Armenian Folk Healing 88 of Achy

Lore: In the damp, stone-walled cellars of the Lori province on Saṃsāra, where the fog clings to the moss, the elders speak of “The Dampness” as a living spirit that seeks to rust the bones of the living. To combat this, the village Hekims (healers) crafted the Armenian Folk Healing 88 of Achy, often called the Barometer-Bands or the Copper-Knees.

These are thick, itchy tubes of raw, unwashed sheep’s wool, threaded heavily with copper wire that has been greened by vinegar. They are worn around the knees, elbows, or lower back. The magic of the item is based on the principle of Tsavt Tanem—a common Armenian phrase of endearment meaning “Let me take your pain.” The bands do not remove pain; they concentrate it. They act as a lightning rod for the body’s stiffness, drawing the “rust” out of the bones and into the wool. However, because they trap the pain, they become hypersensitive to the environment, turning the wearer into a living, grumbling weather station. The wearer is always “achy,” but they are never broken.

Detailed Stats

  • Tier: 1
  • Rarity: Common
  • Slot: Legs (Knee sleeves) or Wrists (Elbow sleeves) – takes up one “Joint” slot.
  • Weight: 1 lb (Heavy with lanolin and copper)
  • Value: 25 Silver (Valued by retired soldiers and miners)
  • Attunement: Required (The wearer must sleep in them for one night on a hard floor).
  • Material: Raw wool (smells of wet sheep), copper wire, and dried willow bark woven into the lining.

Passive Magic

  • Passive Activation – The Storm-Bone Sense: The copper wires vibrate sympathetically with changes in barometric pressure and magical “pressure.”
    • Effect: The wearer cannot be surprised by natural weather changes (storms, blizzards, floods). They feel a deep throb in the joint 1 hour before the weather hits. Additionally, the wearer gets a “twinge” of warning before entering a room with high magical saturation or a trap, granting a bonus to Perception or Investigation checks to spot hazards, roleplayed as “My knee is acting up, something is wrong here.”
  • Passive Activation – The Copper Warmth: The unwashed wool retains heat and repels “The Dampness.”
    • Effect: The wearer ignores penalties associated with cold, wet environments (such as slippery terrain caused by ice or moss, or exhaustion from freezing rain). Their joints remain loose and lubricated even when freezing.

Activatable Magic

  • Active Activation – Tsavt Tanem (The Burden Transfer):
    • Action: The wearer touches an ally who is suffering from a movement-impairing condition (Paralyzed, Slowed, Stunned, or Grappled) and says, “Give it here.”
    • Effect: The condition is instantly removed from the ally and transferred to the wearer for one round. The bands flare green, absorbing the “stiffness.” This allows the squishy wizard to run away while the sturdy tank (wearer) briefly locks up, enduring the pain so their friend doesn’t have to.
  • Active Activation – The Snap-Kick (Kotsrel):
    • Action: The wearer stomps their foot or snaps their elbow straight with a loud crack of the joint.
    • Effect: This releases the stored kinetic tension in the copper coils. The wearer gains a sudden burst of movement speed (e.g., Dash as a bonus action) or a bonus to a Strength (Athletics) check to break down a door or jump a chasm. It represents the “loosening” of the limb after a period of stiffness.

Tags: Tier 1, Legs, Joints, Weather, Sense, Protection, Cold Resistance, Condition Transfer, Support, Copper, Wool, Lanolin, Barometer, Rheumatism, Sacrifice, Endurance, Rustic, Warning, Dampness, Willow, Vinegar, Elder

In the world of Saṃsāra, the Armenian Folk Healing 88 of Achy is rarely sold in gleaming magic shops or high-end emporiums. It is an item of the working class, the elderly, and the retired adventurer. It is found where people complain about the weather.

The Steam-Bath Apothecaries (Anuran Geothermal Zones) In the humid, sulfur-smelling districts of Abbeville where the geothermal pools heat the city, these bands are sold by elderly Anurans (usually Granite or Basalt caste) whose skin has gone gray with age. The shops are technically bathhouses, filled with steam and the sound of coughing. The bands are kept in jars of pickled vinegar to keep the copper conductive.

