomfort. Will encourage her owner to feed at her udder, which creates a telepathic bond for the rest of the day. 
  49. Chulepa Peek: This self-abasing horse is covered in mud and feces. It will not eat unless you kick it (believing itself to be unworth feeding) and will sleep in the rain instead of a warm stable (believing itself unworthy of such a luxury). 
  50. Golden God Farmer: This golden-haired horse is cursed. It cannot stop running. It will always move as fast as the fastest horse, unless it is racing away/towards another fast-moving object. In that case, it will be slightly faster. If it stops running, it dies.
  51. No-Bath: This roan mare is also cursed. Whenever it meets a new person it looks at them and says, “You must help me! I’ve been transformed into a horse by an evil wizard, and cursed to only be able to speak once, after which I will forget my human past. You must kill my owner to free me! You are my only hope!” (All of this is a lie, of course.)
  52. Scabby Joe: Infested with lice. Possibly their deity. Their itchy, itchy deity.
  53. Zooltharno the Gelid: This horse is ice-cold. It moves slowly, but can levitate up or down at the rate of 1 foot per second. When levitating, it cannot move horizontally unless it is pushed/pulled.
  54. Ifrit: This is a gaseous horse. It lives in a bottle. When the bottle is open, it becomes a flying, purple steed. If it ever takes any damage, or gets wet, it dies.
  55. Shaggadoom the Questant: After an expedition to uncharted dimensions, this bug-eyed horse was the only survivor. It is paralyzed, and its face is perpetually frozen in an expression of raw horror. Anyone who falls asleep near the horse will wake up beside the horse, transported safely across as much territory a healthy horse could cover in the amount of time that they’d been asleep.
  56. Griplatch the Klorohund: This greenish equoid is meant to be edible. Each day, a reddish, pulpy fruit buds off from its face, providing an extra ration. It doesn’t eat, but instead gains its nourishment by chewing your food (in its dead-end mouth), sucking all the flavour out, and then depositing the pulp back in your hands. Very friendly.
  57. Thorsor Greybreed: This horse is not a horse, but a demon wearing a horse’s skin. Exceptionally fast and vicious. Each day there is a 1-in-20 chance that the demon will be recalled to hell, leaving an empty horse skin behind. It will return the next day and behave as if nothing strange has happened.
  58. Tillamook Flenge: This is a reverse vampire horse. It suffers from an overabundance of blood, and must be bled daily. If it is not, it will begin to get desperate, like a cow that hasn’t been milked, and will extrude it’s glossal syringe in order to inject it’s heavily parasitized blood into the nearest mammal.
  59. Hammerfaust the Invincible: This small, grey horse doesn’t look very special. However, it is completely immune to damage, except for damage from stupid weapons. Stupid weapons (nunchucks, a polehammer, a glaive-guisarme, a throwing chakram, etc) the attack becomes a critical hit.
  60. The Horse of a Different Color: This is a fairy horse. Every day, this horse changes into a different horse, always mundane except for this strange fact. If you leave saddlebags on overnight, they will disappear. 5% chance that it appears with someone’s saddlebags in the morning, with something interesting inside. (It is possible for other things to travel with the horse. Once it was found with a corpse on its back, tied to the saddle.)
  61. Double John: This horse is a horse at both ends. Capable of running backwards as fast as forwards. The two horse heads are known as “Eaty John” and “Shitty John”. 
  62. The Invisible Horse: Is truly invisible, but flatulence ruins any invisibility attempts 33% of the time.
  63. Miriam Waggish: This mare is a were-human. Every full moon she spends three days as a human. She formerly worked as a launderer in town.
  64. Stinger: Has a wooden leg with a wasp nest built into it. The wasps automatically attack anyone who attacks Stinger, but will generally leave anyone else alone. 
  65. The Metaphorical Horse: This is a book, not a horse. It is about a metaphorical horse named Life that carries us through good times and bad times, with a clumsy, powerful gait. Anyone who reads it aloud is able to run at the speed of a horse, but only over territory that a horse could normally run over. They lose 1d6 Wisdom after this exertion.
  66. Fiercer: This is a coal-black horse with a spiked iron collar. Attacks as a sixth-level fighter. Displays murderous impulses towards gnomes and things about the size of gnomes. Is wanted for genocide, as it has exterminated two gnomish villages (over 150 gnomes have met their doom at the end of his shiny, shiny hooves.) Is being hunted by Masdrana, the unicorn bounty-hunter, who intends to hang him.
  67. Trismegistus: Shaved and tattooed with arcane symbols. Each of his flanks contains one spell. His back contains a fully functioning demonic summoning circle, which is capable of containing a demon, but will not prevent it from riding Trismegistus. This horse has a terrible phobia of candles.
  68. Lovely Lucy: An attractive roan mare. She is the wife of Brogtharion, a barbarian from a tribe with a long history of very literal horse husbandry. Brogtharion will come along (he is part of whatever deal gave you Lovely Lucy), but will not ride her nor speak to her, as they are currently having a marital dispute.
  69. Gobby Nobbler: Lumpy looking horse with a dull hide. Knees actually bend the wrong way. Close inspection will reveal that it is actually some sort of giant insect wearing a horse’s skin. Very affectionate and loyal. Terrified of actual horses.
  70. The Smaragdine Mare: This horse is green, and perpetually pregnant. If fed something, will excrete a variation of it. Milk turns into wine. Apples turn into pears. Potions turn into a different kind of potion. Gems turn into other types of gems (but these require some coaxing to eat). If she ever eats the flesh of another creature, she will birth a monstrous version of that creature and die in the process. The seller of this horse will usually add the instruction “Don’t feed her flesh.” but will not know the actual reason.
  71. Mount Vlatingor: This is either a enormous man or a small giant. Either way, he is educated, well-spoken, and completely insane. He believes that he is a horse, and will become extremely angry if he is not treated like one. After progressing through argumentation and threats of abandonment, he will leave. Passengers are carried on his shoulders.
  72. Motley Samson: Adorned in a jester’s motley. Aging, grey-haired, and sway-backed. Will perform a humorous little dance for as long as a tambourine is played (sold with the horse). Also trained to detect the most common edible poisons. 
  73. Sir Tomborious: Barrel-chested Clydesdale with an enormous claymore strapped to his side.. Acts like a normal horse, albeit more loyal than most. If he witnesses a damsel in distress, he stands up, removes his hooves (they are just painted, steel caps) to reveal his hands, draws his claymore, and wades into battle. After the situation has been resolved, he sheathes his sword, puts his hoof caps back on, and returns to normal.
  74. Svalbard: This horse turns into a small viking longboat (25 feet long) when wet. In this form, it has a painted horse figurehead. When it is dry, it turns back into a horse. A splash from a puddle is insufficient to provoke the transformation, but rain will do it.
  75. Madera: Whenever startled or scared, becomes as rigid as a wooden statue and falls over, unless she was standing still. (Not actually wooden, just paralyzed, like those fainting goat videos.) Fails all saves vs. fear. Half-price.
  76. Francifal Saint Montaigne: Makes owlbear noises. Does not fear high places since it thinks it can fly. It cannot.
