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| Extra Degenerations | |
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| Tweet Topic Started: Jan 27 2016, 10:23 AM (451 Views) | |
| weredrago2 | Jan 27 2016, 10:23 AM Post #1 |
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He Who Posts Too Much
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I'm going to make a new chart later. For now, I'm just posting the effects. Extra Degenerations Freaky Fish Man: Your skin becomes gross and rubbery, with fingers and toes becoming webbed and aquatic. You gain the Amphibious trait, but take a level of Fatigue for every hour spent out of water or a humid environments. Blob: Your bones melt away, merging with your flesh and muscles into a gelatinous mess. You gain the Amorphous trait (your hit points remain the same). You also gain the Ugly As Sin Hindrance, because that’s really gross. Turtle: You grow large and heavy (but not particularly good) plates of armor that restrict movement. Gain Armor Plating (2) on your whole body and and the Slowpoke Hindrance. Worm: Your legs (or other limbs for locomotion) merge into a single slithering tail. Gain the Crawler trait. Night Eyes: Your eyes become dark globes of dark darkness. You gain the Dark Sight trait, but become Blinded in bright light. Gargoyle: Your bones become hollow, and you grow a pair of thick, leathery wings that can be used for gliding. Gain the Flyer trait, with speed equal to half your ground speed. You also gain the Wimpy Hindrance. Beastman: Your body undergoes a painful metamorphosis. Gain the Quadruped trait and a natural weapon with the following profile: 1k1 R or I, Brawling. Take a -2k1 penalty when trying to use your appendages that used to be hands for fine manipulation. Cursed: You seem to be absolutely fine. It’s your lucky day! Gain the Bad Luck and Grim Servant O' Death Hindrances. Wizened: Your body ages for decades in the span of seconds. Gain the Geezer and Wimpy Hindrances. Unwizened: Someone on the other side of the Warp has a bad sense of humor. Gain the Kid Hindrance, and decrease your Size by 1. You lost some experience as well, so throw in the Clueless Hindrance for no extra charge. Death Sentence: You’re plagued with a malady that won't go away by itself. Gain the Ailin’ Hindrance. Edited by weredrago2, Jan 27 2016, 10:59 PM.
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| Eisenritter | Jan 27 2016, 01:52 PM Post #2 |
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Old Iron Knight
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Correct me if I'm wrong, but aren't Degenerations supposed to be universally Bad? |
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| Kwak | Jan 27 2016, 02:07 PM Post #3 |
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Sous Chef
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There's a bit of a precedent for good ones in 40kRPG, but I personally will not use a chart with good Degenerations in my games. I like a lot of these, though |
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| weredrago2 | Jan 27 2016, 02:10 PM Post #4 |
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He Who Posts Too Much
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I remember some of the mutations/degenerations in Rogue Trader and Dark Heresy having small benefits with their huge downsides, such as Turtle and Worm. Maybe I should just make a separate table for mutations and keep degeneration as is. |
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| Kwak | Jan 27 2016, 02:12 PM Post #5 |
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Sous Chef
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It's certainly a good idea, and a valid direction to go. But if you do the mutation thing, what then triggers mutation? |
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| weredrago2 | Jan 27 2016, 02:23 PM Post #6 |
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He Who Posts Too Much
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Warpstone, of course! |
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| weredrago2 | Jan 27 2016, 10:43 PM Post #7 |
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He Who Posts Too Much
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What Degenerations need to be changed? I think Beastman needs something negative besides being a double heretic, and I'm removing Unwizened because it's eh. Also taking suggestions. |
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| Username | Jan 27 2016, 10:47 PM Post #8 |
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I like Unwizened. It's much more fluffy than crunchy, but Kid can be crippling if the SM handles it well. If you want to really make it nasty, add Clueless to it as well. With Beastman, make it so you lose the use of your hands for normal things. You're an actual Quadruped now; you don't have real hands and can't pick up or interface with things. If your something with that already, you'd probably just re-roll. If that is too crippling just give a crushing negative, -2k1 for instance, on anything that requires use of hands. |
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| weredrago2 | Jan 27 2016, 10:54 PM Post #9 |
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He Who Posts Too Much
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I like being excessively cruel when it comes to degeneraton. I'll go make those changes. |
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3:16 AM Jul 11