Item 612 of the Quiet Maw

by

in

Slot: Belt


Lore
There are whispered tales of the first Stone-Eaters, deep delvers who vanished into the quarries and returned hollow-eyed yet stronger, claiming the rock had taught them by swallowing their pain. One of these, the miner-sage Yurra, wove scraps of deepwyrm leather and shards of ore that had drunk her own sweat and blood into a wide black belt. She wore it into battle to “let the world take the blow first.” It is said the belt itself is hungry, but not cruel — it feeds on harm and lets the bearer continue.


Description
A thick, dark belt of layered deepwyrm hide, patterned with faint gray veins of mineral that shift subtly when struck by light. Its buckle is a polished disk of obsidian that seems to ripple faintly when touched. When worn and attuned, faint warmth pulses from the leather into the wearer’s core like a slow, steady breath.


Core Stats
• Durability: 75/75
• Rarity: Common
• Tier Requirement: 1
• Weight: 1 lb
• Value: 40–55 silver


Passives
Impact Sink — The first time each day you take physical damage, reduce it by 1 (or the smallest dice increment your system uses; GM adjudicates).
Pain Drinker — Each time you suffer nonlethal harm or strain, regain 1 temporary hit point / stamina / guard point (system dependent) for one minute.
Steadied Pulse — Advantage / +1 on checks or saves to stay standing, maintain focus, or finish an action after taking damage.


Actives
Absorb Blow (1/day) — As a reaction when struck by a melee or ranged weapon, roll to halve the incoming damage (or reduce by 1d6; adjust to system). A faint shimmer pulls the force into the belt’s obsidian core.
Swell of Taken Force (2/day) — Bonus action or free maneuver after you take damage; temporarily gain +2 to Strength or Constitution checks (or advantage on next physical test) for one minute as stored force feeds back into your body.
Null Sting (1/day) — Touch an ally or your own wound and draw minor harmful essence away. Restores a small amount of hit points (1d4+1) or ends one weak ongoing bleed/poison effect.


Tags
Absorbed, Defensive, Guard, Pain Conversion, Common, Tier 1, Endurance, Protective Gear, Utility, Belt, Damage Buffer, Resilience, Shock-Absorption, Vitality, Guardflow, Pain-Eater, Forcewell, Sustainment, Endure, Barrier, Lifebound, Harm-Drinker


Perception of Activation

  • User’s perspective: sudden tug as if something deep inside takes the hit; warm surge through abdomen; heartbeat loud but steady.
  • Observer’s perspective: faint rippling shadow across the belt and buckle; a “gulp” of dust or light pulled into the obsidian disk.
  • Positives: reduces hurt, allows pushing through wounds, stable stance under attack.
  • Negatives: faint draining fatigue afterward; mild ache where force was drawn; unsettling to some to feel pain swallowed instead of felt.
  • Extra-sensory: Mind’s Eye perceives harm becoming small motes sucked into darkness; subtle echo of the world “chewing” and returning strength.

Crafting Notes
Materials: deepwyrm leather, pulverized shock-ore, obsidian core disk, powdered painleaf herb, diluted vitae oil.
Tools: heavy stitch awl, ore-etching chisel, alchemical soak basin, heat press for setting obsidian.
Skills: leatherworking, alchemy of body-energy, basic runic safety wards.

Steps:

  1. Cure and temper deepwyrm hide with vitae oil until supple but resilient.
  2. Inlay shock-ore veins into the leather; etch shallow sigils for taking harm not dealing harm.
  3. Bind obsidian buckle; infuse with painleaf tincture to “taste” hurt.
  4. Stitch under silence and steady breath, feeding one drop of your own blood into the final knot.
  5. Let the belt rest three nights in total darkness, absorbing ambient echoes of pain and recovery.

