Lore: In the chaotic early days on Saṃsāra, the newly arrived souls faced dangers beyond monstrous creatures. The very magic of the world was wild and untamed, manifesting as storms of raw power and unpredictable surges of energy. To protect their communities, tribal shamans and artisans looked to their oldest traditions. They understood that the strongest shield was not one of metal, but one of spirit. The concept of a sacred, protected space, or tapu, was given physical form.
They began carving bracers from the wood of ancient trees that had withstood magical storms. They carved them with the Koru spiral, symbolizing life and protection, and within these spirals, they etched the faces of their most stoic ancestors and totemic guardian animals—the turtle with its unbreakable shell, the armadillo with its armored plates. Through days of ritual chanting and dancing, they called upon these spirits, binding them to the bracers. The result was not a simple piece of armor, but a vessel for a guardian spirit. When called upon, this spirit would manifest a physical barrier, a true “force field” made of solid spiritual energy, to interpose itself between the wearer and harm. These wards are now common protective gear for city guards, explorers, and anyone venturing into harm’s way.
Description: This item is a pair of heavy, thick bracers carved from a dark, dense wood that resembles polished mahogany. The surface of each bracer is dominated by a large, deeply carved Koru spiral. Within the swirling lines of the spirals, one can make out the subtle, interwoven figures of protective totem animals and stern-faced ancestral visages. The bracers are secured to the forearm with thick leather straps and bone toggles. They are surprisingly warm to the touch and emit a very faint, low hum, like a distant chant. When their magic is activated, faint, ghostly green and white outlines of the ancestral faces and totem animals flicker into existence around the bracers, seeming to watch the world with protective eyes.
Detailed Stats
- Bonus: If the wearer has trained the Block skill, these bracers grant a +1 bonus when actively blocking or parrying an incoming physical attack.
- Bonus: If the wearer has trained the Resolve skill, these bracers grant a +1 bonus when resisting effects of fear, intimidation, or magical compulsion.
Passive Magics
- Guardian’s Presence: The bracers are attuned to the wearer’s perception of danger. When an enemy the wearer is aware of begins a direct, hostile action towards them (such as drawing a weapon or charging), the carved patterns on the bracers pulse with a soft, pale white light. This acts as a clear, pre-emptive warning, aiding the wearer’s reaction time.
- Unseen Bastion: The bracers constantly emanate a weak, invisible field of protective spiritual energy that envelops the wearer. This field has no physical stopping power against deliberate attacks but provides minor protection against ambient environmental hazards. It might deflect a stray ember from a fire, lessen the impact of falling pebbles, or slightly dampen the effect of a wave of magical cold or heat.
Activable Magics
- Raise the Ward: By striking the bracers together firmly as a deliberate action, the wearer can summon a physical manifestation of the guardian spirit. A semi-translucent, stationary “force field” of swirling green and white energy appears an arm’s length in front of the wearer. This ward is roughly the size of a large shield and is immobile once created. It is solid enough to absorb a single significant physical blow or one magical projectile, after which it shatters into harmless motes of light. The ward can be raised again with the same action after it is broken.
- Ancestor’s Rebuke: Once per day, the wearer can choose to modify the shattering of their ward. At the moment the “Raise the Ward” force field is broken by an impact, the wearer can will it to explode outwards in a five-foot radius. This is not a damaging explosion; it is a burst of pure spiritual power that manifests as a deafening, multi-layered ritual chant and a blinding flash of ghostly light. Any creature caught in the blast must make a successful Resolve check or be momentarily staggered and disoriented, creating a critical opening for the wearer to act.
Specific Slot: Bracers
Tags: Common, Bracers, Tier 1, Wood, Defense, Force Field, Guardian, Spiritual, Carved, Totemic, Ancestral, Worn, Abjuration, Disruption, Ethereal
The Tribal 216 of the Koru Ward is a common but highly respected piece of defensive equipment. It is not found in every market stall, but rather in places that understand the need for reliable, hands-free protection—from city guard posts to the workshops of the artisans who craft them with ancestral reverence.
The City Guard Surplus & Supply
In most major cities, the City Guard maintains a storefront near a main gate or barracks. This shop sells officially sanctioned, surplus, or decommissioned equipment to the public. It serves to arm militia members, licensed caravan guards, and adventurers deemed worthy of carrying reliable gear. The Koru Ward is a popular item here, valued for its defensive capabilities that don’t interfere with using two-handed weapons or spellcasting components. The shop is clean, orderly, and starkly functional, smelling of weapon oil and freshly laundered uniforms.
The transaction is formal and bureaucratic. The seller is an on-duty guardsman who treats the sale as an administrative task. Prices are fixed by civic ordinance, and there is no room for haggling. A buyer may be required to present a writ of citizenship or an adventurer’s charter to purchase what is considered restricted defensive equipment. The purchase is logged in a city ledger.
