Slots 4721 of the Harvesters Burden

The origin of these sturdy, mud-stained accessories is found in the agrarian floating islands of the Oakhaven Collective, where the cycle of planting and reaping is considered a sacred duty. The Harvester’s Burden was originally crafted by village elders for young avatars who had not yet developed the physical strength to carry the many specialized tools required for a full day of field labor. Made from the sun-bleached fibers of giant hemp and reinforced with iron-wood buckles, the item is designed to sit heavily on the frame, grounding the wearer to the soil. It is said that the lingering smell of damp earth and crushed grain that emanates from the fibers helps a character maintain a stable connection with the avatar’s biological instincts during the integration period.

The item appears as a thick, cross-body bandolier made of woven, multi-colored twine, featuring a series of small, reinforced loops and tiny wooden toggles. Every inch of the surface is covered in fine, green-stitched embroidery depicting the seasonal growth of wheat and barley. While it looks like a simple tool belt, the air around the loops shimmers with a subtle green translucence, indicating the presence of localized spatial magic that allows small objects to be secured with unnatural stability.

  • Slot: This item occupies the Torso/Shoulder Slot and counts as one worn attuned item.
  • Stats: Provides 2 specialized Trinket Slots and 1 specialized Tool Slot. These do not count against the avatar’s base slot limit while this item is worn and attuned.
  • Skills Gained While Openly Worn: The avatar gains the “Soil Wisdom” skill, allowing them to instantly identify the nutrient content, moisture level, and crop viability of any earth they touch or stand upon.

Passive Magics:

  • Rooted Grip: Any tool or trinket placed into the specialized slots of the Harvester’s Burden is magically tethered; it cannot be dropped, stolen, or dislodged by physical force unless the avatar is killed or the item is voluntarily removed.
  • Verdant Endurance: While the sun is visible in the sky, the physical weight of the items carried in the bandolier is reduced by half, preventing the avatar from suffering fatigue during long periods of travel or labor.

Activable Magics:

  • Rapid Growth: Once per day, the wearer may touch a seed or small plant while focusing on the bandolier to accelerate its growth cycle by twenty-four hours. This is often used to quickly produce emergency rations or to create a thicket of vines for concealment.
  • Earth’s Bounty: By speaking a word of gratitude to the world, the wearer can cause one of the specialized slots to manifest a small, nutritious tuber or piece of fruit. This can be used up to three times per day, following the rule of three meals for health recovery.

Tags: Common, Worn, Attuned, Torso, Agriculture, Storage, Earth, Growth, Utility, Saṃsāra, Harvester, Twine, Oakhaven, Hemp, Rural, Seedling, Foraging, Bountiful, Fertile, Tuber, Seasonal

The acquisition of Slots 4721 of the Harvester’s Burden is deeply tied to the agrarian cycles and the rural communities of Saṃsāra. One of the most common ways to obtain this item is through communal gifting; in agricultural island countries, a character who assists a village with a particularly difficult harvest or protects their silos from pests may be presented with a bandolier as a mark of gratitude. It is also frequently found in the possession of retired field-hands or as a relic in abandoned farmsteads that have been reclaimed by the wilds. Because it is a sturdy, practical item, it is rarely buried with the dead but is instead passed down to those who still labor in the dirt.

The venues for buying and selling the Harvester’s Burden are generally grounded and unpretentious, reflecting its common rarity and utilitarian purpose.

