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http://www.maranci.net/cparchcf.htm
Feature:
01
02
03
Hard to Hit. Anytime the creature has a missle fired or thrown at it, or is
exposed to shrapnel, it has a chance equal to its POW x8 of being
missed completely by any attack that is less than an 01 Critical success.
In the case of an 01 Critical success occuring, it will affect the creature
as a normal Critical Hit, however.
04
05
Radiates Fear. All creatures within 15m of this horrifying creature must
make a successful resistance roll of their INT vs their own POW or flee
06
Name: PM
Radiates Pain. All creatures within 15m of this creature must make a
successful resistance roll of their INT vs their own CON or suffer a
-1d100 to all actions
07
Name: PM
08
Name: PM
09
Name: PM
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10
Name: PM
11
Name: PM
12
Name: PM
13
Name: PM
14
Name: PM
Able to cast Glue 50 on any non-living thing which can be shut - a door,
box, etc. 1d6 times per day. No MP cost nor casting time - this is an
effect, not a spell
15
Name: PM
16
Name: PM
17
Name: PM
18
Name: PM
19
Name: PM
Cursed - loses 1% of each skill every ten minutes after sunrise, and 1
point off each characteristic each hour. All return to normal at midnight
20
Name: PM
21
Name: PM
22
Name: PM
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23
Name: PM
24
Name: PM
Able to make a piercing whistle that causes 1d6 damage per round, plus
deafening effects. Armor does not protect
25
Name: PM
26
Name: PM
27
Name: PM
Able to see magic - +100% to all chances to cast, -10% visual skills
28
Name: PM
29
Name: PM
30
Name: PM
Cannot hurt any child (effects either children of own species, of all
intelligent creatures, or of all living things)
31
Name: PM
32
Name: PM
33
Name: PM
34
Name: PM
Gift of tongues; able to speak any language perfectly after being exposed
to it for 1d10 rounds or hours or days
35
Name: PM
36
Name: PM
37
Name: PM
Gives birth to 1d6 spawn per season. Each spawn grows into a random
Chaos monster
38
Name: PM
Rebirth. Victim collapses into a quivering heap, and after 3d6 hours is
reborn. At this point all of their characteristic points are totalled, and
re-allocated into their new form as they wish
39
Name: PM
40
Name: PM
Incurable optimist
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41
Name: PM
Amnesia. The victim loses all memory of their former life. 50% chance
they retain basic skills such as languages, and motor skills, otherwise
they are completely blank (but re-trainable). 10% chance that their
memories might be restored by a future shock. An amnesiac may display
a very different personality from their original one.
42
Name: PM
43
Name: PM
1 or more random hit locations develop a hidden pouch, which can store
objects of up to 1d6 x 1d6 SIZ
44
Name: PM
45
Name: PM
46
Name: PM
47
Name: PM
Victim dies
48
Name: PM
49
Name: PM
50
Name: PM
51
Name: PM
52
Name: PM
Becomes visual negative of self; all body colors now the opposite of
what they were
53
Name: PM
Must spend 1d6 hours per day spinning body violently. Able to spin at
very high rate without dizziness
54
Name: PM
55
Name: PM
Perfect balance
56
Name: PM
57
Name: PM
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58
Name: PM
59
Name: PM
Unusual insanity: loses all memory, but gains all memory and
knowledge of some ancient person slain by Chaos. Victim believes they
are that person
60
Name: PM
61
Name: PM
62
Name: PM
Victim becomes count-a-holic; must stop and count aloud any small
items which come into its view. If someone throws 97 marbles during
combat, it stops fighting and starts counting
63
Name: PM
64
Name: PM
65
Name: PM
66
Name: PM
67
Name: PM
68
Name: PM
Body transforms into a single, leathery, greasy sinew which coils and
bundles itself into the approximate shape of the original and wear its
clothes (if any). STR and CON are 1.5 times original. Creature takes a
maximum of 1 point from impaling and crushing attacks (slashing attacks
normal), and gains 5 points of natural armor. Able to make itself into
many shapes. If its two ends can be found, it can be jerked into a straight
line and held helpless
69
Name: PM
Victim bursts into flame, but does not take damage, is not consumed and
just continually burns. 50% chance that this does not cause agonizing
pain, 5% chance that victim gains power of flight. Immune to fire
damage
71
Name: PM
72
Name: PM
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73
Name: PM
74
Name: PM
75
Name: PM
76
Name: PM
77
Name: PM
78
Name: PM
79
Name: PM
80
Name: PM
81
Name: PM
Fear of self
82
Name: PM
Fear of universe
83
Name: PM
84
Name: PM
85
Name: PM
Cannot go unconscious
86
Name: PM
87
Name: PM
88
Name: PM
89
Name: PM
90
Name: PM
91
Name: PM
92
Name: PM
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93
Name: PM
94
Name: PM
Add a new hit location that victim would not normally have (i.e. tail for
a human)
95
Name: PM
96
Name: PM
97
Name: PM
Attack Telepath: as above, but also able to control victim via a roundby-round POW vs. POW
98
Name: PM
99
Name: PM
100 Name: PM
Flesh-penetrating touch
101 Name: PM
102 Name: PM
103 Name: PM
104 Name: PM
105 Name: PM
106 Name: PM
Becomes color-blind
107 Name: PM
Contracts leprosy
108 Name: PM
109 Name: PM
110 Name: PM
111 Name: PM
112 Name: PM
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113 Name: PM
114 Name: PM
Bursts into flames every evening and is reborn every morning from the
ashes
115 Name: PM
116 Name: PM
Able to absorb 1d8 points of spell per round and fire them back within
the next five minutes
117 Name: PM
118 Name: PM
Mind stealer: able to absorb all memories and knowledge by touch, and
retain them for 1d6 minutes/hours/days. 50% chance this power is
undetectable by victim
119 Name: PM
Able to absorb the power of a magic item and duplicate it. May only
absorb power from one item at a time. 50% chance this power destroys
the item, which may resist POW vs. POW
120 Name: PM
121 Name: PM
122 Name: PM
123 Name: PM
Able to jump inside other being & attempt to overcome POW vs. POW.