  • Buying Experience: The transaction is a medical consultation. The Anuran shopkeeper will demand to see your knees. They will poke your joints with a damp, webbed finger until you wince. “Too stiff,” they will croak. “You have the Dry-Rot. Wear this. It smells like goat, but it works better than prayer.”
  • Cost: 20 Silver. They often offer a discount if you bring them fresh pond-leeches or heating salve.

The Hekim’s Porch (Rural Highland Villages) In the small, rain-swept villages of the mountain folk, there are no signs for these shops. You simply look for the house with the most cats and the smell of boiling willow bark. The Hekim (usually a grandmother with hands like tree roots) sells them from a woven basket next to her rocking chair.

  • Buying Experience: Slow and conversational. You cannot buy the bands until you have sat with the Hekim for at least twenty minutes complaining about your back pain. If you don’t complain, she won’t sell it, because she believes you don’t need it. “Oh, the rain comes tonight,” she will say, rubbing her own copper-wrapped elbow. “My bones sing the storm song.” You must nod and agree.
  • Cost: 15 Silver (The “Local Price”). However, you are often expected to chop some firewood for her before you leave to “test the new joints.”

The Quartermaster’s “Dead-Stock” (Mercenary Encampments) In the sprawling tent cities of the Free Companies, these items are found in the back of the Quartermaster’s wagon, usually buried under rusted chainmail and dented helmets. They are referred to as “Old Man’s Armor.” They are bought by veterans who refuse to retire but can barely walk in the mornings.

  • Buying Experience: Cynical and transactional. The Quartermaster doesn’t care about the magic; they care that it keeps their soldiers marching. “Got a pair of Copper-Knees here,” they’ll grunt. “Previous owner didn’t need ’em anymore. Died standing up, though. Legs locked right in place. Good quality.” The wool is often stained with old blood or mud.
  • Cost: 30 Silver. The price is higher because usually, they are the only thing keeping a mercenary employed.

The “Vintage Wellness” Boutiques (Andean Capital) In a strange twist of fashion, these rustic, smelly bands have become a minor fad among the wealthy merchants of the Andean sun-cities, who view “peasant hardiness” as a commodity. Here, they are sold in shops that smell of incense to mask the sheep smell, packaged in silk boxes.

  • Buying Experience: Pretensious. The shopkeeper describes the “aligning properties of organic copper” and the “grounding energy of the wool.” They strip away the cultural context of pain and sell it as “Earth Connection.” The wool is combed and dyed pretty colors, which actually weakens the magic slightly (it’s less itchy, so it binds less to the nerves).
  • Cost: 5 Gold (50 Silver). You are paying for the silk box and the lie that it doesn’t smell like wet animal.

The Smuggler’s “Wet-Market” (Coastal Ports) In the foggy ports where sailors dock, these bands are sold alongside illegal rum and fish guts. Sailors prize them because the sea dampness destroys joints faster than anything else. They are sold by “Bone-Pickers”—scavengers who loot shipwrecks.

  • Buying Experience: Shady and damp. The seller usually wears three or four pairs themselves. They demonstrate the product by cracking their knuckles loudly. “Storm’s coming,” they’ll whisper, looking at the grey horizon. “My elbow says a Category 3. You want to be climbing the rigging with stiff knees when that hits?”
  • Cost: 25 Silver, or a bottle of high-proof spirits to numb the pain that the bands collect.

Defense: The Grumbling Lightning Rod

The Armenian Folk Healing 88 offers a defense based on endurance and martyrdom. You don’t dodge the blow; you complain about it, absorb it, and keep standing.

In the Dungeon (Pre-Emptive Defense)

  • The Atmospheric Warning: The party is approaching a door that is trapped with a magical rune.
    • Roleplay: The wearer stops, grimacing and rubbing their knee vigorously. “Hold up,” they grumble. “My meniscus is throbbing like a drum. That means bad magic or a pressure plate. Don’t step there.” It turns the “Perception Check” into a scene of an old person complaining about their arthritis, which just happens to save the party’s life.

In Magical Combat (The Sacrifice)

  • The Tsavt Tanem Maneuver: The party’s rogue has been paralyzed by a Ghoul’s touch or frozen by a Cryomancer. They are helpless in the open.
    • Roleplay: The wearer rushes in, not to attack, but to touch the rogue’s shoulder. “I’ll take your pain, child. Give it here.”
    • Visual: The green copper wire on the bands flares bright verdigris. The rogue gasps, suddenly loose and free. Instantly, the wearer stiffens, their limbs locking up into a rigid statue pose. They take the paralyzation, standing like a stone shield between the enemy and the rogue. They grunt through gritted teeth, “Run… I’ll just… be a moment.”

