Thursday, August 31, 2017

The Classic, Non-Subversive Magical Girl!

So, the Classical Magical Girl. The girls that Puella Magi think they're signing on to be. These are champions of Love, Life, Hope, and Pretty Dresses. No matter how dark your setting, if even one of these unapologetically exists, that world is Noblebright.
They are generally young girls, though subversions exist in anime; there's middle-aged men and house-wives, ambiguously gay crossdressing boys, and the iconic dashing princely archetypes like Tuxedo Mask of Sailor Moon.

A Classical Magical Girl is generally Good-aligned, much like a paladin; I'll make a post about Dark Magical Girls another time.

For the record, this class could be used to simulate a Warlock as defined in 3rd or 5th edition D&D; just ignore the Henshin class feature and all that implies, lower the Prime requisite to CHA 9 and Hit Dice and Armor/Weapon Proficiencies to that of a Thief's.

For Mechanics purposes, I'll refer to this class as the Bishoujo Senshi.

To-Hit and Hit Dice: As Cleric
Save: As Cleric; however depending on your system, anything that references Wisdom should be replaced with Charisma.
Weapons and Armor: None
XP per Level: As Magic-User
Prime Requisite: Charisma 13
Henshin!: As the Puella Magi class feature. Instead of a Soul Gem, they have some other sort of Henshin Trinket, like a magical pen or something; it doesn't contain their soul and whatnot, but they do need it to transform until they hit Name level.

Eldritch Blast: At 1st level, a Bishoujo Senshi receives the ability to unleash an eldritch blast, a bolt of energy with a range of 35', that does 1d4 damage. This requires a touch attack or ranged touch attack, with a bonus from Dexterity. At levels 2, 4, and 7, the blast improves in damage (to 1d6, 1d8, and 1d10, respectively). At levels 3, 6, and 10, the blast improves in range (to 40', 50', and 60', respectively). At level 6, a secondary bolt may be fired at a target within range; this secondary bolt does 1d4 damage until level 9, when it is enhanced to 1d6 damage.
The Eldritch Blast normally does Force damage. If the Bishoujo Senshi chooses at 1st level for it to do Fire, Cold, Lightning or Acid damage (or some other elemental damage type that could be commonly resisted), it does +1 damage, and an additional +1 each time the die size improves, but uses that sort of damage permanently. The Eldritch Blast may be enhanced by spells, invocations, and abilities which improve weapons, and is subject to Spell Resistance. It has a Casting Time of 1, but cannot be interrupted like a normal spell.

 A Bishoujo Senshi can, at character creation, choose to channel their Eldritch Blast through a conjured cutesy wand, which functions as a mace as if conjured by a Puella Magi's Magic Weapon feature. If chosen, their Eldritch Blasts have -1 damage.

Invocations: At 1st level, a Bishoujo Senshi learns a single invocation. Invocations are equivalent to spells, but may either be cast repeatedly, or function indefinitely depending on the nature of the spell. Every three levels thereafter (at 4, 7, 10, 13, 16, etc.), the Bishoujo Senshi gains another invocation. At 1st level, the invocation chosen may be a 1st level spell from any spell list. At 7th level, the invocation may be a Cantrip, 1st level, or 2nd level spell from any spell list. At 13th level, 3rd level spells may be chosen, and so on. Once chosen, Invocations cannot be changed, unless the GM agrees that an invocation is being "upgraded", and a lesser invocation is put in the place of the upgraded one (so, if Bless were learned at 4th level, at 13th level that might be upgraded to Prayer, and Bless would be replaced with another 1st level spell as an invocation). If an invocation is not constantly in effect, it requires the standard casting time to enact.
Bishoujo Senshi likewise know a number of Lesser Invocations; these are Cantrips from any spell list, equal to their Charisma Modifier. They are otherwise subject to the same rules as Invocations.

If your game doesn't have Cantrips, give them a bonus 1-level Invocation that can't be used for combat purposes (no healing, no attacks; something like Augury or Detect Magic).

Friday, August 25, 2017

The Horrible Truth Behind Magical Girls!!!!!

So a question I received on my previous article is, well, aside from the implication that Youma are produced by Magical Bursts, what are the other horrible twists of the setting? Not all Magical Bursters will become Youma in their lifetimes, and Puella Magi have to deal with learning the secret that they're basically liches.

Magical Burst literally had a random table for it, which is awesome, and I'm going to convert it.

1                  A Magical Girl made the world better at a great cost, and there are those who would turn it back.
2                  A Tsukaima who collects 169 Grief Seeds will become a god, and some of them are not as benevolent as they pretend to be.
3                 All Youma were once Magical Girls who fell into despair oh my gaaaaa
4                 Certain ordinary people contain Grief Seeds, and these can be detected and removed, and used. Doing so will kill the person.
5                 Every Magical Burster contains a Linker Core, which can be used as equivalent to 12 Grief Seeds. However, to do this you must KILL THEM.
6                 Magical Girls are actually a tool to create the next stage of human evolution. Their true mission is to kill all HOMO INFERIORS.
7                Mankind is beyond redemption and will inevitably destroy itself. Magic cannot change this.
8                Some Magical Girls are actually sentient Youma who have forgotten what they truly are. And if they remember...
9                The world you live in, and everyone you love, is just a simulation or dream. Only Magical Girls are real people.
10              Once all Youma are defeated, all Magical Girls will be forced to kill each other like in Hunger Games or some shit. The survivor will become God of the next universe.
11              The Tsukaima serve a particular goddess, and if the other gods find out what she's done, they will destroy all Magical Girls and everything they've wrought.
12              The Youma actually only target truly evil people, and Magical Girls are being exploited by forces trying to keep the world a terrible place.
13              There have been Magical Girls throughout human history, fighting and dying. Without their sacrifices, mankind would still be living in caves.
14              There is a being called God, and it did not intend for mankind to exist. If the human race is to have a future, all Magical Girls will have to work together to kill it.
15              The entire world is a goddamn Labyrinth, dreamed up by a single Youma masquerading as a person. But, who is dreaming?
16               The wishes the Tsukaima promise are a total sham, and they arrange for their Magical Girls to be killed before they can make a wish.
17              Youma are actually the souls of the restless dead, and by killing them you're consigning them to total oblivion.
18              Youma are not beyond redemption
19              Tsukaima are actually working for a Magical Kingdom, the Dream City, the Realm of Faerie, or some other such place, and plan to use all their collected Grief Seeds to eventually supplant the real world and totally replace Earth and the people in it.
20              Despite everything, your Tsukaima is totally on your side and is genuinely trying his best. Things are just that shitty.

Thursday, August 24, 2017

Magical Girls: The Variant Burst

So, Magical Girls. I'm gonna write a bunch of different types, because the genre has lots of subgenres and someone made a joke about playing a campaign of all-mahou shoujo. So challenge accepted. For the record, if these all exist in one setting, they're not called, in universe, by their different types. Puella Magi don't call themselves such; Magical Girls tend to call themselves such, and differentiate by team names.

There's a lovely Madoka Magica-inspired game called Magical Burst about cute Magical Girls suffering dark fates, and I find it conceptually interesting enough to adapt it into its own spinoff variant. Mechanically, I'm going to call them Magical Bursters.

A Magical Burster is just like a Puella Magi in all respects, except they don't have Soul Gems, Telepathy, nor can they regrow their body from nothing, due to their soul not being in an external item. That said, a Magical Burster that would be 'killed' while in Henshin state effectively ignores any damage, instead returning to mundane form and losing their ability to transform and do magic for 24 hours.

Additionally, there's the matter of the Wish. They don't get one. We need to go a bit into lore for a second.

Kyubey isn't the only one recruiting Magical Girls (assuming these co-exist in the same setting); there are also the Tsukaima. They can look like anything, but are generally some kind of obnoxiously cute and colorful magical creature. They claim to be made of positive emotions and magic, as the antithesis of the Youma.

They do not offer a wish at the outset (their spell lists should thus be defined around a concept or the Magical Burster's personality; think elemental/conceptual affinities), but their deal is perhaps sweeter. A Magical Burster otherwise has no use for Grief Seeds, but if they give a Tsukaima thirteen of them, they can grant you a wish. You're not limited to doing this once, though you can't use a Grief Seed for this purpose once it's been used to cleanse a Puella Magi, so there's some tension.

In addition, a Magical Burster does not collect Corruption, but Overcharge (using all the same methods), and their Overcharge has no limit; they can collect as much as they want. Pretty cool deal!

Hahahaha yea go ahead and cast all the spells you want, you fucking idiot.

Magical girls shed Overcharge through Fallout. Fallout is the unwanted side-effects of using magic and fighting Youma. Such side-effects can warp reality, affect a magical girl’s behavior, induce magical mutations, and in extreme cases unleash raw destructive power. These things catch inexperienced magical girls off guard, leaving them wondering where a strange impulse to break something or hug someone came from, wondering what’s going on around them, or wondering what’s happening to their bodies. Those who last long enough will learn that this is because of their magic, that it is part of the price they pay for the power they’ve gained. They aren’t aware of Overcharge as “points,” but they do feel a growing sense of unease, and quickly learn to be careful.

Fallout can be deliberately induced once a day, and can otherwise be released involuntarily at the GM's discretion. Additionally, if a Magical Burster has 10+ Overcharge, it is automatically released after the end of the most recent combat, when they make camp/take a rest, die, or have an emotional meltdown.