  77. Joreppo La Bomba: An audible ticking can be heard from the horse at all times. If this horse dies from an impactful death (non-poison, non-level drain) it explodes as a 5d6 fireball. It is being sold by Joreppo Morone, an extremely nervous man who screams when startled.
  78. Hammerhead: A normal-seeming horse gifted with an abnormally hard head. Instead of stamping on enemies, it bludgeons them with its head.
  79. Maggot: Exhales blue smoke. Vibrates. Moves jerkily. Doesn’t need to eat. Turns into a miniature black hole (as sphere of annihilation) upon death, a state that lasts for 1 minute.
  80. Ekinna: Lays a chicken-sized egg each night. If the egg is not destroyed, it will hatch into a horse-headed monstrosity that will seek to devour the marrow from whoever Ekinna loves the most (usually her owner). If Ekinna doesn’t eat the slain monstrosity by each morning, she will sicken. If she misses two of these meals consecutively, she dies.
  81. Solaris: Supposedly a horse from the sun-god’s own chariot. Golden orange coat, almost luminous. Runs at 3x horse speed, but only in a westerly or partially-westerly direction. Must be towed east if you want to go in that direction. Immune to fire damage.
  82. Rabban Lamadre: Very somber horse possessing a glorious mustache. As long as its rider is honorable and motivated, Rabban will appear in their dreams to offer platitudes and advice. When its rider dies, Rabban will appear to them, offering its body. If the person accepts, they return the day, sharing Rabban’s body. 
  83. Montresor: Staggers around as if it were drunk, falling over at least once ever hour. Only sobers up when drunk (which only requires about 20 drinks). When sober, is an exceptionally quick and attentive steed.
  84. Bitey the Unicorn: Appears to be a unicorn with its horn sawed off, deprived of all its powers except for the ability to know the entire sexual history of anyone it looks at. Makes for a passable horse, except it will only allow riders who are virgins. Bites sluts remorselessly. (A slut, in this context, is anyone who enjoys sex too much or has had sex too recently.)
  85. Benisequash: An Enchanted Dwarven Pony. Under the saddle there is a keyhole. If unlocked (by using the key provided), the entire back of the horse will open to reveal an wood-walled space, the same dimensions as a large chest. This doesn’t seem to affect the horse’s biology. At the bottom of the chest is the horse’s living heart, still pumping blood.
  86. Iron Head: Head permanently locked inside a metal spike-helmet. Trained to batter down doors. Will knock down the average door after 1d6 bashes. Will knock itself out after 1d4+2 attempts (unless the door is open by then). Afraid of goblins.
  87. Moonbeam: No legs. Levitates. Mechanically identical to a normal horse, except no kick or trample attacks. Eats half as much.
  88. Lucifer: This red-skinned horse smells of brimstone. Instead of a tail, it has a long handle extending from its ass. If this handle is grasped firmly and pulled, the horse will turn inside out and a morningstar will be pulled from the horse’s ass. (You are basically turning the horse into a weapon.) It is a morningstar (d6) enhanced against goblins, farmers, and clergy.
  89. The King of Horses: Must be treated with the utmost deference and respect. All other horses will bow to the King of Horses upon meeting him, and at no point will any horse act against the King of Horses, even refusing to charge against an army that fields him. Will only allow himself to be ridden by royalty, but has a hard time figuring this out with his horsey brain. Functionally--anyone in fancy clothes who wears a crown and smells nice will do.
  90. Imbri: This coal-black horse sleeps all day, catatonically. During the night, she can run at 10x speed overland by jumping through people’s dreams (but only over land where dreaming people are--she's mostly useless in a desert). If the rider is abandoned by Imbri while in a dream, they are stranded there.
  91. Jigello: This simpering, idiotic horse has only 1 HP. If it takes damage or suffers a sudden impact, it deflates. It can be revived with 1 minute with a patch kit (or glue) and 10 minutes of blowing air into its mouth. Extremely bouyant. Loves sweets.
  92. Guzza: This horse is always wet, and bits of him are always dropping off. Can squeeze through openings as small as 1 inch in diameter. Only eats roots, tubers, and animal skin. Licks fingers to show affection.
  93. Richelieu: This horse constantly emits a low glow, as bright as a torch. Rapidly ages, and will die in a week unless it spends a day buried underground, which regenerates its youth.
  94. Traverlane: Does not whinny, but instead sings like a bird. If stabbed, songbirds exit the wound. If kissed, any curses on the kisser are transferred instead to Traverlane. All of this is disclosed by the salesman. Currently cursed to die in a fire, so fire attacks are Enhanced against it (This last fact is not disclosed.)
  95. Milchie: Impossibly flatulent. Makes it impossible to surprise things. If hugged around the midsection and squeezed, will produce an stinking cloud, which causes all breathing things in 50’ to begin retching and vomiting for 1 minute. Milchie is not immune to this effect.
  96. Scamperella the Dancing Horse: Knows 55 different dances and can teach them to you, if you request them by name. Includes the forbidden dance known as “The Black Mamba” which drives onlookers insane. Can also be commanded to dance as it walks away, which exerts a pied piper-like effect on nearby children (or any juvenile animal).
  97. Rufus Damascus: Smokes a pipe. Trained to notice clues and solve mysteries. If the party misses a clue, Rufus has a 5-in-6 chance to notice it, and then point it out by rolling his eyes and flicking his tail in the appropriate direction. Each day spent riding through town gives Rufus a 1-in-6 chance of noticing a new mystery, which he will then be eager to solve, and melancholy if not allowed to.
  98. Yellow Beedums: Prances like a deer. Incredibly difficult to ride, and takes a week of practice before you stop having a bruised butt (move at half speed). Moves twice as fast. Only happy when sticking its head through a window and making goofy faces.
  99. Sir Dashfallon: Immortal. Grey. Acts like an exceptionally intelligent warhorse with a peculiar love of battle. Automatically succeeds at all fear-based saves its attacks are boosted to d8 damage for the rest of the day when it does. Whenever it or its rider kills a worthy enemy, it announces a number. It is counting down from nine. It never speaks at any other time. When the count reaches zero, Sir Dashfallon announces “The circle is complete; the covenant is returned”, turns into a giant crystal shaped like a horse head, and offers to give the party a ride inside him to any location they desire (even extraplanar ones). After discharging this obligation (if applicable), Sir Dashfallon flies into the sun.
  100. The Negahorse: Horse-shaped hole in the universe, filled with stars and inky blackness. Wears an insulated saddle to prevent frostbiter of the rider. Immune to non-magical damage, does not tire, and is capable of running to any named location she has previously visited. Possesses an uncontrollable urge to collide with a regular horse. If this happens, both horses are annihilated in an explosion that does d12 damage to all in 20’, gives a random mutation (save negates) to all in 100’, and kills all horses in a ten mile radius. It is sold with a hood, so that you can throw it over the Negahorse’s head when it catches sight of another horse. (This is the only method the previous owners have had success with, as the negahorse is a powerful runner and jumper. They do not realize how dangerous an horse - antihorse collision would be.)



