Prosthetics In Legend

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alex_greene
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Prosthetics In Legend

Postby alex_greene » Sun Oct 26, 2014 12:37 pm

I've long entertained the idea of having prosthetics in Legend.

Consider a sorcerer who's sustained a missing limb due to a Major Wound. With no immediate access to Regenerate, she would have to research spells such as Animate and Form/Set.

Animate (Prosthetic)
Concentration, Resist (Special)*
This spell works on a single prosthetic limb. The Intensity of the spell must be at least equal to the HP of the original limb. The limb confers no sensory acuity unless Project (Sense) is included in the enchantment. Without Form/Set (Prosthetic) included in the enchantment, the limb user's Speed is halved (if the limb is a leg), and fine skills are affected, depending on the missing limb:-
Leg - Athletics, Brawn, Dance, Drive, Evade, Ride, Stealth, Swim, Unarmed, Acrobatics, Boating, Disguise, Shiphandling.
Arm - Athletics, Brawn, Drive, Evade, First Aid, Ride, Sleight, Swim, Unarmed, Acrobatics, Art, Boating, Craft, Disguise, Engineering, Healing, Mechanisms, Play Instrument, Seduction, Shiphandling, most 1H and all 2H Combat Styles (if the arm is the favoured hand) and every Magical Skill, including Enchantment.
Eye, Ear, Nose - Perception, Insight, practically every skill requiring sensory acuity.

Form/Set (Prosthetic)
Autonomous, Resist (Resilience)
This spell allows for self-repair of damaged prosthetic limbs. If a prosthetic limb is damaged, it repairs itself autonomously at a rate equivalent to the natural human healing rate. This spell is required, along with Project (Sense), to enable the wearer to move at full normal Speed (if the limb is a leg) or to use the skills listed above at their normal ratings. Without the appropriate Project (Sense), the wearer's skills are restricted to 75% of normal.

Project (Sense) is used as described in Legend Core Rulebook, with the rider that the appropriate sense only works while the limb is being worn or inserted, that it has a range of Touch (the effect is centered on the prosthetic and has normal human ranges) and that - like the other two spells - the effect has a duration of Always On While Worn.
Project (Sense) for a prosthetic sense device (ear, eye, nose) requires both a haptic (touch) and an appropriate sensory component - Sight for prosthetic eyes, Auditory (hearing) for prosthetic ears and Olfactory (scent) for prosthetic noses.

Some particularly fancy prosthetics are enchanted to attach to the stump of a amputated limb with a Holdfast spell; the minimum Intensity of the Holdfast must be equal to the Intensity of each of the other spells.

The advantage of such a limb is that it cannot be targeted by spells requiring contact with a hit location, such as Palsy.

Such treatments are likely to be very expensive, but the limb maker (or the supplier, if it were the adventurer's sorcery order or similar) would be able to hold the debt over the player character's head. The order would become a source of adventures for the character - at least, until the debt was repaid.

It's not exactly cyberpunk, but it'd be a great way of bringing back characters who've sustained Major Wounds in settings where Regenerate was not available. Also, a character who learns how to enchant, as well as learning these spells (along with the Craft (Prosthetics) and Mechanisms (Prosthetics) skills), could earn a fortune during down time, working with adventuring organisations to craft custom replacement limbs for Adventurers who are faced with early retirement due to missing limbs sustained in combat, as well as working with ordinary people with natural disabilities or who've sustained limb losses due to accidents.
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Prime_Evil
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Re: Prosthetics In Legend

Postby Prime_Evil » Mon Oct 27, 2014 10:34 am

An interesting idea that might work very well in any setting influenced by Michael Moorcock or China Mieville...
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Re: Prosthetics In Legend

Postby Lord High Munchkin » Mon Oct 27, 2014 10:59 pm

Of course there is the extensive treatment in MRQ and MRQII... all those Zistorites and their mechanical body parts.
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alex_greene
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Re: Prosthetics In Legend

Postby alex_greene » Mon Oct 27, 2014 11:33 pm

I'm trying to stay away from what's been done - also what would require buying another couple of books.

