There is a place where flesh is traded, where living blood is coin, where fresh organs torn from living bodies fill vaults instead of precious jewels and sacks of gold. In some ways, this makes more sense, as rich or poor alike, we all need blood and bone to live. This is the Flesh Market, a place where monsters, murderers, physicians, magi and countless stranger folk congregate to buy and sell living tissue. It is a place of ill repute, only frequented by those who have great need or low scruples. Yet despite this, it survives, for many have need of it's services, from the great and mighty to the lowly and desperate.
1- Closely Guarded. Few know of the Market except for an exclusive clientele. Expect pass-words, secret handshakes and meetings in abandoned warehouses and closed parlors.
2- Secret. The Market is concealed, but there are plenty who know about it. They just won't tell you, unless they have to. It's need to know and you don't need to know.
3- Badly Kept. It is a secret, but a fairly well known one. A little investigation will turn up hints of such a place.
4- Worst Kept. The Market is secret, but a tiny amount of research will easily reveal all the details.
5- Blind Eye. The Market exists all-but openly, but the authorities and those who disapprove turn a blind eye and pretend it doesn't.
6- Public. The Market is public, well-known and easily accessible.
1- A vast street fair full of booths where vendors hawk their wares, still-beating hearts and wriggling intestines hung up on hooks or concealed in cases of glass. Get a candy apple while you wait to be sliced open.
2- A huge, lavish mansion with comfortable rooms to rest and recover in, beautiful gardens for physical therapy and an attentive and discreet staff.
3- A clean, bright building with minimalist decoration. Everything is white and bright and chrome, with soothing music and art of beautiful people enjoying their new organs and tissues.
4- A disgusting hospital where everything is caked in filth and the air is heavy with the stink of disease. The doctors and attendants wear flayed skin and seem to take a malicious glee in frightening their patients, though they would deny such crass allegations.
1- Favors and services rendered in the future, ensured by binding magical contract through the diabolic lawyers kept on retainer.
2- Memories, secrets and knowledge, whispered into globes of glass and forgotten by the one who traded them.
3- Power of the magical variety. A magical being can trade some of his strength if he can't afford to pay any other way.
4- Works of art, rare, precious, especially beautiful or ugly, as long as the merchant will accept them.
Rarity: Items are on a scale of Common, Uncommon, Rare, Very Rare and Legendary. The more rare something is, the less likely the Market is to have any of that item at a time.
Price: How much something costs. The scale for how much something costs is Low, Moderate, Expensive, Ruinous.
Rejection Chance: Even if you get it successfully implanted, there is a chance that your body refuses to accept the transplant and violently rejects it. This is that chance. Roll 1d20 and make a CON check. If you roll under that amount, then the organ is rejected, but if you roll above it, the organ is accepted.
Eyes:
Human
Rarity: Common
Price: Low
Rejection Chance: 2-in-20
Effect: Causes you to regain sight. Has a 50% of giving you +1 COG from improved vision.
Lose an eye? Going blind? Just get a replacement for a modest fee.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You begin to hallucinate, seeing things that the previous owner of this eye used to see.
5- You begin to suffer from vivid dreams, full of memories from the eye's previous owner. You have a chance of being unable to gain any benefit from a long rest, as you spent the whole night being tormented by dreams.
6- You begin to sleep-walk, as some of the eye's previous owner still remains within it. Each night you have a 20% of sleep-walking and when you do, you will attempt to do something that the previous owner of the eye used to do frequently.
Magi
Rarity: Uncommon to Very Rare
Price: Low to Expensive
Rejection Chance: 4-in-20
Effect: Has a chance of granting the one who has it implanted the ability to cast spells. Eyes taken from weak or inexperienced Magi have a lower chance (Ex: 20%), while those taken from more powerful Magi have a greater chance (Ex: 50%). Regardless of whether it grants the ability to cast spells, all Magi eyes give the ability to see the flows of magic and tell if something is magical as well as sense the presence of Magi and magical creatures within a close radius. When viewed through this eye, Magi seem to have a halo of magic around them and the same applies to naturally magical creatures, even if they are disguising themselves.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- The creature, when agitated, produces one of the following 1d4 [1= A bright halo around themselves; 2= Glowing orbs of light; 3= Strong scents drawn from the creature's memories; 4= Tiny, imaginary animals such as multi-colored toads in the soup or miniscule dragons in the cupboards.]
5- The creature begins to mutate- each day the transplant remains, the creature has a 50% of developing a new mutation. These mutations come in slowly, developing over time. Ex: It might start with one tentacle replacing a nipple before their entire chest is covered in a living forest of flesh.
6- The creature begins to burn from the uncontrolled mana flowing through it. Until the transplant is removed, the creature gains +1 HP per day the transplant is in. When the creature has gained 1/3 of his previous HP, he gains the ability to start fires the size of a lantern by staring hard and concentrating. When the creature has gained 2/3 of his original HP, he gains the ability to levitate up to 30' off the ground and move through the air at a speed of 10' per round. When the creature has gained double his original HP his body finally overloads and he explodes in a 6d6 explosion, save for half.
Elf
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 6-in-20
Effect: Elf eyes grant superb night vision, allowing the one who has it implanted the ability to see in low light as if it was bright light. It also grants the ability to see invisible creatures or through some illusions, depending on the strength of the Elf it was taken from.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- The creature loses the ability to lie.