Wednesday, 10 February 2016

Power Arms

Into the Odd has four classes of weapon.

Hand Weapons - One handed, d6 damage.
Field Weapons - Two handed, d8 damage.
Noble Weapons - One handed, d8 damage, fancy and pricey.
Heavy Guns - Two handed, d10 damage, move or fire, ultra-pricey.

And we're looking at that last class. Why are Heavy Guns the only class that rules out melee?

Was it designer oversight?
Are guns just better than melee weapons in this world?
Is it because the move-or-fire rule doesn't work with melee stuff as well?

All questions we can ignore, because Heavy Guns now has a sister-class.

Power Arms - Two handed, d10 damage, ultra-pricey, and each has their own downside.

Drill-Bill: So clumsy that rolls of 3 or less are ignored entirely.

Bonesaw: If you cause Critical Damage the saw gets jammed up in the victim, requiring a round to remove.

Impact-Pod: When you roll a 10, you take the damage.


Strangler: Getting it installed on your arm is a permanent modification.
 

Chattersword: Incredibly loud, and takes a round to fire up.

Demolition Hammer: Fitted with two charges, consuming one with each attack. Reloading charges requires a Short Rest.

Far Theories 2: The Spirits of Everything

Part 2 in a series of apocryphal essays concerning the nature of the Far Lands. Of all the great minds in Bastion, these five writers were available.

The Spirits of Everything - Alfo Praisecake, Author "The Location Paradox"

We know that these Far Lands are not separated from us merely by distance, or even by time. They are at once alien and familiar. They are without number. So far I am the only scholar of note to coalesce these factors into a perfectly logical theory.

The Spirit Theory dictates that the even the tiniest thought or concern of a living thing creates a spark of energy just outside of our perception. Enough sparks create a being, further sparks feed it, and soon this spirit exists as both being and place.

Whether or not there's any truth in the idea, the Spirit embodies the form in which is exists in our minds.

Duty Spirit


STR 6, DEX 15, WIL 19, 10hp, Burn (d4). 
- Assign you a duty, if you don't have one. 
- Burn those who turn their backs on duty.
- Sacrifice itself for another at the first opportunity. 

Lizard Spirit


STR 16, DEX 18, WIL 15, 15hp, Armour 1, Bite (d6, paralyse on Critical)
- Talk and act with cold-blooded detachment.
- Consume things whole.
- Embody toxicity.

Borough Spirit


STR 18, DEX 4, WIL 15, 12hp, Armour 2, Slam (d10).
- Wall off those that belong together from those who are different.
- Crush those that betray their community.
- Do anything to stop you leaving.

Psychiatric Spirit


STR 15, DEX 13, WIL 16, 15hp, Armour 1, Claws (d10).
- Intrude into your mind.
- Lie about the scope of its powers.
- Lock you up. 

Friday, 22 January 2016

Dilemmas: Pick or Push

Into the Odd doesn't have many moving parts, but your game should have lots of interesting decisions to be made. For interesting choices you need to:
  1. Give enough information.
  2. Have multiple reasonable actions.
  3. Give actions consequences. 
A particular type of choice is a Dilemma, the tough choice.

When ruling a Dilemma, remember the mantra Pick or Push. 

I have no idea what this drawing is about. 
Present two desirable, or equally undesirable, choices.

The players either Pick one OR Push for both.