Roleplay Applications

  • Defense: brace and survive in melee; shrug off the first hit; steady footing while retreating or tanking.
  • Offense: channel taken pain into temporary bursts of strength or resilience; keep swinging when others would falter.
  • Utility: draw minor afflictions from allies; embody the stoic who “takes the hurt so others can move on.”

Acquisition & Commerce of Item 612 of the Quiet Maw

1. Quarry-Worn Outfitter Stalls
Small booths near great stone quarries and mining towns such as Ironheart Reach. Miners and delve-guards trade gear that protects against cave-ins and falling rock. Belts like the Quiet Maw are prized for absorbing impact in narrow shafts.
Typical Price: 42–48 silver

2. Pit-Fighter Gear Merchants
Found beneath city arenas or traveling with gladiator circuits. Trainers sell protective harnesses and belts that help fighters survive blows while keeping stamina. Often displayed with broken blades and dented helms as proof of strength.
Typical Price: 45–55 silver (may reach 1 gold if bought right before a bout)

3. Steam-Forge Quartermasters
Industrial depots in megacities such as Vara-Sul. Sold as safety gear to engineers and steamsmiths who risk blast injuries; belts are certified by guild safety marks.
Typical Price: 40–50 silver

4. Monster Hunter Outposts
Remote hunting lodges along jungle edges and deep caves. Hunters value the Quiet Maw to withstand initial ambush hits. Prices fluctuate based on monster activity.
Typical Price: 48–60 silver or 2 electrum when danger is high

5. Caravan Guard Supply Tents
Portable shops at trade route crossroads and Petrasectus road-stations. Merchants sell protective items to wagon guards and mercenaries expecting ambushes.
Typical Price: 38–46 silver

6. Underground Healers’ Bazaars
Hidden market circles where healers and hedge-alchemists trade items to blunt harm. Belts here are sold alongside poultices and charms.
Typical Price: 44–50 silver

7. Soldier Surplus Yards
City outskirts where old campaign gear is resold. Well-used but functional Quiet Maw belts sometimes show battle-scars and come cheaper but risk lower durability.
Typical Price: 35–42 silver

8. Vigilant Order Safehouses
Secret guild posts for bodyguards and political watchers. Require introduction or proof of reliable work; prices slightly higher for guaranteed genuine items.
Typical Price: 50–60 silver

9. Forge-Monastic Cloisters
Temple-workshops dedicated to resilience and discipline. Monks sell belts as training rewards or to travelers proving worth through a physical test.
Typical Price: 36–44 silver (sometimes reduced if buyer endures a trial of pain or labor)

10. Night Bazaar Armor Weavers
Nomadic caravans that roam the desert and jungle edge with armor and protective charms. Buyers barter monster parts or secrets for better price.
Typical Price: 40–52 silver

11. Dockside Salvager Guilds
Hidden wharves in cities like Dreamtide where shipbreakers and divers sell protective gear for underwater hazards and wreck work.
Typical Price: 45–55 silver


Market Note:
Though common, the belt’s ability to take the first blow keeps it in steady demand. Most places list it between 38–55 silver, but dangerous zones or urgent last-minute purchases can push the price to 1 gold or 2 electrum. Bargaining, barter, or proving personal resilience can sometimes earn discounts.

Roleplay Use of Item 612 of the Quiet Maw in Different Environments


Urban Environments

Defense:

  • In busy city streets or crowded marketplaces, the Impact Sink passive lessens the danger from surprise strikes, brawls, or thrown debris. A thief might stab or shove and find the blow dulled as the belt “drinks” part of the force.
  • Guards or mercenaries can wade into riots or tavern fights, knowing the first serious hit each day will be softened.
  • Steadied Pulse lets you keep composure if cornered by gang interrogators or shaken by sudden street violence.

Offense:

  • After taking a punch or hit in a tavern brawl, trigger Swell of Taken Force to turn that pain into raw strength, shoving back opponents or smashing through a barricade.
  • During infiltration or ambush, absorb a guard’s glancing blow, remain standing, then counterattack with renewed force.

