Lore: In the rust-plains of Saṃsāra, the climate and terrain can transition from blistering steam-vents to freezing iron-gales in a matter of hours. The Ever-Shifting Scavenger’s Poncho was designed for those who survive by being the most flexible element in their environment. Crafted from reactive fiber-kelp and reinforced with scrap-mesh, the poncho “learns” the weight and shape of the tools it carries. For a Tier 1 avatar focused on adaptation, this garment acts as a living extension of their survival instinct, physically reconfiguring its weave to ensure that the right tool is always exactly where the hand falls, regardless of the crisis at hand.
Description: A weathered, asymmetrical poncho made of olive-drab, interlocking scales that seem to ripple slightly when touched. It features four modular “Fluid Slots”—two positioned on the chest and two near the hem—which use magnetic micro-filaments to grip any small item or talisman. A specialized “Quick-Draw Sling” hangs across the back, designed to adapt its shape to hold any single weapon or long-range tool.
Stats
- Tier: 1
- Rarity: Common
- Weight: 2.0 lbs
- Specific Slot: Worn Item (Shoulders/Torso)
- Storage Capacity: 4 Fluid Display Slots (Modular) and 1 Adaptive Back Sling.
Skills Gained While Openly Worn
- Environmental Intuition: +3 to Survival checks; the poncho’s scales vibrate to warn of incoming pressure changes or shifting temperatures.
- Improvisational Fluidity: +3 to any check involving the use of a tool for a purpose other than its intended design (e.g., using a crowbar as a climbing piton).
- Versatile Movement: +2 to Acrobatics or Athletics when navigating difficult terrain, as the poncho shifts its weight distribution to maintain the wearer’s center of balance.
Passives Magic
- Friction-Lock Grip: Items placed in the 4 fluid slots are held by a kinetic bond; they cannot be shaken loose by falling, tumbling, or high winds, yet they release instantly to the wearer’s touch.
- Thermal Regulation: The poncho’s fibers expand or contract to provide insulation or ventilation, granting the wearer a constant state of “Comfortable” regardless of external temperature.
- Camouflage Mimicry: While the wearer remains stationary for more than one minute, the poncho’s color shifts 15% closer to the hue of the immediate background, aiding in concealment.
Activable Magics
- Slot Reconfiguration (1 Mana): As a bonus action, the wearer can physically move the position of any of the 4 slots to a different part of the poncho (e.g., moving a chest slot to the forearm) to better suit their current posture or task.
- Reactive Reinforcement (2 Mana): When the wearer takes damage from a specific element (fire, cold, or kinetic), they can activate the poncho to gain Resistance to that specific damage type for the next 10 minutes.
- Scavenger’s Luck (1/Day): The wearer can reach into an empty Fluid Slot and pull out a mundane, single-use item worth less than 1 silver piece that perfectly fits the current survival need (e.g., a match, a piece of chalk, or a rusty nail).
Tags: Adapt, Survival, Modular, Tier-1, Common, Reactive, Utility, Versatile, Scavenger, Environmental-Protection, Kinetic-Bond, Resource-Shifting, Climate-Resilient, Modular-Loadout, Kinetic-Anchoring, Fabric-Evolution, Scavenger-Sense, Rapid-Deployment, Terrain-Sync, Gear-Optimization, Threat-Response, Material-Flux
In the world of Saṃsāra, the Slots 912 Ever-Shifting Scavenger’s Poncho is viewed as the essential uniform of the resilient. It is rarely found in pristine condition, as its very nature is to bear the scars of the environments it has helped its wearer survive.
Methods of Acquisition
- Field Salavage The most common way to acquire this poncho is through “The Gleaning.” Scavengers often find these garments in the abandoned camps of failed expeditions or within the wreckage of iron-gale transport ships. Because the fabric is semi-organic fiber-kelp, it often enters a “dormant” grey state when not worn, requiring the new owner to “wake” the fibers with their own mana.
- Trade-in Upgrades Experienced survivors who have moved on to Tier 2 equipment often trade these ponchos back into the economy. An aspiring avatar might receive one as payment for a “Low-Risk” scouting mission or as part of a starter kit from a Scavenger’s Guild.
