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<blockquote data-quote="Zirnike" data-source="post: 324368" data-attributes="member: 6674"><p>Fatigue: Every round they attack, they get an additional +1 to hit. When they finally hit, they're stunned for that many minutes.</p><p></p><p>Curse of the Invisible Helper: Character gains 10 gold per hour. See pickpocket (skill 0) to determine who catches him with their gold, and when.</p><p></p><p>Hair Growth: All hair must be trimmed back every 15 minutes. Stress makes it worse. After 4 rounds of fighting, character is effectivly blind until he takes a standard action to cut back his bangs. In 10 rounds, he loses an effective point of dex bonus until he removes his armor and trims back the hair interfearing with the joints.</p><p></p><p>Hell, we keep talking humanoids.</p><p></p><p>Of the Dog: Target has a 20% chance per round of becoming facinated with his tail, chasing it. The next round, he is stunned for 1 round due to dizzyness.</p><p></p><p>Of the Cat: Choose a plant within 20 feet (can be carried if you want to be mean). Said plant now acts like catnip to the effected creature.</p><p></p><p>of Cleanlyness: Whenever creature hits with max damage on one die (i.e. rolls an 8 in 2d8) must spend one full round cleaning the blood spots off (with their tounge, if non-humanoid)</p><p></p><p>of Oddness: Creature behaves unexpectedly. Example: Dire bear stands upright and discussed diplomacy in an English accent. 50% chance per round of this happening (just like the 50% confusion, but somewhat cooler, IMNSHO) (mind you, I take Weirdness Magnet in GURPS)</p><p></p><p>of Theme Music: Instrumental background acompanyment. Great for rogues, tends to clash with whatever the Bard's singing style is.</p><p></p><p>of Open Spaces: Gain severe clostrophobia. Alternate: agoraphobia, perfect for rangers</p><p></p><p>of Puzzled Summoning: All creatures summoned by the target arrive and stare at the caster with that expression dogs get when they're not really sure what's going on. (ok, that's really silly. Unless you know a conjurer... picture a hydra doing that...)</p><p></p><p>of Movie Physics: (needs a more appropriate name) You cannot kill any opponent, no matter how hard. Your opponents never seem to run out of ammo while they're attacking you. If opponents are chasing you, and you have special abilities to help you escape, they gain them temporarly. 'Luckaly', you can never be killed, merely be captured, although once they figure this out, you're in really bad shape...</p><p></p><p>of Bad Breath: Whenever target uses a breath weapon, they choke on it, instead, inflicting 1/4 damage on themself. (more for use on enemies, but useful for high level pyrokineticists, etc.)</p><p></p><p>of Absent Mindedness: Target is oblivious. All creatures encountered are affected as if they had invisibility only for the target (i.e. he won't see anyone 'till they attack him)</p></blockquote><p></p>
[QUOTE="Zirnike, post: 324368, member: 6674"] Fatigue: Every round they attack, they get an additional +1 to hit. When they finally hit, they're stunned for that many minutes. Curse of the Invisible Helper: Character gains 10 gold per hour. See pickpocket (skill 0) to determine who catches him with their gold, and when. Hair Growth: All hair must be trimmed back every 15 minutes. Stress makes it worse. After 4 rounds of fighting, character is effectivly blind until he takes a standard action to cut back his bangs. In 10 rounds, he loses an effective point of dex bonus until he removes his armor and trims back the hair interfearing with the joints. Hell, we keep talking humanoids. Of the Dog: Target has a 20% chance per round of becoming facinated with his tail, chasing it. The next round, he is stunned for 1 round due to dizzyness. Of the Cat: Choose a plant within 20 feet (can be carried if you want to be mean). Said plant now acts like catnip to the effected creature. of Cleanlyness: Whenever creature hits with max damage on one die (i.e. rolls an 8 in 2d8) must spend one full round cleaning the blood spots off (with their tounge, if non-humanoid) of Oddness: Creature behaves unexpectedly. Example: Dire bear stands upright and discussed diplomacy in an English accent. 50% chance per round of this happening (just like the 50% confusion, but somewhat cooler, IMNSHO) (mind you, I take Weirdness Magnet in GURPS) of Theme Music: Instrumental background acompanyment. Great for rogues, tends to clash with whatever the Bard's singing style is. of Open Spaces: Gain severe clostrophobia. Alternate: agoraphobia, perfect for rangers of Puzzled Summoning: All creatures summoned by the target arrive and stare at the caster with that expression dogs get when they're not really sure what's going on. (ok, that's really silly. Unless you know a conjurer... picture a hydra doing that...) of Movie Physics: (needs a more appropriate name) You cannot kill any opponent, no matter how hard. Your opponents never seem to run out of ammo while they're attacking you. If opponents are chasing you, and you have special abilities to help you escape, they gain them temporarly. 'Luckaly', you can never be killed, merely be captured, although once they figure this out, you're in really bad shape... of Bad Breath: Whenever target uses a breath weapon, they choke on it, instead, inflicting 1/4 damage on themself. (more for use on enemies, but useful for high level pyrokineticists, etc.) of Absent Mindedness: Target is oblivious. All creatures encountered are affected as if they had invisibility only for the target (i.e. he won't see anyone 'till they attack him) [/QUOTE]
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