Difference between revisions of "Missing Hand/Arm"

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For 10 points, your character is deprived of the use of a hand. You can still use the affected arm in combat, if a special device is crafted for you with an attached weapon, and a shield can always be strapped to your arm. For 12 points, the character is either missing the arm from the elbow down, or missing it entirely.
 
For 10 points, your character is deprived of the use of a hand. You can still use the affected arm in combat, if a special device is crafted for you with an attached weapon, and a shield can always be strapped to your arm. For 12 points, the character is either missing the arm from the elbow down, or missing it entirely.
  
If the player decides to take this Fault after a story begins (giving the GM permission to lob off the poor thing), and if the lost hand was on the dominant side, you suffer penalties to ''all'' rolls involving the use of either hand until the GM deems it a long enough period to adjust to the trauma, or unless you possess the [[Ambidexterity]] Trump.
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If the player decides to take this Fault after a story begins (giving the GM permission to lob off the poor thing), and if the lost appendage was on the dominant side, you suffer penalties to ''all'' rolls involving the use of either hand until the GM deems it a long enough period to adjust to the trauma, or unless you possess the [[Ambidexterity]] Trump.
  
 
|incompatible=[[Unremarkable]] (unless a convincing prosthetic is used), [[Dual Weapons]], [[Hasty Reload]], [[Regeneration]], and [[Unarmed]].
 
|incompatible=[[Unremarkable]] (unless a convincing prosthetic is used), [[Dual Weapons]], [[Hasty Reload]], [[Regeneration]], and [[Unarmed]].
 
}}
 
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Revision as of 15:55, 15 April 2012

Handicapped.svg

Physical Fault

Expoint Bonus: 10/12

Your hand was amputated, sliced off in deadly combat, withered to a useless husk, or something similar. You take a −2 penalty to any skills requiring the use of both hands such as Grip, Lift, Machinery, and Disguise. Additionally, you are unable to wield 2-handed weapons and take a −2 penalty to Grab checks.

For 10 points, your character is deprived of the use of a hand. You can still use the affected arm in combat, if a special device is crafted for you with an attached weapon, and a shield can always be strapped to your arm. For 12 points, the character is either missing the arm from the elbow down, or missing it entirely.

If the player decides to take this Fault after a story begins (giving the GM permission to lob off the poor thing), and if the lost appendage was on the dominant side, you suffer penalties to all rolls involving the use of either hand until the GM deems it a long enough period to adjust to the trauma, or unless you possess the Ambidexterity Trump.

Incompatible with

Unremarkable (unless a convincing prosthetic is used), Dual Weapons, Hasty Reload, Regeneration, and Unarmed.