Post by Scorn on Aug 25, 2010 16:26:52 GMT -5
Roll a d6 and you become the corresponding freak.
Alienist (1)
You wake up as an alienist. All of a sudden you can hear vague unintelligible whispers at the edge of your consciousness. Reality seems to become less real for you, almost as if it is only as thin as paper when compared to the depth of the ocean. If you concentrate, over time you can start to make out what you hear in your mind and catch glimpses of the things. If you continue to concentrate on these horrors any longer you start to lose your sanity. Voices whisper in your mind an archaic ritual and dark visions lead you the way you must go. If you carry out the ritual you lose all sanity but can completely understand the abominations in your mind and see into outer realms of madness. You can summon gribbly tentacled horrors to work for you and change small portions of reality to madness and chaos. You also gain a feverish intensity and if you so wish can amass a cult to follow your commands. The highest goal of any Alienist is to turn into a powerful eldritch abomination themselves, changing their human body for one of a tentacle laden horror.
Alienists have a very strong personality, those who they don’t choose to make into cultists are unnerved by even the pre-ritual alienist. Post-ritual alienists inspire dread and a strong feeling of not rightness among normal humans; even other Freaks are unnerved by them. If the alienist becomes an eldritch abomination they have the same affect on normal humans as any other abomination; namely gibbering terror and sanity loss. Other Freaks aren’t as affected but they still feel a very real sense of fear when confronted with one of these.
Luck Leech (2)
You wake up as a luck leech. Your day seems to be going rather well, first you found that money on the ground, and such a large amount of it! Then at work your boss gives you a raise and you get that special assignment you’ve been wanting. Good things keep happening to you, great things in fact. But this doesn’t come at no cost, for you are leeching the luck out of those near you. For every good thing that happens to you something bad happens to them. At first these things are small and sub-conscious, but over time you can start to control whether or not this happens and who it happens to. The intensity of the luck leeched can also be controlled by you. You also notice that whoever you leech must be within eye-sight. When leeching luck from another Freak the effects are diminished to 25% of normal. Your greatest powers are to eventually be able to ‘store up’ luck from those you drain so it isn’t used right away and even give your stored up luck to another of your choosing.
Game-Boy (3)
You wake up as a game-boy. Life now works for you like it does for people in video games. To be more precise, you gain power by leveling up and you do that by gaining experience points from significant events. An example of a significant event would be overcoming a personal struggle or winning a challenging fight. You also have a life meter, when that goes down to zero you die. You can do things that would be impossible for normal humans; you can jump really high and fight very well. Additionally each level you gain improves your stats. At the highest level you could have the strength of 10 men and are as durable as a man made of concrete. You can also gain 1-ups which allow you to resurrect if your life meter runs out. As a beginning game-boy you’re just a slightly better, stronger, and tougher fighter than you were before. You are the most combat oriented Freak to exist, but also don’t gain any other special abilities besides strength, durability, and general fighting skills.
Time Twister (4)
You wake up as a time twister. Sometime during the day you say something you wish you could take back, and for once your wish comes true. You find yourself suddenly back a few seconds, right before you said what you said. As you ponder this you will yourself back again, and through trial and error you discover that it is not your body that goes back, but your mind. Your present mind overrides the one of your past, and you have full awareness of what will come. At first you can only go back a few seconds, but as you practice you find that the length of the continuously increases. At your most powerful, you can go back up to 12 hours into the past. There is one rule to this though; once you use the gift it has a recharge time of exactly the amount of time you went back before you can use it again. For example, if you go back 5 seconds, there is at least a 5 second recharge time before you can use your gift again. You can also bring back others in time with you of you touch them, but for each person you bring back you decrease the unit of time you can go back. If you go back the maximum 12 hours and allow another to join you in travelling to the past, between the both of you the amount of time you can go back is 6 hours.
Animator (5)
You wake up as an animator. You discover that you can bring certain inanimate objects to life. You have a compulsion to make a little clay man and when you are finished you bring it to life. You tell it to go grab you the cup of coffee on the counter and it waddles off to bring it to you; soon after it crumbles to a loose pile of dirt. To begin with you can animate clay, dirt, and small piles of rock for short periods of time. You can shape them as you please and when you animate them they’ll gain some properties of life. Eventually you’ll gain the ability to create complex automatons and give them a powerful pseudo life and complete loyalty to your commands. These more advanced animations will last indefinitely until destroyed or worn out by use. You can learn to make larger more complex clay and dirt automatons, as well as even starting to work with rocks. Molding plastic and metal creatures to obey your commands is the next step, and your greatest achievement will be to graft actual flesh onto your pseudo life given creations. The automatons are not sentient, but they do have a limited self awareness and the most advanced ones intelligence could be equated to an AI that was ‘aware’ of itself and the environment around it but not sentient.
Transporter (6)
You wake up as a transporter. On your way to a place you wish you could get there faster and suddenly you arrive. No one is looking so you weren’t observed. You experiment and discover that you can teleport from your current location to anywhere you’ve been before up to a mile away. Once used you have to wait 24 hours before you can teleport again. At your maximum power you can teleport from wherever you are to anyplace you have clearly in your mind’s eye and you can do this once an hour. When you teleport momentum is not carried over so if you teleport while falling you will reappear as if you weren’t moving when you initially teleported. You can bring things with you but only what you have on your person, such as clothes, jewelry, or anything in your hands not touching the ground.
