FONG Hypercephalic Mage Hit Points: 56hp (14HD) AC: 14 (ring or armor) Weapons: Quarterstaff +15 melee (1d6+1/1d6+1), Laser Pistol +12 ranged (2d10) Magic attack bonus: +19 Magic Spell DC: 30 Skills: physical: +14, subterfuge: +14, knowledge: +18, communication: +14. STR: 13 (+1), DEX: 6 (-2), MIND: 23 (+6) Signature Spells: 0 Level- Detect Magic, 1st Level- Hypnotism, 2nd Level- Levitate, 3rd Level- Fly, 4th Level- Greater Invisibility, 5th Level- Dominate Person, 6th Level- Disintegrate, 7th Level- Greater Teleport. The Wizard known as Fong is an explorer and seeker of lost knowledge. He travels the worlds in search of ancient technology and will be very interested in any information regarding his interest. He can be found traveling in his ancient spacecraft The Wandering Contemplation, or exploring some ancient ruin in the company of dominated slaves and lackeys. Despite being wealthy, Fong will not pay for items or information that he doesn't have to, seeking to charm or dominate others. Non-mages can expect to be viewed as lackeys by Fong unless they are of obviously superior power. Mages are treated much like students or rivals depending upon their power level. Belongings: Scholar’s outfit, Spell component pouch, Wizard’s Spellbook, Laser Pistol, Signet Ring, Spyglass, 25,000gp in gems and one Falcon class spacecraft.
After doing alot of thinking on the game setting I have been devising here, I am thinking of using a different rules system for describing the game. D&D has always been a favorite of mine ever since the early days of the hobby. But the ever escalating editions being put out are starting to get on my nerves.
Personally, I prefer a rules system that is light on the rules (though not Risus light) that focuses on the stories and characters rather than books and books of rules. But yet I am always drawn back to D&D, both from nostalgia and from its tried and true allure and strength. Why re-invent the wheel right?
That said, I will be re-tooling the setting for use with Microlite D20, a marvelously simple version of the D&D game. This system uses the basic D20 system, though pared down to be easily understood and adapted, even by those very new to the game.
They have this to say about their system:
"Do you remember when the gaming table was full of pizza and soda, not rulebooks, miniatures and dungeon tiles? Do you yearn for a role-playing game that doesn’t require weight training to carry all the books? Do you want to be able to hold all the rules in your head - or in your back pocket? And do you still want to use all those lovely monsters, adventures and game worlds too?"
Their website can be found HERE. File downloads are all available for free.
STRANGE EONS Microlite D20 The setting of Strange Eons is very similar to the standard fantasy setting in basic concepts, though its particular nuances of flavor are quite different. Because of this, the basic rules work just fine as-is, though there will be some "house additions" to come.
Races As there are no elves, dwarves and such in Strange Eons. Intelligent non-humans do indeed exist, but these are either monsters, or closely derived from humans. That said, using the Microlite20 rules, the following "races are allowed:
Beast-Folk Beast Folk are humans whose ancestors were created through magical experimentation. They were bred with assorted animals (reptile, mammal and avian) to produce a highly unstable form of mutant. Each beast folk is different though there are often some shared traits in the same family. Mutants Characters gain: +2 Strength.
Greenfolk These plant people were originally bred for labor and pleasure slaves, but now can be found living wild in many forested regions. Greenfolk appear as standard humans, though quite beautiful, with green skin, and white, green, yellow, or blue hair. Though possessing decidedly male and female forms, all greenfolk are Hermaphrodites, possessing both male and female reproductive organs. Green folk young spend their infant years as immobile plants called a homuncili root, arising as young adults after only four Gaian years. Greenfolk Characters Gain: +2 DEX
Humans Good old humans, much like modern folk. Human society has changed somewhat, though not to any great degree. See here for more details. Human Characters Gain: +1 to all skill rolls.
Hypercephalic (Brain Men) These human mutants are a “higher” caste of ancients, existing as leaders of the lore of the ancients. As the name indicates, hypercephalic's have enormous, hairless heads. Hypercephalic Gain: +2 MIND
"Aliens will not resemble anything we've seen. Considering that octopi, sea cucumbers, and oak trees are all very closely related to us, an alien visitor would look less like us than does a squid. Some fossils in the ancient Burgess shale are so alien that we can't determine which end of the creature is up, and yet these monsters evolved right here on Earth from the same origins as we did." -Johan Forsberg
Across the vast expanse of space lie innumerable worlds, circling distant suns, where strange energies have nurtured a wide range of bizarre life. Seeming both familiar and strange to human eyes and minds, these "Xenos" often dimly resemble humanity, as though their forms were chosen at random.
