Omen Writings    

Game Master: Before reading the effects of an Omen Writing aloud, look at it first. Some effects the players will not know until it happens. Be careful about this.

 

It only takes glancing at the coin (Omen Writing) to set off its powerful magic. If they are revealed, they will reveal as spell-runes (a very desirable item).

 

This is not magic, but pure, raw power. Magic and Enchantment-Resistance will not work against this enchanted item. The only way to not be effected is to not look.

 

# found ------------ : 1-D20 (there is a 10% chance of finding a stash of 5-D20).

Area of Effect ---- : The one who looks at each Omen Writing. Multiple Omen

                                 Writings can be gaze+d upon in a single turn (they will all activate).

 

Avoidance-roll --- : None.

Charges ----------- : 1 per Omen Writing. Once its power activates it will vanish.

Effect time ------- : Instant, though some effects can lay dormant for quite some time.

History ------------ : It is suspected that this item is placed here and there, by Ryagg,

                                 the Jahtha of Chaos, as a joke, or some twisted game. This is

                                 only speculated.

 

Preparation ------ : Look at omen writing.
Value -------------- : None. They are too unpredictable to be valued, even though

                                 wonderful things can happen (terrible as well).

 

Roll on Chart #1 to determine the nature of the Omen Writing:

 

Chart #1

%Roll: Nature of Omen Writing:

01-50:   Bad

51-00:   Good

 

 

Bad Omen Writings

 

%Roll: Bad Omen Writing Effects: Go to GOOD Omen Writings /// Go to Chart #1

   01:     You take 1-100 points of damage, in each area of the body.

   02:     The power of one enchanted piece of jewelry on your person fades for 3-D20 days.

   03:     One of your treasure items randomly vanishes.

   04:     Lose all your money.
   05:     -1-D10 x 10 to strike an opponent for the next 1-D10 attacks.
   06:     Gain the malice and animosity of one
random creature in Utaemia

              (discretion of the Game Master).

 

   07:     Permanently lose 1-D6 damage-points in all areas of your body.
   08:     Permanently lose 1-D6 Luck.
   09:     Permanently lose 1-D6 Oxygen-Points.
   10:     Permanently lose 1-D6 Modification-Points.
   11:     Permanently lose 1-D100 x3 Experience-Points. If lost into the

              negative, you must earn them back up past 0 to begin actually

              earning xp once again.

 

   12:     Lose 1-D4 random characteristics for 3-D10 days.
   13:     Permenently lose 1 random characteristic.
   14:     -1-D10 x 10 to initiatives for the next 1-D10 encounters.
   15:     Omen Writing shocks you for 3-D4 damage in one random area of your body.
   16:     Omen Writing burns you for 3-D4 damage in one random area of your body.
   17:     Lose all Vision for 3-D4 days.
   18:     Lose all Hearing for 3-D4 days.
   19:     Lose all Speech for 3-D4 days.
   20:     Hostile Presence: All creatures focus all attacks on you for 3-D20 days.
   21:     All without the company will deem you highly suspicious for 3-D20 days.
   22:     A Wish has been used against you. You must defeat the wisher to avoid.
   23:     Next 3 "chance to find secret levers" will fail.
   24:     Next 1-D10 avoidance-rolls will be at 50% chance (rounded up).
   25:     All your edible provisions will decay and rot in 2-D12 hours time.
   26:     One random item on your person is fully spent of charges.
   27:     Need twice the amount of sleep for up to 3-D20 days.
   28:     Class of inner armor decreases by 1 (if you are not wearing magical

              armor, reroll).

 

   29:     Class of outer armor decreases by 1 (if you are not wearing magical

              armor, reroll).

 

   30:     Next encounter will surprise character.
   31:     One of your random potions is destroyed.
   32:     Understand no languages for 3-D20 days. If you try to communicate,

              you will think you are saying something other than what you are

              saying (which will be insults).

 

   33:     Omen writing changes into random creature and attacks

              (most vicious of 5 rolls).

 

   34:     Next escape attempt will fail (and whoever character is with you).
   35:     Random bone in your body breaks unless you make a successful

              avoidance-roll vs. "Paralysis".

 

   36:     You decrease one level unless a successful avoidance-roll vs.

              "Magic" is rolled (if level #1, roll again - no luck can be used).

 

   37:     Omen writing duplicates your character and attacks.
   38:     The strongest random encounter (of 10 rolls) will stalk character

              and company.

 

   39:     Age 1-D10 years.
   40:     Next three encounters will be 3 different types of creatures

              working together to destroy the company.

