Showing posts with label mutations. Show all posts
Showing posts with label mutations. Show all posts

Sunday, May 10, 2020

Goblins Collector


Goblins collectors are remnants of the great myconid war. They were created to assimilate goblins and convert them into fungal drones. But these walking fungal mounds developed a symbiosis relation with the goblins they assimilated and started to lovingly collect them. They became protective of their assimilated goblins and refused to put them at risk. Their myconid handlers tried to get rid of these montrosity by poisoning them but the mutant goblins they assimilated helped them to develop a immunity to the tailored poison spores.

Only a few Goblins Collector survived the war and the myconid purge, these colossal fungus live a nomadic live, travelling between caverns that are large enough to accommodate their size.

The symbiotic goblins work well together and are good fungus collectors. They live in the birthing chambers situated in the hunchback of the Goblins Collector, some goblin build crude structures on their collector.

The birthing chambers are interconnected by a network of passages and secondary chambers that ressemble a small caverns network that can be explored like a dungeon. The connecting tunnels being goblin sized, most adventurers would have to walk on their knees to crawl through them. The symbiotic goblins take good cares of these chambers and will hunt any parasites that tries to settle in.

Other goblins tribes respect the goblins collectors because they usually travel in the periphery of their tribal territories and serve as a border patrol. They are tolerated since they are too big to venture into the tribe's tunnels, a few goblins get assimilated by the collector, but this is ok, in a sense these goblins are only joining a new tribe.



Goblins collectors have between 6 to 9 HD. They slowly regen HP by eating fungus or by assimilating goblins (and other beings). 
  • AC: as leather
  • Attacks: trampling for 2d8 dmg. 
  • or d6 pseudopods attacks that do a d6 damages.  
  • ML: 8 
  • On a failed ML test, the Collector release a cloud of confusion spores and retreat. 
  • Confusions spores make people wander in random directions for 2d6 rounds (saves half the duration). (Characters can remain still to avoid wandering around)

Collectors are accompanied by a d6 of goblins for each of their HD. The collector lose a HP when one of their goblin die.  

Creatures killed by their pseudopods are ingested, then digested or assimilated.
Goblins will always be assimilated and heal the Collector by their amount of HP.
If a adventurer get ingested and make a constitution save, they are reborn 2d6 turns later into one of the birthing chambers of the hunchback.

Roll a d12 on the goblin rebirth table (goblins roll a d8):
  1. You are reborn as 2d3 goblins. 
  2. You are reborn as  2 goblins.
  3. You are reborn as  a goblin.
  4. You are reborn as  a goblin.
  5. You are reborn as  a goblin.
  6. You are reborn as a goblin that will grow into a hobgoblin.
  7. You are reborn as a goblin that will grow into a bugbear.
  8. You are reborn as a goblin collector hybrid. 
  9. You are reborn as a random level 1 character of the same class and specie. 
  10. You are reborn as two level 1 copies of yourself (play both)
  11. You are reborn as two copies of yourself, one is a NPC who think they are e a goblin.
  12. You are reborn as a copy of yourself. 
  • A character reborn as a goblin can be played as a goblin character class (HD: d6). 
  • If a character is reborn as multiple goblins, the player play all of them. 
  • Characters that grow into other goblinoids grow in size as they level up. 
  • Reborn characters have a hard time remembering who they are (ask for WIS tests to remember stuff). 
  • A reborn character get 2 points of reaction bonus when dealing with goblins of their collector's tribe. 
  • Characters reborn as humans have infravision and the goblin's weakness to sunlight.
  • A character reborn as a goblin collector hybrid are reborn as a female goblin that can devour dead goblins to assimilate them into the tribe. A devoured goblin will heal the hybrid by their amount of HP, left over HP heal the Collector. When eating a goblin, the hybrid must make a saving throw, on a fail the assimilated goblin will be reborn in her womb (instead of a birthing chamber). This pregnancy last 2d6 days. This baby goblin mature in a number of days equal to their total HP. These goblins share traits with their "mother" and will follow her as a hireling. Hybrids grow in size as they level up, up to ogre size at level 8. Note: if the pregnancy stuff cross a player's line, all the devoured goblins are reborn in the birthing chambers.  