5- The creature cannot abide the touch of iron- touching iron causes him to take 1 damage and iron weapons do +1 damage to him. It is also extremely painful. Even the presence of too much iron gives the creature a migraine.
6- The creature over the next 1d20+3 days first loses the ability to lie, then touch iron without causing himself pain, then wear clothes, then make any sense at all. Then he will reject his name and transform into one of the Folk and disappear into the wilderness, never to be seen again.
Dwarf
Rarity: Common to Uncommon
Price: Low
Rejection Chance: 10-in-20
Effect: Dwarf eyes are not soft tissue, but instead organic crystals that naturally grow in the sockets of that elder race. This makes them problematic to implant. However, if the operation is success than the creature who gains one gains the ability to see metal. Creatures will appear like ghosts full of glowing motes while solid metal or plated metal objects will glow brightly to your eyes.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- The eye's crystals continue to grow, causing spikes of crystals to grow into the creature's face. The creature takes 1d4 damage per day and this damage cannot be healed unless the face is cut open and the crystal cut away.
5- The creature becomes disgusted by normal food and only wishes to eat metal. Despite this, he gains no nutritional benefit from metal, nor can he digest it like a Dwarf could.
6- The creature begins slowly petrifying, taking 1 CON damage per day as he slowly turns to stone. If reduced to 0 CON, the creature is turned to stone. If the transplant is removed, the parts of the creature's body that petrified will remain stone.
Crow
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (if of an Avian Race, 1-in-20)
Effect: Crows cannot lie, this is known, but they are often deceitful. These eyes give the creature they are implanted in the ability to see deception. When someone is lying, to your eyes a gauzy aura will appear around him, a halo of deceit.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You lose your ability to lie.
5- You attract Crows. Crows will become fascinated and irritated by your presence and will constantly harass you for favors, gifts or entertainment. If you refuse, they will make your life extremely annoying. If you start killing them, they will swear eternal vengeance against you.
6- Feathers begin erupting from your skin. Your lips become black, then hard. Your clothes fall apart and are replaced by a grey dress (if a girl) or a long grey tunic (if a boy). After 1d12 days, you explode and transform into a Murder of Crows. This may look like death, but it is not. You are still alive, your soul has just been scattered across 1d20*10 Crows. If all the crows could be brought back to one place, your soul could be reconstituted and you might live again.
Raven
Rarity: Uncommon
Price: Low to Moderate
Rejection Chance: 5-in-20 (if of an Avian Race, 1-in-20)
Effect: Ravens have the ability to see the future. These eyes will grant you the ability to see the future. 1/Day, per eye, you can peer into the future to see the outcome of an event. You do this by asking the Referee a question and making a COG (or INT) save. On a failed save, you receive a blurry, symbolic or unclear vision. If you pass, you receive a clear answer to your question, though it should be noted that no vision is guaranteed to come true.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Whenever you receive a vision from the future, you have an epileptic fit for 1 minute. You also have a 2-in-6 chance of receiving a random vision of the future each day.
5- You always see the future. Always. You cannot touch someone without knowing their entire life from that minute onwards. You can see your own future, constantly shifting. You have -4 to all Attack and Defense rolls, but gain advantage on any non-combat ability checks as long as you have at least 1 minute to concentrate.
6- You receive a vision of the future, the furthest, farthest, darkest future. You then see your choice- if you reveal this future, that will make it more likely to come true. Or you can blind yourself to prevent that future from ever coming to pass. However, you know that no matter what you do, that darkest future will still always be possible. No matter what.
Dragon
Rarity: Rare to Legendary
Price: Expensive to Ruinous
Rejection Chance: X-in-20, where X is the Dragon's HD/Level/SHP (if of a Reptilian Race, you have advantage on this roll)
Effect: You can, for 1 minute per day per eye, activate your Dragon Vision. When Dragon Vision is active, you can see in darkness, see through illusions, see invisible creatures and if you stare at a Mammalian creature (free action on your turn, 1/Round only), that creature must save or be frozen in place until attacked, charged or otherwise threatened.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop an insatiable greed. The referee should select one possession or type of possession that the creature possesses. He becomes obsessed with that type of object and desires to acquire more of them, to hoard them and display them for all to see and be astounded by.
5- A flame ignites in your blood. Your blood is now flammable and bursts into flames when it comes into contact with air. When you are out of FS and have taken HP damage (Grit and Flesh, basically), you take 1d4 fire damage a round.
6- You must save. On a failed save, you are possessed by the soul of the Dragon whose eye now rests inside your head. Even if you pass, the Dragon's soul will still be tethered to yours and should you ever display a moment of weakness, it will try to seize your body again.
|
by wazabi34 |
Arms:
Human
Rarity: Common
Price: Low
Rejection Chance: 2-in-20
Effect: It works just like your old arm, before your old one got crippled, or broken, or ripped off. Fabulous!
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- When not paying attention, your new arm will do things it's previous owner often did, as long as it has the tools. Ex: If you got an artist's arm, it will attempt to sketch.
5- You begin to suffer from vivid dreams, full of memories from the arm's previous owner. You have a chance of being unable to gain any benefit from a long rest, as you spent the whole night being tormented by dreams.