 

   41:     Your coordination lowers by 2-D10 for 3-D10 days.
   42:     Lose all abilities for 3-D10 days.
   43:     Lose all spell-casting for 3-D10 days.
   44:     Spell-Points lower to 0 and must regenerate.
   45:     Ability-Points lower to 0 and must regenerate.
   46:     Character is stricken with a random sickness (Game Master's discretion).
   47:     Character is stricken with a random disease (Game Master's discretion).
   48:     Character glows like a candle for 3-D20 days.
   49:     Berserk rage. When a threat occurs character will break into

              an uncontrollable rage, attacking all enemies without warning until

              encounter or character is defeated. This will last for 3-D10 days.

 

   50:     If at night Omen Writing attracts a Vampire and Vampiress who will

              subtely work together to destroy your company. If it is not nighttime,

              roll again.

 

   51:     Omen writing explodes into a cloud of fire, engulfing the character,

              as well as all who are within 2 spaces of that character, causing

              3-D20 fire damage in all areas of the body (best of 3 rolls for damage).

 

   52:     Character attacks company until he or she is wounded 3 times, or they

             are dead unless a successful avoidance-roll vs."Faith" is rolled (luck

             can be used if you are in a combat situation).

 

   53:     Entire party is sent to another continent (random region and setting).

   54:     Death will occur unless a successful avoidance-roll vs. "Death" is rolled

             (luck can be used, but will be forever lost).

 

   55:     Triple all encounter checks for 3-D10 days.

   56:     Character turns to stone unless a successful avoidance-roll vs.

             "Paralysis" is rolled (luck can be used, but will be forever lost).

 

   57:     Lose your sense of Taste for 3-D20 days.
   58:     Lose the training in one random weapon you know.
   59:     Next 1-D4 abilities invoked will fail unless a successful

             avoidance-roll vs."Faith" is rolled (luck can be used if you

             are in a combat situation).


   60:     Next 1-D4 spells cast will fail unless a successful

             avoidance-roll vs."Faith" is rolled (luck can be used if you

             are in a combat situation).


   61:     Character cannot sleep for 3-D10 days. Complication for this will

             be to the discretion of the Game Master.

 

   62:     Character falls into a catatonic slumber for 3-D10 days.

   63:     Character will need to eat and drink x 1-D4 +1 more to sustain

              his or herself for 3-D20 days.

 

   64:     Insects begin following you around everywhere you go for 3-D20 days.

   65:     Double-Vision besets you, causing you to miss your target 50% of the time.

   66:     All your amor, weapons and supplies fall to the ground.

   67:     All items in your storing sacks, backpacks, Etc., are romoved and piled up.

   68:     A charge off of one random offensive item goes off (usable items also included).

   69:     Ants are suddenly attracted to you for 3-D10 days.

   70:     Next healing spell cast on you fails.

   71:     Next beneficial spell cast on you fails.
   72:     Omen Writing turns into an Orion's Coin. Toss this coin and call heads or tails.

              If you are correct, roll on 1-D4 Good Omen Writings results as a reward for

              each member of the party (not for pets and steeds unless they are sentient). If

              you are wrong, you and your entire company are removed to the deepest part

              within a labyrinth within a random region to find your way out.

 

              Game Master: If the party is inexperienced, have some mercy unless they

              are cocky and prideful. All transport items and spells will have no effect

              during their time in this labyrinth (and no such items will be found).

 

   73:     Your are ensnared. Movement reduced by 50%. This will effect any creature

              you ride while you are mounted.

 

   74:     Your body and armorings becomes "Brittle". You will take x2 damage for

              3-D30 days.

 

   75:     A rare bee stings you, causing you to swell up. You cannot wear any

              armor for 3-D4 days.

 

   76:     The next avian creature that flies overhead will spot you.
   77:     The next time you attempt any form of stealth, it will fail.
   78:     The next time you eat at an inn, the food will make you sick for 3-D4 days.

              During this time, you will have a 10% chance to spontaneaously vomit

              1-D6 times per day. Each time you vomit, you will have a 10% chance to

              faint for 1-D2 turns.

 

   79:     At some point in the future, a being of great power, of opposite align, will

              take notice of the character. Impressed at his or her potential, and what

              her or she may become, this being will begin to recruit him or her in

              subltle ways, here a little, there a little.

 

              Game Master: Be creative on this one. This could lead to an intense

              and thrilling ride for the player and his or her fellow players. In any

              case, this would be something that character would outright refuse if

              offered in a bold manner. However, over time, and through his or her

              adventures, this character might just be swayed.

