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Chaositech
Freezing Sheath: The blue-white new flesh on the host’s arm crackles with ice and frost, generating cold, to which the flesh sheath is immune. The host enjoys cold resistance 10. He can inflict 1d6 points of cold damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d3 points of cold damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d3 points of cold damage per round—regardless of how many attacks he makes. Craft DC 40; Price 18,000 gp; Weight 2 lbs.
Shocking Totality: The electric-blue flesh covering the host’s entire body generates electricity, to which the new flesh is immune. The host enjoys electricity resistance 20. He can inflict 2d6 points of electricity damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d6 points of electricity damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d6 points of electricity damage per round—regardless of how many attacks he makes. Craft DC 40; Price 40,000 gp; Weight 5 lbs.
Freezing Totality: The icy white-and-blue flesh covering the host generates cold, to which the flesh is immune. The host enjoys cold resistance 20. He can inflict 2d6 points of cold damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d6 points of cold damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d6 points of cold damage per round—regardless of how many attacks he makes. Craft DC 40; Price 40,000 gp; Weight 5 lbs.
Spiny Totality: The outer skin of this new flesh is covered in tiny spikes, which allow the host to deal 1d6 points of extra piercing damage on a successful grapple attack. The host also can make a regular melee or off-hand attack with the spikes; they count as a light weapon in this case. (You can’t make an attack with the spikes if you have already made an attack with another off-hand weapon, and vice versa.) Wearing armor negates the effect of the totality. Craft DC 36; Price 1,000 gp; Weight 6 lbs.
Piscean Totality: The scaly, slick flesh covering the host’s entire body also provides gills† as well as webbing† on the fingers and toes. The host gains a 10-foot speed bonus when swimming, a +10 competence bonus to Swim, and can breathe water as easily as air. The new flesh offers a +1 natural armor bonus to Armor Class as well. Craft DC 40; Price 41,000 gp; Weight 6 lbs.
Warm Totality: The host is covered in thick, furry new flesh. It grants him immunity to the effects of cold weather and has cold resistance 10. Craft DC 38; Price 15,000 gp; Weight 4 lbs.
Razorflesh Totality: Though similar to the spiny† totality (see below), razorflesh is far more severe. The host’s new flesh is covered in razorblades so unbelievably sharp that any creature striking him with an unarmed attack or natural weapon suffers 1d4 points of slashing damage. As with spiny new flesh, the host can use his razorflesh to inflict damage in a grapple or as an off-hand attack. The razorflesh inflicts 1d8 points of damage in such situations. Wearing armor negates the effect of the totality. Craft DC 40; Price 9,000 gp; Weight 8 lbs. Shocking Sheath: The dark blue new flesh on the host’s arm crackles with lightning and generates electricity, to which the flesh sheath is immune. The host enjoys electricity resistance 10. He can inflict 1d6 points of electricity damage with a touch attack (requiring an attack action, not as a part of a full attack) or add 1d3 points of electricity damage to any unarmed or natural attack (including, of course, implants). However, he can inflict no more than +1d3 points of electricity damage per round—regardless of how many attacks he makes. Craft DC 40; Price 18,000 gp; Weight 2 lbs.
Winged Totality: Sleek feathers cover the flesh of the host’s body. From his back sprout two long, feathered wings. The host’s wingspan is three times his height, and he can fly with a speed of 60 (average maneuverability). Craft DC 40; Price 30,000 gp; Weight 10 lbs.
Biocrystal Living crystalline structures are another aspect of chaositech. This material, called biocrystal, looks and feels like normal crystal, but it is actually alive, able to shape and repair itself. Biocrystal looks very much like clear quartz, although occasionally it bears a translucent hue. Items made from biocrystal are often haphazard in size and shape, with faceted crystalline columns and spurs growing out of them in irregular patterns. Biocrystal continues to grow throughout its existence, although very slowly. This means that biocrystal is self-repairing. It is also extremely hard and tough. The most interesting aspect of biocrystal is that different crystals can join together with flexible joints, allowing characters to use it to make armor or other items that require some suppleness or mobility. Biocrystal has a hardness of 20, with 60 hit points per inch of thickness. It has the same weight as steel.