Cost: The price is standardized and non-negotiable: 1 Gold coin.
The Dockside Armorer
In the chaotic, steam-filled workshops of a major port, armorers cater to sailors, ship’s marines, and monster hunters. These workshops are loud, smelling of the forge, tarred rope, and salty air. The Koru Ward is highly valued among seafarers, as it provides a magical defense that is unencumbering on the heaving deck of a ship where a traditional shield can be a liability. The bracers would be found hanging on a wall amidst boarding pikes, harpoons, and heavy, waterproof cloaks.
The transaction process is loud, practical, and driven by the armorer’s immediate needs. The shop owner, likely a burly craftsperson covered in soot, respects quality and expects the same from their customers. Haggling is possible, but the armorer knows the item’s worth. They might be more interested in bartering for rare materials—like the plates from a vanquished sea monster or a log of incredibly dense, water-resistant timber—than in coin alone.
Cost: The asking price would be around 1 Gold and 3 Silver. A skilled negotiator might talk the price down, but a better deal could be struck by trading valuable materials the armorer needs for their primary business of outfitting ships.
The Ancestral Carver’s Workshop
In a specific cultural enclave of a metropolis or in a village renowned for its spiritual traditions, one can find the family workshops where these wards are made. These are not simple shops but are a combination of a home, a temple, and a place of craft. The air is rich with the smells of exotic woods, ritual incense, and slow-burning hearth fires. Here, the creation of each ward is a sacred act, and the finished products are displayed with reverence.
Acquiring a ward from its makers is a deeply personal process. A potential buyer cannot simply purchase one; they must speak with the family patriarch or matriarch. They will be questioned about their intentions, their history, and their spirit. The family must deem the buyer worthy of being protected by their ancestral spirits. If they approve, the sale may be accompanied by a small ceremony to introduce the buyer to the spirits within the bracers. They would refuse a sale at any price to a dishonorable individual.
Cost: The monetary cost is often secondary to the buyer’s character. The price might be as low as 7 Silver, but the true “cost” is proving one’s worthiness to the spirits’ guardians.
The Adventurer’s Guild Emporium
Within the bustling hall of any major Adventurer’s Guild is an emporium or quartermaster’s store run by and for its members. A special section, often called the “Rookies’ Rack” or “The Stepping Stone,” is dedicated to used but functional Tier 1 equipment. The Koru Ward is a common sight here, often sold by adventurers who have acquired more powerful gear. These second-hand wards might be scuffed, the leather straps worn, but the magic within remains potent.
The transaction is an informal affair between guildmates, overseen by the guild quartermaster. Prices are kept low to help new members get on their feet, and bartering or trading for services (“I’ll trade you these bracers if you help me clear out that goblin nest”) is common. It is the most affordable and accessible place for a new adventurer to acquire this type of protection.
Cost: A used but functional pair of Koru Wards could be purchased here for as little as 4 Silver and 1 Nickel. A nearly new pair, sold by a rapidly advancing adventurer, might go for 8 Silver.
The Tribal 216 of the Koru Ward is an item of protection, but its role in a conflict is not limited to passively absorbing blows. In the hands of a clever avatar, the spiritual energy of the ward can be used to control the battlefield, protect allies, and create offensive opportunities where none existed before.
Defensive Roleplaying Applications
Defense with the Koru Ward is about tactical survival, using its abilities not just to block, but to create openings for repositioning and escape.
Scenario: Ambush in a City Alleyway An avatar is cornered in a narrow, dead-end alley by a pair of thugs intent on robbery. There is no room to dodge or maneuver effectively.
As the thugs approach, the Guardian’s Presence passive causes the bracers to pulse with a soft light, giving the avatar a split-second warning before they lunge. As the first thug swings a heavy club, the avatar slams their bracers together. They don’t try to block with their arm, but instead use Raise the Ward, manifesting the shimmering spiritual shield in the space between them. The club connects with the ward, which absorbs the full impact before shattering into motes of light. The thug is momentarily thrown off balance by the lack of expected resistance. In that same instant, the avatar activates Ancestor’s Rebuke. In the confined alley, the explosive sound of the ritual chant is deafening, and the flash of light is blinding. Both thugs are staggered, clutching their ears and eyes. This is the avatar’s chance. They are not focused on defeating the thugs, but on survival. They shove past the disoriented pair and escape into the crowded street.
Scenario: A collapsing corridor in an Ancient Ruin While exploring a crumbling underground tomb, a tremor causes the ceiling to give way directly above a companion who has stumbled and cannot get up in time.
The avatar is too far away to pull their friend to safety. Instead, they look up, aim, and activate Raise the Ward, creating the spiritual shield in the space above their companion. A massive, deadly chunk of rock falls, striking the ward. The force field shatters instantly, but it has done its job—the rock’s momentum is broken, and it splits into several smaller, less lethal pieces that rain down harmlessly around the fallen ally. The avatar’s own Unseen Bastion passive deflects the worst of the dust and small debris falling around them. Here, the ward is used not as a personal shield, but as a selfless, remote interception to save another’s life from an environmental hazard.