 

   80:     If this character has an extra life, it is taken away.
   81:     It begins to rain on just the character, following wherever he or she

              goes for 3-D6 days. 1-D4 times per day there will be a 10% chance

              of a very minor lightning-bolt striking the character (1-D6 damage

              to all areas of the body.

 

   82:     One of your steeds, pets, or familiars drop to the ground and never

              gets up (this is random). It is dead, and no power but a Wish can

              revive it. If you do not have a steed, pet, or familiar, roll again.

 

              To avoid the slaying of your steed or pet, you must sacrifice an

              Artifact, an Oracle, or a Relic to the powers that be. If you do

              this, a huge hand will materialize to take the offered item. If the

              hand is attacked, it will withdraw and death will occur for the

              above mentioned. If you have none of these items, you may

              permanently lose 3 random characteristics from off your

              characters stats.

 

   83:     The most valuable gem you possess cracks in half becoming

              worthless. If you do not have a gem, roll again.

 

   84:     90% of all your hair falls out and does not grow back for

              3-D20 days. During this time, your Appearance will lower

              3-D4 +3 points.

 

   85:     The characters strongest pet or steed turns on him or her,

              attacking viciously for 1-D4 turns, becoming Zoomed as it

              desperately tries to kill that character. If this character

              doesn't have a pet, roll again.

 

   86:     The next knot that this character ties will have a 30% chance

              of coming undone at a critical moment.

 

   87:     Character developes a bad case of body odor. Flies

              constantly pester you for 3-D20 days. This can create

              a real social problem!

 

   88:     A secret that this character has kept will be exposed to his or

              her allies in 3-D20 days. If this character has no secrets, roll

              again.

 

   89:     Darkfire Burning: Omen writing begins to burn, spreading out

             1 space in all directions per turn. If not put out, this unnatural

             burning will last for 1-D4 days, and will attract dark creatures

             into the area which will begin to hunt the land. The burn area

             will never be the same again unless somehow fixed (discretion

             of the Game Master).

 

   90:     A tremor in the earth threatens to knock all to the ground.

             Within the earth is heard the distant, faint cry of a creature.

             Game Master: A terror has been loosed. Your call on this one.

 

   91:     One random Special Gem turns to dust. If you don't have

             one on you, roll again.

 

   92:     All weapons dull for 3-D20 days, causing only half damage.
   93:     Omen Writing transforms into a small, venemous spider that

             quickly attempts to creep into your armor and bite you.

 

             To avoid being bitten, simply win an initiative roll with the

             spider (it will gain a +30). the venom effects are as follows

             for 3-D20 days:

 

             -15 Defense and Offense.

             -3 Movement.

             15% chance of Ability and Spell failure.

             Ability and Spell-Points will recover 50% slower.

 

             Note: If this character has a shielding of some kind up,

             the shield will be expelled.


   94:     Permanently Lose 1-D4 Spell-Points.
   95:     Permanently Lose 1-D4 Ability-Points.
   96:     Your backpacks and all sacks and non-magical holding

             items fall to dust.

 

   97:     Character permanently becomes a random creature.

             He or she is aware mentally, but, being the creature,

             he or she might not be able to express it. If this curse

             is removed, the character will become him or her self

             again in 5-D20 days, slowly transforming back.

 

   98:     Character falls asleep for 3-D20 hours, but can be

             awakened by another.

 

   99:     Character turns to liquid for 1-D4 days, but can move at

             a rate of 1/4 his or her normal movement (rounded up).

             Character can see only, but cannot communicate with

             others while in liquid form.

 

   00:     Character is slain unless a successful avoidance-roll vs.

             "Death" at 1/2 chance is rolled. Luck can be used to

             succeed this roll, but will be forever lost.

 

 

 

 

Good Omen Writings

 

%Roll: Good Omen Writings Effects: Go to BAD Omen Writings /// Go to Chart #1

   01:     You heal 1-100 points of damage, in each area of the

             body. If you are fully healed, roll again.

 

   02:     The power of one enchanted piece of jewelry on your

              person fully charges, or becomes usable again. If

              none need to be charged, roll again.

 

   03:     One of your lost treasure items returns.

   04:     If you have lost money, it is returned. Roll again if you

              have not lost any money.

 

   05:     +1-D10 x 10 to strike an opponent for the next 1-D10 attacks.
   06:     Gain the friendship and loayalty of one
random creature in Utaemia

              (discretion of the Game Master).