Wilderness & Forest

Defense:

  • When ambushed by predators or territorial beasts, the belt’s Impact Sink can mean the difference between surviving a charge and being knocked down.
  • Stalkers and scouts benefit from Pain Drinker, regaining temporary vigor after thorn cuts or glancing claws to keep moving.
  • Falling from a low ledge or being hit by branches during pursuit is cushioned by the belt’s stored force.

Offense:

  • Hunters can deliberately take a minor strike from quarry, trigger Swell of Taken Force, and deliver a killing blow with enhanced might.
  • Null Sting helps neutralize venom or bleeding from dangerous plants or creatures so you can push deeper into wild zones.

Dungeon & Ruins

Defense:

  • First trap spring is partially absorbed; spikes or falling stones strike but leave you standing.
  • While holding a chokepoint against constructs or undead, the belt refuels your stamina after nonlethal jolts and bruises.
  • Mental calm from Steadied Pulse helps resist fear glyphs or lingering dread auras.

Offense:

  • Survive the first triggered ambush and use Swell of Taken Force to push open jammed doors or fight back hard before foes regroup.
  • Null Sting allows cleaning poison or bleed after dungeon hazards without stopping expedition momentum.

Social & Diplomatic Arenas

Defense:

  • Couriers and bodyguards remain on their feet if attacked in courts or alleys, making a swift escape or forming a protective barrier.
  • Calm focus from Steadied Pulse allows enduring intimidation, torture threats, or show-of-force duels without flinching.

Offense:

  • Duelists or champions can take the first blow dramatically, then surge forward with enhanced power from Swell of Taken Force, impressing a crowd or intimidating rivals.
  • Subtly use Null Sting after a poisoned drink or mild wound to keep appearances strong during negotiations.

Naval & Aerial

Defense:

  • Boarding actions and ship-to-ship skirmishes: the first sword cut or thrown harpoon absorbed to maintain deck footing.
  • Sailors hit by swinging rigging or falling cargo can stay functional; stamina returns from Pain Drinker after bumps and bruises.

Offense:

  • Use Swell of Taken Force after impact from ship sway or glancing hit to climb rigging fast or strike back at boarders.
  • Divers or salvage crews can drain stings or mild toxin exposure underwater with Null Sting to finish dangerous jobs.

Battlefield Skirmishes

Defense:

  • Infantry or vanguard can break through enemy lines; the first heavy strike each day reduced keeps them upright for morale.
  • The belt’s surging warmth steadies warriors under arrow or crossbow volleys.

Offense:

  • Berserk-style fighters thrive: they take an opening hit, convert it to explosive counterattack strength, and push forward.
  • Medics or frontline supports can cleanse minor wounds with Null Sting to keep allies fighting longer.

Roleplay Theme
The Quiet Maw is about survival through absorption — taking harm into yourself and making it serve you. It suits avatars who endure, adapt, and turn pain into power: bodyguards who hold a line, explorers who press through hazards, fighters who answer a strike with stronger resolve, and wanderers who keep others safe by swallowing the hurt first.

Perception of Activation:

User’s Perspective
A sudden pull deep in the stomach as if something inside turns hollow and then full — the pain or impact slides away and pools into warmth around the belt. The leather seems to “drink” the strike; sound dulls for a heartbeat as shock is drawn off. Muscles feel heavy but strong, and there’s a low hum under the skin like a heartbeat answering back. Breathing steadies; fear retreats behind a quiet wall.

Observer’s Perspective
The obsidian buckle flares faintly — a ring of light, then a quick inward swirl as if the blow or harm gets swallowed whole. The user’s posture stiffens but doesn’t falter; there’s a ripple across the belt and a strange hush in the air for a blink. Dust or small debris may shift toward the buckle’s center before settling.

Positives

  • Pain and shock are dulled almost instantly, allowing continued action after what should stagger or drop the wearer.
  • Strikes can fuel new bursts of strength or resolve; wounds feel less frightening in the moment.
  • Restores control and calm under duress; easier to hold ground or protect others.

