Suction 714 of the Numb Touch Sleeves

  • Lore: Originally developed by the “Leech-Lords” of the Sinking Marshes, these sleeves were designed to allow healers to latch onto thrashing patients without causing further distress. Crafted from porous, alchemical latex and infused with distilled poppy-mana, the sleeves act as a localized delivery system for numbing agents. In Saṃsāra, an anesthesiologist doesn’t just watch the vitals—they become the sedative.
  • Tier: 1
  • Rarity: Common
  • Slot: Suckers (Limbs/Tentacles)
  • Skills Gained: When openly worn, the avatar gains the Anesthesiology skill. This allows the user to identify exactly how much “numbing pressure” is required to sedate a creature based on its body mass and heart rate.
  • Color: A clinical, Translucent Mint Green that glows with a soft, pulsing Cyan light when the sedative reservoirs are full.

Magical Properties

  • Passive Magic:
    • Painless Adhesion: The wearer’s suckers no longer cause bruising or tearing when attaching to or detaching from a surface or creature. The grip is firm but feels like a cool, damp cloth to the touch.
    • Vitals Resonance: While latched onto a living creature, the wearer can feel the target’s pulse and breathing rhythm through the sleeves, granting a +2 bonus to stabilize dying allies.
  • Active Magic:
    • Local Block: As an action, the wearer can expend a charge of poppy-mana to completely numb a specific limb or area they are touching. The target loses all sensation in that area for 10 minutes (prevents pain-based penalties).
    • Soporific Grip: Once per day, if the wearer maintains a grapple for two consecutive rounds, they can force the target to make a physical resistance save or fall into a light, magical slumber.

Additional Information

  • Tags: Medical, Sedative, Cephalopod, Alchemical, Mercy, Mint, Industrial, Clinical, Chemical, Biological, Translucent, Restorative, Calming, Precise, Cephaloid, Damping, Somatic, Liquid
  • Mechanical Note: These sleeves must be “primed” with alchemical salves during a long rest to remain active. If they dry out, they function as standard, non-magical limb covers.
  • Roleplay Tip: When using the Anesthesiology skill, describe the way you adjust your grip to find the “sweet spot” of the patient’s nervous system. Your touch should be described as cold, calming, and inevitably heavy.

In the clinical and often damp medical districts of Saṃsāra, the Suction 714 of the Numb-Touch Sleeves are essential gear for healers who belong to the “Sucker-Bearing” lineages.

How to Obtain the Sleeves

  • Medical Guild Commissions: Most anesthesiologists obtain their first pair through a residency at a Great Spire Hospital. These are often issued as standard equipment, though the “Mint Green” hue is a mark of a certified Tier 1 practitioner.
  • Alchemical Synthesis: Skilled players can craft these by harvesting Phase-Leech skins and treating them with Poppy-Mana distillate.
  • The “Grey Market” Clinics: In the Sinking Marshes, “Street-Docs” often sell refurbished sleeves that have been salvaged from decommissioned medical units.

Shop Environments

  • Apothecary Boutiques: These shops are sterile, smelling of eucalyptus and alcohol. The sleeves are displayed in temperature-controlled glass canisters to keep the alchemical latex from drying out.
  • Biological Augmentation Forges: For cephalopod avatars, these shops offer “Form-Fitting” where the sleeves are vacuum-sealed over the tentacles to ensure a seamless interface between the suckers and the delivery system.

Cost in Saṃsāra

  • Standard Price: A fresh pair of Numb-Touch Sleeves typically costs 35 to 50 Silver.
  • Priming Refills: The alchemical sedative “charges” must be purchased separately, usually costing 5 Silver for a pack of three vials.
  • Salvaged Sets: You might find a dry or cracked pair in an Unsafe Area shop for as low as 15 Silver, but they require a successful Alchemical check to restore their magical properties.

Perception of Activation:

When the Suction 714 of the Numb-Touch Sleeves are activated, the avatar experiences a profound shift in their tactile connection to the world, moving from “adhesive force” to “clinical precision.”

