Prosthetics RPP Spend

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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. At lower levels, the amount of money required for such healing may be unattainable. In short, there are going to be times when someone’s going to need an artificial replacement for their own flesh and blood, at least in the short term.


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:
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 Leg: The sf-x of the leg 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 Eye: The eye is made of a common gem of some type. This is upgradable at higher tiers.

A prosthetic may also be treated as a Flaw for rewards purposes.


5 RPP
Tier Two You've spent some efforts on upgrades. Select one of the following.
Special Material Construction: You may elect to reconstruct your prosthetic out of a special material, even a high quality gem. You must pay the cost of this material, but pay only 75%. However, this means that attacks with an adamantine arm would count as adamantine, and so on.

Adamantine adds to the prosthetic:

  • DR 1/-, +20 hardness, and +10 hit points to a prosthetic arm. Cost: 1,500 gp; Weight:: 6 lbs.
  • DR 1/-, +20 hardness and +20 hit points to a prosthetic leg. Cost: 2,000 gp; Weight:: 10 lbs.
  • Weapon is as normal.

Mithral adds to the prosthetic:

  • +15 hardness, and +7 hit points to a prosthetic arm. Cost: 1,000 gp; Weight:: 2 lbs.
  • +15 hardness and +15 hit points to a prosthetic leg. Cost: 1,500 gp; Weight:: 3 lbs.
  • Weapon is as normal.
Enhanced Purpose:
Weapon Hand: Your weapon hand becomes masterwork if it was not already, and receives some further upgrades which enable it to receive enchantments. It may now be enchanted as a weapon of its type. Enchantment costs are as normal.
Artificial Arm or Leg: Your prosthetic arm or leg is of quality to receive enchantments. It may be enchanted in a similar manner to a belt, giving you up to a +6 in any one physical stat. Enchantment costs are as normal.
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.


In addition, you gain access to the Prosthetic Tokens, below, and receive one for free at this time.


10 RPP
Tier Three Your prosthetic draws wolf whistles from gobber artificers. Select one of the following.
Special Material Construction: As above.
Enhanced Purpose: As above.
Added Effects:
Weapon Hand: You receive a +3 total bonus to intimidate checks. Selectable once.
Artificial Arm: Treat your carrying capacity as though your strength were 2 higher. In addition, you receive a +2 to sunder versus objects. Selectable once.
Artificial Leg: Increase your land speed by 5 ft. Selectable once.
Artificial Eye: +3 to Perception checks OR Disable Device checks (you may select Added Effects for the Artificial Eye multiple times at higher tiers; each time, it applies to a different skill)


10 RPP
Tier Four Your prosthetic functions as a well-oiled machine. Select one of the following.
Special Material Construction: As above.
Enhanced Purpose: As above.
Added Effects: As above.
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 quality, 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 would need to pay the enchantment cost for them separately. You may select this an additional time at a higher tier. Selecting this ability a second time provides a third backup, using the same rules as above.


10 RPP
Tier Five Your prosthetic functions as a well-oiled machine. Select one of the following.
Special Material Construction: As above.
Enhanced Purpose: As above.
Added Effects: As above.
Backup Prosthetic: As above.


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. 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. 10 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. A character with funds to spend can choose to add armor to a prosthetic. Typically, only full-length prosthetic arms or legs are armored. Armor for prosthetics instead increases the hardness and hit points of the prosthetic, making it less vulnerable to damage from an enemy’s blade. Armor added to a prosthetic does not affect its 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.