Item 9231 of Aggressivity

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Lore

The origins of this item are found in the steam-choked fighting pits of the southern island nations. It was crafted by a disgraced military engineer who sought to weaponize the sheer adrenaline of the front lines into a wearable focus. He realized that in the world of Saṃsāra, magic is the power of thought, and no thought is more potent in the heat of battle than the drive to strike first and strike hard. The engineer infused the copper with the viral magic of a particularly violent crystalline strain, ensuring that the wearer would not only feel the urge to charge but would be physically rewarded for doing so. It was eventually banned from formal dueling circles because it “encourages ungentlemanly behavior,” making it a favorite among dockside brawlers and frontline shock troops.

Description

This item is a heavy, jagged brass-and-copper knuckle-guard meant to be strapped to the forearm or integrated into a gauntlet. The metal is dark, pitted with intentional scars, and wrapped in rough, blood-stained leather. At the center of the plate is a singular, shard-like magic crystal of deep crimson that flickers with a rhythmic, pulsing light—resembling a racing heartbeat. It feels warm to the touch, and when the wearer enters combat, the crystal begins to emit a faint, low-frequency thrum that can be felt in the marrow of the wearer’s bones.

Stats

  • Tier: 1
  • Rarity: Common
  • Armor Check (AC): 1
  • Slot: Arm Slot (Left or Right)
  • Resilience: 12
  • Health Points: (Avatar’s Maximum HP) + 12

Skills Gained (Openly Worn)

  • Athletics: +1 temporary skill point. The pulsing energy of the item provides a constant surge of physical vigor, making climbing and sprinting feel more instinctual.
  • Intimidation: +1 temporary skill point. The aggressive posture forced by the weight and the menacing thrum of the crystal makes the wearer appear perpetually on the verge of a violent outburst.

Passive Magics

  • Adrenaline Anchor: While the item is openly worn, the avatar’s internal magic circuits are primed for rapid response. The wearer gains a -1 bonus to their initiative roll (effectively moving them earlier in the turn order) as the item’s vibration sharpens their combat focus.
  • Relentless Momentum: If the avatar moves at least 20 feet in a straight line toward a foe before making an attack, the base item damage for that specific attack is increased by 2.

Active Magics

  • Furious Lunge (Normal Casting): As an action, the wearer may speak a quick, sharp word of command. The crystal flares bright red, granting the avatar an additional 10 feet of movement for this turn only, provided that movement is toward an enemy. This action includes the draw and strike of a held weapon.
  • Roar of the Vanguard (Ritual Casting): By shouting a challenge for more than 6 seconds, the wearer focuses the item’s “Agressivity” into a localized shockwave. All foes within 10 feet must succeed on a saving throw (DC 15) or have their AC reduced by 2 until the beginning of the wearer’s next turn, as their defenses are rattled by the overwhelming magical pressure.

Tags

originally made by: Vorian the Scared, modified by: none, accessory, arm slot, gauntlet, brass, copper, crimson crystal, aggressive, combat-focus, tier 1, common, frontline, brawler, adrenaline, blood-stained, momentum, vanguard, brass-knuckle, warm-touch, kinetic, heartbeat, fierce

Methods of Acquisition for the Vanguard Gauntlet

The acquisition of Item 9231 of Aggressivity is typically tied to the more violent and industrial sectors of Saṃsāra. Because the item was originally designed for military applications and later repurposed for the fighting pits, it is rarely found in polished boutiques. An avatar might obtain this item through several means:

  • Combat Spoils: The most common way to find such a gauntlet is by looting it from the fallen body of a frontline mercenary or a pit fighter. If the previous owner was a possessed soul, the body will vaporize into sparks, leaving the pitted copper gauntlet and its crimson crystal behind.
  • Quest Rewards from Underground Circles: Factions involved in security, debt collection, or illegal dueling often grant these items to new members who have proven their willingness to act with decisiveness.
  • Military Surplus Recovery: In regions scarred by naval or island wars, these items can occasionally be scavenged from old battlefield sites, though they often require repair to restore their full HP.