In the Tundra (Environmental Defense)

  • The Unfrozen Joint: The party is traversing an icy mountain pass. Everyone else is suffering from Exhaustion or slipping on the ice.
    • Roleplay: The wearer trudges forward, legs wrapped in the smelly, warm wool. While the barbarian is shivering, the wearer is sweating. “Call this cold?” they scoff. “The dampness can’t find the bone if the wool is thick enough.” They become the anchor, hauling the freezing party members up the ledge because they are the only ones whose elbows aren’t locked with frost.

Offense: The Kinetic Crack

Offense with the Copper-Knees is about the sudden release of built-up tension. It plays on the trope of “Old Man Strength”—the idea that the veteran is slow until the exact moment they need to be fast.

In Melee (The Snap-Kick)

  • The Deceptive Lethargy: The wearer fights with a slow, plodding style, luring the enemy into thinking they are tired or elderly.
    • Roleplay: The enemy closes in, expecting an easy kill. The wearer lifts a leg and stomp-kicks the ground. CRACK! The sound of the knee joint popping is as loud as a pistol shot.
    • Action: The Kotsrel activates. The copper coils release stored kinetic energy. The wearer launches into a sprint or delivers a kick that shatters a shield, moving with the blurring speed of a youth for just six seconds. “Just needed to loosen up!” they shout as they strike.

In Obstacle Clearing (The Breacher)

  • The Barometric Breaker: The party is stuck behind a stuck iron door or a wall of ice.
    • Roleplay: The wearer presses their elbow against the obstruction. They close their eyes, feeling the “pressure” of the object. “It’s tight,” they mutter. “But everything breaks if you hit the rusty spot.” They snap their elbow straight—POP—and drive a punch into the door. The magical vibration transfers from the copper into the object, shattering the lock or cracking the ice not through force, but by vibrating it apart.

Universal Roleplay Mechanic: “The Weather Report”

  • Somatic Component: The wearer is constantly adjusting the sleeves, scratching underneath the wool, or rotating their ankles to “test the air.”
  • The Vocabulary: The wearer speaks in meteorological metaphors. A calm day is “Low Pressure.” A boss fight is a “Hurricane Front.”
  • The Attitude: Stoic complaint. They are always in minor pain (itchy, achy), which gives them a high tolerance for major pain. When they get stabbed, they might say, “Hurts less than my sciatica on a rainy Tuesday.”

Perception of Activation:

Visual Perception (Sight)

  • User’s Perspective: When Tsavt Tanem (Burden Transfer) is triggered, the copper wires threaded through the wool glow with a sickly, oxidized green light (verdigris). The world momentarily looks “heavy” or desaturated, as if a gray filter has been applied to the vision, representing the sudden onset of lethargy or paralysis. During the Snap-Kick, the user sees steam rise from the wool as the heat is violently expelled.
  • Observer’s Perspective: To an ally, the bands appear to pulse like a slow, green heartbeat. When the user takes a condition, they visually “lock up”—their muscles go rigid, and they resemble a statue made of flesh. The wool appears to smoke or sweat during high activity.
  • Positives: The green glow is distinct from typical magical colors (blue/red), identifying the magic as “earthy” or alchemical rather than arcane.
  • Negatives: The “locking up” visual creates a clear “Shoot Me, I Can’t Move” target for intelligent enemies who realize the tank is temporarily paralyzed.

Auditory Perception (Sound)

  • User’s Perspective: A constant low-frequency hum, like a telegraph wire in the wind, is always present in the user’s ears (the sound of the copper conducting). When activating the Snap-Kick, the internal sound is deafening—a wet, grinding CRACK that sounds like a tree branch snapping inside their own skull.
  • Observer’s Perspective: The defining sound of this item is the Pop. When the user activates the speed burst, it sounds like a dry twig snapping or a heavy door latch being thrown. It is a visceral, “bone” sound that makes squeamish observers wince.
  • Positives: The loud crack is intimidating; it implies the user is made of harder stuff than normal mortals.
  • Negatives: Stealth is impossible. The joints creak audibly when the weather changes, and the activation sound echoes in quiet dungeons.

