Orcs love to fight. Almost as much fighting, Orcs love to show off their battle scars and brag about fighting. This is how Orcs get mates. Their race is very gender divided; Men go out into the world and take back slaves, food, and plunder and present it to the women, who then will let the best mate with them. This is very normal in Orc society, the women are in control of basically anything that isn't fighting and raiding. After all, they're 9 foot tall multibreasted pig women with magic powers.
But there's a problem. Orcs love to fight and get hurt fighting so they can show off their cool scars. But getting hurt as a living creature means you'll start to accumulate permanent damage; not just old inflamed wounds but lost body parts too. This is why second only to fighting, bragging, eating, and fucking- Orcs love prosthetics. It replaces their fleshy limbs with more kickass weapons. It's just about the only inventive things orcs care about- even if they're mostly made by their slaves.
These mechanical limbs are made of common materials and sometimes poorly maintained. To get a prosthetic fitted on a stump elbow or knee costs 800c, where as the shoulder or groin costs 1200c. Also requires a willing squealer smith to put it on you. Squealers are a lot more open minded about serving humans then Orcs are, but these highly trained underlings are rare outside of the underhills.
Roll 1d10 for an Arm Prosthesis
Roll 1d6+10 for a Leg Prosthesis
Roll 1d4+16 for a Torso, Head, or Back Prosthesis
Roll 1d20 for a totally random Prosthesis
20 Orc Prosthetics
 Bone Fist
Simple and effective limb replacement. The bone-fist is made of bones; the radius and ulna of a skeleton bleached and fitted with mechanical joints- the metacarpals fitted with a complex set of wire to help it grasp and move. These arms might also be enchanted with a bit of neromantic energy to make them effective, depending on the level of magitech you're comfortable with. Orcs really like using ogre bones to give them a huge new arm, or replacing the finger bones with the sharp talons of a bird or even the teeth of a large cavern cat for a claw attack. On their own, these prosthetics do nothing special except act as a new hand that can hold and use weapons; but since they were once part of a living creature this hand can be used to grapple or punch undead creatures without fearing the level drain or paralyzing effects, as long as they don't hit the rest of your body. Orc boasts of “strangling wights and vampires” are often made, but rarely verified.
This prosthesis replaces the hand with a black metal spike with a detachable socket. This is so simplistic that its much cheaper to graft and repair; reduce costs to 600c for an elbow and below or 1000c for a shoulder and below. This acts as a 1d4+1 weapon that can imbed itself in its prey. By twisting the spike at the wrist, it can be detached and thus pin someone to a wall or floor if stabbed deep enough in them. The target must make a saving throw modified by strength to break free, and takes another 1d4+1 damage for pulling this wicked, often barbed spike out of their flesh.
Using a wheel lock mechanism; this device creates a shower of sparks. These sparks and the loud scraping noise is enough to scare a beast- simple minded animals must make a morale check. It creates enough light for surface dwellers to see for one combat round, and may blind an orc using their darkvision from the sudden creation of light. The shower of sparks isn't a very effective weapon, only dealing 1d2 damage in melee range, but can be reloaded with some iron slag to rub and an exploration turn to wind up. It can also start fires rapidly by pressing the end the main discharge point against something dry and flammable.
Orcs believe that using ranged weapons are pretty dishonorable. The exception are thrown javelins as a skirmishing weapon, but dedicated ranged military units are relegated to the too old, young, or to the squealers or slave soldiers. However, having a weapon of any kind is much better then not having one at all, and a P'orc with a chopped arm is basically “old” now anyway. The Arm-Bow is a crossbow embedded into the arm from the elbow downwards. It is fired with the other hand free to pull the trigger and requires a turn to wind between shots. Deals a punchy 1d8 damage, but requires bolts and regular maintenance as a crossbow. Can be used as an improvised melee weapon at 1d3, but on a roll of 3 it severs the metal cord and gives either the orc or whoever they're punching nasty whiplash.