  • Rural Cooperative Exchanges: These are large, open-air structures found in the center of farming villages where steam-tractors and manual tools are traded. The air is thick with the smell of grain and the sound of bartering. Here, the bandolier is seen as a standard piece of equipment for a serious laborer. In a region with high production of giant hemp, the item might be bought for 12 silver pieces. If the village is currently facing a drought or blight, they may refuse coin and only trade the item for specialized fertilizers or mechanical repairs.
  • Traveling Seed-Merchants: These traders move from island to island via small steam-barges, carrying exotic seeds and agricultural charms. Their stock is often well-maintained and clean. Because they cater to those who value the “Rapid Growth” and “Earth’s Bounty” magics, they often charge a premium for the convenience. A seed-merchant might set the price at 3 gold pieces, citing the quality of the green-stitch embroidery and the reliability of the “Rooted Grip” magic for carrying valuable samples.
  • Reclaimed Goods Markets: In the bustling subterranean cities or floating industrial hubs, these items appear in the stalls of “junk” dealers who buy bulk lots of equipment from defunct colonies. In these environments, the agrarian value of the item is often overlooked. A shrewd character using their Mind’s Eye might spot the bandolier hanging among mundane ropes and sacks. If the seller perceives it merely as a “sturdy strap with loops,” it can be purchased for as little as 6 silver pieces.
  • Estate Auctions of the Landed Gentry: On occasion, more ornate versions of the Harvester’s Burden, perhaps used by the overseers of large plantations, are sold off when an estate is liquidated. These auctions are formal affairs conducted by criers. Because of the “sellers’ market” nature of Saṃsāra, two rival landowners might bid the price up significantly, leading to a final sale of 8 or 10 gold pieces simply due to the prestige of the item’s former owner.

When an avatar seeks to sell the item, the location determines the return. In a high-tech steam-city where food is synthesized or imported, the bandolier might be viewed as a mere curiosity, fetching only 3 silver pieces. Conversely, bringing the item to a pioneering colony that is struggling to establish its first crops could result in a trade value of 5 gold pieces or a significant favor from the colony’s leadership. The “buyer beware” principle remains active, and a character should be prepared to demonstrate the “Earth’s Bounty” magic to prove the item is more than a simple piece of woven twine.

Practical Applications of the Harvester’s Burden

The utility of Slots 4721 of the Harvester’s Burden lies in the seamless integration of agricultural tools and localized spatial magic into the avatar’s movements. Because the item is designed to assist those who work the land, its offensive and defensive applications are often unconventional and grounded in the manipulation of the immediate environment.

  • In Dense Forests or Overgrown Wilds:
    • Offense: The avatar can utilize the “Rapid Growth” magic to turn the local flora into a weapon. By carrying specialized seeds in the trinket slots, the avatar can drop a seed at the feet of a foe and instantly trigger its growth into a tangled mass of briars. The “Rooted Grip” ensures that the avatar can draw a sickle or machete from the tool slot without looking, allowing them to strike through the newly created brush with perfect coordination.
    • Defense: When being pursued, the avatar can use “Soil Wisdom” to identify areas of soft or unstable loam. By leading pursuers into a patch of earth that is secretly waterlogged or prone to shifting, the avatar can use the “Verdant Endurance” of the bandolier to maintain their balance and pace while their enemies struggle with the terrain. Roleplaying this involves the avatar appearing to move effortlessly over ground that traps others.
  • In Urban or Industrial Steam-Cities:
    • Offense: In the cramped, soot-covered streets, the “Earth’s Bounty” magic can be used as a distraction or a tactical tool. The avatar might manifest a hard, heavy tuber and use it as a makeshift projectile, or drop slick fruit on a metal walkway to cause a pursuer to lose their footing. The roleplay emphasizes the incongruity of fresh, vibrant produce appearing in a world of gears and smog.
    • Defense: The “Rooted Grip” provides a vital defense against the quick-fingered cutpurses of the urban centers. Because items in the specialized slots are magically tethered, an avatar can walk through a crowded market with their most valuable tools or talismans openly displayed on the bandolier, knowing they cannot be snatched. If someone attempts to steal a tool, the avatar feels the magical tug and can immediately react to the threat.
  • In Arid Deserts or Rocky Wastelands:
    • Offense: In environments where life is scarce, the “Rapid Growth” magic becomes a powerful tool for area denial. The avatar can carry seeds of desert-hardy cacti or needle-vines. By activating the magic on a dry patch of earth, they can create a sudden, sharp barrier that forces an opponent to change direction or suffer piercing damage.
    • Defense: The “Earth’s Bounty” magic serves as a defensive life-line in barren wastes. By producing nutritious food three times a day, the avatar ensures they maintain their HP and stamina while their opponents suffer from the effects of hunger and exhaustion. In a duel of attrition, the avatar’s ability to stay nourished without carrying heavy rations is a significant tactical advantage.
  • In Subterranean or Cave Systems:
    • Offense: The avatar can use the “Soil Wisdom” skill to sense the vibrations of the earth itself. By placing a hand on the cavern floor, they can detect the approach of subterranean predators or the location of hidden hollows. This allows the avatar to set up ambushes, using tools drawn from the bandolier’s specialized slots to strike first from the darkness.
    • Defense: The “Rooted Grip” ensures that if the avatar falls or is forced to climb vertical shafts, their tools—such as a climbing pick or a lantern—stay secured to their person. They do not have to worry about losing vital equipment in a bottomless pit. Additionally, the green-stitched embroidery on the bandolier pulses with a faint, comforting light that can serve as a mental anchor in the oppressive silence of the deep earth.

