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View Full Version : D&D 5e/Next Heavily Houseruled 5e/Next setting: Injuries and prostheses. In need of evaluation.



Arkhios
2016-08-16, 12:47 AM
Houserules as written in current form, below. Please, let me know what you think, and by all means, throw in ideas if you get any. Thanks!

Injuries
Injuries are possible even before your character has begun his or her career as an adventurer. If the player so wishes, there is a 5 % chance per character level to have an injury and a possible prosthesis (See below) at the time of character creation. For the first 4 levels it will be a basic prosthesis, but it can be replaced with a Weird Tech prosthesis, provided you have the coin or can bargain for it. Starting from 11th level, in the case of a Weird Tech prosthesis, it may include one gadget of the player’s choice. A prosthesis gained this way will function as intended, with no additional side-effects.
However, should your character get a prosthesis at a later time during his or her travels, the character must succeed on a DC 10 Constitution check or suffer from a minor injury depending on which kind of prosthesis he or she got (GM's choice). If you roll natural 1 on this save, your character passes out from pain for 1d4 hours, and once he or she wakes up, you must succeed on a DC 10 Sanity check or be afflicted by a short-term madness (DMG pg. 259). Both of these DC's increase by 1 for each additional prosthesis you have attached into your body.
The possible circumstances when a creature might sustain an injury are as follows (subject to GM discretion):


When it takes a critical hit.
When it drops to 0 hit points but isn’t killed outright.
When it fails a death saving throw by 5 or more.


Lingering Injuries
d20
1: Lose an Ear or Eye. (roll 1d2 = 1 for ear, 2 for eye)
2: Lose an Arm or a Hand.
3: Lose a Foot or Leg.
4: Limp.*1
5-7: Internal Injury.*2
8-10: Broken Ribs.
11-13: Horrible Scar.
14-16: Festering Wound.
17-20: Minor Scar.
*There's a 50% chance this may occur when you fail your Constitution saving throw for attaching a leg1 or arm2 prosthesis.

Prostheses
The threat of dying is ever present in the world, yet if you don’t travel alone, it’s more likely you’ll end up loosing a limb than your life, and in those cases the technologists can come to your aid. Although much of the ancient technology has been forgotten, the know-how to make prostheses is very much alive; it has even improved from what it once was. Nowadays, you can find prostheses of several kind all around the world, though the most sought-after are probably Weird Tech Prostheses.

Weird Tech Prostheses
These uncommon devices are crafted to replace a body part lost in battle or to some other severe injury. In some cases they are also crafted to replace something for which a mutation has caused physical developmental disability. All Weird Tech prostheses are treated as metal armor for the purpose of lightning damage and effects.
Gadgets: Most Weird Tech prostheses can be enhanced with gadgets, which provide extra benefits. You can have only one gadget per prosthesis at a time.

Arm: You gain advantage on Strength checks using the arm. If both arms are replaced with a prosthesis, add 1 to your Strength score when calculating how much you can lift from ground.

Embedded Weapon: You can embed a one handed melee weapon, a one handed firearm, or a hand crossbow into your arm, but by doing so, you can’t use another weapon with that hand. You still need a free hand to reload the weapon as normal, if applicable.
Embedded Storage: You can have a small compartment hidden in your arm, large enough to hide a potion or other item of equal size.

Leg: You gain advantage on checks to jump. If both legs are replaced with a prosthesis, add 1 to your Strength score when calculating how far or high you can jump.

Embedded Storage: You can have a small compartment hidden in your leg, large enough to hide a small firearm or other item of equal size.

Eye: You gain a +5 bonus on sight-based passive Perception. If both eyes are replaced with prostheses, you gain advantage on sight-based Perception checks.

Crosshair Enhancement: As a bonus action on your turn you may lock onto your target when using a ranged weapon, gaining advantage on all ranged weapon attacks against one target for 1 minute. Using the gadget restrains you and you must have a short or long rest before you can use this again.
Enhanced Vision: If both of your eyes are replaced with prostheses, you may as an action on your turn enhance your vision to gain darkvision until you use another action to turn it off. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red. Any sudden burst of light within your Enhanced Vision area will cause you to become blinded until you finish a short rest to recalibrate the gadget.

Ear: You gain a +5 bonus on hearing-based passive Perception. If both ears are replaced with prostheses, you gain advantage on hearing-based Perception checks.

Echolocation: As an action, you gain blind-sight out to range of 30 feet. If both of your ears are replaced with prostheses, your blind-sight improves to a range of 60 feet.
Enhanced Hearing: As an action, your hearing is improved so that you can hear 60 feet farther away from you than normal. If both of your ear-prostheses have this gadget, the range is doubled to 120 feet. While active, loud noises such as gunfire produced within range will cause you to become deafened until you finish a short rest and recalibrate the gadget.


Basic Prostheses
These much more common prostheses come in a wide variety and can be made from several materials. These function as their respective replaced counterparts, but don’t provide any special benefit to the person, only provide the same functionality that was lost due to some setback.

Special: Shifters may not change their prostheses functionality when shifting due to the lifeless nature of the prosthesis which can’t be transformed with your living essence. In some cases this might prevent you benefiting from shifting at all.
Special: Warforged may not implement themselves with any kind of prostheses to gain extra benefits from Weird Tech prostheses, but they can use all gadgets on their body.
Special: In a most UNLIKELY occasion, when a character has prosthesis in every possible slot, he or she receives +1 bonus to Armor, much like a warforged does.