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    SamuraiGirl

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    Aug 2010

    Default Mutation System [3.P]

    Have you ever played ADoM or Dungeon Crawl? Have you ever wanted corruption/mutation system for D&D? I tried to make it. It isn't meant to be balanced, it is only for fun. Some mutations are useless for some character and some are almost deadly. Sorry, if something is hard to understand - english is my third language.

    Mutations

    Mutations are genetic changes, that manifest in many ways and that creature can get in many ways. Abilities, that creature gets from mutations, are extraordinary, if description donít says else. Undead, deathless, constructs and creatures with shapechanger subtype and creatures with immunity to polymorphing canít get mutations. Howerer, if mutated creature becomes undead, it retains mutations. Mutations only function, when mutated creature is in its true form. Thus, if you are polymorphed, wild shaped, or under effects of similar abilities, you get no benefits and drawbacks from mutations.

    Getting mutations: There are many ways of getting mutations. Creature, that gets (its Con modifier + 3) mutations or more, becomes insane (player loses control of his character) and gets half-farspawn template (Lords of Madness 151). To determine, what mutation you get, throw d% and look up the result on a table below. After determining, what mutation you get, throw d% one (or more) more time, if selected mutation has stages, to determine its stage. A creature canít get the same mutation more than once (last rolled mutation stage overlapses existing one).
    Ways of getting mutation:
    - If you miscast a transmutation spell of 5th level or higher due to armor arcane spell failure, then you have 15% chance of getting mutation.
    - Creature, that drinks potion of mutation, gets one mutation.

    Potion of mutation: Purple liquid without taste and odor. Gives one random mutation.
    Moderate transmutation; CL 7; Brew Potion, polymorph; Market price 700 gp; Crafting cost 350 gp + 28 XP.

    - Creature, that have consumed flesh of a mutagenic creature (such as nagas, beholders, aboleths, some oozes, some shapechangers, and others up to DMs decision), have 50% chance of getting mutation.

    Curing mutations: There are some ways of curing mutations.
    Ways of curing mutations:
    - Restoration removes one random mutation.
    - Greater restoration, wish or miracle can remove all mutations.

    Resisting mutations: When a creature gets a mutation, it can make Fortitude save against DC 15 + number of existing mutations on this creature. Creature, that benefits form protection from chaos spell, gets a +4 bonus on this save. Creatures with chaotic subtype get -2 penalty on this save, and creatures with lawful subtype get +2 bonus.

    Mutation table
    Spoiler
    Show

    {table=head]d%|Mutation
    1|Metabolism change
    2|Thick-skinned
    3|Strength change
    4|Dexterity change
    5|Constitution change
    6|Intelligence change
    7|Force field
    8|Poison resistance
    9|Fire resistance
    10|Cold resistance
    11|Electricity resistance
    12|Acid resistance
    13|Sonic resistance
    14|Taint resistance
    15|Petrifaction resistance
    16|Digestive system change
    17|Planejumper
    18|Calmness
    19|Forgetfulness
    20|Regeneration
    21|Magic resistance
    22|Psionics resistance
    23|Speed change
    24|See invisibility
    25|Vision form change
    26|Vision change
    27|Sense change
    28|Exotic resistance
    29|Teleportation
    30|Mutation resistance
    31|Fortitude change
    32|Reflex change
    33|Will change
    34|Disease resistance
    35|Scales
    36|Breath weapon
    37|Bad magic conductivity
    38|Rage
    39|Claws
    40|Hooves
    41|Horns
    42|Tail
    43|Barbed tail
    44|Immunity to death effects
    45|Antennas
    46|Wings
    47|Webbed hands and feet
    48|Breath
    49|Saliva
    50|Invisibility
    51|Fangs
    52|Venomous blood
    53|Acidic blood
    54|Extra eyes
    55|Fur
    56|Instability
    57|Slippery skin
    58|Sticky hands and feet
    59|Web
    60|Atelekineticity
    61|Mind-Body switch
    62|Tentacles
    63|Deterioration
    64|Photosynthesis
    65|Bloodsucker
    66|Conductor
    67|Adrenaline burst
    68|Muteness
    69|Psionic mind
    70|Psionic enervation
    71|Sixth sense
    72|Stuttering
    73|Flammable
    74|Deadness
    75|Fire glands
    76|Forked tongue
    77|Magic in blood
    78|Fear of blood
    79|Strong soul
    80|Soul enervation
    81|Inaccurate eye
    82|Positive accumulator
    83|Skin of outsider
    84|Telepathy affinity
    85|Energetic indiscrimination
    86|Unreliable spellcaster
    87|Unreliable manifester
    88|Drowsiness
    89|Fins
    90|Alignment sense
    91|Chameleon
    92|Flammable blood
    93|Polar detection
    94|Float
    95|Magnetism
    96|Electrical communication
    97|Glowing body
    98|Slow reaction
    99|Visibility
    100|Panic-monger
    [/table]