- Crafted Convergence In the rust-towns, “Mesh-Wrights” create these by weaving kelp-fibers around salvaged magnetic micro-filaments. Obtaining one this way usually requires the avatar to provide the raw scrap-mesh themselves, proving they have the “Scavenger’s Eye” necessary to appreciate the garment.
Shops and Marketplaces
- The Rust-Docks (Industrial Outposts) In the harsh frontier towns where steam-mining is the primary lifeblood, these ponchos are sold as “General Survival Apparel.” Cost: 8 to 12 Gold Pieces. Acquisition: These shops are often just open-air stalls covered in heavy canvas. The ponchos here are rugged, often stained with rust-oil, and may have patches from previous owners. The sellers value “Utility over Beauty” and may offer a discount if the buyer trades in a useful piece of salvaged technology.
- The Nomadic Bazaars (Wandering Caravans) Caravans that cross the iron-gale plains always carry a stock of these for travelers whose original gear has failed. Cost: 15 to 20 Gold Pieces. Acquisition: These shops are colorful and chaotic, moving on the backs of massive six-legged beasts. The price is higher due to the convenience of mid-wilderness availability. The merchants here often insist on a “Trial of Fit,” making the buyer stand in a localized steam-vent to ensure the Thermal Regulation passive activates correctly before the gold changes hands.
- Greasemonkey Exchange (Urban Undercity) In the dense, steam-fogged lower levels of the great cities, these items are sold to those who navigate the treacherous pipe-forests and vent-shafts. Cost: 10 to 14 Gold Pieces. Acquisition: These shops are dimly lit and filled with the smell of ozone. The items are usually “Refurbished,” meaning the Camouflage Mimicry might have a slight flicker or a specific color bias. Buying here requires a bit of haggling; the seller expects the buyer to find a “Flaw” to justify a lower price.
- Surveyor’s Supply Depots (High-Sanctuary Hubs) In the well-regulated districts where expeditions are planned, the ponchos are sold in “New” condition. Cost: 18 to 25 Gold Pieces. Acquisition: These are clean, bureaucratic establishments. The ponchos are neatly folded and come with a “Manifest of Origin.” While expensive, these versions are guaranteed to have a clean “Memory,” meaning they will adapt to the new wearer’s tools faster than a salvaged version.
Tactical Application of the Ever-Shifting Scavenger’s Poncho
The roleplay of the Slots 912 emphasizes “Reactive Survival.” The wearer does not dictate the terms of the engagement; instead, they roleplay the fluid transition from one state to another, using the garment to transform environmental disadvantages into tactical leverage.
Defense: The Resilience of the Flexible
- Extreme Climates and Elemental Hazards
- Roleplay: When caught in a sudden iron-gale or a scalding steam-leak, the avatar does not scramble for cover. They roleplay a calm adjustment of the poncho’s collar. Using the Thermal Regulation passive, the avatar roleplays a visible “shiver” of the scales as they contract to seal in heat or expand to vent vapor. The defense is roleplayed as the character remaining perfectly composed while the environment around them becomes lethal.
- Ambush in Dense Terrain
- Roleplay: In high-grass or rusted wreckage, the avatar uses Camouflage Mimicry. They roleplay “becoming the scenery,” slowing their breathing and lowering their profile. When an enemy scout passes inches away, the avatar roleplays the poncho’s olive-drab scales deepening to match the shadows of the rust-iron. This is roleplayed as a passive, silent defense that avoids conflict entirely.
- Sudden Kinetic Trauma
- Roleplay: During a skirmish, if an enemy strikes with a flame-brand or frost-enchanted blade, the avatar triggers Reactive Reinforcement. They roleplay the poncho flaring with a brief, intense light as the fibers “harden” against that specific energy. The avatar roleplays the impact as a muffled thud, roleplaying the poncho absorbing the shock and leaving the wearer unhurt and ready for a counter-move.
Offense: The Scavenger’s Strike
- Asymmetric Warfare and Improvisation
- Roleplay: The avatar uses Improvisational Fluidity to turn the mundane into the murderous. They roleplay reaching into a slot for a simple heavy wrench but using it to jam a steam-vent, creating an intentional explosion of vapor to blind an enemy. The offense is roleplayed as the character always having the “wrong” tool for the “right” job, finding lethal applications for scrap metal and survival gear.