Tactile Perception (Touch & Somatic)

  • User’s Perspective: The dominant sense is “The Itch.” The raw wool is scratchy and coarse, keeping the nerves constantly stimulated. When Tsavt Tanem activates, the user feels a rushing sensation of “cold cement” pouring into their veins—the physical sensation of the paralysis or stun being transferred. It is heavy, crushing, and suffocating for exactly one round. When the Snap-Kick triggers, it feels like the immense relief of popping a dislocated shoulder back into place—a rush of endorphins and heat.
  • Observer’s Perspective: Touching the bands feels like touching a feverish forehead. They radiate a dry, intense heat (the “Copper Warmth”). If an ally touches the user during a transfer, they feel a static shock, as if the user is a battery overcharged with pain.
  • Positives: The constant heat keeps the user limber and comfortable in freezing environments where others are shivering.
  • Negatives: The tactile sensitivity means the user is constantly adjusting the gear. They can never truly get comfortable or relax their limbs completely.

Olfactory & Gustatory Perception (Smell & Taste)

  • User’s Perspective: A pervasive taste of copper pennies and vinegar in the back of the throat. This metallic tang increases when magic is near or a storm is brewing.
  • Observer’s Perspective: The smell of wet animal (lanolin) and sour vinegar. It is the smell of an old apothecary or a wet sheepdog. It is distinct and earthy, masking the wearer’s natural scent but replacing it with something equally pungent.
  • Positives: The strong smell masks the scent of blood or fear, which can confuse tracking beasts.
  • Negatives: It is socially off-putting. High society NPCs may wrinkle their noses or refuse to stand downwind of the wearer.

Extra-Sensory Perception: The Barometric Weight

  • User’s Perspective: The user feels “pressure” as a physical weight. A high-pressure system (good weather) feels like a light blanket; a low-pressure system (storm) feels like wearing lead boots. Magic manifests as a “twinge” or a “throb”—a specific ache that tells the user, Something is wrong with reality here.
  • Observer’s Perspective: Allies standing near the wearer feel a sense of “grounding.” The anxiety of a storm or a magical threat feels less chaotic because the wearer is acting as a lightning rod, absorbing the ambient tension.
  • Positives: Preternatural awareness. The user knows a storm is coming before the clouds even gather.
  • Negatives: Psychosomatic burden. The user physically feels the stress of the environment. If the dungeon is “evil,” the user’s knees hurt. They carry the mood of the room in their joints.

Recipe: The Hekim’s Protocol for the Storm-Band

Tier: 1 Category: Alchemical Gear / Clothing Time to Craft: 3 Days (Must be crafted during a period of rain or high humidity). Success Chance: Difficulty Rating (DR) 12. (The DR decreases to 10 if the crafter is currently suffering from a physical ailment or exhaustion).

Materials Needed:

  • 1 lb of Raw, Unwashed Fleece: Must be shorn from a mountain sheep in the dead of winter. It must retain all its natural lanolin (grease) to repel water and hold heat.
  • 1 Spool of Red Copper Wire: Pure copper, conductive and receptive to spirits.
  • 1 Jar of “Mother of Vinegar”: Extremely old, sour wine or apple cider vinegar to oxidize the copper.
  • 3 Strips of White Willow Bark: Dried and crushed. This is the physical analgesic agent.
  • 1 Tablespoon of Rock Salt: To crystalize the magic and “dry out” the humours.

Tools Required:

  • Ceramic Bowl: For the acid bath (metal bowls will spoil the reaction).
  • Carding Combs: To align the wool fibers.
  • Bone Needle: Copper needles are too soft; steel needles are too cold.
  • A “Bad” Chair: The crafter requires a seat that is uncomfortable, ensuring they are physically stiff while working.

Skill Requirements:

  • Tailoring / Weaving: Level 1.
  • Nature / Herbalism: To identify the correct Willow species.
  • Constitution: The crafter must endure the smell and the itch during creation.

