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locking_joints [2013/08/05 16:03]
127.0.0.1 external edit
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-Content-Type:​ text/​x-zim-wiki 
-Wiki-Format:​ zim 0.4 
-Creation-Date:​ 2013-07-28T01:​32:​36-04:​00 
- 
-====== Locking Joints ====== 
-Created Sunday 28 July 2013 
- 
-===== Locking Joints (PL 6) ===== 
-The joints of both arms are designed to lock in place, holding one position as long as the recipient wishes. 
-**Benefit:​** Locking joints can only be added to existing cyberlimbs, and both arms must be cybernetic devices for any benefit to be gained. 
-The recipient can lock any joint in his body into a set position. Once locked, the joint stays in the position without effort on her part. This allows her to keep a grip on an object, hang by one arm, or do anything else possible with a locked joint without suffering the effects of fatigue. For example, a character with locking joints that falls off the side of a building and grabs a windowsill can hold it for as long as she wishes.If the recipient makes a Strength check to grab, hold, or restrain something, she can use the same check result as long as she wishes, until it fails. Additionally,​ locking joints improve the recipient'​s chances in a grapple, granting her a +4 equipment bonus on grap-ple checks. (She cannot reuse her grapple check result from round to round because a grapple is much more active than simply holding something.) 
-A character cannot have both locking joints and [[Flexible Joints|flexible joints]]. 
-**Type:** Internal. 
-**Location:​** None. 
-**Hardness/​Hit Points:** -/2. 
-**Base Purchase DC:** 18. 
-**Restriction:​** None. 
  
locking_joints.1375718605.txt.gz ยท Last modified: 2021/12/04 00:40 (external edit)