Helping Hand
Helping Hand (Major) by Stone Gargoyle
"Talk to the Hand..."
The character possesses a hand that has evolved independent organs and survival capabilities, able to separate from its host and act independently. The player determines which hand it is when creating the character.
1. Detachment: The hand remains linked to the character unless it decides to detach. Detachment takes two full melee rounds during which time the hand is immobilized. This is done by releasing its "grip" on the wrist.
- Duration: The hand may remain detached indefinitely, but the character suffers a -4 penalty to strike and parry where two hands would normally be used.
- Range: Unlimited, though the hand may not be able to find its way home if getting too far from its host.
2. Wandering Hand: The hand is able to sense where it is and move independently from its host.
- Movement: The hand moves at a rate equal to half the character's normal movement rate and can leap half the distance its host can.
- Bonuses: Due to its small size, large opponents are -6 to grab or strike it. The hand is +2 to strike when attached or detached, and +4 to roll with punch, fall or impact when detached.
- Damage: The hand is able to strike for damage equal to half the character's normal punch damage.
3. Powers of the Hand: The hand has its own intelligence and skills.
- Psionic Link: The hand has a psionic connection with its host for a range of 300 feet, plus 20 feet per level
- Mental Abilities: IQ, MA and ME equal to 3d6 each, plus one point per even level
- PS, PP and PE: PS and PE are half that of the host body; PP is equal to 4d6. Stats apply only when detached.
- Skills: Equal to the hand's MA in number. These are independent skills not known to the host and generally include Art:Drawing, Musical Instruments, writing skills and Language: Braille.
4. Heightened Sense of Touch: Similar to the minor super ability, but applying only to the hand. The hand has an uncanny and superior tactile sense.
- Bonuses and Abilities:
- Recognize and locate slight differences in textures: 70% +2% per level
- Identify fabric and material: 60% +2% per level
- Notice minute changes in temperature: 60% +2% per level
- Hand suffers no penalties for being blind
- Gains 10% to skills requiring a delicate, light touch, including identifying and making forgeries, demolitions, pick pocket, pick locks, palming, cardsharp, etc.
- +1 to strike with thrown weapons( on top of any other strike bonuses).
5. Other Abilities:
- Hand possesses hit points and SDC equal to 1/5 the character's body total when detached.
- Hand possesses 2d6 PPE of its own beyond what the character normally gets.
- Hand heals at twice the normal rate
- While detached, the hand can sustain itself by eating through osmosis, transferring 1d4 SDC from organic substances to itself through touch, daily.
- If this power is chosen as part of a symbiote character, the hand may possesses magical or psionic abilities of its own.
6. Limitations:
- Only one hand can be made independent( this power may only be selected once per character). The hand may make a saving throw (14 or better, ME bonus applies) to resist doing actions which it objects to and may decide to detach permanently if the character commits actions dangerous to the survival of the hand. GMs should take control of the hand and run it as an NPC if such events occur.
- Also, an opponent of greater strength might be able to pull the hand free when grappling, or fatigue within the hand may cause it to loosen its grip on the wrist and fall off.