Merchant Venues and Specialized Shops

Commerce for an item focused on aggressivity is restricted to specific locales where the rougher aspects of society congregate.

  • Blacksmiths in Fighting Districts: Located near the steam-powered arenas and dockside brawling dens, these smiths specialize in “arena-legal” gear. The shops are loud, smelling of coal and old blood, with gear hanging from heavy iron hooks. The blacksmiths here understand the value of the “Adrenaline Anchor” and will sell the item for approximately 120 to 180 Silver. They emphasize the item’s ability to help a fighter “get the first lick in.”
  • Military Surplus and Mercenary Outposts: In fortresses or garrison towns, these gauntlets are sold as standard-issue equipment for shock troops. Because they are seen as utility items rather than artifacts, the price is more stable, usually around 100 to 130 Silver. The transaction is quick and professional, with little room for haggling.
  • Pawn Shops in Industrial Slums: In the shadow of the great steam factories, desperate workers or retired soldiers may sell these items for quick coin. A player might find one here for as low as 70 to 90 Silver, though it may be at half HP and in a “broken” state, requiring repair before it can be attuned.

Trade Values and Economic Realities

The “seller’s market” of Saṃsāra dictates that the price reflects the local danger level.

  • In a Safe Area (Tripled AC): Merchants may charge a premium, reaching up to 2 Gold, as they assume the buyer is a wealthy adventurer preparing for a journey into the wilds.
  • In an Unsafe Area (Halved AC): The price may drop significantly to 50 Silver, as the high turnover of owners means the market is flooded with gear recovered from “recent casualties.”
  • Resale Value: A merchant will rarely offer more than 40 to 50 Silver for a used gauntlet, citing the “pitted copper” and “stained leather” as defects, regardless of the crimson crystal’s quality.

Tactical Manifestations of Aggressivity in Roleplay

The use of Item 9231 of Aggressivity requires the avatar to embrace a mindset of proactive violence. In the world of Saṃsāra, where magic is the power of thought, the item responds to the wearer’s intent to dominate their environment. The roleplay of this item is characterized by a physical “pull” that guides the wearer toward the center of any conflict.

Offensive Roleplay: The Vanguard’s Momentum

When used offensively, the gauntlet serves as a psychological and physical engine that drives the avatar forward. The Crimson Crystal pulses in sync with the wearer’s rising adrenaline, creating a feedback loop of aggression.

  • In Open Labyrinths or Racing Circuits: During high-speed events or labyrinth navigation, the avatar can roleplay the Relentless Momentum passive. As they sprint down a stone corridor toward a foe, they describe the low-frequency thrumming of the gauntlet becoming a roar in their ears. The roleplay emphasizes the difficulty of stopping; the brass-and-copper guard feels as though it is leading the arm, pulling the avatar into a strike that carries the weight of their entire charge.
  • During Boarding Actions on the Endless Ocean: When leaping from one ship to another, the wearer utilizes Furious Lunge. The roleplay involves the avatar shouting a sharp command word, causing the gauntlet to vent a hiss of magical steam as the crimson light flares. The player describes the sensation of an artificial surge in their muscles, allowing them to cover a gap that would be impossible for a mundane traveler, ending with a sheathed weapon strike that hits with the force of a steam-piston.
  • In Industrial Skyscraper Metropolises: Within the cramped confines of a dark alleyway or a factory floor, the avatar can perform the Roar of the Vanguard. By roleplaying a six-second ritual shout—perhaps a military cadence or a challenge to a rival Guild Master—the player describes a visible ripple in the air. The magical pressure causes the opponents to stagger, their “Mind’s Eye” momentarily clouding as their defenses are physically rattled by the avatar’s manifested intent to destroy.

Defensive Roleplay: The Aggressive Deterrent

Defensively, the gauntlet does not act as a passive shield but as a warning. It provides safety by ensuring that any attempt to strike the wearer is met with a faster, more violent response.