Perception of Activation:

  • User’s Perspective: The character feels a sudden, cooling sensation across the shoulder and torso, as if a damp, fresh cloth has been laid upon the avatar’s skin. This is followed by a faint, rhythmic pulsing within the hemp fibers that mimics the slow, steady heartbeat of a living plant. Through the Mind’s Eye, the avatar perceives the surrounding earth not as dead matter, but as a glowing network of nutrient veins and moisture pockets. Extra-sensory perceptions include the phantom taste of sweet nectar on the tongue and a shimmering green aura that briefly overlays the avatar’s vision, highlighting every organic life form within twenty feet.
  • Observer’s Perspective: Witnesses notice the green-stitched embroidery on the bandolier begin to glow with a soft, bioluminescent light, as if the depicted wheat and barley are undergoing a season of growth in mere seconds. The air immediately surrounding the wearer fills with the heavy, pleasant scent of freshly tilled soil and blooming clover. If “Earth’s Bounty” is activated, a small localized distortion in the air appears over one of the slots, followed by the materialization of a piece of fruit or a tuber that seems to pull itself out of the green light.
  • Positives: The avatar experiences a profound sense of “belonging” to the environment, which significantly reduces the stress of the memory-merging process. The “Verdant Endurance” creates a feeling of weightlessness in the limbs, allowing the avatar to move with a grace that contradicts their physical load. The “Rooted Grip” provides a deep psychological comfort, as the character no longer needs to constantly check their gear, knowing the items are magically bonded to the avatar’s form.
  • Negatives: During activation, the avatar may experience a temporary “over-empathy” with the surrounding plant life, causing them to feel a dull sympathetic ache if nearby grass is stepped on or bushes are cut. The smell of damp earth can become cloying and distracting in industrial environments, and the green visual overlay can make it difficult to distinguish between artificial colors or mechanical details. Additionally, the physical weight of the bandolier returns all at once when the sun sets, which can cause a sudden onset of fatigue if the avatar has pushed themselves too hard during the daylight hours.

Reconstitution of the Harvester’s Burden

  • Materials Needed:
    • Three bundles of giant hemp fiber, sun-bleached and hand-spun into thick twine.
    • One strip of iron-wood bark, harvested during a spring thaw for maximum flexibility.
    • Five skeins of silk thread dyed with the crushed pigment of evergreen needles and moss.
    • Four hand-carved toggles made from the heartwood of a fruit-bearing tree.
    • A small pouch of fertile “first-plow” soil from a high-yield island country.
    • One vial of concentrated dew collected from a blooming clover field at dawn.
  • Tools Required:
    • A vertical hand-loom constructed from untreated timber.
    • Bone-tipped embroidery needles for the intricate green-stitch detailing.
    • A steam-heated basin for tempering the hemp fibers in the clover dew.
    • A Mind’s Eye alignment frame to ensure the spatial loops are synchronized with the avatar’s torso.
    • A wooden mallet and chisel for shaping the iron-wood buckles and toggles.
  • Skill Requirements:
    • Proficiency in “Sacred Weaving” to ensure the twine captures the essence of the world-tree.
    • A minimum level of “Verdant Alchemy” to properly distill the clover dew and soil into a binding agent for the fibers.
    • Expertise in “Spatial Knotting” to create the magically reinforced loops that provide the additional slots.
    • Tier 1 character status to breathe the “Earth’s Bounty” magic into the finished weave during the final attunement.
  • Crafting Steps:
    • Submerge the giant hemp fibers in the steam-heated basin with the clover dew for twelve hours to imbue them with resilience and life-force.
    • Begin the weaving process on the vertical loom, incorporating the “first-plow” soil into the very core of the twine as it is spun to anchor the item to the earth.
    • Carefully etch the green-stitch embroidery into the surface of the hemp, depicting the cycle of growth while focusing your thoughts on the stability of the harvest.
    • Affix the iron-wood buckles and fruit-wood toggles at precise intervals to create the physical framework for the specialized slots.
    • Perform a ritual of “Spatial Knotting” on each loop, twisting the fibers in a specific geometric pattern that opens the localized spatial pocket.
    • Bind the finished bandolier across a wooden effigy of an avatar and leave it in direct sunlight for a full day to activate the “Verdant Endurance” property.
    • Conduct a final meditation while holding the item, visualizing the manifestation of a tuber or fruit to seal the “Earth’s Bounty” magic into the fabric.