    Mutation description
    Spoiler
    Show

    1. Metabolism change.
    1-25: Very slow metabolism. You get +4 bonus on Fortitude saves against poison, and you need to eat only a single meal per month to maintain health.
    26-50: Slow metabolism. You get +2 bonus on Fortitude saves against poison, and you need to eat only a single meal per week to maintain health.
    51-75: Fast metabolism. You get -2 penalty on Fortitude saves against poison, and you need to eat double amount of food per day to maintain health.
    76-100: Very fast metabolism. You get -4 penalty on Fortitude saves against poison, and you need to eat quadruple amount of food per day to maintain health.

    2. Thick-skinned.
    1-50: You get DR 1/-.
    51-80: You get DR 2/-.
    81-100: You get DR 3/-.

    3. Strength change.
    1-25: You get -2 penalty to your Strength score.
    26-50: You get -1 penalty to your Strength score.
    51-75: You get +1 bonus to your Strength score.
    76-100: You get +2 bonus to your Strength score.

    4. Dexterity change.
    1-25: You get -2 penalty to your Dexterity score.
    26-50: You get -1 penalty to your Dexterity score.
    51-75: You get +1 bonus to your Dexterity score.
    76-100: You get +2 bonus to your Dexterity score.

    5. Constitution change.
    1-25: You get -2 penalty to your Constitution score.
    26-50: You get -1 penalty to your Constitution score.
    51-75: You get +1 bonus to your Constitution score.
    76-100: You get +2 bonus to your Constitution score.

    6. Intelligence change.
    1-25: You get -2 penalty to your Intelligence score.
    26-50: You get -1 penalty to your Intelligence score.
    51-75: You get +1 bonus to your Intelligence score.
    76-100: You get +2 bonus to your Intelligence score.

    7. Force field.
    1-10: You emanate a strong attraction field. You get -4 penalty to AC against projectile attacks.
    11-25: You emanate an attraction field. You get -2 penalty to AC against projectile attacks.
    26-50: You emanate a weak attraction field. You get -1 penalty to AC against projectile attacks.
    51-75: You emanate a weak repulsion field. You get +1 bonus to AC against projectile attacks.
    76-90: You emanate a repulsion field. You get +2 bonus to AC against projectile attacks.
    91-100: You emanate a strong repulsion field. You get +4 bonus to AC against projectile attacks.

    8. Poison resistance.
    1-20: You get -4 penalty to Fortitude saves against poison.
    21-40: You get -2 penalty to Fortitude saves against poison.
    41-60: You get +2 bonus to Fortitude saves against poison.
    61-80: You get +4 bonus to Fortitude saves against poison.
    81-100: You become immune to poison.

    9. Fire resistance.
    1-50: You are resistant to fire. You get fire resistance 5.
    51-100: You are highly resistant to fire. You get fire resistance 10.

