Wednesday, July 13, 2016

Elemental Organs Pt. II


The Spleen is the fiery center of all people.
 
Humanoids rely on four humors produced by various organs in their bodies. Each humor also has a particular element tied to it which can act as a bridge between the elemental planes and the individual. Alchemist – Surgeons have developed a way to empower individuals by accessing the raw elemental energy coming from the plane. As a result the individual gains abilities that are tied to the element that is aligned with the changed organ at its humor. An individual can possess as many organ augmentations as they wish but it becomes more and more difficult to recover from the ordeal of surgery. Each surgery beyond the first includes an addition -1 to the saves made during recovery, this penalty is cumulative. For an augmentation of an organ that is elementally opposed to one already augmented (e.g. the augmentation of the Liver [Air] when the character already has an augmented Gallbladder [Earth]) receives an additional -2 to saves rather than the normal -1.

Fire is the soul.

Fire
The Choleric Humor (Stomach Bile) is associated with Fire and the Spleen. Its associated physical qualities are warm and dry, and aligned with the season of Summer. Temperament Qualities: Ambitious, Natural Leader, Restless, and Easily Angered.

Pyralis Speen – The spleen is given shallow cuts in the pattern of glyphs aligned with the plane of fire. After the cuts, certain alchemical agents are used to cause the cuts to scar precisely to maintain the integrity of the glyphs. After the scars have healed, furthered glyphs and runes are tattooed onto the spleen with ink made from ashes of house fires. The organ provides a link to the plane of Fire as well as control their own Choleric humor. These links and controls provide the individual with abilities that grow as they level up. Operations of this type weaken the patient, even after they heal.

MSRP – 10,000 gp.

The four humors of the human form.

Surgery
Because of the extreme nature of the surgery required to align an organ to its corresponding humor and element, the long term effects of this kind of surgery can be severe. The character must make 3 saves in the process of the surgery and recovery. Success or failure of a save can result in lasting effects on the character. The person performing the surgery must have the correct surgical as well as alchemical knowledge in order to even attempt this type of operation. The operation takes an hour to perform and the recovery time for the individual is 1 week. If they engage in strenuous activity during that week, all saves are at an additional -2 for the rolls made to recover. The character is also at -2 to all rolls, besides saves, while recovering due to their weakened state.

Right After Surgery
Character must make a Constitution save or save versus Paralyze (OSR) OR a Strength save (Into the Odd) at -3 due to the extreme pain involved in the surgery as well as the trauma done to the body. On a failed save, the character permanently loses 1 point of Constitution (OSR) OR Strength (Into the Odd) and 1D3 permanent hit-points. On a successful save, the character loses 1D3 permanent hit-points.

OSR
Modifiers - +1 if the patient is given poisons/drugs that numbs feelings of pain. +1 if the person doing the operation is considered an expert healer. +1 if healing magic is used after the surgery is complete.

Into the Odd
Modifiers - +1 if the patient was given Ether during the operation. +1 if the person doing the operation is considered an expert healer. +1 if a healing arcana is used after the surgery is complete.

3 Days After Surgery
Character must make a Constitution save or save versus Poison (OSR) OR Strength Save (Into the Odd) at a -3 due to the fact that the ritual/surgery has introduced numerous toxins into the body. On a failed save, the character loses 1 Constitution (OSR) OR 1 Strength (Into the Odd) permanently and a permanent -2 their Poison save or to all saves against poison. On a successful save they permanently reduce their Poison save by -2 or a permanent modifier to all future saves against poison.

OSR
Modifiers - +1 if the character has Slow Poison cast upon them daily. +1 if the character has Neutralize Poison cast on them at least once. +1 if the character has bathed with new water and soap each day before the save.

Into the Odd
Modifiers - +1 if the character has received antitoxin daily for the previous three days. +1 if the character has has kept a three-color cat (folklore: they provide protection against house fires) near them at all times for the past three days. +1 if the character has bathed with new water and soap each day before the save.

Day of Recovery / Activation of the Elemental Affinity
Character must make a Wisdom save or save versus Magic (OSR) OR Will save at a -3 due to the fact that the character is suddenly exposed to a small amount of the raw energy within the elemental plane of fire. The sudden influx of raw energy can permanently damage the individual, weakening them for the rest of their lives. On a failed save the character loses 1 Constitution (OSR) OR 1 Strength (Into the Odd) permanently, as well as a -1 permanent reduction in all hit-points gained from levels from the point of the surgery on. On a successful save the character has a -1 permanent reduction on all future hit-point gains to a minimum of 1. 

The Pyralis Spleen puts the power of fire in your palm.

OSR
Modifiers - +1 if the character has Protection From Fire at least once during the four days between the last save made and the current save. +1 if the character has spent the previous four days in an area near foundries, furnaces, or any other place known for heat and fire. +1 if the character has kept a tetrahedron made of solid gold at least an inch on a side with them at all times during the previous four days.

Into the Odd
Modifiers - +1 if the character has kept a strip of cloth from a woman's garment (folklore: they are thought to be unable to kindle a flame), on them at all times for the previous four days. +1 if character has kept a pound of sulfur (folklore: alchemically aligned with fire) near them at all times during the previous four days. +1 if the character has kept a fox pelt (folklore: believed to have stolen fire by certain indigenous peoples) on them during the previous four days. The bonus increases to +2 if it is a live fox.

OSR
Innate Abilities
Affect Normal Fires – At Will.
½ Damage from Fire.
Ambitious - +1 per level to saves versus Charm spells.
+1 to the Strength modifier, not the stat. (E.g. A person would have a +4 modifier from an 18 Strength. +3 standard modifier, and +1 from the operation.)
Hydrophobic – The character becomes very uneasy while swimming or near large bodies of water taking a -2 to all rolls while near large bodies of water or swimming.

Level Dependent Abilities
Level 1 – Burning Hands 1/Day OR Faerie Fire 1/Day
Level 3 – Fire Trap 1/Day OR Produce Flame 1/Day
Level 5 – Pyrotechnics 1/Day OR Fireball 1/Day
Level 7 – Fire Charm 1/Day OR Wall of Fire 1/Day
Level 9 – Conjure Elemental (Fire Only) 1/Day OR Flame Strike 1/Day

Into the Odd
Innate Abilities
Can increase or decrease the intensity of natural fires no larger than a camp fire. – At Will.
½ Damage from Fire.
Ambitious - +1 per level to saves versus compulsion effects.
+1 to the Strength stat.
Hydrophobic – The character becomes very uneasy while swimming or near large bodies of water taking a -2 to all rolls while near large bodies of water or swimming.

Experience Dependent Abilities
Novice – Can cause an object to glow with an orange light. Contact with the glowing object causes burning pain. Once contact is made, the light fades. The character can make an object glow a number of times per day equal to their experience level.
Professional – The individual can surround themselves with a field of fire for a number of hours equal to their experience level. The field grants the individual Armor 1 and does 1D4 damage to anyone/anything that makes a successful melee attack against the character.
Expert – Once per day the character can cause a source of fire to explode, causing d10 Damage to all within 20ft.
Veteran – Once per day the character can cause a sudden decrease of Choleric humor in a living being, this decrease can cause 1D8 Strength loss if the target fails their save.
Master – Once per day, the character can cause a bolt of flame to issue from their mouth that does 1D20 damage that ignores armor.
Beyond – The character can summon a fire elemental once per day. The elemental has the following stats: Str 18, Dex 5, Will 5, HP 10, Armour 2 and Damage 1D10. The character can only have one elemental active at a time.

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