Negatives

  • After effect fades, soreness or exhaustion can surge back as if delayed.
  • Some describe a numb detachment from their own body, disorienting if repeated.
  • Allies can be unsettled by watching harm “disappear” — it can seem unnatural or predatory.

Extra-Sensory Perceptions

  • Mind’s Eye: sees the strike dissolve into threads of reddish light and spiral into the buckle’s dark center before vanishing.
  • Temporal sense: momentary slowdown of time when the damage is taken; a half-second of silence stretching long enough to act or react.
  • Echo of Strength: faint vibration through bones; the body feels heavier and denser, as if gravity leaned closer then receded.
  • Emotive whisper: a brief, wordless promise — “I take; you stand.”

Crafting Recipe — “Binding of the Quiet Maw”


Materials Needed

  • Deepwyrm Leather (1 strap): hide from subterranean wyrms known for shock absorption and vitality.
  • Shock-Ore Veins (thin strands): metallic stone that stores kinetic force when etched into patterns.
  • Obsidian Core Disk (1 buckle): polished and magically neutral to hold absorbed harm.
  • Painleaf Tincture (1 vial): alchemical essence that converts hurt into stamina.
  • Vitae Oil (small flask): vital fluid that conditions the leather and channels life force safely.

Tools Required

  • Heavy Stitch Awl and Waxed Thread: for assembling thick leather with ore veins.
  • Ore-Etching Chisel: fine point tool to carve absorption sigils.
  • Alchemical Soak Basin: for infusing leather with vitae oil and painleaf essence.
  • Heat Press or Enchanted Clamp: to seat and seal the obsidian buckle without cracking it.
  • Silent Branding Iron: marks the final sigil of hunger; activated by heat and intent.

Skill Requirements

  • Leatherworking: ability to cure and shape deepwyrm hide without losing its resilience.
  • Runesmithing: precision in carving harm-drinking sigils into ore and leather.
  • Alchemy: safe handling and dilution of painleaf and vitae oil to avoid dangerous feedback.
  • Endurance Focus: crafter must remain calm and willingly “offer” a token wound or drop of blood to attune the belt.

Crafting Steps

  1. Prepare the Leather: cure deepwyrm hide by rubbing with vitae oil and hanging in warm, quiet darkness for three nights until supple but strong.
  2. Inlay the Shock-Ore: carve shallow channels along the belt’s interior and press thin veins of shock-ore inside; seal with additional vitae oil and let cure overnight.
  3. Infuse the Painleaf: submerge belt fully in alchemical soak of diluted painleaf tincture; remain silent and steady during infusion, as intent imprints the belt’s response to pain.
  4. Shape and Seat Buckle: polish and inscribe the obsidian core with harm-absorption runes, then heat-press into the belt’s end using enchanted clamp; belt should emit a low hum once buckle is aligned.
  5. Blood Seal: prick finger and feed a single drop of blood onto the final knot; this personalizes the first “meal” of harm and makes the belt responsive.
  6. Quiet Rest: leave belt coiled in complete darkness for at least three nights; the ambient stillness lets the sigils “learn” to draw force.
  7. Activation Test: strike the belt lightly with a wooden rod; if a faint inward pull and warmth follows, the Quiet Maw is complete and ready to attune.

When finished correctly, the Binding of the Quiet Maw gives a subtle sense of density and protection when worn, and the obsidian buckle swirls faintly if touched or tapped — a sign that harm will be taken and repurposed.

Hungry Girding of Yurra
Who Was Broken and Stood

Once it be told — but words come jagged like stone chips — that there lived a deep delver named Yurra of No Songs. She go downward when sky was loud and ground still sleeping. In the black veins of the world she find shining hurts: rock that bite, wind that choke, beasts that strike unseen. Each day she return, each day she bend but not break, though flesh cry.