  • Tactile: The Cooling Glide
    • Description: As the poppy-mana flows, the interior of the sleeves becomes icy cold. The sensation of “sticking” to a surface is replaced by a feeling of weightless cohesion.
    • Positives: Allows for incredibly smooth movement across walls or patients; you can detach without the usual “pop” or resistance of a natural sucker.
    • Negatives: The lack of friction can be dangerous in high-speed combat; you might slip off a surface if you don’t maintain active concentration.
  • Visual: The Cyan Pulse
    • Description: The translucent mint latex begins to throb with a soft, cyan light that syncs with the wearer’s heart rate.
    • Positives: Acts as a low-level light source and signals to allies that the sedative levels are active and ready for delivery.
    • Negatives: The glow makes it impossible to hide in dark medical wards or stealth environments while the “Active” magics are primed.
  • Extra-Sensory: The Nervous Map
    • Description: The avatar perceives a “ghost-image” of the patient’s nervous system. Pain centers glow in angry reds, while sedated areas appear as calm blues.
    • Positives: Allows the anesthesiologist to apply the Local Block with 100% accuracy, targeting the exact nerve cluster required.
    • Negatives: “Sensory Overload”—if the patient is in extreme agony, the “Red” feedback can be mentally taxing for the wearer, causing a temporary penalty to concentration.
  • Extra-Sensory: The Mercy Hum
    • Description: A psychic “hush” settles over the wearer’s mind, dampening their own aggressive instincts to ensure a steady hand.
    • Positives: Grants Advantage on checks to remain calm under pressure or during high-stakes surgery.
    • Negatives: This “Mercy” can make it difficult to deal lethal damage; the avatar may hesitate to strike a killing blow while the sleeves are active.

In the world of Saṃsāra, the Suction 714 of the Numb-Touch Sleeves transforms the naturally aggressive grip of a sucker-bearing avatar into a tool of surgical grace. Roleplaying with this item requires a “bedside manner” that remains calm even when the environment is chaotic.


Environmental Defense: The Patient Guard

  • Safe and Somewhat Safe Areas: In a bustling clinic or a high-society recovery suite, use the sleeves to demonstrate Professional Poise. Roleplay this by casually adhering to a wall or ceiling to stay out of the way of other healers. The Painless Adhesion ensures you don’t leave unsightly marks on expensive architecture or sensitive patients, maintaining your reputation as a high-tier anesthesiologist.
  • Normal and Unsafe Areas: When escorting an injured party through ruins, use the Vitals Resonance for defensive monitoring. You roleplay this by keeping one tentacle or limb constantly latched onto your “patient.” You aren’t just holding them; you are acting as a living heart-rate monitor, sensing the approach of shock or blood loss before it becomes critical.
  • Deathly Areas: In high-lethality zones, defense is about mitigation. Use the Local Block magic on yourself or an ally to ignore the mechanical penalties of a “Maimed” limb. You roleplay this as a desperate field-dressing, numbly pushing through a broken arm or leg to reach safety, as the sleeves filter out the scream of the nervous system.

Environmental Offense: Subduing the Threat

  • Soporific Grip (The Gentle Takedown): This is your primary offensive tool for non-lethal encounters. Instead of striking, you roleplay a “Merciful Entanglement.” You wrap around a foe not to crush them, but to find the carotid or brachial pressure points. By the second round of the grapple, the Cyan Pulse flares bright, and you describe the foe’s eyes growing heavy as your poppy-mana overrides their combat adrenaline.
  • Local Block (The Tactical Disable): Offensively, you can use Local Block to neutralize a foe’s weapon arm. Roleplay this as a precise strike: a quick latch-and-release that leaves the enemy’s hand completely unresponsive. They aren’t wounded, but they can no longer hold their sword or trigger their spell-focus, effectively auditing them out of the fight.
  • The “Hush” Strike: Because your touch is cold and numbing, your initial strikes often go unnoticed. You roleplay an offensive opening as a “Phantom Latch”—attaching to a foe in the dark. Because the sleeves prevent pain, the enemy might not even realize they are being grappled until the sedative has already begun to cloud their mind.

Perception of Activation:

When the Suction 714 of the Numb-Touch Sleeves are activated, the avatar’s sensory connection to the physical world undergoes a clinical transformation. The sensation of sticky, forceful adhesion is replaced by a high-definition map of biological feedback and chemical tranquility.

