From: Steamforged Foundry
Lore: The lore of Steam-Powered Prosthetics intertwines the worlds of engineering and magic. In the Industrial Age of Saṃsāra, individuals who have lost limbs or suffer from physical impairments find hope and healing at the Steamforged Foundry. The idea for these prosthetics came to fruition when the founder, Aric Ironclad, witnessed a tragic accident that left a close friend in need of a solution to regain mobility and independence.
Driven by compassion and innovation, Aric gathered the finest engineers and enchanters to create a revolutionary solution. By melding the precision engineering of steam-powered mechanisms with the enchanting properties of aetherium crystals, they crafted Steam-Powered Prosthetics. These marvels not only provide functional support but also possess enchantments to enhance the user’s strength, balance, and mobility, offering a new lease on life and a sense of empowerment.
Steam-Powered Prosthetic:
- Cost: 600 gold pieces (GP)
- Size: Varies based on limb type (Arm: Medium, Leg: Large)
- Requirements: Proficiency with tinker’s tools (for engineering aspects) and proficiency with Arcana (for enchantment aspects) to properly maintain and adjust the prosthetic.
- Tags: Magical, Prosthetic, Enchanted, Restorative, Mechanical-Augment,Mobility-Enhancement, Aether-Fused, Tinkered, Bioengineered, Empowerment, Adaptive-Tech, Industrial-Aid, Reinforced-Limb, Integrated-System
Tier One Stats:
- Enhanced Mobility: The Steam-Powered Prosthetic provides a +5 ft. bonus to the user’s movement speed and allows them to jump twice the normal distance without needing a running start.
- Strength Augmentation: The prosthetic grants the user a +2 bonus to Strength checks and saving throws, enhancing their physical capabilities.
- Adaptability: The enchantments allow the user to adjust the prosthetic’s grip strength and precision, giving them advantage on Dexterity (Sleight of Hand) checks when manipulating objects or performing delicate tasks.
- Comfortable Fit: The Steam-Powered Prosthetic is crafted to be comfortable for extended use, imposing no penalties or discomfort to the user during long-term wear.
Skills:
- Arcana: Characters proficient in Arcana can interact with the enchantments, potentially unlocking hidden functionalities or adjusting the magical properties to better suit the user’s needs.
- Medicine: Proficiency in Medicine enables characters to assess the prosthetic’s fit and function, ensuring the user’s comfort and making necessary adjustments if required.
Where and How It Might Be Sold: Steam-Powered Prosthetics are sold with careful consideration for the individual needs of each customer. Prospective buyers visit the Steamforged Foundry for consultations with skilled engineers and enchanters who assess their requirements and customize the prosthetic to match their unique physical characteristics. The Foundry maintains a dedicated medical team to ensure the prosthetic fits comfortably and provides optimal support.
The prosthetics are available for purchase by individuals seeking an improved quality of life after limb loss or physical impairments. Although they are relatively costly, the Steamforged Foundry aims to provide accessible prosthetics for individuals from diverse backgrounds, and special pricing or sponsorships might be available for those in need.
Environment and Usage: Steam-Powered Prosthetics find application in various environments where individuals require support to restore their mobility and confidence. In bustling cities, they enable individuals with physical impairments to navigate busy streets, enhancing their independence and access to opportunities.
In rural areas, Steam-Powered Prosthetics provide farmers, artisans, and laborers with the ability to continue their livelihoods after accidents or injuries. Adventurers and mercenaries benefit from the strength augmentation and enhanced mobility, making these prosthetics popular choices for those who venture into dangerous territories.
Beyond functionality, Steam-Powered Prosthetics have a profound impact on the emotional well-being of their users. They inspire confidence and a sense of empowerment, restoring dignity and enabling individuals to reclaim their place in society. As these innovative prosthetics continue to advance, they contribute to the transformation of Saṃsāra into a world that values inclusivity, compassion, and progress.

Perception of Activation:
- User’s Perspective:
- Sight: When the prosthetic activates, a warm pulse of amber light travels through its filigreed channels. Gears beneath translucent aetherium panels begin rotating in perfect synchronicity. Small etchings near the elbow or shoulder glow faintly, forming sigils that fade after one full breath.
