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Arms of the Huldra

This item can be adapted as needed by the GM to fit within specific campaigns. The example given will be for prosthetic arms but this will work for any limb.   These arms are a miracle of nature. The properties of the Huldra Nettle to absorb and amplify the properties of near any organic lifeform allow the host to experience enhanced abilites. Normally, the conversion process leaves the host a shell of themselves and forever a part of the Huldra's collective, but in this case, the process was interrupted, allowing the host to retain their sanity with the added benfits of the Huldra plant. However, the flesh and tendons have been replaced with a wood like material and vines to act as muscles. Not being connected to the Huldra's grotto also comes with a series of extra maitenance and quirks.  
These arms grant the following benefits:
  +1 Attribute point in STR.   A deeper connection to the plant life of Asgard. Allows for minor communication with other plants while in physical contact and an increased perception of environmental conditions. Advantage on Nature checks. Advantage on Perception checks releated to natural and enviromental conditions.   The Huldra's seductive and cunning traits have embedded themselves within you. You can use the arms to charm a target, granting you advantage on Deception and Persuasion and Intimidation checks against them.   The arms have increased healing properties. Given ample time and care, the arms can regrow themselves should they be damaged or dismembered.  
The arms impose the following disadvantages
  The arms require daily watering and trimming to keep from drying out and becoming unusable.   You are highly seceptible to elemental damage. Take an additional d10 of damage from fire, ice, and lightning.   The call of the Huldra still beckons to you in your dreams and deep in the back of your mind. Whenever you take a long or short rest make a SPR check vs DC 13. Whenever you are knocked unconcious and you were not under the huldra's influence, make a SPR check vs DC17. Every fail gives you 1 insanity point. Every success removes an insanity point. Should you reach 5 insanity points you become frenzied and aggressive. The GM will have full control of your character's actions, causing you to harm yourself and others. You risk becoming a Huldra yourself. The GM will determine the methods that can be used to bring you back to sanity.

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