Also, my approach is less glamorous cyberpunk and more prosthetics with verisimilitude - replacement limbs for people who've lost their organic limbs, or who have impaired motor functions.
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Re: Prosthetics In Legend

Postby Prime_Evil » Tue Oct 28, 2014 4:48 am

alex_greene wrote:Also, my approach is less glamorous cyberpunk and more prosthetics with verisimilitude - replacement limbs for people who've lost their organic limbs, or who have impaired motor functions.
Characters would NEVER lose their limbs in the Legend combat system :)
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Re: Prosthetics In Legend

Postby alex_greene » Tue Oct 28, 2014 8:16 am

Prime_Evil wrote:Characters would NEVER lose their limbs in the Legend combat system :)
To which I'd say "You'd be amazed ..."
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Re: Prosthetics In Legend

Postby Bifford » Tue Oct 28, 2014 8:15 pm

One of my characters had his arm amputated as a child in his backstory. (he was a Blacksmith's son and is now a blacksmith himself). He has a arm section with hook on the end as a replacement. Doesn't slow him down any and gives him a fall-back weapon should he need it.
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Re: Prosthetics In Legend

Postby DamonJynx » Thu Oct 30, 2014 12:39 am

alex_greene wrote:The advantage of such a limb is that it cannot be targeted by spells requiring contact with a hit location, such as Palsy.
I would say 'affected' rather than targeted. Imagine an enemy sorcerers consternation when an opponent, having had a leg (assuming it's not obvious the targeted limb is a prosthetic, i.e. covered by clothing or armour) hit by the spell and despite having failed their resistance roll, continues to advance unhindered. I reckon the Sorcerer would probably be wanting to change their underwear if the target was closing to attacking range!
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Re: Prosthetics In Legend

Postby Hopeless » Sat Nov 01, 2014 1:14 pm

Anyone tried some variant of tech version of a prosthetic limb for example say steampunk one that can get a pass as it looks magical in nature?
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Re: Prosthetics In Legend

Postby soltakss » Sat Nov 01, 2014 7:10 pm

Hopeless wrote:Anyone tried some variant of tech version of a prosthetic limb for example say steampunk one that can get a pass as it looks magical in nature?
With the exception, maybe, of eyes, I wouldn't want to. I like the idea of a metal hand that moves, or a peg leg. I even like glowing gems instead of eyes. I think anything like that looks really cool.
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alex_greene
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Re: Prosthetics In Legend

Postby alex_greene » Sat Nov 01, 2014 10:31 pm

It's simple enough to create cyberlimb rules for sorcery. The requisite spells are already listed in Legend Core Rulebook, and they only need one tweak - the spells must have a minimum Intensity equal to the locational Hit Points of the limb being replaced.

I've been working under the assumption that the limb's natural HP would be equivalent to double the natural limb's locational HP, and that the natural AP of the limb would be based on the material the limb was made from, as in Arms of Legend.

Also, each replacement sense organ - eye, ear, nose - would have a natural equivalent of 1 HP and 0 AP, but enchanting them would require a minimum Intensity equal to the head locational HP.

Something like that.
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Re: Prosthetics In Legend

Postby The King » Sun Oct 25, 2015 3:46 pm

I'd advise you to take a look in Magic of Glorantha -though this is more about mechamagical implants)
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Re: Prosthetics In Legend

Postby havercake lad » Tue Nov 03, 2015 5:21 pm

Maybe some weird graft from strange creatures or quasi-gods? The first Corum trilogy by Michael Moorcock might provide inspiration.
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Re: Prosthetics In Legend

Postby havercake lad » Tue Nov 03, 2015 5:21 pm

Maybe some weird graft from strange creatures or quasi-gods? The first Corum trilogy by Michael Moorcock might provide inspiration.

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