    10. Cold resistance.
    1-50: You are resistant to cold. You get cold resistance 5.
    51-100: You are highly resistant to cold. You get cold resistance 10.

    11. Electricity resistance.
    1-50: You are resistant to electricity. You get electricity resistance 5.
    51-100: You are highly resistant to electricity. You get electricity resistance 10.

    12. Acid resistance.
    1-50: You are resistant to acid. You get acid resistance 5.
    51-100: You are highly resistant to acid. You get acid resistance 10.

    13. Sonic resistance.
    1-50: You are resistant to sonic. You get sonic resistance 5.
    51-100: You are highly resistant to sonic. You get sonic resistance 10.

    14. Taint resistance.
    1-50: You get -4 penalty on saves against taint.
    51-100: You get +4 bonus on saves against taint.

    15. Petrifaction resistance.
    1-50: You get -4 penalty on saves against petrifaction.
    51-100: You get +4 bonus on saves against petrifaction.

    16. Digestive system change.
    1-50: You become fully herbivore.
    51-100: You become fully carnivore.

    17. Planejumper.
    When you are targeted by plane shift or other effect, that transports you to another plane, you are transported to a random plane.

    18. Calmness.
    You canít enter rage, frenzy or other similar rage-like states via class abilities, spells and powers.

    19. Forgetfulness.
    When you ready your spells, unique powers, maneuvers, or similar abilities, you canít fill one slot of every level of spell, power or maneuver.

    20. Regeneration.
    1-25: You lose your existing regeneration or fast healing abilities.
    26-75: You get fast healing 1, but you need to eat a double amount of food per day, to maintain health.
    51-100: You get fast healing 2, but you need to eat a quadruple amount of food per day, to maintain health.

    21. Magic resistance.
    1-25: You get -2 penalty on saves against spells and spell-like abilities.
    26-50: You get -1 penalty on saves against spells and spell-like abilities.
    51-75: You get +1 bonus on saves against spells and spell-like abilities.
    76-100: You get +2 bonus on saves against spells and spell-like abilities.

    22. Psionics resistance.
    1-25: You get -2 penalty on saves against powers and psi-like abilities.
    26-50: You get -1 penalty on saves against powers and psi-like abilities.
    51-75: You get +1 bonus on saves against powers and psi-like abilities.
    76-100: You get +2 bonus on saves against powers and psi-like abilities.

    23. Speed change.
    1-50: You are slow. You get a 5 ft.-penalty to speeds of all your movement modes, but your speed canít become lower, than 5 ft. this way.
    51-100: You are fast. You get a 5 ft.-bonus to speeds of all youe movement modes.

    24. See invisibility.
    You can see invisible creatures and objects.

    25. Vision form change.
    1-25: You lose your darkvision, if you had it.
    26-50: You lose your low-light vision, if you had it.
    51-75: You get low-light vision.
    76-100: You get darkvision with 60 ft. range.

    26. Vision change.
    1-25: You darkvision range halves.
    25-50: If you have darkvision, than it range extends on 30 ft.
    26-50: You get light blindness (like drow).
    51-100: You lose your light blindness and light sensitivity.

    27. Sense change.
    1-10: You are blind.
    11-20: You lose your blindsense.
    21-30: You are deaf.
    31-40: You get blindsense on 10 ft.
    41-50: You lose your tremorsense.
    51-60: You get tremorsense on 30 ft.
    61-70: Your vision sharpens. You get +2 bonus on Spot checks.
    71-80: Your vision blurs. You get -2 penalty on Spot checks.
    81-90: Your hearing improves. You get +2 bonus on Listen checks.
    91-100: Your have bad hearing. You get -2 penalty on Listen checks.

    28. Exotic resistance.
    1-15: You get positive energy resistance 5.
    16-30: You get negative energy resistance 5.
    31-45: You get frostburn resistance 5.
    46-60: You become immune to vile damage.
    61-73: You get desiccation resistance 5.
    74-87: You get force resistance 5.
    88-100: You get hellfire resistance 5.