Magical Burst as a game system tracked three or four different kinds of Overcharge in different meters, but honestly fuck the shit out of that. I'm using one pool and you can just roll randomly, or have the context of the most recent point gained color the nature of the Fallout. I also added a couple more types to bring things up to a d6.

Overcharge Fallout
2 Minor Distortion
4 Major Distortion
6 Temporary Change
8 Permanent Change
10+ Burst

Magical girls always suffer the highest type of fallout for the amount of Overcharge they have on a given attribute, and cannot lessen the effect of it by taking multiple instances of less powerful fallout. If you have 6 Overcharge, you will take a Temporary Change, and cannot take a Major Distortion and a Minor Distortion instead. If a magical girl has only 1 Overcharge, the player can ask for a Minor Distortion to remove the single point if they want.

Minor Distortions represent low-level twists based on the 'color' of the Overcharge and the Magical Burster's specific magical affinity. The six types of Overcharge are Magic, Heart, Fury, Madness, Despair, and Hope.

If a Minor Distortion is Magical, then the environment is warped in some plausibly deniable, but still strange way. The weather changes very abruptly, all the cats in the area converge in one spot, objects keep falling in unlikely ways, birds’ magnetic sense is thrown off in the area, etc. The kind if shit that gets people suspecting witches in their communities even if everybody's on the level.

Heart distortions result in the stress of what you’ve experienced causing you latch onto people around you in a way that’s a bit unsettling. A minor Heart distortion results in a moderate display of intimacy to someone, such as a lingering hug, blurting out personal stuff about yourself, abruptly inviting someone on a date, etc.

Fury distortions result in sudden, violent outbursts that you can’t really explain. A minor Fury distortion results in doing some property damage or having a minor violent outburst against someone. I know most players are murderhobos so make this meaningfully disruptive like mouthing off to the king or something.

Madness distortions result in temporary bouts of insanity. Amnesia for an hour or switching your personality and identity for a day or something, or even just being in shock. Basically, the Confusion spell.

Despair distortions are similat to the above three, but in a self-destructive, depressed way. Destroying things you care about, or making casual suicide scares like self-harming.

Hope distortions are your lucky break. Any other minor distortions are cancelled, a little bit of luck goes your way, your mood improves, and you probably get some bullshit platitude that gives a hint towards something like a puzzle solution or some bullshit.

Major Distortions, as the name suggests, is a more severe version of the Minor Distortion fallout effect.

A major Magic distortion causes something impossible to happen, but something that people can dismiss as imagined. Falling objects can hover or change direction, a door doesn’t quite deliver you to the right place, unnatural weather, an animal starts walking through walls, a person flickers in an out of existence for a little while, etc. This should be tied into the Magical Burster's affinity if at all possible.

A major Heart distortion results in a more extreme display of intimacy to someone, such as kissing someone out of nowhere... and stalking them obsessively for like a week. Usually culminates in a major invasion of privacy

A major Fury distortion results in a major violent outburst that could legitimately hurt someone. Usually culminates in a serious assault.

A major Madness distortion results in a permanent insanity. Multiple personalities, ongoing amnesia, major, persistent delusions and hallucinations, crippling phobias, etc.

A major Despair distortion results in a Magical Burster incidentally or deliberately trying to cut off their social ties and isolate themselves, and can often culminate in a significant crippling of self-sabotage of their major goals or a serious suicide attempt.

Major Hope distortions are the bottom of Pandora's Box. This ends all temporary mental penalties on a person, invigorates them with a temporary Hit Die until the end of the next combat, and gives them 5e-style Advantage on their next Saving Throw. Also, they're just really cheery for a bit.

Temporary Changes are mutations that last an hour or two to a full day, as dramatically appropriate/interesting. Again, stylized to their Overcharge type.

 Magical changes should be blatantly supernatural, as opposed to body horror. Things like your elemental affinity/spell list changing every day randomly, or having technicolor anime hair or neko kitty ears, spawning a non-Magical Girl clone of your self that wants to take over your life, an Evil Eye, being immune to gravity to such an extent that you can't safely be outdoors without flinging into the sky, things like that. Basically, it's maximum Wild Magic.

Heart changes generally make you a stupid moe archetype waifu character. You look like someone  you have a crush on, you can't touch anything like a ghost, you turn into a cute, Tsukaima-like creature except when you Henshin, you become the opposite sex, you get a single, useless angel wing on the side, a high pitched anime voice that breaks into random cutesy noises or untranslated Japanese, things like that.

Fury changes are corruptions from the mind of a 14 year old edgelord who's trying too hard. An aura that makes animals hate you, hulk outs, a constant hunger, your clothes turning into spiked rocker leathers, your eyes crying blood, a loss of ability to sleep, light sources going out in your presence, poltergeist activity... you're basically slowly turning into a japanese horror movie villain.

Madness changes are where you bust out your typical lovecraftian body horror mutation tables. You have one, right?

Despair changes have some overlap with Fury and Madness, but generally the theme is sadness. Necrosis, becoming a vector for horrible diseases, an unholy aura that makes you treated as undead to your detriment, typical vampire weaknesses, an anti-Charm Person aura that makes people refuse to be your friend, etcetera.

Hope changes tend to turn you into your idealized form. Ability score buffs, new abilities with no downsides, or the removal of negative changes tends to go here. You want to roll this result.

Permanent Changes are just like Temporary Changes, but last forever.

Bursts are the moneyshot of this mechanic. The fuck you, everything goes to shit button every GM wants to smash like a new lover in the sack.

Magical Bursts are the excess magical power you’ve accumulated turned into an explosion of raw power that annihilates anything and anyone nearby, excepting beings of considerable magical power. The blast covers 1dX x 1000 yards, where X = The Overcharge points, and everything caught in the blast takes Xd20 damage. Unattended non-magical objects, as well as anyone brought to -10 HP (or 0 HP or whenever people die in your game), is disintegrated. Saving throws are not permitted, though spellcasters and similar are able to expend Spell Slots to shield themselves, on a 1:1 basis. For example, a 5th level spell slot sacrificed will absorb 5 points of Overcharge in regards to the spellcaster specifically; protecting someone else means expending even more spell slots to shield them magically. If the Magical Burster has no relationships or positive ties to the world (such as if she accidentally just killed everyone she loves), she turns into an Youma from despair and regret.

Heartspawn are the intense magical power within you, although derived from warm human emotions, becoming dangerously twisted, and breaking off into a new being. This spawns a Shadow, a Youma with HD equal to the Overcharge vented into it. It is formed from your feelings towards the person you love the most, and will attempt to find and kill them. The Youma does not drop a Grief Seed until it has succeeded in killing this person.  If you do not have any meaningful (as in more heartfelt than 'dead parents' and 'these guys I kill orcs with') positive relationships when you get this kind of Fallout, your loneliness combined with the excessive magical power will turn you into a Youma, made of hate and resentment at the world and those who abandoned you.

Berserker Rage is the Burst-level manifestation of Fury, which causes the magical girl to become consumed by rage. She glows a baleful red, and lashes out indiscriminately with a deadly strength, attempting to kill as many people as possible. Every action must be homicidal in nature if possible, and they always aim for overkill. They do not separate friend and foe, and will not be satisfied as long as anyone is alive. The Magus Child gains Rage Points equal to the Overcharge that went into the Burst, and the Berserker Rage lasts until she expends her Rage Points or is knocked out. If they're killed in this state, they become a Youma.
She can take two turns per round, rolling two initiative rolls. She gains 1d6 HP at the start of each turn she takes. She cannot gain Overcharge during this Rage. Each time she attacks, she must spend a Rage Point to do one of the following:
Spend 1 Rage Point to auto-confirm an attack (though this isn't treated as a crit, she still rolls to confirm one).
Spend 2 Rage Points to add +1d6 damage to a successful attack.
Spend 2 Rage Points to make an extra attack immediately after being attacked.
Spend 1 Rage Point to immediately move next to a target of her choosing.
She can also spend Rage Points as if they were Overcharge to cast spells.

Mad, Mad World is the Burst-level manifestation of Madness. The Magical Burster generates an insanity as usual, but gains an aura with a range equal to 1dX x 100 yards, where X equals the Overcharge points vented into the Burst. Within the aura, the Magical Burster's insanity has factual basis due to her magic. The thing she's paranoid about really are out to get her; she doesn't remember things because they don't historically exist for things in the field's influence; when she switches multiple personalities she literally, physically becomes that person. Think the Marauders from Mage: The Ascension. If the person's delusions convince them they're a Youma now, well...

Depths of Entropy is the Burst-level manifestation of Despair. The Overcharge vested into it become Sorrow Points, and as long as the Magical Burster has them, they are unable to benefit from any positive morale-based effects due to a depressive episode. Your Sorrow Points increase your capacity for critical failure/fumbling on a 1:1 basis, so if you have 10 Sorrow Points, you critfail on an 11 or lower. For every fumble you make in this state, you gain a Sorrow Point. For every success, you lose the difference between the maximum range and what you rolled. For instance, if your failure range was an 11 and you rolled a 14, you would lose 3 Sorrow Points. If you gain 19 Sorrow Points, you are incapable of avoiding critical failure, and completely give up on life as you curse the world, becoming a Youma. Additionally, you can still collect Overcharge during this Burst, unlike with Berserker Rage.

