Prosthetics
Daily life in Urbo Ĉielarko is a relatively safe experience compared to that of a skulking bandit or errant adventurer. Yet even a metropolitan lifestyle is not without its unforeseen risks and dangers. On occasion, accidents happen and sometimes loss of life or limb may be the result of mishaps. While little can be done for the dearly departed, varying solutions may be sought for those that only lose parts of their bodies.
Prosthetics are a possible avenue available to replace most missing parts that are non-essential for the basic functions of humanoid life. In some extremely rare cases even a heart or brain may find its self substituted for.
The most common types of prosthetics are those that are simply used to maintain appearance with little or no functionality: Glass eyes, bronze noses, and arms of wood and leather can pass inspection as a real limb unless scrutinized. The cost for such parts are relatively cheap: 10 to 100 GP depending on materials. Some more ostentatious characters may seek ornate limbs, purposely designed to impress, such as this hand of a saint:
More practically minded, A wealthy prosthesis seeker will opt to employ a tinker of renown to produce custom made artificial limbs with fully articulated parts that allow the wearer to regain some or all of the functionality of the original limb. A rare, masterly crafted prosthesis may exceed the original by way of providing some extra form of utility such as hidden compartments of poison with needle tipped fingers or special attachments for climbing or exerting crushing force.
The beginning costs for prosthesis that have limb like functionality begin at 500 GP and are crafted from brass, bronze, leather, wood and iron. The least expensive of these limbs will provide limb-like utility but fine articulation is difficult. Attacks made with these limbs will be -1 to hit and related skill checks will likewise receive a -1 penalty.
More expertly crafted limbs with finer metals and alloys, durable ceramics, and high tensile cords can be created by master tinkers able to restore full functionality and possibly more. Limbs such as these begin at 2,000 GP with with designs that may exceed 10,000.
Extra features vary in cost and are handled on a case by case basis.
Brasslings are a special case when it comes to prosthetics. They have the capacity to incorporate parts as if they were a natural extension of their bodies. The process is ill-understood by both the recipients of these parts as well as the animancers that design and attune them.
Each limb is made uniquely for an individual and takes rare materials, money, and mental and spiritual exercises to adapt to a host. Likewise, each instance of this is handled differently and will be decided by the player and DM.
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