Thursday, 28 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (arms /1,000)




Yet more entries for the character detail project, which is an open project to produce a large range of options for figures in a grimdarkling world like 40K's. The whole thing was set off a couple of weeks back by Lasgunpacker's random warband creator for Inquisitor.

Since my last batch, Lasgunpacker has posted 200 each for bling and equipment, to make 700. With zhu bajiee's 60 minor mutations and my first batch we have around 950.

This is my next batch of 200 then, this time for the arms, which gets us to around 1,150.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

To decide which arm it is, assuming two, roll 1d6: on a 1-3 it's the left, on a 4-6 the right.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 
Personal features, minor mutations, gifts, devices, body mods and stylings (arm, 1d200)

  1. Cyberaptor or similar roosting at shoulder
  2. Nerve pinch counter measures
  3. Piston, shoulder boom - roll 1d6: ends at 1-3. upper arm or 4-6. forearm
  4. Clavicular hardpoint - roll 1d6: on a 4+ currently fitted with random ranged weapon; and again: 1-2. remote-controlled; 3-4. automated; 5-6. operated at will
  5. Pauldron - roll 1d6: on a 6, ridiculously oversized
  6. Scapular gargoyle - roll 1d6: 1-2. remote-controlled; 3-4. automated; 5. possessed; 6. sentient
  7. Pronounced haunch
  8. Sharpened shoulder blade
  9. Chip on shoulder
  10. Underarm louse colony
  11. Very hairy underarms - roll 1d6: on a 6, 1d3 plaits each
  12. Fungal growth, possibly Orkoid - roll 1d6: at 1-4. underarm or 5-6. fold of elbow
  13. Potent body odour - roll 1d6: on a 6, mildly toxic
  14. Amputation, no replacement - roll 1d6: from area of 1-2. shoulder, 3-4. elbow or 5-6. wrist
  15. Autotomy - roll 1d6: on a 6, regeneration; and again: in 2d6 1. hrs., 2. days, 3-4. wks., 5. mths. or 6. yrs.
  16. Trophy - roll 1d6: arm is 1-3. transplanted; 4-6. stuffed; and again: from 1-2. shoulder, 3-4. elbow or 5-6. wrist
  17. Atrophy - roll 1d6: 1. upper arm, 2. forearm, 3. hand or 4-6. all at 1/1d3+1 times the volume
  18. Muscle bulk - roll 1d6: 1. upper arm, 2. forearm, 3. hand or 4-6. all at 1d3+1 times the volume
  19. 1d3 arms or forearms - roll 1d6 for each: branches at 1-3. shoulder or 4-6. elbow
  20. Nanitic extremity - roll 1d6: utility fog or liquid metal-like material from area of 1-2. shoulder, 3-4. elbow or 5-6. wrist; and again: 1-3. operated at will; 4-5. remote-controlled; 6. sentient
  21. Flipper or fin - roll 1d6: from area of 1-3. shoulder or 4-6. elbow
  22. 1d6 tentacles - roll 1d6: from area of 1-3. shoulder or 4-6. elbow; and again: on a 6, with suckers
  23. Whip arm - roll 1d6: from area of 1-3. shoulder or 4-6. elbow; and again: on a 6, charged
  24. Tree limb - roll 1d6: from area of 1-3. shoulder; 4-6. elbow; and again: 1-3. living; 4-5. preserved; 6. petrified
  25. Scarecrow-like spar - arm projects 90° from flank
  26. Inflatable upper arm - roll 1d6: 1-2. remote-controlled; 3-4. automated; 5-6. operated at will
  27. Wing - roll 1d6: 1. webbed; 2. feathered; 3. wax; 4. paper; 5. cloth; 6. synthetic
  28. Aerofoiling - roll 1d6: on a 4+ both arms - may glide
  29. Bingo wing
  30. Rigging and sail(s) - roll 1d6: set 1-2. at will, 3-4. by control panel or 5-6. traditionally
  31. Pulpit with mechanospeaker - roll 1d6: activated 1-2. at will, 3-4. by switch or 5-6. traditionally
  32. Winch cable, frame and drum - roll 1d6: on a 4+ propelled; and again: on a 6, grappling hook
  33. Linear housing - roll 1d6: with 1. drainpipe, 2. hopper, 3. conveyer, 4. elevator, 5. drive train or 6. hose
  34. Exhaust port, landing bay or similar opening
  35. Cooling vanes
  36. Running lights
  37. Go-faster stripes
  38. Hazard markings
  39. 1d6 badges - roll 1d6: attached with 1. wax, 2. glue, 3. pins, 4. stitching, 5. cord or 6. magic
  40. Rotary shoulder joint
  41. 1d3 additional joints in arm
