Author Topic: Fleshgrafting Index & General Discussion  (Read 16449 times)

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #40 on: October 23, 2017, 07:51:10 AM »
Flesh Grafting
All the creatures of the world smart enough to have a civilization have looked at other creatures, regardless of their intelligence, and wished for their capabilities. Goblins want to be strong like orcs. Llethu have wished for the speed of the Yn Gyntaf. Everyone has wished for the healing gifts of the Flonha. And so, as is the way of things, ambitious members of society began experimenting, on themselves and on others, in order to see if it was possible to grant the capabilities of one creature to another.

What they found was, in many ways, it was not. But that could hardly be seen as a deterrent, and so they persevered, their studies slowly creating the body of knowledge that would be known as Flesh Grafting. It is entirely as the name suggests, utilizing appendages surgically unfastened from one recently deceased donor creature to apply to another, a willing host for whatever monstrous extremity had just been fastened to his form.

Flesh grafting is not a magical art, but rather the highest and most bizzare calling of the chirurgeon. The aforementioned being stated, the art of flesh grafting is almost always practiced by those gifted in the way of magical healing, for otherwise the creature to whom the novel attachment has been secured has a dreadful propensity to die upon the operating table. Thus, the long years have seen a slight blending of the magical arts with those of the mortician, until the most modern form of flesh grafting was arrived upon.

General Graft Information
Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to their Constitution modifier. If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are lost, but all penalties they applied remain. Grafts granted through class or racial means are not lost due to Con loss, nor do they count against the total.

Attaching a Graft
Grafts are, at the end of the day, the practice of knowing where to dissect a donor so that the removed portions may then be successfully attached to a host. However, this is a trivial matter, and can be successfully completed with a DC 15 Heal check.

Attaching a graft, on the other hand, is a much more complicated procedure, requiring a much more difficult Heal check (given as part of the individual graft). The procedure takes 1 day for every 5 points of the DC, and requires both the grafter and the host to be in clean, quiet, undisturbed quarters for the whole time. A failure to attach the graft properly results in the temporary loss of a level, lasting one week, and 1d6 damage per required level of the graft. The grafter cannot take 10 or 20 on this check.

Even with an advantageous attachment of the chosen graft, there is always some consequence that is unavoidable as the result of merging two completely disparate body types together. These are permanent penalties, given in the text of the individual graft, and nothing can ever remove, heal, or prevent them.

Also, each graft has a required level, which is the minimum level at which a host creature can bear the strain of receiving the graft. Any attempt to attach a graft at an earlier level fails automatically, and deals 1d6 damage per required level to the unfortunate attempted host. They also suffer from the temporary loss of one level, lasting a week.

Removing a Graft
Grafts that a host wishes to be removed can be, using the same DC Heal check required to attach the graft in the first place. A failure to remove the graft properly results in the temporary loss of a level, lasting one week, and 1d6 damage per required level of the graft.

Corpuscles
Despite grafts originating solely as non-magical creations, the most common form of grafts in this day and age have the ability to be enhanced by the application of magical energies in the form of corpuscles, energy entrapped in the form of flesh. They, generally, are granted by class abilities or feats, and are used at the beginning of each day to enhance a chosen graft. Each individual graft may have no more corpuscles in it than the host's Constitution modifier.

They can be redistributed after a required 8 hours of rest, but otherwise cannot be altered once used to improve a graft.

Offline Nanshork

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Re: Fleshgrafting Index & General Discussion
« Reply #41 on: October 23, 2017, 05:02:15 PM »
Does a rejected graft still count as attached since the penalties still apply?

Attaching a graft still says that the penalties are permanent and can never been removed.

I'd adjust it to say as follows (bolded for emphasis):


Flesh Grafting
All the creatures of the world smart enough to have a civilization have looked at other creatures, regardless of their intelligence, and wished for their capabilities. Goblins want to be strong like orcs. Llethu have wished for the speed of the Yn Gyntaf. Everyone has wished for the healing gifts of the Flonha. And so, as is the way of things, ambitious members of society began experimenting, on themselves and on others, in order to see if it was possible to grant the capabilities of one creature to another.

What they found was, in many ways, it was not. But that could hardly be seen as a deterrent, and so they persevered, their studies slowly creating the body of knowledge that would be known as Flesh Grafting. It is entirely as the name suggests, utilizing appendages surgically unfastened from one recently deceased donor creature to apply to another, a willing host for whatever monstrous extremity had just been fastened to his form.

Flesh grafting is not a magical art, but rather the highest and most bizzare calling of the chirurgeon. The aforementioned being stated, the art of flesh grafting is almost always practiced by those gifted in the way of magical healing, for otherwise the creature to whom the novel attachment has been secured has a dreadful propensity to die upon the operating table. Thus, the long years have seen a slight blending of the magical arts with those of the mortician, until the most modern form of flesh grafting was arrived upon.

General Graft Information
Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to their Constitution modifier. If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are still attached but no longer provide any bonuses (included being counted as an attached graft for the purpose of determining bonuses), however all penalties they applied remain. Grafts granted through class or racial means are not lost due to Con loss, nor do they count against the total.