Many-Strap and Hunger of Sky-Stone

In the before-time of the first turning, when the islands did not yet swim in the breath of the world but were heavy seeds in the belly of the Great Mother, there lived a small character named Goren-Hah. Goren-Hah was a dweller of the flat-dirt, a tender of the green-shoots that fed the many. The memories within Goren-Hah were older than the mountains, speaking of stars that fell and became seeds, yet the avatar of Goren-Hah was but a simple vessel of two arms and two legs, burdened by the weight of the reaping-tools.

The sky-stone, which was the sun but colder and more hungry, looked down upon the fields and saw that the harvest was too vast for the arms of one. The grain grew tall as trees, and the tubers were heavy as boulders. Goren-Hah wept, for to carry the sickle meant to drop the seed-bag, and to carry the seed-bag meant to abandon the hoe. The soil was rich, but the avatar was limited by the two-handed law of the flesh. The Great Mother heard the grinding of Goren-Hah’s teeth and the sorrow of the spirit-merging that could not fulfill its duty.

It is said in the scrolls of the Unseen Hand that Goren-Hah walked to the edge of the world-well, where the Giant Hemp grows. There sat the Grandmother of the Green-Breath, a rule-breaker who did not use hands to weave but used the humming of her own spirit-thought. She looked upon the character and saw the mismatch of the ancient memory and the tier-one shell. “You wish to hold more than the gods allowed,” she whispered in the wind-tongue. “To do so, you must bear the weight of the earth itself, so that the earth may hold your tools for you.”

The Grandmother took the hemp and soaked it in the milk of the first-tilled soil. She did not weave it for beauty, though the green-stitches were like the veins of a leaf. She wove it with the ‘Sacred Knotting,’ a way of tying the air so that it became a pocket for the unseen. She placed upon it the iron-wood buckles, which were not wood but the bones of the world. When she finished, the bandolier was not a garment, but a bridge between the avatar’s torso and the belly of the world’s bounty.

Goren-Hah bound the Harvester’s Burden across the chest. Immediately, the avatar felt the “Rooted Grip.” The heavy sickle was placed into a loop, and it became as if it were a part of Goren-Hah’s own skin. The seed-bag was hung, and it did not swing or hinder the stride. Goren-Hah walked into the fields, and where before there was exhaustion, now there was “Verdant Endurance.” The sun fed the hemp, and the hemp fed the avatar’s strength.

When the great hunger came and the Sky-Stone grew dim, Goren-Hah did not panic. From the loops of the bandolier, Goren-Hah pulled forth the “Earth’s Bounty,” fruit that had not been there a moment before, grown from the very light trapped in the threads. Goren-Hah fed the village, and the village became a nation. The shadow-critters that sought to steal the harvest found they could not pull the tools from the bandolier, for the “Rooted Grip” was stronger than their greed.

