Your Leg
Krigar Venturegore Wed, Len 13, 3:50 PM (6 days ago)
Subject: What the fuck is up with this weird leg shit???? Krisgar Venturegore doc, have you heard about the atticus over by the salt flats? he went fucking crazy on the last expedition into pine barrens. everybody said he found this fucking leg, like someone got cut up nad left there. atticus said it was his leg, and wouldn’t let up about it. we all thought it was a joke until he started cutting off his fucking leg. we buried atticus, but corporate wanted me to send this around. if you see a leg while your out there, run like hell. god this shit givin me nightmares. Attachment:
SCP-1993
SCP-1993 is a human/Humanoid left leg, in early stages of decay. Any sentient creature that comes within 20 feet of SCP-1993 must make a constitution check of DC 15, then an perception check of DC 15. If either are failed, then the creature firmly believe that the leg is their own, which was detached and replaced at some point, no matter if the leg corresponds with the skin tone or race of the creature. The creature will be compelled to take the leg with them. They will attempt to get any doctor, cleric, or in desperate measures, anyone, to “reattach” the leg. Before every short or long rest, the holder of the leg must roll a D20, and refer to the chart below. Upon waking up, creature is afflicted by effect.
Upon any failed throw, the following day the creature is afflicted by the spell ‘Suggestion’, and is compulsively searching for a way to attach the leg. If the leg is already attached, creature takes 2d6 psychic damage. Upon three failed throws, The Creature afflicted is desperate. After any failed throw, creature must make a con saving throw, DC 16. If failed, creature will make two attacks with a blade against themselves, attempting to cut off their own leg. If the leg is already attached, Creature takes 4d6 psychic damage. Upon 6 failed throws, The afflicted is struck with a long term madness affect. After this, the cycle resets. This will continued until the leg is transplanted, The afflicted is cured of curses, or the afflicted dies. Once the leg is transplanted, the afflicted gains a beneficial +4 to distribute between Dex, Con, and Strength. Their movement speed increases by 20 ft. Though, nightly DC rolls continue. If the curse is removed, so will the beneficial aspects of the transplanted leg. Long term madness effects are permanent.
