  • In Somewhat Safe Walled Towns: While walking through a crowded market where AC is doubled, the avatar roleplays the Adrenaline Anchor. The player describes the avatar’s posture as “coiled,” like a steam-spring under tension. When a suspicious NPC approaches too closely, the gauntlet pulses a deep, menacing red. The roleplay focuses on the intimidation skill; the observer perceives the wearer not as a victim, but as a predator waiting for an excuse to snap, causing the would-be aggressor to rethink their target.
  • In Underwater Population Centers: In the high-pressure environment of a deep-sea dome, the gauntlet’s thrumming can be felt through the water. The avatar roleplays using the weight of the brass guard to deflect incoming blows. Instead of a standard parry, the player describes a “counter-shove,” where the gauntlet’s momentum is used to knock an attacker off balance, turning a defensive maneuver into a repositioning for a counter-attack.
  • In Deathly Areas where every attack hits: In environments where AC is zero, the gauntlet is used to roleplay a “best defense is a good offense” strategy. The wearer ignores their own lack of protection, focusing entirely on the crimson pulse. The roleplay describes the avatar moving with a single-minded ferocity, using the gauntlet to batter aside obstacles and foes alike in a desperate, aggressive push to clear the danger zone before their health points are depleted.

Perception of Activation:

  • User’s Perspective
    • Upon activation, the avatar feels a sudden, sharp surge of heat radiating from the forearm, as if the blood in that limb has been replaced with molten brass.
    • A rhythmic, thumping vibration begins in the marrow of the arm bones, perfectly syncing with the avatar’s quickening pulse until the two become indistinguishable.
    • The user experiences a narrowing of the visual field, known as “red-vision,” where the edges of their sight blur into a crimson haze, making every distant object appear as a potential target.
    • A metallic, copper-like taste fills the mouth, and the scent of ozone and scorched leather becomes overwhelming, masking all other environmental odors.
  • Observer’s Perspective
    • Observers witness the central crimson crystal flare with a blinding, strobe-like light that pulses with a sickening, biological rhythm.
    • The air around the gauntlet begins to shimmer and distort from localized heat, creating a visible “heat mirage” effect that blurs the avatar’s arm.
    • A low-frequency, guttural hum emanates from the metal plates, deep enough to be felt in the chests of those standing within ten feet, like the growl of a large, unseen beast.
    • Small wisps of red-tinted steam or “mana-smoke” vent from the gaps between the leather straps and the brass plates, drifting upward in erratic curls.
  • Extra-Sensory Perceptions (Mind’s Eye and Beyond)
    • True Sight: To those viewing through the ultraviolet spectrum, the gauntlet appears to be bleeding. A thick, viscous aura of deep crimson mana pours from the crystal, wrapping around the avatar’s arm like a coiled serpent of pure aggression.
    • Blind Sight: The echo-location signature of the gauntlet becomes a violent, jagged spike. The constant thrumming creates a “bright” spot in the grayscale vision that obscures the fine details of the wearer’s hand, replaced by a vibrating mass of kinetic potential.
    • Soul Sight: The avatar’s soul is seen to undergo a temporary “stretching” toward the nearest foe. The crimson energy of the item hooks into the soul’s core, tugging it forward and suppressing all colors of mercy or hesitation with a dominant, fiery red.
    • Tremorsense: Burrowing creatures perceive a rhythmic, heavy pounding through the ground, even if the avatar is standing still. The gauntlet’s vibration is so intense that it transfers through the body and into the earth as a series of miniature, aggressive seismic pings.
  • Positives
    • The intense internal heat and vibration act as a localized anesthetic, allowing the avatar to ignore minor pains and distractions that might otherwise slow their charge.
    • The strobe-like flare of the crystal can momentarily disorient opponents who are relying on visual precision, providing a tactical window for the initial strike.
    • The manifested “Agressivity” creates a state of hyper-focus that makes the avatar nearly immune to social or psychological attempts to “de-escalate” the situation.
  • Negatives
    • The “red-vision” makes it difficult to distinguish between friend and foe in a chaotic melee, as all entities in the peripheral vision are cloaked in the same aggressive crimson haze.
    • After the activation ends, the avatar’s arm is left with a deep, aching fatigue and a sensation of “coldness” that can lead to a minor tremor in the hand for several minutes.
    • The high-frequency thrumming and red mana-smoke make it impossible for the avatar to utilize any form of magical or mundane stealth while the item is active.