- Dynamic Repositioning and Pursuits
- Roleplay: During a chase through a collapsing pipe-forest, the avatar utilizes Versatile Movement. They roleplay the poncho shifting its mass as they leap between rusted beams, the fabric acting like a counterweight. They roleplay landing with perfect balance and immediately transitioning into an attack, roleplaying that the terrain is a tool they are using to build momentum rather than an obstacle.
- The Desperation Draw
- Roleplay: In a dire moment when all weapons are lost, the avatar uses Scavenger’s Luck. They roleplay a frantic, hopeful reach into an empty slot, roleplaying the “Creation” of a jagged shard of iron or a heavy nail. They roleplay the immediate, messy use of this item to strike at a weak point in an enemy’s armor, roleplaying the sheer luck of finding the one object that could save their life.
Tactical Synergy: The Fluid Shift
In any environment, the avatar can roleplay the Slot Reconfiguration. As the battle shifts from range to melee, they roleplay the magnetic slots “sliding” around the poncho’s surface, moving a side-pouch to the center-chest for a faster draw of a healing tonic or a smoke-pellet. This is roleplayed as a physical ripple across the fabric, ensuring that as the situation adapts, the avatar’s equipment adapts faster.

Perception of Activation:
User’s Perspective
- Sight: When I activate a reconfiguration, the interlocking scales of the poncho ripple like a disturbed pond. Faint, ghost-blue outlines of various tools appear momentarily over the fluid slots. When I trigger the reactive reinforcement, the entire garment flares with a dull, matte glow that matches the color of the incoming threat (red for fire, white for cold).
- Sound: I hear a sound like dry autumn leaves skittering over pavement, combined with the low-frequency hum of magnetic filaments engaging. When the scales expand or contract for thermal regulation, it produces a soft, rhythmic “hiss” similar to a steam-valve at rest.
- Touch: The weight of the poncho shifts dynamically across my shoulders; I feel a gentle tugging sensation as the magnetic fields slide items into more efficient positions. During thermal regulation, I feel a sudden, comforting wave of warmth or a sharp, refreshing chill against my skin.
- Extra-Sensory – Ambient Awareness: I feel a prickling sensation at the base of my neck that tells me exactly where the “safe” temperature zones are in a room. I can perceive the “Balance-Center” of my own body as a glowing point in my mind, allowing me to compensate for uneven ground instinctively.
Observer’s Perspective
- Sight: The scavenger’s silhouette seems to blur and reform. The poncho doesn’t just change color; it seems to lose its hard edges, blending into the surrounding wreckage or shadows. Small items on the poncho’s surface appear to “migrate” on their own, sliding into the wearer’s hand just as they reach for them.
- Sound: Nearby allies hear a metallic clinking that sounds like a thousand tiny gears turning at once, followed by the sudden silence of the kinetic locks engaging.
- Touch: Those standing too close to the avatar during a reactive flare feel a sudden push of displaced air, as if the poncho is physically shrugging off the energy of the environment.
Positives
- User: I feel a sense of absolute readiness. The “Improvisational Fluidity” removes the hesitation of not having the perfect tool; I see every piece of junk as a potential solution. The poncho feels less like clothing and more like a second, more durable skin.
- Observer: The party sees the scavenger as an unshakable survivalist. Even in the worst storms or most lopsided fights, the wearer of the poncho looks like they are exactly where they are supposed to be.
Negatives
- User: “Sensory Static”—if the environment changes too rapidly, the scales can ripple erratically, causing a dizzying visual effect in my lower peripheral vision. Over-reliance on the thermal regulation can make me feel dangerously detached from the actual lethality of the climate.
- Observer: The “Camouflage Mimicry” can make it difficult for allies to keep track of the wearer in low-light conditions, leading to accidental friendly-fire or losing the scavenger during a frantic retreat.
Extra-Sensory Perceptions
- Scavenger’s Sight: When I am looking for a specific material, the poncho vibrates near that material. I see the “Potential” of scrap metal; a rusted pipe might glow with a faint light, indicating it has the structural integrity to be used as a lever or weapon.
- Thermal Mapping: I don’t just feel the temperature; I see “Heat-Leaks” in the air. I can perceive the path of least resistance through a fire or the exact spot where a freezing wind is entering a shelter.