    29. Teleportation.
    1-50: You are instable. Once per day you can move 15 ft., as if you had cast dimension door, but you canít bring other creatures with you. This is supernatural ability.
    51-100: You are stable. You canít teleport and you become immune to teleportation spells.

    30. Mutation resistance.
    1-50: You get -2 penalty on Fortitude saves against subsequent mutations.
    51-90: You get +2 bonus on Fortitude saves against subsequent mutations.
    91-100: You canít get more mutations.

    31. Fortitude change.
    1-25: You get -2 penalty on Fortitude saves.
    26-50: You get -1 penalty on Fortitude saves.
    51-75: You get +1 bonus on Fortitude saves.
    76-100: You get +2 bonus on Fortitude saves.

    32. Reflex change.
    1-25: You get -2 penalty on Reflex saves.
    26-50: You get -1 penalty on Reflex saves.
    51-75: You get +1 bonus on Reflex saves.
    76-100: You get +2 bonus on Reflex saves.

    33. Will change.
    1-25: You get -2 penalty on Will saves.
    26-50: You get -1 penalty on Will saves.
    51-75: You get +1 bonus on Will saves.
    76-100: You get +2 bonus on Will saves.

    34. Disease resistance
    1-20: You get -4 penalty to Fortitude saves against diseases.
    21-40: You get -2 penalty to Fortitude saves against diseases.
    41-60: You get +2 bonus to Fortitude saves against diseases.
    61-80: You get +4 bonus to Fortitude saves against diseases.
    81-100: You become immune to all nonmagical diseases.

    35. Scales.
    At first, determine the color:
    1-5: Black.
    6-10: White.
    11-15: Green.
    16-20: Red.
    21-25: Blue.
    26-30: Metallic.
    31-35: Pearl.
    36-40: Yellow.
    41-45: Orange.
    46-50: Gold.
    51-55: Brass.
    56-60: Bronze.
    61-65: Copper.
    66-70: Silver.
    71-75: Gray.
    76-80: Brown.
    81-85: Pink.
    90-95: Transparent.
    96-100: Rainbow.
    Then determine stage of mutation:
    1-33: You are partially covered in scales. You get +1 natural AC bonus.
    34-66: You are mostly covered in scales. You get +3 natural AC bonus and -1 armor check penalty.
    67-100: You are completely covered in scales. You get +5 natural AC bonus and -3 armor check penalty. Scales prevents you from wearing armor.

    36. Breath weapon.
    1-33: You lose your ability to use breath weapons.
    34-66: Your breath weapon has a 50% failure chance.
    67-100: You get a breath weapon, that you can use 3/day. You must wait 1d4 rounds between uses. It has shape of 30 ft.-cone and deals 2d6 points of damage. Damage type is randomly determined:
    1-39: Fire.
    40-69: Cold.
    70-80: Acid.
    81-90: Electricity.
    91-95: Sonic.
    96: Force.
    97: Frostburn.
    98: Hellfire.
    99: Positive energy.
    100: Negative energy.

    37. Bad magic conductivity.
    1-20: You get 5% arcane spell failure chance.
    21-40: You get 10% arcane spell failure chance.
    41-60: You get 15% arcane spell failure chance.
    61-80: You get 20% arcane spell failure chance.
    81-100: You get 25% arcane spell failure chance.

    38. Rage.
    1-20: When you take damage, you have 5% chance of entering a barbaric rage, as if you were 1st level barbarian.
    21-40: When you take damage, you have 10% chance of entering a barbaric rage, as if you were 1st level barbarian.
    41-60: When you take damage, you have 15% chance of entering a barbaric rage, as if you were 1st level barbarian.
    61-80: When you take damage, you have 20% chance of entering a barbaric rage, as if you were 1st level barbarian.
    81-100: When you take damage, you have 25% chance of entering a barbaric rage, as if you were 1st level barbarian.