If they Pick one, then they get exactly that, but they miss out on the other choice. Don't over-complicate the choice with too many hidden consequences. Keep it real simple between two things they want.
If they Push for both they'll have to do one of the following:
  • Risk: Try something risky that could range from a single Saving Throw* to a full on adventure. 
  • Sacrifice: Give up something else in return for both, normally a resource. Throwing time or money at a problem is usually the easy way out, so make sure those have real consequences. 
  • Smarts: Have a really clever idea that lets them get both without losing out. Generally I'm easily talked into this sort of thing, especially if it's funny. There may still be minor consequences. 
*This is the most detached but also fastest way of dealing with this, so use it carefully. Ideal for choices made through Delegation Play

An Important Note

There aren't really binary choices in RPGs. The players are still deciding on an action, and they might do something different entirely. This system is just a framework for getting them making tough choices, so don't discourage them going off-grid. Most often these will just be one of the types of Push presented in the bullets above anyhow. 

Examples

For our example we'll say the group are leading an expedition across the sea to find a mythical vortex to paradise. There are various points I could imagine these Pick or Push moments arising.

Preparing for the Expedition
You've only got an hour left before you need to head to your ship, and you can't be in two places at once. 
- Extra Information: Head to the library and finish reading that guide to ocean storms that you were told to read. 
OR
- Extra Resources: You never got around to visiting that wealthy relative who promised to help fund your expedition. He'll definitely pay a share of the bill if you go and visit him. 

Possible Pushes
- Risk: Steal the book from the Library before heading over to see your Uncle (possibly DEX Save). 
- Sacrifice: Tell the expedition to hold on while you do both, losing travel time. 
- Smarts: Take the book and also extort the librarian for that extra money. (Really closer to a risk, but too good to pass up. Credit to +Chris Mata)

Keeping Morale Up
It's been a good few weeks at sea now. The crew are bickering, they're sick of the same old food, and they've caught onto the fact that you guys aren't exactly seasoned sailors. You could:
- Make them Happy Now: Right, let's crack out some extra rum rations and have a beach party at the next island we come across. They'll love you for now, but they'll be uspet later when the rum runs dry. 
OR
- Make them Happy Later: Look, things are tough, but we have to press on if we're going to get to our destination. They'll be grumpy for now but if you can just get to your destination they'll be glad we stayed the course. 

Possible Pushes
- Risk: Try to make a rousing speech (possibly WIL Save). 
- Sacrifice: Give them a rest day. They'll be happy, but you're wasting time. 
- Smarts: A work-dance. These guys love dancing right, so just work some swabbing and knot-tying into their moves. (Credit to +Joshua Macy)

Look. I don't want to leave you in the snow to die, 
but I absolutely don't want to miss our own homecoming parade. 

Other Pick or Push Moments on a Big Expedition
Getting a Ship: It's a Good Ship, OR it won't Bankrupt you. 
Hiring a Crew: They're Loyal, OR they're Total Bad-asses. 
Travel: Be Fast OR Be Safe. 

Tuesday, 19 January 2016

d100 Oddities for New Characters

Sick of the Starter Arcana in the Into the Odd book? Do this instead.