- Kinetic Prediction: I feel the “Weight” of the air before a gust of wind hits. This allows me to lean into the gale a split-second before it arrives, remaining upright while others are knocked flat.
The Scavenger’s Synthesis: Crafting the Ever-Shifting Poncho
This Tier 1 crafting process utilizes “Reactive Integration.” The goal is to bind semi-organic kelp fibers with salvaged industrial components to create a garment that possesses its own primitive survival instinct.
Materials Needed
- 3 Yards of Cured Fiber-Kelp: Harvested from the salt-marshes of the Rust-Plains. It must be cured in mineral oil to maintain its semi-organic flexibility.
- 100 Magnetic Micro-Filaments: Salvaged from the internal drives of ancient steam-calculators. These provide the Friction-Lock Grip.
- 1 Pint of Chameleonic Pigment: Extracted from the ink-sacks of the Shifting-Sludge-Eels found in industrial runoff.
- 4 Modular Resin-Frames: Durable, lightweight frames to serve as the structural housing for the 4 Fluid Slots.
- 1 Heavy-Duty Mesh-Sling: A length of reinforced scrap-mesh for the Adaptive Back Sling.
- 1 Vial of Thermal-Gel: A rare synthetic fluid that expands and contracts with temperature changes to power the Thermal Regulation.
Tools Required
- Industrial Bone-Needle: Strong enough to pierce cured kelp without snapping.
- Hand-Crank Magnetizer: Used to charge the micro-filaments with a specific kinetic frequency.
- Precision Calipers: To ensure the Fluid Slots are perfectly balanced across the garment’s center of gravity.
- Small Steam-Vat: For the “Pigment-Infusion” process.
Skill Requirements
- Survival (Level 1): Essential for understanding the “Environmental Logic” needed to program the poncho’s reactions.
- Tailoring (Apprentice): Necessary to stitch the asymmetrical kelp scales into a functional, durable garment.
- Tinkering (Minor Knowledge): Required to calibrate the magnetic filaments so they release items to the wearer but resist outside forces.
Crafting Steps
- Treating the Kelp-Base: Submerge the Fiber-Kelp in the Steam-Vat with a mixture of mineral oil and Thermal-Gel. This “awakens” the fibers, allowing them to eventually provide the Thermal Regulation and Reactive Reinforcement.
- Infusing the Pigment: While the kelp is still damp, slowly add the Chameleonic Pigment. Use the Hand-Crank Magnetizer to stir the vat; the magnetic field helps the pigment bond to the organic fibers, setting the foundation for the Camouflage Mimicry.
- Laying the Scale-Weave: Cut the kelp into small, interlocking scales. Stitch them onto a base of scrap-mesh in an overlapping pattern. This creates the “Fluid Surface” that allows the slots to move across the garment during reconfiguration.
- Wiring the Kinetic Bond: Carefully weave the Magnetic Micro-Filaments into the four Resin-Frames. These frames must be stitched loosely so they can “slide” across the scales when the wearer triggers the Slot Reconfiguration magic.
- Anchoring the Quick-Draw Sling: Attach the Mesh-Sling across the back. The attachment points must be reinforced with extra conductive filigree to allow the sling to change its internal tension to hold different weapon types.
- The Survival Attunement (Final Bind): To finalize the item, the crafter must wear the poncho and stand in a place of extreme environmental stress (such as a steam-vent or a freezing wind). As the poncho reacts to protect the wearer for the first time, the fibers “lock” to the wearer’s biometric signature, completing the bind.
Many-Change-Cape and Scavenger-Who-Never-Stops
In the age when the 73 islands were but tiny seeds in the “Great-Steam-Pot,” and the “Bag-of-Holding” had not yet been birthed from the “Womb-of-Wool,” there was a walker of the “Dead-Places” named Ska-Ven. This Ska-Ven was a seeker of the “Used-Up-Things.” In the ancient leaf-rubbings (mostly chewed by the “Acid-Snails” of the rust-valleys), it is sung that Ska-Ven could look at a pile of “Old-Iron” and see a “New-Sword” waiting to wake up.