Hope Springs Eternal is the Burst-level manifestation of, well, Hope. When you have this Burst effect, you exchange your Overcharge for Optimism Points, which you must use immediately in the scene. Any Despair-based effects are automatically ended, and the Magical Burster can choose to undo one other negative effect of Fallout, such as another Burst or a Permanent Change. Note this generally only refers to ongoing magical effects, though a Magical Girl can choose to forfeit all her Optimism Points for a bullshit miracle like a World Healing Wave that fixes the blown up city and revives all the dead civilians like a wish on the Dragon Balls or the power of Love in a typical Magical Girl show. Failing that, a Magical Burster can exchange her Optimism Points to cast any spells, on any spell list, equal to their spell level. This means a Hope Burst can generally always afford a single 9th level spell at minimum, or just shove a shitload of little effects into a table-turning explosion of idealism.

Tuesday, August 22, 2017

The World of Puella Magi

Right so first of all let's talk about this fucko. As a recap, this is Kyubey (The Incubator), an alien being of Law that contracts Puella Magi, all for the sake of eventually turning them into Witches. He does this because he has no real feelings or soul of his own.

He does this because he's saving the universe.

The Incubators are much like classically biblical angels or modrons; they aren't creatures of heaven or any other supernal realm, but they are Gnostic stewards of the material world, utterly dispassionate and removed from the anthropomorphic perspective. They take on this form only because it is useful, and they are in truth a single group-mind that expands all possible bodies simultaneously.

Kyubey is only visible to those it chooses to be, and approaches adolescents in times of emotional stress and desperation in hopes of forming Contracts. He supports them passively, and as they collect and use Grief Seeds, he eats them, all the while waiting for the moment to bring down the hammer and push his clients into becoming Youma, if they don't collapse on their own. A killed Puella Magi is a wasted investment, and too many dead humans means his cattle don't breed as many suitable clients, but that's the only reason he pretends to care at all.

 As for the Grief Seeds he takes, he does not destroy them. Grief Seeds are sent to wherever Incubators come from, where their endless suffering is milked for free energy; that's what this is all about. The energy the Incubators collect from their schemes is used to stave off the heat death of the physical universe. Perhaps they're the only reason it's lived as long as it has.

Again, the Incubators are not malicious. They can't be. They withhold information but they do not lie. They do not do physical harm, only say hurtful things. They have no emotions, no empathy, no grudges. All that matters is acquiring more energy through the Contract system, and they gain energy from the initial Contract, the transformation into the Youma, and eventually the collected Grief Seed.

Mechanically, treat them as any sort of small ferret-like animal; they have no HD and no AC. Any attack against them automatically hits and is an instant kill. It doesn't matter, however, as a new Incubator body just teleports in and eats the corpse to preserve the calories. And they don't care. They'll keep saying whatever they want to say via their telepathy.

Besides telepathy, forming contracts, and having infinite teleporting vessels, Incubators can't really do much. Treat them as having INT 30, or whatever the equivalent is for godlike intelligence. Literally, only a god or multiversal hivemind can outpace them. Assume that an Incubator knows everything through atomic omniscience; they can listen in on the telepathy they give Puella Magi but they cannot read minds. They cannot see the future, or anything magically protected against them, but they essentially have cameras everywhere in the world.

They will never attack you, though they tend to say things designed to hurt you. Always polite and sweet; after all, they have no ill will towards humanity. They just don't understand why you're crying over one little girl, sacrificed to save the universe. Thousands of more little girls are born every second. What does it matter?

They are the personification of Utilitarianism, taken to its most inhuman, strawman conclusion.


Youma, that which Puella Magi are born to fight. The source of curses, which are themselves born of curses. Youma are inhuman, fae, eldritch creatures that don't follow normal logic, and cannot live in the material world. Instead, they create pocket dimensions known as Labyrinths to protect themselves, and stalk mankind in the shadows.

A labyrinth essentially is a bounded space in the Ethereal Plane, overlapping the real world along a different axis. Any Puella Magi (as well as anyone of sufficient magical accumen), can open a Gate to a labyrinth in the area by pure will; labyrinths are as dungeons, with the top level being closes to the real world, and each level beyond taking you further from real-world imagery into the Youma's inner sanctum. For instance, a candy youma might haunt a hospital, and indeed there's syringes, exit signs, false nurses, and the like in the top layer, but as you go deeper, everything is eventually replaced with gingerbread houses and ice cream mountains.

The reason it's so easy to enter a labyrinth is essentially that Youma are able to invite people in and out, as with a Mage's Magnificent Mansion, though due to their goals and warped minds, they by default are 'inviting' everyone. A Youma can shut up their lair and keep anyone from invading it, but then they wouldn't be able to hunt or interfere with reality, either.

When a Youma is born, it is a personification of the Puella Magi's last, darkest emotions; it is, in fact, literally the poor child, having lost all hope in their soul and entered a permanent, irreversible madness. Their Soul Gem becomes the Grief Seed, and their body is discarded as they become an entity made of pure elemental Grief.  Their form is a result of this symbolism. Here's some examples.

Mechanically, treat a Youma as statistically being the monster they look like; if they look like a dragon they do dragon things, otherwise get creative. Their Hit Dice should be equal to their former Puella Magi level, though this isn't an inviolable rule. If our Dragon-Youma is extra scary with extra HD and she had the karmic potential to justify that sort of thing, go for it. If the Youma's truly less fearsome than it appears due to being an illusionist-Magi, or otherwise based on her insecurities and low self-image, roll with it. These are sentient, malicious symbolism engines and should be treated as such.

In addition, they have the spellcasting of their former Puella Magi selves, save that they don't benefit from their Charisma in regards to anything like bonus spells or what have you, and their Corruption Pool doesn't benefit from the Charisma bonus.

A Youma's Corruption Pool works differently; it starts full, and it drains to refresh spell slots. Corruption can be used to heal itself like a Puella Magi, but it doesn't gain any other benefits. A Youma returns to a Grief Seed if its Corruption Pool is drained to zero, which it also does if brought to 0 HP.

Youma can leave a Cursed Kiss at-will. This leaves an Arcane Mark that functions as a Charm Person, except that the victim is compelled into suicidal self-destruction. Murder-suicides, homicides, school shootings, suicide cults,  people belly-flopping from high buildings, these are all caused by a Cursed Kiss. Sometimes its as tragically simple as someone in a hospital bed closing their eyes and just not waking up, due to lack of will to live. Puella Magi are immune to this ability

When someone under the Cursed Kiss dies, the Youma feeds off the despair, gaining 1d8 Corruption Points per HD of the victim. As mentioned, these Corruption Points can be used to heal, recover spell slots or create a Shikigami for 5 times the Tsukaima's HD in Corruption Points.

When a Youma dies and becomes a Grief Seed, their Labyrinth is destroyed; their Shikigami escape into their own lairs, living creatures reappear in the real world, and any unattended objects, including corpses, are seemingly lost forever.


Shikigami are like a witch's familiars. They are like lesser Youma in many respects: They can't live outside of labyrinths, they are made of solid Grief, they feed by Kissing mortals and killing them.A Shikigami is a soulless creation of a Youma that exists to serve them; like set-pieces in a dreamscape, they exist to fulfill a specific role and duty, and that is the totality of their existence. They never have more than half the HD of their master. 1 HD Youma cannot produce Shikigami.

A Shikigami cannot cast spells, though they can donate their Corruption Points to their mistress or heal themselves. A Shikigami can be released by their creator to form their own, smaller barrier and hunt on their own, though this will automatically happen if a Shikigami outlives its Youma. A Shikigami has Corruption Pools equal to their creator's, which start off empty. If it's filled up completely, the Shikigami matures into a perfect clone of its mother Youma in every respect, capable of dropping a Grief Seed even; it's supped upon enough mortal souls that it cobbled together its own out of the detritus fragments of pain.


What about in worlds where Youma don't exist? We have Akuyo. They're essentially Youma, but are not born from human suffering, but a mysterious universal rule. As if they exist to fill the void, and for no other reason. They drop 1d3 Curse Cubes per HD, which cannot hatch into Akuyo. Nor do they have Labyrinths or Shikigami; they merely haunt the Ethereal Plane, as if they were ghosts. Their Curse Cubes are generated by draining emotions from humans; the attacks of an Akuyo inflict Energy Drain. Someone fully drained of this attack do not die, however, but become emotionless level-0 NPCs. Puella Magi, however, are totally destroyed spiritually, vanishing into thin air so that not even the benevolent Law of Cycles (the universal rule that prevents Witches from being born) can save them.

An Akuyo gains a permanent new HD every time it drains levels equal to its own HD+5, unless those levels come from a Puella Magi.

Akuyo are not made of grief and curses; they are Lawful, extraplanar beings born of the will of the universe. A universe that fears the power of human emotions, strong enough to change its nature. As if to balance that karma, they act like perverse Bodhisattvas, out to directly murder passion.

Sunday, August 20, 2017

Magical Girls? In my OSR? It's More Likely Than You Think!

Aww yea. Lookit that. What cute, innocent little kids full of hope and idealism and love and justice. Don't you just wanna run them through a death funnel adventure or a meatgrinder dungeon, or just generally destroy everything that made them beautiful inside?

Of course you do. That's why we DM.

So I've written multiple Mahou Shoujo/Magical Girl classes, for various subgenres of the archetype. I'm absolutely obsessed with the genre, having grown up on it and having had all my major childhood heroes that inspired me come from works generally based on it. I like Noblebright. I love Romantic Fantasy. I adore the power of Love overcoming everything in the end.

This first class is not that.


If you could have any wish, what would you trade your soul for?