Offensive Roleplaying Applications
Offense with the Koru Ward is never direct. It is the art of turning an enemy’s aggression against them and using supernatural displays to dominate a confrontation psychologically.
Scenario: A Duel Against a Superior Opponent The avatar faces a skilled duelist in a one-on-one fight. The opponent is faster, stronger, and more skilled. A direct exchange of blows would lead to certain defeat.
The avatar takes a defensive stance, using Raise the Ward repeatedly. They make no attempt to attack, focusing solely on blocking the opponent’s strikes with the magical shield. The duelist, growing arrogant and frustrated, decides to end the fight with a single, powerful, telegraphed blow designed to shatter the ward and the arm behind it. The Guardian’s Presence glows brightly, confirming the avatar’s read of the attack. As the enemy’s blade makes contact, the avatar allows the ward to break, but deliberately triggers Ancestor’s Rebuke. At point-blank range, the duelist is hit with the full, unexpected blast of sound and light. They are momentarily blinded and deafened, their carefully honed senses completely overwhelmed. In this single moment of vulnerability, the avatar makes their one and only attack—a precise, deliberate strike that the incapacitated duelist cannot possibly defend against.
Scenario: Intimidation in a Noble’s Court An avatar is in a tense standoff with an arrogant noble surrounded by his personal guard. Violence is imminent, but initiating it would be disastrous. The avatar needs to display overwhelming confidence and power without throwing the first punch.
The noble makes a threatening gesture, perhaps knocking a goblet from a table. As it falls, the avatar performs a dramatic, deliberate action. They slam their bracers together, activating Raise the Ward to catch the goblet just before it hits the floor. The sudden appearance of the glowing, ethereal shield silences the room. The goblet hovers for a moment on the shield, a clear and undeniable display of magic. Then, with a smirk, the avatar allows the shield to dissipate. The goblet falls and shatters. Before the guards can react to this defiance, the avatar slams their bracers together again, but this time they immediately trigger Ancestor’s Rebuke without a shield even forming. The throne room is filled with a shocking, deafening ritual cry and a blinding flash. No one is harmed, but the message is clear. The avatar has demonstrated control over a strange, startling power and a willingness to use it. The offense is purely psychological, a display of force intended to make the noble and his guards reconsider the wisdom of escalating the conflict.

Perception of Activation:
User’s Perspective
When an avatar activates the Tribal 216 of the Koru Ward by striking the bracers together, the world narrows to the singular, explosive moment of summoning a spiritual guardian.
- Sight: The instant the bracers connect, the air directly in front of the user fractures and coalesces into a shield-sized wall of swirling, semi-translucent energy. It is not a clean, technological field, but a chaotic tapestry of ghostly green and white light. Within this shimmering ward, the user can clearly see the stern, overlapping faces of ancestral warriors and the snarling visages of totem animals, all facing outward. The carvings on the physical bracers glow with a brilliant white light.
- Sound: The physical impact of the bracers is magnified into a deep, resonant BOOM, like a massive drum struck in a cavernous hall. This sound is immediately overwritten by a powerful, multi-layered chant that seems to fill the user’s mind—a chorus of deep, ancestral voices speaking words of warding and protection in a language the user has never heard but instinctively understands.
- Smell: A sharp, clean scent of ozone, like the air immediately after a lightning strike, floods the senses, mixed with the faint, pleasant smell of burning hardwood and sacred incense.
- Touch: The bracers become intensely warm and thrum with a powerful, low-frequency vibration that resonates through the user’s entire skeleton. The user’s arms feel energized and weirdly weightless, as if bolstered by unseen hands. The air before them feels solid, dense, and unyielding.
- Taste: A sharp, metallic taste of static and ash coats the tongue.
- Extra-Sensory Perception (Ancestral Reinforcement): The user feels an immediate and profound sense of being supported. It is the distinct, unshakable feeling of a legion of stoic ancestors standing directly behind them, a silent, powerful army lending their resolve to the user. The user’s own fear recedes, replaced by a hardened, ancestral determination.
- Extra-Sensory Perception (Projected Intent): The user can feel the singular, unwavering purpose of the spirits forming the ward. It is a simple, powerful, and absolute psychic broadcast that says, “None shall pass.” This projected intent is so strong it can feel like a tangible pressure against the user’s own mind, demanding focus and resolve.
Positives: The feeling of being defended by one’s own lineage provides an immense surge of courage and confidence. Fear is suppressed, and the user feels capable of standing against any threat. The ward itself provides a tangible, reliable defense against harm.
Negatives: The sheer sensory violence of the activation—the sound, the light, the psychic presences—can be disorienting. It is difficult to concentrate on complex plans or subtle details amidst the roaring chants in one’s own head. There can be a sense of being a vessel for a greater power rather than being in complete control.