It is believed by many learned wizards, that ancient representatives of these "Xenogens" visited Gaia in the distant past. These ancient visitors brought magic and knowledge to ancient peoples who constructed temples and sought to worship them. From sexual union with these ancient peoples and beasts is perhaps the origin of some species xenogens near human forms.
Alien beings of all sorts are present in Strange Eons, though they are distant from mankind in thought, deed and nature. In many ways, these creatures are like demons and devils, though they should be treated more as very VERY alien in mind rather than evil in the traditional sense. Most of these creatures are hostile towards humankind in one way or another, though most times this is a sort of casual cruelty, as they don't often notice humans as worth hating. Wizards however, are considered worth noticing to these creatures.
For the DM/GM/Storyteller of a Strange Eons game, mystery is the key to using Xenogens. These creatures live where nothing should be able to live, can eat human food, breath human air and even breed with unlucky humans should the desire strike them. Mix a xenogens actions with seemingly mindless acts of malice and cruelty, strange lusts and jealous rages. Even the nice seeming xenogen will be prone to these habits.
These creatures are both demon AND alien. They are impossible, supernatural beings that come from alien worlds. Strange Eons has no Abyss, Nine Hells or the like. Rather there are worlds where similar conditions certainly do exist, many of which a human could never exist without special equipment of magic to sustain him or her.
Mechanic wise, one could easily use the stats for any evil or neutral Outsider such as demons and devils, though the DM is advised to change the descriptions of the creature and never refer to the creature as say; a Pit Fiend, but rather call it a fiend of world orbiting the star Beta Eridani.
Check out this Star Name site for neat alien stars.
All of these creatures have access to advanced weaponry as well as magic, seeming to produce magical devices without the need of feats or ranks in a spellcaster class. Thus they are often armed with enchanted weapons, and magic items of bizarre make.
If your game system of choice has a range of outsider types available, go for the ones of the most alien habits and powers. Some good examples using D&D, try the following: Astral Energy Monster, Mezzodaemon, Black Troll (Alien breeding program if ever I saw one), Diak, and the Eyewing among others.
The clerics in service to the planetary essence of Tethys are a varied and passionate lot. Tethys herself is a temperamental world, full of the fervor of life without bounds, seeking to fill every niche with living things intent upon survival. The world itself seems intent upon endless explosions of competing life-forms.
As with all planetary essences, there is much debate as to whether or not this "life force" is independently conscious, or just an impersonal force. Oracles of Tethys almost always insist that there is some sort of intelligence at work, though slow to react and very very fierce.
Those oracles who claim to have had visions of Tethys claim that she is a beautiful and statuesque woman of immense proportions. She is often described as having mixed human, reptilian and piscian characteristics in her form such as a tail, scales and other features mixed with that of a human. Domains: Animal, Healing, Plant, Water. Favored Weapon: Dagger. Portfolio: Sea, Jungles, plants, agriculture, childbirth.
Dogma
The Oracles of Tethys have many regional varieties, but there are certain doctrines that exist amongst all sects. The cycles of birth, marriage and death are of primary concern, and thus mothers, young and old are revered. Cycles of life, and their reverence are strongly promoted. Society is primarily matriarchal, with all women seen as manifestation and representation of Tethys herself.
Fertility rites and medicines are of utmost importance to the Oracles and followers of Tethys, as She herself is known to be very fertile. Herbalism, midwifery and extensive fertility rites (including orgy's) are very common.
Cult of Oceanus
The male aspect of Tethys is known as Oceanus, and is given reverence primarily in the long night, as this is a time of frequent battle as the nights predators emerge. Cultists dedicated to the male aspect are trained in battle and survival, prizing physical power and tests of strength as well as ones ability to sire offspring.
Oracles dedicated to Oceanus claim that he appears as a ferocious man with a wild beard and features of crustacean, reptile and fish, and that he stands well over 60ft in height.
