multiple
- Cost: 3 Points
For one reason or another, you have a prosthetic replacing an arm or a leg. You can have up to four of these prosthetics for which no more than two are arms and no more than two are legs. If you select a prosthetic arm, you lose a ring slot. Two arm prosthetics loses both ring slots. If you select a prosthetic leg, you lose your feet slot.
You gain new item slots. Each prosthetic provides you with two prosthetic slots of the type of limb it replaces. You can purchase and train with specialized equipment, called attachments, that are incorporated into your prosthetic and take up the prosthetic slots. Each attachment can be fitted to an arm, a leg, or both types of prosthetics and each takes a number of slots as listed. To wield an attachment properly, you must both purchase it with coin and purchase it with trait points.
Prosthetics have the Hardness and Toughness of Worked Steel (Hardness: 15, and Toughness: 24-50) with the Durable tag. If the prosthetics gain the Broken condition, the attachments cease to provide any benefits and cannot be used until they have been repaired.
Aquatic Adaption (3 Points, 100 Silvers): You gain a 20-foot Swim Speed. This attachment only fits a leg prosthetic and takes up two slots.
Compartments (1 Point, 10 Silvers): You gain extra storage space. This allows you to keep up to 2 Bulk worth of items that does not exceed half a square foot of space. If two Compartment attachments are on the same limb, you can increase the total Bulk to 5 and the total storage space to one square foot as you combine the two compartments. You can use a Free Action to store or retrieve these items and other creatures takes double disadvantage if trying to remove anything from the compartments. This attachment fits either an arm or a leg prosthetic and takes up one slot.
Blades Dancer (4 Points, 170 Silvers plus the cost of the weapon): You have incorporated a weapon into your prosthetic. It must be a melee weapon that deals slashing damage, Versatile Slashing counts for this purpose, and it cannot be a weapon from the Polearm group or have the Reach tag. The design of how your weapon is attached to your prosthetic is your choice. If it is hidden within the prosthetic when you are not using it, others have difficulty perceiving it. If it was hidden before initiative and you use it in your first turn of Encounter Mode, you gain advantage on the first attack roll you make for the first round. You cannot be disarmed of this weapon. In all other ways, this is treated as a regular weapon. This attachment only fits an arm prosthetic and takes up a number of slots depending on the blade. If the blade is of Light Bulk, it takes up one slot. If it is of Bulk 1 or 2, then it takes up two slots.
Gunslinger (4 Points, 180 Silvers plus the cost of the weapon): You have incorporated a weapon into your prosthetic. It must be a weapon from the Firearm group. The design of how your weapon is attached to your prosthetic is your choice. If it is hidden within the prosthetic when you are not using it, others have difficulty perceiving it. If it was hidden before initiative and you use it in your first turn of Encounter Mode, you gain advantage on the first attack roll you make for the first round. You cannot be disarmed of this weapon. In all other ways, this is treated as a regular weapon. This attachment only fits an arm prosthetic and takes up a number of slots depending on the firearm. If the firearm is of Light Bulk, it takes up one slot. If it is of Bulk 1 or 2, then it takes up two slots.
Mountaineer (2 Points, 90 Silvers): You have specially designed fingers to help with climbing. You gain advantage to all checks made to climb and gain 10-foot Climb Speed. This attachment fits only an arm prosthetic and takes up one slot.
Nimble Fingers (2 Points, 120 Silvers): Your arm prosthetic is fitted with a set of tools that work independently from your hands. The tool must be an entry from the Tools and Kits list that is 2 Bulk or less. You can reduce the number of hands needed to use the tool by 1, to a minimum of 0. This attachment fits only an arm prosthetic and takes up a number of slots depending on the tool. If the tool is of Light Bulk, it takes up one slot. If it is of Bulk 1 or 2, then it takes up two slots.
Quick Willed (4 Points, 50 Silvers): Your limb is designed to reaction with lightning quickness to your thoughts. You gain a +2 Item bonus to Dexterity. This attachment fits either an arm or a leg prosthetic and takes up one slot, but you can only have one Quick Willed attachment per limb.
Super Charged (3 Points, 150 silvers): You have a specially designed leg that makes you quick on your feet. You gain 10 extra feet of movement to your Land Speed. This attachment fits only a leg prosthetic and takes up two slots.
Super Strength (4 Points, 50 Silvers): Your limb is designed to reaction with lightning quickness to your thoughts. You gain a +2 Item bonus to Strength. This attachment fits either an arm or a leg prosthetic and takes up one slot, but you can only have one Super Strength attachment per limb.
Tireless (2 Points, 20 Silvers): You have a prosthetic that is built to endure. You cannot be inflicted with the Encumbered condition and once per 24 hours you can active this attachment and gain the Quick 1 condition for a round. If you have 2 Super Charged attachments, you gain advantages against the Fatigued condition, and it takes longer to be affected by the Fatigued condition. If you have 3 Super Charged attachments, you cannot be Fatigued. This attachment fits either an arm or a leg prosthetic and takes up one slot.