  42. 1d3 joint mountings - roll 1d6 for each: 1-2. shoulder; 3. elbow; 4. wrist; 5. knuckle; 6. finger joint
  43. Section of arm independently mobile - roll 1d6: from 1-2. shoulder, 3-4. elbow or 5-6. wrist; and again: 1-2. remote-controlled; 3-4. automated; 5. possessed; 6. sentient
  44. Elongation - roll 1d6: on a 4+ knuckles drag
  45. Articulated scoop - roll 1d6: from 1-2. shoulder, 3-4. elbow or 5-6. wrist
  46. Cardan joint - roll 1d6: at 1-2. shoulder, 3-4. elbow or 5-6. wrist
  47. Rotation - roll 1d6: in area of 1-2. shoulder, 3-4. elbow or 5-6. wrist
  48. Telescoping - roll 1d6: from area of 1-2. shoulder, 3-4. elbow or 5-6. wrist
  49. Power tool arm - roll 1d6: 1. shears; 2. buzz saw; 3. chain saw; 4. power drill; 5. rock drill; 6. jackhammer
  50. Armament - roll 1d6: 1-3. melee; 4-6. ranged; and again: from 1-2. shoulder, 3-4. elbow or 5-6. wrist
  51. Armenity - domestic appliance or similar - roll 1d6: from 1-2. shoulder, 3-4. elbow or 5-6. wrist
  52. Turbine mount - roll 1d6: on 4+ roll again: 1-4. rotor blades or sails; 5-6. waterwheel
  53. Electrified limb
  54. Puppetstring eyelets
  55. Reinforced skeletal structure - roll 1d6: on a 6, whole body
  56. Subcutaneous armour, random type - roll 1d6: on a 4+ whole body
  57. Additional armour plating bolted to bone
  58. Extruded bone - roll 1d6: forms 1-3. sculpture, 4-5. crests or 6. blades
  59. Exoskeleton - roll 1d6: on a 6, whole body
  60. Plaster cast - roll 1d6: on a 4+ messages inscribed
  61. Splint
  62. Overgrowth - roll 1d6: 1-2. lichen; 3-4. moss; 5. creepers; 6. beanstalk
  63. 1d3 entwined serpents - roll 1d6: on a 4+ venomous
  64. 1d6 large attached parasites - roll 1d6: 1. louse; 2. tick; 3. leech; 4-6. other
  65. Columnar styling - roll 1d6: 1. Doric; 2. Tuscan; 3. Ionic; 4. Corinthian; 5. composite; 6. Solomonic
  66. Chrome plating
  67. Major vaccination scarring
  68. Venous cannula
  69. Stimulant canister - roll 1d6: 1-3. internal; 4-6. external
  70. Tourniquet
  71. Armband
  72. Solar or aetheric cells, able to power one other device - roll 1d6: on a 4+ whole body - 1d3+1 devices
  73. Thermoresistant dermis or dermal coating - roll 1d6: on a 4+ whole body
  74. Small attached person or other being - roll 1d6: 1-3. deceased / inactive; 4-5. alive; 6. dominant
  75. Arm 1d100% covered with hair
  76. Completely hairless arm - roll 1d6: on a 4+, whole body too
  77. Spines or quills - roll 1d6: on a 4+ whole body
  78. Stridulatory organ
  79. 1d3 additional sensory organs, membranes, glands or bladders, internal or external - roll 1d6 for each: in function 1. gravi-; 2. baro-; 3. anemo-; 4. thermo-; 5. magneto-; 6. electrometric
  80. 1d6 modular mounting points
  81. Post-surgical scaffolding
  82. 1d3 jack ports
  83. Serial number
  84. Barcode
  85. Fretwork musculature
  86. 1d3 bone plates - roll 1d6: 1-2. medical; 3-4. decorative; 5-6. both
  87. 1d3 bone etchings - roll 1d6: 1-4. below skin; 5-6. exposed
  88. Visible seams - roll 1d6: 1-2. stitched; 3-4. welded; 5-6. riveted
  89. 1d3 major scars
  90. 1d3 large tattoos - roll 1d6: on a 4+, whole face
  91. 1d3 forms of piercing
  92. Upholstery - roll 1d6: on a 4+ whole body
  93. Chameleonic skin - roll 1d6: on a 4+ whole body
  94. Partially shed skin - roll 1d6: on a 4+ whole body
  95. Translucent skin - roll 1d6: on a 6, translucent skull too
  96. Xenoflesh graft, covering 1d100% of head
  97. Marbling- roll 1d6: on a 4+ whole body
  98. Antiseptic dermis or coating
  99. Viscous dermal secretion - roll 1d6: on a 1 nourishing, on a 6 toxic
  100. Arm or hand smeared with unguents or similar
  101. Scorched or melted skin
  102. Confectiodermis, 1d100% - roll 1d6: 1-2. preserved; 3-4. stale; 5-6. rancid; and again: on a 4+, whole body
  103. 2d6 prominent moles
  104. 1d6 large boils
  105. Bulging veins
  106. Bracing bands
  107. Reinforced joint - roll 1d6: 1-2. shoulder; 3-4. elbow; 5-6. wrist
  108. Swollen joints
  109. Creaky joints
  110. Double-jointed
  111. Frayed stitching - roll 1d6: in area of 1-2. shoulder, 3-4. elbow or 5-6. wrist
