Author Topic: Flesh Grafting Rules  (Read 1921 times)

Offline Stratovarius

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Flesh Grafting Rules
« on: May 28, 2014, 08:03:23 PM »
Flesh Grafting
All the creatures of the world smart enough to have a civilization have looked at other creatures, regardless of their intelligence, and wished for their capabilities. Goblins want to be strong like orcs. Llethu have wished for the speed of the Yn Gyntaf. Everyone has wished for the healing gifts of the Flonha. And so, as is the way of things, ambitious members of society began experimenting, on themselves and on others, in order to see if it was possible to grant the capabilities of one creature to another.

What they found was, in many ways, it was not. But that could hardly be seen as a deterrent, and so they persevered, their studies slowly creating the body of knowledge that would be known as Flesh Grafting. It is entirely as the name suggests, utilizing appendages surgically unfastened from one recently deceased donor creature to apply to another, a willing host for whatever monstrous extremity had just been fastened to his form.

Flesh grafting is not a magical art, but rather the highest and most bizzare calling of the chirurgeon. The aforementioned being stated, the art of flesh grafting is almost always practiced by those gifted in the way of magical healing, for otherwise the creature to whom the novel attachment has been secured has a dreadful propensity to die upon the operating table. Thus, the long years have seen a slight blending of the magical arts with those of the mortician, until the most modern form of flesh grafting was arrived upon.

General Graft Information
Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. A creature can have a maximum number of grafts equal to that given in their class table or to their Constitution score, whichever is lower (for those without grafts in their class table, the limit is always 0). If a creature's maximum number of grafts is reduced (either through level loss or Constitution loss or penalty) so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are still attached but no longer provide any bonuses (included counting as an attached graft for the purpose of determining bonuses), however all penalties they applied remain.

Table 1: Graft Slots

Location    # of Slots 
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Body        1
Face        1
Head        1
Shoulders   1
Throat      1
Arms        2
Hands       2
Legs        2


Attaching a Graft
Attaching a graft is a procedure taking 1 day for every 5 points of the Heal DC, and requires both the grafter and the host to be in clean, quiet, undisturbed quarters for the whole time. A failure to attach the graft properly by succeeding on the Heal check results in the temporary loss of a level, lasting one week, and 1d6 damage per required level of the graft. The grafter cannot take 10 or 20 on this check.

Even with an advantageous attachment of the chosen graft, there is always some consequence that is unavoidable as the result of merging two completely disparate body types together. These are permanent penalties, given in the text of the individual graft, and nothing short of removing the graft can ever heal or prevent them.

Also, each graft has a required level, which is the minimum level at which a host creature can bear the strain of receiving the graft. Any attempt to attach a graft at an earlier level fails automatically, and deals 1d6 damage per required level to the unfortunate attempted host. They also suffer from the temporary loss of one level, lasting a week.

The total required level of grafts can never be more than twice the host's hit dice. Thus a fifth level host can have a 4th, 3rd, and 3rd level graft, but could not remove any of them to replace with a 5th level graft.

Removing a Graft
Grafts that a host wishes to be removed can be, using the same DC Heal check and duration required to attach the graft in the first place. A failure to remove the graft properly results in the temporary loss of a level, and 1d6 damage per required level of the graft. The level loss is removed only when a successful check to either remove or reattach the graft is made (same DC).

Saving Throws
A number of grafts produce effects that require saving throws. The DC is 10 + 1/2 level of the graft + Constitution modifier.

Corpuscles
Despite grafts originating solely as non-magical creations, the most common form of grafts in this day and age have the ability to be enhanced by the application of necromantic energies in the form of corpuscles, energy entrapped in the form of flesh. They, generally, are granted by class abilities or feats, and are used at the beginning of each day to enhance a chosen graft. Each individual graft may have no more corpuscles in it than the host's Constitution modifier.

They can be redistributed after a required 8 hours of rest, but otherwise cannot be altered once used to improve a graft.
« Last Edit: June 15, 2021, 08:55:26 AM by Stratovarius »