Schematic for the Vanguard’s Crimson Gauntlet

Materials Needed

  • 2 units of Pitted Brass: Should be salvaged from heavy industrial machinery or old armor plates; the more scars on the metal, the better it holds the kinetic memory.
  • 1 unit of Low-Grade Oxidized Copper: Used for the underlying magic circuits to ensure a rapid, “feverish” flow of mana.
  • 1 Small Crimson Shard (Viral Strain): A magic crystal harvested from a high-aggression feral beast or a localized magic storm; this serves as the “heart” of the item.
  • 3 strips of Cured Heavy Leather: Must be thick enough to withstand high heat and frequent abrasion.
  • 1 vial of Predator’s Blood: Used as a quenching medium for the brass to infuse the metal with primal, predatory intent.
  • Iron Rivets and Buckles: For structural integrity during high-speed lunges.

Tools Required

  • Steam-Powered Hammer: Necessary to beat the pitted brass into the jagged, aggressive shape required for the guard.
  • Heavy-Duty Leather Awl: For piercing the reinforced straps.
  • Mana-Circuit Etcher: A specialized stylus used to carve the “Adrenaline Anchor” pathways into the copper base.
  • Pressure-Sealed Crucible: To safely heat the predatory blood without losing its volatile alchemical properties.
  • Coal-Fired Forge: To reach the temperatures needed for the brass-to-copper bonding.

Skill Requirements

  • Mechanical Engineering (Trained): Minimum level 1 to ensure the gauntlet’s weight distribution doesn’t hinder the arm’s range of motion.
  • Alchemical Crafting (Trained): Minimum level 1 to properly handle the predator’s blood and viral crystal without accidental infection.
  • Magical Crafting (Trained): Minimum level 1 to seat the Crimson Shard and calibrate its pulse to the wearer’s “Mind’s Eye.”

Crafting Steps

  • Forging the Guard: Heat the pitted brass until it reaches a dull cherry red. Use the steam-powered hammer to shape the metal into a jagged, multi-layered guard. Do not polish out the pits or scars; these are essential for the item’s “Agressivity.”
  • Etching the Circuits: On the underside of the brass guard, bond a thin layer of oxidized copper. Carefully etch erratic, non-linear mana paths that mimic a racing pulse. These must terminate at the center point where the crystal will be seated.
  • Pre-Soaking the Leather: Submerge the heavy leather strips in the pressurized crucible containing the predator’s blood. Let them soak for six hours until the leather takes on a dark, rusted hue and smells of iron.
  • Seating the Shard: Place the Crimson Shard into the central housing of the brass guard. Use iron rivets to clamp it tightly. The shard must be under physical pressure to begin its low-frequency thrumming.
  • The Vanguard’s Tempering: Reheat the entire metal assembly. Once it reaches the appropriate temperature, quench it instantly in the remaining predator’s blood while performing a Normal Chanting spell focused on themes of conquest and momentum.
  • Final Assembly: Rivet the blood-soaked leather straps to the brass-and-copper guard. The fit should be tight—almost uncomfortably so—to ensure the vibration of the crystal transfers directly into the crafter’s bone during the final attunement ritual.