If successful, becomes other person and other person occupies old
body. Some memories transfer
124 Name: PM
125 Name: PM
Skin becomes random sealed rune metal, gain 1d6+3 natural armor plus
metal effects if any
126 Name: PM
Grow spikes from 1 or more random hit locations, gain spike attack
(1d6 damage)
127 Name: PM
Grow stinger(s) from 1 or more random hit locations, gain stinger attack
(1d4 - 1d10 damage, plus CON POT poison)
128 Name: PM
X-ray vision
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129 Name: PM
Itch touch: cause itching in touched victims. Itch = CON, victim resists
with CON or is unable to do anything for 1d4 rounds but scratch
130 Name: PM
131 Name: PM
132 Name: PM
133 Name: PM
134 Name: PM
Bones become extremely strong and heavy. Limb hit points unchanged,
but 2x damage required to sever or maim
135 Name: PM
136 Name: PM
137 Name: PM
138 Name: PM
Become zombie
139 Name: PM
Become mummy
140 Name: PM
141 Name: PM
142 Name: PM
143 Name: PM
144 Name: PM
145 Name: PM
146 Name: PM
147 Name: PM
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148 Name: PM
149 Name: PM
Mute
150 Name: PM
151 Name: PM
Constantly growing large warts (-3 to APP) which harden, fall off, and
when peeled each contain a 50 - 200 sp gem. 2d6 warts/week
152 Name: PM
153 Name: PM
154 Name: PM
155 Name: PM
Extremely sad to see. Resist its APP vs. your INT or cry
156 Name: PM
157 Name: PM
158 Name: PM
159 Name: PM
160 Name: PM
161 Name: PM
162 Name: PM
Cannot interact with metal in any way (goes right through victim without
harm)
163 Name: PM
164 Name: PM
165 Name: PM
166 Name: PM
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167 Name: PM
168 Name: PM
169 Name: PM
Become albino
170 Name: PM
171 Name: PM
172 Name: PM
173 Name: PM
174 Name: PM
175 Name: PM
176 Name: PM
177 Name: PM
178 Name: PM
Gain Chaos Touch - bestow Chaotic effect with successful touch, once
per day
179 Name: PM
180 Name: PM
Healing touch, up to 1d12 hit points 1d6 x 1d6 times per day
(can/cannot affect self)
181 Name: PM
182 Name: PM
183 Name: PM
184 Name: PM
185 Name: PM
186 Name: PM
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187 Name: PM
188 Name: PM
189 Name: PM
190 Name: PM
191 Name: PM
192 Name: PM
193 Name: PM
194 Name: PM
195 Name: PM
196 Name: PM
197 Name: PM
198 Name: PM
Nothing happens
199 Name: PM
200 Name: PM
201 Name: PM
202 Name: PM
203 Name: PM
204 Name: PM
Senses become sense projectors: eyes emit light, ears emit noise, nose
emits smells, mouth emits tastes, skin emits vibrations and heat/cold.
Extremely confusing, -80% to all actions for victim and all present
205 Name: PM
206 Name: PM
Victim becomes permanent cross between original form and some other
species (determine randomly)
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207 Name: PM
208 Name: PM
209 Name: PM
210 Name: PM
211 Name: PM
212 Name: PM
213 Name: PM
214 Name: PM
Jeckyll/Hyde syndrome
215 Name: PM
216 Name: PM
Victim oozes slime from all pores - 50% chance of vile smell
217 Name: PM
218 Name: PM
Victim is immortal
219 Name: PM
220 Name: PM
221 Name: PM
One of victim's characteristics other than SIZ increases 1 point per day
forever
222 Name: PM
223 Name: PM
224 Name: PM
225 Name: PM
226 Name: PM
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227 Name: PM
Victim's tongue grows to 1d6 times original size. 10% chance of gaining
tongue-whip attack
228 Name: PM
229 Name: PM
230 Name: PM
231 Name: PM
232 Name: PM
233 Name: PM
234 Name: PM
Victim becomes twice the person they were. Re-roll all species
characteristcs and add the new results to the old ones. 20% chance that
INT becomes fixed.