Crafting Steps:

  1. The Greening of the Wire (The Sickness): Submerge the Red Copper Wire in the Mother of Vinegar mixed with Rock Salt. Leave it for 24 hours. The copper must corrode and turn the color of verdigris (blue-green). In alchemy, this teaches the metal what it means to be “sick” or “rusted,” allowing it to understand the pain of the wearer.
  2. The Carding of the Bark: Take the Unwashed Fleece. Do not clean it. The smell is part of the charm. Sprinkle the crushed White Willow Bark into the wool. Use the Carding Combs to mash the bark dust directly into the greasy fibers. The lanolin will bind the medicinal dust to the wool, creating a slow-release poultice.
  3. The Coil of Tension: Spin the wool into thick yarn. As you spin, you must thread the Greened Copper Wire into the center of the yarn core. It must be wound tight—under tension. If the wire is loose, the Snap-Kick ability will fail. The yarn should feel stiff and resistant, fighting against your hands.
  4. The Blessing of the Grumble: Knit the yarn into a tube shape (for a knee or elbow). This must be done while sitting in the Bad Chair. As you knit, you must vocalize your discomfort. You must complain about the weather, the government, the price of bread, or the ache in your back. These words are not just complaints; they are the incantation. They teach the wool to “absorb” negativity so the wearer doesn’t have to hold it.
  5. The Cold Set: Once the band is knitted, do not heat it. Place it outside on a cold stone overnight. It must contract and harden. When you retrieve it in the morning, it should be stiff as a board. It will only soften when placed upon a warm, living joint, signifying the bond between the item and the host.

Old Man Arakel and Storm that Broke Mountain
(Inscribed upon the copper scrolls of the Lori Catacombs)

In the days when the wind had teeth and the rain fell like iron nails, there lived a shepherd named Arakel. Arakel was not a hero. His back was curved like the scythe, his knees creaked like the mill-wheel, and his hands were gnarled as the roots of the walnut tree. He was a man made of aches.

While the young men of the village sharpened their swords to fight wolves and bandits, Arakel fought only the dampness. He wrapped his legs in wool shorn from the black sheep, bound with copper wire he had scavenged from the ruins of the giants. “To keep the rust out,” he would grumble, though the village children laughed to hear him click and pop as he walked.

One autumn, the Great Grey Grandfather—a storm of impossible size—descended upon the mountain. The sky turned the color of a bruise. The birds fell silent. The young heroes of the village stood at the gates, swords drawn, ready to fight the wind. But Arakel sat on his porch, rubbing his copper-bound knees.

“It is heavy,” Arakel whispered. “The air is too heavy.”

The storm broke not with wind, but with a landslide. The mountain itself groaned, and a river of mud and stone, thick as history, roared down the valley. It aimed not for the gates where the heroes stood, but for the Schoolhouse, where the children sheltered.

The young heroes were fast, but they were frozen by the horror of the crushing earth. They stood paralyzed, their minds unable to comprehend a foe they could not stab.

Arakel did not run; he could not run. He shuffled. But as he saw the mud-wall rising, he felt the familiar ache in his bones—the pressure that had been his companion for forty years. He understood the weight.

He hobbled to the center of the path, between the mud and the children. He did not draw a weapon. He reached out his gnarled hands and slapped his own knees. CRACK! The sound was louder than thunder.

“Give it here!” Arakel roared at the mountain. “I have carried the weight of the rain! I have carried the weight of the winter! What is a little mud to Arakel?”

He activated the Tsavt Tanem. He invited the crushing force of the landslide into his own marrow.

The mud struck him. It did not bury him. It stopped.

For one impossible moment, the avalanche froze, held back by an invisible wall of pure, stubborn misery. Arakel stood like a statue of iron, his wool bands glowing with a blinding green light. His bones locked. His muscles turned to stone. He took the paralysis of the earth, the crushing weight of the landslide, and he held it in his arthritic joints.

“Run!” he wheezed to the children. And they ran.

When the green light faded, the mud collapsed, burying the spot where the shepherd had stood.

The villagers dug for three days. They expected to find a corpse. Instead, they found Arakel, waist-deep in the dirt, drinking tea he had somehow brewed while trapped. He was grumbling that the mud was “bad for his sciatica.”

The landslide had not broken him, because you cannot break what is already cracked. Arakel had simply out-stubborned the mountain.

The Moral of the Story Do not despise the pain of the old, nor the stiffness of their limbs; for the oak that does not bend in the wind breaks, but the gnarled root holds the earth together.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The Hekim’s Copper Wraps (Folk Artifact)

Description: Thick, foul-smelling wool bands threaded with verdigris-covered copper wire. They are warm to the touch and vibrate faintly when a storm—meteorological or mythos-related—is approaching.

