Not every peasant can afford the cost of Restore Life and Life. Many have to resort to wood, leather and metal replacements.

Brace 10 gp

Cosmetics 5 gp

Crutch 2 sp

Ear Trumpet 15 sp

Eye Patch 5 sp

False Teeth 50 gp

Hook Hand 25 gp

Hook Arm 100 gp

Iron Hand 100 gp

Full Mask 5 gp

Peg Leg 15 gp

Walking Cart 25 gp


Brace: A wood and leather brace which helps a bad knees. The carrying capacity penalty for a damaged knee are reduced removed, but suffers -1 to initiative rolls. The long term trauma still does not allow the character to force march.

Cosmetics: Cosmetics are designed to cover up scarring. Every day, cosmetics must be applied or the bonus is lost. Applying cosmetics takes up an hour, and reduces a scar by one level (a gruesome scar is considered a major scar, a major scar is considered a minor scar, and a minor scar is ignored).

Crutch: A crutch is often needed for lamed legs to move.

Ear Trumpet: A character using an ear trumpet receives +2 to Hear Noises, put does not provide a bonus to hijinks. As well, it removes a -1 penalty from a damage ear.

Eye Patch: An eye patch reduces any reaction penalty induced from having a missing eye.

False Teeth: A set of cadaver or animal teeth placed in a wooden frame. Reduces any reaction penalty from missing teeth to 0.

Full Mask: A mask which covers minor, major, gruesome scars, reducing the reaction penalty and intimidation bonus to 0. As well, the reaction penalty from damaged from lips and tongue is reduced to -2. Just like a heavy helm, the full mask imposes a -1 to surprise rolls, but not a penalty to Hear Noises or a bonus to Mortal Wounds table.

Hook Hand: A hook hand allow crude manipulation, allowing the character to dual wield and attack with the hook hand as a dagger.

Hook Arm: A hook attached to a wooden pole, allowing the character to dual wield and attack with the hook hand as a dagger.

Iron Hand: An replacement iron hand which allows the use a shield. Examples include Pliny the Elder's story of Marcus Sergius's replacement hand.

Wooden Filing: A wooden foot which helps with a lost foot. When used to replace a foot with missing toes or the whole foot, movement is only reduced by 30'.

Walking Cart: Much like a small cart, but wheels set closer to the ground. A character with no legs or a broken spine can use a walking cart to provide quicker movement. The character may run at only 30' reduced movement over flat terrain, instead of 60'.

Nice work. Do you think higher quality ought to be allowed to have better benefits?

A study from a few years back found Ancient Egyptian wooden prosthetic toes were better fitting and more effective than their modern analogues. I guess when living in a time when losing body parts is not uncommon, prosthetic science progresses. 

Maybe in a world without magic. But the wide abundance of the Restore Life and Limb spell would make a high value prothestic less useful. The excepion is if the replacement is magically enchanted. I can imagine enchanted hook arms or cursed hands.

Also, I noticed today I completely missed a classic prosthetic, the glass eye!

I really dug this article! If you expand it, it could be a great addition at AXIOMS.

Some thoughts:

1. The horrors of Tampering With Mortality will dissuade some people from seeking treatment for "minor" permanent wounds. E.g. are you really going to risk your soul because you lost some teeth? Or fingers? Or your knees ache?

2. The cost of Restore Life and Limb is 5,000 times the daily wage of the average labor. That's the equivalent of $300,000; so it's like the cost of those high-end celebrity spa/treatment centers where they like flush your body of toxins and replace your entire blood supply with the plasma of virgin infants or whatever. I think there would be a wide market for prosthetics in the 10-100gp range, just as there remains a market for dentures even though individual tooth implant replacements are now available, etc.


Plus there's the fact that you won't find casters able to cast Restore Life and Limb outside of a class 1-IV market; There's plenty of people who would find the journey to their "local prelate" too hard, dangerous, long, and/or expensive.


Being a fan of the more gritty worlds.  These kind of things really hit home a lot of that flavour for the setting even if PCs dont regularly use them.

I could expand the rules for prothestics by including rules for lost feet, over the more generalized "lame leg" term, a new Tampering with Mortality chart more suited for limb restoration, magical and curse prothestics, 'cybernetic' Dwarven Machinist prothestics and a few spells which interact with the system, such as the horrific ability to harvest living "prothestics" from another living being.

The rules do interact with my current project of allowing necromancers to graft skeletal parts to their own bones to grant extra protection and abilities. While these new rules are a little complicated to visit upon a general setting, the principles still apply. 


I personally tend to prefer the generalities, as it lets groups tailor each aspect a bit more to thier own style.  So having a basic idea of what was intended is good, like the "lame leg" term, refering to essentially severe damage to the leg, then the group can interpret that how they want to do so.  Be that a missing a foot, a damaged leg but nothing missing, or even missing a large chunk of leg (like the knee down) as they prefer.

The dwarven 'cybernetics', living prosthetics, or necromantic enhancements sounds interesting.

I could even see prehaps a side faction of more radiacal/desperate dwarves actually using the 'cybernetics' to replace healthy parts of themselves as enhancements, or even groups that it is a common thing to do.

Dwarven Machinists (automata-prosthetics) or Craftpriests (construct-prosthetics) could really flavor things here. "Steampunk 2020 BC Memorial Rules" indeed!