235 Name: PM
Victim's hit locations all become detachable, 1d4 times per day
236 Name: PM
All of victim's hit locations detach, but retain mutual feeling and
appropriate ability to move. 5% chance that victim's parts are able to
fly
237 Name: PM
Victim gains Sense Projection for one random sense. 50% chance of
being able to control it. 10% chance that projected sense can never
return closer than 1d10m to body
238 Name: PM
239 Name: PM
240 Name: PM
Victim:
A) No longer needs nor is able to breathe, or
B) No longer needs to breathe, but can, or
C) Must breathe 1d4+1 times as much air
241 Name: PM
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242 Name: PM
243 Name: PM
244 Name: PM
245 Name: PM
246 Name: PM
247 Name: PM
248 Name: PM
Victim gains power to fly, if not already able. Determine max speed by
rolling 1d6 x 1d6
Means of propulsion (d8):
1 - Feathered wings
2 - Leather wings
3 - Energy/fur/other wings
4 - Anti-gravity effect
5 - Ground effect (emits air somehow)
6 - Grows propeller from random hit location
7 - Roll twice more and combine
8 - Other (something really weird)
250 Name: PM
Creature grows invisible new arm, centered between other arms; 20%
chance that arm can detach and fly for up to 1d6 rounds/minutes/hours
per day
251 Name: PM
252 Name: PM
253 Name: PM
254 Name: PM
255 Name: PM
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256 Name: PM
257 Name: PM
Spirit leaves body, becomes ghost). Body turns into zombie. Ghost can
possess zombie
258 Name: PM
Victim continues to eat and drink normally, but does not excrete (c.f.
RuneQuest Companion, "The Smell Of A Rat")
259 Name: PM
260 Name: PM
261 Name: PM
262 Name: PM
Produces 1d6 nuggets of gold per day in some way (regurgitate, secrete,
shed, etc.)
263 Name: PM
264 Name: PM
265 Name: PM
Victim falls in love with every creature seen of appropriate species and
gender
266 Name: PM
Creature IS harmless!
267 Name: PM
268 Name: PM
Become two-dimensional
269 Name: PM
270 Name: PM
Victim develops a sore, which grows over 3d6 weeks. When growth is
complete, the sore pops and out come baby spiders/broo/other
271 Name: PM
Victim starts growing. Add 1 point per week to SIZ until death, with no
limits
272 Name: PM
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273 Name: PM
Victim contracts cancer, which is fatal with 1d12 months (which should
really be the most common effect of exposure to Chaos, anyway)
274 Name: PM
275 Name: PM
276 Name: PM
277 Name: PM
Earthquake Feet: every step the creature takes shakes the ground.
Opponents within 30m must make DEX x 5 roll each round to remain
standing. Victim cannot Sneak
278 Name: PM
279 Name: PM
280 Name: PM
1.
2.
3.
4.
5.
6.
Sight
Smell
Taste
Touch
Hearing
Roll twice more
The enhancement adds 1d100% to the base for all skills affected by that
sense. Enhancements over 50% are so extreme that the victim cannot
stand normal stimuli, i.e. normal light is too bright, clothes are agony to
wear, etc. Penalties are assigned by the GM.
281 Name: PM
282 Name: PM
1.
2.
3.
4.
5.
6.
7.
8.
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283 Name: PM
Victim's INT doubles, but they lose all feeling and emotion. This results
in the immediate halving of all artistic and interpersonal skills,
including sing, play instrument, dance, Fast Talk, Orate, and Human
Lore
284 Name: PM
285 Name: PM
Pain in one limb causes twice as much pleasure in the opposite limb.
Example: a thorn in left hand results in extremely pleasant feelings in
right hand
286 Name: PM
Victim must go through any door which opens within their view. Even if
going through means instant death, they are unable to resist passing
through any portal which opens before them. They can, if able, turn and
go back through the door once through, but this will at a minimum take
one round
287 Name: PM
288 Name: PM
289 Name: PM
290 Name: PM
Email: trevor.ellis@pobox.com
Endless Banana. This iten looks like a normal banana but if you eat it
Email: thautakangas@hotmail.com and throw it's peel of it will reappear in your bag - endlessly and
always ready to be eaten. The only way to destroy this annoying banana
is to burn it to ashes.
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Chicken Broo spits eggs that give random feature to target plus 2d6
damage.
294 Name: PM
295 Name: PM
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Copyright 2001 by Peter Maranci. Individual entries are copyright by their respective authors. Revised: March 23, 2001. v.1.1
14/10/2008 00:10