Showing posts with label sweet loot. Show all posts
Showing posts with label sweet loot. Show all posts

Wednesday, October 23, 2024

OSR: Alchemy: The Great Work

I've written about Alchemy previous here and here.  This is an unofficial "part 3" to those.

by BryanSyme

There is a formula, a substance, a creation known by many names.  It is called the Antimonium, Ignis Filius, or the Divine Quintessence.  This is the crown jewel of alchemy, the Philosopher's Stone, the Great Work.  It is the mark of a true genius, the barrier that separates the talented from the truly Great.

The Philosopher's Stone is often misunderstood as an item that can transform base metals into gold.  This is not it's true purpose, this is the public facing reason for creating one, but this is an illusion designed to ward off the unworthy.  No, the Philosopher's Stone has a far greater purpose- to transform pale, feeble, mortal flesh into shining, incorruptible, immortal gold.  Those who consume the Philosopher's Stone become the gold they desired- they are destroyed and arise purified, demigods in a world of flesh.

The Creation of the Stone:

The process of creating a Philosopher's Stone is the most highly guarded secret in all of Alchemy, so while there is much speculation on how to do it and even many recipes, formulas or methods of how to do it, most do not produce the genuine article.

Stage 1: Nigrado

The first step in the manufacturing of the Philosopher's Stone is purification of the proper mixture through the Black Sun.  This process is called Nigrado, meaning "black" or "blackening". This creates a Nefera Stone.  

Nefera Stones are dissolution and anti-creation made physical.  They have the power to unmake objects or creatures.

Abilities:
- Each Nefera Stone starts with a number of Stone Points (SP) equal to 1d20+10.  
- By holding a Nefera Stone, a creature can invoke it's powers and fire a ray of energy from the stone.  The user must spend SP to achieve this result.  For each SP spent, the object acts as if it aged one year and takes 1d4+SP damage.  If the passage of time would cause the item to break down or degrade, it may take more damage or be more damaged, as per the Referee's Discretion.
- If a creature is targeted, the user must make a successful attack to attack a non-helpless creature.  Any creature hit must save.  The creature who fails the save takes 1d4+SP damage and ages X years, where X is equal to SP.  On a successful save, the creature takes half damage and does not age.   
- Each SP spent is expended and cannot be recovered.

What happens if you consume it?

You either die in agony, age till you become an old man and then die or dissolve into muck.  There is no good outcome here.  

Stage 2: Albedo

If the proper process is continued and no errors are made, the black Nefera stone will be fully purified and become an Albedo, or an Abal Stone.  Unlike the previous stone, this is a fountain of restoration.  Albedos are often misidentified by the uneducated or the ignorant as "panaceas", magical stones which if swallowed, can cure any disease.  This is not technically wrong, but it is a waste of an incredible tool on a basic problem.    

Abilities:

- Each Albedo Stone starts with a number of Stone Points (SP) equal to 1d12+10.
- By holding an Albedo, a creature can heal wounds, cure diseases and remove corruption.
- For each SP spent, the stone restores 1d4 HP.  A Horrible Wound can be removed by spending 1d4 SP.  A non-magical disease can be cured by spending 1d3+1 SP.  A magical disease can be cured by spending 4 SP.  A damaged body part or corruption of the flesh can be purged by spending a number of SP as determined by the Referee.
- Each SP spent is expended and cannot be recovered.

What happens if you consume it?

You are instantly restored to full HP.  All corruptions within your flesh are banished, all diseases cured, all ailments obliterated.  Any missing appendages regrow as if they were never lost and any prosthetics or transplanted organs are changed into your own flesh, identical to what you had before they were put in.  

Stage 3: Citrinitas

Further continuing the process of the Great Work, one will find that the Albedo gradually changes to a clear, yellowish color like that of jasper.  This is the next stage, referred to obliquely as "yellow".  These stones are often referred to as Citrite or Alchemical Gold.  These stones possess the "supreme" power of alchemy, the transmutation of lead into gold.  

Abilities:
- Each Citrite Stone starts with a number of Stone Points (SP) equal to 1d8+10.
- By holding a Citrite Stone, a creature can transmute one substance directly into another.  
- To do so, the creature must make a d20 roll based on a DC assigned by the Referee.  They must spend at least 1 SP to trigger this transmutation.
- For each SP spent, the user may add +X to his d20 roll.
- Each SP spent is expended and cannot be recovered.  

Guidelines for Transmutation:
- It is much easier to transmute a material into one that similar to itself, whether conceptually or literally.  For example, transmuting lead into gold is easier than turning water into glass.
- Transmuting a material into one of the 10 Essences is easier, especially if that Essence is related to that material.  
- Transmuting one of the 10 Essences into another of the Essences is extremely simple.
- The 10 Essences cannot be reduced further or broken down.  They are the basis of all Alchemy.

What happens if you consume it?

You will be transmuted into something random, probably something relating to humanity's alchemical nature, such as water or fire.  Either way, you die.

Stage 4: Rubedo

If you have reached this stage, you have achieved the culmination, the final climax.  As the colors change, the Black of Night is banished, the Wane light of the Moon is surrendered, the Golden Dawn bows down, for the Crimson Sun has risen.  The power of transcendence has been embodied in physical form.  The Great Work has been accomplished.

Abilities:
- Each Philosopher's Stone starts with a number of Stone Points (SP) equal to 1d6+10.
- It can perform any task a lesser Stone can (see above).  
- Each SP spent is expended and cannot be recovered.  

What happens if you consume it?

As long as the Stone remains within your body, you will not age, nor will you be able to be aged magically.  You can draw upon the power of the stone to protect yourself from diseases and to repair your body if it is damaged.  While you have a Philosopher's Stone within you, you can also resist corrupting influences or things that would alter your flesh.  

However, utilizing the power of the Stone will drain it of power until it eventually is entirely consumed.  When this happens, all benefits it provides cease and you will become an ordinary person again.

by Rehail
Ageless Alchemists:

When Alchemists achieve immortality, they tend to either last only a few extra decades before destroying themselves through miscalculation or arrogance, or they survive for centuries.  They become adept at cloaking their identities, hiding their secrets and blending in with the rest of ordinary humanity.  Here are a few of the more famous ones that are believed to have survived for centuries, possibly even to the present day.  