Observer’s Perspective
To an observer, the activation of the Koru Ward is a sudden, dramatic, and intimidating display of spiritual power.
- Sight: The user slams their bracers together, creating a brilliant flash of white light at the point of impact. Instantly, a shield of swirling green and ethereal energy materializes in the air before them. Ghostly, translucent faces and animal forms are clearly visible within the shield for a second before blurring into a shimmering, defensive wall. The intricate carvings on the user’s bracers glow brightly, illuminating them from the arms up.
- Sound: The activation produces a shockingly loud BOOM that echoes like a thunderclap. Immediately following this, a low, menacing, polyphonic chant becomes audible to everyone nearby, seeming to emanate directly from the magical shield.
- Smell: The air around the user is filled with the sharp, distinct smell of ozone, as if lightning had just struck that very spot.
- Touch: An observer standing on the same surface will feel the initial percussive blast through the ground. The air near the manifested shield feels heavy, static-charged, and unnaturally still.
- Taste: There is no perception of taste for an observer.
- Extra-Sensory Perception (The Mind’s Eye): A magically-attuned observer witnesses a violent, instantaneous eruption of contained spiritual energy. They see the energy being forced from the bracers and bound into a hardened, semi-physical construct. They can perceive the potent, disciplined, and hostile intent of numerous guardian spirits, all focused outward from the shield in a unified, defensive front.
Positives: The activation is an undeniably impressive display of defensive magic. It clearly communicates the user’s capabilities and can act as a powerful deterrent, potentially ending a conflict before it begins.
Negatives: The effect is extremely conspicuous and loud, drawing immediate attention from everyone in the vicinity. It is a purely defensive and overt act, leaving no room for subtlety or stealth. The sudden and violent nature of the sound and light can startle or terrify allies and innocent bystanders.
The Carver’s Rite of the Spirit Shield
This document outlines the sacred and demanding process required to craft a pair of Koru Ward bracers. The creation is a pact between the artisan, the spirits of the natural world, and the ghosts of the lineage. To fail at any step is to create a dead, useless piece of wood, or worse, an object haunted by a resentful spirit.
Materials Needed
- Heartwood Burls: Two matched, fist-sized burls of Ironwood, harvested from the base of a tree that has lived for at least one thousand years. The swirling, dense grain of a burl is necessary to contain the chaotic power of the bound spirits.
- Guardian Hide: One large, cured section of hide from a naturally armored beast, such as a great tortoise, a giant pangolin, or a plated Shield-back lizard.
- Bone Toggles: Two toggles carved from the knuckle bones of the same beast from which the hide was taken, ensuring the spirit of the guardian remains whole.
- Hearth Ash: A small, silk pouch containing ash collected from the central, communal hearth of the artisan’s clan or a deeply respected community hall where the stories of ancestors are regularly told.
- Totem Hearts: Three small, smooth, solid-colored stones. Each stone must be found within the den or nest of a different protective totem animal (such as a cave bear’s den, a wild boar’s wallow, or an eagle’s aerie). The stones are believed to absorb the latent spiritual energy of the creature’s home.
- Oath-Oil: A vial of thick, grey oil made by mixing rendered animal fat with clay from a sacred riverbed. It is used in rituals to seal vows.
Tools Required
- Heavy Carving Kit: A set of heavy-duty woodcarving tools, including deep-welled gouges, heavy mallets, and broad chisels capable of shaping dense burl wood.
- Resonance Chisels: A specialized set of chisels that emit a low hum when they approach a line of concentrated magical energy within the wood, guiding the carver’s hand along the material’s natural power flows.
- Masterwork Leatherworking Kit: A full set of awls, edge creasers, burnishers, and heavy needles required for shaping the thick guardian hide.
- Aether-Branding Iron: A branding iron that is not heated by mundane fire, but by a contained vessel of elemental fire and water, creating a pure magical heat. It is used to seal magical enchantments without scorching the physical material.
Skill Requirements
- Artisan (Woodcarving): An exceptional level of skill and strength is required to shape the notoriously difficult burl wood and carve the intricate spiral patterns.
- Artisan (Leatherworking): Proficiency in crafting heavy-duty leather armor and fittings is necessary for the bracers’ straps.
- Ritualist Knowledge: The artisan must know the specific, ancient chants and rites required to call upon ancestral and totemic spirits without angering them.
- Attunement (Spiritual Binding): A rare skill involving the coaxing and binding of willing spirits into physical vessels. A mistake can lead to the spirit being trapped, broken, or becoming hostile.
Crafting Steps
- Shaping the Foundation: The process begins with the raw physical labor of shaping the two ironwood burls into matched bracers. Using the heavy carving tools, the artisan roughs out the shape. They then switch to the Resonance Chisels, letting the hum of the tools guide them in finding the strongest, most resilient parts of the wood, ensuring the finished bracers have no spiritual weak points.