    39. Claws.
    1-40: You grow short claws. You get two natural claw attacks (1d4 for Medium creatures, 1d3 for Small). You can still use weapons.
    41-70: You grow claws. You get two natural claw attacks (1d6 for Medium creatures, 1d4 for Small). You can use weapons, but with -2 penalty on attack rolls.
    71-100: You grow long claws. You get two natural claw attacks (1d8 for Medium creatures, 1d6 for Small). Your long claws prevent you from wielding weapons.

    40. Hooves.
    Your feet transform into hooves. You canít wear boots and get -2 penalty on Move Silently checks.

    41. Horns.
    At first, determine horn type:
    1-50: Straight (goat-like, piercing damage).
    51-100: Curved (ram-like, bludgeoning damage).
    Then determine its size:
    1-40: You grow a pair of short horns. You get natural gore attack (1d4 for Medium creatures, 1d3 for Small). You canít wear helmets.
    41-70: You grow a pair of horns. You get natural gore attack (1d6 for Medium creatures, 1d4 for Small). You canít wear helmets.
    71-100: You grow a pair of huge horns. You get natural gore attack (1d8 for Medium creatures, 1d6 for Small). You canít wear helmets.

    42. Tail.
    You grow a long tail. You get a +2 competence bonus on Balance checks.

    43. Barbed tail.
    1-40: Your tail grows a long barb. You get natural tail attack (1d4 piercing damage for Medium creatures, 1d3 for Small).
    41-100: Your tail grows a long poisonous barb. You get natural tail attack (1d4 piercing damage for Medium creatures, 1d3 for Small).
    Barb is always covered in an injury poison (DC 16, 1d4 primary and secondary Strength damage).

    44. Immunity to death effects.
    You become immune to death effects.

    45. Antennas.
    You grow two antennas on your head. You get blindsense with 30 ft. Range and ability to communicate telepathically with any creature within 50 ft. from you.

    46. Wings.
    At first, determine type of wings:
    1-20: Skinny.
    21-40: Scaled.
    41-60: Feathered.
    61-80: Dragonfly-like.
    81-100: Butterfly-like.
    If wings are butterfly-like or feathered, then determine its color:
    1-5: Red.
    6-10: Orange.
    11-15: Yellow.
    16-20: Green.
    25-30: Blue.
    31-35: Indigo.
    36-40: Purple.
    41-45: Black.
    46-50: Gray.
    51-55: Brown.
    56-60: Rainbow.
    61-100: White.
    Then determine its strength.
    1-33: Your wings are weal. You get +10 bonus on Jump checks.
    34-67: You wings are fairly strong. You get 30 ft. gliding speed with good maneuverability.
    68-100: You wings are strong. You get 60 ft. flight speed with good maneuverability.

    47. Webbed hands and feet.
    You grow web between fingers and toes. You get a swim speed, numerically equal to your base land speed. Your arcane spell failure chance for spells with somatic component increases by 10%.

    48. Breath.
    1-40: You can breathe water.
    41-80: You can breathe air.
    81-100: You canít breathe water.

    49. Saliva.
    1-50: You saliva is an injury poison. On successful bite attacks you poison your target (DC 16, primary and secondary 1d4 Constitution damage). You are immune to your salivaís poison.
    51-100: You have caustic saliva. On successful bite attacks you deal extra 1d6 acid damage.

    50. Invisibility.
    1-50: 3/day you can become partially invisible (swift action, supernatural ability, lasts 5 rounds, +20 bonus on Hide checks, 25% miss chance due to concealment).
    51-100: 3/day you can become invisible (swift action, supernatural ability, lasts 5 rounds, as the spell invisibility).

    51. Fangs.
    You grow long fangs. You get natural bite attack, that deals 1d4 points of damage, if you are a Medium creature, 1d3, if you are Small.

    52. Venomous blood.
    Poison flows through your veins. Any creature, that makes successful bite attack against you, must make a Fortitude save against poison (DC 17, primary and secondary 1d4 Dexterity damage).