1d10
1- Zosimos of Panopolis.  One of the most ancient Alchemists, believed to be one of the students of Hermes Trismegistus, who is considered little more than a legend by most Alchemists.  He is considered one of the Founding Sons, who helped to lay the foundations for modern Alchemy.  He hasn't been seen in many centuries and is widely considered to be dead, though there are rumors that someone who called himself "Mr. Z" was operating in Turkey during the War on Terror, smuggling occult texts and artifacts out of areas where Islamic militants were destroying ancient historical works and sites, however this is likely not the Alchemist in question.  
2- Nicolas Flamel.  An Alchemist made famous by popular culture, he is said to have brought his wife with him and made her immortal as well.  He is believed to be largely retired from great endeavors and has been running an absolutely fabulous pizza parlor in the Southwestern United States with his wife.  
3- Cleopatra the Alchemist.  One of the four women who could create the Philosopher's Stone in ancient times, she has no relation to the Queen of the same name.  This Cleopatra was known for her skill in purifying materials and developing potent poisons.  She is supposedly working in Egypt, working to find the Mummy of Nefertiti, as she is convinced that mummy holds some truly profound secrets.  
4- Theosebeia.  The primary student and sister of Zosimos, she went on to found her own underground order of female scholars, alchemists and astrologers.  This became her primary tool for influencing the world and accumulating more knowledge.  She was last seen in Rome in 1933, which was where her order was based at the time.  That was the last confirmed sighting of her, though a few have reported a strange woman matching her appearance seen in London, where her order has a branch office.    
5- Mary the Jewess.  A prodigy at the time, Mary was said to have unmatched knowledge and control over metals, able to manipulate them with ease.  She used this power to become fabulously wealthy and pursue her own research.  The last sighting of her was at the birthday party of a Russian Oligarch in 1995 and she seemed to be very welcome.  Whether her true status as immortal was known by him or his guests is unknown.  
6- Paphnutia the Virgin.  Railed against by Zosimos for her mingling of the supposedly corrupt practices of the Egyptian temples and alchemy, Paphnutia is a void in the historical record.  Almost nothing is known about her, though she is said to have been a priestess and perhaps a sorceress as well as an Alchemist.  She has not been seen in over a century, but few think her dead.  She has a habit of disappearing for decades or centuries before showing up again.  Her last known whereabouts were in Egypt and supposedly she was either collaborating or competing with Cleopatra for some prize.  
7- Nagarjuna Siddha.  One of the more famous Indian Alchemists, he is said to have a unique ability to commune with serpents.  He supposedly had the allegiance of the Naga, serpent-men who dwell beneath the Earth and visited the hidden city of Agartha, where he learned from the ancient masters down there.  No one has seen him since the British conquest of India and no one has any clue of his current whereabouts. 
8- Jabbar ibn Hayyan.  The first Alchemist to successfully create life, the homunculus owes it's existence to Jabbar.  This is a fact that inspires intense devotion in his supporters and the vilest curses from his critics.  Jabbar is said to be still alive and currently resides in Dubai, where he meets with Princes and CEOs.  His current goals are unknown but if it fits his usual pattern of behavior, it will likely have dramatic consequences for the world.  
9- Stephanus of Alexandria.  A soothsayer as well as an Alchemist, he was known more for his divinations and prophecies than his Alchemy, though he was accomplished at both.  He disappeared shortly before the destruction of the Library of Alexandria after being accused of stealing a number of rare volumes.  Sadly, the destruction of the library and the subsequent chaos meant that no one knows exactly what he worked to preserve.  He was last seen in New York City in 1943, shortly before the death of Nikola Tesla.  Many blame him for the death of the inventor and some even go so far as to claim that the missing files that the FBI failed to return never entered the custody of the US Government, but were instead stolen by Stephanus.  
10- Ge Hong.  One of the most ancient Chinese Alchemists, he was one of the pioneers who first explored that unknown land.  He is also considered the "inventor" of medicinal Alchemy.  The last confirmed sighting of him was in 1949 in Tibet, where he was studying with the mystics of that ancient land.  It is rumored that the invasion was partially motivated by a cabal within the PRC's government, which sought to capture Hong and force him to reveal his secrets.  If this is true, they utterly failed, which would explain the great hostility China has had since towards practitioners of the occult and Alchemists in particular.  There were also spurious reports that he was behind the 1959 Tibetan uprising and the pro-democracy protests in Hong Kong in 2019, though these are unconfirmed.  

Tuesday, September 17, 2024

OSR: 8 Magical Axes

Burnisher: 
1d6+Atk

This battle-axe is as elegant as any fine sword, dripping with details and beautiful scroll-work done in golden wire.  The blade is bronze, adorned with brass and copper accents.  Yet despite it's archaic appearance, it gleams with beautiful lethality.  This is a weapon meant to be carried on a jeweled belt by a handsome King, but make no mistake, it can still kill like any common instrument of violence.

Once upon a time, there was a tailor named Sneep.  This tailor was known for making beautiful clothes for the well educated, wealthy and powerful of his city.  Yet he also made more modest garments for the poor and down trodden.  Sneep never shirked no matter who he was making clothes for, always giving the maximum amount of effort.  Whether you were a pauper or a High Priest, Sneep would guarantee you were dressed well.  

So when the Chaos Cult known as the Children of Freedom seized control of his city in a putsch, Sneep found himself arrested along with most of the nobility and the other leading citizens of the city.  Their Red Priest told them that they would be given a chance to redeem themselves, which filled the captives with hope.  But when they were marched out of the dungeons the next day, they learned the cruel truth.  The Red Priest told them that they would be given a choice- if they wished, they could live, but for each day they lived, one citizen would be sacrificed in their place.  Alternatively, they could seek redemption by hurling themselves into a great fire.       

To the disgust of the cultists and the poor citizens selected, many of the powerful chose to sacrifice someone else in exchange for their own lives.  They did so and many common people were brutally slaughtered before the high and mighty.  The Red Priest then exhorted the people, demanding to know why they obeyed such men who were so cruel and desperate, rapacious men who cared for nothing but their own survival.  Sneep, who had chose for someone else to die in his place, wept at this as he was taken back to the dungeons.  He cried bitter tears that night and decided that he would not allow anyone else to die for him.  He would do what was right and die.

But before he could, Chaos Cultists suddenly stormed in and took him away.  He was almost relieved, certain that he was going to be killed.  But it was not to be- the cultists presented him to their leader, the Red Priest.  The Priest handed over his axe and ordered Sneep to decorate it for him.  Sneep was confused and explained he was no metal-smith, no worker of steel. The Red Priest laughed and spat on the tailor.  He knew that, of course.  He wanted Sneep to create a design for a smith to follow, so renowned was Sneep for his design.  The Red Priest demanded it be a demonstration of his cruel faith, of the atrocities it represented.  Sneep refused, saying such a thing would go against his ever thought.  The Red Priest ordered him to do it anyway, or he would kill two in place of Sneep tomorrow.  

At this, Sneep vowed to do so.  Sneep was then taken to a private room and given ample materials to sketch out a design.  Sneep attempted to create one, he truly did, though it disgusted him to think of his art being used to glorify such an awful cause.  But no matter how hard he worked, he could not create anything workable.  All of his drawings degenerated into scribbles and his notes into meaningless repetition.  Even prayers to the God of Artists were in vain.  

