Difference between revisions of "Prosthetics RPP Spend"
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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 Enhanced Purpose, your extra would be of this quality as well (though you could select a different Enhanced Purpose option if one is available). |
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 Enhanced Purpose, your extra would be of this quality as well (though you could select a different Enhanced Purpose option if one is available). |
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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. |
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Revision as of 14:52, 4 May 2015
About Prosthetic Spends | |
Spend Type | Prosthetics are a Limited spend. |
About | 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
Limited Spends | ||
Tier | Benefit | Cost |
Prosthetic Parts (Tier One) | 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:
A prosthetic may also be treated as a Flaw for rewards purposes, and grants you a +2 circumstance bonus to diplomacy checks with artificers and gobbers. All prosthetics require some amount of magic or artifice to work, so will suffer (just like anything else) in an antimagic field. However, a weapon hand is still a masterwork weapon.
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5 RPP |
Tier Two | You've spent some efforts on upgrades. Select one of the following.
In addition, you gain access to the Prosthetic Tokens, below, and receive one for free at this time.
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5 RPP |
Tier Three | Your prosthetic draws wolf whistles from gobber artificers. Select one of the following.
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10 RPP |
Tier Four | Your prosthetic functions as a well-oiled machine. Select one of the following.
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10 RPP |
Tier Five | Your prosthetic functions as a well-oiled machine. Select one of the following.
In addition, your diplomacy bonus with artificers and gobbers increases to +4. Your prosthetic also receives an anonymous, Secret Admirer letter from a gobber or artificer at this time, and you may find yourself mentioned in textbooks such as, The Mechanical Future of Life, or have paintings added on occasion in Artificer Halls. But only of the prosthetic. |
10 RPP |
Prosthetic Token Spends | ||
Reward | Benefit | Cost |
We Shall Overcome | You've toughened yourself, since your loss. If for some reason you are without the use of your prosthetic, you suffer only half the normal penalties if, for some reason, your prosthetic is not present. | 5 RPP, T2+ |
Resistant | Your prosthetic becomes resistant to targeted dispel magic and similar effects. In effect, it gains SR equal to 5 + your character level. This only applies when the prosthetic is specifically targeted. | 10 RPP, T2+ |
What, Again? | 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. | 5 RPP, T2+ |
Armored Prosthetic | You've added armor-grade leather or steel to your prosthetic. | 5 RPP, T2+ |
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 Enhanced Purpose, your extra would be of this quality as well (though you could select a different Enhanced Purpose 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.