god given 429 of The Ember Scribes Calking

From: Acheuleanism The Faith of Korrath

Lore

In the industrial heart of Acheulean, the Ember-Scribe’s Calking is whispered to be a “miracle” for the unrefined Isekai soul. According to the Firetenders of Korrath, these specialized Steampunk Leather Gauntlets were first manifested when a nameless traveler from a world of logic tried to grasp a molten ley line with bare hands. Instead of burning, the divine sparks of Korrath cooled into a protective, articulated hide. It is a “god-given” gift that represents the deity’s Crafting and Disciplined traits—a tool for those who are raw material themselves, helping them refine their purpose without being consumed by the fires of Saṃsāra.


Stats

  • Tier: 1
  • Rarity: Common
  • Weight: 2.5 lbs
  • Material: Dragon-hide leather, reinforced brass plating, and heat-resistant soot.
  • Armor Class (AC) Bonus: +1 (Light Armor category)

Passive Magic

  • Tempered Resolve: The wearer gains a permanent +2 bonus to checks against Extreme Heat and volcanic environmental hazards.
  • Artificer’s Intuition: While wearing the gauntlets, the avatar is considered Trained in Crafting (Metalwork) and gains a +1 bonus to identify the quality and structural integrity of steam machinery.
  • Steady Clang: The internal clockwork within the gauntlets emits a low, rhythmic vibration that grants a +1 bonus to Initiative rolls, as the wearer is always synchronized with the “beat of the forge.”

Activable Magic

  • Ignite Spark (Action): By snapping the fingers of the gauntlet, the user can produce a small, magical flame (equivalent to a Light or Produce Flame cantrip). This flame cannot be extinguished by mundane winds.
  • Calking Pressure (Bonus Action): The user can magically “press” two pieces of metal together, temporarily welding them for 1 hour. This requires a successful Crafting check and can be used to repair broken tools or block a mechanical door.
  • Korrath’s Grip (Reaction): When targeted by a fire-based attack, the user can cross their arms to absorb a portion of the heat, granting Resistance to Fire for that single instance.

Specific Slot

  • Hand Slot: This item occupies both hand/wrist slots and cannot be worn with other gloves or bracers.

Tags

High Magic, Steampunk, Forging, Pyromancy, Isekai Refinement, Industrial Might, Steamcraft, Hand Slot, Common Rarity, Tier 1, Acheuleanism, Korrath, Ember-Strike, Ashfall Warning, Forgemaster’s Breath, Steam Pulleys, Lava Forged, Industrial Discipline, Soul Tempering, Alchemical Heat, Volcanic Ley Lines, Construct Sentry, Pyromantic Welding

Acquisition of the Ember-Scribe’s Calking

Methods of Obtaining the Item

The Ember-Scribe’s Calking is rarely found as mere loot; it is a tool of the trade and a mark of Korrath’s favor.

  • Emberforge Manifestation: In rare instances of absolute focus during an Emberstrike ritual, an unequipped avatar may find the gauntlets cooling upon their hands as they finish a communal project. This is viewed as Korrath “tagging” the soul for future refinement.
  • Firetender’s Award: Avatars who assist in the maintenance of volcanic ley lines or the defense of an Emberforge may be granted a pair by the presiding Firetender. It serves as both a reward and a necessary safety tool for continued service.
  • Inheritance from the Ash: Following the “Still Forge” mourning period of a deceased smith, their Calking may be gifted to a promising apprentice or a newly arrived Isekai avatar. This passes the “tempering” of the previous owner to the next.
  • Salvage from Valthar’s Crater: Scavengers who brave the ash-shrouded ruins of the Ashfall legend occasionally find these gauntlets among the slag. Such items often require a “Pyromantic Infusion” ritual at a local temple to restore their magic.

Shops, Trade, and Pricing in Saṃsāra

Trading in Saṃsāra is governed by local demand and the proximity to the volcanic belt. The price fluctuates based on the seller’s assessment of the buyer’s “mettle.”

