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Crossbreeding
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<blockquote data-quote="Simon Collins" data-source="post: 2010318" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Crossbreeding is a sourcebook on magical inter-species breeding to create new varieties of monstrous creatures and is the thirteenth in Mongoose Publishing's Encyclopaedia Arcane series.</p><p></p><p>Crossbreeding is a 64-page mono softcover product costing $14.95. A fairly wide right-hand margin and double spacing between paragraphs is somewhat balanced by the use of the inside covers for a range of tables. The art is generally (but not always) appropriate to the text and the artwork depicting the various creatures is particularly evocative and atmospheric, including the chimera escaping from its cage on the front cover. The writing style is eloquent and engaging, and clear in its rules explanations. Editing seems good, with occasional minor errors.</p><p></p><p>Magical Crossbreeding: An Overview</p><p>This chapter takes a broad look at magical crossbreeding, including motivations for those who practice the art (why create a new species, why recreate a crossbred race?), the differences between polymorphing and crossbreeding, and the type of person that might practice crossbreeding, including what others' perceptions of the crossbreeder tend to be.</p><p></p><p>Designing Magical Crossbreeds</p><p>This chapter takes creature attributes apart and allows the possibility of building up a creature trait by trait from the chosen creatures. Ability scores, size, creature type (with a table showing which types are retained in a crossbreeding with another creature type), HD, Initiative, Speed, AC, attacks and damage, face and reach, special attacks and qualities, saving throws, and skills and feats all have their own section with advice on how to pick and choose between the creatures' traits and the result of those decisions. There are also sections on the secondary stat block (climate, alignment, challenge rating, treasure, advancement, organisation), personality, and naming considerations. There is also a short sidebar dealing with templates.</p><p></p><p>Transmutation Rituals</p><p>This chapter begins by looking at the equipment and preparation required for magical crossbreeding - information on laboratories, test subjects, tranquilisers and research notes is given, as well as some notes on possible useful magical items (detailed later in the book). Nine different transmutation rituals are then discussed, though more are possible. These include the use of magical circles, runes inscribed on the body of the creatures, magical mirrors, burning the creatures and mingling their ashes in a magical maelstrom, and several other means of amalgamating the two creatures. Each method has certain requirements for the caster of the ritual, along with advantages and disadvantages of the described method.</p><p></p><p>Creating Magical Crossbreeds</p><p>This chapter contains guidelines for setting the DC for any magical crossbreeding and the roll required to perform the ritual effectively. A Creature Type Modifier table shows the modification to the DC for merging different creature types. Tabular guidelines for adjusting the DC based on any size or feature adjustments to the creature are also given. The wizard's level, intelligence and practice can modify the roll. Various things can go wrong with the procedure and this chapter gives a range of possibilities, in the form of random tables, of abnormalities and defects that can occur. A step-by-step example of magically crossbreeding a diminutive toad familiar with a tiny monstrous spider to create a Spidertoad Familiar is given.</p><p></p><p>Advanced Procedures</p><p>This chapter looks at self-hybridisation (and its advantages and disadvantages compared to polymorph self), reverse crossbreeding (getting rid of defects caused by an erroneous crossbreeding ritual), multistage crossbreeding (adding an additional (third or more) creature to a hybrid), and crossbreeding with more than two progenitors (using three or more base creatures to create a multi-hybrid).</p><p></p><p>Magic Items</p><p>There are also eight magic items to aid in magical crossbreeding, such as a focusing mirror (used in magical mirror transmutation rituals) and stasis rugs, which allow crossbreeders to keep their victims still during the transmutation process.</p><p></p><p>Sample Hybrids</p><p>The remainder of the book (nearly half) is taken up with over twenty examples of hybrid creatures, created from magical crossbreeding. The entries include information on the progenitors (base creatures) used, the transmutation ritual DC, and the material costs of creation. Examples include the Fisher Tree (created from a roper and a treant), Gorgotaur (gorgon and minotaur), Haemovorid (pixie and stirge), Ooze Hound (riding dog and grey ooze), Psionaga (mind-flayer and water naga), and a worgoblin (worg and goblin).</p><p></p><p>The book finishes with some designer's notes (where the author explains his decision to not add to the list of skills and cause a wizard to waste valuable skill points, by not creating a Crossbreeding skill). It also has a crossbreeding worksheet for creature design.</p><p></p><p>The High Points:</p><p>For me, the delight of this book as a GM was all the possible creatures this system will allow me to create, and the sample creatures given really stimulate the imagination on this level. The system provides a solid rules base for wizard characters who wish to pursue crossbreeding in-game, and the rituals described, whilst leaving it open for the GM to design her own, are imaginative and present a range of possible plot hooks and adventure ideas in and of themselves.</p><p></p><p>The Low Points:</p><p>A question one has to ask, is how many players are actually going to want to use this book? And how many GMs want their players using this book? I would think it would appeal more to GMs with its innate plot hooks, expanded possibilities for transmuted creatures and the hybrid samples given - the crossbreeder would make a good NPC. Having said that, it may still appeal to groups who enjoy a slower-paced game and enjoy experimenting with creating new spells, magic items and the like.