- Sound: A series of measured clicks, hisses, and rhythmic pulses emerge—mechanical, yet oddly musical. A brief pshhk marks the final lock-in of internal pressure stabilization. The user may hear their own heartbeat resonating with the inner thrum of the device.
- Touch: A sudden sensation of alignment and weight redistribution occurs, as though the prosthetic becomes an extension of muscle memory. It feels lighter than expected, yet powerful, with steam-warmed joints that respond instantly to thought and motion.
- Smell: A faint aroma of heated brass, infused leather, and whirring oil drifts upward. For magically attuned users, there is a hint of ozone or flowering aether-spice—an afterscent that evokes confidence and vitality.
- Taste: A metallic tang briefly lingers on the tongue, not unpleasant—like breathing near a forge cooled by rain.
- Extrasensory Perception:
- A quiet mental impression, like a second heartbeat or silent guide, suggests where pressure or grip should adjust.
- The Mind’s Eye flickers with outlines of objects grasped or tasks ahead—highlighting possibilities with the limb before action is taken.
- Emotionally, a sense of resilience and fortitude pulses from within the prosthetic, as if it remembers why it was made.
- Time seems to slow for a fraction of a moment upon activation, granting clarity of purpose and motion.
- Observer’s Perspective:
- Sight: Steam valves briefly hiss as small vents release a flash of white mist, and the joints of the prosthetic align with a smooth, audible clack. Glowing brass veins shimmer and settle. The limb’s motions are precise—more fluid than expected from a mechanical construct.
- Sound: The soft hydraulic hum is barely audible unless near. Activation sounds resemble the winding of a clock followed by a pressure valve being released.
- Touch (Proximity): If standing near the user, observers may feel a warm draft or light vibration through the floor or shared surface when the device engages.
- Smell: A mild scent of burnt herbs or polished metal reaches the nose, pleasant and clean—a reminder of artisan care.
- Extrasensory Perception:
- Observers with magical attunement may see a flicker of the limb’s internal structure—a geometric echo of enchantments bound to brass and bone.
- Brief empathy spike—some witnesses feel inspired, intimidated, or emotionally moved by the activation, depending on their relationship to loss and resilience.
- To psychically sensitive individuals, the limb whispers not in words, but in function—its aura radiates strength, necessity, and willpower.
- Positives:
- Enhances the user’s physical precision, strength, and mobility beyond natural limits.
- Activation is smooth, nearly seamless, and evokes an aura of dignity and competence.
- Strengthens emotional resolve; often acts as a source of pride and identity.
- Aura of craftsmanship and empowerment inspires admiration in others.
- Negatives:
- In extreme cold or damp conditions, steam pressure may fluctuate, reducing smooth motion temporarily.
- The limb occasionally “remembers” prior injuries—users may feel phantom pangs if synchronization slips.
- Excessive use without magical recalibration may lead to limb fatigue or magical feedback.
- In superstitious or magically unstable regions, the limb’s aura may attract unwanted attention or be viewed as unnatural.
Crafting Recipe: The Ironpulse Limb — A steam-aether fusion prosthetic designed for strength, precision, and life-restoring mobility
- Materials Needed:
- Aetherium Crystal Core (x1): Supplies magical conductivity and power balance
- Steam Pressure Chamber (x1): Forged from brass and sealed with vulcanite gaskets
- Runed Alloy Frame (x1): Crafted from steel-brass composite, etched with stabilization sigils
- Articulated Finger Assemblies or Jointed Limb Segments (x3–5): Precision-machined, varying by limb
- Reinforced Socket Mount (x1): Connective base customized for the recipient’s anatomy
- Leather Fittings and Comfort Mesh (x2 rolls): Interior padding to ensure long-term wearability
- Adjustable Valve Nodes (x4): Regulate internal steam and mana flow across the limb
- Conductive Thread or Sigil Wire (x3 meters): Infused with silver and whisper-ink for channeling enchantments
- Alchemy-Grade Lubricant (x1 vial): Prevents friction, binds enchantments into moving parts
- Memory Band (x1): Optional component allowing the limb to “learn” user-specific habits and feedback
- Tools Required:
- Tinker’s Tools (precision assembly and gear fitting)
- Arcane Engraving Set (for etching and infusing enchantments)
- Magical Pressure Forge (to heat-fit components without destabilizing enchantments)
- Articulator’s Harness Frame (used to suspend the limb for fine-tuning movement)
- Measuring and Calibration Device (for custom fitting)
- Infusion Cradle (to sync aetherium core with physical shell)
- Skill Requirements:
- Engineering or Tinkering (Proficient)
- Arcana (Proficient)
- Medicine (Intermediate) — for accurate limb fitting and attachment
- Runecraft or Sigilry (Basic Competence) — to inscribe function-specific enchantments
- Smithing (Optional) — for crafting high-quality frame components
- Crafting Steps:
- Frame Construction:
- Use the Runed Alloy Frame and articulate it into the desired limb configuration. Ensure correct dimensions are based on recipient measurements.