That question is the birth of every Puer and Puella Magi, the slave-children of magic. Everyone who can call themselves such was approached in their adolescence, typically between 9 and 16 years old, though there are exceptions to every rule. 30-year olds with children of their own have heard the call, rarely. Gender is technically no object, but a majority of girls are approached.

The Incubator, normally calling itself "Kyubey" is a Messenger of Magic from another world. Although magic is born of emotional power, it has no emotions or true magic of its own, being a servitor of a higher Lawful force. Incubators exist only to form Contracts with potential Puella Magi, and in so doing grant them a wish in exchange for the duty and power of what they are to become.

The more hopeful and idealistic, the better. A good-hearted, innocent Puella Magi can shine like the noblest of Paladins. For hope is the greatest spice to create despair...

Puella/Puer Magi

To-Hit and Hit Dice: As Cleric

Save: As Cleric; however depending on your system, anything that references Wisdom should be replaced with Charisma.

Weapons and Armor: As Magic-User. Additionally, a Puella Magi can select one weapon to be their Magical Weapon (see below). Weird options are encouraged; if you want to have a trumpet that shoots magical damaging soap bubbles or a cute magic wand that shoots heart lasers or something that's only entirely appropriate. See below, also, for Henshin in regards to armor.

XP per Level: As Elf, or Magic-User if you don't use racial classes.

Prime Requisite: Charisma 13

The Wish: In exchange for the birth of your Soul Gem and a life of hunting Youma, you are given one wish. This wish can be absolutely anything, according to Kyubey, and it always comes true. More importantly, this Wish is born of your own inherent magical, emotional power, so it is based on your own intent rather than your wording. You technically don't need to say anything at all!

It's not quite that easy, though, as Kyubey selects his clients based on their karmic potential. Simply put, this is your character's cosmic relevance to the universe, the strength of their own hopes and emotions, and the despair they are fated to bear in the future. Mechanically, Kyubey tends not to consider anyone with less than 13 CHA, and you're always guaranteed the standard effects of a Limited Wish spell without any chance of failure or wish-twisting. However, the higher your Charisma score, the bigger a wish you can make. A girl with Charisma 18 should be able to make a truly powerful Wish (atleast everything the normal Wish spell can do, maybe a bit more depending), while a someone with something ridiculous like Charisma 30 or some absolute bullshit it should be able to rewrite all of time and space or slap a god or whatever the hell. I mean obviously just eye-ball this sort of thing, but keep this in mind; the force of your heart and soul reflects your magical potential, and thus the scope of your wish. Two people with wildly different Charisma scores making the same wish should expect different results.

 Whatever the wish is and whatever you decide the scope of it is, it will effect the magic of the Puella Magi. Not only do you get the actual benefit of the wish, but your spell list changes to reflect it. That means if you make a wish related to healing a loved one, you're basically getting nothing but healing and recovery spells, though you can also justify spells to protect someone you care about, like Shield Other or something. Follow the emotional intent of the wish, not just its literal wording and outcome.

However, what happens if a Puella Magi makes a wish over what their potential should be? Well, you give it to them of course. Now you can twist their wish.

For example, consider a girl named Homura, who watches her girlfriend die against an unstoppable foe. Homura wishes to go back in time and be someone strong enough to protect her, and so she begins timelooping. Homura has Time Stop at level 1, the ability to go back and try over and over, as long as she still has hope that she can succeed. However, one little girl with Charisma 14 or something is not strong enough to change the fates, voices, and overall will of everyone involved in this sequence of events. Though she can rearrange the cards in the deck of the timeloop, so to speak, she is unable to get a winning hand under her own power. She changes the process, but never the ending. She can protect her beloved, but she cannot save her. The clock always returns to 1 after it strikes 12.

Naturally this shouldn't be very common; if a player makes a reasonable wish, work out how to roll with it. But also, don't shoot down a wish that seems overpowered. After all, they're handing you a plot coupon for the tragedy of when hope gives in to despair, and that's what this class is ultimately about from a narrative perspective.

Spellcasting: Your spellcasting progression as a Puella Magi is as a Magic-User, save that you don't need a spellbook. If your game has 3E-style Sorcerers or other spontaneous casters, use that instead. If ability scores do anything regarding this feature in your games, use Charisma. 

Your spell slots do not refresh on a rest, however, as normal spellcasters. Your slots remain expended, though you can pay a Corruption Point cost equal to the spell's level, with cantrips only costing 1/2 a point if they exist in your game (Or At-will, if you're playing 5e or something). Using a Grief Seed, aside from its normal benefits, also refreshes all your spell slots as if you had a proper rest.

0-level/Cantrip and 1st level spells can be used outside of Henshin.

Soul Gem: Your contract grants you a small magic beacon known as a Soul Gem. They never quite said what your Soul Gem really is, but it takes a no-brainer to know why it's called that. If your Soul Gem (that is, you) is more than 100 feet away from your body, you lose consciousness and can take no actions until it touches your body and re-establishes connection. Additionally, you can survive as a Soul Gem even if the body is destroyed. That being said, if your Soul Gem is ever destroyed, you die no matter what. So if your GM likes "All Shields Shall Be Splintered" rules then you can go eat shit I guess.

Soul Gems, being magical items, have some resistance to shattering despite their glass-like qualities. They're about as hard as a ruby.

Detect Despair: This ability functions as Detect Evil for all purposes, except that it only detects supernatural evils, such as undead, fiends, and especially the Youma they are meant to hunt. This is an at-will ability, used by reading the glow of their Soul Gem. This ability does not require Henshin to be used.

Henshin!: The standard transformation sequence of a Puella Magi. Although this can be as flashy and purple prose-y as desired, it is actually an instantaneous transformation that cannot be interrupted. Once a costume is decided upon by the player, it cannot be changed, but this costume is always pristine and perfect. A Puella Magi must be in her transformed state to use her class features unless otherwise noted, but if they're in their untransformed states, they are treated as a normal civilian in all regards. Magic does not detect them as magical beings (though the Soul Gem still has an aura), and Scrying spells to find "That Magical Girl who shot me" or what have you do not show the Puella Magi's untransformed self. For this reason, many Puella Magi take on false names or superheroic alter egos to give themselves additional protection from scrying.

In addition, a Puella Magi's base AC becomes identical to their Charisma score (assuming ascending AC, otherwise calculate the equivalent) when they are transformed. They don't benefit from Dexterity bonuses or any other armors, but magical modifications can still apply.

Magical Attacks: All attacks by a Puella Magi count as magical for all purposes and considerations, when they are transformed.

Create Magic Weapon: You peer into the Soul Gem and find a vicious weapon ready to take shape once you pull it out of your Gem. If they are lost or broken, they can be recreated. At 3rd level, the weapon possesses a +1 bonus.

None save the Puella Magi can use the weapon, and they have proficiency in whatever weapon they choose it to be, which cannot be changed later.

Telepathy: You can establish a telepathic communication with someone, regardless of where they are, as long as they are on the same plane as you. However, this telepathy can only be used with other Puella Magi, or Potentials that Kyubey is considering contracting with. This ability can be used without needing Henshin.

Bodily Improvement: You are able to veer into the Soul Gem's true limits and in doing so, realize that you can push your own limits.

For the price of 1 Corruption Points, you can heal yourself for 1d8 + your Constitution modifier of hit points. This applies even if your HP is at -10 (or 0 HP, or whenever people become corpses in your game).

For the price of 2 Corruption Points, you can cure yourself of a disease, though it will be 4 Corruption Points if it's brought on by a spell or otherwise supernatural. Alternatively, you can temporarily increase one of your Ability Scores (excluding CHA) by 2 for 1 hour. This can stack with itself.

For the price of 4 Corruption Points, you can regenerate lost limbs or any other severe handicaps, as well as give yourself rerolls on saving throws.

For the price of 9 Corruption Points, you can recreate a destroyed body. This will take a few minutes, because it's basically either recreating a body from scratch or rotting a corpse in reverse.

This ability can be used outside of Henshin, save for the ability-score enhancement feature.

Name Level: At Name Level, you become known as a Prince or Princess of Magic, and have demonstrated enough competence and luck to have lived this long that Kyubey has made you less of a target for harassment, and now uses you as a poster child for recruitment. Pick a settlement, and you become the de facto leader of it in the Puella Magi world, claiming it as your exclusive hunting grounds. You attract 1d6 novice Puella Magi who look up to you and see you as their senpai. Due to the lack of reliable information-durability due to the Puella Magi life being full of secrets and isolation, rumors about how you treat your new teammates don't spread very far. Indeed, if one of them dies and they didn't have a very public presence, most won't realize they had ever gotten involved with you at all.

Corruption Points: Throughout the class, you noticed how the words "Corruption Points" have been uttered. This is something that you gain when you make the Contract. You start with 0 Corruption Points in a pool known as a Corruption Pool, but with each use of your abilities as listed, you gain Corruption Points. Your Corruption Pool can only take so much Corruption before it exceeds its limit. Its Limit starts at 10 Corruption Points, with an additional 2 added for each level above 1. You also add your Charisma modifier to your Corruption Pool at every level including first.

The Corruption of a Soul Gem represents grief and despair, so aside from magic use, intense negative emotion can also cause it. If anything prompts an intense episode, such as a roleplaying scene, losing a dear loved one, or anything like a Save Vs. Madness or a Crushing Despair spell or whatever, have them make a saving throw (whichever correlates closest to a Wisdom/mental stability-based save), and if they fail, they gain a Corruption Point.