6- You begin to sleep-walk, as some of the arm's previous owner still remains within it. Each night you have a 20% of sleep-walking and when you do, you will attempt to do something that the previous owner of the arm used to do frequently.
Tentacle
Rarity: Common to Uncommon
Price: Low to Moderate
Rejection Chance: 4-in-20 (2-in-20 if your race naturally has tentacles)
Effect: Gain a new arm that has a reach of 10'. You have advantage on grapple checks made with your tentacle arm and can do things with it that would require two ordinary hands such as opening a jar. Also, your tentacle arm has no bones in it, so it can squeeze into spaces an ordinary hand never could.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You have a lot of difficulty controlling your new tentacle. Your DEX is considered halved when you make checks or saved based on your tentacle arm. This goes away after 1d6 years, as that's about as long as it will take for you to learn how to use it.
5- You develop a hatred for crustaceans and the feeling is mutual. If ever fighting a Crustacean (Lobster, Crab, Mimic, etc), it must make a Mor check or attack you in a blind rage. Intelligent Crustaceans get advantage on this check.
6- Your limbs start transforming. Within 1d8 days, one of your limbs becomes a tentacle. Then, after the same interval has passed, another one of your limbs transforms. Then another. When you lose all your limbs, you lose all your bones. You will continue to change until you become a giant (man-sized) octopus. You will retain your human intelligence until the transformation is complete, at which point you will gain the superior and alien intelligence of an octopus. You will then only be concerned with octopus things- like eating shellfish, mating and escaping from the planet's gravity well. Additionally, regardless of what "you" do next, remember that no matter how intelligent they are, octopuses cannot breathe air and will suffocate outside of water.
Giant Crab/Lobster Claw
Rarity: Uncommon to Rare
Price: Low
Rejection Chance: 6-in-20 (2-in-20 if you are of a Crustacean race or naturally have pincers)
Effect: You gain a giant pincher. You can make a natural weapon attack with this hand that does 1d6+Atk damage and can automatically grapple an opponent on a hit.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Your pincher needs to be kept wet or immersed in water for at least 1 hour a day, or it will start to die.
5- You gain the ability to breathe underwater, but your lungs are weakened. You must spend at least 1 hour a day underwater or you will take 1 CON damage an hour until you immerse yourself in water or hit 0 CON, at which point you die.
6- Your skin starts to transform into hard shell, forming a natural exoskeleton. You lose the ability to wear armor, but have natural armor equal to your CON+STR modifiers. However, you must immerse yourself in wate for at least 1 hour a day or you armor will start to degrade and fall off, exposing your innards, as you don't have skin anymore.
Orc
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (10-in-20 if not from a Mammalian race)
Effect: You gain an arm of one of the great enemies of civilization. You gain +1 STR and do +1 damage with one-handed weapons, using that weapon. Your arm is also perpetually greenish and will attract strange looks at minimum.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a taste for blood. When attacked or in danger of being attacked, you must succeed on a COG save or immediately try to attack your enemies.
5- Whenever you are creating a work of art or civilization, or doing something to improve the world and advance Order, you must save. On a failed save, your arm will go rogue and try to smash that work to bits or otherwise ruin it.
6- You begin to have dreams where the bloody-handed Gods of the Orc race speak to you, promising power in exchange for blood and souls. Even if you ignore these whispers, you will never be free of them. And their offers are legitimate- always there, always speaking to you.
Troll
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 8-in-20
Effect: You gain +1 STR and enhanced healing ability. Every time you take a long rest and recover HP, roll twice and take the better result.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You become ravenously hungry. You need double the amount of food a normal creature of your size would or you can gain no benefit from eating or resting.
5- You become an obligate carnivore. You can only meat. All other food will only make you sick.
6- Your skin starts to turn green and each day you lose 1 point of STR. If this ever reduces you to 0 STR, you are assimilated and taken over. The Troll who's arm you took is reborn through your flesh. Removing the transplanted limb will end this effect.
Skeleton
Rarity: Uncommon to Rare
Price: Moderate to Expensive
Rejection Chance: 5-in-20
Effect: Your arm is replaced by an Undead limb. This arm does not feel pain nor get sore or tired. Also, if people see this limb, just know they will assume the worst and call the priests or inquisitors, or simply round up an angry mob to kill the obvious cultist/necromancer.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You lose 1 point of DEX as your new limb has no skin, which makes it much harder to grab and hold things.
5- Your limb is a vector for astral infection- you have disadvantage on saves against disease and have a vulnerability to necrotic damage.
6- Your limb starts poisoning you. You take 1 DEX damage per day and this damage cannot be healed or reversed until the arm is removed. This will not kill you though- it will only reduce your DEX to 3 and then stop.
Hands:
Claws
Rarity: Common
Price: Low
Rejection Chance: 2-in-20 (1-in-20 if your race naturally has claws)
Effect: You can make a natural weapon attack that does 1d6+Atk damage. You also have advantage on any climb check made on a surface that your claws can pierce. You can also get retractable claws for a bit of extra money.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a compulsion to flex your claws. When presented with a soft surface, such as a couch or curtain, you must resist the urge to pierce it with your claws.
5- You develop a taste for the prey of the species that the previous owners of these claws used to eat. Ex: If the claws came from a tiger, you develop a great love for venison.
6- You cannot use a bow anymore, as your claws are so sharp they keep slicing through the bow-string.