    53. Acidic blood.
    Acid flows though your veins. Any creature, that makes successful melee attack against you, must make a Reflex save (DC 14) or get 1d4 points of acid damage.

    54. Extra eyes.
    You grow 10 extra eyes. You get +4 bonus of Spot checks and -4 penalty on Diplomacy checks.

    55. Fur.
    You grow thick fur. You get +2 bonus on Fortitude saves made against getting subdual damage due to cold environment.

    56. Instability.
    Some of your body parts are blinking between Material Plane (or on what plane you are) and Ethereal Plane. Attacks, made against you, have 15% chance to miss, but your attack have 15% chance to miss too.

    57. Slippery skin.
    You skin secretes a slippery substance. You get +4 bonus on Escape Artist checks and grapple checks, made to break from grapple.

    58. Sticky hands and feet.
    Your hands and feet can secrete a sticky liquid. You can secrete this liquid as a free action, but you should wash it off later. If your hands and feet are sticky, and you are barefooted and barehanded, then you can climb walls and ceilings, as if you were under effects of spider climb spell, and you get +4 bonus against disarm attempts.

    59. Web.
    You get an ability to secrete web on your hands and throw it up to six times per day. It is identical to net attack, but it has maximum range of 50 ft. and range increment of 10 ft. This web is effective only against creatures of Large size and smaller. Web prevents target from moving.
    Entangled creature can free itself with successful DC 13 Escape Artist check or it can tear the web with a successful DC 17 Strength check. This web has 6 hit points, hardness 0 and gets double damage from fire.

    60. Atelekineticity.
    You become immune to spells, powers and other abilities, that move you telekinetically, as telekinesis, telekinetic maneuver, (telekinetic thrust), and similar.

    61. Mind-Body switch.
    Switch your Strength and Intelligence scores.

    62. Tentacles.
    You grow 1d4 long tentacles on your back. Every tentacle is a natural weapon (1d4 points of damage for Medium creatures, 1d3 for Small). You get +2 bonus on Climb and grapple checks per tentacle.

    63. Deterioration.
    Every week you must make DC 20 Fortitude save. If you fail it, you get 1d6 points of Constitution damage.

    64. Photosynthesis.
    Your skin becomes green and plantlike. If you are located on direct sunlight for 4 hours per day, then you become satiated for this day. If you havenít located yourself on direct sunlight for a week, then you get 1d4 points of Constitution damage.

    65. Bloodsucker.
    Once per week you must consume a pint of blood, or else youíll get 1d6 points of Constitution damage.

    66. Conductor.
    If a creature within 30 ft. From you deals or gets electricity damage, then you get as much, if you don't succeed on DC 17 Reflex save.

    67. Adrenaline burst.
    Once per day you can use a free action to increase your Strength and Dexterity scores by 1d4+1. These boni last for 5 rounds.

    68. Muteness.
    You become mute.

    69. Psionic mind.
    You get extra 10 power points per day.

    70. Psionic enervation.
    Halve the number of your power points per day.

    71. Sixth sense.
    You can always act normally in surprise round.

    72. Stuttering.
    Spells with verbal component you cast have 20% failure chance.

    73. Flammable.
    If somebody deals fire damage to you, then you catch on fire, getting 1d6 points of fire damage every round, until you quench it.

    74. Deadness.
    You have pale skin. Mindless undead treats you, as if you were undead creature. You get +2 bonus on Will saves against mind-affecting effects.

    75. Fire glands.
    You grow fire glands on your hand. These glands can secrete thick mucus, which ignites, when exposed to air. Up to six times per day you can hurl fireballs as a ranged touch attack as a standard action on a distance up to 60 ft. Fireball deals 1d6 points of fire damage to target. If you have no fire resistance, then you deal yourself 1 point of fire damage every time you use this ability (you burn your hand).