For every 10% of your Corruption Pool that's filled up, you take a -1 penalty to saves against future despair-induced Corruption saves, to reflect your darkening mood and imminent grief-spiral as the hope within you flickers and dies.

If your Corruption Pool reaches its limit, your Soul Gem bursts and becomes a Grief Seed, as you turn into the very Youma you've been hunting. Oh my god, what a twist! If your players are somehow unfamiliar with the reference material, hide this part, it'll be fucking awesome.

The only way to lower Corruption is to use Grief Seeds. Every defeated Youma drops a single Grief Seed, which refreshes Corruption Points as if they had a Cleansing Pool equal to the Corruption Pool of a Puella Magi of its HD, minus any Charisma bonuses . Excess points are not lost when a Grief Seed is used, so a Puella Magi can hold on to a half-spent Seed. A fully spent Seed can be used to cleanse a Soul Gem, but going over the Cleansing Limit causes the Grief Seed to hatch into a Youma, which will have 'leveled up' from the extra Corruption.

Sidebar: In certain universes, a girl sold her soul to save Puella Magi everywhere from the fate of becoming a Youma. In those campaign settings, those with fully Corrupted Soul Gems instead disappear into thin air, purportedly taken to a higher plane of existence. With no Youma in this reality, there are instead Akuyo, wraith-like figures of gloom that take their place. These creatures drop 1d3 Curse Cubes per HD, which work as Grief Seeds, except they only heal 1d6 Corruption Points each. Curse Cubes never hatch.

Saturday, August 19, 2017

Far Realms Fuckery

This is meant to be used as Table E2 of my Wild Magic Table, separated into its own post for length. But honestly you could also just use it to generate some weird Outer Planes and general eldritch bullshit. The Far Realms are basically lovecraftian/chaotic mindmelting nonsense.

Table E2 (Far Realms Fuckery)
  • This table mentions Pseudonatural creatures. Give them the following traits: They are always extraplanar creatures, can cast True Strike 1/day, possess resistance to Acid, Electricity, Spells, and Damage equal to their HD in whatever system you use, and have the ability to turn into tentacled horrorforms, which doesn't change their statistics but causes observers to take a -1 penalty (or 5e-style Disadvantage, if you use that) to their attack rolls equal to the creature's HD due to non-euclidean geometries. Additionally, all of them possess human-level intelligence or greater. If none of this is useful or interesting and you've got cooler eldritch nonsense use that.
  • Additionally, “layers” are mentioned. These effects represent layers of an alternate plane of existence, but if these encounters effect the Material Plane, treat them as basically extradimensional incursions.

1 Slow Light: Light only moves 30 feet a round; beyond that, players see events as if they occurred 1 or more rounds ago. Maximum movement speed is capped at 30 feet. Movement gives a strange blue and red-shifting effect.

2 Hard Air, Soft Ground: Air becomes solid, and everyone suffocates unless they can "dig through the air" into the ground, which has the consistency of water and is breathable. Treat air as if it were dirt or sand.

3 Evil Gravity: Gravity is sentient and malevolent, cutting off gravity and reversing gravity as the spell, Caster Level 20, at least once a round to harass all living creatures. Previous gravity alterations end when a new instance begins.

4 Damage Mirror: Attacks on opponents injure yourself, attacks on yourself injure the nearest creature instead.

5 Fractal Element: A 6th element beyond acid, cold, electric, fire, and sonic appears as fractal crystals which glow, feel cold to the touch, and spread like fire. If touched, make a saving throw to avoid catching "on fractal" for 4d6 damage a round. It can only be "put out" by taking sonic damage.

6 Character Burning: The environment here is on fire that is prismatic in hue. Any fire damage taken here does no hit point damage, but instead removes one aspect of the character per round, starting with alignment, templates, race, then individual class levels. If a character takes effective negative levels equal to its HD, it is turned into a level 0 True Neutral NPC human with no skills or abilities. This is a curse effect and can be undone by Remove Curse.

7 Cursed Dice: All dice results are now backwards. 20s are 1s on a d20, 4s become 2s on a d6, and so on and so forth. No one knows it is due to their dice.

8 Bear Hell: All opponents appear as bears, regardless of what their stats are. Every round, one item in a random character's hand turns into a brown bear, which probably tries to maul them, then run away. If the character is holding nothing, they must make a saving throw or become an NPC bear. Those items and creatures taken outside the bear effect revert to normal.

9 Age Inversion: Young creatures become venerable, venerable becomes young, middle age becomes old, and old becomes middle age. Take the penalties and bonuses as appropriate. The age inversion ends when you leave the affected area.

10 Hurting Spheres: Floating spheres dominate this area. Each round, if a character does not deal at least 1 point of damage to the spheres, they take 1d6 nonlethal damage, then lethal damage once their nonlethal damage equals their total HP. The spheres themselves have infinite HP and are indestructible.

11 Surface Walker: Jumping is impossible, and you can walk along any surface, including on the ceiling. You are never permitted to leave contact with a surface for any reason.

12 Distance Flux: In the first round, distances work as normal. In the second round, squares are 10 feet. In the third, squares are 15 feet. In the fourth, they are 0.5 feet. The pattern resets on the fifth. Movement and other distances are all affected.

13 Spellfire: All spellcasting converts the intended spell into a bolt of energy dealing 1d6 + 1d6 damage per spell level to its intended target.

14 Mental Focus Shuffle: Your STR is replaced by your INT, your DEX is replaced by your WIS, and your CON is replaced by your CHA.

15 Physical Focus Shuffle: Your INT is replaced by your STR, your WIS is replaced by your DEX, and your CHA is replaced by your CON.

16 Tower of Babel: No one can understand each others' languages anymore, not even through magic. Language does not exist as a concept.

17 Loved Enemies: Opponents in this area appear as various party members or loved ones, regardless of their actual abilities and stats. Killing them causes the actual person they duplicate to take the excess fatal damage, and the attacker becomes aware of this fact just before they make the finishing blow, allowing them to pull back with a Saving Throw.

18 Living Items: All items become sentient and proceed to angrily swear at and complement various creatures at random, sometimes doing both to the same creature.

19 Atmosdissappear: Roll 1d4. On a 1, the air pressure is too high and everyone takes 1d6 damage; on a 2, there is no air, resulting in 1d6 damage and suffocation; on a 3, there is air, but it is unbreathable, leading to suffocation; on a 4, the air is normal. The air changes every 1d4 rounds.

20 Strobe: Each round, the room is either brightly lit (everyone is dazzled) or pitch dark (everyone is blind, even those with darkvision). Spells which illuminate or darken do not function against their opposite, rendering them useless. After 1 minute, everyone gets a headache, resulting in −2 Concentration, Perception, and Search checks (whatever those mean in your games) for as long as they remain in the area.

21 Bent Light, Roaring Sound: Beyond 20 feet, all creatures seem blurred. Beyond 40 feet, all creatures seem displaced. Beyond 60 feet, vision is impossible as it melts into a swirl of colors. Sound propagates well here; all sonic damage deals 50% more damage. Any creatures discovered here are blind, with blindsight out to 30 feet + 10 feet per HD.

22 Muffled Sound, Blinding Light: Beyond 20 feet, all Listen checks take a −4 penalty and sonic damage is reduced by an appropriate damage size. Beyond 40 feet, all Listen checks take a −8 penalty and sonic damage is reduced to minimum. Beyond 60 feet, hearing is impossible and sonic damage cannot travel. Light is extra bright here; all sources dazzle, sources which dazzle blind, and sources which blind blind permanently and deal 1d6 points of damage per level of the effect (1d6 for non-magical sources).

23 Crossing of Essence: Every round, two traits switch between two creatures, such as their Strength score, their hit points, their alignment, their body parts, or any other suitable aspect of their character. If the creature is alone, it swaps its body parts or things in places they don't make sense, such as gaining your +1 longsword as your new Dexterity score while you fight with a Dexterity 13.

24 The Dollhouse: Everything seems artificial and fake somehow, yet picture-perfect. Enemies are puppet-like in their movements and devoid of details. Those grappled by the opponents must make a saving throw or become puppeted as the others, compelled as if affected by Dominate Monster with permanent duration unless some fine invisible strings are cut with a Ghost Touch weapon. The strings have Hardness 0 and 5 HP. The dollhouse is "played with" by a fantastic invincible creature which is not beyond grappling you directly (+100 to grapple) and moving you at its whim if you go outside of The Dollhouse, though it never directly injures you.

25 Frictionless Step: If you move more than 5 feet a round in this area, you immediately move an infinite distance in your chosen direction until you hit something (up to 500 feet every round), where you stop instantly without harm. You provoke attacks of opportunity as normal for this uncontrolled movement. It's best to apply this effect where there are walls or creatures in the way to stop their passage.

26 Hard Angle: It is easier to change one's absolute speed rather than direction of movement, so all creatures walk, burrow, climb, fly, and swim as if they had a fly maneuverability of clumsy.

27 Snapshot in Time: The landscape is in a permanent Time Stop, though creatures are unaffected. If they take damage, however, they must make a saving throw or become frozen in time for 1 round + 1 round per 5 points of damage, as if stuck in Time Stop.

28 Misspelling: All spells are corrupted into corruptions, such as Animate Dead becoming Animate Red, or Detect Chaos becomes Detect Kiosk. Have fun with this.