It happen that mine fell — roof fall, echo roar. Yurra lay under great stone, bone crack. Yet she not die; she whisper to dark: “Take what you strike; I still move.” In the hush after crash she hear soundless answer, maybe from rock, maybe from deeper thing. Not language — a hunger, soft and waiting.

Yurra crawl from ruin, her hands full of strange ore, still warm with her own pain. She go to hidden pool where wyrms slough their hide. She skin not beast but sorrow; she soak hide with blood and tears. From painleaf root she press bitter oil; from quiet water she draw breathless dew. She sew a belt — black as pit mouth — and set one obsidian stone in its heart. No one watch; no hammer ring; only breath and silence.

She wear the thing and go again to stone. When pick break and wall rage, the hurt slide from her ribs into belt. When monster claw, she stumble but stand, and feel a fire build inside, like strength borrowed from wound. Companions fear and name her Quiet Maw, for blows vanish in her and she grow mightier with each bruise.

But tale crooked after. Some say she walk so long with pain not hers that self grew thin. She laugh no more, eat little, but dig ever deeper, feeding belt and belt feeding her. One night she go alone into oldest tunnel, speak words none recall: “If world would chew, I chew world.” She vanish — no bones, no lamp, only belt lying warm on black floor.

Miners found it and passed it hand to hand, never long kept: a guard who must hold breach, a fighter who take hit to protect mate, a wanderer alone in silent gulch. Each bearer stronger, but each quiet after. Some say the belt remembers all pain and will not stop until it is full. Others say it teaches: pain taken and lived becomes stone beneath feet.

Moral of the Story: Strength born of suffering can keep you alive — but feed on pain too long, and you may be hollow where joy once stood.

Suggested conversions to other systems:


Call of Cthulhu — “Quiet Maw Belt (Item 612)”

Type: Minor Talisman (Belt); Rarity: Common; Era: Any
Attunement: 1 POW to bind; Uses: Persistent with small daily limits

Passive Effects:
• Impact Sink — The first time each day you suffer physical damage, reduce it by 1 (minimum 1).
• Pain Drinker — When you take non-lethal harm (brawl, fall, fatigue), you immediately gain a bonus die on your next CON or STR test made within 1 minute to stay conscious, keep moving, or finish a task.
• Steadied Pulse — Bonus die on opposed tests to avoid being knocked prone or disarmed when you have taken damage in the current round.

Active Effects:
• Absorb Blow (1/scene): Spend 2 Magic Points as a Reaction when struck. Halve the rolled damage (round up). If this reduces damage to 0, make a Luck roll; on success, you may immediately take a free 2-meter step without provoking pursuit.
• Swell of Taken Force (2/day): Spend 1 Magic Point after taking damage. For 1 minute, gain a bonus die on STR tests (forcing doors, grapples) and a +1 DB step (e.g., from none to +1d4).
• Null Sting (1/day): Spend 2 Magic Points and 1 Luck to end a minor Bleeding or Poison effect you’re suffering, or grant an ally within reach a bonus die on their next CON roll to resist such an effect.

Backlash: If you finish a scene at 0 MP due to the belt, make SAN 0/1 for dissociation (brief numbness, flat affect).


Blades in the Dark — “Belt of the Quiet Maw (Item 612)”

Item Type: Unusual Gear (belt); Load: 0; Quality: Fine (absorptive); Source: Arcane/Industrial

Passive Effects:
• Impact Sink — The first time each score you resist physical harm with Prowess, treat the resistance as if you had +1d (in addition to your roll).
• Pain Drinker — After you mark 1-level Harm from an impact/blow and continue acting, take +1 effect on your next physical action in the same scene.
• Steadied Pulse — When you Push to stay on your feet (climbing, brawling in crowds, bracing explosions), you may instead spend 1 stress for the same +1d.

