Homebrew Afflictions

Post/Author/DateTimePost
#1

dmaurice

Jul 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.
#2

dmaurice

Jul 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.
#3

babyj

Jul 29, 2010 5:30:48
These fit perfect for the player in my group who recently was assaulted by Far Realm creatures

Good post