Body Manipulation (Proficiency)

This proficiency is restricted to xixchil, as they are the only race with sufficiently precise Dexterity to even attempt this difficult skill, or the glands needed to secrete the required chemicals.
This proficiency allows the character to perform bodily modifications on others. Using this proficiency, the character may modify a patient's body through a combination of surgery and chemical changes. The following features may be added to a human or humanoid body:
Enhanced strength The patient gains three points of Strength. (Each point of Strength above 18 adds 10% to exceptional strength.)
Enhanced constitution The patient gains three points of Constitution.
Enhanced dexterity The patient gains three points of Dexterity.
Flight The patient gains large wings which enable him to fly at 24" with maneuverability class C.
Body armor The patient gains a tough outer shell which acts as AC 2.
Embedded weapons The patient gains an extra limb which is shaped like a weapon (patient's choice) and has all of the combat features of that non-magical weapon.
Infravision The patient's eyes are modified so that he can see in the dark as an elf.
Only one modification can be performed on any patient, and all modifications are permanent. Moreover, the patient loses five points of Charisma for undergoing the modification; this loss is also permanent. (Xixchil are notorious for favoring function over appearance.).
Performing such an extensive modification takes a minimum of two weeks, plus one week per point of the patient's original Constitution score under 12. The patient must also make a system shock roll to survive the treatment.
The patient must also make a saving throw vs. death magic to avoid a horrible loss. Should this saving throw fail, the DM may choose from one of the following negative effects (or make up a new effect):
* Loss of limb: patient loses one arm.
* Susceptibility to poisons: Patient suffers a -2 penalty on all saving throws vs. poison.
* Weak bone structure: Patient suffers double damage from all bludgeoning weapons.
* Poor clotting: Patient suffers double damage from all cutting weapons.
Special note: This proficiency can change the very tenor of the game, by converting the characters from relatively normal adventurers to freaks. The DM should carefully consider before allowing a player character to have access to this proficiency.
Category:Complete Spacefarer's Handbook Proficiencies