- Fit and weld the Steam Pressure Chamber into the upper core of the frame, aligning with the adjustable valve node slots.
- Joint and Digit Assembly:
- Construct finger or joint segments using the Articulated Assemblies, wiring them internally with Conductive Thread.
- Ensure mechanical response is accurate by cycling through a 12-motion test rig within the Articulator’s Harness.
- Aetherium Core Infusion:
- Place the Aetherium Crystal Core into the central housing above the chamber.
- Use the Infusion Cradle to initiate mana threading into the conductive matrix. During the process, chant a Stability Binding Script while applying Alchemy-Grade Lubricant to mechanical seams.
- Sigil Engraving and Tuning:
- Carefully etch magical runes into the frame, following the Tier One augmentation pattern:
- Mobility: Glyph of Lift and Spring
- Strength: Rune of Torque and Binding Grip
- Precision: Spiral of Subtle Touch and Fine Adjustment
- Power glyphs using heat from the Magical Pressure Forge until they glow faint blue.
- Carefully etch magical runes into the frame, following the Tier One augmentation pattern:
- Comfort Integration:
- Line the socket and inner casing with Leather Fittings and Mesh, bonding with a soft mana-binding adhesive.
- Attach the Reinforced Socket Mount and adjust for tightness and rotation fit. This must be tested on a dummy base or via phantom limb relay device.
- Valve and Node Calibration:
- Install Adjustable Valve Nodes and tune pressure output across all joints.
- Set movement cap thresholds using the Calibration Device based on the strength and reflex level of the recipient.
- Final Synchronization and Testing:
- Place the entire prosthetic into the Articulator’s Harness.
- Sync motion flow, power modulation, and enchantment response through a full simulated-use test lasting 1 hour.
- If applicable, install and activate the Memory Band to allow adaptive motion behavior over time.
- Frame Construction:
- Time to Craft: 14–20 days depending on complexity of limb
- Total Estimated Cost: ~600 gold pieces
- Failure Risks:
- Inaccurate pressure tuning may lead to limb tremor or disjointed movement.
- Faulty enchantment etching can result in magical feedback loops or inert circuits.
- Poor fitting may cause phantom pain or limb rejection.
- Final Outcome: A fully integrated, durable, and responsive steam-powered prosthetic limb capable of restoring motion, grip strength, and confidence to its wearer. Durable for use in labor, travel, and even combat—provided recalibrations are maintained.
Brass-Limbed One Who Walked Beyond the Fall
(Translated twice from the Ashen Plate Fragments and once from the Smoke-etched Leaves of the Red Vault, known in some tongues as “The Tale of Steam and Stump.”)
In the Time-That-Was-Before, when the clouds still bled iron and the mountains whispered through cracked gears, there walked a warrior whose name was eaten by silence. Some call him Vauldrin, others That-Who-Lost-Much-But-Moved-Still. He was once a breaker of beasts, a protector of the Hollow Rivers, and bearer of the Bone-Flame Sigil.
But fate does not knock. It falls.
In the season of shattering stars, Vauldrin stood atop the Wall of Roaring Soot when the sky cracked and rained fire-wheels. In one breath, his sword arm was taken. In the next, his leg shattered beneath rubble soaked in the tears of molten ancestors. He was cast down, a hero broken, his body turned traitor to his will.
Many thought he would die as all warriors do—half-remembered and wholly buried. But one did not.