Active Effects:
• Absorb Blow (1/score): When you’d take Harm from a physical attack, mark this use to reduce the Harm by one level (2→1 or 1→none).
• Swell of Taken Force (2/score): After resisting or taking physical Harm, spend 1 stress to immediately gain Potent effect on a single feat of strength or endurance (shove a brute, lift a gate, dash through debris).
• Null Sting (1/score): Spend 1 stress to treat a lingering minor condition (winded, rattled, bleeding) as a temporary 0-level narrative effect for the rest of the scene.

Drawback: Compel the “hunger” — on prolonged overuse, the GM may tick a 4-clock “Hollow Focus,” making you curt and joyless until you indulge vice.


Dungeons & Dragons — “Belt of the Quiet Maw (Item 612)”

Wondrous item (belt), common; requires attunement

Passives:
• Impact Sink — Once per long rest, the first time you take bludgeoning, piercing, or slashing damage, reduce that damage by 3.
• Pain Drinker — When you take damage, you gain 1 temporary hit point (max 1) until the start of your next turn.
• Steadied Pulse — You have advantage on Strength (Athletics) checks to avoid being shoved or knocked prone if you took damage since your last turn.

Actives:
• Absorb Blow (1/long rest): When you are hit by a weapon attack, you can use your reaction to reduce the damage by 1d6.
• Swell of Taken Force (2/short rest): When you take damage, you can use a bonus action to channel it. For 1 minute, you gain advantage on Strength checks and Strength saving throws. The effect ends early if you are reduced to 0 hit points or you choose to end it (no action).
• Null Sting (1/long rest): As an action, you or a creature you touch regains 1d4+1 hit points and ends one minor ongoing effect on the target of your choice (such as being poisoned or bleeding if your table uses that condition). This has no effect on curses, diseases, or magical effects requiring higher-level magic to end.

Attunement Note: The belt’s magic functions only while you are not wearing heavy armor that imposes disadvantage on Stealth due to bulk (GM may waive for settings without such penalty).


Knave — “Quiet Maw Girdle (Item 612)”

Type: Wearable; Slot: 1 (belt); Rarity: Common

Passives:
• Impact Sink — Once per day, reduce damage from a single physical hit by 1.
• Pain Drinker — When you take damage, you gain 1 temporary HP until your next turn (doesn’t stack).
• Steadied Pulse — Advantage on tests to stay standing or keep hold of something immediately after taking damage.

Actives:
• Absorb Blow (1/day): Reaction to a hit; reduce its damage by 1d6 (minimum 0).
• Swell of Taken Force (2/day): After taking damage, you may take advantage on your next STR-based test within 1 minute (forcing a door, grappling, lifting, sprinting).
• Null Sting (1/day): Spend a Turn to draw off a minor harm: restore 1d4+1 HP to yourself or a creature you touch, or end a simple ongoing effect like bleeding or mild poison (Referee adjudicates).

Limits: If you used all three actives in a day, make a WIL save on waking; failure leaves you “hollow” (roleplay fatigue) until you share a meal or rest quietly for an hour.


Fate — “Quiet Maw Belt (Item 612)”

Aspect: It Eats the Blow, Not Me
Permission: Must attune (spend one Refresh or narrative milestone)
Cost: 1 Refresh or GM-allowed gain

Passive Effects:
• Impact Sink — +2 on Overcome rolls to endure harm or keep moving after a physical hit once per scene.
• Pain Drinker — +2 on Create Advantage actions that turn injury into strength or momentum (e.g., shoving an enemy after taking damage).
• Steadied Pulse — +2 on Defend rolls with Physique when trying to avoid knockdown or shock after a hit.

Active Effects:
• Absorb Blow (1/session): Invoke the item’s Aspect for free to reduce a successful physical attack by one shift and narrate force being drawn into the belt.
• Swell of Taken Force (2/session): Spend a Fate Point after harm to immediately gain +2 on your next Physique or Fight action; describe using stored impact.
• Null Sting (1/session): Spend a Fate Point to clear a mild consequence related to bleeding, strain, or fatigue, changing it into narrative color only.