  • Tactile: The Endothermic Cohesion
    • Description: The interior of the sleeves drops in temperature, feeling like a cold compress against the limbs. The natural “pull” of the suckers is replaced by a sensation of magnetic smoothness, where the wearer stays attached not through force, but through a shared molecular tension.
    • Positives: Eliminates the physical strain of maintaining a grip; allows the wearer to “glide” over skin or surfaces without causing friction burns or bruising.
    • Negatives: Reduced physical feedback; it becomes difficult to feel textures or small mechanical triggers through the numbing alchemical barrier.
  • Auditory: The Hushed Pulse
    • Description: A low-frequency acoustic dampening field activates. Ambient noises become muffled, while the internal sounds of the wearer’s own body—heartbeat and blood flow—become the dominant soundscape.
    • Positives: Enhances focus during delicate procedures; allows the wearer to detect the target’s pulse audibly through the sleeve’s contact.
    • Negatives: Auditory Tunnel Vision; the wearer may fail to hear a verbal warning or a distant environmental threat while focused on a patient.
  • Extra-Sensory: Somatic Mapping
    • Description: The avatar perceives a glowing, three-dimensional overlay of the subject’s nervous system. Nerve clusters appear as intricate webs of light, with areas of trauma glowing in sharp, jagged spikes.
    • Positives: Allows for the pinpoint application of the Local Block magic; the wearer can see exactly where the pain is located and “mute” it with perfect accuracy.
    • Negatives: Sensory Overload; touching a creature in catastrophic pain can send a sympathetic “phantom spike” through the wearer, briefly dazing them.
  • Extra-Sensory: The Poppy-Mana Calm
    • Description: A chemical euphoria leaks into the avatar’s own psyche, stabilizing their emotional state. Fear, anger, and panic are suppressed in favor of a cold, analytical desire to heal.
    • Positives: Immunity to psychological status effects (Fear, Taunt, or Confusion) while the active sedative is flowing.
    • Negatives: Emotional Detachment; the wearer may become too logical, potentially ignoring the social or moral implications of their actions in favor of the “best medical outcome.”

Recipe: Weaving the Numb-Touch Sleeves

To craft these specialized medical garments, a practitioner must combine the flexibility of alchemical polymers with the soothing essence of poppy-mana. The goal is to create a second skin that delivers relief the moment it makes contact.

Materials Needed

  • Primary Base: Two yards of Porous Alchemical Latex, treated to remain pliable in damp environments.
  • Sedative Agent: Three vials of Poppy-Mana Distillate, harvested from the dream-blooms of the Sinking Marshes.
  • Conductive Fiber: Ten meters of Capillary Threading, a biological piping that moves liquids via surface tension.
  • Stabilizer: One ounce of Cooling-Salve Resin to maintain the endothermic property of the sleeves.
  • Binding Agent: A small container of Surgical Adhesive Glue, safe for use on cephalopod or parasitic skin.

Tools Required

  • Vacuum Chamber: To seal the capillary threading between layers of latex without trapping air bubbles.
  • Micro-Needle Loom: For weaving the intricate delivery patterns into the sucker-ports.
  • Centrifuge: Used to purify the poppy-mana distillate before it is infused into the fabric.
  • Cold-Press Mold: Shaped to the specific limb or tentacle dimensions of the intended wearer.

Skill Requirements

  • Alchemical Tailoring: Proficiency in bonding magical liquids to synthetic fabrics.
  • Anesthesiology (Trained): Understanding of nerve clusters to ensure the delivery ports align with the wearer’s suckers.
  • Biological Engineering: Knowledge of non-human anatomy (specifically cephalopod or annelid) to ensure a comfortable fit.
  • Fine Motor Control: Required for the micro-stitching of the capillary threads.

Crafting Steps

  • Step 1: The Latex Cure: Soak the alchemical latex in a bath of cooling-salve resin for four hours. This primes the material to handle the icy temperature of the active sedative.
  • Step 2: Capillary Mapping: Lay out the capillary threading on the interior layer of the sleeve. The threads must form a web that connects every sucker-port to a central “heart” reservoir at the top of the limb.
  • Step 3: Sucker-Port Alignment: Using the micro-needle loom, create small, reinforced openings in the latex that match the placement of the wearer’s natural suckers.
  • Step 4: The Vacuum Seal: Place the exterior latex layer over the threaded interior and enter it into the vacuum chamber. This fuses the layers together, creating “veins” that will hold the poppy-mana.
  • Step 5: Mana Infusion: Carefully inject the purified poppy-mana distillate into the central reservoir. The liquid should naturally pull through the capillary threads, turning the mint-green sleeves a vibrant cyan.
  • Step 6: The Clinical Calibration: The wearer must perform a test-latch on a non-living surface to ensure the “Painless Adhesion” magic is active and the alchemical seal is airtight.