The translation of the middle-ages says that Goren-Hah did not age as others did, for the bandolier kept the avatar in a state of perpetual harvest. But the truth of the unknown tongue is that Goren-Hah simply became part of the cycle. When the avatar finally returned to the soil to leave behind the crystal of its life, the bandolier did not rot. it remained atop the dirt, pulsing with the memory of the first plow. The item 4721 is but a small echo of Goren-Hah’s strength, given to those who must carry the tools of the future while their feet are buried in the past of Saṃsāra.

The story tells of the many who tried to wear the strap without the “Soil Wisdom,” and they were crushed by the weight of their own ambition. Only those who honor the growth and the reaping can truly find the additional slots of the world. The hemp remembers the grandmother’s song, and the copper-threads of other items might ache, but the hemp of the Harvester simply holds.

The Moral of the Story: He who seeks to carry the weight of the world must first learn to love the dirt that clings to his heels.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Bandolier of the Fertile Grave

  • Description: A heavy, earth-smelling strap of woven fiber that feels unnaturally warm to the touch. It seems to anchor the wearer to the ground.
  • Game Mechanics:
    • Soil Wisdom: The investigator gains a Bonus Die on Science (Biology/Botany) or Natural World rolls when analyzing soil, plants, or agricultural viability.
    • Rooted Grip: Items secured in the bandolier cannot be lost due to fumbled rolls or physical combat maneuvers like Disarm.
    • Earth’s Bounty: Once per day, the investigator may spend 3 Magic Points to find a small, edible tuber in a pocket. Eating this restores 1D3 Hit Points, representing the avatar’s nourishment.
  • Special: The bandolier provides 2 “small item” slots and 1 “medium tool” slot that do not count toward the investigator’s carry limit.
  • Sanity Loss: 0/1.

Blades in the Dark

The Oakhaven Harness

  • Item Type: Clothing/Utility (0 Load).
  • Tier: Common (Fine quality).
  • Game Mechanics:
    • Specialized Slots: This item grants +2 item slots that can only hold small trinkets or tools (vials, picks, charms). These items do not count toward your Load for the score.
    • Verdant Endurance: You may take 1 stress to ignore a “Level 1 Harm” penalty related to exhaustion or fatigue while the sun is up.
    • Rapid Growth: When you perform a Long-term Project related to nature, alchemy, or plants, you gain +1 segment of progress when you use this item to assist.
  • Flavor: The harness is stitched with green silk that seems to twitch when near healthy soil.

Dungeons & Dragons (5th Edition)

Slots 4721: Harvester’s Bandolier

  • Wondrous Item, Common (Requires Attunement)
  • Slot: Torso
  • Properties:
    • Extra Slots: While wearing this bandolier, you have 3 additional slots for small items (like potions or trinkets) and 1 slot for a tool (like a sickle or herbalism kit). These items are weightless while stored.
    • Rooted Grip: You have advantage on checks made to resist being disarmed of any item stored in the bandolier.
    • Earth’s Bounty: As an action, you can manifest a piece of fruit from the bandolier. A creature can use its action to eat the fruit to regain 1 hit point. This property can be used 3 times, and the bandolier regains all expended uses at dawn.
    • Rapid Growth: Once per day, you can cast the Druidcraft or Goodberry spell (1 berry only) using the bandolier as the focus.

Knave (2nd Edition)

Strap of the Bountiful Field

  • Slots: 0 (This item occupies a torso position but provides its own storage).
  • Mechanics:
    • Internal Slots: The strap provides 3 small “Trinket” slots and 1 “Tool” slot. Items in these slots do not count toward your total inventory slot limit.
    • Soil Wisdom: You automatically succeed on checks to identify if plants are poisonous or edible.
    • Earth’s Bounty: Three times per day, you may produce a meal’s worth of food from the strap. Eating this meal over 20 minutes restores 1 HP.
    • Verdant Endurance: You gain a +2 bonus to saves against exhaustion or heat while traveling during the day.
  • Weight/Cost: 10 Gold (Sellers’ market price).