  • Emberforge Vestry: These are temple-run shops that provide gear to the faithful. The gauntlets are sold here for a “fair” price of 120 Gold. For those who have proven their discipline through service, the price might be lowered to 90 Gold, as the temple prioritizes the equipping of capable smiths over profit.
  • Industrial Quarter Surplus: Located in the megacities like Forgelith, these shops cater to the steam-industry workers. Here, the item is sold as high-end safety gear. The price typically ranges from 150 to 180 Gold. Merchants here are particularly “judgmental” and may raise the price if the avatar appears physically weak or undisciplined.
  • Frontier Ash-Hearths: In remote volcanic villages, these items are essential for survival. Supply is low and demand is high. A seller might demand 250 Gold or a significant trade in rare metal ores. They often follow the “buyer beware” rule, selling gear that may have low Resilience unless the buyer knows how to inspect the brass plating.
  • Isekai Integration Hubs: Shops near avatar arrival points sell these as “Starter Kits” for the Western Volcanic Belt. Prices are often inflated to 200 Gold, exploiting the disorientation of the newly arrived. However, these shops often accept strange currencies or items from other worlds in trade.

Selling and Resale Value

Selling the Ember-Scribe’s Calking depends on the “Steady Clang” resonance and the condition of the leather.

  • Standard Resale: A functional pair in good condition will generally fetch 60 to 75 Gold at a reputable smithy. If the “Ignite Spark” magic has been exhausted or the gears are jammed, the value drops to 20 Gold for the raw materials.
  • Temple Buy-Back: Firetenders will often buy back Calking from retiring adventurers for 100 Gold in temple credit, ensuring the “god-given” magic remains within the Faith of Korrath.
  • Scrap and Slag: Broken or “burnt out” gauntlets are sold to alchemists for 15 Gold, who harvest the heat-resistant soot and dragon-hide fibers for use in fire-resistance potions.

Tactical Utility of the Ember-Scribe’s Calking

The Ember-Scribe’s Calking is far more than a simple pair of gloves; it is a manifestation of Korrath’s own hands, designed to withstand the violent birth of industry and the harsh realities of the volcanic wastes.

Defensive Roleplay: The Shifting Shield

In defensive scenarios, the roleplay of these gauntlets focuses on Resilience and the ability to endure what would consume others.

  • In Volcanic and High-Heat Environments: When caught in a sudden pyroclastic flow or a burst of steam from a ruptured ley line, the avatar doesn’t panic. The player narrates the brass plates of the gauntlets glowing white-hot as they activate Korrath’s Grip. The roleplay describes the avatar crossing their arms, the heat-resistant dragon-hide absorbing the lethal thermal energy and venting it harmlessly through the soot-stained seams, allowing the avatar to stand firm while the environment melts around them.
  • In Industrial and Urban Siege: If a party is retreating through a narrow factory corridor, the avatar uses the Calking Pressure magic. The player describes the avatar slamming their gauntlets against a heavy iron door and its frame. With a focused hum of the internal clockwork, the metal “flows” and fuses together instantly, welding the exit shut in a hiss of magical steam. This is roleplayed as a Disciplined application of force, turning a door into a permanent wall to stop pursuers.

Offensive Roleplay: The Forgemaster’s Strike

Offensively, the gauntlets are used with Fierce intent, turning the avatar’s very touch into a tool of destruction or disruption.

  • Disrupting Enemy Machinery: Against an opponent utilizing complex steam-powered gear or a mechanical construct, the avatar lunges not for a killing blow, but for a critical gear. The player narrates using Artificer’s Intuition to see the structural weak point through the glowing soot of the lens. Upon contact, they activate Calking Pressure to weld a moving piston or gear in place, effectively “paralyzing” the enemy’s equipment with a single, precise touch.
  • The Unquenchable Spark: In the chaos of a dark cave or an ash-choked battlefield, the avatar uses Ignite Spark. The roleplay describes a sharp snap of the fingers that produces a flame that defies the natural laws of Saṃsāra. This is not just for light; the player narrates thrusting this “miracle flame” into a foe’s flammable alchemical supplies or using it to ignite a specialized firebomb. It is roleplayed as the Spark of Creation being used to clear the path, emphasizing that the avatar is a worker of the forge even in the heat of battle.
  • Direct Confrontation: When forced into a brawl, the gauntlets provide a literal “heavy hand.” Each strike is narrated with the Steady Clang of the internal gears, described as the avatar hitting with the weight and inevitability of a steam-powered hammer. The strikes are slow but crushing, mirroring the Resolute personality of Korrath himself.