Finally, Sneep decided to do what he had wanted to do the whole time.  He drew the outline of the Red Priest's weapon, a hideous tool of massacre and murder and began to decorate it.  He smoothed the jagged lines and stripped away the ugliness.  Then he built up again, layering details, simple, repeating patterns that made the weapon unique, yet soothed the eye and soul.  He worked all night in a frantic rush, not stopping to eat or drink or even relieve himself, so consumed was he by passion.  This was a design worthy of his craft he thought, a true work of genius.  Just then, right as he finished, cultists burst in and informed Sneep that the Red Priest had summoned him.

What happened next is murky.  Some say that Sneep took his drawing and from it pulled the axe into reality, so compelling was his vision.  Others say that the God of the Forge blessed Sneep by sending an Angel of Art to possess his body.  This Angel then killed the cultists and barricaded itself in the forge, where it made the axe in secret in 13 days.  Still others claim that Sneep was given a vast pile of jewelry to work with and someone he managed to melt them down into an instrument of violence, into which he poured all his hatred for the Red Priest and his desire for Order and peace.  

Regardless of the truth, the cultists were slain, the King and the nobility were freed on the 14th day and after the death of the Monarch the Prince smashed the Children of Freedom and scattered them to the winds.  Their Red Priest himself met a grisly end at the hands of the people of the city- for after the Prince bested him in a duel, the Prince smashed his hands so he could not wield his weapon and left him to a peasant mob.  It is said that they yelled, "For Sneep!" as they tore him limb from limb.  But I would not trust those stories.        

Abilities:
- 3/Day, the wielder can bestow an aura on any creature he can touch.  This aura gives them 1d6+X FS, where X is the wielder's CHA modifier (min 1d6+1).  This aura lasts for 1 hour or until the FS is used up.  While the aura is active, it surrounds the one who bears it with a glowing haze that clings to their body.  
- 3/Day, the wielder can clean an object or drive away something that sullies an object.  This can be used to drive poison out of a body, remove rust from metal or perform another act of purification (Referee's Discretion applies).  If the source of corruption that the wielder is attempting to drive away has a will, then that source gets a save to resist the power of Burnisher.

Burnisher is venerated in the Shrine of the Noble Tailor, a local Spirit venerated by the people of Ban-rao, a City renowned for it's commitment to art and education.  The Noble Tailor is said to bless those who struggle against evil, artists and the innocent.  The axe rests there in a place of honor and is never taken from it unless the Spirit moves it himself.  He has done so when there is need for it, but it has always reappeared after some time.  The Shrine-keepers are aware of this and have created a replica axe that they substitute into it's place when the real one has been taken by the Tailor.    

Trollslayer: 
1d8+Atk

A brutal instrument of heavy steel and countless hammer-blows.  The blade, head and shaft of this weapon are worked with runes in an ancient language, declaring the inferiority of the wielder's foes and proclaiming their destruction soon to come.  There is no disguising this weapon's true nature- it is a tool of slaughter.

Forged in hatred, borne in blood, a smith who had lost everything declared that he would atone for his crimes.  He had committed an unpardonable crime, one that could never be forgiven.  Having nothing left, he went to his forge and kindled the furnace with a hot coal taken from his self-loathing.  He worked day and night, only pausing to quench his throat and to collapse with exhaustion.  Each day he hoped his straw pallet would catch fire and burn him alive, but each day he woke to his own disappointment.  The smith continued his labors for 66 days until finally, with the last hammer stroke, the weapon was completed.  It was a masterwork of death, an instrument of butchery.  This was not the weapon of a hero, but of a murderer.

And so the smith then abandoned his forge next to his empty home and wandered into the wild.  He sought out the enemies of his clan, people and faith and put them to the test.  He laughed as he fought, daring them to kill him.  When they tried, he destroyed them, for even then he feared what would happen if he fell in battle and had to face those he wronged in the afterlife.  So he fought gloriously and valiantly, laying waste to countless villains and monsters.

Years passed and the smith continued his crusade, but to his disgust, he found that he had slowly begun to accrue a following.  People from all over heard of his heroism and sought to join him in his righteous war against evil.  The smith roared at them in disgust and told them he was no hero and refused to lead them.  They ignored him and did so anyway, praising him all the more.  The smith soon had an army of followers, a band of fanatics with little strength or training but much zeal.  The smith tried everything to abandon his followers, from pretending to be dead to running and hiding to disguising himself.  Nothing worked for long though, so the smith tried one last attempt to rid himself of his misguided followers.  

He told them that he found their dedication to him admirable, but they had to prove themselves to him before they could truly serve him.  He had discovered a small cult of Chaos and if his followers could destroy them, he would truly become their leader.  His followers rejoiced and kissed his feet, promising to do as he wished.  Thehy departed and the smith was alone again.  He left, planning to vanish before they could return, but he found himself plagued by an emotion he had not known in a while, he was lonely.

So, perhaps with nothing more than an idle thought, he turned and went back, to see how his followers were doing.  And what he saw horrified him.  His noble, pure-hearted followers were being butchered by a vastly superior force of evil-doers.  The cultists had secretly allied themselves with other evil creatures and so were actually vastly more powerful than the smith had expected.  Enraged and filled with overpowering fear that he had condemned another group of loved ones to death, the smith howled in anger and charged into the fray.

After the battle, the smith's followers tended their wounded and buried their dead, all the while looking for their beloved leader.  They eventually followed the path of carnage and found him in the heart of the cult's headquarters, surrounded by the bodies of the Chaos Priests and his Acolytes, their blasphemous idol smashed.  And there they found their leader, the valiant smith lying dead, caked in blood and gore.  They wept over his corpse and frantically attempted to revive him, but nothing worked.  He was gone.  

Yet when they prepared his body for burial, they found to their surprise that he was not injured.  His skin was smooth and undamaged, without a single cut or bruise.  All the blood actually belonged to his enemies.  This was not the only strange thing about the smith's corpse though.  The first thing that troubled them was this- where was the smith's axe?  It was a sacred item and to abandon it would be an abomination, yet when they looked, they could not find it.  But the more unnerving thing they saw was that the smith, the dour, taciturn smith who was perpetually grumpy and miserable, he was smiling.  None remembered if he had ever actually done that while alive.  They could not understand this, so they interpreted it as a good thing.          

Abilities:
- Wounds created by Trollslayer cannot be healed except by time, no magic or regeneration can heal them faster than that creature's ordinary recovery speed.
- Trollslayer does bonus damage depending on the wielder's current Hit Points.  See the table below for the amount of damage it does at any given time.  This damage only applies if the wielder successfully hits and does not affect Atk or Defense rolls.
- Trollslayer's chance of scoring a Critical Hit also increases depending on the wielder's HP.  See the table below for the increased range of a Critical Hit at any given time.    
- As a free action on the wielder's turn, he can cause Trollslayer to deal 1d6 damage to him.  This damage cannot be resisted, blocked or evaded by anything short of divine intervention.