 

   07:     Permanently gain 1-D6 damage-points in all areas of your body.
   08:     Permanently gain 1-D6 Luck.
   09:     Permanently gain 1-D6 Oxygen-Points.
   10:     Permanently gain 1-D6 Modification-Points.
   11:     Permanently gain 1-D100 x3 Experience-Points
.

   12:     Gain 1-D4 random characteristics for 3-D10 days.
   13:     Permenently gain 1 random characteristic.
   14:     +1-D10 x 10 to initiatives for the next 1-D10 encounters.
   15:     Omen Writing heals you for 3-D4 damage in one random

              area of your body. If you do not need healing, roll again.

 

   16:     Omen Writing cures you of one disease or sickness. If

              you are not sick or diseased, roll again.

 

   17:     Gain Night-Vision 3-D4 days. If you already have

              night-vision, roll again.

 

   18:     Regain your Hearing. If no hearing has been lost, roll again.
   19:    Regain your Speech. If no speeck has been lost, roll again.
   20:     Friendly Presence: Next encounter will trade with you.
   21:     All without the company will deem you highly trustworthy for 3-D20 days.
   22:     A Wish has been used in your behalf.
   23:     Next 3 "chance to find secret levers" will succeed.
   24:     Next 1-D10 avoidance-rolls will be at +50% chance (rounded up).
   25:     All your edible provisions will double.
   26:     One random item on your person gains 1-D4 charges, or is usable again.
   27:     Need half the amount of sleep for up to 3-D20 days.
   28:     Class of inner armor increased by 1 (if you are not wearing magical

              armor, reroll).

 

   29:     Class of outer armor increased by 1 (if you are not wearing magical

              armor, reroll).

 

   30:     Next encounter will surprise character.
   31:     Omen Writing becomes one random potion.
   32:     Understand all languages for 3-D20 days.

   33:     Omen writing changes into random creature and aids you for 1-D6 days

              (most influential of 5 rolls).

 

   34:     Next escape attempt will succeed (and whoever character is with you).
   35:     Elixir effect. If you are healthy, roll again.

   36:     You increase one level.

   37:     Omen writing duplicates your character and aids you for 2-D12 days.

              If you are slain, you are still alive.

 

   38:     The strongest random encounter (of 10 rolls) will clear the way for

              the character and company, leaving all treasure on the bodies.

 

   39:     Age or revers age 1-D10 years (players choice).
   40:     Next three encounters will be 3 different types of creatures

              working together to aid the company.

 

   41:     Your coordination raises by 2-D10 for 3-D10 days.
   42:     Use only 1/2 Ability-Points for 3-D10 days.
   43:     Use only 1/2 Spell-Points for 3-D10 days.
   44:     Spell-Points regenerate at a rate of 1-D4 per turn for 3-D10 days.
   45:     Ability-Points regenerate at a rate of 1-D4 per turn for 3-D10 days.
   46:     Character is cured of a random sickness. If you are not sick, roll again..
   47:     Character is cured of a random disease. If you are not diseased, roll again..
   48:     Character gains a bonus of +5 on all stealth checks for 3-D20 days.
   49:     Battle Finess. When a threat occurs character will gain +1 attack per turn.

             This will last for 3-D10 days.

 

   50:     Vampire Detection: Know a Vampire when you see one if you make a

             successful avoidance-roll vs. "Awareness (Faith).

 

   51:    Lykinnin Detection: Know a werewolf when you see one if you make a

             successful avoidance-roll vs. "Awareness (Smell).

 

   52:     Character can fully self heal 5 single wounds (one at a time, or all at

             once). This is instant, and takes no action to do.

 

   53:     You are now empowered with the spell, "Transport (Mastery)".

             This can be cast one time only, and is instant. All spell rulings apply.

 

   54:     Death Shield: Character will be shielded from a death blow, ability,

             or spell one time.

 

   55:     All treasure check will double for 1-D4 days.

   56:     Stone to Flesh: You have the power to turn a stoned creature

             back to its normal self.

 

   57:     All aspects of your Awareness raise by 1-D4 points for 3-D20 days.
   58:     Gain one weapon proficiency of your choice.
   59:     Next 1-D4 abilities invoked will gain a +10 to succeed
.

   60:     Next 1-D4 spells cast will will gain a +10 to succeed.
   61:     Next 1-D4 powers invoked will will gain a +10 to succeed.

   62:     Character needs no sleep for 3-D20 days.

   63:     Character will need to eat and drink only 1/4 normal to sustain

              his or herself for 3-D20 days.