Medium-Size Humanoid Hit Dice: 3d8+9 (22) Initiative: +2 (Dex) Speed: 30 ft., swim 30 ft. Armor Class: 15 (+2 Dex, +3 natural) Attacks: Morningstar +5 melee, Crossbow +4 ranged. Damage: Morningstar 1d8+4, Crossbow 1d8. Face/Reach: 5 ft. by 5 ft./5 ft. Saves: Fort +6, Ref +5, Will +2 Abilities: Str 17, Dex 15, Con 17, Int 11, Wis 12, Cha 10 Skills: Climb +2, Handle Animal +6, Hide +8*, Listen +3, Move Silently +6, Spot +2, Wilderness Lore +4. Climate/Terrain: Fens and waterways. Organization: Solitary or clan. Challenge Rating: 2 Treasure: Standard. Alignment: Always neutral Advancement: By character class.
The Helead are a race of shy, semi-aquatic reptiles who were elevated to humanoid status by ancient magic. They dwell primarily along the fens and waterways of Tethys where the live on plants and river fish and birds. As a people, the helead keep to themselves, only rarely interacting with other races. When they do interact with humans, it is as guides or animal trainers, as they keep Anatotitans and other dinosaurs as pets and beasts of burden. Helead speak their own language as well as the common tongue.
Combat Helead are not initially violent creatures, but they live in a violent world. In battle, helead are smart combatants, using terrain and their natural abilities. Illiteracy: Helead do not automatically know how to read and write. A Helead character may spend 2 skill points to gain the ability to read and write all languages he is able to speak. This is not negated with the taking of literate classes as with the barbarian class. Skills: Helead receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
Helead Society The helead dwell in hidden villages, located in the middle of swamps on artificial islands, guarded by aquatic monsters. Helead society recognizes no differences between sexes and have no nobles. They are skilled in survival, but produce little art, though they are greedy for shiny jewelry, perticularly gold. Spellcasting helead are almost always Clerics or Druids, though Sorcerers are held in high regard. Helead clerics typically choose the Animal and Plant domains. The favored class for Helead characters is the Ranger.
The great Dia Anu forest of central Aphrodite is a living testament to the majesty of nature, as well as a symbol of its ferocity. The mighty Derew tree is related to the Gaian Oak tree, but much taller and of stronger limb, averaging around 500ft in height with many specimens reaching much greater heights.
The great forest of Dia Anu if over 2 1/2 thousand miles across, and sports many trees over a thousand years old. The forest itself is home to an enormously diverse ecosystem of dinosaurs, insects, tree-dwelling mammals, and several human civilizations. Much trade goes up and down the many rivers of this region, though these are monster haunted (see Plesiosaurus).
To survive, human civilization must dwell in treetop villages, in buries towns or in fortified cities, lest they fall prey to the many ground dwelling predators. The dark beneath the boughs are home to a great many light hating predators and spirits, and thus the folk of the treetops are a tough and superstitious lot indeed!
To traverse the treetops, the locals have constructed a vast network of catwalks and hidden ladders, as well as the domestication of a great many arboreal species to act as beasts of burden such as the Derew Cricket below:
Derew Cricket Large Vermin Hit Dice: 4d8+8 (26) Initiative: +1 Speed: 60 ft, Climb 40ft. Armor Class: 15 (-1 size, +1 Dex, +5 natural) Attacks: Bite +5 melee, Damage: Bite 1d6+3, Face/Reach: 5 ft. by 10 ft./5 ft. Special Qualities: Darkvision 60ft, Jump Saves: Fort +6, Ref +2, Will +2 Abilities: Str 17, Dex 13, Con 14, Int -, Wis 12, Cha 4 Skills: Climb +11, Jump +36*, Spot +8 Climate/Terrain: Temperate and warm land Organization: Solitary or colony (2-5) Challenge Rating: 2 Treasure: None. Alignment: Always neutral Advancement: 5-15 HD (Large)
These creatres are a common sight in the Dia-Anu forests and the Plains of Thunder regions of Tethys. Derew Crickets are horse-sized creatures that resemble grasshoppers, though covered in a green, black and yellow colored fur. They dwell primarily amongst the branches of the Derew tree, where they graze upon leaves and bark. Though remarkable stupid, these creatures make excellent beasts of burden if trained from birth. They make excellent mounts for use by the tree dweling peoples of the derew forests, though a would-be rider requires a special saddle (masterwork cost) that properly anchors her to the cricket.