Quiet-Grip and Physician of Deepest Trench

In the breathing-time of the first-mists, when the 73 islands were but droplets on the brow of the Great Architect, there walked a soul known as The Soft-Hand. This soul did arrive from the Star-Void, having spent their first-life in a land where the sick did scream in the stone-houses because the “Pain-Spirit” was never put to sleep.

The Soft-Hand did find themselves on the Island of the Many-Tentacles, where the people did possess great suckers that did pull and tear at the world. These people were mighty in the Clinging-Strength, but they were poor in the Mercy of the Touch. When a brother was broken, the healers did latch onto them with such force that the “Healing” was as cruel as the “Wound.”

Seeking to bring the “Hush,” The Soft-Hand did journey to the Sinking Marshes. There, they did speak to the Phase-Leeches who live in the dreams of the mud. The Soft-Hand did offer the leeches a song of silence, and in return, the leeches did give their translucent skins, which held the memory of the Poppy-Mana.

With the skins of the leeches and the vapors of the marshes, The Soft-Hand did fashion the Suction 714 of the Numb-Touch Sleeves. They did weave the “Capillaries of Peace” into the latex using a needle made from a frozen teardrop. As the cyan light did first pulse within the sleeves, the air did become cold, and the “Pain-Spirit” did flee the room.

The story tells of a Great War-Chief, a Kraken of the Iron Spire, whose limbs were shredded by the gears of the world. The Chief did thrash so wildly that no healer could approach without being crushed. But The Soft-Hand did wear the Sleeves. They did step into the Chief’s reach, and the Sleeves did glow with the Cyan Pulse.

When The Soft-Hand did latch onto the Chief, the Chief did not roar. Instead, a Great Stillness did wash over his spirit. The Soporific Grip did turn his anger into a dream of the deep-blue sea. As the Chief slept, The Soft-Hand did use the Local Block to mute the jagged spikes of his agony, mending the “Iron Tethers” of his body while he knew only the “Cooling Glide.”

For nine thousand years, the Numb-Touch Sleeves have been the mark of the one who does not fight the pain, but invites it to rest. It is whispered that if you wear the sleeves and touch a stone, you can feel the heartbeat of the island itself, for the “Anesthesia of the Soul” allows one to hear the secrets that the “Pain of Living” usually hides.

The people of the Spires do honor the Numb-Touch, for they know that the greatest strength is not the grip that breaks, but the grip that brings the “Sleep of Recovery.”

The Moral of the Story: The hand that clenches too tight will find only a broken bird, but the hand that brings the hush may carry the world without the world ever feeling the weight.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Item Name: The Leech-Loom Bindings

  • Description: Translucent, mint-colored limb covers that pulse with a faint cyan glow. They seem to “sip” the pain away from anyone they touch.
  • Game Mechanics:
    • The Physician’s Calm: Provides a Bonus Die to all Medicine and First Aid rolls.
    • Somatic Muting: The user can spend 2 Magic Points to completely numb a patient’s limb. This grants the patient a Bonus Die to ignore penalty dice from physical wounds for 1 hour.
    • Vitals Sense: By maintaining physical contact, the user gains a Bonus Die on Science (Biology) or Medicine rolls to diagnose a patient’s condition.
  • Syntax: (Medicine/First Aid Bonus, Cost: 2 MP, Duration: 1 Hour).

Blades in the Dark

Item Name: The Alchemical Anesthetic Sleeves

  • Description: Fine quality medical gear crafted from treated spirit-leech skin and alchemical latex.
  • Tier: 1 (Fine Quality)
  • Load: 1
  • Special Feature (Clinical Precision): When you perform a Doctor or Physicker action (using Tinker or Study), you gain +1 Effect. The “Fine” quality allows you to treat high-tier injuries with greater success.
  • Numb-Touch: You may expend a Special Armor tick to instantly stabilize a teammate’s Level 2 or Level 3 Harm, allowing them to ignore the penalties for the remainder of the score (though the harm still exists).
  • Soporific Grip: If you successfully Skirmish to grapple a foe, you may spend 1 Stress to force them into a chemical stupor, rendering them unconscious rather than injured.
  • Syntax: [Fine Medical Gear, 1 Load, +1 Effect to Healing].