At that turning of the wheel, the world was “Very-Mean-to-Skin.” One hour the “Sky-Fire” (the sun) would cook the brains, and the next hour the “Wind-of-Knives” (the iron-gale) would peel the meat from the bone. The “Angry-Vapors” (the steam-leaks) jumped out of the ground to bite the travelers. The people lived in the “Fear-of-the-Fixed,” for if they carried a heavy coat, they died of the “Heat-Sickness,” and if they carried a thin rag, they died of the “Ice-Bite.”
The translation becomes “Tangled-Like-Wet-Hair” here, but it says that Ska-Ven went to the “Swamp-of-the-Quiet-Kelp.” There, she found the “Slug-of-Ten-Colors,” a spirit who changes its skin to match the “Mud-of-the-Moment.” Ska-Ven asked the Slug for a skin that could “Be-the-Change.” The Slug took the “Vine-of-the-Sea”—a plant that breathes water and air—and made a “Shoulder-Cover” (the poncho).
The Slug said: “This plant-skin has four-sticky-spots (the slots). If you put a ‘Found-Thing’ (the salvage) on the spot, the spot will ‘Hug-the-Metal.’ The skin will ‘Learn-the-Weight.’ When the ‘Sky-Fire’ comes, the skin will ‘Breathe.’ When the ‘Wind-of-Knives’ comes, the skin will ‘Shut-its-Eyes’ (thermal regulation).”
The poorly-translated scroll says: “And the olive-drab-scales were ‘Hungry-for-Use.’ Ska-Ven took the ‘Tooth-of-the-Gear’ and put it in the first-spot. She took the ‘Glass-of-the-Broken-Eye’ and put it in the second-spot. She took the ‘Hook-of-the-Climb’ and put it in the back-swing (the sling).”
But the poncho was “Too-Smart-with-Hiding.” When Ska-Ven stood still, she “Became-the-Rock” so well that the birds tried to poop on her head and the lizards tried to sun themselves on her shoulders. She was “Lost-to-the-Eye.”
To “Wake-the-Hiding,” Ska-Ven took the “Fibers-of-the-Magnet” and made “Paths-of-Moving” (the modular slots). She placed the “Juice-of-the-Shifter” (the pigment) inside the scales so the color would only “Copy-the-Ground” when she held her breath. She made the “Gel-of-the-Vat” (the thermal gel) so the poncho would “Hard-up-the-Wall” when the fire-demons tried to touch her.
The translation says: “The Great-Iron-Storm did scream at the village. All ran to the ‘Holes-in-the-Dirt.’ But Ska-Ven stood in the ‘Middle-of-the-Screaming.’ Her poncho did ‘Ripple-Like-Water’ (the reactive reinforcement). She looked at the flying-metal and said, ‘I am the Rust, I am the Wind.’ The knives of the storm did ‘Slide-Off-the-Shoulder’ like rain from a leaf, for the poncho had made her ‘Not-a-Target’ but a ‘Part-of-the-Gale.’”
The story tells of a “Man-of-Too-Many-Swords” who tried to cut Ska-Ven. Because the man had only “One-Way-to-Kill,” he thought he would “Win-the-Day.” But Ska-Ven used the “Scavenger-Luck” magic. She reached into an empty-hole and found a “Ball-of-String-and-Oil.” She threw the “Maybe-Nothing” and it became the “Perfect-Trap,” for once a scavenger “Adapts-the-Scrap,” the world becomes a “Room-of-Weapons.”
For a thousand-thousand turnings, the Ever-Shifting Scavenger’s Poncho was the “Shield-of-the-Road.” It allowed the traveler to “Walk-the-Wild” without the “Baggage-of-the-Fearful.” But as the world grew “Stiff-with-Cities,” the original Poncho went “Sleepy-and-Grey,” waiting for one who is “Willing-to-Change” and “Ready-to-Find” to “Shake-the-Scales” and survive the world once more.
Moral of the Story: The tree that refuses to “Bend-with-the-Wind” shall become “Fire-Wood” for the scavenger, but the one who “Becomes-the-Wind” shall wear the “Forest” as a cloak and find “Safety” in the heart of the storm.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) The Scavenger’s Shifting Weather-Wrap
- Item Type: Survival Gear / Artifact
- Sanity Cost: None.