- Carving the Spirit Path: The artisan carves the great Koru spiral into the face of each bracer. This is a meditative, trance-like process that can take a full day. The artisan must chant a low, cyclical mantra of renewal and protection, carving a smooth, endless path into the wood for the spirits to inhabit.
- Seating the Totem Hearts: The artisan carves three small, hidden recesses into the inside of each bracer. One by one, they place a Totem Heart stone into a recess. As they place the stone from the bear’s den, they must chant the story of a great bear protecting its cubs. As they place the stone from the boar’s wallow, they must invoke the boar’s stubborn ferocity. This is repeated for the third stone, coaxing the essence of the totem animals into the wood. The recess is then sealed with a wooden plug.
- Invoking the Ancestors: The artisan mixes the Hearth Ash with a few drops of Oath-Oil to create a thick, grey paste. This paste is smeared over the Koru spiral. The artisan then carves the faces of the ancestors directly through the ash-paste. They are not carving wood, but memory itself. With each face, they must speak the name and a great deed of a respected ancestor, calling their spirit to watch over the bracer.
- Binding the Body: A pragmatic step to ground the magical object. The artisan takes the guardian hide and uses their leatherworking kit to fashion the thick, durable straps and bone toggles, fitting them perfectly to the wooden forms.
- The Sealing Oath: This is the final and most dangerous step. The completed bracers are placed on a stone altar. The artisan anoints them with the remaining Oath-Oil. They then power up the Aether-Branding Iron. They do not touch the iron to the wood, but hold its glowing head just above the carvings. They recite a formal, binding oath, inviting the now-gathered spirits of totem and ancestor to inhabit the bracers as guardians, and pledging that their power will be used only for protection. The intense magical heat from the brand sets the oil and seals the oath. The carvings will flash once with a pale, white light, and the low hum of the bracers will become steady, signifying the spirits have accepted their new home.
Man Who Wore His Grandfathers’ Arms
In the high mountains, where the wind is born, there was a village. The people who lived there were strong, for the wind made them strong. But there was one wind that was not like the others. It was the Screaming Wind that Walks. It was a monster made of air and noise. It had no body to hit with a spear. It had no eyes to shoot with an arrow. It would come to the village and scream, and its scream could break bones and make a strong person’s mind go crooked and fall down.
The strongest man in the village was called He-Who-Punches-Stone. He was very brave, but his thoughts were not deep. He saw the Screaming Wind come and he was not afraid. He ran to fight it. He punched it, but his fist went through it and hit nothing. The Wind laughed, a sound like breaking glass. He threw a great rock at it, but the rock went through the Wind and broke on the ground. The Wind screamed its terrible scream at him, and He-Who-Punches-Stone was thrown backwards like a small leaf. His arm was broken and his pride was made into dust.
As he healed in his hut, the oldest woman of the village came to him. Her name was the Woman-Who-Sits-Still. She looked at his broken arm and his broken pride. She said to him, “You are a strong man. But you cannot punch the wind. A wise man does not fight what he cannot touch. He builds a wall the wind cannot pass.”
He-Who-Punches-Stone asked her, “How can a man build a wall against the wind itself? A wall of stone, it will go around. A wall of wood, it will knock down.”
The Woman-Who-Sits-Still poked his chest with one bony finger. “A wall of will is stronger than stone. You must build a wall of your grandfathers. Their will is hard, and it does not bend.”
She led him out of his hut. She showed him the oldest tree on the mountain, a great ironwood that was bent and twisted but had never been broken by any storm. “This tree has a strong will,” she said. “Take its wood.” For many days, he worked the hard wood, carving two thick bracers to fit his arms. The woman watched.
“It is only wood,” she said when he was done. “Now you must invite your grandfathers to live in it.” She told him to carve the faces of his father’s father, and his father, and all the strong men whose names he knew. So he carved the stern, angry faces into the wood. Then she told him to carve the Great Turtle, for the Turtle does not fight, but he is never defeated because his will is his house. So he carved the Turtle.
The bracers were beautiful, but they were still only wood. That night, the Woman-Who-Sits-Still built a great fire in the center of the village. She told He-Who-Punches-Stone to hold the bracers in the thick smoke, and to call out the names of the grandfathers he had carved. He called their names, one by one, into the smoke. He asked them for their stillness and their strength. The carvings on the wood began to hum, a sound like a deep chant. The bracers grew warm in his hands. They were no longer only wood.
The next day, the Screaming Wind that Walks came down from the mountain peaks. It saw the village and screamed its challenge. The people ran to their huts in fear. But He-Who-Punches-Stone did not run. He walked to the edge of the village, wearing the bracers. He stood and waited.
The monster rushed at him, a roaring wall of air and sound, ready to break his bones and his mind. He-Who-Punches-Stone did not try to punch. He did not brace himself. He did what the Woman-Who-Sits-Still had told him. He slammed his two bracers together with all his might.