Vorian the Scared and Arm-Cover of Always Hitting

In the times of the very long ago, upon the land-pieces surrounded by the endless salty-water of the south, there breathed a man of the making-tools. His naming-sound was Vorian. Vorian was a builder of the steam-tubes and the pressure-boxes for the crown-wearers, but the men of the armies called him Vorian the Scared. This was because the chest-meat of Vorian held the great trembling. When the sound of the clashing iron happened, Vorian would run to the dark corners and make the eye-water. He possessed the soul-vessel of a man, but the courage-fluids were missing from his bones.

Vorian possessed a great hatred for his own trembling. He desired the fast-blood of the warriors. He desired to stand in the front-place and make the loud noises of the fighting. In the dark of his making-room, he decided to forge the courage from the outside, because the inside was empty.

He gathered the brass that was diseased with the deep scratching. He gathered the copper that was covered in the green sickness. He did not want the clean metals, for clean metals have the calm spirits. He went to the dangerous walking-paths and found a red stone of the virus-magic. It was a crystal of the feral beasts, pulsing with the angry-light. The stone thumped like the heart of a predator that is hungry for the meat.

Vorian took the leather of the running-beasts and drowned it in the life-juice of the tooth-beasts. He used the steam-hammers to beat the brass into the shape of a jagged hand-shell. He placed the red crystal of the virus-magic into the center of the metal. While the fire was hot, Vorian performed the spell of words. He did not sing the harmonious songs. He shouted the angry sounds of a man who is tired of the trembling. He shouted until his throat-tubes were bleeding.

He strapped the heavy arm-cover to his left striking-limb. The metal was still possessing the heat, but the pain was eaten by the magic. The red crystal recognized the living-vessel. It sent the low-shaking into the marrow of Vorian’s bones.

Suddenly, the trembling in the chest-meat of Vorian was killed. It was replaced by the pulling. The red stone demanded the forward-walking. The eye-seeing of Vorian was covered in the crimson mist. The eye of his inside-brain saw all living things as the targets for the striking. Vorian the Scared died in the making-room. Vorian of the Much Running Forward was birthed.

He broke the door of his making-room with the brass-hand. He did not walk; he lunged. The magic of the Aggressivity fueled his walking-legs. He went to the deep pits where the large men hit each other for the shiny metal coins. The large men saw the small maker of steam-tubes and made the laughing noises. Vorian did not make the speaking noises. He made the roaring noise of the vanguard.

The air shook with the magic pressure. The defenses of the large men were broken. Vorian struck the first man with the heavy brass. The man fell into the dirt. Vorian did not stop. The red stone pulsed with the violent rhythm. He struck the second man. He struck the third man. The fast-blood was a river in his veins. The people of the pits made the cheering noises, but Vorian did not hear them. He only heard the metallic whining of the crystal and the command to hit.

The keepers of the pits tried to give him the short rest. They offered him the sitting-chairs and the water. But it is a known truth of the physical world that the vessel of the soul gains nothing of the health from a rest that is short. Furthermore, the red stone rejected the sitting. The brass arm-cover pulled Vorian by the limb. If there were no large men to hit, the gauntlet demanded he hit the walls of stone. Vorian struck the stone until his knuckles beneath the brass were broken, but the localized pain-killing magic of the item hid the breaking from his brain.

He ran from the fighting pits. He ran through the walking-paths of the city. He knocked the carts of the merchants into the ditches. He frightened the carrying-beasts. The guards of the crown-wearers tried to capture him, but the relentless momentum of the magic made him too fast and too heavy. He struck the guards and kept the forward-walking.

Vorian ran to the edge of the land-piece, where the endless salty-water begins. There were no more men to hit. But out in the deep water, Vorian saw the fin of a great swimming tooth-beast. The red vision clouded his thinking. The crystal thumped the command of the attacking.

Vorian of the Much Running Forward did not remove the heavy brass. He lunged into the endless salty-water to strike the swimming beast. But the endless salty-water is not a floor for the walking. The heavy brass and the angry stone pulled him down into the dark wetness. He could not strike the water into submission. He sank to the bottom of the world.

Many year-cycles later, the divers of the deep found the jagged brass-hand in the sand. Vorian was gone, but the crimson crystal was still thumping, waiting for a new arm to pull into the front-place of the fighting.

