Mutations in Urban Planescape

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nick012000's picture
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Mutations in Urban Planescape

The following are all ways for a DM to incorporate Mutations, as explained in Chapter 12 of d20 Future, into his Urban Planescape game. This list is by no means exhaustive, and players and DMs should work together to come up with ideas suitable for their games and characters.

Chaosbrew: A strange liquid that constantly shifts color, opacity, and flavor, chaosbrew is a substance originally created by Quake Lavender, a Xaositect mage who ran a tavern, and proceeded to spread the recipe far and wide. Today, it is available (often for free) from many Xaositects, as well as the taverns on the more chaotic side of the wheel. When drunk, the DM rolls a random mutation on Table 12.1 in d20 Future, and selects a number of drawbacks of equal MP cost to apply to the character.

Self Improvement: Many places on the wheel (such as Mount Celestia and the lower layers of the Beastlands), as well as a few factions, offer opportunities for a blood to better himself, physically as well as metaphysically. The DM may choose to award 1 MP instead of 2 points of Wealth bonus as the reward for an adventure in such a place. Players may choose to gain drawbacks to gain additional MP when this occurs. Additionally, a player may choose to gain 8 MP and a LA increase of +1 when he gains a level while following such a pursuit. Often, these mutations are subtle, though the Beastlands can be a notable exception.

Feindish "Improvements": The feinds constantly experiment with ways to improve themselves in their neverending war, and for a price, a mortal can gain access to such feindish advancements. Some say the price is your soul, but the standard price is 2 points of Wealth bonus for each MP gained. The player (but not neccessarily the character) may choose the mutations gained, and may select drawback in order to gain additional MPs.

Exemplar Blood: Often, the planetouched exhibit more powerful ties to their exemplar heritage. This greater tie to the immortal gives them great strengths, but often at the cost of weaknesses. Planetouched characters may take Drawback Mutations to gain MP at character creation, and may gain an additional +1 to their LA in exchange for 8 MP.

New Mutations:
Magical Power, Minor [Minor]
You can cast a single spell.
MP Cost: 2
Benefit: Choose one 0-level spell (from any spell list). You can cast this spell three times per day. Your caster level is one-half your character level.
Special: This mutation can be taken more than once. It can be used to increase the number of times you may use the same spell, or give you a new 0-level spell you may use three times per day.

Magical Power, Moderate [Major]
You can cast a single spell.
MP Cost: 4
Benefit: Choose one 1st-level spell (from any spell list). You can cast this spell three times per day. Your caster level is one-half your character level.
Special: This mutation can be taken more than once. It can be used to increase the number of times you may use the same spell, or give you a new 1st-level spell you may use three times per day.

Magical Power, Major [Major]
You can cast a single spell.
MP Cost: 6
Benefit: Choose one 2nd-level spell (from any spell list). You can cast this spell once per day. Your caster level is one-half your character level.
Special: This mutation can be taken more than once. It can be used to increase the number of times you may use the same spell, or give you a new 2nd-level spell you may use once per day.

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Mutations in Urban Planescape

...Or you can worship the powers of chaos, Khorne, Nurgle, Slaanesh and Tzeentch, who will give you their dark blessings! Bwahaha! Die Imperial dogs!

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