How much does it hurt?

The smith fell in battle but his axe was never recovered.  Instead it roams the world, seeking out heroes and those who fight evil.  It will present itself to them and serve them until they fail to rise or abandon the war against evil.  When that happens, the axe will vanish and find a new bearer.  To be granted leave to use this weapon is a sign of favor from the Heavens.  It is a true testament to the atoning act of good deeds and the mercy of Heaven that a weapon born from bitterness and hatred would instead become a symbol of justice, courage and hope.  

by saralgam1980
Head-Taker:
1d8+Atk

A huge, oversized blade stained with blood.  It seems perpetually damp with blood and splattered in gore and when it is quiet, you can hear a dripping sound, despite nothing coming off the blade and all the stains on it being bone-dry when touched.  The weapon seems to radiate a subtle malice and when uncovered, it makes everyone around it slightly uneasy, as if it's about to storm but it hasn't started raining or thundering yet.

There was once a King who had no heir.  He was getting old and not as strong as he once was.  He had powerful rivals and knew that unless he produced an heir, the Great Houses would shatter his kingdom and plunge it into civil war once he died.  So he sought to win the peace by granting the position of grand Vizier to the strongest house, while blessing the second strongest by taking their eldest daughter to be his bride.  This was a compromise that he was sure would buy a temporary peace.  

To his eternal regret, it did not.  His new Queen turned out to be vicious and cutthroat, willing to do whatever it took to assure "his" power.  She had countless people jailed and executed, all for alleged threats to the throne.  If you were plotting against her, she would have your head removed.  If you were suspected of plotting against her, your head was taken.  If you were merely inconvenient, your head was lopped off.  

She abused countless people like that, killing many and threatening countless others with all sorts of cruelties.  The King came to hate and fear her, but found he could not move against her without starting a war.  The compromise he had hoped would bring peace had only brought the nation closer to the brink of war. 

So the King, with no where else to turn, sought out the forbidden Powers.  He spoke into the dark and sacrificed people to it, offering service in exchange for a blessing.  The Dark spoke to him and demanded to know what he wanted.  The King told them of his plight and begged them for a way to free himself of his Queen without plunging the nation into civil war.  The Voice of the Dark spoke to him and told him that what he asked would be done, but only if he promised all the souls he had executed to the Dark Powers.  The King was disgusted by this offer, but his fear and concern for his people forced him to agree.    

Then just like that, the situation began to dramatically reverse itself.  The Queen's supporters began to die.  One by one, her brothers, uncles and cousins fell gruesomely.  If they were alone, there was no marks on the doors or windows to indicate how the assassin entered.  If they were guarded, they were found butchered.  Soon her power-base had dwindled to nothing and she cried in the night, convinced every errant noise was a monster coming to take her head.  At first, the King celebrated this change, but found the Grand Vizier's power had grown as his Queen had dwindled.  Without a rival, the Vizier's house had grown to fill the void they left behind.  

So the King sought out the Dark Powers again.  He told them that this was not what he wanted.  He wanted peace, not for one enemy to be replaced with another.  The Voice of the Dark mocked him for his stupidity, but it promised to grant him this request, if he performed blasphemous rites to the Dark Powers.  The King was, at first, disgusted by this demand but in the end he consented.  

And so, the Grand Vizier's allies began to die in the same way as the Queen's had.  The Minsters loyal to him, the Generals and Officers who were sympathetic to him, the relatives he had appointed to positions of power.  The Grand Vizier investigated as best he could, but he found nothing.  The only thing he did discover was that curiously, the Queen's followers had died exactly as his had.

And so the Grand Vizier secretly met with the Queen and shared information and both discovered they were suffering from the same problem.  They had no evidence, but the pattern was clear.  So this led to the obvious question- who benefited from both of their misfortunes?  And when they pooled their information, there was only one conclusion that made sense.  

So one night, when the King was praising the Dark Powers in the necropolis outside the City as he had sworn to do, the doors to the crypt were forced open and soldiers loyal to the Queen and the Grand Vizier stormed in.  They saw the abomination being practiced and arrested the King on the spot.  He was swiftly tried and executed and as they forced him down onto the headsman's block he cried out that he had only done what he did for peace.  Few actually cared when the axe fell and his head was separated from his body.

The Queen and the Grand Vizier married after the coup and restored peace and strength to the Monarchy.  And though it's believed they never loved or even particularly liked each other, they had a respect for each other and it's believed that at least one of the Queen's children was the Vizier's.  Thus was the Voice of the Dark's promise fulfilled- for through his actions, the King had brought peace to his land.  I doubt he would appreciate the irony, however.                

EGO Weapon:
- Head-Taker will only allow itself to be wielded by an assassin, warlord, mercenary, executioner or otherwise a professional taker of lives.
- Alternatively, a murderer or someone who places absolutely no value on human life can also wield Head-Taker.  

Abilities:
- 3/Day, if faced with a creature that has an amount of HD/levels equal or less than the wielder, the wielder can make an attack against that creature.  On a hit, the wielder can instead force that creature to make a save vs death.  On a successful save, the creature takes +1d6 damage.  On a failed save, the creature is killed as Head-Taker decapitates or otherwise obliterates the creature's body, slaying it out-right.      

After being used to kill a King, the headsman's blade used for so many illegal killings was abandoned, for killing a King, even one who worshiped the Dark Powers was a despicable act, comparable to slaying one's own father.  So the blade was sent to be melted down and for the resulting metal to be buried in holy ground, so it could never harm anyone ever again.  However, when the locked chest was delivered to the smith appointed to destroy the axe, he found it empty.  

Since that day the axe has traveled the world, drawn to those with black hearts full of the lust for power or with cowardly hearts to weak to resist it's influence.  It seeks to continue it's bloody work, to spill blood in the name of a cause, the blacker the better.  If it appears to you, odds are you are exactly the type of person who will know what to do with it.

Patient Silence/Thief of Voices/Silencer:
1d6+Atk

An axe with a bright silver handle and a head of clear crystal, with a blade of impossible sharpness.  The blade refracts light and casts rainbows across the walls when bathed in light.  It's handle is adorned with opals.  To the non-talented it is merely pretty and unusually cold, to those with magical gifts the axe is a void, a defiance of the swirling energies of magic that permeate all things.  It is an axe-shaped hole in the unseen world and is, in short, terrifying.