The moral of the story: He who gives the control of his walking-legs to the angry red stone will find that the stone never possesses the desire to sit down.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) The Pulsing Bracer of Vorian

  • Item Type: Artifact / Mythos Item
  • Description: A heavy brass bracer that throbs with a sickening, heartbeat-like rhythm. It forces the wearer into a state of predatory aggression.
  • Game Mechanics:
    • Sanity Cost: 1/1D4 Sanity points to attune.
    • Passive (Adrenaline Surge): The wearer gains a +10% bonus to DEX for the purposes of determining Strike Order. Additionally, all Fighting (Brawl) rolls receive a Bonus Die if the wearer moved toward the opponent during the same round.
    • Active (Vanguard’s Charge): The wearer may spend 1D6 Magic Points to double their Move rate for one round, provided they end the movement adjacent to an enemy.
    • The Cost: While the bracer is active, the wearer must succeed on an Extreme Psychology roll to retreat or de-escalate a conflict.
  • Syntax: The user must succeed on a CON roll after combat or suffer 1D3 damage from muscular strain.

Blades in the Dark The Pitted Pit-Fighter’s Guard

  • Item Type: Fine Vambrace (Special item)
  • Description: A brass forearm guard that hums with a violent frequency. It is popular among the Billhooks and other frontline enforcers in Doskvol.
  • Game Mechanics:
    • Tier: 1 (Fine Quality)
    • Load: 1 (Worn on the arm)
    • Passive (Aggressive Instinct): When you take a Desperate action to Engage in a fight or Skirmish, you may take +1d to the roll.
    • Active (Momentum Strike): Spend 2 Stress to gain Potency on an attack where you charged into the fray. The red glow of the crystal momentarily blinds your target, providing an opening for a devastating follow-up.
    • Harm: If you roll a 1-3 on a Skirmish roll while using the guard, take Level 1 Harm: “Blood Frenzy” as the item pushes you into a reckless position.
  • Syntax: Used during a Score as a tool for Violence or Intimidation.

Dungeons & Dragons (5th Edition) Item 9231: The Vanguard’s Crimson Gauntlet

  • Wondrous Item, Common
  • Description: A brass-and-copper knuckle-guard that pulses with a rhythmic crimson light. It feels warm and heavy on the arm.
  • Game Mechanics:
    • Armor Class: While wearing this gauntlet, you gain a +1 bonus to AC.
    • Passive (Aggressive Initiative): You have a +2 bonus to Initiative rolls.
    • Passive (Charge): If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type.
    • Active (Vanguard’s Shout): As an action, you can let out a roar. Each creature within 10 feet of you must succeed on a DC 13 Strength saving throw or have its AC reduced by 2 until the start of your next turn.
    • Restriction: You gain no benefit from a Short Rest while wearing this item.
  • Syntax: Requires Attunement.

Knave (2nd Edition) The Scared Man’s Brass

  • Item Type: Wondrous Item (1 Slot)
  • Description: A jagged brass guard with a pulsing red stone. It smells of copper and iron.
  • Game Mechanics:
    • Armor: This item provides +1 Armor.
    • Passive (Instinctive Strike): You always win initiative ties against creatures of a lower tier than the item.
    • Passive (Violent Lunge): If you move toward an enemy before attacking, you deal +2 damage on a hit.
    • Penalty: The constant thrumming makes it impossible to use Stealth. Any attempt to be quiet automatically fails as the stone “growls.”
    • Durability: If the wearer reaches 0 HP, the stone shatters and the item is destroyed.
  • Syntax: Occupies 1 arm slot.