Webbed Fingers
Rarity: Common
Price: Low
Rejection Chance: 2-in-20 (1-in-20 if your race naturally has webbed fingers)
Effect: You gain a swimming speed equal to your walking speed.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Patches of scales start to form all over your body. This will disfigure you and make you look like a weird mutant.
5- You develop an obsession with swimming and being underwater. Whenever given the chance to swim or go underwater, you must resist the urge to fling yourself in.
6- You can now only eat plants and animals that come from the sea or another body of water. Food from the land causes you to become violently ill.
Gecko Pads
Rarity: Common
Price: Low
Rejection Chance: 4-in-20 (1-in-20 if you are from an Amphibian or Reptilian race)
Effect: You gain the ability to stick to sheer surfaces with your fingers. You have advantage on all climb checks, as long as the surface isn't wet, very slippery or potentially hazardous to climb in other ways.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a long, stretchy tongue. This makes it much harder to talk and reduces your CHA by -1d3.
5- You develop a craving for insects. When given the chance to eat or hunt them, you must resist the urge.
6- Your sex will begin to change depending on your circumstances. If surrounded by a large number of males, you will gradually transition to female over a period of 1d3 weeks. If you are surrounded by females, you will gradually become male over the same period. If in a relatively equal group, you will remain the same.
Finger Stinger
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 5-in-20
Effect: You gain a poisonous stinger either attached to your wrist or replacing one of your fingers. The rarity and price depends on the type of venom you wish the stinger to produce, see the table below for more information. Regardless of danger, the stinger can be used X/day, where X is your CON modifier (min 1).
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You require more food, eating double the amount of food a normal creature of your size would require. Making venom is taxing on the body.
5- You become cold-blooded. Emotional appeals weigh lightly on you and find them tedious most of the time. When you do something unpleasant, violent or distasteful, Save. On a successful save, you feel nothing, no guilt nor shame nor distress.
6- The venom in your glands leaks into the rest of your body. You are immediately exposed to this new venom and are not immune. You immediately suffer the effects. This has a 5-in-20 chance of having every week until the stinger is removed or corrective surgery is done.
Legs:
Giant Frog
Rarity: Uncommon
Price: Moderate
Rejection Chance: 6-in-20 (2-in-20 if from an Amphibian race)
Effect: Grants you the ability to jump up to [10*STR modifier]' vertically or up to twice that distance horizontally.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Your skin turns green and all your hair falls out. You need to keep your skin moist or it will dry out and you will take 1 damage per hour until you moisten your skin.
5- You have difficulty going to sleep. Each night, you must save to fall asleep. If you fail to do so, you will stay up all night instead of sleeping. Your need for sleep remains the same.
6- You develop a secondary set of sex organs, if male, or experience some sharp pains near your genitals if female. You now lay unfertilized eggs once a month. This will attract Giant Frogs and other large Amphibians who will see you as a potential mate, if male, or competition, if female.
Goat Legs
Rarity: Common
Price: Low to Moderate
Rejection Chance: 5-in-20 (2-in-20 if from a Mammalian race)
Effect: You gain the ability to climb incredibly well, your hooves able to carefully balance on all but the narrowest of ledges. You can walk up any non-vertical cliff and have advantage on any climb check where your hooves can find a good grip.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You grow horns from your head. You can no longer wear ordinary helmets.
5- You become an obligate herbivore. You can only eat plants, including grains, fruits and vegetables. And unless you eat large quantities of fresh vegetables, you will lose 1d4+1 points of STR over an equivalent number of weeks.
6- If male, your genitals reshape themselves to become more like a goat's. If female, you grow a male member. Regardless of original sex, you become intensely and easily aroused. When faced with a woman who is within her child-bearing years you must save to resist hitting on her or otherwise behaving in a highly inappropriate manner.
Giant Snake
Rarity: Rare
Price: Moderate to Expensive
Rejection Chance: 8-in-20 (4-in-20 if from a Reptilian race)
Effect: You replace your lower limbs with a massive serpent's tail. You can now easily climb up any surface you could wrap your coils around, gaining advantage on any such roll. You also may make a Tail or grapple check on your turn as a bonus action. A Tail attack does 1d8+Atk damage and grapple checks are normal. However, you do get a -2 penalty to Defense rolls, as you aren't used to protecting such a long body. Also, you will forever be regarded as a freak by ordinary people and will never go unnoticed again. Also, people in more superstitious places might regard you as a demon or monster and try to kill you.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a taste for human flesh. When faced with the chance to eat it, you must save to resist.
5- You lose touch with your humanity. You lose 1d4 points of CHA and must struggle to come off as personable or non-scary to ordinary folk.
6- You hear the whispers of the ancient Gods of the Snakemen in your dreams. They promise you great magical power, ancient technologies and lost knowledge. All you have to do is one small favor for them. They'll even help you, so it's that much easier. Surely that's fine right? Just one, little favor, how bad could it be?