  112. 1d3 embedded works - roll 1d6 for each: 1-2. tome; 3-4. engraving; 5-6. frieze
  113. Dispenser - roll 1d6: 1-2. soap; 3-4. oil; 5-6. snacks
  114. Fusebox
  115. Hollow arm section - roll 1d6: 1-3. upper arm; 4-6. forearm
  116. Access hatch - roll 1d6: on a 6, held shut with wax, tape or cord
  117. Exposed cabling
  118. Frame-mounted armrest
  119. Handrail
  120. Rack for 1d3 tools and/or weapons
  121. Radial iron sight(s)
  122. Explosive forearm - roll 1d6: on a 4+ projectile; and again: fired 1-3. manually or 4-6. at will
  123. Buckler
  124. Sweatband
  125. 1d6 bracelets
  126. Spinnaret
  127. Watchwrist
  128. Wrist terminal
  129. Underslung control column or pad, able to control 1d6 other devices
  130. Limp wrist
  131. 1d6 pre-programmed secret shakes
  132. Hand restraint - roll 1d6: on a 4+ other hand too, on a 6 thus far inseparable
  133. Leash clip - roll 1d6: on a 4+, pet present
  134. Hoof or trotter
  135. Paw
  136. Claw
  137. Pincer
  138. Scorpion-like sting
  139. Scissorhand
  140. Cleaver
  141. Skewer
  142. Hook
  143. Clamp or vice-like grip
  144. Wheel - roll 1d6: on a 6, powered
  145. Hand bindings
  146. Boxing glove
  147. Mitten - roll 1d6: on a 4+ on cord running over shoulders to counterpart
  148. Hand puppet - roll 1d6: on a 4+ fixed, a 5+ also independently functional and a 6 dominant
  149. Rubber glove - roll 1d6: fixed with 1. wax, 2. glue, 3. pins, 4. stitching, 5. cord or 6. magic
  150. Rubber hand
  151. Hand buzzer
  152. Palm tread
  153. Palm reader
  154. Chalk board palm, for ease of nail scraping
  155. Hole through palm
  156. Eye set in palm - roll 1d6: 1-2. ornamental; 3-4. real; 5. real, interchangeable with 1d2 others; 6. remote
  157. Card holder
  158. Coin on cord
  159. Spork hand
  160. Permanently clenched fist
  161. Structural knuckleduster
  162. Knuckle-crack amplification
  163. Largely unconscious hand movement - roll 1d6: 1. knuckle crack; 2. finger flex; 3. finger click; 4. bird flip; 5. ear / nose / other bodily orifice pick; 6. scratch, possibly with subsequent sniff
  164. 100-yard coin flip
  165. Symbolic rest position
  166. Stained hand, fingers and/or nails
  167. Webbed fingers
  168. Fingers fused into 1d3 clumps
  169. 1d3 extra fingers - one may be thumb
  170. 1d3 additional joints in thumb
  171. 1d5/6/7/8* badly-broken fingers
  172. 1d3 explosive fingers - roll 1d6: on a 4+ projectile; and again: fired 1-3. manually or 4-6. at will
  173. Cane finger
  174. Finger of power, possibly magical - roll 1d6: 1-3. 1 wish; 4-5. 1d3 wishes; 6. 1d6 wishes
  175. 1d5/6/7/8* missing fingers
  176. 1d5/6/7/8* missing nails
  177. Chewed nails
  178. Extremely long nails
  179. Varnished nails
  180. Dirt beneath nails
  181. Talons - roll 1d6: on a 6, with venom sacs
  182. 1d3 rings on each of 1d5/6/7/8* fingers
  183. 1d5/6/7/8* fingertip tool endings
  184. Retractable nanoneedle, with interchangeable vial - roll 1d6: operated 1-3. manually or 4-6. at will
  185. Fingertip monofilament spool - roll 1d6: on a 4+ projectile; and again: fired 1-3. manually or 4-6. at will
  186. Fingertip suction cups
  187. Gecko-like fingertips - roll 1d6: on a 6, may hold own bodyweight: on 4+ two hands
  188. Adhesive tarsal pads - roll 1d6: on a 6, may hold own bodyweight: on 4+ two hands
  189. Inked finger(s) - roll 1d6: 1-3. one finger; 4-6. all
  190. Scrubbed prints
  191. False prints
  192. Encoded prints
  193. Branded prints
  194. Corporate prints
  195. Static buildup
  196. 1d3 thimbles - roll 1d6: on a 4+ fixed; and again: w/ 1. wax; 2. glue; 3. pins; 4. stitching; 5. cord; 6. magic
  197. 1d5/6/7/8* finger puppets - roll 1d6: on a 4+ fixed, a 5+ also independently functional and a 6 dominant
  198. Arm fused with torso - roll 1d6: until area of 1-2. elbow, 3-4. wrist or 5-6. fingers
  199. Arm actually leg - roll 1d6: from area of 1-2. shoulder, 3-4. elbow or 5-6. wrist
  200. Hand forms secondary head - roll on head subtable