Fate (Core/Condensed) The Bracer of Unstoppable Momentum

  • Item Type: Personal Extra/Stunt
  • Description: A heavy, vibrating brass bracer housing a pulsing crimson crystal. It acts as a physical anchor for the wearer’s combat instinct.
  • Game Mechanics:
    • Aspect: The Crimson Pulse Demands Action. This aspect can be invoked to gain a +2 bonus on any Overcome or Create an Advantage action involving physical speed or raw aggression. It can be compelled by the GM to force the character into a confrontation they might otherwise avoid or to make them the obvious target of an enemy’s attention.
    • Stunt (Violent Lunge): Once per conflict, you may move two zones for free instead of one, provided you move toward an enemy and end your movement by making a Fight attack.
  • Syntax: If the character is in a situation where “Aggressivity” is a liability, the GM provides a Fate Point to trigger the negative effects of the item’s aspect.

Numenera & Cypher System The Adrenaline-Charged Vambrace

  • Item Type: Cypher (Level 1d6+1)
  • Description: A jagged assembly of brass and copper containing a fractured red crystal that hums with a biological rhythm.
  • Game Mechanics:
    • Level: 1d6+1
    • Wearable: Bracer or forearm guard.
    • Effect (Passive): The difficulty of all Initiative tasks and all Speed-based Athletics tasks is decreased by one step.
    • Effect (Active): Upon activation, for one minute, the wearer gains an asset on all melee attack rolls made after moving toward a target. However, during this minute, the difficulty of all Intellect-based tasks is increased by two steps as the red haze of aggression clouds the mind.
    • Depletion: 1 in 1d10 (The crystal burns out and turns to cold lead).
  • Syntax: This cypher occupies one of the character’s limited cypher slots and is treated as a high-energy kinetic focus.

Pathfinder (2nd Edition) Item 9231: Gauntlet of the Pit-Fighter

  • Item Type: Wondrous Item, Level 2
  • Description: This pitted brass-and-copper gauntlet pulses with a deep red light. It feels warm to the touch and vibrates against the bone.
  • Game Mechanics:
    • Usage: Worn (Arm); Bulk: L
    • Passive (Aggressive Step): You gain a +1 item bonus to Initiative rolls and a +5-foot status bonus to your Speed when moving toward an enemy.
    • Activate (Single Action – Interact): You roar a challenge. All enemies within a 15-foot emanation must succeed on a DC 16 Will save or become Frightened 1. If an enemy is already Frightened, they instead take a -1 status penalty to their AC until the start of your next turn.
    • Momentum: If you use a Stride action to move toward a creature and then strike it with this gauntlet (as an unarmed attack) or a held weapon, you deal an additional 1d4 precision damage.
  • Syntax: This item must be invested to function.

Savage Worlds (Adventure Edition) The Vanguard’s Pitted Guard

  • Item Type: Arcane Device / Armor
  • Description: A scarred brass forearm plate with a pulsing red core that emits a low growl when combat begins.
  • Game Mechanics:
    • Rank: Novice
    • Armor: Provides +1 Armor to the arm.
    • Passive (First Strike): The wearer gains the First Strike Edge. If they already have it, they gain +1 to the Athletics roll when attempting to interrupt an opponent’s movement.
    • Passive (Driven): The wearer’s Pace is increased by +2, but only when moving toward a visible foe.
    • Power (Boost Trait): The device has 5 Power Points that can be used to cast Boost Trait (Strength or Vigor only). The casting is a Free Action but can only be triggered at the start of a combat encounter.
    • Failure: If the wearer rolls a 1 on their Athletics or Fighting die, the item’s vibration causes a Level of Fatigue that lasts until the end of the scene.
  • Syntax: Power Points recharge at a rate of 1 per hour through the wearer’s own kinetic energy.

