Relic Limbs
Leipsanetics (colloquially "relic limbs") are enchanted prosthetics left behind by the Builders. Despite rumors to the contrary, most relic limbs are not actually made from the bones of the saints. Most are made from sanctified precious materials, worked centuries ago by master artisans. They are found infrequently in the Tower, but most commonly in burial sites and the ruins of medical centers.
Most creatures can benefit from a number of leipsanetic implants equal to their HD. Any more and the body starts to reject them, resulting in immune shock and loss of bone mass. Each week the bearer tests CON or loses an HD worth of maximum HP. There are two known exceptions to this rule:
- Trolls and other creatures with enhanced regenerative properties can support up to twice their HD in implants.
- Adventurers can hire a heiromancer - a cleric-surgeon versed in the care and maintenance of relic limbs. These experts are hard to find, but each one is capable of installing leipsanetics and supporting one additional implant borne by their employer.
Materials
As GM, roll for the two materials each leipsanetic implant is made of. Bone provides the skeleton and form. Flesh provides filler and substance. Leipsanetics are not ornate; they're streamlined and functional.
d6 | Bone | Flesh |
---|---|---|
1 | Iron | Limed Wood |
2 | Iron | Limed Wood |
3 | Steel | Austere Porcelain |
4 | Aluminum | Blue-and-white Porcelain |
5 | Cold Iron | Silver |
6 | Saint Bone | Pink Coral |
All leipsanetics are detectable as magic items. They are only rarely available for sale (1-in-100 in a settlement with a proper market). If you use Gold-to-XP, a working implant costs as much as gaining your first level. Otherwise, a ballpark value might be 1000 GP, adjusting for rarity of materials and the flashiness of the effect it produces.
Implants
Common leipsanetics can be implanted by any physician. Rare ones require a trained heiromancer.
d88 | Common (1-6) | Rare (7-8) |
---|---|---|
1 | Relic Arm | Auspice Engine |
2 | Relic Arm | Auxiliary Limb |
3 | Relic Arm | Beatific Visage |
4 | Relic Leg | Cranial Halo |
5 | Relic Leg | Dermal Vestment |
6 | Relic Leg | Sanctified Hand Bones |
7 | Relic Eye | Sleep Regulator |
8 | Relic Eye | Subclavical Organs |
Relic Arms & Legs
The most common leipsanetics and the origin of their common name. Articulate and uncannily lifelike. When attached to the stump of a former limb, fully replaces the limbs functionality but without pain or sensation.
When the bearer takes damage, they may choose to sunder a relic limb in order to negate that damage.
Relic Eyes
These uncanny orbs rotate freely in their empty socket and seem to move with a life of their own. They can detect a particular emotion through up to 1' of stone or 1" of lead:
d6 | Detected |
---|---|
1 | Anger |
2 | Fear |
3 | Guilt |
4 | Joy |
5 | Reverence |
6 | Sorrow |
Auspice Engine
A polished orb implanted directly in the sternum. The bearer gains a sixth sense. They automatically detect traps ready to trigger, enemies lying in ambush, or anything stored under pressure. They cannot get a good night's sleep.
Auxiliary Limb
Mounted at the base of the spine, where the gods saw fit to remove a human's tail, this limb provides the full functionality of its counterparts. They are frequently articulated with additional segments for extra reach or flexibility.
- Arm: Can hold an extra item or weapon, granting an extra attack against targets to your rear.
- Leg: Allows for a tripodal stance, granting Advantage against attempts to shove, trip, or knock you over.
Beatific Visage
The face of a saint or martyr at the moment of assumption, often with a slightly condescending pout, grafted over the bearer's face. The bearer has Advantage on all tests to lie or deceive. Treat maximum rolls on reactions as an unhealthy, possessive fixation.
In the Tower, servitors identify the bearer as the Builder-Saint whose face they wear and treat them with due reverence.
Cranial Halo
"Like a lamp, in which his gaze, now turned to low, / gleams in all its power." An arc of metal mounted above the brow. With an intentional flex of the jaw muscle it can be toggled between off, dim (as a torch), and bright (as daylight). In this last mode, the bearer is blind
Dermal Vestment
The robes of a priest, cast in metal and articulated with a dazzling lattice of seams and rotation points. This can be worn uncomfortably as normal armor (as chain), but for full effect replaces a swath of skin. The wearer always has armor as chain and gains a bonus to their armor equivalent to using a shield when layered with other armor.
Sanctified Hand Bones
These replace the originals with immaculate replicas. The bearer's unarmed attacks count as clubs, count as magical attacks, and deal double damage against the undead and demons.
When installed in a relic arm, Sanctified Hand Bones don't count towards the implant limit.
Sleep Regulator
Rumored to be developed for bearers of the Auspice Engine, this fine filigree threads through the sinuses and up into the brain. The bearer becomes immune to magical sleep and may instantly fall asleep or awaken at will.
Subclavical Organs
Two sets of pipes emerge from the base of the bearer's neck, connected directly to their vocal chords. You can hear a thin chord with every wheeze. With practice, the bearer can speak through the pipes rather than their corporeal voice.
As a free action, the bearer may sing an inspiring hymn or cacophonous dirge, providing +2 or -2 to all Morale tests until their next turn.
Design Notes
Inspired by Caves of Qud and Rogue Trader, I like the idea of making limb loss less terminal to an adventurer's career and making the Builders seem more and more alien.
You could probably adapt any Caves of Qud or Shadowrun cybernetic to this system. I cherrypicked some good ideas then molded them to fit the religious themes I am going for.