Knucklebones
Magic knucklebones implanted in the hand confer the wielder terrific powers.
Unless stated otherwise, activating a knucklebone takes 1 action, in peril.
Blood salts
Knucklebones consume organic salts from your bloodstream, transmuting them into energies and chemical products. There exist three categories of salt:
| common | also known as Phosphates. naturally plentiful. Baseline: 12. fully restored by meals. |
| trace | naturally present in small quantities. baseline: 6. restored by 3 with each meal. |
| toxic | not naturally present in any usable quantity. Baseline: 0. not naturally restored. |
When activated, a knucklebone consumes quantities of salt. If activating a bone causes a salt to drop below zero—or worsens a deficit—you suffer 1 Drained stress.
To gain awareness of your blood salts and begin tracking them, you need level 3 Chemistry.
Salt hypos
Prepared salt solution hypodermics are a valuable way to restore blood salts, and they are the only reliable way to stock your bloodstream with toxic salts.
Salt hypos are not without risk, however. If you boost any salt above baseline, it causes you 1 Poison stress. Using a salt hypo takes two actions, in peril.
Hypos can be prepared with Chemistry. Raw salts are a requirement for this. They can be identified in and extracted from flora, fauna, and minerals with Herbalism, Dissection, and Geology.
abscission
Remove a natural hand-bone and implant a surrogate.
You need:
- An hour of time
- Microsurgical tools, including a jewelers loupe or microscope
- A palmar vice
- Local anesthetic for the arm
Get -2 for each of the above you lack. Get +2 if you have all 4.
Roll Surgery. Gain 1 Wound stress from the procedure. If you succeed, you implant the knucklebone. Some bones may cause an Abscission stress that requires many stitches to heal.
If you fail, roll on the surgical mishaps table below to determine the outcome.
| 1–2 | Nicked vein. Success, but wearer suffers 2 Bleed stress. |
| 3–4 | Unclean work. Success, but the wound is infected. |
| 5–6 | Slip of the hand. Success, but an adjacent finger suffers 1 Wound stress. |
| 7–8 | Grueling procedure. Success, but 1d4 additional hours are required. Suffer 1 Distress. |
| 9–10 | Mislaid nerve. Success, but when the joint is popped, the wearer suffers 1 Pain stress. |
| 11 | Weakened flexor insertion. Success, but the grip is weakened. Finger counts as having been lost for the purpose of grip strength (see loss of limb.) |
| 12 | Synovial leak. Success, but the hand causes 1 Pain stress constantly. 50% chance of failed bone activation if it relies on popping. |
| 13–14 | Unstable ligaments. Success, but the finger has a 2-in-6 chance to be destroyed if operated upon in the future. |
| 15 | Aborted attempt. Implantation fails. 2 Bleed stress. |
| 16 | A terrible slip. Implantation fails. 2 Bleed stress. Joint useless, floppy. Finger still alive, but counts as lost and cannot be popped. |
| 17 | Unwise venous clamp. Implantation fails. Finger develops an aneurism. If operated on again, immediately causes 2 Bleed stress. |
| 18 | Compromised perfusion. Success, but the finger will die of ischemia in two weeks. |
| 19–20+ | Ruined digit. The finger is lost starting at the base of the implantation site. 2 Bled stress. 2 Distress. |
You can implant knucklebones in a hand that isn’t yours. Should you fail, roll on the mishap table with +2.
You can implant multiple bones concurrently. Roll Surgery for each with a -1 per additional bone.
Bone rules
Accumulator
|
Implantation: 1 Abscission stress (12 stitches req.)
Your toxic salt baseline becomes 3. You restore toxic salts at a rate of 1/meal.
Anodyne
|
Implantation: 1 Abscission stress (16 stitches req.)
When popped: Immediately fully heal 1 Pain stress and gain 1 comfort. Roll hook die (d6) per use to see if you gain tolerance.
Countersign
|
Implantation: 1 Abscission stress (4 stitches req.)
Before implantation, or as a minor surgery while implanted, the bone may be engraved with a signature or crest. If brought near a Countersign bone with a matching engraving, both will warm. A removed Countersign bone may be reset with the heat of a candle flame.
