Names Known By: Enthropy; negates Equitus and its effects.
This is a strange substance, sometimes it appears as a full liquid, sometimes as an ooze or gel. Contained within it, is the essence of raw chaos, of infinite potential and possibilities, a writhing mass of chaotic colors and scents. Its taste is full of an entire spectrum. It can be potent or weak. Regardless of all other attributes, one thing is for certain – it is very dangerous. It is a manifestation of the raw transformative, warping power of pure Chaos. With the right tools and knowledge, it can be ‘worked’ – fashioned into thing or some effect. It represents all potentials. It can be worked using any of the aptitude powers, but responds best to powerful psychics.
It can be made to from the effects of either occult, divine, or any other aptitude based power. It can transform the essence as well as the physical properties of attributes. Efforts to work this material typically end in horrible death. Its known as a source and enhancer for The Deeping.
“The poison was the cure” – just as it may afflict, so can chaos cure. Using Entrophy to remove chaos features or effects takes an imposition of order to target the issue to be resolved. The character must possess the following capabilities: Meditation, Empathy, and Aura Sight. Using a mirror, they try to control their Aura to effect a change – first feeling, then perceiving the change they want to be. Entrophy can be consumed by a creature with Essence to remove any chaos features. If they have control over the entrophy, they can make a CHA check for each draught consumed. On success, they can remove a single chaos feature, taint, or affliction. If they fail, future attempts to remove the target issue suffer a -4 penalty. A critical success indicates 2 target issues are removed. If the consumer has no control, they must spend 20 of some type of energy to activate it (chi, etc.), and make a check. There is a 50% chance that the target issue is removed, and a 50% chance that the effect is intensified.
Any character with Conviction may make a conviction check to resist the effects of Entrophy.
Any contact with it will cause the contacted are to write and buckle – flesh with tingle and wriggle, looking as if it has a life of its own.
Imbibing the stuff can cause a horrible transformation or alteration of some sort to take place.
If any test is performed, the first test should demonstrate the worst on a lab animal; it should change species.
“Ok, the rat, squeals and flops before your eyes. Its skin writhes like a snake is inside it, trying to break out. You hear the breaking of bones and the rat begins to collapse on itself… blood leaks and forms a pool, vanishing into the mass of fur and flesh. You feel like you are standing in front of a furnace -the whole process releases masses amounts of heat.. Finally, the rat is reborn. A lizard, larger than the rat stares at you balefully where the rat once stood…”
Content here does not have to follow the material put forward here – GM’s are welcome to substitute their own powers and interpretations.
|1-5||VIT check or the character changes species; PC species/any species/Size stays same?|
|6-20||VIT check or the character has has 1-10 attributes either shuffled or re-generated
check for 1-10 result; that # time check attributes in order and make a check for each; failure means re-generate. The stronger the attribute is now, the more difficult will be to change.
|21-70||Character features change – hair, skin, eyes, body hair, nail color, blood color; 10% chance for each it becomes hereditary|
|71-80||Part of the character takes the from of another species (arm, leg, head, etc.); 20% chance to grow appendage not had before (tail, horn(s), trunk, tusk, tentacle, etc.)
> primate, lizard, avian, horse, bovine, canine, feline, fish, elephant, ursine, etc.
|81-85||Character gains a -1 on some attribute; 20% chance for any offpsring to automatically have this|
|86-90||Character gains a +1 on some attribute; 20% chance for any offpsring to automatically have this|
|91-92||Character ages 10-50%|
|93-94||Character gets younger 10-50%|
|95-96||Character gains random compulsion|
|97-98||Character gains a point of aptitude; primary/worst/random/adaptation vs. full gain; 10% chance to pass it on to next generation only|
|99-100||Character loses a point of aptitude; [as gain]|