The sound was not a crack of wood. It was a great, deep BOOM, like a drum that was as big as the mountain. And from the bracers, a wall of shining, green light appeared before him. In the light, the faces of his grandfathers could be seen, their eyes angry and bright. The shell of the Great Turtle was the center of the wall.
The Screaming Wind hit the wall of grandfathers. There was a terrible noise, like a thousand storms crashing together. The air shook. The ground trembled. But the shining wall did not break. The monster, which had never been stopped, pushed again. The faces of the ancestors roared back at it with no sound. The Screaming Wind that Walks felt a thing it had never felt before. It felt a wall it could not pass. It felt a will that was stronger than its own rage. It was afraid. And with a final, sad cry, it unmade itself, dissolving back into the simple wind and blowing away across the mountain. He-Who-Punches-Stone stood alone in the sudden silence, his arms warm, his grandfathers at his back.
The Moral of the Story: A strong fist can break a stone, but it cannot hit the wind. A strong will can stop the storm. It is better to be a wall with your family than a fist by yourself.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Kaitaka of the Ancestral Guard
A pair of heavy wooden bracers, carved in a pre-Polynesian style with unsettling, mask-like faces and spiraling patterns. They are a potent artifact, believed to allow the wearer to call upon their lineage to form a shield against physical threats. Channeling such power, however, is a harrowing experience that can fray the sanity of any modern user.
Game Mechanics:
- Preternatural Warning: The carved faces on the bracers seem to subtly shift and the wood grows warm a split second before the wearer is physically attacked. This provides a constant sense of being watched over, granting the Investigator one Bonus Die on all Dodge rolls.
- Manifest the Ward: When an Investigator is targeted by a physical attack (such as from a cultist’s knife or a monster’s claw), they can attempt to block it by slamming the bracers together. This requires a successful Fighting (Brawl) roll. If successful, a ghostly, translucent shield appears and completely negates the attack. However, witnessing this impossible spiritual manifestation costs the Investigator 0/1d2 SAN. If the roll is failed, the attack gets through as normal.
- Spiritual Backlash: If the Manifest the Ward ability is used to block an exceptionally powerful attack (one the Keeper deems would inflict a Major Wound), the spiritual feedback is immense. The ward shatters with a psychic scream that is audible only to the Investigator and the attacker. The attacker must make a POW vs POW roll against the Investigator; if the attacker fails, they are stunned for 1 round. Regardless of the outcome of the opposed roll, the Investigator suffers 1/1d4 SAN loss from the raw spiritual trauma.
Blades in the Dark
Ghost-Koru Bracers
An artifact from the Dagger Isles, brought to Duskvol generations ago. These wooden bracers are carved with swirling patterns said to represent the immortal echo. By attuning to them, a scoundrel can call upon the spirits of their own lineage to act as a shield against the violence of the city.
An artifact of spiritual protection. Forceful, Mystic, Ancestral.
Game mechanics:
- Guardian Spirits: You gain a special Armor box, Ancestral Ward. This armor box can be used to resist the consequences of physical harm or supernatural terror. When you tick this box, you must describe how the ghostly figures of your ancestors intervene to protect you. This armor box can only be cleared during downtime by performing a ritual to honor your lineage (a downtime activity).
- Raise the Spirit Wall: When you are about to suffer the consequence of a physical attack, you can take 2 Stress to describe how you slam the bracers together. A wall of ghostly energy appears, and you negate the consequence entirely.
- Ancestor’s Rebuke: When you use the Raise the Spirit Wall ability, you can choose to take an additional 1 Stress. The wall explodes outwards in a flash of spectral light and sound. Your opponent suffers a level 2 Harm: Disoriented (they are stunned and cannot act for a moment) or Terrified (they hesitate and fall back).
Dungeons & Dragons (5th Edition)
Bracers of the Guardian Spirit Wondrous item, uncommon (requires attunement)
These heavy wooden bracers are carved with intricate spirals and the stern faces of unknown warriors. While attuned to the bracers, you feel a constant, reassuring presence, as if ancient sentinels are watching over you.
Game Mechanics:
- While wearing these bracers, you gain a +1 bonus to AC.
- Ancestral Shield. As a reaction when you take damage from a source you can see, you can use your reaction to summon a shield of spiritual energy. The damage is reduced by 1d10 + your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Spiritual Rebuke. When you use the Ancestral Shield feature, you can choose to have the spiritual energy explode outwards. The creature that damaged you must make a DC 14 Constitution saving throw. On a failed save, the creature is blinded until the end of its next turn. Once you use this explosive feature, you cannot use it again until the next dawn.
Knave
Ancestor Bracers
Description: A pair of heavy, dark wood bracers carved with swirling faces. They hum with a low energy. Takes up 1 inventory slot. Wearing them grants the same protection as a shield (+1 to Armor) but keeps both hands free.