29 Slice of Truth: The surroundings appear as a flat surface, typically a gridwork or however your game table appears, including other objects on the table which cannot be reached but can be seen beyond the "invisible borders of the grid". Characters appear to be statues, not necessarily identical to their real appearances. While unable to move arms and legs, this does not prevent moving, attacks, and other interactions. The PCs simply cannot comprehend that they are minis on a map. If there are no minis or map, the PCs and monsters are invisible to themselves and others, and only able to "see" the surrounding terrain and various giants around them which ignore their presence.

30 Spiral: Every round, creatures must make a saving throw or have their limbs start bending into spiral shapes, giving a −1 penalty to attack, damage, and AC. Strangely, this seems pleasurable, and so creatures that succumb take a −1 penalty on the next check. The effects are cumulative. Once a creature has a penalty equal to or greater than its HD, it twists completely into an immortal, immobile, eternally gleeful, and impossibly twisted spiral shape with Regeneration 15 per round bypassed by nothing, and cannot be saved by anything short of Wish.

31 Infinite Wounds: Any wounds dealt or received in this effect have the effect repeat every round, forever. Remove Curse or a Heal which brings the target to full hit points removes this effect.

32 Singularity: A square in the room acts as a singularity. Creatures can approach it or move around it, but cannot retreat from it. Entering the square is fatal, and the landscape distorts the closer you get to it. Escape is only possible by waiting; it will vanish in a 10d6 Fireball after 1 minute of non-interaction.

33 Shadow Puppets: A strong light source shines from one direction of the area, one which can possibly be moved. All opponents appear as if shadows. Attacking them will result in a miss, but attacking them one square off where your shadow will be projected results in the ability to hit them. Moving the light source moves where your shadow projects. Complete darkness is dangerous, as you are teleported randomly 1d6×10 feet in random directions each round.

34 Hecatoncheires: Each minute, roll 1d5 (that is, a 1d10 in half). On a 1, lose two limbs of your choice. On a 2, lose one limb. On a 3, no limbs are lost. On a 4, gain one limb. On a 5, gain two limbs. The limbs gained or replaced are always alien and horrible. Magic armor and items adjust to your new mutations if possible, falling at your feet otherwise. The effect fades one minute after leaving the effect, returning your normal limbs and body parts.

35 Blood Rain: Blood wells up from the ground and starts to rain upwards against the pull of gravity.

36 Thing: Bone hands and fingers well up from the ground, snatching at everyone upon it. All creatures touching the ground must make a saving throw or be immobilized for one round. Those who save are instead entangled.

37 Thick Air: The air becomes thick enough where you need to make swim checks to move, and you treat yourself as if you were underwater for the purposes of movement and attacks.

38 Easter Plane: A room full of marshmallow peeps. They don't do anything, but they're watching, and they are everywhere. A close-up look reveals the eyes are real. However, they are still edible. If anyone eats more than 9, they must make a save or be sickened for 1 hour.

39 Inside Out: Characters turn inside out. Somehow, this doesn't hurt or kill you. Attempted sneak attacks and critical hit confirmations get a +4 bonus against all creatures.

40 Malicious Weaponry: All weapons animate as if Dancing Weapons and try to murder their users, unless the user grasps the weapon and makes a save to control it. The weapon uses the attack, Strength, and damage of its user.

41 Erratic Time Flux: Every round, creatures must make a save. Those that make the save are affected by a Haste spell, but those that fail the save are affected by a Slow spell.

42 Erratic Space Warp: Every round, creatures must make a save or be teleported in a random unoccupied direction 1d4 squares away.

43 Spore Land: Healing no longer functions, and any healing instead creates a number of tiny duplicates of the creature equal to the amount of damage to be healed. These duplicates grow on the skin, fall off, and run aimlessly around until they perish shortly after.

44 Blood Weird: Every slashing or piercing wound taken deals double damage, but grants the victim a natural primary tentacle attack that deals 1d4 bludgeoning damage (for Medium creatures) plus strength. Multiple wounds are cumulative, and tentacles last for 1 round.

45 Touched By Fate: When this result is rolled, everything seems normal, but attacks done to another leave a brief glowing mark. Opponents struck during this round are bonded by fate; even if the creature dies, it will respawn and return for revenge sometime later during the course of a year. Respawned creatures are compelled to destroy their target, and will return to normal (possibly returning to being dead) afterward. Detect Magic can determine the attacker is cursed, and Remove Curse or a stronger effect can remove the curse.

46 Fumbles the Porcupine: Porcupines rain from the sky and get everywhere. For 1 round, all rolls are natural 1s, unless a natural 1 is rolled, in which case it is treated as a 20 and automatically confirmed if needed. For each natural 1, even a skill check, the creature takes 1d4 piercing damage from the scattering porcupines. They vanish 1 round later.

47 Freaky Friday: Pass all character sheets to your right, switching characters. Characters have switched bodies with one another and have access to their abilities, stats, and other attributes, but retain their normal alignment and personality. The change remains for 1 hour.

48 Sputnik the Horse: A flying golden horse appears overhead, granting good luck to all creatures. For 1 round, all rolls are natural 20s, unless a natural 20 is rolled, in which case it is automatically confirmed. Effects which trigger on a natural 20, such as Vorpal weapons, do not occur unless you actually have rolled a 20.

49 Grass Battle: The floor becomes sentient and attacks, becoming fluid and able to make slam attacks as if it were a massive ooze. It attacks with a +20 to-hit and deals 5d6 damage, and may make one attack to each creature per round. It has a reach of 5 feet and cannot attack creatures flying higher than 5 feet.

50 Inside Out (Oh God It Hurts!): All creatures turn inside out, a painful process which results in a −1 morale penalty to attack. The creature is otherwise unharmed and can survive in this state, but as their organs are exposed, it grants attackers a +4 bonus to confirm critical hits against them. This is a curse and can be removed by Remove Curse.

51 Repulsion: The Realm suddenly tries to repulse every creature who is not a Aberration. All non-Aberrations must make a save or be magically repulsed to a random Plane, and those that make their save are instead just magically moved 1D100 layers (as in, effects on this table) away from the effect.

52 The Seeding: A great golden seed falls from high above, and buries itself down into the ground when it hits. 1d4 rounds later, a great tree springs forth from the ground and a single big golden egg sits on the tree. If the egg is touched, it explodes. Roll 1d6 for the following:

1) An Empowered Fireball, Caster Level 15 2) A Stinking Cloud, Caster Level 15 3) A Wail of the Banshee, Caster Level 15 4) Like 1, but anyone damaged by the fireball must also make a save or be affected by Hideous Laughter. 5) As 2, but anyone who fails the save is also affected by Maddening Scream. 6) As 3, but any creature killed by the wail is fully returned back to life 1d12 rounds after they died as a pseudonatural being.

53 Hungry Eyes: The DM proceeds to describe other creatures, including PCs, as various food products without any indication that it is strange, such as calmly stating how the dire watermelon attacks with its claws. The food-vision has no effect on abilities, nor does it make the creatures actually edible. The food vision effect goes away after the characters have had a full meal.

54 Genetic Lotto: If a creature dies in the area of effect of this occurrence, they Reincarnate as the spell 3 rounds later into another race (including monsters, but not animals). The reincarnation is not perfect and usually has artifacts of their last race within, such as patches of green skin on an orc turned human, or pointy ears on an elf turned dwarf. Creatures will continue to respawn however many times they are killed, but after respawning 1d4+2 times, a creature will next respawn as a pitiful lump of flesh and limbs of random races they have reincarnated as. Creatures which have suffered this fate are helpless, immobile, and immortal, needing no food, sleep, or breath. Future death attempts only make the mutant worse; it can only be cured by leaving the affected area and reincarnating there, or using miracle or wish to restore the natural form. Simply reviving them will not help, as it will only revive their helpless blob state.

55 Studio Audience: Creatures feel like they're being watched. All actions made by all creatures get reactions from an invisible audience, responding to funny events with laughing (even if it's not very funny), kindness with "awwws", successful skill checks and shows of bravado with applause, and any matter of innuendo with "wooooooo" sounds. Even normal events like hitting people with swords and tripping have cartoon sound effects. It has no mechanical effect beyond making it impossible to move silently with the constant "creeping around" soundtrack and other problems. This lasts as long as the creatures are on the layer and 1d4 hours after.

56 No-See-Ums: The bodies of all creatures become invisible as by greater invisibility, but clothing, items, and other gear do not. This benefit grants a 20% miss chance, or complete invisibility if the creature is naked and devoid of items. Bodily fluids and consumed food remain or become invisible. This lasts for 24 hours.

57 Fatal Fists, Blunt Blades: All lethal damage becomes non-lethal. Meanwhile, all nonlethal damage becomes lethal and deals twice as much damage as normal. Attempts to deal nonlethal damage (and thus lethal after the change) by taking −4 function, but do not double in damage. The effect vanishes after leaving the area.

58 Hole: A toothy maw-like hole appears under a random creature, provoking a save vs falling in. The pit appears to be bottomless and lined with teeth and strange colors. Each round, the pit expands in a 5 foot radius, letting anything in its path fall in until it eventually consumes the entire layer. Those who fall in are randomly shifted to another plane besides the Far Realm, and there is a 20% chance that they are hopelessly insane when they arrive.