Stats & Mechanics:

  • Cost: N/A (Unique/Folk Item)
  • Powers:
    • Barometric Sensitivity (Passive): The Keeper may secretly inform the wearer 1 hour in advance of any major weather event. Additionally, if a Mythos entity with a high POW (100+) enters the immediate area, the wearer suffers a sharp pain in their joints, granting a Bonus Die on Spot Hidden to locate the source of the disturbance.
    • Tsavt Tanem (Ritual Action): As a reaction to an investigator within touch range failing a CON or POW roll that results in being Stunned, Paralyzed, or Poisoned, the wearer can grasp them and shout the invocation. The wearer spends 1D4 Magic Points. The condition is immediately removed from the ally and applied to the wearer for 1D3 rounds.
    • The Old Strength (Active): By spending 1 Magic Point and taking 1 HP damage (from the strain), the wearer can force their stiff joints to snap straight. This grants an Automatic Success on a Jump or Climb roll, or adds +20% to a Brawl maneuver to break a grapple.
  • Drawback: The wearer suffers a Penalty Die on all Stealth rolls due to the audible creaking of their joints and the smell of the unwashed wool.

Blades in the Dark

Name: Spark-Woven Knee Wraps

Description: A piece of Alchemical gear favored by older Skovlan refugees and veteran cutters. The copper weave acts as a grounding wire for electro-plasmic energy and physical shock.

Stats & Mechanics:

  • Load: 1 (Worn)
  • Tier: I (Common)

Abilities:

  • Storm-Sense: You can always tell when the weather in Doskvol is about to turn worse (which is always), or when a Ghost Storm is manifesting in the Ghost Field. This counts as a Setup Action for plans involving weather or environmental hazards.
  • Tsavt Tanem (Special Armor): You may use this item as Armor to resist a consequence related to Cold, Exhaustion, or Paralysis. Alternatively, when you perform the Protect teamwork maneuver to take a consequence for a teammate, you may mark this item’s load instead of taking Stress. If you do, you take the consequence fully (you cannot resist it further), but you take no Stress for the intervention.
  • The Snap (Push): When you Push Yourself for a feat of explosive athleticism (running, jumping, kicking down a door), you gain +1 Effect in addition to the extra die. This represents the release of stored tension.
  • Drawback: While worn, you cannot be silent.

Dungeons & Dragons (5th Edition / 2024 Rules)

Name: Bands of the Weathered Bone Wondrous Item, Common (Requires Attunement)

Description: Rough wool sleeves threaded with green copper wire. They smell of vinegar and wet sheep.

Mechanics:

  • Copper Warmth: While wearing these bands, you have Resistance to Cold damage. You also ignore difficult terrain created by ice, snow, or mud.
  • Storm Sense: You instinctively know the weather for the next 4 hours within a 1-mile radius. Additionally, you cannot be Surprised by enemies that are Elementals or Constructs, as your joints ache in their presence.
  • Tsavt Tanem (Reaction): When a creature you can touch is subjected to the Paralyzed, Stunned, or Restrained condition, you can use your reaction to touch them. The condition ends on the creature and is transferred to you. You suffer the condition until the end of your next turn. Once you use this feature, you cannot use it again until you finish a Short or Long Rest.
  • Snap-Kick (Bonus Action): You stomp your foot, releasing kinetic energy. Your Jump distance is tripled for this turn, and you can take the Dash action as part of this bonus action. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all uses after a Long Rest.

Knave (2nd Edition)

Name: Hekim’s Woolens

Description: Itchy copper-threaded bands. They ache before danger arrives.

Stats & Mechanics:

  • Slots: 1 (Clothing)
  • Durability: 3

Traits:

  • Forecast: The Referee must warn you if the weather or environment will become hazardous in the next turn.
  • Anchor: If an ally near you is hit with a status effect (frozen, stuck, terrified), you can spend 1 Durability to take it from them. You are affected for 1 round; they are free.
  • Snap: You can spend 1 Durability to automatically succeed on a STR check to break a door, smash a lock, or jump a chasm.
  • Creak: You have Disadvantage on checks to move silently.