    76. Forked tongue.
    You have forked tongue. You get scent ability.

    77. Magic in blood.
    Your magic is blue-hued. You get +2 bonus on Spellcraft checks and ability to use the spell detect magic as a spell-like ability once per day (caster level equal to your character level).

    78. Fear of blood.
    During every encounter, when you see blood first time (after dealing or getting physical damage, after seeing bloody creature, and other), you must succeed on a DC 15Will save or become shaken until the end of encounter. You must make only one save during given encounter.

    79. Strong soul.
    You get 1 point of essentia.

    80. Soul enervation.
    Your essentia pool is halved.

    81. Inaccurate eye.
    Range increment of any ranged weapon you wield halves. Maximal range of weapon does not change.

    82. Positive accumulator.
    If you become a target of a conjuration (healing) spell, that heals hit point damage, then treat this spell as empowered.

    83. Skin of outsider.
    Your skin has strange hue and you get +4 bonus on AC against attacks, made by creatures of specific type.

    {table=header]d%|Outsider|Skin Hue|Defends Against
    1-10|Angel|White|Yugoloths
    11-20|Demon|Red|Archons
    21-40|Devil|Maroon|Eladrins
    41-60|Eladrin|Blue|Devils
    61-80|Archon|Yellow|Demons
    81-100|Yugoloth|Black|Angels
    [/table]

    84. Telepathy affinity.
    1-50: You lose your ability to communicate telepathically. Other creatures canít communicate with you telepathically.
    51-100: You get telepathy with 100 ft. range.

    85. Energetic indiscrimination.
    1-50: You get damaged by both positive and negative energy.
    51-100: You get healed by both positive and negative energy.

    86. Unreliable spellcaster.
    Every time you cast arcane spell, throw d6 to determine bonus or penalty to caster level of this spell. If lowered caster level prevents you from casting this spell, then spell fails and slot is wasted.
    1-2: -1 penalty
    3-4: Without change
    5-6: +1 bonus

    87. Unreliable manifester.
    Every time you cast manifest power, throw d6 to determine bonus or penalty to caster level of this spell. If lowered manifester level prevents you from manifesting this power, then power fails and power points are wasted.
    If you raise your manifester level this way, then you can spend additional power point on this spell.
    1-2: -1 penalty
    3-4: Without change
    5-6: +1 bonus

    88. Drowsiness.
    You are always drowsy. You need 12 hours of rest (not 8) to regain spell, power points and other abilities. You get -1 penalty on Spot and Listen checks and Will saves.

    89. Fins.
    You grow fins on your body. Your swim speed is increased by 10 ft.

    90. Alignment sense.
    1-50: You can sense the presence of creatures of your alignment within 60 ft. from you, but you canít determine number of these creatures and precise location of each.
    51-100: You can sense the presence of creatures of opposed alignment to your alignment within 60 ft. from you (if you are TN, then this ability is useless), but you canít determine number of these creatures and precise location of each.

    91. Chameleon.
    Your skin can blend with environment, when you wish it. If your body is mostly uncovered, then you get +10 competence bonus on Hide checks. You can turn this ability on and off as a free action.

    92. Flammable blood.
    Your blood ignites, when exposed to air. When you are hit by physical attack, you get extra 1d4+1 points of fire damage.

    93. Polar detection.
    Effects, that detect your alignment, show, that you have opposite alignment (if you are TN, then they show the truth).

    94. Float.
    It is hard for you, to sink. You must succeed on a DC 22 Swim check to descend on 5 ft. under water, or on a DC 15 Swim check to not ascend to the surface. You ascend to the surface with 60 ft. speed.

    95. Magnetism.
    Your body attracts metal. Attacks, made against you with metal weapons, get +1 bonus on attack rolls. You get +1 bonus against disarm attempts, if you hold metal weapon.

    96. Electrical communication.
    You can use the spell message as spell-like ability 5/day, but every target of this ability gets 1d4 points of electricity damage.