59 Railroading: A set of twisted railroad tracks criss-crosses this area, sometimes splitting and sometimes converging, but always going from point A to B. PCs can travel anywhere along the tracks, but a magical force prevents them from leaving it. Monsters and other native creatures are not so constrained. The magical force can be broken with a difficult Strength check, but the moment the PCs leave the railroad, they are pummeled with magical rocks falling from out of nowhere, dealing 5d6 damage a round, with no save. The rocks stop when they return to the railroad. The ends of the railroad always lead to valid exits off the layer.
60 Overstep Yourself: Roll 1d3. On a 1, for each square of movement a creature makes, it instead moves two squares ahead, stopping only for a solid obstacle. You cannot willingly move less distance, and you always travel in the direction. In effect, your movement of, say, 6 squares is 6 squares of 10 foot intervals (making your move speed 60 feet instead of 30). On a roll of 2, you move three squares of movement, and on a roll of 3, you move four squares of movement. 5-foot steps are also altered by this effect, and it lasts until you leave the area.

61 Spiders: A large cloud of tiny black flecks (which on close inspection are spiders) blossoms from the ground. Those who breath it in must make a save or feel sickened for 1 round. The cloud disperses after 1 minute on its own and everything seems fine. However, if the characters break anything open on this layer after the event, they will discover that they are full of black spiders as well as what is what is normally inside. Open a coconut, spiders. Take off a helmet, spiders. Kill a monster. Blood, guts, and spiders.

One day afterward, those who failed the saving throw have their vitals, their blood, even their brains, replaced by millions of spiders. This has no detrimental effect, and they may not even notice until they are cut and spiders pour out. This change is permanent. It does have two beneficial effects and one side effect. It allows the affected creature to move on the Far Plane without needing to make the save against the ambient insanity, and the creature is not attacked by mindless spiders unless said spiders are directly ordered to attack. On the downside, the creature counts as vermin whenever not beneficial. Drow often see this as a blessing from their goddess.

62 Cocooned: The layer tries to cocoon all creatures in it in ethereal webs. A successful save ejects the character to the nearest layer, while a failed save ends the creature on the inside of a cocoon. A trapped creature can try to cut its way free with any light slashing or piercing weapon. The cocoon has an AC of 11 (if ascending AC), Hardness 5 and 50 HP. If the creature fails to escape within 5 rounds, they are immediately knocked unconscious and awaken 4d10 days later on another plane with a pair of insect wings. The wings are too weak to fly with, but reduce fall damage by half. Those affected must get their armor re-fit for abnormally shaped creatures. The change is permanent short of Limited Wish or better.

63 Small Kopi: All living creatures have their left hand fall off, dealing them 2d10 damage, and the creatures regenerate a new hand in 1d4 rounds (though the damage is not also healed). The hand that falls off springs to life the second it hits the ground and take form (plus stats and abilities) like a homunculus, which will try to kill its "creator".

64 Hunger Calls: A strange scent drifts through the layers, and every creature must make a saving throw or become a compulsive eater, needing to make a saving throw every time they see food or be forced to eat it. Every time they fail the save, they have to save when they see a non-food object. If they fail THAT save and eat the object, they do so harmlessly but from now on have to treat that object as 'food'. This can easily grow of control, as the subject never stops feeling hungry and never suffers from the effect, becoming an omnivorous black hole. Succeeding on 3 consecutive instances of compulsive eating removes the effect.

65 Bounty of the Land: Bushes begin to appear out of the ground, bearing great numbers of delicious-looking fruits and berries. If eaten, they bestow the same effect as a Heroes' Feast, but anyone who eats must also make a saving throw or receive one random mutation.

66 The Spawning: The earth spawns one or more creatures with pseudonatural, lovecraftian traits; roll 1d6 to find out which creature appears:

1) The earth spawns 1d4 pseudonatural small monstrous centipedes each round for the next 1d12 rounds. 2) The earth spawns 2d4 pseudonatural araneas. 3) The earth spawns 1d6 pseudonatural dire sharks each round for 1d4 minutes. If not helped into water, they will immediately begin suffocating. 4) The earth spawns a single pseudonatural elder black pudding every 1d12 rounds until it has spawned 5 puddings. 5) The earth spawns 1d3 completely identical pseudonatural planetars, which behave erratically. 6) The earth begins to shake and rumble over the next 3d10 rounds before finally spawning a single pseudonatural dream larva.

67 Surrogate: A cactus-like mobile plant violently bursts from the ground and fires needles at every creature in an 80 foot radius, with +13 to hit against AC. A hit deals 1d4+1 piercing damage, and if wounded, a creature must make a saving throw. On a failed save, an egg has been implanted. The creature will begin to have stomach pain. Each day, the victim must make another save, or become sickened for 24 hours. After 3d4 days, the egg hatches and a pseudonatural dire rat bursts from the victim's stomach, dealing 4d6 points of CON damage and scurrying away. A heal or remove disease destroys the egg before it hatches, ending the effect. Creatures which are immune to disease or lack a Constitution score cannot be affected by this occurrence.

68 Snowing Red Dust: Red dust begins to snow all over the layer and continues for 3d6 rounds. Every creature caught in the red snow must save each round or Red Dust disease, which deals -1 to CON, attack, damage, and checks every day you fail a save. When reduced to 8 CON, the disease accelerates and forces you to save every hour. At 0 CON, you die and leave a shriveled red corpse. If disturbed, the corpse explodes into a cloud of Red Dust. While infected, HP damage can only be healed by Limited Wish or greater. It takes 3 successful saves in a row to overcome the disease.

69 Gender Changer: All creatures change sex to the opposite one and must all immediately make a Charisma check. The creature who rolled the highest on the check receives the benefit of a Enlarge Person that can affect any creature regardless of type, while all others get the effect of a Reduce Person with no save that can affect any type and which does not affect their equipment. The effect lasts for 24 hours and may be removed by Remove Curse or stronger magic.

70 The Black Cat: Out of the corner of your eye, you begin to see a black cat, but when you look, there is nothing. The persistent image results in a −1 penalty to attack rolls and ability checks.

71 Dire Moose: A dire moose appears out of nothing, walks up to the largest gathering of intelligent creatures on the same layer, and tells them that the layer is about to collapse, whereafter the dire moose disappears. The layer does indeed collapse 1d100 rounds after the Dire Moose disappeared, dealing 10d6 damage to any creature still on the layer before ejecting it to the next layer.

72 Katamari: Any objects smaller than yourself which are touched immediately stick to your body and cannot be removed short of universal solvent. Likely, this fuses weapons into the hands of PCs, among other things. It is not limited to hands; anything smaller than you sticks, and when you have enough random mass to be counted as a creature of a larger size category, you are able to stick much, much more. Many a poor party end up stickied, and need a small party member with their hands coated in universal solvent to roll them out of the area of effect.

73 Stuck to Play: When you arrive on the layer, you become aware that the layer will close and prevent exit once only one creature remains on the layer. When only one creature is left, the layer seals off, preventing escape as if under Dimensional Lock, and any physical portals out of the layer are closed. The layer remains closed for 1d12 days, and every 1d6 hours, new random effects will occur. Roll on this table to determine which new effects occur.

74 Bunny Time: Every 1d4 round(s), a happy bunny appears and hops close to the creatures in this layer. Once 20 happy bunnies are present, they go berserk and attack all other creatures with the strength of something totally awful like a dragon or whatever until killed or they are alone on their layer again.

75 Ignition: The atmosphere is extremely flammable, but breathable, and seems no different from normal. If any fire occurs, the atmosphere on the layer immediately ignites, dealing 3d10 points of fire damage a round for 1d4+2 rounds. Once the fire ceases, the atmosphere is completely devoid of breathable gas, and creatures will likely suffocate.

76 Reverse Newtonian: The ground seems solid, but if you move more than 30 feet in a round, the ground will take on a liquid consistency, allowing you to fall through. You can attempt to swim through, but you will fall 300 feet down in the first round, and 500 feet in subsequent rounds. Swimming is slow and you move at half speed. If you managed to fall more than 1000 feet, you begin taking damage from superheated rock, plus an additional 1d6 fire damage for every 10 feet lower, up to 20d6 fire damage at 1200 feet where you are submerged in magma.

77 Magic Gone Wild: The layer is under a strong wild magic effect; any time a spell or a spell-like ability is used, the user must succeed a check equal to three times your level or a wild surge will occur. Anyone who has spells or spell-like abilities must succeed on a save for every 10 minutes spent on the layer, or become infected with Wild Plague.

78 Dark Price: A cosmic mind contacts the layer. Every intelligent creature on the layer may make an immediate charisma check, the one with the highest result gaining the use of a free wish spell from the entity. However, they also have the knowledge that if the wish is made, the creature will be fated to die in a horrible fashion. The nature of the death is up to the DM, but typically occurs anywhere from 1 week to 2d20 years after the wish is made.

79 Collapsing Star: The layer contains large but faraway fuzzy globes of vague energy, and the ground is black. Gravity is twice as heavy as normal here, and attempts to Plane Shift or Teleport must first succeed on a saving throw, but otherwise the layer is fairly normal. The heavy gravity causes balance, climb, jump, ride, swim, and tumble checks to be at a −2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

5 rounds after the party gets there, the gravity triples, resulting in a −4 penalty to the aforementioned skills and attack rolls, weights are tripled, weapon ranges cut to a third, and characters take 3d8 fall damage per 10 feet. The save to Plane Shift and Teleport rises by +5. The energy spheres also move noticeably closer. Every 5 rounds, the gravity increases to four, five, and six times normal gravity, increasing the penalties as appropriate and fall damage following the progression of 6d8, 8d8, and 12d8 per 10 feet. On the seventh instance, the energy spheres touch and the layer collapses into a ball of nuclear fusion, obliterating everything on the layer.