Before the Vulkari were ruled by the Witch-Cults and the Priests of Winter, they faithfully served a number of powerful Magi-houses, each led by an Archmagus or Archmaga.  These Houses competed and jockeyed for power, and through negotiation and scheming, elected one of their own to serve as the Wizard King.  The Wizard King was not always the strongest Magus but he was supposed to be the wisest or the most worthy.  But the Wizard King was mortal and fallible, just like any of us.  Some were weak, some were strong, some were faithful and righteous, others were base and wicked.  But for all it's flaws, the system survived.  

Yet though it endured for centuries, the system was unstable.  In time, the Mage-Houses grew more powerful and more independent of the Wizard King, who found himself with less and less ability to control the Mage-Houses.  Only a truly strong Wizard King could keep the Mage-Houses in line, which led to them electing weaker and weaker Kings, so they could maneuver and plot as they pleased.  This process culminated in two Kings, the White Star King and the Raven King.  

The White Star King was an utterly weak, useless creature who was only good for public appearances and papering over the cracks.  He smiled and oversaw parades and did his best to ignore the problems growing under the polite veneer of Magi society.  He did attempt to resolve some conflicts, but his attempts were either rebuffed entirely or not nearly strong enough.  

So when he perished quietly and barely mourned, the competition to elect the next Wizard King was fierce.  Eventually, a young firebrand with a talent for transmutation was selected, on the belief that he would be easy to control.  And though the youth was rumored to have a talent for divination as well, this was no cause for concern, as all the Mage-Houses employed their own suite of diviners.  So he was crowned and declared himself the Raven King.

Almost immediately, the problems began.  All attempts to control the Raven King were utter failures as he effortless outmaneuvered his political rivals and broke all the restrictions on him.  When the Senate attempted to counter him, he had prominent Senators arrested.  When the courts attempted to block him, he ignored their orders.  When the Mage-Houses protested, he turned their gardens into glass or teleported an entire army of bound demons into their mansions.  The Raven King bullied everyone around him and demanded obedience, as per his position.  And when they refused, he baited them into striking first.  

The Mage-Houses did exactly as the Raven King expected, attempting to assassinate him and replace him with one of their cronies.  But this was trap- the assassins were betrayed and most of the conspirators were arrested and dragged off to the King's dungeons, while the rest were slaughtered in the first battle of what became known as either the Great Witch War or the High House Rebellion, depending on what side you are sympathetic too.  This sparked a civil war that raged for many years and left the Mage-Houses in ruins, with the monarchy surviving only as a shade of it's former glory. 

The war was a total catastrophe and left the nation in ruins, destroying the great works of the Golden Age of Sorcery and creating a massive power vacuum which was filled by the Witch-Cults and the Priests of Winter, who acted quickly to fill the place left behind by the Mage-Houses.  Some of those Houses survive to the present day, but they are vestigial remnants of a previous age, with limited power and influence.  

The Wizard King's throne has remained empty with none permitted to sit on it.  The reason for this is officially because the Raven King was never confirmed dead so as long as he lives, he is still the King of the Vulkari.  But in practice, this is because the Witch-Cults prefer the nations be led by one of their choosing or the Grand Patriarch of Winter.   

This fairly transparent political maneuver is kept alive because it benefits everyone involved and so the Priests tell the people that though it may appear he perished in the penultimate battle of the war, the Raven King lives and one day will return to restore the Vulkari to their former grandeur.  And while many of the common people believe this, practically worshiping the Raven King like a God, hungering for his return, the high and mighty of the Vulkari quietly scoff at the notion that the Raven King lives.  

And while most do believe that the Raven King did actually die at the Battle of the Spires, just as many secretly fear that he is still alive.  And should he return, they doubt he will be pleased by what they have reduced his Kingdom to.  They probably have nothing to fear though, as he is definitely, assuredly dead, right?            

Abilities:
- If someone possessing any magical talent touches Silencer, they feel sharp pain and cannot cast spells or use any innate magics they possess until they release the weapon.  
- 3/Day, the wielder can cover himself in an aura that grants him 50% magic resistance.  When affected by a spell or magical ability, the wielder should roll 1d10.  If the result is 1-5, then the magical effect is repelled and instead bounces to the nearest adjacent target.  This aura lasts for 1 minute or until ended by the wielder as a free action.  

Silencer was one of several weapons created by the Raven King to empower his non-Gifted servants to strike down the Magister-Lords and Sorcerer-Kings who raised their flag of rebellion against him.  These weapons are anathema to the Gifted but still highly valued.  Many would seek such a weapon, if only to prevent them from being used against them.  The Cult of the Raven also prize these weapons, viewing them as the holy relics, the Glass Talons of the King.  They seek such weapons, both to venerate them and to use them to destroy the enemies of the monarchy, so that they might hasten the return of the once and future King.    

from Seven Deadly Sins
Mountaincleaver: 
1d8+STR

A double-bladed axe, huge and plain, yet radiating a subtle gravity.  It looks like it should weigh more than you could lift, but is easy in your hands.  When placed on stone, it causes it to crack.  Leave it there long enough and it will burn an impression into the stone.    

The Warlord Olgur Redscream was known across the Endless Steppes and the garden plains of the stone-tents, famed for his merciless campaigns, skill with a blade and incredible strength.  Once he threw a man over the roof of one of the ridiculous green-lander buildings that they loved to build, one of their step-sided artificial hills.  He was truly the greatest and strongest man to ever live, or so he believed.  But whenever he boasted, he was always told similar stories of others who were similarly strong.  This offended him, so he made it his personal mission to hunt down those who had similar tales about him and kill them.  

He did this for almost a year and was gratified by the stories his servants reported to him, of how people spoke of no other but him.  But one day, when they gossiped, he heard a name he had never heard before.  This Takiz, Son of No One, seemed especially powerful, though he didn't seem to have any real achievements.  Well no matter, carrying his skull would be plenty satisfying if he was an easy kill.  So he went and hunted down this so-called "legendary hero".  

When he found Takiz eating bruised plums and drinking the cheapest rotgut money could buy, he was frankly disgusted.  This man was a legendary hero?  Takiz barely acknowledged him, even after a litany of threats and the listing of all the great men he had killed, the cities he had razed and the offerings he had made to the Great Sorrows.  Instead, Takiz stood and brushing off his homespun clothing, pointed to a massive boulder.  "Let us settle this not with a tedious battle, but with a single blow.  In one week, return here.  We will both strike the boulder with one weapon.  However does more damage to the stone will be the winner, and granted the right to take the other's head, should he wish to.  Does that seem fair?"

Olgur had nothing to say to such a ridiculous offer.  This Takiz was no heavier than a boy and had the arms of a frail maid!  Of course he accepted, roaring with laughter at his opponent's foolishness.  The week passed quickly, Olgur's anticipating growing by the day.  Soon he would demonstrate his superiority to that arrogant beggar.  The fact that his retainers grew more and more worried as the weak passed only irritated him.  Why were they worried?  Sure Takiz had defeated other foes, but he had done so via trickery.  In a contest of strength, Olgur would triumph.  