Fate (Core / Condensed)

Name: Bands of the Grumbling Elder

Description: Rough, unwashed wool sleeves threaded with green copper wire. They smell of vinegar and lanolin, and they hum when the weather turns bad.

Aspects:

  • High Concept: Copper-Woven Woolen Joint-Guards
  • Trouble: My Knees Predict the Doom

Stunts & Mechanics:

  • Tsavt Tanem (Burden Transfer): When an ally in your zone is placed under a physical situational Aspect that restricts movement (like Grappled, Pinned, Stunned, or Frozen), you can accept a compel on their behalf. You gain 1 Fate Point (or pass it to the GM), and the Aspect is moved from the ally to you. You are now stuck, but they are free to act.
  • Storm-Bone Sense: You gain +2 to Notice checks to detect hidden traps, pressure plates, or structural weaknesses, provided you complain about your joints aching while doing so. You automatically detect severe weather changes 1 hour in advance.
  • The Snap-Kick: Once per scene, you can check a box of Physical Stress to gain +2 to Athletics or Physique for a single explosive action involving jumping, kicking down a door, or breaking a hold.

Numenera & Cypher System

Name: Biometric Conduction Sleeves (Artifact)

Level: 3

Form: Thick tubes of organic wool woven with conductive metal coils. They feel feverishly hot to the touch.

Effect:

  • Passive: The wearer has an Asset on Might defense tasks against Cold and Environmental effects.
  • Passive: The wearer gains an Asset on all perception tasks involving finding traps or predicting weather changes.
  • Action (Might Cost 2): The wearer touches an ally within immediate range who is suffering from a condition that prevents movement (paralysis, holding, numbing poison). The condition is instantly transferred to the wearer. The ally acts normally. The wearer suffers the condition for one round, after which the energy is grounded out through the copper.
  • Action (Speed Cost 1): The wearer releases kinetic energy stored in the coils. They can move a long distance in a single round, or gain an Asset on a task to break an object.

Depletion: 1 in 1d20 (Check each time the Transfer ability is used).


Pathfinder (2nd Edition)

Name: Hekim’s Copper Bands Item 3 Price: 25 gp Usage: Worn (Wrists or Ankles); Bulk: L Traits: Common, Abjuration, Invested, Magical

Description: These rough wool bands are threaded with oxidized copper. They keep the joints warm and absorb the stiffness of others.

Passive: You gain a +1 item bonus to Survival checks to predict the weather.

Activate [R] (Interact); Trigger An adjacent ally is affected by the Grabbed, Paralyzed, Slowed, or Stunned condition; Effect You touch the ally and invoke the rite of Tsavt Tanem. The condition ends for the ally and is applied to you. You suffer this condition until the end of your next turn, regardless of its original duration.

Activate [>] (Interact, Manipulate); Frequency Once per hour; Effect You stomp or snap your joint. You gain a +10-foot status bonus to your Speed until the end of your turn. If you make a High Jump or Long Jump this turn, you automatically succeed at the DC (though you must still roll to see if you critically succeed).


Savage Worlds (SWADE)

Name: Copper-Knees (Enchanted Gear)

Type: Armor (Legs/Arms) Weight: 1 lb Cost: $250

Description: Itchy wool bands that protect against the cold and allow the wearer to take on the burdens of others.

Mechanics:

  • Armor: +1 Armor (Legs only).
  • Insulated: The wearer gains +2 to Vigor rolls to resist Cold and Environmental Hazards.
  • Tsavt Tanem: If an adjacent ally is Entangled, Bound, or Stunned, the wearer can use an Action to touch them. The ally immediately removes the status. The wearer becomes Stunned (if the ally was Stunned) or Entangled (if the ally was Entangled/Bound) until the start of their next turn.
  • Barometer: The wearer gains the Danger Sense Edge, but it manifests as physical pain in the joints.
  • Snap-Kick: The wearer ignores up to 2 points of Penalties from Fatigue or Wounds when making a Strength or Athletics roll to break an object or door.

Shadowrun (Sixth World / 6e)

Name: Hekim’s Copper Coil Category: Magic Item (Enchanted Focus) Force: 3 Availability: 4 (Talismonger) Cost: 500 Nuyen

Description: A rough alchemical preparation woven into sheep’s wool and oxidized copper wire. It is popular among street shamans and Bear mentors who believe in taking the pain for their pack.