Similar in construction to the Arm-Bow, this arm features an elbow that can lock into a straight line and throw a small hooked on basket along it. This arm can only be grafted to someone with their entire arm missing up to the shoulder, the elbow to hand length isn't long enough. This arm prosthesis can launch a small stone fast enough to deal 1d6 damage as a mini catapult, but is impossible to aim closer then 30 ft due to the firing arc. The main purpose of this arm though is in the name- to launch small Squealers, the runts of the Porc race, over walls or as living cannonballs. It can also be used by clever orcs to throw vials of acid or bombs long distance, but can only launch unencumbered beings of Squealer size or smaller. So Gnomes and Halflings are ok, but Dwarves and Humans are much too heavy.
This arm features a mess of cords and cables. It has heavy stone weights on the ends of these cords, which are loaded into the hollow core of the arm, which is little more then a metal pipe. Some orcs can afford lead weights, or even better, the dark-lead found near the center of the world, which is a rare and powerful ore. When spun over the head and tossed, the tangler is thrown out of the socket similar to a massive bolas. It only has a single “shot” at a time, but is a much longer cord that can snag up to three bipeds, or a large quadraped like a horse. Only cutting your way out or being exceptionally agile to avoid it in the first place allow escape from the tangler. Orcs using the dark-lead weights with this can often snap the leg bones of weak and thin creatures, especially elves, sheerly from the force of the cords wrapping around their victims' legs.
This long syringe with glass bottles is hooked up to a long sharp blade with a deep channel within to transfer the liquid in the glass tube into the victim. Stabbed or slashed, the medicine in this arm can slow down and weaken the victim. This arm deals 1d6 damage as per a sword. Equal to the damage dealt, the victim takes a number “tranquilized” counters on their character sheet. If these tranquilizer counters reach their Constitution score in number, the being gets -2 to hit and AC from their sluggish movements, and must make a saving throw to avoid falling asleep. To use this on creatures, just add their HD + 10 and treat that as their Con score. Some creatures, such as the undead or massive beings like dinosaurs, or those flying into a beserk rage, are immune to tranqulization.
Similar to a bird's talons, this mechanical arm has less dexterity then a regular hand or the Bone-Fist prosthetic, but has a powerful grip. The metal claw can lock into place, and can be used as a 1d3 improvised weapon if grabbing at soft flesh. Anything grabbed by this claw requires a hard saving throw modified by strength to break free, or the metal must be snapped off or melted away with acids. Additionally, this could be used on a zipline or climbing point by the Orc to hang on to something and support their full, fat body weight.
Long, cylindrical bellows built into the arm. By twisting and squeezing, it can shoot out a long blast of air. While useful for forging, and capable of blowing back the bodies of incorporeal ghosts or dusty wraiths, it can also be loaded up with a powder before firing to create a single use blast attack. This powder could be choking, blinding, or even acidic, requiring only the aid of an alchemist to safely store in the bellows. While partially protected by the metal sheath, any sharp or cutting weapon that hits this bellows arm and deals more then 3 damage punctures the sac and makes it useless until it is mended.
 Craftsman's Hand
Similar to a giant multitool. This arm can flick out several useful small tools and devices. Scissors, knives, files, spoons & forks and other cutlery, a small hand saw, a hammer with nail-aiming arm addition, and so on. By far the most useful of all these prosthetic arms, but considered somewhat dishonorable due to a lack of weaponry. It is also possible to fit a second prosthesis onto this arm, which fits into the forearm and can be flipped with the hand to have a weapon AND the multitool, but this makes the prosthetic cost double for the installation and advanced hinges. Any powerful blunt weapon that impacts this advanced double-stuffed hand that deals 7 damage or higher causes it to fan out in a shower of metal, making a giant useless hunk of springs, gears, wires, and splayed out tools that the orc must carry along or take off their stump until they can repiar it.
The bended, sharp edged metal of this leg can be used as a d4 weapon from the cruel serrated legs. Secondly, it can be rubbed against the thigh to create a loud, piercing metal scrap that sounds somewhat similar to a cricket's chirp. This leg gives an awkward running gait, but does not impede with jumps in any way. Orcs with two of these cricket legs can jump 5ft higher then normal.
Orcs are less caring about smuggling stuff around- they don't try to hide their booze in a fake peg leg. This leg looks like a moderately thick stick similar to a barrel. It has a metal tap near the foot to be twisted and release whatever inebriating substance has been stored within. The sloshing alcohol does reduce stealth rolls made by this orc by -1 unless it has been emptied.