 

   64:     All forms of common insects are apathetic to you for 3-D20 days.

   65:     Omen writing become 1 black-gold piece.

   66:     Sudden Fall will not effect you for the next 2-D2 times. However,

             your turn will be forfeit as normal.

 

   67:     Sudden Loss will not effect you for the next 2-D2 times. However,

             your turn will be forfeit as normal.

 

   68:     Omen Writing becomes a dart of light, striking a creature that

              would otherwise have gotten a surprise attack on you and your company.

 

   69:     All types of ants have no interest in you for 3-D10 days.

   70:     Next healing spell cast on you will be at x2 the normal healing.

   71:     Next beneficial spell's duration cast on you will be at x2 duration.
   72:     Omen Writing reveals the location of an Oracle, Relic, or Artifact

              to the character.

 

   73:     Foes are ensnared every time you engage them. Movement

              reduced by 50%. This will last for 3-D4 days.

 

   74:     Your body and armorings becomes "Tempered". You will take

              1/2 damage for 3-D30 days.

 

   75:     An Oliander Butterfly lands onl you, granting you one wish.

   76:     The next avian creature that flies overhead will spot you and guide

              you to something good. You may have to fight for it, but it will be

              something of worth.

 

   77:     +25 the next time you attempt any form of stealth.
   78:     The next time you eat at an inn, the food will make you well fed.

              This will cause you to spontaneaously Zoom (with no chance of

              death occurring) 1 time for 1-D4 turns.

 

   79:     At some point in the future, a being of great power, of the same

              align, will take notice of the character. Impressed at his or her

              potential, and what her or she may become, this being will begin

              to recruit him or her in subltle ways, here a little, there a little.

 

              Game Master: Be creative on this one. This could lead to an intense

              and thrilling ride for the player and his or her fellow players. In any

              case, this would be something that character would outright accept if

              offered in a bold manner. However, over time, and through his or her

              adventures, this character might just be swayed in a gentle way.

 

   80:     If this character is cursed, or has been taken notice of by any form

              of hate, malice, or revenge, it is taken away.

 

   81:     It begins to rain on just the character, following wherever he or she

              goes for 3-D6 days. 1-D4 times per day there will be a 10% chance

              of a very minor lightning-bolt striking the character (1-D6 damage

              to all areas of the body.

 

   82:     One of your steeds, pets, or familiars gainse an extra life.

   83:     The most valuable gem you possess becomes 10% more valuable.

              If you do not have a gem, roll again.

 

   84:      When character next sleeps, he or she will have a vision of a

              random structure, in which treasure can be found. This treasure

              will be guarded, but the character will not know by what.

 

   85:     The characters strongest pet or steed gains 1 level.

   86:     The next time this character attempts to break something, he

              or she will have a +30 added to the dice-roll.

 

   87:     Omen Writing become a random O.V.I. Jewelry. The Value of

              it will be up to the Game Master.

 

   88:     The location of a Secret in The Wilderness is revealed to you.

   89:     1 beneficial Other Significant Feature granted. If one was lost,

             it is restored.

 

   90:     Omen Writing turns into 1 random Common Gem (ignor Special Gem roll).

   91:     Omen Writing turns into 1 random Special Gem.

   92:     All weapons sharpen for 3-D20 days, causing +50% damage.
   93:     Gain an ally in the next 3-D20 days.

   94:     Permanently gain 1-D4 Spell-Points.
   95:     Permanently gain 1-D4 Ability-Points.
   96:     Your backpack become a random enchanted backpack.

 

   97:     You permanently gains the ability to shift into a random creature. It

             takes 3 turns (15 seconds) to shift into that creature, and also the

             same time to. Shifting will require 50 Ability-Points to accomplish

             either way. While in creature form, you only have the abilities of

             that creature (not your character abilities). The only thing you

             retain for yourself is the instinctive knowledge that you can shift

             back to your true form.

 

   98:     Omen Writing turns into one Plethora Capsule.

   99:     Like an octopus, you can now squeeze in through a 1" opening,

             and travel through such openings at a rate of 1' per 1-D2 turns

             for 3-D20 days. There is a 10% chance of this ability becoming

             permanent (check for this at the end of the 3-D20 days). While

             squeezing through narrow openings, you cannot evade attacks.

 

   00:     Character gains 1-4 extra lives (roll 1 D-4) player cannot know

             until brought back to life). Player can wish life into another by

             stating it openly during playing time (he or she must hold the

             dead while wishing it). Remember, player cannot know this.