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  1. - Top - End - #1
    Ettin in the Playground
     
    SwashbucklerGuy

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    Default Design your own grafts

    Hi, I'm DMing for a group of players built mostly around fleshgrafting. As such, we wanted new and interesting grafts, so any help is appreciated. Any homebrewed ones come in handy.
    Quote Originally Posted by Mark Hall View Post
    There's a reason why we bap your nose, not crucify you, for thread necromancy.

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    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Re: Design your own grafts

    If you haven't heard of Xenoalchemy, that might fix your problem immediately.

    Milo's Geneticist does something similar, but using the Evolutionist's mutations and some gramarie, giving a lot more freedom.

    I'll post again if I can find a way to apply Xenoalchemical grafts or mutations without selling class levels.

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    Orc in the Playground
     
    EvilClericGuy

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    Default Re: Design your own grafts

    I have to second Xenoalchemy, it is simply an incredible read. And it has tarresque plate as a graft. With everything that implies.

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    Bugbear in the Playground
     
    Hanuman's Avatar

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    Default Re: Design your own grafts

    If you want to add some gramarie to it, Grautsman is a less direct approach than xeno.

    http://www.giantitp.com/forums/shows...8&postcount=26

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    Bugbear in the Playground
     
    Andion Isurand's Avatar

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    Default Re: Design your own grafts

    I expanded the list of silthilar grafts on my blog.

    New Silthilar Grafts

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    Bugbear in the Playground
     
    NecromancerGuy

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    Default Re: Design your own grafts

    well I had a longish post detailing a class I am working on with the mythos subsystem, but the thread decided to 'eat my post' as I have herd it put.

    well the gist of what I had said was of the following graft-making mechanics for the class that you could introduce to your players in some way:

    This grants the character the ability to use parts from the corpses of the fallen to make alterations to improve other creatures. These ‘grafts’ begin as a pool of ‘graft points’ that represent a mass of undisclosed parts of various creatures (these do not degrade or decompose due to being sustained by the power of this mythos). To collect these points the character has to spend half an hour dissecting a dead or helpless creature and storing the appropriate parts. A number of points are made equal to d6 per HD of the creature, doubled for each size above medium, and halved per size smaller.

    The actual production of a graft is done as per the following: you select one or more features available to an ododren, and pay for the augments as if the points you had to spend were form points (you ignore any and all level-based requirements and limitations and for effects that require a ododren level, and use the HD of the person with the graft for necessary levels).
    You then may continue to upgrade the graft with an amount of magic items (whose effects are part of the graft) by using the points you have as the GP to spend on the items at a rate of 1 point = 2 GP. Creating a graft requires 10 minutes for every 10 points spend in its construction. You may impose any requirements of the items into the graft if you desire, limiting uses, adding a cooledown or even adding a stimulus to cause automatic activation.
    You may also apply appropriate negative attributes to a graft such as losing the ability to breathe air for one that allows you to breathe underwater. Only the person with the graft can use the item.

    An individual graft is required to be a single continuous part, and so you cannot have a pair of replacement arms as a graft all on its own, but they could if you have some manner of ‘connection’ between them which could be represented as a flesh feature, and so it could be, for instance, an exoskeletal chest piece with muscle supports: examples follow

    To create a graft that gives gills and fins for aquatic exploration in the form of a section of replacement tissue on a creatures back you can use the following composition:
    2 flesh (4)
    1 engorged flesh (8)
    1 condensed flesh (8)
    1 filtering flesh (water) (2)
    Lumisous flesh (1)
    Four fins (8)
    To create a graft that grants a 20ft swim speed, the ability to breathe underwater, immunity to atmospheric pressure, +2 to escape artist checks, +1 natural armour and creates light for a total of 25 points.
    Or to make an arm with a claw attack and that can create water the following could be used:
    1 Limb (2)
    1 Claw (1)
    1 decanter of endless water (4,500)
    For a total of 4,503 points

    To attach a graft you need a helpless or willing creature to attach it to, and to pass a heal check with a DC equal to the points spent on non-magic-items, + the CL of the magic item components. The GM may allow you to lower the DC depending on the severity of any drawbacks you apply. Attaching a graft takes one hour, and you may take-twenty on the roll, taking twenty hours. A creature may only have a number of grafts equal to half its HD + its CON mod.

    A graft may be removed without a heal check, takeing half the time needed as was nessesery to attach) but the creature will suffer the effects that the mussing parts and the method of reoval would incur, usually CON damage and some bleed damage until effects are repaired. e.g. removing an organ means you could leave the person with an open chest cavity. You do not have to heal or aid the person in any manner. A graft on a dead creature has a 50% chance of being destroyed on the creature’s death.

    The following can be introduced as feats

    Bounty of flesh
    When acquiring points for creating a graft you now roll D12’s instead of D6’s.

    Stable-implement-of-empowerment
    By spending four points you may form an evolutionist mutation that is available without needing a specific feat to unlock (e.g. plant mutator) and attach it to a graft. Additionally for ten points you may attach an ability (as in any special qualities, attacks and such, from the creature entry of a creature you used for gaining the graft points) to the graft. , this may be done mutable times. You may access the abilities of a creature from the previous three times you gained points for grafts. The GM is recommended to moderate what abilities are used with this ability, increasing the prices for anything that seems too much. An an example this could allow you to make a graft that (somehow) contains the invisibility of an invisible stalker.

    Skill-of-the-flesh
    By spending five points you may attach a single bonus feat to the graft, this may be done mutable times to the same graft.

  7. - Top - End - #7
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: Design your own grafts

    Quote Originally Posted by qazzquimby View Post
    If you haven't heard of Xenoalchemy, that might fix your problem immediately.

    Milo's Geneticist does something similar, but using the Evolutionist's mutations and some gramarie, giving a lot more freedom.
    Yay, shout out to my work

    If you decide to still use normal grafts then maybe have an individual with this class as an NPC or something.

    If you decide to use xenoalchemy, here is a few extra grafts on top of that.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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    Orc in the Playground
     
    spikeof2010's Avatar

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    Default Re: Design your own grafts

    I was wondering if there was any links to more xenoalchemy grafts?

    Also while not grafts, but similar to manipulating your flesh, the Ozodrin does a good job.

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    Bugbear in the Playground
     
    Hanuman's Avatar

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    Default Re: Design your own grafts

    Quote Originally Posted by spikeof2010 View Post
    I was wondering if there was any links to more xenoalchemy grafts?

    Also while not grafts, but similar to manipulating your flesh, the Ozodrin does a good job.
    That thread has been discontinued.

    Here's the new thread.

    I have a "graft" archetype in mind (put features on both people and terrain) but they are a few archetypes down the priority list. For now I'll consider making a spawn augment where the spawn themselves can affix to players or terrain.

    Let me know if you guys come up with anything for ozodrin, I'd be happy to work things in.

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