Aric of the Black Tools, founder of the House of Steam’s First Fire, came with smoke in his beard and pity in his eyes. He said, “I saw a flame once, in a broken hearth. It told me to rebuild the fire.” And so he gathered hammerfolk, sparkweavers, rune-binders, and whisper-lens readers. They worked not with haste, but with care. For a body may be mended in minutes, but dignity must be forged.
They gave Vauldrin a leg of cloud-pressured brass, socketed with patience and prayer. His new arm, wound with sigil-wire and oiled with song-sap, could crush stone but still hold a child’s hand. Aetherium pulsed through his limbs like the blood of forgotten gods, humming softly in tune with his thoughts.
When he stood again, the ground hummed differently.
He walked—not just to walk, but to show. Through frozen passes, over shifting glass, across the torn mouths of war, he moved. He carried grain to the Dust-Sick, he lifted children from rubble, he played flute for the deaf so they might feel the sound in their bones. He wrestled time and taught it to wait.
And it is said that when the Bone-Flame flared once more in the Temple of Forgotten Names, he stood before it—not with weapons, but with open palm and balanced stride. The flame bowed to him, as if to say: “Even loss may build.”
Years passed. Or maybe centuries. The steam cooled. But the shape of his foot was still pressed into the temple stones. Some say the Brass-Limbed One still walks the edges of broken lands, repairing what cannot be replaced, and teaching ghosts how to breathe.
The Steamforged Foundry claims to craft in his image—not to copy, but to remember. Each limb is etched with the glyph “Kaar’veth”, which means “To Rise Through Making” in the tongue of rusted saints.
Moral of the Story: Even what is taken may be remade. But what is remade, if forged with will and worth, walks stronger than before.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Steam-Powered Prosthetic
- (Advanced Mechanical Limb / Occult Device)
- Type: Limb Replacement / Enchanted Technology
- Size: Medium or Large depending on body part
- Durability: 15 HP | Armor: 2 (prosthetic only)
- Rarity: Unique or Mythic Tech (subject to cultural mythos reactions)
- Game Effects:
- Mobility Boost: Grants +1 to Movement rate; reduces penalties for climbing or terrain traversal
- Strength Augmentation: +10% bonus to STR-based rolls involving lifting, grappling, or breaking
- Precision Interface: If using the arm, gain +10% to Sleight of Hand or Mechanical Repair when using the prosthetic
- Occult Resonance: If enchanted improperly, may emit low-frequency vibrations that disturb sensitive individuals (SAN loss 0/1D2 if used for dark rituals)
- Medical Note:
- Installation requires a successful Medicine or First Aid roll (Hard difficulty) followed by 1D6 weeks of recovery.
- A failed Engineering or Magic check during maintenance may cause limb misfire, twitching, or pressure build-up.
Blades in the Dark
Steam-Powered Prosthetic
- (Quality 2 Upgrade, Cyborg Limb / Special Ability Asset)
- Type: Personal Upgrade / Augment
- Tier: II
- Quality: Fine (Upgradeable)
- Tags: Arcane, Industrial, Augmentation
- Mechanical Effects:
- Increased Load Capacity: Grants +1 Load
- Enhanced Strength or Dexterity: Choose 1—gain Potency on all Force or Finesse actions involving the prosthetic
- Flashback Utility: You may declare a previously prepared action using the prosthetic’s built-in tools (climber’s grip, micro-torch, lockpick, stabilizer)
- Vice Recovery: If integrated with art, religion, or self-improvement, adds +1d during Vice indulgence involving restoration or self-identity
- Downsides:
- Requires downtime to recalibrate (1 downtime action per score if used heavily)
- Draws attention from spirit wardens or tech-hunters
Dungeons & Dragons (5th Edition)
Steam-Powered Prosthetic
- (Wondrous Item, Rare)
- Requires Attunement: Yes (by a creature missing the corresponding limb)
- Cost: 600 gp
- Weight: 8–15 lbs depending on limb
- Stat Block:
- Enhanced Mobility: Increases movement speed by +5 ft and allows the user to jump twice the normal distance without a running start