1. Roll your Into the Odd character as normal.

2. You also roll d100 for an Oddity. You know how it works unless stated otherwise.

3. If your character would have an Arcanum, they roll two Oddities and keep the one they like best.



d100 Starter Oddities
  1. Essence Extractor - Extract the consciousness of a pacified or willing being to be stored within. The consciousness can be injected into the still warm body of a dead being, giving them a new body to inhabit. 
  2. Time Bomb - Time slows down sixty times in a 10m sphere around the blast. Lasts for a minute outside the sphere, or one second inside. One use. 
  3. Helpful Bug - A metal replica of a beetle that can perform simple tasks. 
  4. Plasmic Convertor - Turns a being's blood into a drop of liquid that grants single use of one special property the being has. 2-in-6 chance of converting an undesirable effect instead.   
  5. Homunculus Gum - Whoever chews this gum bonds with the substance, which will begin to shape into a small gummy version of the chewer. It follows orders but has a bad attitude. Adding further gum will increase its size but decrease its loyalty. If somebody new chews up the homunculus, the bond transfers to them. 
  6. Pheromone Pack - One dose each of Attraction, Rage, and Fear pheromones that work on any creature of animal intelligence. 
  7. Beastmode Formula - A liquid tonic that grant the drinker the properties of a specific animal for one minute. Examples are Eyes of a Hawk, Nose of a Dog, Strength of a Bear etc. Three doses. 
  8. Gamma Ray - Fires a green beam (d12). If the target would lose STR, they gain that much STR instead, grow 50% in size, and their physical attacks are Enhanced. If their STR would exceed 21 they explode in green smoke. Any effects wear off when combat dies down. Has 3 charges.  
  9. Amnesia Font - Stored at your house. Any head dunked into the water loses a specific memory as defined by the dunker. Anyone drinking the water absorbs all of the memories lost to the font. 
  10. Wish Spirit - Three measures of liquor that each grant a wish. The wish only lasts as long as the bracing kick of the liquor (d6 turns). 
  11. Duplicator - A coffin-sized box. Put one thing in, get two copies. Both copies are hugely inferior to the original. 
  12. Mammoth Mask - Highly ornate with a prehensile trunk and tusks that can be used as a weapon (d6) at a push. 
  13. Smart Arm - The fanciest weapon you own is also intelligent, communicating psychically to whoever is holding it. It functions as a normal weapon and gives smart advice. Once per day it can Enhance an attack that particularly pleases it, but it can Impair attacks attacks that displease it any time it likes. Roll 1d6 to find its personality: 1: Honourable, 2: Ambitious, 3: Bloodthirsty, 4: Curious, 5: Pacifist, 6: Bored. 
  14. Devourer - A football-sized bug that curls up in your backpack, but can be woken once per day to eat its own size in organic matter, no matter how inedible. 
  15. Truth Leaf - Smoking this hallucinogenic herb reveals a ridiculous truth and a ridiculous lie. Three doses. 
  16. Dehydrated Beasts - Three rubbery things resembling toy animals. If thrown into water, roll d6 to see what the thing expands into. 1: Mishydration (just a mass of twitching flesh), 2: Crush Beast (STR 18, 7hp, d12 Crush), 3: Brain Beast (WIL 18, 9hp, d8 Brain-Ray), 4: Wing Beast (12hp, d8 Beak), 5: Slime Beast (8hp, Armour 2, d6 Slime Spew), 6: Jaw Beast (STR 14, 10hp, d10 Jaws). When there's nothing left to kill, the creature collapses into inert powder. 
  17. Hover Plate - Platter-sized tray that freezes in space if you whistle a specific tune. There's a second tune to release it. It supports up to one person's weight and can be forcibly released with a STR Save. 
  18. Spare Head - A completely different head that you can switch with your own. Both heads can survive just fine off your body, and generally dislike not being the main head. Roll a new WIL score for each head. WIL damage and psychological effects only affect one head at a time. 
  19. Genesis Molasses - A tin of deep green syrup that causes lush vegetation to grow within minutes, no matter where it is spread. If eaten, the victim loses d6 STR and begins coughing up moss. 
  20. Demon Collar - Any being wearing this collar begins to take on a demonic appearance and loses d6 WIL each day. At WIL 0 they lose their identity, claim a new identity in your service, but will only follow instructions that cause harm to others. 
  21. Beserker Gland - When you take Ability Score Loss or suffer serious pain you fly into a rage. If your next attack is a melee attack, it is Enhanced. If it is ranged, it is Impaired. Once the attack is out of your system you return to normal. 
  22. Imprint Capsule - Any being that enters this booth is bombarded with smoke and emerges spluttering. They imprint upon the next being they see and dedicate their life to them until they next sleep. 
  23. Terrormite - A big termite, pinned down in its box. Once released it burrows into the nearest living creature it can find, causing intense pain. Within a minute the victim develops a tough outer skin (Armour 1) and find they can spit acid (d6 ongoing). This lasts for an hour until the victim coughs out d6 Terrormite larva and returns to normal. If two terrormites enter the same host they fight inside them, causing d8 STR loss. 
  24. Chameleomole - A tiny mammal that can phase into any material without disturbing it. It can talk, but is extremely shy and will only answer a question with one word before phasing into hiding in their master's body. 
  25. Earth-Angel - A tiny clay figurine that can be smashed to cause an earthquake. Those nearby are thrown to the ground and all structures take d12 damage. 
  26. Wild Tongue - You can talk with any living thing, but what they tell you might not make sense. 
  27. Spite Wisp - A glowing orb that materialises near to you whenever anybody gets badly hurt (STR Damage). If you will it, it will begin to attack the victim with sparks (d6), disappearing when they are subdued or killed. 
  28. Threatening Probe - Has no function, but glows and vibrates in a way that suggests it could be used for distributing extreme pain. 
  29. Caged Biter - A monkey-like creature (STR 5, 5hp, d6 bite) in a cage. Once released it attacks its designated target and fights to the death, ignoring any further commands. If it wins, it eats some of its opponent before slinking back to its cage. It won't follow any other commands. 
  30. Saucer Scar - You don't remember getting it. In the presence of artificial light it tingles, and you can will yourself to levitate slowly towards the light.  
  31. Maiming Claw - A grappling hook that latches onto living tissue with an unbreakable grip. You know the trick for getting it to release. 
  32. Trick Coin - Looks like a Silver Shilling but has three secret functions that you know how to use. First is a weak light. Second is a powerful magnet. Third is a d10 bomb (destroying the coin). 
  33. Universal Pin - A hair-pin that sticks into any surface, no matter the material. Causes no pain if stuck into flesh. 
  34. Curse Doll - Anything significant that happens to the doll happens to you, beneficial or harmful. 
  35. Snake-Cat - A cloth toy with a snake body and cat head. Once per day you can throw it on the ground and have it transform into a real snake (STR 3, 4hp, d6 Bite, d6 STR loss on Critical Damage) or cat (STR 3, DEX 16, 4hp, d4 Claws) that loosely follows your commands. It returns to its cloth form after a few minutes.  
  36. Second-Chance Skull - If you die, your body disintegrates to ash and immediately regenerates from this skull in perfect health.  
  37. Jerk Sprite - A statuette of dried meat. Whatever eats this will act like an utter jerk for the next hour, even to their most loved ones. 
  38. Powder Sack - Any powder stored in this small pouch becomes essentially unlimited. Turning the pouch inside out empties the current contents, with no unusual effect. Currently contains salt. 
  39. Star-Beacon - A heavy tyre-sized metal beacon (requires two people to carry) with a matching pin-badge. Pushing the badge teleports the wearer back to the beacon. 
  40. Dire Barnacle - Three vicious little mollusks (1hp, Armour 1) that explode in a 2m blast (d8) when killed. 
  41. Ambrosia Seed - A bag of golden seed that any animal can't resist eating if thrown. If they're smart they'll realise you have the bag when the thrown seed runs out. 
  42. Haunted Egg - A stone egg that can be used as a crude weapon (d6). The last thing killed by the egg will inhabit it as a ghostly voice, and will answer questions to the best of its knowledge. It doesn't have any more knowledge than it did in life, but anyone can understand its words. 
  43. Tiny Shield Generator - A rat-sized collar that will creates a force-field (Armour 3) around the wearer. Only works on subjects of chicken-size or smaller. 
  44. Echojector - Hears up to ten seconds of sound and repeats it at vastly increased volume on command.
  45. Doom Siren - A tiny clockwork box lets out a booming drone when a being within 10ft dies. 
  46. Stick Eye - A glass eye on a stick that the holder can see through. 