- Skills: +10% to Survival, +10% to Navigate, +5% to Stealth (Stationary only).
- Specialized Slots: The poncho features 4 Fluid Slots. Small items stored here (compasses, lighters, multi-tools) can be retrieved as a Free Action once per round.
- Thermal Regulation: The investigator gains a Bonus Die on CON rolls made to resist exhaustion or damage from extreme heat or extreme cold.
- Scavenger’s Luck: Once per session, the player may spend 10 Luck points to “find” a small, mundane item in their pocket that they did not previously list on their inventory, provided it is logically something a scavenger might have found (e.g., a screwdriver, a roll of twine, a heavy bolt).
- Reactive Reinforcement: Spend 1D4 Magic Points as a reaction to an incoming elemental attack (fire, electricity, etc.). The investigator gains 2 points of Armor against that specific attack.
Blades in the Dark The Ever-Shifting Scavenger’s Poncho
- Item Quality: Fine (Tier I)
- Load: 1 (Worn). Provides 4 “Fluid Slots” for small items (1-tick items) and 1 “Adaptive Sling” (for a Large weapon) that do not count toward your total Load during a score.
- Improvisational Fluidity: When you Tinker with a tool to make it do something it wasn’t designed for, you gain +1d to the roll.
- Thermal Regulation: You are immune to the “Chilled” or “Overheated” minor consequences from environmental sources.
- Reactive Reinforcement: You may spend 1 Stress to gain +1d to a Resistance roll against elemental or environmental harm.
- Camouflage Mimicry: If you remain still and Prowl in a hiding spot, you have Potency against being spotted by guards or scouts.
Dungeons & Dragons (5th Edition) Slots 912 of the Ever-Shifting Scavenger’s Poncho
- Wondrous item, common
- Specialized Slots: This poncho has 4 Fluid Slots (holding items of 1 lb or less) and 1 Adaptive Back Sling (holding one weapon of any size). While in these slots, items are weightless and cannot be removed by anyone other than the wearer.
- Environmental Intuition: You have proficiency in the Survival skill. If you already have proficiency, you add double your proficiency bonus to checks made to predict weather or find potable water.
- Activable Magic (3 Charges):
- Slot Reconfiguration (1 Charge): As a bonus action, you shift the positions of your stored items. Your next attack or skill check using a stored item this turn is made with advantage.
- Reactive Reinforcement (1 Charge): As a reaction when you take acid, cold, fire, or lightning damage, you gain resistance to that damage type until the start of your next turn.
- Scavenger’s Luck (1 Charge): You cast the Prestigiditation or Guidance spell, representing a lucky find or a quick environmental fix.
- Recharge: The poncho regains all charges at dawn.
Knave (2nd Edition) The Shifting Scrap-Cloak
- Item Slots: 1 (Worn). Provides 4 “Fluid Slots” for tiny items and 1 “Sling” for a weapon. Items in these sub-slots do not occupy standard inventory slots.
- Quality: Tier 1 (Common)
- Thermal Regulation: You automatically succeed on any saves to resist environmental heat or cold.
- Camouflage Mimicry: All rolls to spot you while you are hiding in an industrial or natural environment are made with a -2 penalty.
- Reactive Reinforcement: Once per day, when taking damage from an element, reduce that damage by half.
- Scavenger’s Luck: Once per day, you may produce a mundane item worth 1 copper or less from a slot. It breaks or is lost after one use.
- Versatile Movement: You gain a +2 bonus to any Save made to avoid falling or being knocked prone.
Fate Condensed The Ever-Shifting Scavenger’s Poncho (Slots 912)
- Item Type: Tier 1 Adaptive Utility Garment
- Aspects: High Concept: “Reactive Fiber-Kelp Survival Gear”; Passive: “The Right Tool for the Wrong Job.”
- Stunt: Improvisational Fluidity: I gain a +2 bonus to Create an Advantage or Overcome actions using Crafts or Survival when jury-rigging a solution from scrap or using tools in unintended, creative ways.
- Stunt: Reactive Reinforcement: Once per session, when I am hit by an environmental or elemental attack (fire, cold, steam), I can spend a Fate Point to gain a mild consequence-like soak that absorbs 2 shifts of damage as the poncho’s scales harden.
