alex_greene
Guest
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.
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.