Clockborg Compendium Class. (OK, its only 2 moves, so its 1/2 a CC)
Prosthetic clockwork arm
The prosthesis is usually not for sale. If you find one on a dead body, good for you. You will still have to pay the following: Clock makers fee: 300 coins. Healer’s fee: 300 coins
When you have lost an arm in battle or otherwise, next time when you level up you may graft a mechanical arm on the stump, using healing magic to splice minute gears to nerve endings.You have to wind your prosthesis at least twice a day.
Choose 1 upgrade
Whirling blades (messy) or spring loaded (forceful): Add +1d4 to damage done with this arm.
Shield: +1 armor
Built in double mini-crossbow or built in double barreled flintlock pistol: Do two volley moves in the time of one. Reload. Pierce 1.
Telescopic: Any melee weapon in this hand gains the “reach” tag.
Multi tools: You have a whole set of tools attached to your prosthesis. Always have what you need!
Grappling gun: Your arm shoots a grappling hook on a thin wire that retracts automatically. It can carry your own weight.
Prosthetic clockwork arm upgrade
Clockmaker’s fee: 100 coin.
When you have a prosthetic clockwork arm, the next time you level up you may choose one extra upgrade for your arm instead of taking an advanced move. You may take this move only once.
☺I have doubts about the grappling gun. It’s cool, but maybe a bit much?
(The Clockpunk has this as an advanced move, his is more powerful.)