Combat Derew Crickets would rather flee than fight, though if pressed they will bite. Leap (Ex): A Derew Cricket is a natural jumper. It gains a +30 racial bonus to all Jump checks, and its maximum jumping distance is not limited by its height. Vermin: Vermin are immune to mind-affecting effects.
Carrying Capacity: A light load for a derew cricket is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A derew cricket can drag 3,000 pounds.
To the left is a "movie poster" I produced for a photoshop class. I designed it to resemble those dreadful straight to video sci-fi movies that all within geekdom have watched more than once. I have a great affection for such films.
As can be surmised, this project has gotten me some odd looks from the non-geeks in the class, who have been making sports ads and similar. Ho-hum!
In the project, it all had to come from photos and found objects. Thankfully I just happen to have alot of weird stuff in my home.
Hope you like it!
P.S. The world in the monsters hand is in-fact the world of Tethys, the terraformed Venus.
Here is the basic map of Tethys. As you can see, there is much detailing to be done (and which I am looking forward to).
As stated earlier, Tethys is a hot, wet world, with temperatures averaging around 80 degrees, with highs of 110 degrees being common towards mid-day. The long day and night cycle of Tethys (each being 243 Gaian/Earth days long) has resulted in a fierce environment.
Thick fog, rain and storms are common and prone to sudden shifts in intensity. Earthquakes are also common, though the great many volcano's of Tethys (roughly 100,000 in count) are almost all considered asleep.
Most of Tethys consists of shallow seas and islands, but there are two prominent continents:
Ishtar (at the top of the map, about the size of Australia)
Aphrodite (at the right of the map, somewhat smaller than Africa).
Phoebe and Labda, though continents in their own right are far swampier. Though they do host abundant life.
Life on Tethys is savage and vibrant. Plant life is extremely plentiful, with many enormous forests, especially on the continent of Aphrodite, where the 500+ foot tall Derew trees grow in vast numbers. The shallow seas and coasts are thick with kelp and other plants, making large sea vessels difficult to use. Fish of wide variety are more than plentiful.
Animal life is no less impressive, as the lower gravity and high oxygen has allowed enormous creatures. Dinosaurs, re-engineered by ancient wizards stalk the land and sea, as do many strange alien creatures and mixed breeds. Anatotitan and Dimetrodon are commonly seen along the rivers and in the marshes of Tethys. Apatasaurus are seen in large numbers as well, though often in the deep forests. Anatotitan are sometimes domesticated as beasts of burden. The Giant Capybara is a common herd beast found almost anywhere, and is preyed upon by almost everything.
Human civilization is spread out, with only a few large cultures on Ishtar and Aphrodite. Most cultures lead semi-nomadic lives, traveling the seas and swamps during the day and moving into inland to ancestral cities for the long, cold night.
Common Marvels Super-advanced gadgets are everyday sights in alot of regions of Strange Eons, albeit often out of the hands of most folks. Some worlds, like Dione, Tethys and Themis (to name a few) require at least some measure of artificial regulation of the environment, though this sort of thing is maintained by ancient robotic constructs. Most folk who live near or in sight of these ancient devices dont even notice them anymore, and often have elaborate folklore about them when asked.
A Word About Relic Technology It needs to be stressed that relic technology is potentially very dangerous. The technologies used by the Ancients was so arcane as to render it indistinguishable from magic in many cases. Because of this, and relic device that has been recently discovered has a chance of having some dreadful malfunction. This is handled the same as a Cursed Magic Item, and should be handled in the same way.
Relic Vehicles Beyond the common animal-drawn vehicles (or just riding animals), there are purely mechanical vehicles to carry a person about. These range from small one-person vehicles to vast starships designed to carry great numbers. This does NOT include things like the many riverboats and sea-going vessels, which are handled differently. All relic vehicles are of immense complexity, designed to do their job pretty much on their own. As-such all such machines are considered specialized robots, capable of at least a small amount of self-governance, though they are generally subservient to a "pilot" using the Ride skill to control. I will post information concerning robots and robot vehicles in a future post.
