Author Topic: Fleshgrafting [Fleshgrafting Rules]  (Read 464 times)


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Fleshgrafting [Fleshgrafting Rules]
« on: June 21, 2017, 07:19:52 PM »
Flesh Grafting
 All the creatures of the world smart enough to have a civilization have looked at other creatures, regardless of their intelligence, and wished for their capabilities. Goblins want to be strong like orcs. Llethu have wished for the speed of the Yn Gyntaf. Everyone has wished for the healing gifts of the Flonha. And so, as is the way of things, ambitious members of society began experimenting, on themselves and on others, in order to see if it was possible to grant the capabilities of one creature to another.
 What they found was, in many ways, it was not. But that could hardly be seen as a deterrent, and so they persevered, their studies slowly creating the body of knowledge that would be known as Flesh Grafting. It is entirely as the name suggests, utilizing appendages surgically unfastened from one recently deceased donor creature to apply to another, a willing host for whatever monstrous extremity had just been fastened to his form.
 Flesh grafting is not a magical art, but rather the highest and most bizzare calling of the chirurgeon. The aforementioned being stated, the art of flesh grafting is almost always practiced by those gifted in the way of magical healing, for otherwise the creature to whom the novel attachment has been secured has a dreadful propensity to die upon the operating table. Thus, the long years have seen a slight blending of the magical arts with those of the mortician, until the most modern form of flesh grafting was arrived upon.
General Graft Information
 Grafts have body slots, but they do not stop someone from wearing a magic item in the same slot. You cannot, however, have two grafts in the same body slot. Furthermore, a creature can only have at any one time a number of grafts equal to their Constitution modifier. If a creature's Constitution is reduced so that they can no longer hold their current grafts the grafts are rejected, starting with the most recently acquired. Rejected grafts are lost, but all penalties they applied remain. Grafts granted through class or racial means are not lost due to Con loss.
Attaching a Graft
 Grafts are, at the end of the day, the practice of knowing where to dissect a donor so that the removed portions may then be successfully attached to a host. However, this is a trivial matter, and can be successfully completed with a DC 15 Heal check.
 Attaching a graft, on the other hand, is a much more complicated procedure, requiring a much more difficult Heal check (given as part of the individual graft). The procedure takes 1 day for every 5 points of the DC, and requires both the grafter and the host to be in clean, quiet, undisturbed quarters for the whole time. If the grafter fails the check, the host gains the permanent penalty of the graft but none of the benefits. The grafter cannot take 10 or 20 on this check.
 Even with an advantageous attachment of the chosen graft, there is always some consequence that is unavoidable as the result of merging two completely disparate body types together. These are permanent penalties, given in the text of the individual graft, and nothing can ever remove, heal, or prevent them.
 Also, each graft has a required level, which is the minimum level at which a host creature can bear the strain of receiving the graft. Any attempt  to attach it at an earlier level fails automatically, and deals 1d6 damage per required level to the unfortunate attempted host, and permanently afflicts them with the penalty of the attempted graft.
Removing a Graft
 Grafts that a host wishes to be removed can be, with nothing more than the same DC 15 Heal check required to sever anatomy from a donor creature. However, penalties from removed grafts still apply permanently, so it is best for a host to choose grafts that he wishes to keep.
 Despite grafts originating solely as non-magical creations, the most common form of grafts in this day and age have the ability to be enhanced by the application of magical energies in the form of corpuscles, energy entrapped in the form of flesh. They, generally, are granted by class abilities or feats, and are used at the beginning of each day to enhance a chosen graft. Each individual graft may have no more corpuscles in it than the host's Constitution modifier.
 They can be redistributed after a required 8 hours of rest, but otherwise cannot be altered once used to improve a graft.