Friday, November 2, 2018

Mutate your Mutation Table!

Roll on this table each time you roll on your mutation table. For a more stable mutation table, roll on this table only when rolling a 1 on a d6 when you roll on your mutation table.

These results permanently modify your mutation table, I suggest to print your table to be able to write on it to make modifications.

("Entry" refer to the entry that was rolled on the mutation table.)

Mutations table’s Mutations (d20)
  1. The mutation become more common, the entry duplicate itself and replace a other random entry on your mutations table. 
  2. The entry merge with the previous or following entry, become a single entry, cumulating the effect of both entries. 
  3. Write a d3 variant effects subtable for the entry. Add a entry to the subtable if you reroll this result for the same entry. 
  4. The entry grow and evolve, augment it effect by one step. If something give a +1 it now give +2, etc… Cosmetic effects become more extreme, apparent and harder to hide. 
  5. The entry become more specialized. It effect become more detailed and precise, write down a extra detail into the entry. 
  6. The entry become purely cosmetic, entries that are already cosmetic become fashionable and grant a minor bonus to reaction rolls. People start wearing clothings that evoke the mutation effect. 
  7. The mutation mutation switch some details, traits or effects with a other random mutation.
  8. The effect become deadly, after each day the mutant must pass a saving throw or die. If the saving throw is successful, the mutation stabilize and the mutant gain a saving throw bonus. Mutations that are already deadly prevent the mutant from dying from their mutation and turn them into a undead. 
  9. The entry shrivel and disappear from the random table, attribute it’s table number to the previous or following entry. The mutant is the last to ever receive this mutation. If it was a PC grant them some XP and a reputation, if it was a creature grant them a additional HD. 
  10. The entry become a magic-user spell and escape into the nearest spell book or scroll. It become a level d4 spell, duration effect depend of the spell level (Level +d6 rounds, turns, hours, days). Each time the spell is cast, it have a chance on a d20 of being a permanent effect and also affecting the spell caster. The GM can now add this spell to NPCs spell books. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  11. The entry become a unique monster afflicted with a extreme version of the mutation. This monster have d6+3 HD. It’s attacks are infectious and inflict the mutation on a failed save. Add the monster lair on your map and infect d6 neighboring creatures and NPCs. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  12. The entry become a specie of creatures. These creatures have 1HD and are afflicted with the mutation. They reproduce quickly. Add them to your random encounter table. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  13. The entry become a magical item that inflict the mutation’s effect. Roll a random magic item to determine it nature. The magical item afflict the mutation when it apply it magical effect. If a non consumable magic item was rolled, the item is unique. Remove the entry from the mutation table and attribute it table number to the previous or following entry. 
  14. The entry become a minor divinity. Each time this entry is rolled it grant itself as a first level cleric spell to the nearest cleric (duration: LV+d6 turns, range: touch). Place a cult in the nearest village or monster lair and add clerics of this mutation to your random encounter table. If you reroll this result for the same entry, the mutation divinity grow in power and influence. 
  15. The entry become sentient and link together all creatures afflicted with the same mutation into a hivemind. It have it own chaotic agenda and will discuss with it afflicted creatures like a intelligent weapon, sometime influencing them through mental suggestions (once after each rest, saving throw to resist). If you reroll this result for the same entry, the mutation grow in power and it’s suggestions are harder to resist. 
  16. The entry become a contagious disease, afflicted creatures spread the mutation with their bodily fluids (save to avoid being infected). If the entry is already contagious, the virus become airborne. Infected creatures roll a saving throw every d6 days to see if they are cured. Each time the mutation is rolled, it trigger a new wave of contagion in the local area, random NPCs have a chance on a d10 of being afflicted. If the same result is rolled for this entry, it become harder to save against the disease. 
  17. This entry now trigger a additional random mutation d20 hours later. If you reroll this effect for this entry, it trigger one more mutation. This may lead to a chain of mutations. 
  18. This entry now also regenerate the mutant: regrowing lost limbs, removing diseases, rerolling it maximum and current HP. The mutant also feel good about their new mutation, as if they feel beautiful and healthy. If the same result is rerolled for this entry, the regeneration grant a die reroll when rerolling the maximum HP. Mutant afflicted by this mutation are now considered “holy” by other mutants. 
  19. The entry apply it mutation and trigger a burst of mutation d20 hours later, inflicting a random mutation to anyone in a close area around the mutant. If the same result is rerolled for this entry, step up the area of effect. 
  20. This entry become less potent, granting a saving throw. People who pass the saving throw are cured of it effect after d6 days. A mutation vaccine can be created with their blood. Receiving the vaccine inflict the mutation, after d6 days make a saving throw to remove this mutation and a other mutation every d6 days. People who received the vaccine gain advantage or a bonus to resist new mutations. If you reroll this result for this entry, grant a bonus or advantage to the vaccine saving throw. Mutants must make a saving throw to avoid the temptation of eating people who received the vaccine, eating them grant the vaccine to the mutant. 