- Stunt: Scavenger’s Luck: Once per scene, I can discover a minor, mundane item (a key-mold, a specific wrench, a heavy-duty fastener) in one of my fluid slots. This effectively gives me a free invoke on an aspect like Just What I Needed.
- Specific Slot: This poncho provides 4 Fluid Slots and 1 Adaptive Back Sling. Items in these slots are always considered “at hand,” allowing me to swap held items as a free action without spending an exchange.
Numenera & Cypher System The Poncho of Environmental Flux
- Level: 3 (Artifact)
- Form: Asymmetrical poncho of olive-drab scales with shifting magnetic plates.
- Depletion: 1 in 1d100 (Check only when using Reactive Reinforcement).
- Passive: Thermal Regulation: The wearer is trained in Might defense rolls against extreme temperatures and environmental hazards.
- Passive: Versatile Movement: The wearer treats all difficult terrain as normal terrain as the poncho dynamically adjusts their center of gravity.
- Active: Reactive Reinforcement (2 Intellect Points): As a reaction to taking elemental damage, the wearer gains +1 to Armor against that specific damage type for the remainder of the encounter.
- Active: Camouflage Mimicry (2 Intellect Points): If the wearer remains stationary for one round, they become specialized in Stealth tasks until they move or attack.
- Active: Scavenger’s Luck (3 Intellect Points): The wearer reaches into a slot and produces a mundane item of Level 1 or 2 that solves a minor immediate problem (like a lockpick, a torch, or a small hammer).
Pathfinder (2nd Edition) Slots 912 Ever-Shifting Scavenger’s Poncho
- Item 1: Common, Invested, Magical, Transmutation
- Usage: worn (torso); Bulk: 1
- Passive: Environmental Intuition: You gain a +1 item bonus to Survival checks to Sense Direction and Subsist in the wilderness.
- Passive: Thermal Regulation: You gain the effects of a continuous Endure Elements spell (3rd level) as the poncho regulates your body temperature.
- Passive: Adaptive Storage: The poncho features 4 Fluid Slots and 1 Adaptive Back Sling. Items in these slots count as being worn and do not contribute to your Bulk while the poncho is invested.
- Activate: Reactive Reinforcement [Reaction] (Abjuration, Energy): Frequency: Once per hour. Trigger: You take acid, cold, fire, or electricity damage. Effect: You gain Resistance 2 to that damage type until the start of your next turn.
- Activate: Scavenger’s Luck [Two-Actions] (Conjuration): Frequency: Once per day. You produce a mundane item of 0 Bulk from your slot. The item disappears after 1 hour or after its first use.
- Activate: Slot Reconfiguration [One-Action] (Transmutation): You shift a stored item to a more accessible position. Your next Interact action to draw that item does not trigger reactions.
Savage Worlds (Adventure Edition) The Ever-Shifting Scavenger’s Poncho
- Type: Tier 1 Minor Artifact
- Attributes: The wearer gains a +1 bonus to Survival and Stealth rolls.
- Passives: Thermal Regulation: The wearer ignores all Fatigue penalties from Heat and Cold environments.
- Passives: Friction-Lock Grip: The wearer receives a +2 bonus to any roll to resist being Disarmed of a tool or weapon stored in the poncho’s slots.
- Powers: Reactive Reinforcement: The wearer can cast environmental protection (self only) as an Innate Ability using Survival as the arcane skill.
- Powers: Camouflage Mimicry: The wearer can cast the mask power, but only to blend into the immediate background of their current environment.
- Powers: Scavenger’s Luck: Once per session, the wearer may spend a Bennie to find a mundane tool or minor piece of equipment in an empty slot.
- Tags: Adapt, Survival, Modular, Tier-1, Common, Reactive, Utility, Versatile, Scavenger, Environmental-Protection, Kinetic-Bond.
Shadowrun (6th Edition) The 912th Fluid-State Scavenger’s Wrap
- Item Type: Qi Focus (Rating 1) / Survival Gear
- Availability: 4
- Cost: 5,500¥
- Armor Rating: +1
- Environmental Intuition: The user gains a +1 dice pool modifier to all Survival tests. This bonus increases to +2 when navigating industrial ruins or rust-plains.
