The Humor of the Liver. |
Of Elements,
Humors, and Organs
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 cummulative. For an augmentation of
an organ that is elementally opposed to one already augmented (e.g.
the augmentation of the Gallbladder [Earth] when the character
already has an augmented Liver [Air]) receives an additional -2 to
saves rather than the normal -1.
The Alchemy of Air. |
Air
The element of Air is tied to the Sanguine Humor (Blood) and the
Liver. Its associated qualities are warm and moist, and aligned with
the season of Spring. Temperament Qualities: Courageous, Hopeful,
Playful, and Carefree.
Medieval Medical Text. |
Spirare
Liver
– The liver of the individual is etched with hermetic seals then
forced to scar over with certain alchemical compounds. Parchment
pieces are affixed to various parts of the organ as well, the pieces
inscribed with certain seals tied to the element of air. The organ
provides a link to the plane of Air as well as control their own
Sanguine 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
Various tools needed for the surgery. |
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
liver has been reduced in functionality and due to the fact that
small amounts of poison are present in the liver as part of the
alchemical binding process. 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 3 days. +1 if
the character has has kept an amethyst stone on their person at all
times for the past 3 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
air. 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.
OSR
Modifiers - +1 if the
character has Protection From Lightning at
least once during the 4 days between the last save made and the
current save. +1 if the character has spent the previous 4 days in an
area that is known for being particularly windy. +1 if the character
has kept at least 1 pound of silver with them at all times during the
previous four days.
Into
the Odd
Modifiers - +1 if the
character has kept a bow of Holly, known to repel lightning strikes,
on them at all times for the previous 4 days. +1 if character has not
spoken during the previous 4 days, silence during thunderstorms is
considered good luck. +1 if the character has kept a bell on them
during the previous 4 days, it is said the ringing of bells can charm
thunder away.
Air and its blessings. |
OSR
Innate
Abilities
Feather Fall – Always On.
½ Damage from Electricity.
Courageous - +1 to saves per level possessed against all Fear
effects.
+1 to the Dexterity modifier, not the stat. (E.g. A person would have
a +4 modifier from an 18 Dexterity. +3 standard modifier, and +1 from
the operation.)
Claustrophobic – The character becomes very uneasy in tightly
enclosed spaces, taking a -2 to all rolls while in a tightly enclosed
space.
Level
Dependent Abilities
Level 1 – Jump 1/Day
OR Push
1/Day
Level 3 – Levitate
1/Day OR Stinking
Cloud 1/Day
Level 5 – Fly
1/Day OR Call
Lightning 1/Day
Level 7 – Tongues
1/Day OR Animal
Summoning I (Birds Only) 1/Day
Level 9 – Control Winds
1/Day OR Airy
Water 1/Day
Into the
Odd
Innate
Abilities
Can fall from any height and not sustain injury.
½ Damage from electricity.
Courageous - +1 to saves per level possessed against all Fear
effects.
+1 permanent increase to Dexterity.
Claustrophobic – The character becomes very uneasy in tightly
enclosed spaces, taking a -2 to all rolls while in a tightly enclosed
space.
Experience
Dependent Abilities
Novice – Can jump
vertically up to 30 feet a number of times per day equal to their
experience level.
Professional – Once per
day, the character can cause a roiling mist to surround them as well
as everyone in a 20' radius. Missiles cannot pass through the mist.
Expert – Once per day the
character can create an electrical field to surround themselves. The
field can absorb 15 points of damage before collapsing.
Veteran – Once per day,
for an hour, the character can speak and understand any language that
is spoken to them first while using this power.
Master – Once per day, for
a half-hour, the character can fly at a speed equal to their running
speed.
Beyond – The character is
able to fire bolts of electricity from their palm, doing 1D8 damage.
The character may electrify their hands to augment their unarmed
attacks adding +1D4 damage.
No comments:
Post a Comment