</p><p></p><p>Conclusion:</p><p>An interesting and unusual book that opens a great can of half-worms half-scorpions as far as possibilities for new monsters goes. On the whole, probably of more use to GMs than players but may suit a group of creative players with an experienced GM.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010318, member: 9860"] This is not a playtest review. Crossbreeding is a sourcebook on magical inter-species breeding to create new varieties of monstrous creatures and is the thirteenth in Mongoose Publishing's Encyclopaedia Arcane series. Crossbreeding is a 64-page mono softcover product costing $14.95. A fairly wide right-hand margin and double spacing between paragraphs is somewhat balanced by the use of the inside covers for a range of tables. The art is generally (but not always) appropriate to the text and the artwork depicting the various creatures is particularly evocative and atmospheric, including the chimera escaping from its cage on the front cover. The writing style is eloquent and engaging, and clear in its rules explanations. Editing seems good, with occasional minor errors. Magical Crossbreeding: An Overview This chapter takes a broad look at magical crossbreeding, including motivations for those who practice the art (why create a new species, why recreate a crossbred race?), the differences between polymorphing and crossbreeding, and the type of person that might practice crossbreeding, including what others' perceptions of the crossbreeder tend to be. Designing Magical Crossbreeds This chapter takes creature attributes apart and allows the possibility of building up a creature trait by trait from the chosen creatures. Ability scores, size, creature type (with a table showing which types are retained in a crossbreeding with another creature type), HD, Initiative, Speed, AC, attacks and damage, face and reach, special attacks and qualities, saving throws, and skills and feats all have their own section with advice on how to pick and choose between the creatures' traits and the result of those decisions. There are also sections on the secondary stat block (climate, alignment, challenge rating, treasure, advancement, organisation), personality, and naming considerations. There is also a short sidebar dealing with templates. Transmutation Rituals This chapter begins by looking at the equipment and preparation required for magical crossbreeding - information on laboratories, test subjects, tranquilisers and research notes is given, as well as some notes on possible useful magical items (detailed later in the book). Nine different transmutation rituals are then discussed, though more are possible. These include the use of magical circles, runes inscribed on the body of the creatures, magical mirrors, burning the creatures and mingling their ashes in a magical maelstrom, and several other means of amalgamating the two creatures. Each method has certain requirements for the caster of the ritual, along with advantages and disadvantages of the described method. Creating Magical Crossbreeds This chapter contains guidelines for setting the DC for any magical crossbreeding and the roll required to perform the ritual effectively. A Creature Type Modifier table shows the modification to the DC for merging different creature types. Tabular guidelines for adjusting the DC based on any size or feature adjustments to the creature are also given. The wizard's level, intelligence and practice can modify the roll. Various things can go wrong with the procedure and this chapter gives a range of possibilities, in the form of random tables, of abnormalities and defects that can occur. A step-by-step example of magically crossbreeding a diminutive toad familiar with a tiny monstrous spider to create a Spidertoad Familiar is given. Advanced Procedures This chapter looks at self-hybridisation (and its advantages and disadvantages compared to polymorph self), reverse crossbreeding (getting rid of defects caused by an erroneous crossbreeding ritual), multistage crossbreeding (adding an additional (third or more) creature to a hybrid), and crossbreeding with more than two progenitors (using three or more base creatures to create a multi-hybrid). Magic Items There are also eight magic items to aid in magical crossbreeding, such as a focusing mirror (used in magical mirror transmutation rituals) and stasis rugs, which allow crossbreeders to keep their victims still during the transmutation process. Sample Hybrids The remainder of the book (nearly half) is taken up with over twenty examples of hybrid creatures, created from magical crossbreeding. The entries include information on the progenitors (base creatures) used, the transmutation ritual DC, and the material costs of creation. Examples include the Fisher Tree (created from a roper and a treant), Gorgotaur (gorgon and minotaur), Haemovorid (pixie and stirge), Ooze Hound (riding dog and grey ooze), Psionaga (mind-flayer and water naga), and a worgoblin (worg and goblin). The book finishes with some designer's notes (where the author explains his decision to not add to the list of skills and cause a wizard to waste valuable skill points, by not creating a Crossbreeding skill). It also has a crossbreeding worksheet for creature design. The High Points: For me, the delight of this book as a GM was all the possible creatures this system will allow me to create, and the sample creatures given really stimulate the imagination on this level. The system provides a solid rules base for wizard characters who wish to pursue crossbreeding in-game, and the rituals described, whilst leaving it open for the GM to design her own, are imaginative and present a range of possible plot hooks and adventure ideas in and of themselves. The Low Points: A question one has to ask, is how many players are actually going to want to use this book? And how many GMs want their players using this book? I would think it would appeal more to GMs with its innate plot hooks, expanded possibilities for transmuted creatures and the hybrid samples given - the crossbreeder would make a good NPC. Having said that, it may still appeal to groups who enjoy a slower-paced game and enjoy experimenting with creating new spells, magic items and the like. Conclusion: An interesting and unusual book that opens a great can of half-worms half-scorpions as far as possibilities for new monsters goes. On the whole, probably of more use to GMs than players but may suit a group of creative players with an experienced GM. [/QUOTE]
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