Perception of Activation:

User Perspective

The moment you snap your fingers to engage the Ember-Scribe’s Calking, a surge of dry, blistering heat races from your wrists to your fingertips. You do not feel the pain of a burn; instead, you feel an immense, grounding weight, as if your hands have become part of the planet’s molten core. Your vision through the “Mind’s Eye” shifts, overlaying the world with thermal ley lines that throb like a heartbeat. You hear the rhythmic, metallic clanging of an invisible hammer against an anvil, a sound that drowns out the chaos of the battlefield and replaces it with a cold, crystalline focus. The air you breathe tastes of charcoal and ozone, and every movement you make feels deliberate, powerful, and unyielding.


Observer Perspective

To an onlooker, the activation is sudden and violent. A sharp, mechanical hiss of high-pressure steam escapes the gauntlet vents, accompanied by a localized flash of violet and orange light. The brass plates on the avatar’s arms begin to glow with a dull, cherry-red heat, and the scent of singed leather and hot metal fills the immediate area. The avatar’s stance visibly widens and stabilizes, their silhouette shimmering slightly as the air around their hands warps from intense thermal distortion. The low-frequency hum emitted by the gears is deep enough to be felt in the chests of those standing within a few paces.


Extra-Sensory Perceptions

  • Tectonic Synchronization: You sense the movement of magma and the shifting of stone deep beneath your feet, providing a perfect sense of North based on the planet’s magnetic volcanic veins.
  • Thermal Intuition: You can “feel” the structural integrity of any metal or stone object within ten feet, sensing hidden fractures or hollow spaces as “cold spots” in your mind.
  • Ancestral Resonance: A faint, collective echo of thousands of smiths’ voices hums at the edge of your hearing, providing a sense of calm and a subconscious knowledge of complex mechanical interlocking.
  • Heat-Gradient Vision: Even in total darkness or thick ash, you can see the heat signatures of living beings and active machinery as glowing silhouettes through the soot-stained lenses of your mind.

Positives

  • Total Environmental Anchor: You become nearly impossible to knock prone or displace physically while the “Steady Clang” is active.
  • Unwavering Focus: The divine rhythm protects your mind from minor fears or magical distractions, allowing you to complete complex manual tasks under extreme duress.
  • Thermal Immunity: You feel a sense of profound comfort and safety in temperatures that would be lethal to others, viewing the fire as a protective embrace rather than a threat.

Negatives

  • Auditory Tunneling: The loud, rhythmic clanging of the forge in your ears makes it difficult to hear verbal commands or subtle noises like footsteps.
  • Kinetic Sluggishness: The perceived weight of the gauntlets makes rapid, delicate finger movements (like playing a flute or picking a tiny lock) significantly more difficult.
  • Post-Activation Chill: When the magic fades, the transition back to normal body temperature feels like being plunged into ice water, causing temporary shivering and a dull ache in the joints.

Fundamental Tempering: Reconstruction of the Ember-Scribe’s Calking

Materials Needed

  • Cured Dragon-Hide Leather: Two large hide segments, treated with alchemical salts to prevent combustion under extreme thermal stress.
  • Refined Volcanic Brass: Four pounds of brass alloyed with trace amounts of obsidian, used for the articulated plating and internal gear-housing.
  • Miniature Steam-Gasket Set: A collection of high-pressure seals, copper piping, and microscopic exhaust vents for the steam-release system.
  • Conductive Soot-Paste: A mixture of powdered charcoal and silver dust, used to paint the internal magic circuits that channel Korrath’s fire.
  • Clockwork Drive-Springs: Two heavy-duty steel springs, wound to provide the rhythmic vibration necessary for the “Steady Clang” effect.

Tools Required

  • High-Pressure Steam-Press: Used to mold the dragon-hide and emboss the brass plating with the sacred ember spiral.
  • Precision Metalworking Kit: Essential for cutting the small gears and assembling the articulated joints of the gauntlets.
  • Pyromantic Torch: A specialized flame-tool used to cure the soot-paste and weld the internal copper piping.
  • Heavy-Duty Riveting Hammer: Used to secure the brass plates to the leather backing with industrial-grade iron rivets.