And so, on the day of the contest, Olgur half expected Takiz not to show up.  When he did, he was almost as surprised as his cowardly retainers were fearful.  Takiz offered to let him make the first blow and he accepted, eager to watch his opponent humiliate himself.  He lifted his great sword and brought it down upon the stone as hard as he could.  It was a titanic blow, whipping the air like a gale and sending shockwaves through the earth.  The ground quaked and birds fled the area in a squawking storm.  And yet, when the dust cleared, the stone was only cracked.  Not pulverized, not destroyed, but merely cracked!  Takiz applauded, speaking with admiration at his opponent's strength.  Yet Olgur knew he was mocking him.  "Make your move, coward, that I might rid the world of your wretched face!"  He roared.  

Takiz nodded, then walked up to the stone and gingerly tapped the stone with an axe he produced from his pack.  There was a great rushing sound, then the stone cracked.  Olgur stared, his retainers stared, all watched raptly as the crack Takiz had made extended longer than Olgur's.  Then the crack spread, zig-zagging across the face of the stone.  The sound grew louder and louder until the entire stone broke into a pile of rubble.  Takiz turned and stretched, leaning on the axe handle.  "Well, that was a bother."  

And just then, Olgur Redscream realized what had happened.  It was a trick!  That was the only explanation.  No way someone this pathetic could possibly be better than him.  That was impossible!  He accused Takiz of cheating and when Takiz merely shrugged and said, "If you say so," Olgur attacked in a furious rage.  What happened next is recorded well in many tales, so it will not be repeated here.  But it occasionally reported, by highly unreliable sources, that before the clash began, Takiz said something to the effect of, "What a bother."         

Abilities:
- 3/Day, the wielder can cut through non-magical stone or metal as if they were made of butter.  Slashes done with this axe, when used against stone will always tear open the stone all the way to the other side as long as the stone is less than 100' thick.  These massive slashes do not harm anything but stone or metal.     
- 1/Day, the wielder can reduce an object made of non-magical stone or metal to a pile of rubble or scrap by touching it with axe, as long as the object is smaller than a cottage.  If it is larger, a cottage-sized chunk of it will be reduced to rubble or scrap.  

Takiz, Son of No One abandoned Mountaincleaver after he was done with it, giving it a Wolfman with a particular hatred of mountains.  So if you've ever wondered why the many gorges and canyons in the Spine of Tarraq are so evenly spaced or where the Star-Rift Valley came from, now you know.  Mountaincleaver remained with the Mountainshaper's Clan for many generations, before it eventually vanished during the War of the Purple Spring along with most of the Clan.  They are still searching for it, in the belief that they will be returned to their former glory if they can recover it.  They do not know that it is currently in the cart of a peddler who has no idea the legendary treasure he found abandoned on the side of the road.

The Wicked Sisters:
1d6+Atk

A pair of gleaming hatchets, their handles made of varnished wood, carved to look like a pair of naked women.  They are always found together, often next to a pair of corpses.  The hatchets also have names- the one with a topaz stone adorning the head is called Mia and the one which bears an amethyst is named Maya.  Anyone who touches one will understand that Mia and Maya are 'Sisters', though the relevance of this fact is questionable.  

Once there were a trio of siblings, triplets, two identical girls and their brother.  They were young and innocent, living in the lap of luxury, as their family was very rich.  But their Father reached too high and attempted to seize the throne for himself.  He attempted a coup, but his attempt was foiled by a young general who raced back to the capital and warned the King of the treachery.  This gave the King enough time to declare the young general his new Marshal and rally a new army to defend himself.  

Innocent of all this, the siblings were playing in the garden when the King's soldiers burst in and arrested their Mother.  The children were scooped up and taken away, separated and locked up in the palace.  The King hoped to use these as hostages, but when he heard about this, their Father attacked anyway, in the hopes of winning the day.  The King took the traitor's son up onto the battlements and had him slaughtered before all, in the hopes that would break his enemy's resolve.  But the Father was not defeated by the death of his son, he was empowered.  He pushed forward and enraged by the death of a child, his army fought all the harder.  The King's army, disgusted by the actions of their monarch, were demoralized and didn't fight nearly as hard.  

Taking advantage of this weakness, the Father's armies took the walls but made no further progress and for a moment, it looked like he might prevail.  But then the young general appeared and slew his former master, breaking the resolve of the disloyal soldiers.  The royal army was able to drive off the rebels and with the death of their leader, they broke and fled.  The young general was appointed the Marshal of the King's Army and ordered to go and finish what had been started there.  

He returned to the palace, intending to carry out the King's orders when he saw that one of the triplet girls had escaped from her room.  Instead of escaping however, she had found her sister and the two of them were comforting each other.  So instead of killing them he told them their parents were dead and sent them off to a convent for religious women.  When the King returned, he lied and said that he had killed them and disposed of the bodies.  The King, who was sick of violence, believed the story and after slaying the traitor's mother, considered his work done.  

Years later, a much older King was celebrating one of the Kingdom's great feasts, a vast celebration to the Goddess of Athletes, Students, War and Victory.  The center-piece of these games was a series of gladiatorial spectacles, where teams of gladiators fought their way through a bracket until one would emerge triumphant atop the Bone Hill.  And all eyes were on a pair of masked sisters, known by their gladiator names Ink and Albedo, for their black and white outfits.  They were new to the gladiator world but they quickly climbed the ranks due to their impressive fighting style, while their scandalous outfits and seductive posing earned them the adulation of the crowds.  

Finally, the last match came and went and Ink and Albedo stood high atop a mound of corpses- soaked in blood and sweat.  They laughed and waved to the crowds, then knelt for the final ceremony.  At this point, it was tradition that the King himself would descend into the arena and crown the victors with wreathes of holly leaves.  They would then be granted one gift of anything they desired from the crown, within reason of course.  

After they were crowned, the King asked them what they wanted.  To his surprise, they threw aside their wreathes and ripped off their masks, revealing a pair of identical faces, one that he had long thought gone.  "No," he said in horror.  "We ask for your death, Your Majesty," Albedo said.  Ink then used her hatchet and took off his head.  

"Bring out the Marshal!"  Ink roared, holding the King's head up high.  "Bring him out so he can pay for his crimes!"  The King's bodyguards cried out in rage and stormed the arena, while the rest of the City Guard stationed nearby attempted to rush the Marshal and the King's Council back to the palace for safety.  The sisters leaped into the fray and like women possessed hacked their way through dozens, if not hundreds of defenders, nobles and innocent bystanders.  Whether they actually got their revenge or not is unknown and varies depending on the telling, much like the sister's names.              