Relic Weapons Relic technology is quite advanced, with some devices and advancement far beyond human skill and knowledge (so far). Use of Relic Weapons requires the specific Exotic Weapon Proficiency (Antimatter Rifle, Laser Pistol etc); otherwise a –4 penalty is assessed against all attack rolls.
Antimatter Rife: A devastating short-range weapon that can be fired no more than once per round. Those slain by an antimatter rifle are completely destroyed, with no chance at resurrection. The imprisoned energy cell is drained after two shots. Reloading is a standard action. Large Rifle, Damage: 6d10, Crit: x2, Range Increment: 10ft, Type: Special, Market Price: 4,450gp.
Energy Cell: Used to supply charges for relic devices. Cost: 4gp each.
Laser Pistol: Laser pistols can be fired fifty times before the energy cell is drained and have a rate of fire equal to the users number of attacks. Reloading is a standard action. Small Pistol, Damage: 2d10, Crit: x2, Range Increment: 100ft, Type: Special, Market Price: 1,200gp.
Laser Rifle: Laser Riles can be fired fifty times before the encased energy cell is drained and have a rate of fire equal to the users number of attacks. Reloading is a standard action. Large Rifle, Damage: 3d10, Crit: x2, Range Increment: 200ft, Type: Special, Market Price: 2,550gp.
Flamer: The flamer can only be fired once per round and drains the energy cell after ten uses. Reloading is a standard action. The gout of flame deals damage in a 5ft wide stream extending to the maximum range. Damage: 3d6, Crit: x2, Range Increment: 20ft, Type: Special, Market Price:14,000gp.
Relic Melee Weapons As with ranged weapons, these require a specific Exotic Weapon Proficiency (Sun Sword, Shiver Knife etc); otherwise a –4 penalty is assessed against all attack rolls. Sun Sword (Whoosh-Hummmmm) When inactive, a sun sword appears as an ornate weapon hilt. When activated, a hissing "blade" of energy issues from the hilt, to the length of a long sword blade. This energy blade is so destructive, that it completely ignored Hardness when used to damage objects also these wepons cannot be parried without another energy blade. These devices require a special self-recharging energy cell that costs 500gp (sold separately) that is completely drained after the sword has been activated ten times. Medium Melee Weapon, Damage: 3d8, Crit: 19-20 x2, Type: Special, Market Price: 3,000gp,
The next Technology post will be about ROBOTS!
Below is a brief film of "kinetic sculptor" Theo Jansen. Perhaps some of the more subtle (or not so subtle) robotic beings of Strange Eons will have grown from the eerie designs of this brilliant man.
The Inceran are an aquatic race of creature descended from octopi, elevated to humanoid status through the use of ancient magic. Such "animal men" were created for use as laborers and as test subjects, but now live wild in many places. Inceran stand roughly 31/2 feet tall, and have rubbery flesh and a distincly octopus-like head. Color ranges considerably and changes with the creatures mood or whims. All inceran have a liking for brightly colored objects and jewelry. Inceran speak their own tongue and common.
Combat Inceran are intelligent, though cautious fighters, always having an escape route available. Amphibious (Ex): Inceran can survive out of the water for 1 hour per 2 points of Constitution. Ink Cloud (Ex): While in the water, an inceran can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the inceran normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. Jet (Ex): An inceran in the water can jet backward once a round as a double move action, at a speed of 200 feet. Illiterate:Inceran are illiterate as a Barbarian, though in the incerans case, this cannot be bought off by taking a literate class. Because of this, inceran cannot take levels as a wizard, though other spellcasting classes are possible. Skills: An inceran can change colors, giving it a +4 racial bonus to Hide checks.
Society The inceran keep away from humanity for the most part, trading with fishermen or treasure seekers on occasion. Inceran druids or clerics are sometimes sought as healers and wisemen, but more often than not are feared. As inceran holy men, are less inclined to side with a human against the cruel sea than are human clerics.During the long day, Inceran are solitary and avoid each other except in crisis. During the long night however, inceran gather in large underwater caves heated by geothermal heat to dwell together. While there, they exhage in long debates and musical competitions. It is in this time that mates are chosen.
Inceran Characters Inceran characters prefer the Cleric or Druid class. Inceran clerics typically choose the Water and Magic domains, and revere the Titan Oceanus, a male aspect of Tethys.