Compel: The GM may compel the Aspect to pull you into grim stoicism or emotional numbness after heavy use.


Numenera & Cypher System — “Quiet Maw Harness (Item 612)”

Level: 3 artifact (belt), depletion 1 in 1d20 per day of use

Passive Effects:
• Impact Sink — Reduce the first instance of physical damage by 1 point each day.
• Pain Drinker — When taking damage, immediately gain 1 point of Armor against the next attack within 1 minute.
• Steadied Pulse — Ease (one step easier) any Might defense roll made right after taking damage.

Active Effects:
• Absorb Blow (1/day): Action; spend 2 Might points to halve physical damage from one hit (rounded down).
• Swell of Taken Force (2/day): Free; after damage, spend 1 Might point to gain +1 Edge (Might) or an Asset on a single physical action in the next minute.
• Null Sting (1/day): Action; spend 2 Intellect points to cancel a minor bleeding/poison condition or restore 1d6+1 points to Might Pool.

Depletion: Roll 1d20 at day’s end after using any power; on a 1, belt goes dormant until it’s “fed” with personal blood and a day of silent rest.


Pathfinder — “Belt of the Quiet Maw (Item 612)”

Wondrous Item, Belt Slot; Level 3; Price 45 gp; Bulk L; Rarity: Common; Usage worn

Passive Effects:
• Impact Sink — Once per day, when you first take physical damage, reduce that damage by 3.
• Pain Drinker — Gain 1 temporary HP each time you take damage (doesn’t stack, lasts 1 round).
• Steadied Pulse — +1 item bonus to Athletics checks and Fortitude saves made to resist being shoved, tripped, or knocked down after taking damage.

Active Effects:
• Absorb Blow (1/day) [Reaction]: Trigger: You’re hit by a melee or ranged Strike. Effect: Reduce damage by 1d6.
• Swell of Taken Force (2/day) [Free Action]: Trigger: You’ve taken damage since your last turn. Effect: Gain a +2 circumstance bonus to Strength-based checks and Athletics for 1 minute.
• Null Sting (1/day) [Two Actions]: Touch yourself or an ally; target recovers 1d8+1 HP and ends one minor bleed/poison effect.

Craft Requirements: deepwyrm leather strap, shock-ore veins worth 5 gp, obsidian buckle; Craft DC 17 with Leatherworking and Arcana or Occultism.


Savage Worlds — “Quiet Maw Girdle (Item 612)”

Gear Type: Wondrous Belt; Rank: Novice; Cost: 200 credits equivalent (40–50 silver); Weight: 1 lb

Passive Effects:
• Impact Sink — The first physical damage taken per day is reduced by 3.
• Pain Drinker — Gain +1 Toughness until the end of the next round after taking damage.
• Steadied Pulse — +1 Spirit when resisting Shaken from pain or fear after a hit.

Active Effects:
• Absorb Blow (1/day): Free Action; spend 1 Benny to halve damage from one melee/ranged attack.
• Swell of Taken Force (2/day): Free Action after taking damage; +2 on next Strength or Vigor roll this scene.
• Null Sting (1/day): Action; spend 1 Power Point or 1 Benny to heal a Wound on a success with Spirit roll or remove a Fatigue level caused by injury.

Drawback: GM may call for a Smarts roll after heavy use; on failure, the wearer grows detached or emotionally dulled for a scene (minor roleplay hindrance, no mechanical penalty unless GM wishes).


Shadowrun — “Quiet Maw Harness (Item 612)”

Type: Armor Accessory (Qi Focus), Rating 1; Category: Belt; Availability: 4; Cost: 2,000¥; Essence: —

Passive Effects:
• Impact Sink — The first time each day the user takes Physical damage, reduce that damage by 1 box.
• Pain Drinker — Each time the user suffers Stun or Physical damage but remains conscious, add +1 die to the next Strength or Body test taken in the next Combat Turn.
• Steadied Pulse — +1 dice pool to Composure Tests (Willpower + Charisma) after taking damage to resist fleeing or collapsing.