  47. Champion's Mark - When you defeat a willing opponent unarmed (even as part of a group) you glow with health and gain the immediate effects of a Short Rest. If anyone defeats you unarmed the Mark transfers to them. 
  48. Hell Spice - Extremely concentrated powdered hot spice. Enough to sabotage three meals. 
  49. Bear Jelly - A pot of jelly that reeks of animal musk. Will scare off small creatures, but attract any large mammals. 
  50. Sub-Flare - A one shot pistol that launches a burning flare immediately skywards, burning through any substance in the way and leading a fist-width hole. 
  51. Orphan's Ruin - 6oz of Milky drink. 1oz pacifies any unease, 2oz causes a deep sleep, 3oz eternal sleep. 
  52. Steel Goggles - When switched on, objects that have a current owner glow faintly green, objects that have been taken from their rightful owner glow red. Objects that have no current claimant look normal. 
  53. Parallel Shifter - A metal tin big enough to fit a pistol inside. If an object is placed inside and shaken, the object is replaced with a parallel version of itself from another reality. Roll d6. 1: Only ash remains. 2-5: The change is cosmetic but significant. 6: The new version is better than the old. 
  54. Brain Jar - A jar of brine and wires that can sustain the brain of a freshly killed creature, allowing it to psychically project its thoughts. The brain must be fed blood or else it dies. 
  55. Stinkincense - A pot of wax with a wick. When burned, sewage slowly drips over from the top of the jar. If left for an hour it will burn out, but produce enough sewage to fill a large room.  
  56. Cosmic Ranker - A grey wand that, when waved between two objects, pulls to the object that it deems best by the standards requested. In case of a tie it flies from the wearer's hand. 
  57. Rail-Lens - Any missile fired through this lens (breaking it) accelerates to impossible speeds, causing d20 damage and tearing through structures.  
  58. Anti-matter Key - When placed in a keyhole, utterly annihilates the door. 1-in-6 chance of annihilating itself too. 
  59. Nightmare Flower - Anyone sleeping in the same room as this flower suffers horrible nightmares. When they wake, they bring back the worst thing from their nightmare with them. 
  60. Sanctuary Idol - Burning a candle in front of the idol causes smoke to billow out and reinforce all doors, open passageways, and windows into the room. Nothing can enter through these as long as the candle burns. Has no effect outdoors. 
  61. Banker Pig - A clay pig with a coin slot. A penny causes an oinking sound. A silver shilling causes it to transform into a normal pig for an hour. A gold gilder causes it to transform into a vicious boar (7hp, d6 gore) for an hour. If it dies in pig form, it never transforms back. 
  62. Evacuation Syrup - Removes any ill effects the drinker is suffering from, including anything short of death, but flushes the body clean in every sense. One dose. 
  63. Alien Bone - Looks like a wishbone, but if broken sends out a psychic wave of pain to all in 10m (d20 WIL loss).
  64. Savage Vine Berries - If eaten, rapidly growing vines erupt from the mouth (d6 STR loss) and grow into a sprawling vine filling a large room and clinging to whatever surface it can. 2 berries.
  65. Ghost Story - If you tell this story to somebody as they fall asleep, their ghostly skeleton leaves their body for the night, returning when they wake. The skeleton acts as the owner wishes and is completely immaterial. 
  66. Companion Ball - A hollow ball that rolls behind you and never stops trying to follow you. Can pop open to store a head-sized object or smaller.
  67. Green Soil - Small pot of soil. Any plant that is planted into it will grow a whole season's worth of growth in one minute, but otherwise grows normally. 
  68. Pyrophone - A klaxon-like horn that repels fire away from it. 
  69. Stem-Stone - Pebble that transforms into whatever inorganic substance it last touched. Currently the leather of your pouch. 
  70. Maggot Prince - A tiny maggot with a gold band marking. Flies and maggots will vacate the area to make room for it, and anything that eats bugs will be strongly drawn to try and eat it. 
  71. Ovality Bomb - Explodes in a cloud of beige dust, forming a 2m high egg around the blast area. Nothing inside can break out, but the outside is easily broken. The egg keeps its contents alive in a happy stasis until released. 
  72. Worldly Tortoise - A small tortoise (STR 2, DEX 1, WIL 6, 1hp, Armour 1) that knows the way to anywhere you ask, but gets there very slowly. 
  73. Fantastic Machine - Huge machine stored in an old factory. Has a slot where paper instructions can be inserted, with a coin slot for a 10s payment. After an hour of clinking it produces a rough approximation of the requested item, but anything fancy is poorly made. 
  74. Unstoppable Rod - When thrown, nothing stops the movement of this rod, including gravity. Eventually flies off into space regardless of its trajectory. 
  75. Slam Bomb - Causes all doors and windows in a large-room sized blast to slam open or shut, even if secured. 
  76. Air-Sac - A membranous sac on your chest that you can inflate to 2m in diameter. Your lungs can draw on the air within, but remember the inflated sac floats. 
  77. Gore Candle - Any injuries that happen in the presence of this candle's light are extra painful, messy, and harmful, doubling any STR loss caused. 
  78. Skeletal Dove - Carefully assembled. Can be crushed to unleash a cloud of confused doves. 
  79. Slaughter Brand - A three-pointed mark on your hand. When you kill a worthy opponent, one point turns darker. When all three points turn dark, your arm grows into an unnaturally strong, chitinous claw (d10 damage) for the next hour. When your arm returns, the brand resets. 
  80. Noble Tumor - This visible growth absorbs the next harmful effect to enter your body, whether poison, parasite, curse, or otherwise, before dropping off. 
  81. Blank Contract - A contract with blank parts. Can be modified into any sort of deal you wish. The first party to break the contract is blasted with a beam from above (d12, ignore armour) and the contract dissolves into shredded parchment. 
  82. Utility Orb - Any tool that could plausibly exist in a mundane pocket-knife has a 50% chance of existing in this orb. Keep a track of what tools it does and doesn't have. 
  83. Cocoon Wax - Anything covered in this wax is sealed off in a cocoon. After 24 hours it bursts free as a winged, hostile version of its previous self. One use. 
  84. Plague Wart - A carefully extracted wart sealed in a jar. Anyone that touches it contracts a disgusting plague, losing d6 STR each hour. Any touch immediately spreads the plague. There is no cure that you know of. 
  85. Ego-Mirror - A pocket mirror that functions as normal, but doesn't reflect anyone looking in. 
  86. Fetch-Pearl - A silvery pearl that can attach to any item submerged in water. On a mental command from you, it floats to the surface, carrying whatever it is attached to. If attached to the ground, it just rips up a large chunk of it to fetch. 
  87. Tiny Phantasm - A floating mass of swirling colours the size of a penny. It follows your every command and leaves a multicolour trail across any surface it touches. Cannot physically interact in any other way.
  88. Prosthetic Tail - A metal tail that straps to your body and functions as a third arm. 
  89. Devil Salts - Awakens any creature from sleep or unconsciousness, but they flail and scream in terror for a few seconds first. They have no memory of this afterwards. 
  90. Phase Tonic - A dose sends you out of sync with reality for around ten seconds. You can act as normal, but when the tonic wears off, time snaps back to the point before you drank and all actions are undone. The dose is still consumed. 2 doses. 
  91. Reconstruction Silk - A handkerchief that repairs any object it is draped over for an hour. The object must be small enough to be covered. 
  92. Sabotage Disc - A disc of metal that can be slipped into even the most tightly cased machine, causing it to immediately malfunction in the most serious way possible. 
  93. Preserved Soul - A tiny shriveled humanoid that can be thrown into a fire to release a flailing alien apparition (d8 eye-beams, immaterial, lashes out for 1d6 turns before vanishing in a flash of light).   
  94. Animation Oil - When rubbed onto an object, it springs to life for the next hour as your loyal servant. One dose.
  95. Pain Wire - Causes instant agony when touched by bare skin (you have gloves). 20m in length when uncoiled. 
  96. Hunger Clamp - A small clamp that can be clipped onto loose skin, causing the victim to have a ceaseless hunger, which they'll do anything to sate. They suffer no ill effect from over-eating, but will not starve any faster than normal. 
  97. Proxy Chain - When two or more beings are in contact with the chain, any harmful effects that affect one of them affect all instead. 
  98. Tin Buddy - A can that springs out to a 2ft tall automaton (2hp, Armour 1). He is loud, annoying, and doesn't do a good job of whatever you request. Has no real means of fighting.
  99. Broken Basilisk Symbol - Two pieces of an astral symbol set in lead. Anyone that pushes the pieces together while looking at it loses d20 WIL. 
  100. Gallon-Syringe - A tiny syringe that can draw up to a bath-sized amount of liquid. 