Game Mechanics:
- Spirit Block: Once per day, when you would be hit by any single attack, you can choose to negate all of its damage. The bracers glow brightly, and a ghostly wall appears for a moment to absorb the blow.
- Ancestor’s Roar: When you use the Spirit Block ability, you can choose to have the effect be incredibly loud and intimidating. All enemies currently engaged in melee with you must pass a save vs. fear or immediately lose their next action as they recoil in shock. If you use this feature, the Spirit Block ability cannot be used again until you have rested for a full day.
Fate Core System
The Unbreakable Koru
In Fate, an item like this is best represented as an Extra that provides a core Aspect and a Stunt that modifies a key action. It is a narrative tool for defensive characters.
Item Aspect: My Ancestors Are My Shield
- Invoke: A player can invoke this Aspect by spending a Fate Point for a +2 or a reroll when making a Defend roll against physical harm, resisting intimidation, or holding a defensive line.
- Compel: A GM can compel this Aspect by offering a Fate Point when a tactical retreat or a subtle approach is needed. The character feels the stubborn, unyielding will of their ancestors, forcing them to stand their ground when it would be wiser to flee, thus complicating the situation. “My ancestors did not flee, and neither will I!”
Stunt Granted by the Bracers:
- Spirit-Wall Defense: Because I wear The Unbreakable Koru, when I succeed on a Defend action against a physical attack, I can spend a Fate Point to succeed with style instead. When I succeed with style on a Defend action this way, in addition to the normal benefits, I can place the situational Aspect Wall of Ancestors on my zone with one free invocation, representing the temporary spiritual barrier.
Numenera & Cypher System
Kinetic Warding Bracers
This device is not made of wood, but of a psychoreactive polymer from a prior world that hardens in response to kinetic energy and hostile intent. The “carvings” are actually dormant energy conduits that glow when active. It is classified as an Artifact.
Level: 5 Form: A pair of sleek, dark bracers that conform to the wearer’s arms. Effect: The bracers generate localized, powerful force fields for protection.
- Passive: The bracers’ polymer is unusually resilient, granting the user +1 to their Armor score.
- Active (Kinetic Deflection): Enabler. When the user is targeted by any attack that involves a physical projectile (from a simple arrow to a laser beam), they can use their Speed defense roll in place of their normal defenses. On a success, a shimmering plane of force appears and deflects the attack.
- Active (Concussive Rebuke): Action. The user slams the bracers together, creating a concussive blast in an immediate area around them. All other creatures within immediate range are moved back a short distance. This action also grants the user an asset on their next attack this turn (the attack is eased by one step). Depletion: 1 in 1d20.
Pathfinder (2nd Edition)
Bracers of the Ancestral Sentinel Item 3 Uncommon, Abjuration, Force, Invested, Magical Price 60 GP Usage worn, bracers; Bulk L
These heavy wooden bracers are warm to the touch and hum with protective energy. The spirits of ancient sentinels are bound within the wood, eager to defend their new charge from harm.
Game Mechanics:
You must invest this item to gain its benefits.
- Passive: The spiritual guardians within these bracers offer constant protection. You gain a +1 item bonus to AC and a +1 item bonus to saving throws against effects that would cause fear.
- Activate [reaction] command; Trigger You would take damage from a Strike. Frequency once per 10 minutes; Effect You slam the bracers together, calling on your ancestors to shield you. You gain resistance 5 to physical damage against the triggering Strike. The bracers then glow with a faint light for one minute.
- Activate [two-actions] command, envision; Frequency once per day; Effect You create a stationary, translucent wall of force in an adjacent square. The wall is 5 feet wide and 10 feet tall. It has AC 10, Hardness 5, and 20 Hit Points. It is immune to critical hits and precision damage.
Savage Worlds Adventure Edition (SWADE)
Guardian Totem Bracers
A pair of heavy wooden bracers carved with the faces of totem animals and guardian spirits. They are a popular item for warriors who prefer to wield two-handed weapons but still desire some of the protection a shield would offer.
Game Mechanics:
- Ancestral Guard: The bracers provide +2 Armor. This bonus does not stack with a standard shield.
- Spirit Shield: The bracers hold the Deflection Power. This version of the power can be activated as a free action, but only in response to being targeted by an attack. This use does not cost Power Points.
- Spiritual Rebuke: Once per encounter, when the bearer is hit by a melee attack, they can choose to slam the bracers together as a free action. The attack is resolved as normal, but the attacker is immediately Distracted and must make a Vigor roll or be knocked back 1d4″.
- Wall of the Ancients: The bracers allow the bearer to cast the Wall Walker power as if they had 10 Power Points, but only with the Wall of Force trapping (creating a 5″ long, 1″ high wall of semi-real spiritual energy). This ability is a Limited Use power and can only be used once per day.