Alienist (1)
You wake up as an alienist. All of a sudden you can hear vague unintelligible whispers at the edge of your consciousness. Reality seems to become less real for you, almost as if it is only as thin as paper when compared to the depth of the ocean. If you concentrate, over time you can start to make out what you hear in your mind and catch glimpses of the things. If you continue to concentrate on these horrors any longer you start to lose your sanity. Voices whisper in your mind an archaic ritual and dark visions lead you the way you must go. If you carry out the ritual you lose all sanity but can completely understand the abominations in your mind and see into outer realms of madness. You can summon gribbly tentacled horrors to work for you and change small portions of reality to madness and chaos. You also gain a feverish intensity and if you so wish can amass a cult to follow your commands. The highest goal of any Alienist is to turn into a powerful eldritch abomination themselves, changing their human body for one of a tentacle laden horror.
Alienists have a very strong personality, those who they don’t choose to make into cultists are unnerved by even the pre-ritual alienist. Post-ritual alienists inspire dread and a strong feeling of not rightness among normal humans; even other Freaks are unnerved by them. If the alienist becomes an eldritch abomination they have the same affect on normal humans as any other abomination; namely gibbering terror and sanity loss. Other Freaks aren’t as affected but they still feel a very real sense of fear when confronted with one of these.
Luck Leech (2)
You wake up as a luck leech. Your day seems to be going rather well, first you found that money on the ground, and such a large amount of it! Then at work your boss gives you a raise and you get that special assignment you’ve been wanting. Good things keep happening to you, great things in fact. But this doesn’t come at no cost, for you are leeching the luck out of those near you. For every good thing that happens to you something bad happens to them. At first these things are small and sub-conscious, but over time you can start to control whether or not this happens and who it happens to. The intensity of the luck leeched can also be controlled by you. You also notice that whoever you leech must be within eye-sight. When leeching luck from another Freak the effects are diminished to 25% of normal. Your greatest powers are to eventually be able to ‘store up’ luck from those you drain so it isn’t used right away and even give your stored up luck to another of your choosing.
Game-Boy (3)
You wake up as a game-boy. Life now works for you like it does for people in video games. To be more precise, you gain power by leveling up and you do that by gaining experience points from significant events. An example of a significant event would be overcoming a personal struggle or winning a challenging fight. You also have a life meter, when that goes down to zero you die. You can do things that would be impossible for normal humans; you can jump really high and fight very well. Additionally each level you gain improves your stats. At the highest level you could have the strength of 10 men and are as durable as a man made of concrete. You can also gain 1-ups which allow you to resurrect if your life meter runs out. As a beginning game-boy you’re just a slightly better, stronger, and tougher fighter than you were before. You are the most combat oriented Freak to exist, but also don’t gain any other special abilities besides strength, durability, and general fighting skills.
Time Twister (4)
You wake up as a time twister. Sometime during the day you say something you wish you could take back, and for once your wish comes true. You find yourself suddenly back a few seconds, right before you said what you said. As you ponder this you will yourself back again, and through trial and error you discover that it is not your body that goes back, but your mind. Your present mind overrides the one of your past, and you have full awareness of what will come. At first you can only go back a few seconds, but as you practice you find that the length of the continuously increases. At your most powerful, you can go back up to 12 hours into the past. There is one rule to this though; once you use the gift it has a recharge time of exactly the amount of time you went back before you can use it again. For example, if you go back 5 seconds, there is at least a 5 second recharge time before you can use your gift again. You can also bring back others in time with you of you touch them, but for each person you bring back you decrease the unit of time you can go back. If you go back the maximum 12 hours and allow another to join you in travelling to the past, between the both of you the amount of time you can go back is 6 hours.
Animator (5)
You wake up as an animator. You discover that you can bring certain inanimate objects to life. You have a compulsion to make a little clay man and when you are finished you bring it to life. You tell it to go grab you the cup of coffee on the counter and it waddles off to bring it to you; soon after it crumbles to a loose pile of dirt. To begin with you can animate clay, dirt, and small piles of rock for short periods of time. You can shape them as you please and when you animate them they’ll gain some properties of life. Eventually you’ll gain the ability to create complex automatons and give them a powerful pseudo life and complete loyalty to your commands. These more advanced animations will last indefinitely until destroyed or worn out by use. You can learn to make larger more complex clay and dirt automatons, as well as even starting to work with rocks. Molding plastic and metal creatures to obey your commands is the next step, and your greatest achievement will be to graft actual flesh onto your pseudo life given creations. The automatons are not sentient, but they do have a limited self awareness and the most advanced ones intelligence could be equated to an AI that was ‘aware’ of itself and the environment around it but not sentient.
Transporter (6)
You wake up as a transporter. On your way to a place you wish you could get there faster and suddenly you arrive. No one is looking so you weren’t observed. You experiment and discover that you can teleport from your current location to anywhere you’ve been before up to a mile away. Once used you have to wait 24 hours before you can teleport again. At your maximum power you can teleport from wherever you are to anyplace you have clearly in your mind’s eye and you can do this once an hour. When you teleport momentum is not carried over so if you teleport while falling you will reappear as if you weren’t moving when you initially teleported. You can bring things with you but only what you have on your person, such as clothes, jewelry, or anything in your hands not touching the ground.