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Monday, August 3, 2020

Welcome to August, updates to Hybrids

Hybrids

A hybrid (often referred to derogatorily as “mutant,” “half-breed,” or “jic,”) is the product of magical and alchemical experimentation, often for the purpose of slavery. Hybrids either live on the lamb, or live a sad life of servitude.

Breed Splicing

A hybrid is a fantastic humanoid creature that derives some of its characteristics from another species. This is not a half-breed in the same way that a half-elf is; a hybrid can only be created by magical means. It is typical for half of the hybrid’s being to be an animal, but can also mean other races. Any combination of human or demihuman and another creature is possible. How the PC became a hybrid is up to the DM and player, it could be a magical experiment, a curse, or whatever you like. Be creative!

Mutations are most often between a human and an animal, but it is possible to mutate two humanoids. In these cases, all racial abilities are averaged between the provider and the inheritor. So a human/dwarven hybrid would have an infravision of 30’, +1 to constitution, and +1 to two other abilities; an elven/dwarven mutation would have 60’ Infravision, +1 to Dexterity and Constitution, walking speed of 30’, etc. (Note that a human/elven hybrid is not the same thing as a half-elf.)

Racism and Slavery

Hybrids are hated and discriminated against in the extreme. An obvious hybrid will never be allowed anywhere near a civilized area, and, should any hybrid with mostly human characteristics be exposed, they are most often publicly executed or made an example of in some similar way. Conversely, lizard hybrids are always welcomed in lizardmen societies. All PC hybrids must be at least one part (demi)human.

Mutations are most often created as slaves, or sometimes experiments or as a punishment. Hybrids are created by selecting someone to inherit another creature's powers (usually a human, sometimes a demihuman,) and selecting the creature from which it will inherit. Provided everything goes as planned, the creature inherits the second creature’s powers and the second creature is killed (at which point a raise dead can be used normally.) Attempting to further splice a hybrid will invariably result in its death. Theoretically, any creature can be mutated with anything, but since the provider is destroyed, hybrid monsters tend to be very rare. Any attempts to splice the most powerful and magical of monsters, dragons, beholders, ki-rin, and so forth always result in both the provider’s and the inheritor’s death. Any attempts to mutate creatures that have completely alien or atypical anatomy such as puddings, oozes, beholders and so forth always result in both the provider’s and the inheritor’s death. Attempts to hybridize the living with anything undead results in the inheritor’s death (he does not become an undead hybrid).

A few guidelines and a relatively small selection of sample hybrids are provided here as a basis for creating a hybrid.

[#_RACES_HYBRID_POWERS]

Hybrid Powers

Hybrid powers depend on what is spliced with what. The character will begin with the inheritor’s traits as a baseline, and then the provider’s characters are generally added to it. The more common hybrids remain partially in the inheritor state combined with the provider. However, some lucky hybrids have the ability to change between their true and inherited form at will, and halfway in between. (Gear stays the same size, though!) Whether the character has the ability to switch between its 3 forms or stay in the in-between state is completely the player’s choice.

When in their true form, they cannot use any of their animal inherited powers that require part of the animal's physique to be present (flying, underwater breathing, and so on.) When halfway between their true and inherited form, they can use any power at full potency, except those that cause damage (claws, bites, etc.) which function at half potency. When in their provider’s form, if it is an animal, they cannot wield weapons, or do anything with their hands that would require the use of an opposable thumb. Other than that, no power will ever spring into existence unbidden as a result of mutation. Also, most powers tend to lose some potency when mutating. Here are just a few ideas:

Speak With Animals

Any and all hybrid animals get the ability to speak with animals of their own kind. Any monstrous hybrids do not automatically get this ability, they must expend one language slot to speak their monster language.

Flight

Without armor, the character can fly at a speed of 90. Remember that in most cases s/he always must be moving forward, with wings flapping, and at ½ his hit points, s/he must land.

With light armor, the speed reduces to 60.

With medium armor, the speed reduces to 40 and the hybrid must land at ¾ hit points instead of ½.

With heavy armor, flight is not possible.

Natural Weapons

The hybrid may have a bite, claws, or a tail lash available to use as weapons. Strength bonus applies in all cases (except in the very rare case of natural missile weapons, in which case dexterity bonus applies.).

Improved Hearing

The hybrid can hear well enough that his chance to hear noise is raised considerably, and it is difficult to sneak up on the creature. Also, fighting in darkness will not impose the same penalties as it does on most characters.

Improved Smell

This character’s smell allows him to discern anyone’s passage, and identification if he knows that person, giving him advantage when it comes to tracking, as well as perception checks that rely on smell. Also, the hybrid may be able to detect certain poisons by smell.

Improved Sight

Simply put, the hybrid can see further, better. When consulting the “Vision and Light” (DMG p. 243) rules, all values are multiplied (rounded to the nearest convenient number,) but none can go higher than 20 miles. After about twelve miles, the horizon joins up with the earth, and there is enough accumulated air and clouds in the atmosphere, that nothing can be spotted no matter what. For example, a hawk, with 20 times better vision than humans, could discern detail at about 200 yards, and movement at 20,000 yards (instead of 30,000).

All perception checks in regards to sight are rolled with advantage.

Improved Taste

The hybrid can taste better than most characters. Other than discerning poisoned liquids, the only use for this ability is to use the tongue for tracking. Usually only snakes have it.

Improved Touch

This character has a highly advanced sense of touch, such that he could put his hand down on the floor of a cavern, and be able to tell if there are any vibrations coming from nearby walking creatures (for example.) This does not mean that the character is hurt any easier than others.

Difficult to Surprise

A hybrid character with heightened senses such as those listed above may be more difficult to surprise. In these cases, the potentially surprising enemy will have to roll surprise with disadvantage. 

Cat’s Eyes

The hybrid has low-light vision for a range of 60’.

Gills

Continuous water breathing.

Sticky Pads

Continuous spider climb.

Natural Swimming Ability

Treat as advantage to any Athletics checks for swimming.

Natural Balance

Treat as advantage for any balance related Acrobatics checks or dexterity saves.

Natural Climbing

Treat as advantage to any Athletics checks for climbing.

Natural Jump

Treat as advantage to any Athletics checks for jumping.

Specific Numbers

The actual abilities the character receives are up to the DM. A hybrid hawk’s vision is not going to be twenty times that of normal human’s, maybe only ten, and a hybrid iguana is likely to have a natural climbing ability..

Specific Abilities

Some creatures warrant more specific abilities, such as a chameleon’s power to camouflage himself instantly, and an octopus's ink spray. Also, almost all animals are going to have ability score adjustments. This, again, is up to the DM.

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