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<blockquote data-quote="Reynard" data-source="post: 9807731" data-attributes="member: 467"><p>One idea that I am fiddling with is "Gammaheart" -- a Gammaworld-esque post apocalyptic hack of Daggerheart. So I decided to start with a random mutation table that replaces choosing an ancesry. Instead, you roll for two ancestry traits (the top and bottom traits separately).</p><p></p><p>This is what the charts looks liek from the SRD info:</p><p>----------</p><p>Primary Mutations (roll 1d10)</p><p></p><p>1. Purposeful Design: Decide who made you and for what purpose. At character creation choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.</p><p>2. Scales: Your scales act as natural protection When you would take Severe damage you can mark a Stress to mark 1 fewer Hit Points.</p><p>3. Thick Skin: When you take Minor damage you can mark 1 Stress instead of marking a Hit Point.</p><p>4. Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success you can communicate across any distance</p><p>5. Shell: Gain a bonus to your damage thresholds equal to your Proficiency.</p><p>6. Endurance: Gain an additional Hit Point slot at character creation.</p><p>7. Surefooted: You ignore disadvantage on Agility Rolls.</p><p>8. Luckbringer: At the start of each session everyone in your party gains a Hope.</p><p>9. Amphibious: You can breathe and move naturally underwater.</p><p>10. Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.</p><p></p><p>Secondary Mutations (roll 1d10)</p><p></p><p>1. Efficient: When you take a short rest you can choose a long rest move instead of a short rest move.</p><p>2. Elemental Breath: Choose an element for your breath (such as electricity fire or ice). You can use this breath against a target or group of targets within Very Close range treating it</p><p>as an Instinct weapon that deals d8 magic damage using your Proficiency.</p><p>3. Increased Fortitude: Spend 3 Hope to halve incoming physical damage.</p><p>4. Death Connection: While touching a corpse that died recently you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.</p><p>5. Retract: Mark a Stress to retract into your shell. While in your shell you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.</p><p>6. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.</p><p>7. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.</p><p>8. Internal Compass: When you roll a 1 on your Hope Die you can reroll it.</p><p>9. Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.</p><p>10. Nimble: Gain a permanent + bonus to your Evasion at character creation.</p><p>----------</p><p>EDIT: Lol. I am a moron. I have a portrait oriented monitor and for some reason it was only showing me the odd pages of the SRD. All the species are in the SRD.</p><p></p><p><s>One super interesting thing I realized while putting this together is that the DH SRD does not include almost half of the ancestries. That seems like a weird oversight, but okay. I can still add traits based on the other ancestries, so long as I rewrite them, I think a total of 20 of each type should be enough.</s></p><p></p><p>I think also that something inspired by the Transformation cards could be the way to do "negative" mutations.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9807731, member: 467"] One idea that I am fiddling with is "Gammaheart" -- a Gammaworld-esque post apocalyptic hack of Daggerheart. So I decided to start with a random mutation table that replaces choosing an ancesry. Instead, you roll for two ancestry traits (the top and bottom traits separately). This is what the charts looks liek from the SRD info: ---------- Primary Mutations (roll 1d10) 1. Purposeful Design: Decide who made you and for what purpose. At character creation choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it. 2. Scales: Your scales act as natural protection When you would take Severe damage you can mark a Stress to mark 1 fewer Hit Points. 3. Thick Skin: When you take Minor damage you can mark 1 Stress instead of marking a Hit Point. 4. Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success you can communicate across any distance 5. Shell: Gain a bonus to your damage thresholds equal to your Proficiency. 6. Endurance: Gain an additional Hit Point slot at character creation. 7. Surefooted: You ignore disadvantage on Agility Rolls. 8. Luckbringer: At the start of each session everyone in your party gains a Hope. 9. Amphibious: You can breathe and move naturally underwater. 10. Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing. Secondary Mutations (roll 1d10) 1. Efficient: When you take a short rest you can choose a long rest move instead of a short rest move. 2. Elemental Breath: Choose an element for your breath (such as electricity fire or ice). You can use this breath against a target or group of targets within Very Close range treating it as an Instinct weapon that deals d8 magic damage using your Proficiency. 3. Increased Fortitude: Spend 3 Hope to halve incoming physical damage. 4. Death Connection: While touching a corpse that died recently you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice. 5. Retract: Mark a Stress to retract into your shell. While in your shell you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move. 6. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead. 7. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range. 8. Internal Compass: When you roll a 1 on your Hope Die you can reroll it. 9. Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency. 10. Nimble: Gain a permanent + bonus to your Evasion at character creation. ---------- EDIT: Lol. I am a moron. I have a portrait oriented monitor and for some reason it was only showing me the odd pages of the SRD. All the species are in the SRD. [S]One super interesting thing I realized while putting this together is that the DH SRD does not include almost half of the ancestries. That seems like a weird oversight, but okay. I can still add traits based on the other ancestries, so long as I rewrite them, I think a total of 20 of each type should be enough.[/S] I think also that something inspired by the Transformation cards could be the way to do "negative" mutations. Thoughts? [/QUOTE]
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