Deadlatch
|
Implantation: 1 Abscission stress (4 stitches req.)
Emits a unique magnetic field pattern. Specialty locks may be keyed to the pattern, making this bone an irreplicable key. Locksmithy 6 is required to craft such a lock.
Earnhorn
|
Implantation: 1 Abscission stress (8 stitches req.)
The wearer’s touch is microphonic. They may hear through shut doors and walls with ease. Disorients wearer while they are listening to the bone. If removed, the Earnhorn bone lowers Perception by 1.
Focus
|
Implantation: 1 Abscission stress (4 stitches req.)
No innate function. Synergizes with Screamer and Woe bones.
Ictus
|
Implantation: 3 Abscission stress (8 stitches required, per)
AKA the magician’s rack. Touch weapon. Requires skin contact. Gloves make the digit safe. Wearer is immune to their own touch. In peril, you need to hit the target with Melee: Hand-to-hand to touch them.
On touch: Target rolls Fortitude -3 as if to resist a wound.
- If they succeed, they suffer 4 bludgeoning damage to the touched body area and roll Fortitude to resist the resulting wound.
- If they fail, they suffer 9 bludgeoning damage to that body area and suffer a death & dismemberment effect. This will kill or disable on a neck touch.
Synergies: Rare Saltcellar in same hand bone reduces cooldown by 5 minutes.
Mnemonic
|
Implantation: 1 Abscission stress (8 stitches req.) While healing, recollection does not work.
When popped: Your next 2 minutes of lived experience are captured as a temporal photograph. Exactly detailed, including all senses. The memory may be viewed in retrospect up to 3 times before it begins to fade. If the contents of the memory caused distress, they cause it again when viewed in retrospect.
Needlestick
|
Implantation: 1 Abscission stress (8 stitches req.)
Extends a 2 cm blade of biological steel at supersonic velocity. 1 P/S damage. If extended as part of an attack, it deals 1d4+2 P damage but cannot inflict a wound worse than severity 1.
Synergies: Adjacent Germ bone or Veneficious bone. Delivers a dose of the bacteria or poison created within.
Potentiator
|
Implantation: 1 Abscission stress (8 stitches req.)
AKA Galvanic bone. Gathers electrical charge. Lowers trace salt baseline by 1. Potentiates Anode bones.
Saltcellar
|
AKA Reservoir bone. Stores either common, trace, or toxic salts, increasing their baseline by 8, 4, or 2 correspondingly. Toxic salts held in a saltcellar bone do not poison the wearer.
Signet
|
AKA Touchmark bone. Alters the thumbprint. It becomes a callus with 2 mm ridges resembling a seal or crest. Can be programmed with a new crest before implantation. This requires it be painted with lead oxide paste over a stencil and rested for a week.
Woe
|
Implantation: 1 Abscission stress (8 stitches req.)
When activated, emits a microwave beam. If multiple bones of woe are present in 1 hand, they activate simultaneously. Up to 8 can be activated simultaneously. Per activated quantity of bones, a target within range burns (per intensity die) a number of times equal to twice the bones activated (see matrix below.)
If you have more than 4 bones of woe between both hands, you can modulate the beam. Choose either a wide or tight bandwidth and refer to the corresponding range and intensity changes below. You can split a wide burn area between multiple targets in range.
You can activate bones of woe once per peril round.
| woe bones | burn die intensity | burn areas | range in meters |
|---|---|---|---|
| 1 | 1d6 | 2 | touch |
| 2 | 1d6 | 4 | 1 m |
| 3 | 1d4 | 6 | 2 m |
| 4 | 1d4 | 8 | 4 m |
| 5 | 1d4 | 10 (wide) 8 (tight) | 4 m (wide) 6 m (tight) |
| 6 | 1d4 | 12 (wide) 10 (tight) | 6 m (wide) 8 m (tight) |
| 7 | 1d4 | 14 (wide) 12 (tight) | 8 m (wide) 10 m (tight) |
| 8 | 1d4 | 16 (wide) 14 (tight) | 10 m (wide) 12 m (tight) |
Synergies: Focus bones provide +1 burn area and +2 range per Focus bone implanted adjacent a Woe bone.