Fate (Core/Condensed)

The Bandolier of the Eternal Harvest

  • Aspect: Bound to the Living Earth.
  • Stunt – Soil Wisdom: Because I wear the Bandolier of the Eternal Harvest, I gain a +2 to Create an Advantage using Lore or Notice when investigating the health of the land, tracking through rural terrain, or identifying organic materials.
  • Stunt – Rooted Grip: Because I wear the Bandolier of the Eternal Harvest, I am immune to being disarmed of any small tool or trinket I have secured in my specialized slots.
  • Special Mechanic (Additional Slots): This item provides two “Trinket Slots” and one “Tool Slot.” Once per session, I may declare that I have exactly the minor agricultural tool or small mundane trinket I need for a situation, provided it was “stored” in the bandolier earlier.
  • Special Mechanic (Earth’s Bounty): Up to three times per session, I may manifest a piece of fruit. Consuming this allows me to clear my lowest-level physical stress box.

Numenera & Cypher System

Agricultural Multi-Slot Manifest

  • Level: 1d6 (Common)
  • Form: A heavy cross-body strap of woven bio-fibers with shimmering green-stitched loops.
  • Effect: This item provides three additional sub-slots for “Minor Cyphers” or mundane tools. These items do not count toward the user’s normal carry limit.
  • Passive – Verdant Endurance: The wearer gains an Asset on all Might-based tasks to resist fatigue or exhaustion while operating in sunlight.
  • Action – Rapid Growth: The user spends 1 Intellect point to cause a plant or seed within immediate range to grow to its full maturity instantly. This can be used to create cover or produce a quick food source.
  • Action – Earth’s Bounty: Up to three times per day, the user can reach into a loop and produce a level 1 nutrient tuber. Consuming this restores 2 points to the user’s Might Pool.
  • Depletion: — (The manifest is a permanent fixture of the avatar’s gear).

Pathfinder (2nd Edition)

Slots 4721: Harvester’s Burden

  • Item 1 | Common | Conjuration | Invested | Magical
  • Price: 15 gp (Sellers’ market price)
  • Usage: Worn (Torso); Bulk: — (Does not count toward encumbrance)
  • Soil Wisdom: You gain a +1 item bonus to Nature checks to identify plants or assess soil conditions.
  • Additional Slots: The bandolier features specialized magical loops. It can hold up to 2 items of Negligible Bulk (Trinkets) and 1 item of Light Bulk (Tools). These items do not count toward your Bulk limit while the bandolier is invested.
  • Rooted Grip: You gain a +2 item bonus to your Reflex DC against attempts to Disarm you of an item held in the bandolier’s slots.
  • Activate (1 Minute): Earth’s Bounty; Frequency: 3 times per day. Effect: You manifest a small, nutritious fruit. If a creature spends at least 20 minutes eating the fruit, it regains 1 Hit Point.
  • Activate (Single Action): Rapid Growth; Frequency: Once per day. Effect: You cast a 1st-level Plant Growth spell, but it only affects a single 5-foot square.

Savage Worlds (Adventure Edition)

The Oakhaven Bandolier

  • Type: Minor Artifact.
  • Weight: 1 lb. (Does not count toward Encumbrance when worn).
  • Additional Slots: The wearer may carry up to three small items (pockets, trinkets, or tools) that do not count against their Load limit.
  • Soil Wisdom: The wearer gains a +2 bonus to Survival rolls involving foraging or tracking in agrarian/wilderness environments.
  • Rooted Grip: Opponents suffer a -2 penalty when attempting to Disarm the wearer of any item secured in the bandolier.
  • Verdant Endurance: The wearer gains a +2 bonus to Vigor rolls to resist Fatigue from heat or long-distance travel during daylight hours.
  • Earth’s Bounty: As a limited action, the wearer can produce a meal from a slot. If eaten over 20 minutes, it allows a natural healing roll (once per meal, max 3 per day).
  • Rapid Growth: Once per day, the wearer can spend an action to make a plant grow instantly (up to 5 feet in diameter). This can create Difficult Terrain or provide Cover.