- Strength Augmentation: Grants a +2 bonus to Strength saving throws and Strength-based ability checks
- Precision Adjustment: When using the prosthetic for fine manipulation (e.g., lockpicking, disarming traps, tying knots), gain advantage on Dexterity (Sleight of Hand) checks
- Magitech Resilience: Does not count against armor proficiencies; immune to disarm or limb-targeting effects unless critically hit
- Maintenance Note:
- May require Arcana (DC 12) or Tinker’s Tools (DC 14) check after prolonged combat or magical exposure
Knave (Latest Edition)
Steam-Powered Prosthetic
- (Magical Limb / Augment)
- Encumbrance: 1–2 slots
- Value: 600 coins
- Durability: 3 (if reduced to 0, becomes unstable)
- Mechanical Effects:
- Grants +2 to any physical check (e.g., climbing, lifting, jumping) when using the limb
- If it replaces a leg, gain +5’ movement; if it replaces an arm, treat as magical tool or weapon (grants advantage on one Strength or Dexterity-based task/day)
- Advantage on Medicine or Tinker checks to adjust or repair the limb if the user has relevant training
- Optional Rule (at GM discretion):
- If exposed to intense magic or pressure damage, the limb may discharge steam violently (1D6 damage to adjacent creature once per day if overcharged)
Fate Core
Steam-Powered Prosthetic
- (Extra / Augmented Aspect)
- Aspect: “Steam-Limbed and Iron-Willed”
- Type: Permanent Extra (requires backstory justification or cost)
- Refresh Cost: 1 (if gained as a permanent item)
- Stunts:
- “Brass Strength, Clockwork Grip”: Gain +2 to overcome or create advantage with Physique when brute force or lifting is required using the prosthetic.
- “Fine-Tuned Articulator”: Once per scene, reroll a failed Crafts or Lore roll related to delicate or technical manipulation.
- “Steam-Assisted Movement”: Once per session, narrate a sudden burst of enhanced mobility (e.g., leaping across rooftops, bracing against impact).
- Compels (Optional):
- May require downtime for repair or recalibration.
- Extreme temperatures or anti-tech fields may render the limb sluggish or inert.
Numenera / Cypher System
Steam-Powered Prosthetic
- (Level 5 Artifact)
- Form: Aether-Enhanced Mechanical Limb
- Level: 5
- Effect: Replaces one limb (arm or leg). While installed and functioning:
- Gain an asset on all Strength-based physical tasks (climbing, jumping, lifting).
- Gain +1 to Speed Defense if leg-based, or +1 to Might Defense if arm-based.
- If the arm is used in combat, treat as a medium weapon with built-in punch mechanics (4 points Might damage, no need to draw).
- Gain advantage (asset) on delicate manipulation (Sleight of Hand, lockpicking) 1/day due to precision enchantments.
- Depletion: 1 in 1d20 (roll each day of heavy use or at GM discretion)
- Optional Intrusion:
- The limb may malfunction during high stress, releasing pressurized steam or misaligning functions.
Pathfinder Second Edition
Steam-Powered Prosthetic
- (Uncommon Worn Item / Magical Device)
- Item Level: 5
- Price: 600 gp
- Usage: Affixed to the body; requires downtime and magical fitting
- Bulk: 1–2 depending on limb
- Effects:
- Movement Enhancement: If leg-based, increases movement speed by 5 ft and allows long jumps or high jumps without a running start
- Strength Augmentation: +1 item bonus to Athletics checks; increase the user’s maximum bulk limit by 2
- Dexterity Precision: Gain a +1 item bonus to Thievery or Crafting checks involving the use of the prosthetic limb
- Magical Integration: May be used as a focus component by spellcasters who incorporate mechanical motion into casting rituals
- Maintenance:
- Must be recalibrated weekly with Tinker’s Tools or Arcana (DC 17) or suffer a –1 penalty on skill bonuses until corrected
Savage Worlds (Adventure Edition)
Steam-Powered Prosthetic
- (Augmentation / Arcane Gear)
- Type: Magical Technological Device
- Cost: 600 credits or gold equivalent
- Rarity: Rare
- Weight: 5–10 lbs (does not affect encumbrance if installed)
- Stat Block:
- Strength Bonus: +1 die type to Strength for one arm-based task per encounter
- Mobility Boost: +2 to Athletics rolls for climbing or jumping if limb is leg-based