Skill Requirements

  • Trained Skill: Metalworking (Level 1): Necessary for shaping the brass plating and ensuring the articulated joints move smoothly with the user’s hand.
  • Trained Skill: Steamcraft Engineering (Level 1): Required to assemble the internal steam-venting system and the clockwork drive-springs.
  • Trained Skill: Leatherworking (Level 1): Essential for cutting, stitching, and treating the dragon-hide to ensure it provides maximum protection without losing flexibility.

Crafting Steps

  1. The Hide Foundation: The dragon-hide is cut into two gauntlet patterns. These are soaked in alchemical salts and then placed in the steam-press to emboss the ember spiral symbol onto the cuffs.
  2. Forging the Plates: The volcanic brass is heated until pliable and hammered into individual plates for the knuckles, back of the hand, and forearms. Each plate is etched with fine grooves to facilitate the flow of steam.
  3. Circuit Painting: On the interior of the brass plates, the conductive soot-paste is applied in a circular, interlocking pattern. This creates the “Forge Heart” circuit that allows the user to absorb and produce fire.
  4. Internal Assembly: The copper piping and steam-gaskets are fitted within the forearm plates. The clockwork drive-springs are mounted near the wrist, ensuring they are tuned to a steady, 60-beat-per-minute rhythm.
  5. Riveting and Binding: The brass plates are riveted directly onto the dragon-hide foundation. The interior is lined with a secondary layer of thin, soft leather to protect the user’s skin from the heat generated by the magical circuits.
  6. The First Tempering: The completed gauntlets are held over an open forge flame for one hour. The crafter must perform a Normal Chant of the Acheulean tradition to “awaken” the gears. When the first hiss of steam escapes the vents, the item is considered tempered and ready for use.

Hand-Wrappings That Hold Angry-Light

In the time of the before-sparks, when the coughing-mountains of the sharp-rock-lands were newly bleeding their hot-red-water, the sky-hole opened. From the nowhere-places fell a traveler. The old ash-words call this traveler the Man of the Counted-Things. He came from a world where the dirt did not burn and the air was empty of the purple-magic-winds. His head was filled with the sickness of the straight-lines and the cold-maths [untranslatable concept of rigid, non-magical logic]. He did not understand the breathing of the stones.

The Man of the Counted-Things walked upon the cooling-crusts of Acheulean. He saw the early Fire-Keepers striking the yellow-dirt-metal and the black-heavy-rocks. He saw them speaking to the fire, asking the fire to become shapes. The Man of the Counted-Things made the laughing-noise in his throat. He believed that metal must be bent by the cold-maths, not by the singing of the hot-red. He desired to build a wheel-that-turns-by-itself using only his straight-lines.

He gathered the cold-rocks and the dead-wood. He did not ask the fire for permission. He built a forge that had no soul, a place of quiet burning. He struck the metal with hands of soft meat. Because his hands were empty of the purple-magic-winds, the metal was insulted. The metal refused the straight-lines. The tools he made crumbled into the gray-dust. The wheel-that-turns-by-itself turned into weeping-water [melted slag] and burned his boots.

The moon-circle walked its path many times, and the Man of the Counted-Things grew the anger-water in his eyes. His straight-lines were broken. He declared to the empty sky that the hot-red-water of the world was wrong, and his cold-maths were right. He decided he must hold the hot-red-water in his bare hands to measure its edges and teach it the rules of the counted-things.

He walked to the Great Wound of the Ground, where the bright-river-that-melts [volcanic ley line] flows openly to the sky. The Fire-Keepers shouted the danger-words at his back. They told him the meat-flesh would become the invisible-smoke. The Man of the Counted-Things had the heavy-head of stubbornness. He stood at the edge of the bright-river. He reached his two naked arms into the flowing hot-red.

The pain should have been the end-of-breathing. The flesh should have turned to the black-dust. But deep within the belly of the coughing-mountain, Korrath, the Big Fire-Shaper, opened an eye of liquid-sun. The Big Fire-Shaper looked up through the bright-river. He did not see a man of wisdom. He saw a man of foolishness. But the Big Fire-Shaper also saw the heavy-will. To reach into the fire requires a discipline of the mind, even if the mind is sick with straight-lines. The Big Fire-Shaper respects the heavy-will more than the safe-cowardice.

