D20 BLUNDERS
Time reverses to 1d4 rounds ago.
1
All the air around the wielder, in the
2 open, turns into water.
A bowl of petunias falls onto the
3 wielder’s head.
All non-progenitor armour around the
POWERS 4 wielder vanishes into thin air.
Wielder cannot perceive objects made of
BY JASON CHRISTOPHER BURROWS 5 metal for 1d4 rounds.
MADE FOR USE WITH DURF, BY EMIEL BOVEN
All items are repelled away from the
ALL TEXT HEREIN IS CC-BY 4.0 6 wielder for 1d4 turns.
To use a power the wielder must have at least A random being from a random galaxy
one empty inventory slot to receive Stress and 7 appears in front of the wielder.
one hand free.
The wielder’s hands glow brightly and
When a PC attempts to use a power they must
make a WIL roll. A successful roll means the 8 radiate strange cosmic energy.
power activates and they take one Stress. If the
PC fails the roll, the power doesn't work and All energy in the area is syphoned away
the PC gains no Stress. 9 for 1d4 turns.
If the d20 rolled a result of 1, roll on the Wielder can only perceive things that
Blunders table to determine an unforeseen 10 are blue for 1d4 rounds.
effect.
A rip in space time occurs between the
If a PC takes a full turn to use a power, they still wielder and the target/s. It evaporates
11 once it consumes wielder.
receive a Stress but do not have to make a WIL
roll and automatically activate the power An enemy mirror image of the wielder
successfully. appears. They have opposite attributes
12 (swap highest with lowest).
NPC POWER WIELDERS Wielder becomes a gravity well for 1d4
rounds, attracting small objects and
Whenever an NPC attempts to use a power the 13 projectiles towards them.
GM makes a roll just like a PC would but uses
the NPC’s Skill score instead of WIL. The X All progenitor technology around the
value (see below) of powers they use is half wielder turn on, power up, charge, fire, or
14 otherwise activate.
their Skill rounded up.
For 1d4 rounds laser weapons near the
NPCs don’t receive Stress and do not roll on the wielder split into multiple beams
Blunders table.
15 targeting everyone in the area.
Wielder sees shimmering entities
Unless otherwise stated, NPC wielders can whenever they are near a black hole.
only cast each of their powers once each day. 16 They gain a Stress each time this occurs.
Wielder perceives time delayed for 1d4
rounds. All actions they make only
17 occur in the following round.
Wielder unlocks a part of their mind,
allowing them to see smells, hear
18 colours, and taste sounds.
Wielder enters an outer realm filled with
untold horrors and revelations, gaining a
19 permanent Stress.
Wielder is replaced by a faceless
humanoid being for 1d4 turns. The being
20 only observes the other PCs.
SOME POWERS FORCE
Here are some example powers you can use in Target is pushed or pulled with an invisible
your game, but players and DM’s are force. Target must make a DEX save or be
encouraged to come up with their own powers. knocked prone.
If a power description contains an X, that CHARM
value is equal to half the caster’s WIL rounded Target must make a WIL save or become
up. friendly towards the caster for X turns.
GRASP TRICK MIND
Up to X creatures must make a STR save or are Target must make a WIL save or follow a
held in place by their legs for 1d4 rounds. simple command. The command can be X
words long. Creatures will not do anything
SYMPATHETIC HAND that would harm themselves.
Transfer up to X+2 Wounds from an organic
being to the wielder. DRAIN LIFEFORCE
Target touched by the wielder must make a
LEVITATE STR save or for X turns they lose 1 HD and the
Up to X targets can levitate themselves for a caster gains 1 HD.
turn.
STASIS
ILLUSION Target must make a STR save or be frozen in
A visual illusion manifests itself at a place place for X turns.
nearby or around a nearby object or creature. It
lasts for X turns. LIFT
Target is lifted with force X metres into the air.
FOLDING SIGHT
The wielder can see around corners or past
objects up to 3+X metres away.
QUANTUM THOUGHT
Link X beings minds together. They can
mentally communicate no matter the
DISPLACE distance. A being becomes unlinked when
The target and the wielder swap positions. they gain a wound.
WIL save to resist.
ENTANGLE
EXTRA SENSE Connect two beings together for a turn.
The wielder can see through illusions and Anything that affects they one will also affect
detect invisible things for X turns. the other.
BARRIER REAVE
Target emits a layer of kinetic energy for a Target has their Armour reduced by 2.
turn, providing X additional Armour points
that regenerates every round. IMITATE GRAVITY
The surface touched by the wielder attracts
BOLT objects as if it has a gravitational force for X
Throw X bolts of syphoned energy, each bolt turns.
deals 3 damage. The area gets a little colder.
SLEEP
Nearby targets with a combined HD total of no
more than X+2, fall asleep.