Psychometabolism Subjugation Table
Psychometabolism forces neurons to reroute, neurochemical imbalances, and aneurysms to form. It changes its victim’s mind in a literal sense, crippling and devolving them piece by piece into little more than a clever beast.
Adv |
Effect |
1 - 4 |
No effect |
5 - 8 |
The target loses all bladder and bowel control for the PL in turns. This inflicts 1 point
of temporary Per damage due to embarrassment. |
9 - 12 |
The target’s digestive system begins a violent purge out of both ends lasting the PL
x 2 rounds. All physical action taken during this time suffer a -2 die step penalty. A
Fort save (DC 14) is required to avoid suffering 1d3 temporary Sta damage due to
cramping and dehydration |
13 - 16 |
The digestive system of the target becomes knotted up causing 1d4+1 Sta damage
and requiring a Fort save (DC12) versus passing out from the pain. In addition, until
repaired a special liquid diet must be consumed to avoid suffering and additional
1d3-1 (0-2) temporary Sta damage per meal eaten. |
17 - 20 |
All of the bones in one of the target’s limbs, determined randomly, soften and
become rubbery. Arm: all Str and Agi tasks are performed at -3 die steps to the
action roll. Leg: Movement is halved and Ref saves suffer -3 die steps. The effect is
permanent unless repaired by technological or supernatural means. |
21 - 24 |
The bones of the target’s body warp and shift causing extreme pain (Will save DC
16 to remain conscious) and inflict 1d3 points of damage to Str, Agi, and Sta. Until
healed, anything over light exertion will require a Fort save (DC 14) to avoid 1d3
additional points of randomly assigned physical attribute damage |
25+ |
The target’s body tissues begin to vigorously bloat and boil, causing 1d4 points of
damage to Str, Agi, and Sta each round for 1d3 rounds. Then, a Fort save (DC 18)
must be made to avoid a messy, explosive death. |
Clairsentience Subjugation Table
Clairsentience barrages the mind with too many possibilities and outcomes. It crushes unfulfillable dreams and submerges its prey into inescapable depths of apathy.
Adv |
Effect |
1 - 4 |
No effect |
5 - 8 |
The target receives such a disturbing glimpse of their future that the next time they
wish to spend one or more points of Luck, they must make a Will save (DC 8) in
order to do so |
9 - 12 |
The victor alters the target’s fate such that the next Luck check that the target needs
to make must be rolled with a d24 instead of a d20. |
13 - 16 |
Due to a rupture in the target’s destiny, the next time they spend Luck they must
spend twice as much as normal, at ½ the effect. i.e.. spend 2 points to alter a die roll
by 1. |
17 - 20 |
The target is so convinced that their future is bleak that for the victor’s PL in days
they will make all Luck checks on a d30 instead of a d20. In addition, they must
make a Will save (DC 10) in order to spend one or more points of Luck. |
21 - 24 |
Fate is woven against the target so well that for the victor’s PL in days, all saving
throws made by them suffer -1 die step. Saving throws specifically versus instant
death are made at -2 die steps. |
25+ |
The target must make 3d3 Will saves (DC 20). For each failure the victor steals one
point of the target’s Luck and inflicts one point of permanent Per damage as a shred
of the target’s destiny is stolen |
Psychokinesis Subjugation Table
Psychokinesis is not subtle nor gentle. It tears at the mind with pure waves of force, sends ripples of pressure through the cranium, and scrambles the skeletal system of its victims.
Adv |
Effect |
1 - 4 |
No effect |
5 - 8 |
The target suffers 1 point of damage due to a nose bleed. |
9 - 12 |
The target suffers 1d4 points of damage due to blood loss through their pores |
13 - 16 |
The target suffers 1d6 points of damage due to blood loss through their pores. In
addition, a Fort save (DC 12) must be made each round they continue to duel or they
lose an additional 1 point of damage as they sweat out more blood. |
17 - 20 |
One of the target’s veins bursts from massive pressure and sprays blood for 10
ft, causing 2d4 points of damage and 1d3 temporary Sta damage. In addition, a
Fort save (DC 14) must be made each round they continue to duel or they lose an
additional 1 point of damage due to blood loss. |
21 - 24 |
Massive cranial pressure causes 3d4 points of damage and 2d3 points of permanent
Int damage. A Fort save (DC11) must be made for each eye to avoid having it burst,
causing partial (or total) blindness and 1d7 points of additional damage. |
25+ |
The target suffers an intracranial detonation causing 6d4 points of damage and 4d4
points of permanent Int damage. Should the target die, their entire head explodes
causing 2d4 damage to everyone within 5 ft and 1d4 damage for those within 10 ft |
Telepathy Subjugation Table
Telepathy turns your own thoughts and fears against you, frees your most private memories from your mind vaults like a thief in the night, and leaves you alive when you no longer have any wish to be so.
Adv |
Effect |
1 - 4 |
No effect |
5 - 8 |
The victor can pluck one word from one language from the target’s mind. The
target no longer can remember the word and they must make a Will save (DC 10) to
understand it if it is used in a conversation. |
9 - 12 |
A neurological disturbance in the target’s speech center renders them unable to
speak or communicate coherently for 1d3 hours. |
13 - 16 |
The victor gains control of one of the target’s arms for the PL in rounds. As a free d16
action they can use it as they please. The target can attempt to physically restrain
their wayward arm with a Str check equal to their own Str. |
17 - 20 |
The target’s deepest, darkest secrets begin broadcasting telepathically to everyone
within the PL x3 ft for the PL in rounds. Anyone making an Int check (DC10) can
understand them |
21 - 24 |
Everything the target knows or ever experienced is accessible to the victor. They
can view whatever they wish in an instant. The victor can also damage the target’s
mind, causing up to the PL in a total of Int and Per damage |
25+ |
The target must make 3d3 Will saves (DC 20). For each failure they permanently
lose 1d4+1 Per. Should this lower the target’s Per to 0, they will become an empty,
living shell that the victor may control or repopulate with another captive persona,
a demonic presence, or a bodiless alien intellect (to be worked out with the GM). |
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