Korrath struck his knee with a fist made of the mountain-bones. The strike made no sound, but it made a great vibration. From the strike, a cloud of divine-sparks swam up through the hot-red-water. The sparks surrounded the hands of the Man of the Counted-Things just as his skin began to sing the burning-song.

The divine-sparks did not bite. They cooled. They ate the heat and transformed. The old ash-words say the sparks turned into the dead-skin of the great-fire-lizard [dragon hide], wrapping tightly around the fingers. Over the skin, the sparks turned into thick plates of the yellow-hard-dirt [brass], shaped with the spirals of the endless-ember. The Big Fire-Shaper spat a tiny piece of the tick-tock-noise [clockwork] into the wrists of the metal, and the noise began to beat like a second heart.

The Man of the Counted-Things pulled his arms from the bright-river. His hands were not missing. They were encased in the heavy-protectors. The metal glowed with the cherry-red light, but his meat-flesh was cold and safe. The soot of the divine-sparks painted lines of purple-magic upon the brass.

When he looked at the world, the sickness of the straight-lines was burned away. He felt the Steady Clang in his wrists. He saw the thermal-paths in the air. He understood that the math of the fire is not numbers, but sweat and endurance. He reached out and touched two pieces of broken iron. He pushed them together. The clockwork in his wrists hummed, and the iron flowed into one piece without the use of a hammer.

The Fire-Keepers fell to their knees. They named him the First Scribe of the Embers, the one whose hands were bitten by the god and given back as tools. He used the Hand-Wrappings That Hold the Angry-Light to build the first great steam-boxes, never again burning his fingers, forever beating in time with the hidden forge of the world. The wrappers of his hands remained when his body finally became the purple-sparks of the sky-return, waiting for the next traveler with the foolish-bravery to touch the fire.

The moral of the story: The fire does not obey the cold numbers of the arrogant mind, but it will armor the hands of those who are willing to endure its heat to learn its true shape.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Item: The Lens of Yirra’s Aqueous Truth

Unique Name: The Drowning Eye of the Void Item Type: Artifact / Occult Tool

  • Sanity Cost: 1d3 Sanity points per activation.
  • Aqueous Vision: When looking through the lens, the user gains a Bonus Die on Spot Hidden and Track rolls.
  • Dream-Echo: By succeeding in a Hard POW check, the user may perceive the immediate past of a location as a translucent “ripple” in the air, revealing one significant action that occurred there within the last 24 hours.
  • Stability: Provides a +10% bonus to resist any effect causing involuntary amnesia or psychological fugue states.

Item: The Gauntlets of the Burning Scribe

Unique Name: The Hands of Korrath’s Resentment Item Type: Artifact / Body Protection

  • Armor Value: 2 points of protection against physical attacks; immune to all mundane heat and fire.
  • The Steady Clang: Activation requires a POW roll. On a success, the user is immune to being pushed, tripped, or knocked prone for 1D10 rounds as they become “anchored” to the earth.
  • Calking Pressure: The user may spend 3 Magic Points to touch two metal surfaces, fusing them instantly. This requires a STR check to keep the bond permanent if the metals are of poor quality.

Blades in the Dark

Item: The Dreamtide Sight

Unique Name: The Ripple-Glass Item Type: Fine Arcane Headgear (0 Load)

  • Quality: Fine (+1 Tier level for Survey/Study).
  • Special Ability (Flow Perception): Spend 1 Stress to see the “flow” of intent. For the remainder of the scene, you have Increased Effect when Studying a person for lies or Surveying mechanical weaknesses.
  • Aqueous Reflex: When you Prowl through a misty or humid environment, you may take +1d to your roll.

Item: The Ember-Scribe’s Calking

Unique Name: The Forge-Paws Item Type: Fine Industrial Tool (1 Load)

  • Quality: Fine (+1 Tier level for Wreck/Tinker).
  • Armor: You may check this item’s box to resist a consequence related to heat, fire, or being forcibly moved (does not count toward your armor limit).
  • Flash of the Forge: Spend 1 Stress to instantly weld a metal object (door, lock, weapon) with a touch. This creates a ” Risky” situation for anyone trying to undo the work without heavy tools.