PDF version



I used my last blog post to mutate Arnold’s mutation table.
I rolled 10 mutations, the effect on the setting is interesting.
Weird Legs become a latent mutation. People learn to fear this mutation.
  • Hawk head gain a subtable (d3: 1 can only squeak, 2 fire eyes, 3 twin hawk heads) 
  • Useless Arm become a minor divinity, granting itself as a spell. The cult of the Useless Arm spread around.
  • Fungal become Spider diet and Spider Legs become Fungal Centaur. 
  • Scaly become deadly, potentially killing it victim after a day.
  • Amphibious shrivel away from the mutation table. Hurag become Hurag the Amphibious, the last mutant of his kind.
  • Stretchable Limbs become a minor divinity, granting itself as a spell. It's followers oppose the cult of the Useless Arm.
  • No Face become a contagious disease! The disease spread from villages to villages! 
  • Serpentine Amputation gain a subtable (d3: 1 lose legs, 2 lose arms, 3 lose all members) 
  • The Sun become Biting Aura and Hammer Head become Sun Head.

I mutated Scrap Princess’ table too.
  • A snake lives in your brain gain a subtable (it can exit by your d3: 1 left eye, 2 left ear, 3 left hand) Delicate translucent wings grow sublimely underneath your back and forearm skin become purely cosmetic and fashionable. People start wearing robes with translucent wing-sleeves. 
  • Thorns grow from your body trigger a additional mutation. 
  • You have no colour in your skin, eyes, hair or blood shrivel away from the mutation table. Aza the Colorless is the last mutant with this mutation. 
  • Very long tongue, like a metre long become a unique infectious 7HD monster.
  • Hemophiliac become deadly but instead of killing the mutant it turn them into a bleeding undead.
  • You can vomit up a collection of organs become a specie of 1HD creatures that quickly breed and infest the local land.
  • +2 will save and have horrible big pulsing veins on your head become a minor divinity. Granting itself as a spell. It cult spread around.
  • At least half your body is covered in tattoos become deadly and can potentially kill the mutant in one day.
  • Another face is on the back of your head. It shows the opposite expression to you gain a extra detail: the face is also of the opposite sex.

Thursday, May 26, 2016

Hagborn character class

Hagborn are the offsprings of a ancient curse that infected many bloodlines in the past. 

They usually start neutral and become chaotic or evil if they start murdering people to steal their life force.  

Requirement: CON 9 
Prime Requisite: CON, INT and WIS 
Starting age: 13+1d6 
Hit Dice: 1d6
Saving throws: as mages
To hit: as mages 
Weapons: as mages 
Armors: as mages
Maximum level: 10
Experience: as mages 
SPECIAL ABILITIES

Spell casting
Hagborns grow old to cast spells.

  • They age by a 1d6 years by levels of the spell.
  • The number of years they grow older is reduced by their class level. 
  • Taking a extra turn to cast their spell reduce the years by 1.
  • Recasting the same spell during the day add the spell level in years (by extra usages). 
  • They can cast spells that are over their own level but while doing so they multiply the number of d6 rolled by 2
  • If the total number of years rolled is equal to zero or less, they don't grow older. 

