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Chaositech
socket. The artificial eye confers normal vision, but it also has a strange added benefit. Once it’s plugged in, the host can remove the eye easily. All the while it continues to transmit normal visual signals to the host from up to 30 feet away. The eye must be plugged into the socket once every four hours for 10 minutes to recharge and reset. Once removed from the socket, the eye can be hidden to allow the host to spy on an area (Spot check, DC 20, to notice the eye). Chaos Surgery DC 25 (Craft DC 32); Procedure Time one hour; Recovery Period three days; Price 6,500 gp Snake Body: In this procedure, the chaos surgeon replaces the lower portion of a humanoid’s body (including the legs) with an artificial creation of steel and flesh that greatly resembles a snake. The host’s body below the waist becomes a single, serpentine tail. The procedure increases the host’s weight by 100 lbs. per size category, but his size does not change. The host suffers a 10-foot penalty to his speed but gains a +4 inherent bonus to grapple checks and a +2 natural armor bonus. Chaos Surgery DC 25; Procedure Time one day; Recovery Period 10 days; Price 28,000 gp Spider Body: In this procedure, the chaos surgeon replaces the lower portion of a humanoid’s body (including the legs) with an artificial creation of steel and flesh that greatly resembles a spider. The creature’s upper torso juts up from the front of the spider body, in front of a large, bulbous “abdomen.” Eight spiderlike legs support the massive body. The procedure increases the host’s weight by 200 lbs. per size category. He does not increase in size (in game terms), but pushes the limits of his existing category. The host can carry loads like a quadruped and gains a +2 inherent bonus to Strength as well as a +2 natural armor bonus. His speed remains the same, but he gains a +2 inherent bonus to resist bull rushes. Chaos Surgery DC 28; Procedure Time one day; Recovery Period two weeks; Price 73,000 gp Tool Finger: This procedure replaces one of the host’s fingers with either a single, light tool or with a lockpick. Chaos Surgery DC 20; Procedure Time two hours; Recovery Period four days; Price 1,000 gp Wheeled Body: In this procedure, the chaos surgeon replaces the lower portion of a humanoid’s body (including the legs) with a rectangular steel chassis on four steel wheels. The procedure increases the host’s weight by 200 lbs. per size category. The host does not increase in size (in game terms), but pushes the limits of his existing category.
He can now carry loads like a quadruped and gains a +2 inherent bonus to Strength as well as a +2 natural armor bonus. His speed increases by 10 feet and he gains a +2 inherent bonus to resist bull rushes and grapple attempts. Chaos Surgery DC 32; Procedure Time one day; Recovery Period three weeks; Price 84,000 gp
Mind Implants Mind implants are additions or alterations made to a creature’s brain through surgical procedures. The implants usually are made of grown flesh components, but sometimes they incorporate tiny steel plates, wire, tubes, or other inorganic parts. Sometimes one can see a bit of scarring on the head of a character with a mind implant, but otherwise there is no evidence of them from the outside. Allegiance: A host with an allegiance implant must remain loyal to the individual, group, cause, etc. designated when the chaos surgeon configures the implant. Alternatively, the implant may be a single command that prevents an action, such as “Do not speak of the Legacy of Cordaris” or “Do not go into the Caves of Kanesh.” The host cannot resist or overcome the conditioning or command issued by the implant, even under magical compulsion or charm. Only removal of the implant allows him to overcome the conditioning or command. Clearly, this is a device usually imposed on a creature by another, such as on a servant by a master. It requires no nutrition. Chaos Surgery DC 30; Procedure Time eight hours; Recovery Period three days; Price 6,000 gp Anger: A host with this implant feels intense anger under conditions designated during the implant’s configuration. This anger manifests itself as blind rage, during which the host suffers a –4 circumstance penalty to all checks except those involved in combat, for which he gains a +4 circumstance bonus. He also gains a +2 circumstance bonus to attack rolls. This blind rage lasts for one minute after he first encounters the conditions causing the anger. The beneficial aspects of the anger cannot occur more than once per day, but the negative ones can. For example, say the anger-inducing circumstance is “You see a bugbear.” In the first instance of bugbear-sighting that day, the host suffers a penalty to all Diplomacy, Bluff, or other non-combat related checks, but enjoys a bonus if he gets into a fight (presumably, but not necessarily, with the bugbear). The second time he sees a bugbear that day, after the effects of the first rage have worn off, he still suffers the penalty, but gains no bonus (although he still suffers no penalties in combat). Only removal of the implant overcomes the anger conditioning.