Monday, 18 January 2016

Far Theories 1: Inside the Jealous Mirror

Part 1 in a series of apocryphal essays concerning the nature of the Far Lands. Of all the great minds in Bastion, these five writers were available.

Inside the Jealous Mirror - Peter Mannick, Columnist for the Bogroll

Oh how they hate us. But who can blame them?

Bastion is home to the happy factoryman, the playful urchin, the smiling postguard. Together we've told greedy unionists to get back to work, kicked the backwards-minded yokels back into Deep Country, and embraced the glittering star temples that pen-pushing academics want you to abandon.

And so to the Unbastiards. A foreign man, if you can call them that, peering in envy from a land that we don't even bother to map. Their hair is soft, their hands clean. We have only their laziness to thank for their current absence from our city.

Their cities have no work houses or offices, only parks to indulge in their life of leisure. Instead of temples to the stars, they idolise themselves by lavishing riches upon their children. In place of our free market of trade and personal ownership, they wash with the same cloth as their neighbour.

You'll read that the Unbastiards aren't here, but do not let your guard down. If the new family on your street have suspiciously spotless skin, smooth pale features, or a lackadaisical attitude to paperwork, send their name and address to this publication for investigation.  

Unbastiards
3hp, Back-Scratcher (d6), Soft Clean Clothes.
- Indulge in arts and leisure activities.
- Expect to be able to share anyone's possessions.
- Act impulsively without filing the proper paperwork.

Friday, 15 January 2016

The Death of Arcana (plus Oddities to find)

The Death of Arcana
Arcana were introduced to the game to act as rule-breakers. Items that function as magic does in D&D, or high-tech does in Sci Fi games. Early versions were simply D&D spells bolted onto an item, some of those even made their way into the book.

But the more Arcana I create, the more I move away from seeing them as spell-replacements. They could be entirely passive, one-use only, big enough to be completely immobile, bolted onto a weapon, or existing within a living creature.

And where is the line? Is the Heat Ray from the starter list really an Arcanum? It doesn’t break any rules in an interesting way, it just zaps through things.

Don’t get me wrong, I want the Heat Ray in my game, but it’s just an example of how the boundaries between Arcana and Fancy-Item are blurred.

At the moment the distinction only actually matters in two places. Highly specific abilities that interact with Arcana, and more frequently in the ruling that characters can “bend an Arcanum to their will” with a WIL Save, altering its effect somehow.

The tie to WIL from the very start, albeit in different forms. It gives WIL an active use, which is nice. It meant you could create a character that was great at using Arcana, if you had your heart set on a wizard before your GM told you that this game is classless. Without that, if you rolled an 18 WIL it was hard to get excited.

Frankly I don’t know if I want Arcana to be some specific group of items any more.

There’s weird stuff all over the Odd World, and most of it isn’t drawn from an Arcanum. It’s just an Odd place, so of course there are talking snails in the Underground, and cow-titans in Deep Country. Sure, this guy’s a hologram, and this device lets you move the stars around to summon astral abominations. Why does only that last one get its own special classification?

The solution?

There are normal things, and there are Oddities, and the boundary is a huge mess. The term Oddity carries no mechanical impact, but the word can be used to describe any fantasy or sci-fi element in comparison to the more mundane Industrial-Era content.

A spider that weaves webs out of light instead of silk.
A poison gas grenade launcher.
The bits of the Underground that don’t follow the laws of physics.

So new characters might start out with an Oddity, most likely of which will be an item carrying a certain power. Any existing abilities linked to Arcana can probably apply to Oddities, and the Referee can apply judgement on how they function.