Mia's Abilities:
- As a free action on his turn, Mia's wielder can start to charge up an attack.  This causes Mia to accumulate Topaz Charges.  For each round that he charges the attack, Mia will gain +1 Topaz Charges.  Then, on a hit against a creature, he can choose to expend as many Topaz Charges as he wishes.  For each Topaz Charge spent, the creature hit by that attack takes +1 damage.
- At the end of the current battle, any Topaz Charges remaining are expended.
- For example, if Mia's wielder hits an enemy and expends 3 Topaz Charges than that enemy takes 1d6+Atk+3 damage.

Maya's Abilities:
- As a free action on his turn, Maya's wielder can mark a creature with her Mark of Aggrievement.  From that point on, each time he hits an enemy that enemy will take bonus damage.  On the first hit, he will take +1 damage, on the second hit +2, on the third +3 and so on until it maxes out at +6.
- Maya can only mark one creature at a time with her Mark of Aggrievement.
- If Maya's wielder hits a creature not marked by her Mark of Aggrievement, then the Mark vanishes and any bonus damage that might be done to that creature no longer applies.  Even if the wielder re-marks that creature, he will have to start over from +1 bonus damage.     

If Wielded by One:
- If both Sisters are wielded by one wielder, that wielder may make two attacks on his turn.  
- He will do +1 bonus damage on a hit with the Sisters.

A great city is being plagued by a mysterious master thief who is said to have magical abilities, such as the ability to change form, turn invisible and walk through walls.  They say he is a friend to the poor and an enemy of the nobility.  Almost none of that is true.  What is true is that there is a master thief, he is very good at what he does and he loves robbing people, mostly for the challenge of it.  He's already stolen more money than he could ever spend.  Another fact about him is that he's actually a fairly awful fighter- most of the legendary feats of combat attributed to him are instead from his second and bodyguard, a young prodigy who wields a pair of magical hatchets.

Dire Strain/Penitent's Burden/Redemptor's Axe:
1d8+Atk

A beautiful blade, the head covered in beautiful silver scrollwork, while the handle is adorned with swirling designs depicting vines, flowers and many, many thorns.  Yet despite the beauty of it's appearance, the wide blade and large spike at the back reveal the axe's sinister purpose. 

Salvation can only be found through suffering.  This was the credo of the Brothers of the Unredeemed, an order of Mage-monks who practiced non-violence, healing and torture.  The Brothers were known for treating the sick, helping the poor and torturing the guilty.  They would inflict gruesome and awful punishments on anyone who asked, but only if it was requested.  If a King or High Priest wished to atone, he could contact the Brothers and ask them to torment him.  The Brothers would do in a way they felt was appropriate, though they would take requests.  If you wanted to be tortured by being repeatedly drowned and revived, or buried alive, or any other horrible thing, they would consent and do as you asked.  

This was an insane and uncommon practice, but it was always safe, for the Brothers never hurt someone so badly that they died.  They always restored those they punished to their previous state, leaving only a small scar that would never fade as a reminder of what their supplicant had endured.  Still, this was one of their less common services.  More often, they were brought in to help in cases of natural disaster, plague or in the aftermath of battles.  And if a few guilty soldiers felt the need to be punished by the non-judgmental monks, who's business was that but theirs's?

One uncommon service the Brothers offered was the Redemptor's Blade.  This was offered to men of violence who wished to atone for lives of battle.  They would willingly bond themselves to one of these sympathetic weapons, which would inflict pain on them and prevent them from protecting themselves, as it enhanced the sensitivity of their skin so wearing armor was torturous, while dulling it to more pleasant sensations.  

Those who bonded such a blade in the misguided belief that it would enhance congress found themselves quickly begging for it to be removed.  Sometimes the Brothers would acquiesce, but just as often they refused, leaving the poor fool to complete the Redemptor's Challenge.  

The Challenge of the Redemptor was what the Blade presented to you.  Only when it was completed would the Blade release you from your oath.  Until then, you were forced to wield it.  This was a very difficult thing to do, not because it was physically difficult, for it either forced you to face death repeatedly or to confront yourself.  

That was what the Blade represented- truth and a chance at atonement.  But when a wicked ruler accidentally bonded one of the Redemptor's Blades, he found himself disgusted by himself.  Rather than change, however, he sought out the Brothers and demanded they remove it.  Knowing his reputation, the Brothers refused, hoping that the Blade would guide the ruler to reform himself.  Instead he threw a fit and persecuted the Order, driving it to extinction.  

He destroyed them all, casting down their monasteries one by one and interrogating all their leaders.  Each either told him that it was impossible to break the Blade's hold on him or that he wouldn't, for the ruler deserved it.  That only made him angrier and soon, the Brothers of the Unredeemed were no more and he was still trapped by their accursed Blade.  

In his rage, he broke down and seizing a rock, attempted to smash the Blade to smithereens with it.  Instead, as he struck the enchanted blade, the rock exploded on impact, sending shards of razor stone into his eyes and face.  He was in hideous agony for weeks before he finally died, unmourned and unloved.  It was only then, in death, that he made a small measure of atonement for the many crimes he had committed.  Though if you were to summon his shade, he would surely deny such saccharine sentiments.  Not that you would though- his shade would no doubt be as awful as he.           

Abilities:
- When first picked up, Dire Strain will cause a vine tattoo adorned with thorns to form on the wielder's dominant hand.  If the wielder touches a creature with the marked hand, he can either inflict agonizing pain or do 1d3 damage with a touch.  This damage cannot be reduced by armor or spells, nor by natural resistances.  Only a Damage Threshold can prevent this damage.  This is called the 'Kiss of the Thorns'.
- Each time you use 'Kiss of the Thorns', it has a 20% of increasing the damage it causes increases.  First it increases to 1d4, then 1d6, then 1d8, before capping out at 1d10.  Each time it increases, the chance of it increasing further increases by an additional 20%. 
- 1/Round, when attacked by an enemy in melee, you can activate 'Kiss of the Thorns' and force the creature that to make a Defense roll.  You make an Atk roll, using 'Kiss of the Thorns' damage die.  If you succeed and hit, the enemy takes that much damage.
- Additionally, each time the damage 'Kiss of the Thorns' causes increases, the vine tattoo spreads and causes your skin to become hyper-sensitive.  First, you lose your ability to wear Heavy Armor, then Medium Armor, then Light Armor, then to carry a shield.       

Curse of Dire Strain: 

Dire Strain is cursed.  When you pick it up, you will learn this.  You won't know exactly how, but you will know it is cursed.  Those who use it are cursed to die violent deaths.  This curse can only be broken by fixing your five greatest mistakes and trying to make amends for them.  Either that or slay five villains, each one which is more powerful than the last.  

