60
Chaositech
New Flesh Grafts New flesh is a kind of graft. These grafts are large and cover most, if not all, of the host’s body. Like any living creature (like the host itself), new flesh grafts require nourishment, heal from damage, and are vulnerable to disease. The new flesh looks clearly different from the host’s native flesh; appearances differ based on the abilities conferred. For instance, burning flesh† is coal black with glowing orange glints. There are two categories of new flesh graft: 1. New Flesh Sheaths: A sheath of new flesh grows over one arm and about half the upper torso of a host. Sheaths have 20 hp. 2. New Flesh Totality: A totality of new flesh becomes the entirety of the host’s flesh. Totalities have 50 hp. As with standard grafts, new flesh grafts require no surgical procedure for attachment. A character with the Craft (chaositech)† skill (see Chapter Two: Bones of Steel) can create any of the examples offered below. A Strength check (DC 20) is required to remove an attached graft. Removing a
sheath graft inflicts 2d6 points of damage to the host and the graft, and removing a totality inflicts 3d6 points. The hit point total of new flesh comes into play only when the graft itself is targeted. This total in no way adds to the host’s hit point total. A character can have only one sheath or totality at a time. Arachnid Totality: The flesh covering the host’s body becomes thick and hairy, offering a +2 natural armor bonus. The host can move through and on webs as he would on the ground. He also can cling to walls and ceilings as easily as he moves on the ground. Craft DC 40; Price 12,000 gp; Weight 2 lbs. Burning Sheath: The new flesh on the host’s arm smolders and burns, generating heat and fire, to which the flesh sheath is immune. The host enjoys fire resistance 10. He can inflict 1d6 points of fire damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d3 points of fire damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d3 points of fire damage per round—regardless of how many attacks he makes. Craft DC 40; Price 18,000 gp; Weight 2 lbs. Burning Totality: The new flesh on the host’s entire body generates heat and fire, to which the flesh is immune. The host enjoys fire resistance 20. He can inflict 2d6 points of fire damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d6 points of fire damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d6 points of fire damage per round—regardless of how many attacks he makes. The character cannot wear clothing or armor unless it is immune to fire. Craft DC 40; Price 40,000 gp; Weight 5 lbs. Chuulean Sheath: Chitinous plates cover the flesh of the host’s arm and torso, providing some protection. He gains a +2 natural armor bonus to Armor Class thanks to this sheath. Craft DC 40; Price 8,000 gp; Weight 14 lbs. Chuulean Totality: Chitinous plates cover the host’s entire body, providing massive protection. He gains a +8 natural armor bonus to Armor Class. Craft DC 40; Price 128,000 gp; Weight 30 lbs. Cloaking Totality: The host covered in this thin membrane of new flesh is invisible. If he takes an action that would normally end invisibility, he becomes visible, then