Shadowrun (6th Edition)

The Blitz-Phase Bracer

  • Item Type: Adept or Street Samurai Accessory (Qi Focus or Augmentation Add-on)
  • Description: A jagged, copper-plated forearm guard containing a cracked crimson crystal that hums with a low-frequency predatory rhythm. It interfaces with the wearer’s nervous system to prioritize aggressive response.
  • Game Mechanics:
    • Initiative Boost: The wearer gains a +1 bonus to their Initiative Rating and +1 Minor Action at the start of the first round of combat.
    • Passive (Momentum Drive): When taking a Move action toward an enemy, the wearer gains 1 point of Tactical AR (Attack Rating) for their next Close Combat attack.
    • Active (Vanguard’s Surge): The wearer may spend an Edge point to immediately move their full Movement rate toward a target and perform a Close Combat attack as a single Major Action.
    • Negative: While active, the wearer suffers a -2 dice pool penalty to all Stealth and Social tests. The high-pitched thrumming is audible to anyone within 5 meters, and the red glow is visible in low-light conditions.
  • Syntax: Occupies an “Arm” slot. If used as a Qi Focus, it requires Bonding (Karma cost 6).

Starfinder (2nd Edition / Playtest)

Item 9231: Solarian Vanguard Plate

  • Item Type: Magic Item / Armor Upgrade (Level 2)
  • Description: A brass-alloy guard housing a fractured crimson shard. It creates a resonant feedback loop that stimulates the wearer’s adrenal glands when a threat is detected.
  • Game Mechanics:
    • Price: 450 Credits; Bulk: L
    • Passive (Aggressive Reaction): You gain a +2 item bonus to Initiative checks.
    • Passive (Kinetic Charge): If you move at least 20 feet toward a creature and hit it with a melee attack in the same turn, the attack deals an additional 1d6 damage.
    • Active (Shockwave Roar): As an action, you can flare the crystal. All adjacent enemies must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or become Off-Guard until the end of your next turn.
    • Constraint: While this item is invested, you cannot use the “Withdraw” action; the item’s pulse prevents you from turning your back on a foe without a successful Will save.
  • Syntax: This item has the Invested, Magical, and Tech traits.

Traveller (2nd Edition – Mongoose)

The Resonant Boarding Guard

  • Item Type: TL 12 Personal Augment / Melee Accessory
  • Description: An anomalous brass plate designed for zero-G boarding actions. It emits a 15 Hz vibration that heightens the wearer’s aggressive instincts.
  • Game Mechanics:
    • Tech Level: 12
    • Passive (Combat Reflexes): The wearer receives a +1 DM to all Initiative checks.
    • Passive (Lunge): When using the Melee (unarmed or blade) skill, the wearer may add the Effect of their Athletics (dexterity) check to their damage if they moved toward the target this round.
    • Active (Adrenaline Flare): Once per encounter, the wearer can trigger a chemical-arcane surge. They gain an extra Significant Action that must be used for an attack or movement toward a foe, but they suffer 1D6 temporary damage to their END characteristic once the combat ends due to exhaustion.
    • Weight: 0.5 kg.
  • Syntax: Attached to a suit of armor or worn as a heavy bracer.

Warhammer (Fantasy Roleplay 4th Edition / 40k Imperium Maledictum)

The Berserker’s Brass Vambrace

  • Item Type: Minor Artifact / Warp-Touched Wondrous Item
  • Description: A pitted brass guard with a crimson stone that beats like a heart. It smells of ozone, old copper, and the salt of the southern seas.
  • Game Mechanics:
    • Traits: Loud, Menacing.
    • Passive (Vanguard’s Will): The wearer gains the Strike to Injure Talent. If they already possess it, they gain +1 SL to any successful Melee (Brawl or Basic) Test made on a charge.
    • Passive (Aggressive Aura): The wearer gains a +10 bonus to Intimidation Tests but a -10 penalty to all Stealth and Leadership Tests.
    • Active (Blood-Crazed Lunge): The wearer may spend a Fortune point to immediately move their full Move characteristic toward the nearest enemy and make one attack. This attack gains the Damaging trait.
    • The Price: If the wearer rolls a 99 or 00 on any Test while wearing the bracer, the crystal’s pulse causes a minor burst of Warp energy; the wearer must roll on the Minor Miscast table.
  • Syntax: Worn on the forearm. It cannot be concealed by clothing or robes due to the erratic heat and glow.