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locking_joints_cyberware

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. Also available as wetware.

Type: Internal.

Location: None.

Hardness/Hit Points: -/2.

Base Purchase DC: 18.

Restriction: None.

locking_joints_cyberware.txt · Last modified: 2021/12/04 00:39 (external edit)