Religion Religion (as always) is complex in Strange Eons. For though there is powerful proof of the supernatural, past marvels of mankind have created a cynicism in the common man. Many see religion as an alliance with powerful forces rather than an awe-inspiring experience. Magic, whether arcane or divine is visible, and so requires little or no faith to believe in. It is because of this that very few people are capable of opening themselves up to the divine enough to become clerics, as a considerable amount of awe is required. The setting of Strange Eons has many religions, from ancestor worship, reverence of powerful alien intelligences, machines or more abstract concepts. Each has many faces and foci, but only a handful actually produce clerics capable of drawing energy enough to cast spells. They are as follows: Planetary Oracles (Clerics) Planetary Oracles are those clerics who revere the power and majesty of their planetary life force, seeking to gain knowledge and power from this massive life-field, and to act as its spokespersons in the world of men. Whether seen as an intelligent being, or an unthinking organism, a planets homeostatic life force is slow to react and communicate, and thus it requires spokesmen and protectors. Individual planetary cults exist all over the known worlds, communicating the demands of their world to their people, and attempting to guide their people to surviving the fickle and cruel demands of nature. Depending upon the world or region, Planetary Oracles might be found living as a village wise-person, a crazy hermit or adviser to kings. Cleric Alignment: Any. Domains: Any two desired, but can only select an alignment domain (such as Good) if the clerics alignment is the same. Preferred Weapon: Dependant upon region and world. An oracle of Tethys for instance; might choose the net or trident, or perhaps a weapon made from coral or teeth. Xenogen Cults (Alien Entities) The alien xenogen sometimes gather cults around themselves, doling out magical energies to their followers for unknown reasons. Such clerics, though powerful, are playing with fire, as these alien beings are impossible to truly understand. Enormous temples dedicated to one or more Xenogen have been erected, in which dwell at least one major Xenogen being. Within these temples all manner of horror take place, from human sacrifice to vast cross-species orgies of sex and mutilation. Xenogens do not often lay down rules, but rather the clerics must take careful notes to ensure how best to interpret the needs of these alien monsters. Cleric Alignments: Any Non-Good. Domains: Chaos, Evil, Magic. Preferred Weapon: Tentacle (Unarmed Strike). Machine Cults (Robot Cults) The machines of the ancients are many, some of whom continue to maintain the artificially maintained conditions of terraformed worlds. As many such robots are busy with maintaining and protecting planetary life forces, Planetary Oracles are often drawn to work with them, becoming half-mechanics in their own right. Such specialized clerics are created as standard Clerics (or other primary divine spellcaster), but are always Lawful and called to gain proficiency in Craft (Mechanism) and Knowledge (Technology) or Knowledge (Architecture/Engineering). Some become so proficient, that they gain skill with the building and attaching or Robotic Construct Limbs (see below). Construct limbs:One or more of the subject's limbs are replaced with artificial limbs. There are two types of construct limbs: robotic construct limb. Each type is described below.Robotic construct limb: These are wonders of magical engineering that approximate the form of the lost limb and grant the subject increased strength and/or speed. They are more often used to replace lost or irreparably damaged limbs than living ones. These limbs grant a +2 enhancement bonus to Strength (for arms) or +10 feet to base speed (for legs). If both arms or legs are replaced, the bonus is doubled. The limb is constructed of magically enhanced steel, mithral, or some combination thereof, but is rendered impervious to rust as a byproduct of its manufacture. It has hardness 15 and can withstand up to 50 hit points before being destroyed; these hit points are exclusive of the subject's normal total.Gaining mechanical limbs has a learning curve – it takes time to adjust to the new prosthetic limbs and exactly how far they can go. If the character has a new arm, he suffers a -4 penalty to all skills that require fine manipulation (Open Locks, Sleight of Hand, etc.) for a number of weeks equal to 15 minus his Int score (minimum 1 week). If the new limb is a leg, he suffers a -2 penalty to Dex-related checks and Reflex saves. A second limb of the same type also requires a time of adjustment, but it is halved (minimum 1 week).
Creation: Crafting mechanical limbs requires a DC 20 Craft (Mechanism) check and a DC 15 Knowledge (Technology) check. An arm or leg for a Medium creature costs 10,000 gp; decrease the cost by 1,000 per size below Medium, or increase it by 2,500 per size above Medium.