- Tool Precision: +1 to Repair or Performance rolls involving manual dexterity
- Combat Option: May be used as a built-in melee weapon (Str+d4, counts as natural weapon)
- Armor: Provides +1 Armor to the limb against targeted hits
- Drawbacks:
- If limb takes a Wound, make a Vigor roll (–2) or the prosthetic malfunctions for 1d4 rounds (e.g., locking up, venting steam)
- Requires one hour of maintenance between adventures or during Downtime; failure may lead to minor malfunctions (GM’s discretion)
Shadowrun (6th Edition)
Steam-Powered Prosthetic
- (Customized Cyberlimb / Arcano-Tech Gear)
- Availability: 10R
- Cost: 40,000¥
- Essence Cost: 0.9
- Type: Cyberlimb (Arm or Leg, Steam-Aether Variant)
- Augment Grade: Standard (cannot stack with traditional cyberlimbs)
- Stats & Effects:
- Base Strength or Agility (Limb Only): 5 (can be modified +1 per 5,000¥, up to 7)
- Augmented Attribute Limit (Per Limb): May contribute up to +4 to total Body/Agility/Strength attribute bonuses
- Steam Boost (Free Action, 1/encounter): Gain +2 to any Physical-based test (Athletics, Unarmed Combat, Lifting) for 1 round
- Mystic Conductor: Counts as a focus for mana-flow when casting or channeling (Mystic Adepts or awakened users only, +1 dice to drain resistance 1/day)
- Drawbacks:
- Subject to malfunction in electrical disruption fields or mana-null zones
- Loud hiss and signature glow makes stealth more difficult (–2 dice pool on Infiltration while active)
Starfinder
Steam-Powered Prosthetic
- (Cybernetic Augmentation, Level 6)
- Item Level: 6
- Price: 4,750 credits
- System: Arm or Leg (or both with doubled cost)
- Slots: 1
- Effects:
- Power Stride (Leg Version): +5 ft. enhancement bonus to land speed, ignores difficult terrain when walking or running
- Grappling Grip (Arm Version): Grants +2 enhancement bonus to Athletics checks made to grapple, climb, or shove
- Precision Valve (Optional Add-On): May reroll one failed Sleight of Hand or Engineering check per day
- Arcane Interface (Hybrid Option): If implanted in a spellcaster, grants +1 to caster level for determining spell duration (once/day)
- Usage:
- Requires a 10-minute recalibration after each extended combat encounter or environmental hazard
- Cannot be installed alongside other limb-altering augmentations
Traveller (Mongoose 2nd Edition)
Steam-Powered Prosthetic
- (TL 11 Augmentic Limb)
- Tech Level: 11
- Cost: Cr40,000
- Weight: 3 kg
- Power Requirement: Recharge weekly via power cell
- Effects:
- Replaces lost limb and restores full functionality
- Strength Enhancement (Arm): +1 DM to STR-based skill checks (Athletics, Melee, Heavy Weapons)
- Mobility Enhancement (Leg): +2 meters to Movement, ignores 1 level of encumbrance or difficult terrain penalties
- Integrated Tools (Optional Add-On): Choose one skill (Mechanic, Electronics, Medic) to gain +1 DM when using prosthetic as a specialized toolset
- Notes:
- A Medical check (Routine, INT) is required for installation
- A failed Engineering check post-installation causes intermittent malfunctions (–1 DM on affected rolls until repaired)
Warhammer 40k Roleplay (Wrath & Glory)
Steam-Powered Prosthetic
- (Bionic Augmentation / Sacred Machine Relic)
- Tier: 3
- Rarity: Rare
- Keywords: Bionic, Mechanicus, Augmentic, Steamforged
- Installation: Requires surgery, prayer rites, and a Tech-Priest’s blessing (DN 3 Medicae + DN 3 Tech)
- Stat Block:
- +1 to Strength or Agility Tests when the limb applies (determined at installation)
- +1 to Athletic or Weapon Skill Tests involving the prosthetic limb
- Arcane Resonance: Once per session, reroll one failed Wrath or Determination check if the user channels effort through the prosthetic
- Steam Surge (Narrative Use): May perform a feat of mechanical power or precise manipulation beyond normal human limits with GM approval (adds +1 Glory on success)
- Complications:
- May trigger Tech Heresy accusations if not sanctified or of non-Imperial design
- Any Wrath complication involving the limb causes it to hiss, jam, or seize for 1D3 rounds unless repaired by a Tech-Adept (DN 4 Tech test)