80 Paranoia: The DM may consult this result and look shocked at how bad it is. Suggest that "the PCs see or hear nothing unusual", but look grim (or sadistic if that's your choice), second guessing all their actions and asking "are you sure?" to even seemingly innocent things. Nothing is wrong, their players are just paranoid.

81 RPG: The party is subject to a sudden blur of colors, resulting a save or becoming dazed for 1 round. Regardless of their save, they are blinded by the colors for 1 round. When their vision clears, they will be in an enemy encounter. Upon defeating the enemies, the bodies vanish in a red outline, and they leave bags of gold, potions, and other things monsters of their sort should not reasonably be carrying, as well as some ghostly fanfare which comes out of nowhere.

82 Objectified: Creatures on this layer lose their constitution scores, gaining CON — for the duration of their visit and gaining construct traits (except immunity to mind-affecting effects, unless they are already mindless). Creatures without CON scores, meanwhile, gain CON 10, and become vulnerable to construct immunities (unless they are immune through another way, such as poison immunity from an amulet). Formerly living creatures do not bleed, and formerly non-living or undead creatures bleed. This includes inanimate objects and even the ground, which screams when cut.

83 Turning Japanese: When any creature takes a slashing or piercing wound in this area, they take an additional 1d6 points of damage as fantastic amounts of blood spray from the wound. This blood loss never results in the creature passing out, and indeed the blood will continue to spray forth in an absurd amount far beyond what the creature actually contains. When a creature dies, they explode into a tidal wave of blood, destroying their body and flooding the surrounding 20 foot radius burst with blood, dealing 5d4 nonlethal damage and forcing a save vs being knocked prone (a successful save negates the prone effect).

84 An Odd Layer: You can only ever get odd results, rounding down to the nearest odd number. For example, you can move 5 feet, or 15 feet, but find you cannot move 10 feet. Likewise, your attack roll of 16 to hit becomes 15, and your damage roll deals 21 damage instead of 22. On a natural 20, the result becomes 21 instead of 19.

85 Adrian Brody: You encounter an appropriate level encounter monster who has a curious human face and the gaze attack of a Medusa. If you fail the save against its gaze attack, instead of turning to stone, you gain the creature's face, the creature's gaze attack, and are treated as if charmed even if you would otherwise be immune. The creature makes no effort to attack other creatures with its face, and creatures affected are more than happy to spread the face to others.

86 Funny Hat Club: A group of of 2-6 pseudonatural trolls are in the area, sitting on comfy chairs, wearing monocles, sipping tea, and wearing bizarre hats (including things that shouldn't BE hats, such as a duck on one's head). They are busy discussing politics in a very elite fashion. All of them are under a Sanctuary effect, as if cast by a level 100 caster. A sign just outside of their area displays "Silly Hats Only". If approached within 60 feet, the conversation will stop and the trolls will stop and look at the intruders, glaring if they are not wearing a silly piece of headgear. If a silly hat is not worn within 2 rounds, on the third round they go berserk and attack. If the attack is prevented via silly hats, the PCs may converse with them, though they mostly seem focused on game hunting and various real and unreal political events. They have a +20 bonus on any checks about these subjects.

87 Prismatic Dye: A rolling 40-foot-high multicolored cloud with a 40-foot radius diameter appears. The cloud moves at 20 feet a round. Those caught in the cloud have their skin turned to wild prismatic flashing colors, with no other effect but looking strange and bare skin shedding light out to 5 feet, and shadowy illumination 5 feet beyond. However, they soon find they have an uncontrollable gaze attack out to 30 feet; any creature under 8 HD subjected to the gaze immediately dies and is animated as a shadow with an urge to murder their prismatic killer and drain him of both life and color. The shadows cannot be turned or rebuked, but they can be destroyed through normal traditional means. The effect is permanent, but a Limited Wish or better removes it.

88 Gotta Go To Space: This layer appears to be a normal material plane world, but gravity is in reverse. A save on arrival allows creatures to grab onto something; otherwise, they fly off 300 feet in the air the first round and 500 feet every round after. The atmosphere is much more compressed than normal; after 500 feet, the temperature drops 20 degrees and the air becomes thin, forcing a save vs becoming fatigued. Between 1500 feet and 3000 feet, the temperature drops 20 degrees again and creatures must make a save vs exhaustion. Between 3000 feet and 15,000 feet, the temperature drops another 20 degrees, and the creature takes 1d6 points of damage from low pressure and can no longer breathe. Between 15,000 feet and 25,000 feet, the temperature drops another 20 degrees and the pressure damage increases to 2d6. Beyond 25,000 feet, they are officially in space and take 3d6 damage a round from pressure, plus 1 point of ability damage to all ability scores from radiation damage. They may drift in the infinite depths of this layer forever.

Any spells which grant a fly speed or any teleportation spells (including Plane Shift) fail unless the caster succeeds on a difficult meaning creatures may fly higher and higher before they can manage to escape.

89 Spamming Hell: Every round, characters must succeed on a save while in the area. Failure means they repeat the same action as last time (attacking, moving, repeating the same message, etc.), regardless of how the surroundings have changed. Success means they can act normally.

90 The Rave: Every object, creature, and even the atmosphere itself flashes with prismatic colors and loud blaring music. All listen checks are made at a −4 penalty and even normal conversation within earshot must succeed on a listen check. All creatures are dazzled, and when first exposed to the area, must make a save or be blinded for 2d4 rounds. Anyone who remains in the area for more than 10 minutes who is not immune to mind-affecting effects becomes sickened, no save.

91 The Gazebo: The layer is disturbing and freaky as the far realm often is, and in the middle of the madness is a small grassy meadow with a little grassy hill. On that hill stands a shiny white gazebo. The PCs will feel safe from the horrors of the Far Realm here, but the gazebo is actually an advanced mimic with 21 HD and pseudonatural traits which is more than happy to wait for the PCs to take a nap inside of it.

92 Silence: The plane is completely silent, as if affected by the Silence spell. Nothing else occurs.

93 Pulse of Creation: A 1-foot white sphere of light appears floating there. It is incorporeal and cannot be touched, but any creature moving within a 10 foot radius of it must succeed on a save or lose a memory. The memory is converted into a new layer somewhere on the Far Realm, which duplicates the memory and its inhabitants with pseudonatural clones. Lost memories incur a negative level with a save to remove 24 hours later. However, the memory remains missing with a vague sense that something is wrong. Modify Memory is capable of restoring the memory.

94 He Who Waits Beyond The Wall: Whenever someone speaks or attempts vocal spellcasting, they must make a save or instead begin mumbling strange things about "the Nezperdian Hivemind of Chaos" and "Zalgo", before snapping out of it with no memory of what just happened. After the 3rd failed save, which need not be consecutive, the creature who failed that save must make another save or be consumed by a web of growing black tendrils which spill from their mouth and eyes, mouths appearing on their skin and devouring them alive horribly. The web will start in their square and grow in a 5 foot radius every round until it has consumed the layer in corruption. Those touched by the webbing treat it as a Web spell which deals 2d6 damage a round on contact.

Although the process appears fatal, the originator of the web is actually still alive, but unconscious and taking vile damage each round. They are contained in a cocoon of webbing, with Hardness 5 and 50 HP. Allies can attempt to free them, and doing so halts the growth of the webbing. If anyone dies from the vile damage, they respawn 1d10 minutes later on the material plane as a pseudonatural version of themselves with chaotic evil alignment and a compulsion to summon the titular elder evil to the material plane.

95 Ocean of Insects: The area is flooded with a sea of small insects up to 20 feet high, so thick you can swim through it at half speed. You must hold your breath and close your eyes, or insects will crawl in your eyes and mouth and deal 5d6 damage and force a save vs nausea each round. If you are damaged and close your mouth and eyes again, the damage decreases by 1d6 and −2 save penalty each round, until the damage is 0. When the damage becomes 0, there is no longer a save. They will not damage you if your mouth and eyes are closed.

96 Enlightenment: A bright flash of light occurs, and characters must make a save or be permanently blinded, their eyes burned right out of their head, save negates. However, if a character is blinded, they gain +4 on initiative checks, +4 on saves against traps, is treated as having 360' vision for purposes of flanking and back-attacking, and may use the following spells 1/day as spell-like abilities: Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight. If their blindness is ever cured (which requires regrowing the eyes), they lose these benefits.

97 Even Death May Die: Characters must make a special level check of their character level + 1d20 against Difficulty 30 or equivalent (Courtney's Rosetta Stone is useful, here). If they succeed, they are rendered biologically immortal but hopelessly insane, ignoring even mind-affecting immunity. If they fail, they are not driven insane but their lifespan is cut in half, which may push them into a new age category. If they have been pushed beyond their maximum lifespan, they must make a save or die; success means they have 1d6 years left to live. The insanity and the aging effect can only be cured by a Wish. Reverting the aging effect restores their natural age and reverts any penalties or bonuses gained from it.

98 The Offer: A bizarre and otherworldly entity appears, stopping the flow of time if needed to speak with the PCs, and offers the PCs the ability to become as gods; however, they will have to leave everything behind. If refused, it has no issue and departs. However, if the offer is agreed to, the character is swept away into the gibbering madness, never to be seen again. Evidence that the character has ascended into the state of an elder evil is apparent. They are now an NPC, but will subtly impact the game with their motives and beliefs, leaving their mark on the world.

99 Double Weirdness Roll twice on this Table, re-rolling any further roll of 99 or 100. (Or roll with it, lol.)
100 Strange Eons Roll 1d4+2 times on this Table, re-rolling any further roll of 99 or 100. (Same)