Difference between revisions of "Prosthetics RPP Spend"
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|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following: |
|Accidents happen. Life happens. Whatever did occur, you've acquired a prosthetic to help you cope (or perhaps you're an artificer and did this for fun). Select one of the following: |
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− | :''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. |
+ | :''Weapon Hand:'' Functions as a masterwork weapon of its type. This weapon is enchantable at higher tiers. You suffer a -4 to skill checks requiring fine manipulation, but the weapon hand may not be disarmed. If you select this option, you must pay for the base cost of the weapon, though it is considered automagically masterwork. |
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material. |
:''Artificial Arm:'' The sf-x of the arm may be most anything. The arm may be composed of artifice or traditional magic, or it may be a solid, unmoving part. At this time, it is made of no special material. |
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::* +2 competence bonus to social skill checks with khazad |
::* +2 competence bonus to social skill checks with khazad |
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::* +2 competence bonus to social skill checks with nobility |
::* +2 competence bonus to social skill checks with nobility |
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− | :'''Enhanced Purpose I:''' |
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⚫ | ::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise. |
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:'''Special Material Construction:''' As above. |
:'''Special Material Construction:''' As above. |
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− | :'''Enhanced Purpose I:''' |
+ | :'''Enhanced Purpose I:''' |
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⚫ | ::''Artificial Eye:'' Your prosthetic eye is of a quality to receive enchantments. It may be enchanted to provide the equivalent of any one Eye slot wondrous item. Enchantments available are those which may be worn constantly (if the item causes disorientation after a few rounds, it is not usable). When the prosthetic is in place, the wearer may not employ other eye slot devices. Enchantment costs are as normal, either through RPPs, a crafter, or otherwise. |
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:'''Enhanced Purpose II:''' |
:'''Enhanced Purpose II:''' |
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: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This "extra" prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials. |
: '''Backup Prosthetic:''' You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This "extra" prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available). Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials. |
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+ | :: ''Special Option:'' If your character possesses the weapon hand option, you may select one of your backups to be a semi-functioning hand. This hand possesses a -2 to skill checks instead of -4. While it may not be enchanted as a weapon might, it is capable of wearing items such as gloves, gauntlets, or an enchanted ring. |
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|Benefit |
|Benefit |
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|Cost |
|Cost |
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+ | |- |
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+ | |'''Retracta-what?!''' |
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+ | |Your weapon hand is retractable. It is treated exactly as sheathing or unsheathing a weapon - that is - it is counted as a move action (or can be used with a move action as per standard rules for any character with a BAB 1+). Quick Draw applies to it as normal. So long as the weapon is sheathed, you can manipulate items without penalty; however due to the modifications made, you are no longer able to manipulate (fine or otherwise) with the hand whenever the weapon is 'out'. |
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+ | |5 RPP, T1+, Weapon Hand Prosthetic, light or one-handed weapon |
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|'''We Shall Overcome''' |
|'''We Shall Overcome''' |
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|'''What, Again?''' |
|'''What, Again?''' |
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− | |You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens. |
+ | |You're just unlucky. You gain a second, different type of prosthetic. It is a T1 prosthetic with no additional benefits or properties aside from those provided in the T1 level of this spend. However, you may spend RPP to enhance it, including separate tokens. However you can not buy this prosthetic above T2. |
|5 RPP, T2+ |
|5 RPP, T2+ |
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|You've added armor-grade leather or steel to your prosthetic. |
|You've added armor-grade leather or steel to your prosthetic. |
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|5 RPP, T2+ |
|5 RPP, T2+ |
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+ | |- |
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+ | |'''Hidden Weapon''' |
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+ | |Your retractable weapon is now concealed within the arm, making it harder to spot. You gain a +4 to Sleight of Hand to concealment for that weapon, additionally it only takes a move action to draw (instead of the usual standard action for drawing a concealed weapon). |
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+ | |10 RPP, T2+, Retracta-what?! |
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+ | |- |
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Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials. |
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials. |
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− | [[Category:Admin]] |
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− | [[Category:Character Options|Prosthetics RPP Spend]] |
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− | [[Category:RPPs|Prosthetics RPP Spend]] |
Latest revision as of 03:54, 6 January 2022
About Prosthetic Spends | |
The adventurer’s life is not an easy one, and odds are that sooner or later, someone is going to be missing something. While magical healing is an amazing thing, the truth is that not everyone is going to access to the level of magics needed to replace a missing limb, or even to reattach one. And sometimes, in this day and age, different characters may decide to go with something a little...different.
Be aware, if the prosthetic is nonfunctional or missing for any reason, the following penalties apply. However, these may be mitigated through advancement in this spend, and other abilities gained, besides. Prosthetics are attuned to their owners, and may only be detached with a DC 15 Heal check, which takes at least 10 minutes. Material inspired by 4 Winds Fantasy Gaming. |
Prosthetic Spends
Descriptions
Armored Prosthetics
Armored prosthetics are easily achieved by adding armor-grade leather or steel to a prosthetic. Armor added to a prosthetic does not affect its or the character's AC, otherwise. If a prosthetic is made of a special material already, it may not receive this upgrade.
Leather armor adds to the prosthetic:
- +2 to the hardness and +5 hit points to a prosthetic arm.Weight: 2 lbs.
- +2 to the hardness and +7 hit points to a prosthetic leg. Weight: 4 lbs.
Steel armor adds to the prosthetic:
- +10 to the hardness and +7 hit points to a prosthetic arm. Weight: 4 lbs.
- +10 to the hardness and +15 hit points to a prosthetic leg. Weight: 6 lbs.
Backup Prosthetics
You've been outfitted with an additional prosthetic of the same type as this spend, and are proficient at swapping them out. Given at least 1 minute, you may change your prosthetic for another. This "extra" prosthetic is of the same tier as your original and possesses a similar potential, but not any paid enchantments. That is, if your original prosthetic possessed Added Effects, your extra would be of this quality as well (though you could select a different Added Effects option if one is available).
Paid enhancements would be: if the original possessed an enchantment, the backup possesses this potential as well. However, you would need to pay the enchantment cost for them separately. The same goes for special materials.