Dungeons & Dragons (5th Edition)

Item Name: Suction 714 of the Numb-Touch Sleeves

  • Item Type: Wondrous Item, Common (Requires Attunement by a creature with natural suckers)
  • Game Mechanics:
    • Anesthesiologist’s Insight: You gain proficiency in the Medicine skill. If you already have it, your proficiency bonus is doubled for checks made with it.
    • Local Block (Action): You can touch a creature and expend 1 charge to numb a section of its body. For 10 minutes, that creature has Advantage on Constitution saving throws to maintain concentration on spells through damage, but Disadvantage on Dexterity checks using that limb.
    • Soporific Grip: When you have a creature Grappled, you can use a bonus action to attempt to sedate them. The target must succeed on a DC 13 Constitution saving throw or fall Unconscious for 1 minute or until they take damage.
  • Syntax: (Wondrous item, common, requires attunement, 3 charges).

Knave (2nd Edition)

Item Name: The Mint-Skin Mitts

  • Description: Rubbery green sleeves that feel unnaturally cold. They allow for a grip that is firm but entirely unfelt by the subject.
  • Game Mechanics:
    • Armor Defense: +0 (Medical/Utility).
    • Item Slots: Occupies 1 Slot.
    • Steady Hand: All checks to stabilize a dying character or perform surgery are made with Advantage.
    • The Silent Release: You can attach to or detach from any surface or creature without making a sound or leaving a mark.
    • Numb Strike: If you successfully grapple an enemy, they must make a CON check. On a failure, their grappled limb goes limp and useless for 1d6 rounds.
  • Syntax: (1 Slot, Quality 3, Advantage on Stabilization).

Fate Core

Item Name: The Sleeves of the Merciful Grasp

  • Aspects:
    • High Concept: Poppy-Infused Anesthesiologist Sleeves
    • Inherent Flaw: Coldly Clinical Detachment
  • Stunts:
    • The Numb Touch: You gain a +2 bonus to Lore (or your setting’s medical skill) when attempting to sedate a patient or stabilize a wound without causing pain.
    • Local Block: Once per scene, you can spend a Fate Point to “mute” a specific physical consequence on yourself or an ally. The mechanical penalty of that consequence is ignored for the rest of the scene, though the wound remains.
    • Vitals Resonance: You can use Investigate to read a creature’s physical health and heart rate via touch, even through clothing or light armor.
  • Syntax: (Extra: Item, 2 Stunts, Requires 1 Refresh).

Numenera & Cypher System

Item Name: The Somatic Silencer

  • Level: 1d6
  • Form: Translucent mint-green sleeves that adhere perfectly to tentacles or limbs.
  • Effect:
    • Passive: This item provides an Asset to all tasks involving healing, surgery, or biological analysis.
    • Painless Grip (Constant): The wearer can attach to any surface or creature without causing damage or noise.
    • Local Block (Action): The user spends 2 points from their Intellect Pool. A touched creature loses all sensation in one limb for 10 minutes. This can be used to ignore “Maimed” penalties or to disable a foe’s hand.
    • Soporific Pulse (Action): The user makes an Intellect-based attack against a grappled foe. On a success, the target falls into a chemically induced sleep for one minute per item level.
  • Syntax: (Limb Gear, Assets: Healing, Level-based Sedation).

Pathfinder (2nd Edition)

Item Name: Numb-Touch Surgeon’s Sleeves

  • Item Level: 1; Price: 20 gp
  • Usage: Worn (Suckers/Limbs); Bulk: L
  • Properties:
    • Medical Training: You gain a +1 item bonus to Medicine checks to Treat Wounds or Administer First Aid.
    • Local Block (Action): Frequency: Three times per day. Effect: You touch a creature to numb their pain. The target gains Resistance 2 to physical damage for 1 minute, but takes a -1 status penalty to Dexterity-based checks.
    • Soporific Grip (Two Actions): Requirement: You have a creature Grabbed or Restrained. Effect: You deliver a heavy dose of poppy-mana. The target must succeed at a Fortitude Save (DC 15) or become Slowed 1 (or Unconscious on a critical failure) for 1 round.
  • Syntax: (Item 1, Alchemical, Healing, Magical).