Body:
Ape-King's Heart
Rarity: Rare
Price: Expensive
Rejection Chance: 8-in-20 (4-in-20 if of a Simian race)
Effect: You gain +1 CON and X/Day, where X is your CON modifier, you can empower your body and increase your strength, adding +2 damage to your attacks on a hit for 1 minute. You also reduce damage taken by -2 for the duration. However, after exerting such energy you must rest for at least 10 minutes and until you have, you make all Atk and Defense rolls at disadvantage.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
Ghoul Guts
Rarity: Uncommon
Price: Low
Rejection Chance: 10-in-20
Effect: You can eat carrion, rotting meat and other toxic foods without injury. You become immune to non-magical poisons that are ingested and negative effects from eating toxic, rotten or spoiled substances. You also gain advantage on any save against disease based on something you ate.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a taste for human flesh (or the flesh of your own species. When given the chance to partake of such meat, you must save to resist.
5- You start to resemble an Undead. Your flesh becomes cold and clammy, your skin pales till you are ghostly white and you frighten people. No one who did not know you before will trust you, unless given very good reason to do so, and when trouble strikes, you will be assumed to be the one responsible. The peasants will gossip that you are a cannibal, murderer, cultists, witch or some other unpleasant thing.
6- You gain a sensitivity to sunlight. When in sunlight, you have -2 to all Atk and Defense rolls, as well as to all ability checks. You also have disadvantage on any roll based on sight or visual perception, as the light hurts your eyes.
Orc Glands
Rarity: Common
Price: Low
Rejection Chance: 6-in-20
Effect: These give you the ability to engage an Orc's battle fury. You can enter this battle fury X/Day, where X is your CON modifier. When in battle fury, you get +2 to Atk and Defense rolls as well as +2 to damage. However, you do not know how much damage you take- for the duration of your battle fury, the Referee tracks your HP. You automatically end a battle fury when you defeat all available enemies. Alternatively, you can end a state of battle fury by passing a COG save. You automatically get to make a save if you suffer a Horrible Wound, see a friend fall or something truly terrible happens.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You start to lose your tactile senses. You derive little pleasure from touch and can no longer benefit from luxurious or comfortable living conditions for the purposes of healing and recovering HP.
5- Whenever a combat situation occurs, you must save to resist using your battle-fury. If you fail the save, you will immediately activate it.
6- You feel dead and numb when not in the throes of battle-fury. Every other feeling comes off as fake and hollow to you, play-acting instead of the real thing. Whenever you have the chance to fight something, you must save to resist the urge to do so. Note that this won't make you evil overnight, but you will start having the urge to escalate any conflict you can into violence, based on whatever tortured logic you can dream up.
Troll Liver
Rarity: Rare
Price: Expensive
Rejection Chance: 10-in-20
Effect: You gain the ability to regenerate. Whenever you eat meat or something high in protein you regain 1d6+X HP, where X is your CON modifier. For the purposes of this roll, negative modifiers do not apply, if you have one, just use the flat d6 roll.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You constantly regenerate, regaining 1 HP per round until at full HP. This also means you are constantly hungry. If you are below your maximum HP, you must save or consume food. If you are below half HP, you have disadvantage on this save.
5- You gain the ability to regrow limbs. However, they are distinctly greenish and full of thickly knotted muscle. Over the next 1d3 weeks, you start to transform into a Troll. If the transplant is not removed or some other solution not devised, you will transform into a troll and vanish in search of more food.
6- Some part of the Troll refused to die. It regenerates inside you. You feel first a mild discomfort, then pain, which sharpens until it becomes excruciating. Finally, 1d6 hours after the transplant, a fetal troll tears it's way out of your chest. Save or die. Also, if you succeed, you will still be missing a liver and in need of immediate medical care of the most potent variety or you will die in agony.
Tail
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 4-in-20
Effect: You gain a tail. The specific effect of each tail can be found on the table below.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You develop a craving for a kind of food that the creature who's tail you are using used to belong to. When faced with this food, you must save or immediately try to eat it.
5- Your tail does not obey your will entirely and betrays your emotions like a dog's, revealing your inner state to anyone watching it.
6- You lose the ability to walk around on two legs and can only move on hands and knees. This state remains as long as the transplant is attached or some other cure is found.
Misc:
Gills
Rarity: Common
Price: Low
Rejection Chance: 5-in-20 (2-in-20 if of an Amphibian or Reptilian race)
Effect: You gain the ability to breathe underwater.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- When stressed, you try to breathe your gills instead of your mouth. This causes you to begin suffocating until you can calm down.
5- Your gills dry out when not kept damp. If not regularly wetted down, your gills will die and then start doing damage to your body, causing you to take 1 necrotic damage per round and being unable to recover HP until they are removed.
6- You lose the ability to breathe air. Hopefully you are near water, as you will rapidly begin to suffocate on land.
Mammoth Hide
Rarity: Uncommon
Price: Expensive
Rejection Chance: 12-in-20
Effect: You replace your skin with mammoth hide. This gives you +1 CON, +1 Armor naturally and +1d4 FS at base. This effect also stacks with any armor you wear.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- You gain a craving for grass, foliage and vegetation. Other foods disgust you. You must save to eat anything other than vegetables or plants, fresh ones being preferred over others.
5- You become irritable and quick to anger. When angered, you must save or fly into a homicidal rage and attack the source of your frustration.
6- You begin suffering phantom skin pain. You feel as if your skin has been cut off (true) and not been replaced (false). You are stricken by constant pain. You act last in initiative and have disadvantage on all ability checks outside of combat.