Active Effects:
• Absorb Blow (1/day): Free Action; spend 1 point of Magic or 1 Edge. Halve the Physical damage from one attack (round up).
• Swell of Taken Force (2/day): Simple Action after taking damage; gain +2 dice on a single Strength or Body-based test (shoving, lifting, grappling) before the end of the next Combat Turn.
• Null Sting (1/day): Complex Action; spend 1 point of Magic or 1 Edge to immediately remove one box of Physical damage or convert one box of Physical damage to Stun.

Bonding: Costs 2 Karma to attune.
Overuse: Each time you use Absorb Blow after you’ve already used it that day, make a Willpower (3) test; failure inflicts –1 dice to Social skill tests for the next hour (emotional numbness).


Starfinder — “Belt of the Quiet Maw (Item 612)”

Item Level 2; Price 900 credits; Bulk L; Slot: Belt

Passive Effects:
• Impact Sink — Once per day, reduce the first damage taken from a physical source by 3.
• Pain Drinker — When you take damage, gain 1 temporary Hit Point that lasts 1 round.
• Steadied Pulse — +1 insight bonus to saving throws against bull rush, trip, or fear while you’ve taken damage this encounter.

Active Effects:
• Absorb Blow (1/day): Reaction. When hit by an attack, reduce the damage by 1d6.
• Swell of Taken Force (2/day): Reaction after taking damage; gain +2 circumstance bonus to Athletics or Strength-based skill checks for 1 minute.
• Null Sting (1/day): Standard action; restore 1d8+1 Hit Points to yourself or an adjacent ally and end the bleeding condition or one ongoing poison effect.

Restrictions: Doesn’t function while encumbered or wearing heavy armor with disadvantage on Stealth.


Traveller — “Quiet Maw Girdle (Item 612)”

Tech Level: 9; Mass: Negligible; Cost: Cr 1,500; Slot: Clothing/Belt

Passive Effects:
• Impact Sink — First time each day user takes damage, reduce by 1d3.
• Pain Drinker — After taking damage and remaining conscious, DM+1 to next STR or END check made in the next minute.
• Steadied Pulse — DM+1 to avoid Knockdown or remain conscious after serious injury.

Active Effects:
• Absorb Blow (1/day): Minor Action; reduce incoming damage by 1d6.
• Swell of Taken Force (2/day): Free Action after taking damage; DM+2 to next Strength or Endurance-based action before end of the current combat round.
• Null Sting (1/day): Action; spend one round focusing to heal 1 END or remove a light poison/bleeding effect.

Drawback: If you use all three actives in 24 hours, roll END 8+. Failure imposes DM–1 on Social interactions for the next hour (flat affect).


Warhammer Fantasy Roleplay 4e — “Quiet Maw Belt (Item 612)”

Encumbrance: Negligible; Availability: Rare (Common Magic); Craft: Arcane/Industrial; Price: ~14 gc

Passive:
• Impact Sink — First physical blow each day reduces damage by 3.
• Pain Drinker — After taking damage but staying conscious, gain +10 to next Strength-based Test within 1 minute.
• Steadied Pulse — +10 Cool to avoid being Stunned or knocked Prone after taking a hit.

Active:
• Absorb Blow (1/day): Half Action. Reduce incoming Damage by SL (Success Levels) of an immediate Endurance Test (minimum 1).
• Swell of Taken Force (2/day): Free Action after taking damage; +20 to next Strength Test (breaking, grappling, charging) this encounter.
• Null Sting (1/day): Full Action; heal 1 Wound or stop Bleeding condition on yourself or ally in touch range.

Backlash: Each time you use Absorb Blow after daily limit, make Willpower +10 or gain 1 Corruption and suffer –10 Fellowship for the next hour (drained and detached).