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| #1dmauriceJul 22, 2010 14:34:36 | One of my players got slimed by a Far Realm monster, in the next session he will wake up with a gibbering body part. This is the affliction I have planned. I designed it to be potentially useful, but mostly problematic and unpredictable. The party encountered a band of mutants that had been overcome by this illness, and they weren't pretty. I might even tie in a spellscarred power and make it castable if the affliction turns chronic, maybe replacing the "distracting eyes" entry with the power. Far Taint, level 11 affliction. Endurance checks: fail: worsen. Easy: no change. Moderate: improve. Hard: improve and one mutation of your choice disappears. Mild (Onset): At the end of an extended rest, you awake to find an angry mutation growing on you. Roll to determine type and location. 1-2: Mouth. 3-4: Tentacle. 5-6: Eye. 1: Head. 2: Body. 3: Right arm. 4: Left arm. 5: Right leg. 6: Left leg. Only one mutation per location, roll again if you roll a location that is alredy host to a mutation. If you have a mutation on every location, and must add another, you immediately die and turn into an abberant creature of the DMs choosing. Acute: As mild, plus the following effects occur if you have any of the associated mutation. Hungry mouths: When you spend a healing surge in combat, you and all creatures adjacent to you, take 4 acid damage, plus d4 acid damage for each mouth mutation growing on you. Grasping tentacles: When you miss all enemies with an attack, you make an attempt to grab one of the targets of the attack, as an immediate reaction, with a bonus to the roll equal to your number of tentacles. You do not need a hand free for the grab, nor does it count towards your limit of immediate actions per round. The grab lasts until the target escapes, and the target takes a penalty to escape rolls equal to your number of tentacles. If no enemies are adjacent when you must make the grab attempt, you are slowed (save ends). Distracting Eyes: You add a +1 bonus to skill checks, other than endurance, for each eye mutation. If you fail a skill check, you suffer a -1 penalty to all defenses, for each eye mutation, until the start of your next turn. Severe: As acute. As long as your condition is severe, you gain deep speech and telepathy 10; these are the only languages you can speak (you can still read and understand spoken language as normal). Special: You can cut out a mutant body part. Remove the mutation and reduce your maximum healing surges by 1 for the duration of this affliction. |
| #2dmauriceJul 23, 2010 11:43:09 | I think this is probably more fun for the mutant eyeballs Haunting Visions: You suffer -1 will per mutant eye growing on you. The first time you become bloodied in an encounter, make an attack: close burst (targets self and all creatures in the burst), +14 vs will, hit: the target is dazed until the end of your next turn. The size of the burst is equal to the number of mutant eyes growing on you. And I think the onset will definitely be the middle stage. |
| #3babyjJul 29, 2010 5:30:48 | These fit perfect for the player in my group who recently was assaulted by Far Realm creatures Good post |