Attaching a Graft
Grafts are, at the end of the day, the practice of knowing where to dissect a donor so that the removed portions may then be successfully attached to a host. However, this is a trivial matter, and can be successfully completed with a DC 15 Heal check.

Attaching a graft, on the other hand, is a much more complicated procedure, requiring a much more difficult Heal check (given as part of the individual graft). The procedure takes 1 day for every 5 points of the DC, and requires both the grafter and the host to be in clean, quiet, undisturbed quarters for the whole time. A failure to attach the graft properly results in the temporary loss of a level, lasting one week, and 1d6 damage per required level of the graft. The grafter cannot take 10 or 20 on this check.

Even with an advantageous attachment of the chosen graft, there is always some consequence that is unavoidable as the result of merging two completely disparate body types together. These are permanent penalties, given in the text of the individual graft, and nothing short of removing the graft can ever remove, heal, or prevent them.

Also, each graft has a required level, which is the minimum level at which a host creature can bear the strain of receiving the graft. Any attempt to attach a graft at an earlier level fails automatically, and deals 1d6 damage per required level to the unfortunate attempted host. They also suffer from the temporary loss of one level, lasting a week.

Removing a Graft
Grafts that a host wishes to be removed can be, using the same DC Heal check required to attach the graft in the first place. A failure to remove the graft properly results in the temporary loss of a level, lasting one week, and 1d6 damage per required level of the graft.

Corpuscles
Despite grafts originating solely as non-magical creations, the most common form of grafts in this day and age have the ability to be enhanced by the application of magical energies in the form of corpuscles, energy entrapped in the form of flesh. They, generally, are granted by class abilities or feats, and are used at the beginning of each day to enhance a chosen graft. Each individual graft may have no more corpuscles in it than the host's Constitution modifier.

They can be redistributed after a required 8 hours of rest, but otherwise cannot be altered once used to improve a graft.

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #42 on: October 24, 2017, 08:51:48 AM »
Think those changes work. Thanks!

Offline Nanshork

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Re: Fleshgrafting Index & General Discussion
« Reply #43 on: October 24, 2017, 10:09:26 AM »
You're welcome.   :D

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #44 on: April 24, 2018, 02:30:35 PM »
Finally moved the rule updates over to the rule thread.

Offline Nanshork

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Re: Fleshgrafting Index & General Discussion
« Reply #45 on: April 24, 2018, 03:45:08 PM »
A little late.  :P

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #46 on: April 24, 2018, 03:46:52 PM »
A little late.  :P

Yes, well, sue me :P

Offline Nanshork

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Re: Fleshgrafting Index & General Discussion
« Reply #47 on: April 24, 2018, 04:00:46 PM »
A little late.  :P

Yes, well, sue me :P

The real question is, are you working on this again or was that an anomaly?

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #48 on: April 24, 2018, 04:09:28 PM »
That was me looking at threads where I didn't have the last post.

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #49 on: July 29, 2020, 07:19:21 AM »
Do going to start working on this again. Goal is 80 grafts, four per level, unless someone has a better suggestion in terms of how to scale them out.

Since these are copied from interesting undead, this shouldn't take too long to do.

Offline Garryl

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Re: Fleshgrafting Index & General Discussion
« Reply #50 on: July 29, 2020, 10:04:21 AM »
What are the body slots you plan to use for fleshgrafts? There are 5 body slots for normal D&D grafts (face, flesh, skin, arms, legs), 10+ chakras for incarnum, 11-13 body slots for items (depending on whether you count held items or not), etc. Judging from the examples you have up so far, it looks like you're planning to use a completely separate set of slots.

How do these fleshgrafts interact with normal D&D grafts?

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #51 on: July 29, 2020, 10:28:57 AM »
Haven't fully decided on the graft slots, I'll clean that up at some point soon.

As for other grafts, that's easy - there aren't any in Arhosa.

Offline Nanshork

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Re: Fleshgrafting Index & General Discussion
« Reply #52 on: July 29, 2020, 11:14:21 AM »
In the rules post there's a typo which I take partial responsibility for since you copied/pasted it from my recommendation.

In General Graft Information, "(included being counted as an attached graft for the purpose of determining bonuses)", included should be including.

Actually, "including counting" would be a little less awkward sounding.

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #53 on: July 30, 2020, 05:26:29 PM »
(click to show/hide)

Think I might use these graft slots for simplicity's sake.

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #54 on: July 31, 2020, 12:28:59 PM »
Alright, updated graft rules

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #55 on: July 31, 2020, 02:06:00 PM »
Updated existing Grafts to use the new system

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #56 on: August 01, 2020, 11:01:36 AM »
Another pile of grafts added.

Edit: And we're up to 35/80, all Minor Grafts finished.
« Last Edit: August 01, 2020, 01:21:22 PM by Stratovarius »

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #57 on: August 02, 2020, 08:58:55 AM »
50/80, Minor and Lesser Grafts finished

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #58 on: August 02, 2020, 03:00:13 PM »
Decided to only do 10 Major and 10 Apex grafts.

55/60, Minor, Lesser, Apex Grafts complete.

Offline Stratovarius

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Re: Fleshgrafting Index & General Discussion
« Reply #59 on: August 02, 2020, 04:36:36 PM »
60/60. Done