Two of my players for my up an coming high seas pirate themed campaign have come to me asking to play a kind of roleplay pair based around the fact that one of them has cyborg type limbs. The other wants to play as a Kobold riding on his back and wielding a wrench, kind of serving as his engineer of sorts, there to refit limbs and help in fights.
Either through some mysterious accident, laboratory mutation, or divine curse, you have become a Steampunk. Despite how you have come upon this, you have learned to live with it, adapting your new limbs to suit your needs thanks to the help of your faithful friend.
As a Steampunk you are missing both your arms and possibly a leg as well, however these have been replaced by mechanical versions that can be refitted to suit your needs.
Use base racial stats of your choice, modified by the Steampunk variant.
You may select 2 additional "arm attachments" in addition to the 2 basic arm attachments that function as your normal arms and hands. Each arm module weighs 5 pounds and is made of a basic steel similar to that found in decent weapons. Each arm additional arm attachment must be based off a simple or martial weapon, including the homebrew flintlock based firearms I have added to this campaign, and when equipped will take place of your basic arm and hand. Reequipping an arm attachment takes 1 minute and the help of a qualified party mate or NPC, however reloading any firearm based attachments is done similarly to a creature using that firearm. Any action requiring 1 hand cannot be taken unless at least one basic arm is attached, similarly actions requiring 2 hands require both basic arm attachments.
Any arm attachments based on weapons use the weapons normal stats but you gain proficiency on the weapon as long as its used as an arm attachment. You may commission arm attachments from proper artisans, and certain magical items can be implemented into limb attachments for roleplay sake.
While adding the ability to use a weapon with proficiency, without fear of being disarmed, and requiring the 1 minute to reattach an arm, this isn't meant to grant any advantage or disadvantage in combat, but more be used as a fun roleplay aspect to a pirate themed campaign. Hope you guys enjoyed the read and any feedback would be much appreciated
I like the idea, but... Playing a warforged, artificer etc can cover this. I mean, maybe you could let them replace an arm with a weapon. No extra limbs, just replace one.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
The Steampunk
Two of my players for my up an coming high seas pirate themed campaign have come to me asking to play a kind of roleplay pair based around the fact that one of them has cyborg type limbs. The other wants to play as a Kobold riding on his back and wielding a wrench, kind of serving as his engineer of sorts, there to refit limbs and help in fights.
Either through some mysterious accident, laboratory mutation, or divine curse, you have become a Steampunk. Despite how you have come upon this, you have learned to live with it, adapting your new limbs to suit your needs thanks to the help of your faithful friend.
As a Steampunk you are missing both your arms and possibly a leg as well, however these have been replaced by mechanical versions that can be refitted to suit your needs.
Use base racial stats of your choice, modified by the Steampunk variant.
You may select 2 additional "arm attachments" in addition to the 2 basic arm attachments that function as your normal arms and hands. Each arm module weighs 5 pounds and is made of a basic steel similar to that found in decent weapons. Each arm additional arm attachment must be based off a simple or martial weapon, including the homebrew flintlock based firearms I have added to this campaign, and when equipped will take place of your basic arm and hand. Reequipping an arm attachment takes 1 minute and the help of a qualified party mate or NPC, however reloading any firearm based attachments is done similarly to a creature using that firearm. Any action requiring 1 hand cannot be taken unless at least one basic arm is attached, similarly actions requiring 2 hands require both basic arm attachments.
Any arm attachments based on weapons use the weapons normal stats but you gain proficiency on the weapon as long as its used as an arm attachment. You may commission arm attachments from proper artisans, and certain magical items can be implemented into limb attachments for roleplay sake.
While adding the ability to use a weapon with proficiency, without fear of being disarmed, and requiring the 1 minute to reattach an arm, this isn't meant to grant any advantage or disadvantage in combat, but more be used as a fun roleplay aspect to a pirate themed campaign. Hope you guys enjoyed the read and any feedback would be much appreciated
I like the idea, but... Playing a warforged, artificer etc can cover this. I mean, maybe you could let them replace an arm with a weapon. No extra limbs, just replace one.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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