Savage Worlds (Adventure Edition)

Item Name: Anesthetist’s Sleeves

  • Type: Medical Gear (Suckers)
  • Statistics: Weight: 2; Cost: 400 Silver.
  • Special Abilities:
    • The Gentle Touch: The wearer gains a +2 bonus to Healing rolls. Stabilization rolls never suffer a penalty for “Crude Tools” when wearing these.
    • Local Block: As an action, the wearer may make a Healing roll to “numb” an ally’s Wound. This removes the Wound penalty for that specific character for the next hour.
    • Soporific Grip: If the wearer wins an Athletics (Grapple) check with a Raise, the opponent must make a Vigor roll at -2 or fall asleep for 1d6 minutes.
    • Painless Detach: Stealth rolls to detach from a surface or person gain a +2 bonus.
  • Syntax: (Limb Gear, +2 Healing, Sedative Grapple).

Shadowrun (6th Edition)

Item Name: The Bio-Para Anesthesia Interface

  • Description: Integrated limb-sleeves for cephalopod-hybrid metahumans. These use ruthenium-grade polymers to deliver localized numbing chemicals directly through sucker contact.
  • Game Mechanics:
    • Armor Rating: +1.
    • The Physician’s Calm: Grants a +2 dice pool bonus to Biotech (Medicine) tests for stabilizing patients or performing surgery.
    • Local Block: As a Minor Action, the user can deliver a localized anesthetic. The target ignores wound penalties for 1D6 minutes but suffers a -2 penalty to Agility-based tests for that limb.
    • Soporific Grip: If the wearer successfully grapples a target, they can deliver a heavy sedative. The target must succeed in a Toxin Resistance (4) test or fall unconscious for 10 minutes.
  • Syntax: [Armor +1, +2 Biotech (Medicine), Toxin Level 4 Sedative].

Starfinder (2nd Edition / Playtest)

Item Name: The Somatic-Dampening Bio-Sleeves

  • Item Level: 2; Price: 500 credits.
  • Bulk: L; Usage: Worn (Suckers/Limbs).
  • Game Mechanics:
    • Anesthetist’s Precision: You gain a +1 circumstance bonus to Medicine checks to Treat Wounds.
    • Vitals Resonance: While touching a living creature, you gain Blindsight (Life) with a range of 5 feet, allowing you to sense their health status even if blinded.
    • Local Block (Standard Action): You touch a creature and expend a charge to numb them. For 1 minute, the creature gains Resistance 2 to all physical damage but is Clumsy 1.
    • Soporific Grip (Two Actions): While you have a creature Grabbed, you can force a Fortitude Save (DC 16). On a failure, the creature is Fatigued; on a critical failure, it is Unconscious for 1 round.
  • Syntax: [Item 2, Bio-Hacker, Medical, Sensory].

Traveller (Mongoose 2nd Edition)

Item Name: The Med-Tech Adhesive Shroud

  • Description: TL-12 medical gear designed for non-human specialists. The shroud uses capillary action to dispense fast-acting anesthetics through the user’s natural adhesive structures.
  • Game Mechanics:
    • Protection: +0.
    • Weight: 1kg; TL: 12.
    • Clinical Advantage: The user gains a +1 DM to all Medic checks.
    • Nerve Block: With a successful Medic check, the user can “mute” a patient’s pain, allowing them to ignore Endurance DM penalties from wounds for 1D6 hours.
    • Subdual: If used in a struggle, the user can deliver a sedative. The target must make an END check (8+) or be rendered unconscious for 1D6 x 10 minutes.
  • Syntax: [TL 12, +1 DM Medic, Sedative END 8+].

Warhammer (Age of Sigmar: Soulbound)

Item Name: The Chamonite Numbing-Grafts

  • Description: Translucent, mint-hued sleeves infused with the cooling waters of Chamon and the tranquil spores of Ghyran.
  • Game Mechanics:
    • Armor: +0.
    • Merciful Healer: You gain Advantage on Mind (Medicine) tests to stabilize an ally or treat a wound.
    • The Hush of the Deep: When you have an enemy Grappled, you can spend 1 Mettle to force them to make a DN 4:3 Body (Fortitude) test. On a failure, they become Stunned as the numbing agent overrides their nerves.
    • Local Block (Action): You touch an ally. For the next round, they ignore any Disadvantage caused by being Wounded or Mortally Wounded.
  • Syntax: [Armor +0, Advantage on Medicine, Stun Grapple].