Game Mechanics:

  • Barometric Sense (Passive): The wearer gains a +2 dice pool bonus on Outdoors tests to predict weather or notice environmental hazards. The copper wires vibrate against the skin before a pressure drop.
  • Tsavt Tanem (Interrupt Action): When an ally within 2 meters gains a Status Effect (specifically Dazed, Staggered, or Immobilized), the wearer can spend 1 Edge. The Status Effect is negated on the ally and applied immediately to the wearer for a number of Combat Rounds equal to the item’s Force (3). This bypasses any resistance rolls; the wearer voluntarily accepts the affliction.
  • The Snap (Minor Action): The wearer stomps or snaps the joint to release kinetic tension. They immediately remove the Hobbled or Fatigued status from themselves. This consumes a charge (Recharge: 1 hour).

Starfinder (1st Edition)

Name: Conductive Wool Wraps Level: 1 Price: 200 Credits Type: Magic Item (Worn) Bulk: L Slot: Armor Upgrade (One Slot) or Worn (Wrists/Legs)

Description: These primitive-looking bands are made of organic wool and low-grade conductive copper. Despite their appearance, they possess a powerful mystical connection to kinetic energy.

Game Mechanics:

  • Capacity: None.
  • Atmospheric Sensitivity: You gain a +2 insight bonus to Survival checks to predict weather or identify dangerous terrain conditions (such as weak ice or mudslides).
  • Burden Transfer (Reaction): Trigger: An adjacent ally fails a saving throw against an effect that causes the Stunned, Entangled, or Paralyzed condition. Effect: You touch the ally. They treat the saving throw as a success. You immediately suffer the specific condition for 1 round (regardless of the original duration). You cannot use this ability again until you take a 10-minute rest to regain Stamina.
  • Kinetic Snap (Move Action): You can overcharge the copper coils with a sharp movement. You gain a +10 foot enhancement bonus to your land speed until the start of your next turn.

Traveller (Mongoose 2nd Edition)

Name: Psionic Anchor Bands (Tech Level 4) Mass: 0.5 kg Cost: Cr 250

Description: Often found on low-tech worlds with a history of psionic traditions, these wool and copper bands act as a crude psychosomatic grounding device.

Game Mechanics:

  • Requirement: The user must have PSI 1+ or Latent Talent to trigger the active effects.
  • Weather Sense: The wearer gains DM+1 on Survival checks. The bands physically tighten when atmospheric pressure drops significantly.
  • Kinetic Shunt (Significant Action): The wearer touches an ally. If the ally is suffering from the effects of a paralytic drug, stun weapon, or environmental exhaustion, the wearer can make a Psionics (Kinesis) Check (8+).
    • Success: The ally is cleared of the negative effect (e.g., they wake up from Stun).
    • Cost: The wearer immediately takes 2 points of Damage (ignoring armor) and suffers a temporary -1 DM to DEX-based checks for 1 hour as their joints lock up.
  • The Snap: The wearer can make a Athletics (Strength) Check (8+) to perform a feat of sudden strength (forcing a door, jumping a gap). On a success, the timeframe is reduced to “Instant,” and the effect is calculated as if the wearer had STR +2.

Warhammer Fantasy Roleplay (4th Edition)

Name: The Copper-Knees of Lori Type: Trapping (Clothing/Charm) Encumbrance: 1 Availability: Common Price: 12 Silver Shillings

Description: Itchy, foul-smelling wool bands sold by hedge witches and followers of Rhya. They are worn by flagellants and old soldiers.

Game Mechanics:

  • The Weather-Eye: The wearer automatically succeeds on Outdoor Survival Tests to predict rain or storms.
  • Burden of the Martyr: If an engaged ally receives a Condition (specifically Stunned, Entangled, or Prone), the wearer may spend a Fortune Point. The Condition is removed from the ally and applied to the wearer. The wearer cannot use a Resolve point to remove this specific instance of the Condition; it must expire naturally (usually 1 Round).
  • Old Man’s Strength: The wearer can ignore penalties from the Cold or Fatigued Conditions when making an Athletics Test to jump, climb, or break an object.
  • Flaw: The wearer smells strongly of vinegar and wet sheep. Fellowship Tests with high-status NPCs suffer a -10 penalty.