Blood Replacement
Rarity: Varies, see below
Price: Varies, see below
Rejection Chance: 10-in-20
Effect: You replace your blood with a similar substance that can still perform the same effect but adds something else. The specific effect of liquid can be found on the table below.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Your body has a violent reaction to your new blood. You must save or become violently ill. While ill, you have disadvantage on all rolls and gain half the normal benefit from rests. With treatment, your body may be able to adjust. Each day, make a CON save. If you pass three CON saves, your body adapts to the new fluid flowing through your veins. If you fail three saves first however, your body begins to die, taking 1d6 CON damage per day.
5- You must save. On a failure, you are possessed by the creature who used to own this blood.
6- Your body cannot process the excess magical energy in this new liquid and it violently erupts out of your body. Save or die. On a failed save, your explode in a shower of gore and bone fragments. On a success, reduce all your stats by 2d6 and if anyone casts a spell on you, it has a 50% of having a doubled effect.
Extra Arms
Rarity: Varies, see above
Price: Varies, see above
Rejection Chance: (6+X)-in-20 (X equals the number of arms added)
Effect: You gain a number of extra arms. For each arm you add, increase your STR by +1. You can also hold one additional item per arm you get. However, for each new arm you add, you must learn to control these arms. Each arm requires 1d20-X days to learn to control, where X is your COG modifier.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- It takes longer than expected to learn how to control your new limbs. Instead of 1d20-X days, it takes 1d3 weeks per arm.
5- Your new limbs don't fully obey you. When given the chance to do as their previous owner usually did, you must save to restrain them.
6- Your new limbs realize they are attached to something that isn't their body and attempt to rip themselves off. If they have access to sharp objects, they will attempt to cut each other off your body. If you attempt to stop them, they will attack you.
Quadrupedization
Rarity: Very Rare
Price: Expensive
Rejection Chance: 12-in-20
Effect: This is the transformation of a bipedal creature's lower body into a quadruped, making you a homemade centaur. The specific effect of each lower body is listed below.
Rejection Table:
1d6
1- The new organ fails to work immediately.
2- The new organ slowly fails over a period of 1d3 [1= 1d6 days; 2= 1d3 weeks; 3= 1 month].
3- The creature who had the new organ implanted becomes very ill, suffering from 1d6 [1= Nausea and Vomiting- the creature has disadvantage on Attack and Defense rolls until the transplant is removed; 2= Fever- the creature does -1d4 damage and has disadvantage on all ability checks until the transplant is removed; 3= Infection- the creatures catches another disease; 4= Shortness of Breath- the creature has his speed halved and disadvantage on any roll based on speed; 5= Exhaustion- the creature goes last in combat; 6= Damage to other organs- the creature takes 1 CON damage per day until the transplant is removed. If reduced to 0 CON, the creature dies.]
4- Your new limbs cause you to gain a fear for a creature that once preyed upon the donor's race. Ex: If you got horse legs, you fear Griffons and Dragons.
5- Your new limbs cause you to become connected to one of the Animal Kingdoms. The Spirits of that Kingdom will soon start to appear and demand things of you as their subject. Ex: If you got Lion legs, the King of Cats may appear to you and demand you help him retrieve his favorite ball of divine thread.
6- Your new limbs cause you to slowly, over a period of 1d6 days, transform into the type of animal who was the donor of the legs. You maintain your intelligence and mental attributes, but cannot do anything your new body could not do.
The Organ Trade:
The Organ Trade, or the Flesh-Trade, is dominated by extremely wealthy and powerful individuals known collectively as the Flesh-Traders. They are all generally amoral and petty individuals, consumed by the twin desires for profit and power. They are always looking for fresh organs and samples for their businesses. And while you likely won't deal directly with one of them at first, prove yourself and you might get to meet one of the Market's most powerful movers.
A few of this Ignominious Company:
1d6
1- Madam Murza. A huge, four-armed woman, she is known for dressing in veils and never revealing her face. It is said that no one has ever seen her eyes, or at least, seen them and lived to tell the tale. Besides organ trading, she also makes custom slave-girls for the rich and powerful, carefully manufacturing and training them to be absolutely obedient. She is also rumored to have some kind of connection to the Imperial Family, though she has never commented on this alleged fact. Secretly, she works for the Emperor as his Mistress of Espionage and has black-mail material on half the important, wealthy and powerful in the Empire. She knows everyone and everything. Nothing escapes her unseen eyes. Weakness: Murza is known for having an explosive temper. Those who fail her can expect a brutal verbal lashing at minimum, at best. Her servants and enemies both live in fear of her. She is easily goaded and insulted.
2- Jazor the Yellow. A man who was mostly dissolved in an Ooze, his brain, spine and some of his nerves somehow remained. Through the use of some ingenious magical spells and other unknown methods he was able to survive in this new state, using his mana to control the Ooze. He is able to manipulate it to form various shapes and strike at his foes or to take on a semblance of humanity. To better disguise his bizarre state, he often clads his slime-body in waterproof cloth and fits a mask over the face to fit in better among regular humans. However, when in his own spaces, he prefers to flaunt his bizarre form and revel in the reactions of outsiders. Besides organ-trading, he also traffics in potent magical drugs and rare elixirs, useful for medical treatment, body modification or magical research. He is also known for throwing lavish and debaucherous parties. He modified his slime body long ago so that it is not acidic, so he could still enjoy the pleasures of the flesh, though he has grown stranger and more depraved than ever thanks to the changes to his body. Weakness: Secretly, Jazor is slowly dying. The protections that once bound his soul to the remnant of his body are failing and no Sage or Magi that he has consulted has been able to slow the decay. Jazor is terrified of dying and would do anything to continue existing, as long as it didn't cost him everything.