Bending their power to your will with a WIL Save? Looking back, I’d rather give Oddities their own risks, limitations, and side-effects, then let the players get creative in working out a way to bypass them. Giving WIL an Active Use was more of a motivator for this rule than it should have been, and I’ve moved away from the idea that all Ability Scores must be equal. I won’t be shutting down any players that want to get creative with Arcana in my games, but I might try shifting the focus from the WIL score. Expect a post on WIL Score soon to address its future. Rest assured it’s not going anywhere.

What does this mean for your Into the Odd Rulebook? Tear it up and await Into the Odd 2nd Edition?

Nah, that’s not happening any time soon. Just be aware that I might call things Oddities instead of Arcana, then the next day I’ll forget about this post and call it an Arcanum again. 

That's a lot of waffle. Let's put it into practice.

Oddities to Find

Bombs
I love bombs. In the same way as potions they’re sort of self balancing by their one-shot nature. Of course it all goes wrong if you can make a load of them, but these are all intended to either be one-off items, or something you get one small batch of and never any more.

Roll d10
1: Crank Bomb
Turn a crank to power it up. Roll d6 for each turn you crank it, charging up the damage that is released when you eventually throw it. If the charge reaches 13 damage or more it blows up in your face.

2: Mass Bomb
Has a spike on top that takes a small sample of the material it is stuck into (must be soft enough to prod, no gold). Explodes to fill a 10x10 area with that material. Organic tissue created this way will live if it can, but most likely not.

3: Slam Bomb
Causes all doors and lids in 10m to violently slam open or shut, even if locked.

4: Portal Bomb
Has a home pod that must be fixed onto a solid surface. Anything the bomb strikes, up to the size of a wagon, is teleported back to the home pod and the bomb along with it.

5: Monster Bomb
Requires a brain to be fed into a funnel on top of the bomb. An hour later it lights up as ready. When you throw the bomb a monstrous version of the brain’s owner is spawned and immediately hostile.

6: Piranha Bomb
Spawns a swarm of hungry piranhas (6hp, d6 jaws, detachment). When no food is left they devour each other Obviously ineffective out of water.

7: Airmines
A floating sac of explosive gas (d10 blast). Far too sensitive, so a 1 in 6 chance that it goes off prematurely, causing no harm.

8: Augmentor Bomb
Explodes in a 5m cloud of shimmering air. Whoever is in the blast gets a random mechanical augmentation.
1: Digster - Replaces mouth. Mechanical voice and vomit a corrosive slime at will (d6 ongoing damage, melt stuff).
2: Extender - Replaces neck. Extend up to 10m at will.
3: Thruster - Replaces anus. Converts waste into a powerful rocket-thrust once per day.
4: Wings - Fly and Slash (d8)
5: Trunk - Replaces nose, prehensile, scent analysis
6: Observer Dome - Replaces top half of head. 360 degree vision, d6 laser, levitate small items towards you.

Arms
Literal or otherwise, they’re things you can use to hurt things in a pretty direct manner. Nothing should just be a better version of a gun or sword, so they’ve all got their own deal going on. As discussed, the line between Arcana and weapon was always blurred.

Roll d6
1: Light-Grapple
Functions as a grappling hook and rope, but fires an unbreakable "rope" of red light that can hook onto anything. Can be used to throw targets around for d6 damage, more if you can get them to fall or fly onto something nasty. Targets bigger than you get a STR Save to try to pull you instead. 

2: Predator Tick
A tiny bug that burrows into the back of your neck and whispers hunting advice directly into your brain. Gives you enhanced sense of smell and a venomous bite that paralyses the target when you cause Critical Damage. The tick needs lots of food, so you don't benefit from a Short Rest unless you eat a large snack. Removing the tick causes d12 STR loss in the wild, or d6 under proper surgical conditions.

3: Banishment Stake
Can be used as a regular weapon (d6), but if stabbed into a living heart (Critical Damage) the victim is transported to a Far Land without harm. If they get back to you they'll undoubtedly be changed.

4: Shredder Arms
A rig of six arms that fits onto your torso and lets you lash out for d10 damage, climb like a spider, and play complex musical pieces. If you take damage the arms lash out for d6 damage to everyone within reach.

5: Unstoppable Rod Launcher
A heavy tube that fires a single metal rod (d10) that never stops. Will smash through anything in its way until reaching the edge of existence.

6: Murder Lizard
A black and red terrier-sized lizard (5hp, Armour 1, d6 Venomous Bite, d6 STR loss on Critical Damage). If given a taste of any organic tissue it will hunt down the source unerringly and murder it, before seeking out a new master nearby.

Other Oddities
And now the general Oddities.

Roll d8
1: Mother Maggot
Wooly sheep-sized maggot that consumes wood, stone, or metal and excrete a delicious and nourishing porridge.

2: Egg of Immortality
A hollow egg that renders the carrier immune to any harm. Must be openly carried in an open hand, covering the egg in any prevents it from working. Incredibly delicate and loses all power if broken.

3: Pawn Tube
A big golden funnel that can be spiked into the ground. Feed any item into it and a rock or gem worth half of its market value is shot out. If the same stone is returned to the funnel, the item is traded back. 

4: Minion-Maker
A pink headband that turns the wearer into a mindless automaton, obeying any command given to it.

5: Sorrow Stone
A little black stone that gives you the benefit of a Short Rest if you hurt someone, and the benefits of a Long Rest if you torture someone.

6: Caustic Weed
Can be smoked, but causes d8 STR damage if inhaled. Can be blown into someone's face for d8 damage, ignoring armour.

7: Terrible Yeast
Consumes alcohol and flavour. Excretes sugar and tart acids. 

8: Primordial Slime
Can be rubbed onto skin, leaving it soft and jelly-like. You can now bend and squeeze as if you had no bones or internal organs, but you only benefit from rests while in water. If you spend a day out of water the effects wear off.