Shadowrun (6th World Edition)

The Oakhaven Bio-Fiber Bandolier

  • Type: Armor Clothing (Accessory)
  • Rating: 0
  • Capacity: 3 [Specialized]
  • Game Mechanics:
    • Additional Slots: This item provides 2 slots for small trinkets (Signets, Pins, or Talismans) and 1 slot for a specialized Tool (Machete, Survival Kit, or Engineering Tool). These items do not occupy standard holster or pocket space and are considered to have a Concealability of +2 due to the magical green-stitch camo effect.
    • Rooted Grip: Any item placed in these slots is secured by magical bio-tethers. Attempts to Disarm the wearer or steal items from the bandolier suffer a -3 dice pool penalty.
    • Verdant Endurance: The wearer gains 1 point of Edge when making a test to resist Fatigue from physical labor or travel in natural environments while the sun is up.
    • Earth’s Bounty: The wearer may spend 1 Major Action to manifest a small, nutrient-dense fruit. Consuming this fruit over 20 minutes heals 1 box of Stun damage. This can be used up to 3 times per day.
  • Drawback: The scent of damp earth and grain imposes a -1 dice pool penalty to Social tests in high-fashion or sterile corporate environments.

Starfinder (2nd Edition / Playtest)

Slots 4721: Xenobotanist’s Webbing

  • Item 1 | Common | Tech | Magical
  • Price: 150 credits
  • Usage: Worn (Torso); Bulk: L
  • Game Mechanics:
    • Specialized Storage: The webbing provides 2 slots for items of 0 Bulk and 1 slot for a Tool of up to 1 Bulk. These items do not count toward your total Bulk limit while the webbing is equipped.
    • Soil Wisdom: You gain a +1 item bonus to Life Science checks involving planetary flora or soil analysis.
    • Verdant Endurance: You gain a +1 item bonus to Fortitude saves against Environmental Hazards caused by heat or exhaustion during daylight hours.
    • Earth’s Bounty (Action): Frequency: 3 times per day. Effect: You manifest a piece of fruit. If eaten, the consumer gains 1 Stamina Point. This requires 20 minutes of roleplayed consumption to take effect.
  • Rooted Grip: You have a +2 item bonus to your Reflex DC against Disarm attempts targeting items stored in the webbing.

Traveller (Mongoose 2nd Edition)

Agrarian Utility Harness

  • TL: 5
  • Cost: Cr 300
  • Game Mechanics:
    • Additional Slots: The harness provides specialized loops for 3 small items (Trinkets or Tools). These items are considered “ready” and do not count toward the traveler’s encumbrance limits.
    • Soil Wisdom: The wearer receives a +1 DM to all Survival checks on habitable worlds when foraging or identifying local plant life.
    • Rooted Grip: Items stored in the harness are magnetically and physically tethered. Any attempt to forcibly remove an item from the harness requires a Formidable (12+) Strength check.
    • Earth’s Bounty: Up to 3 times per 24-hour period, the harness can synthesize a small nutrient bar (Roleplayed as a tuber or fruit). This provides sufficient nourishment for one meal.
  • Verdant Endurance: The harness regulates the wearer’s temperature in natural sunlight, providing a +1 DM to all END checks made to resist fatigue from travel.

Warhammer (Age of Sigmar: Soulbound)

The Girdle of the Harvest-Lord

  • Rarity: Common
  • Traits: Storage (Specialized), Worn
  • Game Mechanics:
    • Additional Slots: The Girdle provides 2 Trinket slots and 1 Tool slot. These items are considered “Inconspicuous” and do not count toward the character’s total carried items.
    • Rooted Grip: Any attempt to Disarm the wearer of an item in the Girdle increases the Difficulty (DN) of the attacker’s test by 2.
    • Soil Wisdom: The wearer gains a +1d6 bonus to Mind (Nature) tests when interacting with crops, soil, or forest growth.
    • Earth’s Bounty: As an Action, the wearer can produce a piece of fruit. If a creature spends a Short Rest (minimum 20 minutes) eating it, they recover 1 Toughness. This can be done 3 times per day.
    • Rapid Growth: Once per day, the wearer can spend an Action to cause a plant within Short Range to grow rapidly. This creates an area of Greater Terrain that acts as Cover or Difficult Terrain for one round.