- Passives: Thermal Regulation: The user ignores the first point of environmental penalties caused by extreme heat or cold.
- Passives: Friction-Lock Grip: Items stored in the poncho’s slots grant a +2 dice pool modifier to resist any attempt to Disarm or steal them.
- Activable: Reactive Reinforcement (Minor Action): The user spends 1 Edge to harden the poncho’s scales. For the next 3 Combat Rounds, the user gains +2 Armor Rating against a specific damage type (Fire, Cold, or Electricity).
- Activable: Scavenger’s Luck (Major Action): Once per run, the user may make a Memory Test (3). On a success, they “find” a small piece of mundane gear (Rating 1) in a slot that was previously empty.
Starfinder (1st Edition) Slots 912 Adaptive Scavenger Poncho
- Item Level: 1
- Price: 350 Credits
- Bulk: L
- Specific Slot: Worn (Torso/Shoulders)
- Capacity: 4 Fluid Slots (L-Bulk items only), 1 Adaptive Sling (holds one weapon up to 2 Bulk).
- Passive: Versatile Movement: You gain a +2 insight bonus to Acrobatics checks made to balance on narrow or uneven surfaces.
- Passive: Thermal Regulation: You are treated as having a permanent environmental sealing effect (as per armor) against extreme temperatures, but not against vacuum or pressure.
- Active: Reactive Reinforcement (Reaction): Once per day, when you take energy damage (Acid, Cold, Electricity, Fire, or Sonic), you gain Energy Resistance 5 against that specific damage type until the end of your next turn.
- Active: Camouflage Mimicry (Move Action): If you are in a terrain with significant cover or debris, you gain a +4 circumstance bonus to Stealth checks until you move more than 5 feet.
- Active: Scavenger’s Luck (Standard Action): Once per day, you can produce a piece of technological gear with a level no higher than 1 and a price no higher than 10 credits. This item functions for 10 minutes before breaking.
Traveller (Mongoose 2nd Edition) The 912th Modular Survival Poncho
- TL: 11
- Weight: 1 kg
- Cost: Cr750
- Skills: Environmental Intuition: The user receives a DM+1 to all Survival and Recon checks.
- Passives: Thermal Regulation: The user is protected against extreme temperatures from -20°C to +50°C without requiring additional environmental suits.
- Passives: Friction-Lock Grip: Any item secured in a Fluid Slot requires a successful Athletics (Dexterity) check (10+) for an opponent to remove it by force.
- Active: Reactive Reinforcement (Significant Action): By spending a turn “Calibrating” the poncho to a specific threat (such as a radiation leak or chemical fire), the user gains a DM+2 to all END checks against that specific hazard for 1 hour.
- Active: Scavenger’s Luck (Significant Action): Once per session, the user may make an Intellect check (8+). On a success, they produce a minor tool (Cr10 or less) required for a current task.
- Active: Slot Reconfiguration (Minor Action): The user may swap a stowed item for a held item as a free action, provided both items are compatible with the poncho’s slots.
Warhammer Fantasy Roleplay (4th Edition) The 912th Scavenger’s Shifting Hide
- Item Type: Survival Apparel
- Encumbrance: 1 (Provides 4 “Fluid” slots and 1 “Sling” for a weapon).
- Price: 3 Gold Crowns
- Traits: Durable, Flexible
- Environmental Intuition: The wearer gains a +10 bonus to all Outdoor Survival and Navigation Tests.
- Passives: Thermal Regulation: The wearer ignores the Chilled Condition and reduces the difficulty of Tests to resist Heat Exhaustion by one step.
- Passives: Friction-Lock Grip: Any item in the slots cannot be lost through a “Fumble” or “Dropped Item” result on a Test.
- Active: Reactive Reinforcement (Reaction): Once per day, when hit by a non-magical elemental source (like a burst of steam or fire), the wearer may reduce the incoming Damage by their Initiative Bonus.
- Active: Camouflage Mimicry (Action): The wearer gains the Stealth (Rural or Urban) Skill at +10 if they remain stationary. If they already have the skill, they gain +1 SL on successful Tests.
- Active: Scavenger’s Luck (Free Action): Once per day, the user may spend a Fortune Point to find a “Useful Bit” (as per the Trade Tools item) in an empty slot.
