User Tools

Site Tools


locking_joints

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
locking_joints [2013/11/02 07:26]
storyteller removed
— (current)
Line 1: Line 1:
-======Locking Joints (Cyberware)====== 
-=====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 grapple 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 cyberware|flexible joints]]. ​ Also available as [[WetWare|wetware]]. 
- 
-**Type:** Internal. 
- 
-**Location:​** None. 
- 
-**Hardness/​Hit Points:** -/2. 
- 
-**Base Purchase DC:** 18. 
- 
-**Restriction:​** None. 
-{{tag>​pl6 cyb wetware internal limbware}} ​ 
  
locking_joints.1383377168.txt.gz ยท Last modified: 2021/12/04 00:41 (external edit)