|Axe-gun, like in this post.|
I think in order for this to be good in games, you'd need a
game that has drawing a weapon as a slow action.
|I find the idea of a blunderbuss with a bayonet hilarious for some reason.|
|"Ha ha! You thought I had a gun, but actually it's ... a knife ..."|
OK, so those are my flashbacks. On to the meat of the post. I also saw this prosthetic hand -- there were actually two, but I don't think my photo of the other came out well enough. As you can see, this is an iron prosthetic from the Renaissance, and it's pretty cool-looking. From the description on the card, it doesn't sound like it was actually very functional, but we can beef it up for gaming a little bit. But we don't want bionic hands to just work like replacement hands; how boring would that be?
First off, obviously the fantasy replacement hand is made of metal, so it has some good points: great for opening poison-needle traps with, for instance. Probably not great on the ol' dexterity, though, so you probably don't want to be trying to open traps that work by explosives or deadfalls. I assume they probably take Dex penalties for tasks performed with that hand? I'll think of it when I get to it.
Anyway, I like the idea that these things are made individually by local smiths, so no two of them are the same. With that in mind, I have created the Random Mechanical Hand Table. It is designed for my home D&D game, which is like d20 but I ignore the complicated bits. I think that PCs should be able to try to influence the outcome -- maybe you can get a second roll on the table, but it costs extra? Anyway:
Random Mechanical Hand Table
Roll d10 once for each section.
- Decorative inlay. Looks really cool.
- Knuckle spikes. Unarmed strikes do an additional d4 damage.
- Integral multitool. Saw, screwdriver, pliers, little knife, etc. Gives +2 bonus on crafty skills, handy for cutting ropes, etc.
- Hidden finger compartment. Secrete one small object -- a note, a few gems, some lockpicks.
- Joint lock. Set to hold hand in one position. +2 to resist disarm, but needs to be reset before you can do anything else with it.
- Integral dart launcher. Compressed-air charge fires a single dart; provide your own poison. Reloading takes several minutes, tools and removing the hand.
- Armoured plating. Counts as a buckler in combat.
- Exotic construction. Double base cost. 1-2: Silver. 3-4: Meteoric iron. 5: Bones of a saint / cursed relics. 6: Bamboo, whalebone and exotic hardwoods.
- Magnetised plate. Good for attracting small metal objects. Can be inconvenient.
- Cable reel. Works like a grappling hook.
- Decorative inlay is highly offensive in a randomly-determined language or carries symbols of hated cult/insurgency/noble house/whatever.
- Joints squeak unless regularly oiled. -2 on stealthy stuff unless regularly maintained.
- Loose fit. If you land a critical hit with this hand, roll d6. On a 1, the hand falls off.
- Tight fit. Bites into the arm, causing irritation. -2 to any rolls involving remaining calm (like resisting Rage spells).
- Shoddy construction. When putting high pressure on the hand (e.g. carrying a heavy object, clinging to a cliff edge), roll d6: 1-3 no effect. 4-5 minor damage; -2 on all rolls with this hand until repaired. 6 catastrophic failure.
- Rough finish. Wears away at ropes. Apply a penalty to skills using ropes or 10% chance of snapping rope when used with this hand if skills aren't your bag.
- Non-retractable spikes: not bad as a weapon, but don't shake hands with people, as this hand is covered in jagged blades and spikes.
- Crooked smith concealed valuable information/stolen goods in hidden compartment; dangerous people and/or the law are desperate to retrieve it.
- Unpredictable lock. As with grip lock above, but roll d6 when trying to unlock the hand: on a 4-6 it remains stuck and has to be opened by painstakingly dismantling the lock mechanism.