Spell list
Hagborns are born with a innate spell list (inherited by their bloodline).
But they don't know their innate powers until they try them.
When they cast a spell they can cast a know spell or try to discover a new random power (spell).
When they try to discover a new innate spell, they have to take cast for a number of turns equal to the spell level. Then they can roll a random spell on the magic-user list of the desired level. If they roll a spell they already know, they simply cast it instead of discovering a new spell.
They can choose not to cast the newly discovered spell but the spell will still make them grow older.

Each time they gain a level they learn more about their own powers and roll a new spell (starting with the lowest levels spells) (Roll one level 1 spell at level 1)

Their innate spell list is limited to:

  • Level 01: 5 spells 
  • Level 02: 4 spells 
  • Level 03: 3 spells 
  • Level 04: 2 spells 
  • Level 05: 1 spell
Hagborns can reroll a know spells by drinking a special potion made with the blood of a hagborn or a true hag. While doing so they roll on the other hag spell list. 


Aging
Use the aging tables and effects in the Labyrinth Lord Advanced Edition Companion (p.23). Except that hagborns add 3d10 to their dying age.

Leathery skin 
As hagborns grow older their skin become hard like leather or bark and they gain +1 to their AC for each 10 years above 50 (up to +5).

Life force collecting
Hagborns can collect the life force of living beings to brew rejuvenating potions. Brewing a potion take a number of turn equal to it number of life forces being brewed.

A hagborn can extract life-forces by capturing the breath of a living being. They can drink the life-force on the spot or bottle it to brew a potion later.
  • Children: 5 life forces
  • Adolescent: 4 life forces
  • Adult: 3 life forces
  • Middle age: 2 life forces
  • Elderly: 1 life force
  • Animal: 1 life force by HD (but add +2 to the mutation roll) 
  • Rare magical plants: 1 life force (add -1 to the mutation roll) 
Living beings must freely accept to give their life forces, while doing so they grow older by a number of d6 equal to the taken life forces and will die if all their life forces are taken away. 
Children can't willingly give their life forces. 
It take one year or one level to regenerate a lost life force. 
Life forces can also be collected without consent by collecting the dying breath of a living being. 

When life forces are consumed on the spot, the hagborn grow younger by a number of years equal to the collected life forces.

A brewed life forces potion rejuvenate a d6 years by brewed life forces.

Life forces can also be collected from fresh meat if the meat is brewed into the potion. But this only add half the life force of the meat being cooked.

Brewing spell transfer potion
To gain the spell of a other hag, a hagborn can brew a special potion that require a number of brewing turns equal to the spell level and require the spell level in d4 point of damage from the donating hag.
Drinking this potion let the hagborn reroll one of her innate spells by rolling on the donating hag spell list of the brewed level.

Life force mutations
Life forces potions can create weird mutations. When a hagborn drink a life force potion, she must make a saving throw vs transformation (WIS bonus help).

On a failed save, they must roll on the hag mutation table:
Roll a d8 + life forces of the potion (lawful hags add -1, chaotic hags add +1)

  1. Weird smell 
  2. Warts or weird skin marks  
  3. Reptilian or weird eyes 
  4. Webbed fingers and ears 
  5. Clawed fingers (d4 dmg) 
  6. Elongated arms or feet 
  7. Needle teeth 
  8. Barbed tongue
  9. Snake hairs
  10. Beast wings  
  11. Beast tail 
  12. Beast skin
  13. Beastly arms or legs 
  14. Half beast body (like a centaur) (often a snake body) 
  15. Full beast body (except for the head)
  16. Beast mind and intelligence (1d4) 
Male hagborns
Male hagborns badly react to the life forces potions and have a penalty of 2 when making their saving throw and add 2 to the hag mutations table. But they can directly consume life forces from fresh meat (without the need to brew a potion). They often turn into ogres and manticores.

Wednesday, February 10, 2016

Cult of the Vrocks

 A corrupted monk learn how to summon the Wattle Mouth, the eater of sacred bones.