Dire Strain resides in a cave, waiting for the next person in need to atonement to find it.  It can feel them approaching.  Soon it will be used once again.  Soon.    

Thorncutter:
1d8+Atk

A plain metal axe, resembling a wood-cutter's axe.  Instead of a wooden handle, it has one made of plain brass.  This brass handle stained with sap.  Plants subtly bend away from the axe as if they are unwilling to touch it.

The Druid Lady known as Briarheart terrorized the frontier barony of Heirophugi for many years, kidnapping children to indoctrinate, killing dogs and attempting to assassinate Magi, mathematicians and lumberjacks.  She spread much terror and pain, but could never threaten the Barony itself.  Until one day, after being chased deep into the uncharted forest by a mob of well-armed peasants with torches and dogs, she stumbled across a sacred glade.  

A hidden shrine to the Nameless Gods of the Green, she found a strange item there, a nest of leaves with a dewdrop on them.  The dewdrop seemed to be perpetually in the state of about to roll off, but it never did.  She realized the great power that this item had then, commanding the ancient strength of the forest and the most primal power of nature, the power to change in order to better survive.  With that, she realized her prayers had been answered and she laughed, praising her unknowable masters for their providence.

The changes began small, as they always do.  A few animals who wandered too close to the woods went missing.  Wolves, the people thought.  Then a few children who went to play among the trees vanished as well.  Cultists, the people thought, and armed themselves.  Then they noticed the forest had moved subtly closer.  No, it wasn't just their imagination.  

The night it struck, it was awful.  Deers with horns like knives and bears the size of carriages rushed from the shadows and smashed the feeble defenses erected to ward off bandits.  Hue packs of wolves with poison in their saliva tore whole families to pieces and drove those who were only bitten into homicidal frenzies.  The very trees themselves crushed houses and broke limbs with fallen boughs, or seized men with their branches and lifted them high up into the air, grinding them against their iron-hard bark until their trunks were stained red.  The entire Wild marched to war and civilization was revealed to be a paper shield.  

But all hope was not lost.  For in the heart of the largest city, working in a shop that made furniture, a wood-worker's apprentice heard a voice from the fireplace that illuminated the space.  "My Son," a voice called from deep within, "You have been chosen for a higher calling."  The apprentice turned and to his horror, saw that it was the God of Craftsmen, peering out from among the flames.  He threw himself face down and asked the man, "What must your unworthy servant do?"  The God bade him pick up an axe and throw it into the fire.  The apprentice did and as he watched, the axe was not consumed, but transformed.  "Now go," the God commanded.  "Save your people."  

The apprentice reached into the flames and he was not burned.  Withdrawing the axe, he found it had become a princely weapon, worthy of being wielded by a hero.  And though he was no hero, he vowed to become one.  He would be worthy of his destiny.

Briarheart had nearly won and was ecstatic with joy.  She gloried in slaughter and destruction, smashing centuries old statues and using beautiful paintings to clean up after relieving herself.  She was having trouble with gold and silver, so she melted it into huge, impractical blocks and buried it in places she hoped no one would ever find it.  So when she heard that someone was fighting back, she wasn't concerned.  Whoever this was, he wasn't the first and he probably wouldn't be the last.  But she wasn't worried, she had beaten all the others.  So she went to confront him.

When she found a spindly, lanky youth with the gawky proportions of adolescence and acne on his face, she laughed.  She did not even notice his axe until he nearly took her head off with it.  She still dodged it though, and sent her trees to crush him.  But instead of making short work of him, her trees screamed and caught fire.  They howled and burned, fleeing as phantom fire reduced them to charcoal.  

She sent her beasts forward and they proved more effective, but they feared the fire of his axe.  Enraged, she rushed to attack him.  He swiped at her, but he missed, the tongues of flame touching her.  To her surprise, she was not burned.  She smiled gleefully, suddenly realizing his weakness.  His fire could not harm her.  All she had to do was dodge his big, clumsy swings and she could strike him down.  

Lunging like a cat, she struck at the apprentice and soon had him stumbling back, her experience proving superior to his strange weapon and greater strength.  He swung desperately, but she ducked under it and attacked him, her blade seeking his throat.  Victory was hers!  Her blade had almost touched his skin when he reached out desperately and seized the dewdrop around her throat, grasping desperately for anything.  To both of their surprise, the dewdrop began to glow under his palm.  Briarheart screamed in rage and anger.  This could not be!  

The amulet, the sacred artifact of her foul Gods was suddenly unmade and with it, her power.  Briarheart's great bestial allies faded, disappearing back into the shadows of the Wild.  The trees that moved and hated were still and silent once more, as if they had been growing in the middle of castles and city streets for a hundred years.  And the great powers she had called upon to crush those who had defeated her in the past vanished, leaving her as she was.  She was so distraught, she barely noticed when he took her head from her shoulders.           

Abilities:
- 3/Day, the wielder can cause his axe to become engulfed in a ruddy flame.  This flame glows and produces heat, but it only burns wood and objects made of wood.  Putting your hand into it is uncomfortably hot, but not painful.  Any wood this fire touches quickly catches alight, spreading rapidly, only burning wood and things made of wood.  For example, this fire will easily burn wooden planks, paper and sawdust but it will refuse to burn straw, fabrics or lamp oil.  This axe will remain engulfed in flames for 1 minute, after which it will stop.  However, the fires ignited by Thorncutter will continue to burn until extinguished.  They can be extinguished like any normal fire.   
- 1/Day, by touching it, the wielder can charge a piece of wood with a coal of Thorncutter's fire.  The piece of wood will begin to glow and heat up, before exploding into a blast of fire.  This fire will consume the wood and do 2d6 damage to any wood within 30' of the charged piece of wood.  

Thorncutter remained in the Barony of Heirophugi for many years, until a foolish prince sought to use it to finally destroy the Druid Circle that had plagued his people for generations.  He took the axe and a group of loyal men into the forest, determined to best the evil that dwelled there once and for all.  He was never seen or heard from again.  Three weeks later, three survivors of a party of almost forty emerged from the woods, wounded, delirious and half-mad.  "They could not unmake it," they spoke desperately, "So they bound him and it."  They repeated this phrase desperately to anyone who came near them, until finally expiring several days later.  To this day, no one knows what they meant.

Sunday, July 14, 2024

OSR: The Flesh Market

Warning: Some of this art is a little scary, gory, etc.  Viewer discretion advised and all that.

by METAPHOR9
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.

How secret is the Market in this place?

1d6
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.

What form does the Market take?

1d4
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.  

Besides gold, what other currencies are accepted here?

1d4
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.   

Basic Rules:

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. 

by BJPentecost
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.

by g8x
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.    

by Blits-Koalakatto
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?

by WIZARIZER
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.

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.