3- The Triplets of Yi Faa. Three foreign looking men, all who look identical and dress exactly the same. They seem to operate as if they all shared one mind and seem to be able to share thoughts without having to speak. They only ever refer to each other as "Brother" and never use names. When they must use a name, they prefer to be addressed as Mr. Pwong [pe-Yong]. This can be used to refer to all of them and none of them have ever expressed a desire for another name. When questioned about this fact, they refer vaguely to "religious vows" and say nothing further. They are rumored to be part of some sort of bizarre cult that they devote all their time and energy to, as they never spend any of their vast wealth on extravagances or luxuries. Besides the organ-trade, they also train slaves, making even the most intractable slave perfectly obedient, if a tad dull-witted. They also help produce large numbers of extremely obedient, if inflexible and slow-witted, slave soldiers. Weakness: Secretly, the Triplets are the mind-slaves of a Mind-Flayer, who uses them as Agents and mouth-pieces to exact it's own sinister agenda.
4- The Princess Cult. A group of men who revere 'The Princess', a beautiful woman with blonde hair that dwells in a coffin of clear crystal. They all claim the Princess is still alive, but there are doubts to this fact. They are believed to worship the Princess, who they say will one day rise from her sleep to bestow them with great rewards for their faithful service. Opinion is divided on what is actually going on, as no one outside their cult has ever "spoken" or communicated with the Princess. There are many unkind jokes at their expense. Besides organs, they also trade in information, especially in magical knowledge, which they will pay highly for. In negotiations they are represented by Elder Han, a middle-aged Magi who is believed to lead the cult. Rumor also paints him as a power-hungry manipulator who has somehow convinced these poor saps that the Princess is something other than a beautiful corpse in a box. Secretly, the Princess is actually a failed attempt at Lichdom, a powerful Maga who trapped herself in her own body when she snipped away too many essential things in her quest to become immortal. Though preserved, she has been trapped in a comatose body since then, unable to move. She can use a tiny amount of magic, which she uses to communicate with her cultists through dreams and visions. She wishes, above all, to restore her body's function and to live again. Weakness: They Cult will defend the Princess to the death. No sacrifice is too great for her.
5- Aza the Infinite. A rumored shape-shifter, flesh-crafter, Magi or some combination of all three, Aza never looks the same. It sheds appearances like clothing, taking on a new and radical form each time. Aza can look like anything from a living fertility idol, massively pregnant with swollen breasts, to a small boy with cornflower blue eyes and white-blonde hair. Aza has a great love for art and is known to collect portraits of especially beautiful, ugly or interesting people. All of Aza's attendants are known to wear masks and shapeless robes, making them all look identical, so none of them can detract from Aza's magnificence. Aza is also known for it's love of theatrics, both in terms of dramatic displays and the actual theatre itself. It is fascinated by performance. Besides organs, Aza trades in fine art, paintings, sculpture and other beautiful works, especially those that depict the human form. Secretly, Aza is actually not one, but many. "Aza" is a character, created by a group of Doppelgangers. One of them will play Aza while the rest play the servants, but there is no real "Aza". Weakness: The Doppelgangers create "Aza's" actions and motivations through the observation of others. Generally they mix and match, but careful observation of the servants will reveal how they steal bits and pieces from those near them to create Aza's next character.
6- Doktor Ormantu. A Fleshcarver and worker of meat and bone, Ormantu was once known for his genius, creating beautiful living works of art. His 'Tapestries' were awesome to see and in great demand. However, when his beloved wife fell ill, he abandoned his art to spend all of his time trying to cure her. The problem was that her issue was not of the flesh, but the mind. Physically she is the healthiest woman to ever live, but mentally, her mind is trapped. She needs constant supervision, as well as someone to feed, clothe, bathe and care for her in all ways. Ormantu has been obsessed with trying to find a cure for her for years, though after all this time, even he is starting to lose hope. Besides organs, he still practices Fleshcarving, though only for commission these days. Secretly, he hates his work. He wanted to use his gifts to heal and bring joy to others and instead he has been reduced to this cruel and barbarous life. Weakness: Ormantu loves his wife and would do anything to cure her. He has tried just about everything and every year, he only grows more desperate and more despondent.
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Special Orders:
If you develop a good relationship with any of the Flesh-Traders, one of them might be willing to commission you to retrieve a rare organ for a pricey reward. Custom orders are rare but they always come from those willing to pay top dollar.
1d10
1- A Young Dragon's heart, from a specimen no older than ten years of age. This is considered the end of childhood or the start of adolescence for Dragons- at this age they are anywhere from the size of a pony to a large bear. And yes, they are almost always under the care and supervision of at least one parent at this age.
2- An Artist's Brain. It must be from someone young, artistically talented and preferably famous.
3- A Hellhound's Blood. The client would prefer a live hellhound so he can drain the blood himself, but this works too.
4- An Oni's skin. The client would prefer the skin of a Blue Oni, but he might accept another kind.
5- The arm of an Annis Hag. Will pay double if you bring two arms.
6- The stomach of a Great Wurm, the larger the better.