    97. Glowing body.
    Your body radiates light like a torch (30 ft. of bright illumination and 60 ft. of shadowy illumination). You canít turn this effect off.

    98. Slow reaction.
    You get -6 penalty on initiative checks.

    99. Visibility.
    You canít become invisible. Thus, you canít be affected by invisibility spell and similar effects.

    100. Panic-monger.
    You get -6 penalty on Will saves against fear effects.

    Last edited by Sdonourg; 2010-11-26 at 07:23 PM.

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    flabort's Avatar

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    Default Re: Mutation System [3.P]

    That has an overtly high chance of mutating. it will happen way too frequently.
    Also, there is already an existing "taint" mechanism. It isn't a mutation system, but if you could tie your system in with taint, instead of having it a "stand-alone" rule, it would probably run a lot smoother, and reduce the frequency.

    try that, and I may start examining the individual mutations.

    Also, here's a link to a class with a mutation motive. don't post in it though, or it would be necromancy.
    Anyways, if you look over it, comparing your system to draken's could really help. Sure, his is voluntary, and controlled, and yours is random, but meh.
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    Bugbear in the Playground
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    Default Re: Mutation System [3.P]

    I haven't looked at your system for gaining them, but the mutations seem interesting. Some are awful (Fort save every week or lose 1d6 Con), some are very interesting (the bonus and enervation type mutations, photosynthesis (though I'd make it every week for the Con loss for not getting sunlight, not every day) and several others). You may want to note that the bonuses/penalties against magic or psionics ones could be made into one set, magic-psionics transparency is the default so they should act exactly the same in most games anyway. Under the wings mutation you list a "gliding speed", whilst we can guess what that means we shouldn't have to. The Outsider Skin mutation is messy, copy/paste this code:
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    {table=header]Outsider|Skin Hue|Defends Against
    example|example|example
    [/table]

    I couldn't remember how many types you had so just copy and paste the example row as necessary.

    Nice, overall. Remove some of the Con-sapping ones, and they should be excellent. I might even use them to get some NPCs for as-yet-unexplored continents of my setting.

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    SamuraiGirl

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    Default Re: Mutation System [3.P]

    Thanks for the comments.
    2flabort: Yes, I do know about taint, but taint is more sickness, then unnatural change. Lowered mutation chance from miscasts to 15%.

    ScionoftheVoid: Glad, that you liked it. Made photosynthesis Con loss 1/week, but I leave deterioration as is. I think on levels, when you can get mutated it will be easy to get rid of them. Cleaned the Outsider Skin table. I thought "gliding speed" is well known. Hadozee and IIRC raptorans have it.

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    Default Re: Mutation System [3.P]

    I like this system, I haven't looked over it 100% yet, but looks diverse enough. Good options for mutation system, I have yet to see a good system made for 3.x. Good work!

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    Default Re: Mutation System [3.P]

    I love ADOM, and when I saw the table it reminded me of the fun times i've had mashing the "Spring Trap" key while standing on a corruption trap.

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    SamuraiGirl

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    Default Re: Mutation System [3.P]

    Quote Originally Posted by Pyre_Born View Post
    I like this system, I haven't looked over it 100% yet, but looks diverse enough. Good options for mutation system, I have yet to see a good system made for 3.x. Good work!

    Peace,
    Pyre
    Thanks , this is my first homebrew, but my players liked it too.

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    Default Re: Mutation System [3.P]

    Quote Originally Posted by radmelon View Post
    I love ADOM, and when I saw the table it reminded me of the fun times i've had mashing the "Spring Trap" key while standing on a corruption trap.
    Ah. I didn't realize there was a spring trap key. Now if only I could find another corruption trap. They've mysteriously become scarce.
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    Default Re: Mutation System [3.P]

    Quote Originally Posted by flabort View Post
    Ah. I didn't realize there was a spring trap key. Now if only I could find another corruption trap. They've mysteriously become scarce.
    It's in the manual. alt-t I think it was...

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