The world of Undista
Time has come a long way since man invented the prosthetics to replace lost limbs. From hooks and peg legs to the clockwork prosthetics man has now.
There are three kinds of clockwork prosthetics, bad, normal and masterwork each with it’s own drawbacks and plus points.
Bad; imposes a -2 strength or dex for arms and hands (roll a d2 to see which one), a -10 movement speed (-5 for small creatures) for legs and feet (this is a -15 (-10 for small creatures) when both legs or feet are replaced).
Due to these drawbacks the maintenance of the prosthetic is rather easy only needing a DC 5 craft (clockwork) or a DC 10 intelligence check. Also these prosthetics are nigh indestructible gaining a plus +10 to resisting sundering and a +10 resisting gum-ups.
Normal; these prosthetics impose no restrictions on the wearer nor do they give any bonuses.
For maintenance require either a DC 10 craft (clockwork) or a DC 15 intelligence check for maintenance.
Masterwork; these prosthetics give the wearer a 5 for small creatures) for legs and feet (this is a 10 for small creatures) when both legs and feet are replaced).
Due to their delicate nature the masterwork prosthetics receive a a -10 to resist sundering and a -10 resisting gum-ups, maintenance for the masterwork prosthetics are either a DC 15 craft (clockwork) or a DC 20 intelligence check.
Gum-ups; a gum-up occurs when either the clockwork prosthetic gets dirty (sand, ooze, grass or all the other nasty things that make an adventurer dirty) or doesn’t receive maintenance for one week. The DC raises by +1 every day if the prosthetic hasn’t been receiving it’s weekly maintenance.
Maintenance for a prosthetic limb takes half an hour.
Costs for each prosthetic differs;
Bad costs 5 silver and has a craft check of 10 craft (clockwork)
Normal costs 3 gold and has a craft check of 15 craft (clockwork)
Masterwork costs 10 gold and has a craft check of 20 craft (clockwork)