7- A Sphinx's Wings. A more powerful Sphinx would be preferred.
8- A Genie's Eyes. It doesn't matter what kind of Genie.
9- A Beholder's central eye.
10- A pair of kidneys from a small boy, perfectly healthy and fair of form. This order specifically requests that you bring him in alive, so extraction can be performed by the client.
Rewards:
The Flesh-Traders are generally fabulously wealthy or backed by those with more money than Gods. As such, they can pay handsomely for anything you bring them, though they are shrewd and will not buy sub-par merchandise. The best prices are always given to those with living subjects so the organ can be harvested at peak freshness, but if the organ is immediately harvested from the dead and preserved with magic, that is still good. Spoiled and rotten tissues will not be purchased, though diseased and sickly ones can, for a large discount.
However, besides money, there is much they can also offer you.
1d6
1- Political connections. Need to talk to the King, Archbishop or the Emperor? The Flesh-Trader either knows them or knows someone who knows him. You will have your invitation to the King's birthday party or an appointment to meet with the Grand Vizier within the week.
2- Advanced Medicine. The Flesh-Traders have access to the best doctors and fleshcarvers in the world. They can cure or fix just about any medical issue you might have.
3- Body modification. Want to look like someone else? Tired of being so ugly? Too obese? Not obese enough? Whatever your woes, the Flesh-Traders can arrange for it to be fixed to your heart's content.
4- Rejuvenation. Being old sucks and while the Flesh-Traders haven't figured out how to live forever (as far as you know), they can help to restore your vitality. Rejuvenation is a series of medical treatments that can make an eighty year old man move and feel like he did at twenty.
5- Rare services. Need a Diviner or an Oracle? What about a Master Wizard on a short notice? The Flesh-Trader can help you out. He/she/It knows a guy.
6- Magical Items. The Flesh-Traders have accepted plenty of these instead of money and they might be willing to part with one for a while.
The Magical Treasures of the Flesh-Traders:
1d6
1- The Fountain of Abroxia. A stone fountain that spews forth crystal clear water. When a coin is thrown into the fountain, the one who offered the coin can request one liquid. For the rest of the day, the fountain will spill forth that liquid instead. The fountain can produce almost any liquid, with the exception of super-powerful magical liquids, such as the breast milk of a Goddess (Referee's Discretion applies). No liquid the fountain produces can harm it and any liquid that is taken from the fountain will remain as it is. However, any liquid in the fountain will change back to water once the day is done. Note that the fountain is fixed in place and cannot be moved.
2- Pale Hope. A set of snow-white armor, trimmed with black. It is magical heavy armor that 3/Day, grants the user the ability to give themselves 60% magic resistance for 1 minute. It also grants the user resistance to necrotic and radiant damage.
3- Bonegrinder. A massive wheel of stone that can used a shield or a weapon. It can only be wielded by someone with a STR of 16 or greater, otherwise it is too heavy to lift. When used as a shield it grants +2 Armor and cannot be shattered. When used as a weapon it does 1d10+Atk damage, but the user has disadvantage on attacks against anyone with a higher DEX or speed than himself. 3/Day, the user can also force a creature within 30' to save. On a failed save, the user may break one of the bones in that creature's body. Failed saves do not use up charges.
4- Piety's Crown. A laurel wreath, made of golden leaves. When worn, concealed thorns drive themselves into the forehead of the wearer, fixing itself in place. The wearer gains +1 CHA and can manifest a glowing halo around himself that makes him look like an angelic being. He can also 3/Day, heal a creature for 1d8 HP or remove 1 Horrible Wound with a touch. Finally, he can, 3/Day, force an evil creature to save. On a failed save, that evil creature will be frightened of the Crown's wearer. However, Piety's Crown is an EGO weapon. If the wearer of Piety's Crown is not a just and noble person, then the Crown will punish them by depriving them of it's powers or inflicting pain on them. If the wearer does something truly incorrigible or irredeemable in the eyes of the Crown, it will dig it's thorns deeper into their head and pierce their brain. This is an immediate save or die. The Crown can also only be removed with it's consent- removing it by force prompts the wearer to make an immediate Save vs Death.
5- Eternity's Cauldron. A vast cauldron that, if filled with water and heated over a fire, will produce a thin, but tasty soup. This soup is enough to nourish someone for the entire day, though they can eat more. But the more ingredients are added to the soup the more potent it will become. A soup with 3 ingredients will restore 1d4 HP upon consuming it, while a soup with 6 ingredients will healing 1d6 HP upon consuming it. A soup with 9 ingredients will heal 1d8 HP and a soup with 12 ingredients will heal 1d10 HP upon consuming it. If a magical ingredient is added to the soup, all those who consume it have an X-in-10% chance of gaining one of the item's magical properties for 1 hour, where X is the quality of the soup. Ex: If the soup lets you roll a 1d6 than roll a d6 and use that as X. So if you roll a "4" than it is a 4-in-10 chance. The cauldron will only produce soup 1/Day and produces enough soup for 10 bowls at a time.
6- Amulet of Persuasion. An amulet that makes you look beautiful and lovely and grants the wearer the ability of 3/Day, to charm someone into being nice to the wearer and treating them like a potential object of affection. However, the amulet also makes the wearer vulnerable to Charm magic, granting disadvantage on any roll against such abilities.