Shadowrun, Sixth World
Mako-Whai Spirit-Guard
This appears to be a set of ornate, oversized wooden bracers carved in the style of Pacific islander tribes. It is, in fact, a powerful Shielding focus, housing ancient guardian spirits that can manifest a magical barrier. Such an item is highly sought after by shamans and warrior-adepts who prefer a traditionalist approach to magical defense.
Focus Type: Shielding Focus, Rating 2 Activation: Simple Action to activate or deactivate the focus. Availability: 10R Cost: 12,000 nuyen
Game Mechanics:
- Spiritual Guardian: When this focus is active, the bound spirits provide proactive defense. The user gains a dice pool bonus equal to the focus’s Rating (2 dice) to their Defense test against attacks they are aware of.
- Manifest Ward: As a Major Action, the user can slam the bracers together to conjure a temporary wall of spiritual energy. This creates a magical barrier that functions as the Barrier spell with a Force equal to the focus’s Rating (2), and it lasts for a number of Combat Rounds equal to the user’s Magic attribute. This ability can be used once per combat encounter.
- Ancestor’s Rebuke: If the manifested barrier is destroyed by taking damage, it explodes in a concussive wave of spiritual power. The character who landed the final blow on the barrier must resist 4 Stun damage (Willpower + Firewall). After this occurs, the spirits are exhausted, and the focus cannot be used for one hour.
Starfinder
Aegis of the First Peoples
Level 5; Price 3,100 credits Slot wrists; Bulk 1
A pair of heavy bracers meticulously crafted from the hardened heartwood of a Kasathan First-Tree. While appearing primitive, they are imbued with potent abjurative magic through ancient rituals, a blending of tradition and mystical power.
Game Mechanics:
- Passive Warding: The bracers generate a constant, low-level field of protective spiritual energy. The wearer gains a +1 enhancement bonus to their AC.
- Guardian Spirit (Sp): As a reaction when you are hit by a melee or ranged attack, you can spend 1 Resolve Point to summon an ancestral spirit to intervene. You gain Damage Reduction 5/— against the triggering attack.
- Ancestral Rebuke (Sp): Once per day as a standard action, you can slam the bracers together to unleash a 10-foot-radius burst of disorienting spiritual energy centered on yourself. Enemies in the area must succeed on a DC 16 Will save or be staggered for 1 round.
Traveller (Mongoose 2nd Edition)
Inertial Warding Bracers (TL-15)
Tech Level: 15 Mass: 2 kg Cost: MCr 1.5
These bracers appear to be primitive, decorative carvings, but are in fact a sophisticated personal defense system of unknown, likely Ancient, origin. They are made of a lightweight polymer that mimics wood and contain a micro-repulsor field generator tied to a predictive combat VI.
Game Mechanics:
- Predictive Defense: The bracers’ internal VI monitors combat and provides micro-second warnings. This grants the wearer DM+1 on all Athletics (dodge) checks to evade attacks.
- Active Repulsor Field: Once per round as a reaction to a physical attack (melee or projectile), the wearer may activate the repulsor field. This requires a successful Melee (brawling) 8+ check to properly angle the bracers. If successful, the attack is deflected and deals no damage.
- Overload Burst: A character can attempt to overload the generator by making a Computers 10+ check as an action. If successful, the bracers unleash a powerful concussive blast. All characters within 2 meters (including the user) must make an END 8+ check or be knocked prone and stunned for 1d6 rounds. Each time this function is used, there is a 50% chance the generator burns out, rendering the bracers inert until they can be repaired at a TL-15 or higher facility.
Warhammer Fantasy Roleplay (4th Edition)
Bracers of the Barrow-Guard
Encumbrance: 1 (for the pair) Qualities: Magical, Protective, Unsettling
These heavy, dark oak bracers are cold to the touch and feel far older than they look. They were carved from the door of an ancient barrow and are inlaid with silver in the shape of watchful, grim faces. The spirits of the tomb’s ancient guardians are bound within them, offering their silent protection at a potential cost to the wearer’s soul.
Game Mechanics:
- Armour: The bracers provide 1 Armour Point to the Arms location. They are sturdy enough to be used to parry blows.
- Guardian Stance: If the character takes the Defend Action while wearing these bracers, the spirits guide their movements, granting them an additional +1 Success Level to their opposed Melee Test.
- Ancestor’s Shield: Once per session, when the wearer would suffer a Critical Wound, they may call upon the barrow-guardians to intervene. The character must make a Challenging (+0) Cool Test.
- Success: The Critical Wound is negated and is treated as a normal hit instead, with the damage being applied after Armour and Toughness Bonus.
- Failure: The spirits do not answer, and the Critical Wound is resolved as normal.
- Tomb’s Rebuke: When the Ancestor’s Shield ability is successfully used, the attacker is blasted by a wave of supernatural dread. The attacker gains the Fear (1) Creature Trait for the remainder of the encounter as ghostly faces scream silently at them from the bracers.
