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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 11-22-2010, 08:57 AM   Top  -  End  -  #1
Sdonourg
Dwarf in the Playground
 
SamuraiGirl
 
Join Date: 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 don’t says else. Undead, deathless, constructs and creatures with shapechanger subtype and creatures with immunity to polymorphing can’t 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 can’t 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


Mutation description
Spoiler

Last edited by Sdonourg : 11-26-2010 at 07:23 PM.
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Old 11-22-2010, 11:37 AM   Top  -  End  -  #2
flabort
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Join Date: Aug 2009
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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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Old 11-22-2010, 05:21 PM   Top  -  End  -  #3
ScionoftheVoid
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Join Date: Dec 2009
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Hiding and fleeing.
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:
Spoiler

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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Old 11-22-2010, 09:49 PM   Top  -  End  -  #4
Sdonourg
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SamuraiGirl
 
Join Date: Aug 2010
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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Old 11-22-2010, 10:19 PM   Top  -  End  -  #5
Pyre_Born
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Join Date: Jul 2007
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!

Peace,
Pyre
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Old 11-22-2010, 10:34 PM   Top  -  End  -  #6
radmelon
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Join Date: Feb 2010
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The Blind Eternities
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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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Old 11-23-2010, 01:36 AM   Top  -  End  -  #7
Sdonourg
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SamuraiGirl
 
Join Date: Aug 2010
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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Old 11-24-2010, 09:49 PM   Top  -  End  -  #8
flabort
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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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Old 11-25-2010, 10:07 AM   Top  -  End  -  #9
radmelon
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Join Date: Feb 2010
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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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