Dungeons & Dragons (5th Edition)

Item: Rippling Monocle of the Weaver

Wondrous item, common (requires attunement)

  • Magical Vision: While wearing this monocle, you have advantage on Wisdom (Perception) checks made to detect illusions or hidden creatures near water.
  • Memory Droplet: You can cast the Identify spell once per long rest. When cast in this way, it only works on stone or water-based objects and reveals a brief visual memory of the object’s past.
  • Steam Veil (Reaction): If you are within 5 feet of a steam source when you are targeted by an attack, you can use your reaction to grant yourself half-cover against that attack as the monocle pulls the vapor around you.

Item: Ember-Scribe’s Calking

Wondrous item, common (requires attunement)

  • Artificer’s Intuition: You have advantage on Ability Checks made to repair or identify the function of steam-powered machinery.
  • Korrath’s Grip (Reaction): When you take fire damage, you can use your reaction to reduce that damage by 1d6.
  • Calking Pressure: You can cast the Mending spell at will, but it can only target metal objects and leaves a visible, glowing weld mark.

Knave (2nd Edition)

Item: Yirra’s Fluid Eye

Unique Name: The Tide-Glass Item Slots: 1 (Face)

  • Vision: You can see through up to 1 foot of liquid as if it were clear air.
  • Effect: Once per day, you may ignore all Disadvantage on sensory-related rolls for 10 minutes.
  • Quality: 5. If the quality reaches 0, the water film evaporates and the item becomes a mundane brass ring until refilled at a sacred spring.

Item: The Hand-Wrappings of the Angry-Light

Unique Name: The Ember-Grips Item Slots: 1 (Hands)

  • Protection: Grants +1 Armor Defense against heat and fire-based attacks.
  • Steady Clang: You cannot be moved against your will by any creature of your size or smaller.
  • Crafting: You may repair any metal item in 1 exploration turn without needing a forge, provided you have a source of heat.

Fate Core / Accelerated

Unique Name: The Gear-Binder’s Grips

Item Type: Artifact / Body Aspect

  • High Concept: God-Given Gauntlets of the Volcanic Forge
  • Stunt (Korrath’s Grip): Because I possess these divine gauntlets, I gain a +2 to Physique rolls when defending against being moved or knocked down, and when resisting the effects of intense heat.
  • Stunt (Calking Weld): Once per scene, I can use Crafts to instantly create a Magically Welded situational aspect on a metal object I am touching. This weld is unbreakable by mundane means for the duration of the scene.
  • Stunt (The Steady Clang): When I succeed with style on a Notice roll to inspect machinery, I can create a free invoke on a new aspect called Vibration Insight, representing my synchronization with the machine’s rhythm.

Numenera & Cypher System

Unique Name: Ocular-Grip of the Iron Fire

Item Type: Artifact (Level 1d6 + 1)

  • Form: A pair of heavy, soot-stained leather gauntlets with brass internal clockwork that hums at a low frequency.
  • Effect: The wearer is Trained in all tasks related to crafting, repairing, or identifying heavy machinery and metalwork.
  • Depletion: 1 in 1d20 (Checked only when using the Heat Absorption power).
  • Active Power (2 Intellect): The wearer can absorb the heat from a small fire or steam vent. Doing so provides an Asset to their next physical attack roll as their hands glow with stored thermal energy.
  • Active Power (1 Intellect): The wearer can weld two pieces of metal together with a touch. This is a permanent bond unless the artifact is used again to “un-weave” the metal.

Pathfinder (2nd Edition)

Unique Name: Ember-Scribe’s Calking (Level 2)

Usage: Worn (Hands); Bulk: L Traits: Abjuration, Fire, Invested, Magical

  • Crafting Intuition: You gain a +1 item bonus to Crafting checks to repair items with the Metal trait. You are always considered to have high-quality smithing tools while wearing these gauntlets.
  • The Steady Clang: You gain a +2 circumstance bonus to your Fortitude DC against Shove or Trip attempts.
  • Activate [One-Action] (Manipulate): Frequency: Once per 10 minutes. You touch a metal object. You cast the Mending spell on it. If used to seal a door or container, the DC to Force Open the object increases by 2.
  • Activate [Reaction] (Envision): Trigger: You would take fire damage. Effect: You gain Fire Resistance 5 against the triggering effect.