 Sprocket Leg
This leg has a large amount of gears and metal components near the knee. It can support the weight of the bearer and also turn and redirect it on a spot; such as when in a chase to quickly shift your weight on that leg, turn it, and the gears steady yourself so you can continue from a sharp turn down a side passage for example. This leg makes the runner immune to the negative effects of slipping oil or the Grease spell, as well as granting a +2 to any saves to avoid being pushed or falling off high places, the gears snapping into sequence to stabilize the walker.
 Duelist's Foot
Metallic legs with a hollow cage-like design. Within it can store a sword or two knives if its from the knee and below, or two swords/four knives if its from the groin and down. This acts almost as a mobile armory; popping the leg into a different pose lets the handles of these swords present themselves to be easily pulled free and weilded.
This leg has the same heft and weight as a normal leg, and makes a similar sound if slapped against the hard floor without a shoe. The leg is made of meat and discarded flesh, meaning that within a few weeks it will need to be replaced as it will start to rot and attract flies and create a foul odor. Replaced the meat leg with no meat only costs the price of the number of rations it takes to fill it; as the skeletal structure remains intact. The main advantage of the meat leg is it is more covert then other prosthetic legs, creating almost no difference in walking gait or appearance, and it can also be detached to act as a distraction for hungry beasts. Anyone with a meat leg caught in the jaws of a monster can make a saving throw so that only their leg is caught; they dislodge and fall free as the beast eats the meaty leg. The only orcs who get this regularly are orcs that either work as beast tamers for giant monsters or who regularly enter into gnoll territory.
The leg has a long, hard stone in place of the foot. This counterweight makes the leg good at kicking, dealing 1d4+1 damage, and can shatter through brittle floors made of glass or wood with a strong standing kick. However, the heavy stone will cause the user to sink in water and have -2 to stealth rolls. If the user is submerged, they have a few seconds to reach down and cut the cord inside the leg to detached the stone, but the leg becomes uesless for walking without the hefty counterweight.
This “prosthetic” is more a lifelong medical brace for the head. It involves screwing tight metal struts around the Orc's head in a cage-like shape to act as a medical brace for a being with a smashed or severely damaged skull. It cannot be removed without killing its host unless enough time has passed for a full healing effect to have been made. The skull-cage grants a bonus +1 AC from itself, but the user cannot wear any kind of helmet and additionally has this big metal object on their head, thus giving them an improvised headbut at 1d3. Most Skull-Cages made by Orcs put spikes on the ends, or paint the bars nearest to the mouth red, to look more intimidating.
 Eyeball Pop-Flash
Device that is inserted carefully into an empty eye socket of a person with a missing eye. This eye must then be closed until the device is activated; the prosthetic does not grant sight at all, simply granting a small weapon to deploy in a combat scenario. When this eye is opened- the device pops and creates a loud flash of light- stunning and blinding anyone else nearby for a combat round. This is especially effective for orcs who are fighting other underground creatures who find light loathsome, and they are stunned for two rounds. Those with this prosthetic device will close their other eye and be mentally prepared for the release, and thus will not be stunned by it. Individuals with this stun bomb in their eye often have accidental discharges until they spend a few months really practicing keeping this eye closed at all times; even when surprised or when first waking up in the morning. Nevertheless, an extremely surprising situation can still cause them to open their ruined eye and release the flash.
One of the most disgusting types of prosthetics. This is a very brutal device only put on those who have had a large portion of their intestines ripped out or have been gutted but yet survived. The gut-bag is placed in their chest and is visible from the outside. The thick bag fills as the person eats and drinks, and allows them to still digest food, but is very difficult to install and will kill anyone who doesn't have a Constitution modifier of at least +1 from the infection, unless that infection is cured by a regime of healing potions and/or healing magic. Finally, the gut swells up much bigger then an actual stomach would due to a lack of elastic properties, so after large meals the gutbag will extend far out as though they were very fat. Puncturing this bag will cause their half-eaten slop to fall out, but won't cause any damage to the individual. Instead, they will simply have to go hungry and be unable to eat until the bag is sewn shut.
Given to a person with a missing ear. This funnel is attached to the head via leather straps, and is made of a cheap metal. The funnel grants regular hearing out of that ear, but if pressed against a door or other thin barricade it can hear through them, funneling noise into the user's ear and letting them eavesdrop on others like a professional spy.