Wednesday, July 6, 2016

Elemental Organs


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.