Savage Worlds (Adventure Edition)

Unique Name: Korrath’s Resolute Gauntlets

Item Type: Enchanted Gear

  • Tempered Resolve: The wearer gains a +4 bonus to Vigor rolls made to resist Environmental Effects involving Heat.
  • The Steady Clang: The wearer is considered to have the Steady Hands Edge. Additionally, any attempt to Push the wearer suffers a -2 penalty.
  • Artificer’s Touch: The wearer gains a +2 to Repair rolls involving metal or steam-powered constructs.
  • Power (Weld): By spending a Bennie, the user can instantly fuse two metal surfaces together as if they were a single piece of steel. This requires a successful Repair roll.
  • Power (Ignite): The gauntlets can cast the Light power at will (Self only), manifesting as a small, unquenchable flame on the fingertip.

Shadowrun (6th World Edition)

Unique Name: Vulcan’s Grip (Level 1 Weapon/Utility Focus)

Item Type: Body Focus (Hands)

  • Object Resistance: 12 (High-tech industrial materials)
  • Bonding Cost: 4 Karma
  • The Steady Clang: While the focus is active, the user gains a +1 bonus to their Stability rating and is immune to the Prone status effect caused by environmental tremors or physical shoves.
  • Calking Weld: The user can spend a Minor Action to “flash-weld” a metal object. This effectively increases the Structure rating of a door or container by 2 for the duration of the scene.
  • Fire Resistance: The user gains a +2 dice pool bonus to resist any Damage over Time (DoT) effects from fire or steam.

Starfinder (2nd Edition / Playtest)

Unique Name: Magma-Core Gauntlets

Level: 2; Price: 500 Credits; Bulk: L Usage: Worn (Hands)

  • Crafting Intuition: You gain a +1 item bonus to Engineering checks to repair or disable mechanical devices made primarily of metal.
  • Korrath’s Grip (Reaction): Trigger: You take fire damage. Effect: You gain Fire Resistance 5 against the triggering attack. After using this ability, the gauntlets vent steam and cannot use this reaction again for 1 minute.
  • Steady Clang: You gain a +2 circumstance bonus to your Fortitude DC against Athletics checks to Shove or Trip you.
  • Weld (Action): You can use the gauntlets to fuse two adjacent metal surfaces. This works as the Mending spell but is limited to metal and creates a permanent, visible seam.

Traveller (Mongoose 2nd Edition)

Unique Name: Heavy Industrial Thermal-Grips

TL: 12; Weight: 1kg; Cost: Cr 2,500

  • Protection: The gauntlets provide Armor +4 against fire-based attacks and environmental heat.
  • Mechanical Sync: When performing Engineer (Power) or Mechanic checks on heavy steam or plasma machinery, the user gains a +1 DM.
  • Magnetic Anchor: The “Steady Clang” internal mechanism allows the user to lock their boots and gloves to a metal floor. While active, the user cannot be moved by physical force unless the attacker succeeds in an Opposed STR check with a -2 DM.
  • Emergency Weld: The user can expend a small internal power cell to weld a hull breach or lock a bulkhead. This provides a temporary seal that holds against 1 atmosphere of pressure for 1D6 hours.

Warhammer Fantasy Roleplay (4th Edition)

Unique Name: The Iron-Scribe’s Mitts

Price: 15 Gold Crowns; Enc: 1; Availability: Rare

  • Traits: Durable, Religious (Korrath)
  • Firetender’s Touch: The wearer gains the Sturdy Talent. If they already have it, they increase their effective Toughness Bonus by +1 when resisting fire or heat.
  • The Steady Clang: You gain a +10 bonus to Cool Tests to remain focused while working under pressure (such as in a collapsing mine or a burning factory).
  • Miracle of the Forge: By spending 1 Fortune Point, the wearer can instantly repair a “Broken” quality on a metal weapon or piece of armor without needing a full forge, as long as they have 1 minute of peace.
  • Ignite: The user can generate a small flame at will, granting a +10 bonus to Survival tests made to start a fire in damp conditions.