《Ave Akakios》Free DnD Random Serum Generator
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(Roll directions/steps at the bottom)
Serum Characteristics
(all top to bottom)
Danger Levels: (Affects Viscosity) (Thick to Thin)
X - Deadly
Y - Dangerous
Z - Hazardous
N - Safe
Enhancement Levels: (Affects Brightness Level) (Dim to Bright)
D - Small Enhancement
C - Average Enhancement
B - Above Average Enhancement
A - Large Enhancement
S - Super Enhancemet
H - Divine Enchantment
O - Godly Enhancement
Primary Modifiers:
a* - deteriorates
b* - nullifies
c* - bad mutation
d - contagious
e - temporary
f - conditional
g - roll twice more, evolves to a different mutation later
h - incapacitates
k - painful
m - constant pain
n - gradual onset
Secondary Modifiers:
o* - gradual change
p* - good mutation
q* - shareable
r - temporary
s - conditional
t - toggleable
h - incapacitates
u - pleasurable
v - evolves over time
w - persistent gain
x - incapacitates (two or more incapacitations equals a coma)
z - conditional
Aspects: (Red, Orange, Yellow(Gold), Green, Blue, Indigo, Ultra-Violet)
0 - Not Researched (Pick again for hidden/actual aspect)
1 - Strength
2 - Endurance
3 - Spirit/Soul
4 - Intelligence
5 - Speed
6 - Perception (seeing¹ hearing² feeling³ tasting⁴ smelling⁵) 1d5 & *d5
7 - Magic/Aether Mutation
☣☢⚠️☠
Step 1.
Determine danger level. Roll 3d2. Three 2's = safe. Count from one roll to the next, stopping once you pick something. 1 is pick, 2 is skip. (Example: [2, 2, 1] = Danger level Hazardous.
If safe, then skip to step 5 and ignore the forward slash.
Step 2.
Determine how many primary modifiers. Roll 6d2. Count consecutive 2s starting from the beginning, plus 1.
Step 3.
Designate determined number of primary modifiers. Roll 1d11 for each & see associated list.
Step 4.
Assign aspects to primary modifiers which require it. (Those with an asterisk.) Roll 1d7 for each, ignoring aspect zero. (See associated list above)
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Step 5.
Start next half with a forward slash. Determine number of enhancements.
Roll 1d2, succeeding on a 1. Then if successful, roll 1d6, then 1d36, and 1d324; all succeeding on a 1.
Step 6.
Determine enhancement level for each enhancement. Roll a 1d7 for each.
Step 7.
Assign an aspect to each enhancement. Roll 1d8 for each. (1=0, 8=7 on the list)
Step 8.
Determine how many secondary modifiers for each enhancement.
Roll 1d2, succeeding on a 1. Then if successful, roll 1d6 with the same rules, then 1d36, and 1d324.
Step 9.
Designate determined number of secondary modifiers. Roll 1d12 for each.
Step 10.
Assign aspects to secondary modifiers which require it. (Those with an asterisk.) Roll 1d7 for each, ignoring aspect zero.
Example:
[X-c1-b7-f/D7-A2r]
Deadly seurm which badly mutates strength & nullifies power usage completely under certain conditions. Grants small random power, & large enhancement to strength (temporarily).
Example Process Taken:
(3d2) -> [1, 1, 2] -> Danger Level = X, Deadly.
[X-
(6d2) -> [2, 2, 1, 2, 1, 2] (Two 2's = 2)(+1) = 3 Primary Modifiers
(3d11) -> [c*, b*, f] = Bad Mutation, Nullifies, & Conditional
(2d7) -> [1, 7] = Strength (c*) & Magic/Aether (b*)
[X-c1-b7-f/
(1d2) -> [1] -> (1d6) -> [1] -> (1d36) -> [15] = 2 Enhancements
(2d7) -> [1, 4] = Small Enhancement Level (D) & Large Enhancement Level (A)
[X-c1-b7-f/D-A
(2d8) -> [7, 2] = Magic/Aether & Endurance Aspects
[X-c1-b7-f/D7-A2
(1d2) -> [2] = No Secondary Aspect Modifier (D7)
(1d2) -> [1] -> (1d6) -> [3] = Yes, 1 Secondary Aspect Modifier (A2)
(1d12) -> [4] = Temporary
[X-c1-b7-f/D7-A2r
(No Secondary Modifiers in this Instance had an asterisk*, thus no further aspects required assigning.)
[X-c1-b7-f/D7-A2r]
(Not the best example, but twist it how you like. It's not concrete & should only serve as an easy framework.)
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