For entries that need a power source, you could roll 1d6: on a 1 it's mains powered, on a 2 it needs a battery, on a 3 it's clockwork, on a 4 bio- or pizoelectric, on a 5 fission or fusion based and on a 6 it has a more esoteric source, maybe a kind of aetheric energy.

* '1d5/6/7/8' allows for the possible extra fingers. If you don't have a d5, roll 1d6, rerolling 6s. If you don't have a d8, roll 1d6: on a 1-3, roll for 1-4, rerolling 5s and 6s; on a 4-6, roll for 5-8 by adding 4 to the result, rerolling natural 5s and 6s. To avoid the rerolling, you could make three rolls in a row, each branching low (l) on a 1-3, high (h) on a 4-6. The results are then lll=1, llh=2, lhl=3, lhh=4, hll=5, hlh=6, hhl=7 and hhh=8. It's more intuitive than it reads. If you don't have a d7, roll as if for 1d8, but starting over again if you get an 8. 

Again, that's about 1,150 entries in total. If you want to jump in, just go ahead and post.
_

4 comments:

Lasgunpacker said...

More great work. Plenty of ideas in there for interesting (or hideous) characters, but I particularly liked "scapular gargoyle". It does seem to be a pretty grimdark thing to do, to make your own body into a literal temple.

Porky said...

Yep, that's more of a nod to the main point of reference. Really we're just scraping the surface, dancing round the spaces at the truer heart of it. But I'm not sure the readers of our blogs are ready for closer, or that we're able to offer it. And the market leaders with their supposedly official materials seem so tame these days too. We may be losing the means to know it.

garrisonjames said...

This is a great series and it could have some really incredible utility outside of just a grimdark sphere of context. It would be fun to see this series converted over into an online random generator thingy...

Porky said...

That makes sense. A spreadsheet could work, but one of the generator sites is another good option.

To start gathering thoughts on that, whichever way we went a key issue would probably be the integration of the various approaches across however many table sets there were, and the criteria that could be set by the user.