From: Aegeanism The Faith of Thalindra
Lore
The god given 842 of the Abyssal Drift is whispered to be a divine blessing from Thalindra herself. Legend tells of a lost navigator who, in a moment of absolute stillness amidst a great storm, found this silver compass pendant resting in the palm of their hand. The blue crystal at its center is said to be a droplet of frozen sea spray from the Tide Awakening, the event where Thalindra first wove magic into the world. It serves as a physical anchor for those whose paths are dictated by the “Isekai currents,” ensuring they never truly lose their way in the vastness of Saṃsāra.
Detailed Stats
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Item Tier: 1
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Rarity: Common
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Weight: 0.1 lbs
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Material: 925 Sterling Silver, Infused Blue Crystal
Passive Magic
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Thalindra’s Bearing: The wearer always knows which way is True Tide (magnetic north toward the central archipelago), granting a +2 bonus to Navigation checks in maritime or coastal environments.
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Serene Adaptation: The pendant hums slightly when the air pressure drops. The wearer is considered Trained in Weather Prediction, allowing them to sense approaching storms 1 hour before they arrive.
Activable Magic
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Mist Step (1 Charge/Day): As an action, the wearer can activate the pendant to dissolve their form into a fine sea mist. They can move through narrow openings and are Immune to Grappled and Restrained conditions for 1 minute.
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Whisper of the Waves: By pressing the crystal to their ear, the wearer can hear a cryptic, wise message from the nearby wind or water currents. This provides a clue to a local mystery or a hint regarding the safest path forward.
Specific Slot
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Neck Slot: Must be worn as a pendant.
Tags
High Magic, Steampunk, Hydromancy, Aeromancy, Sea Navigation, Isekai Currents, Trade Winds, Tide Magic, Tide-Caller, Sea-Glass Focus, Abyssal Clarity, Driftwood Artistry, Salt-Spray Rituals, Marine Navigation, Pelagic Insight, Zephyr-Bound, Aqueous Resonance, Celestial Horizon, Wave-Dancer Craft
Acquisition of the Abyssal Drift
Methods of Obtaining the Item
The god given 842 of the Abyssal Drift is not a mass-produced trinket; it is a manifestation of Thalindra’s guidance. While it can appear to those in dire need, there are traditional ways an avatar might come to possess one:
- Tidetower Pilgrimage: Avatars who complete a journey to a remote coastal Tidetower may be gifted the pendant by a Wavekeeper. This usually occurs after the avatar has participated in a Wisdom-Sharing ritual where they successfully interpreted a complex vision from the tidal basin.
- Salvage from the Stormbreak: Experienced divers and coral-miners sometimes find these silver compasses embedded in ancient, magically preserved wreckage near the “City of Shattered Winds.” Finding one in such a state often requires a ritual cleaning to remove the “stagnant” energy of the city’s fall.
- Isekai Arrival Gift: In the floating metropolis of Tidehaven, the Faith of Thalindra often leaves these pendants at arrival points for newly manifested souls. It is seen as a gesture of Protective care, ensuring the “new currents” do not drift aimlessly in the archipelago.
- Griffon-Courier Reward: High-tier couriers who have spent years navigating the trade winds sometimes retire their gear. A young avatar might receive a “weathered” version of this item as a reward for assisting a courier in a mid-air emergency.
Commercial Environments and Shop Typologies
Because Saṃsāra operates on a sellers’ market, the price and availability of the Abyssal Drift vary wildly depending on the shop’s location and the proprietor’s faith.
- Wavekeeper Vestries: Found within or adjacent to Tidetowers, these are the most reliable sources. The Wavekeepers sell the item as a religious aid. The cost is typically 110 Gold. If the avatar can demonstrate a high Wisdom or a deep connection to the sea, the price may be adjusted to 85 Gold as a sign of communal harmony.
- Tidehaven Navigational Outfitters: These high-end shops in levitating cities cater to zeppelin pilots and sea captains. Here, the pendant is viewed as premium safety equipment. The cost is significantly higher, often between 160 and 200 Gold. The merchants here strictly follow the buyer beware philosophy; they will not mention if the “Mist Step” charge has already been used for the day.
- Coral Grotto Bazaars: In underwater or seaside markets, the pendant is more common and sold by independent salvagers. You might find a “previously attuned” necklace for as low as 75 Gold. However, the buyer must be careful, as the sterling silver may be tarnished, or the blue crystal may have a “Cloudy” flaw that hampers its weather-sensing accuracy.
- Foreign Curiosity Dealers: In landlocked nations far from the eastern archipelago, this item is a rare exotic. A seller who does not understand Aegeanism might sell it as a simple “Glow-Stone” for 50 Gold. Conversely, a predatory merchant might claim it is a “Relic of a Lost God” and attempt to charge 400 Gold.
Selling and Trade Value
Selling a god given 842 back into the market is a delicate process, as the item’s value is tied to its “spiritual resonance.”
- Temple Buy-Back: Wavekeepers will often accept the item back to give to a new initiate, offering a trade-in value of 60 Gold or an equivalent amount of Alchemical Potions or Sea-Crafted Goods.
- Pawn and Scrap: If the silver is damaged or the crystal is cracked, a general merchant will only offer the “melt value” of the silver, typically 15 to 20 Silver.
- Aqueous Exchange: Among sailors, the item is often used as a high-value barter chip for passage on a steamship or for specialized Wind-Powered Devices. In these trades, the item is generally valued at a flat 100 Gold worth of services.
Tactical Fluidity: Roleplaying the Abyssal Drift
The god given 842 of the Abyssal Drift is an extension of Thalindra’s serenity and hidden power. In roleplay, using this item is not just a mechanical action but a sensory shift where the avatar aligns their spirit with the ebbs and flows of the world’s currents.
Defensive Roleplay: The Shifting Mist
In defensive scenarios, the roleplay focuses on Adaptability and the elusive nature of water. Instead of resisting force, the avatar simply ceases to be a solid target.
- In Stormy or Coastal Environments: When cornered by a physical threat, the avatar activates Mist Step. The player describes their form becoming translucent and swirling, caught by the sea spray. The roleplay emphasizes the Serene trait; as blades or projectiles pass through the avatar’s mist-form, they leave behind only a faint scent of ozone and salt. The avatar doesn’t retreat in fear; they “drift” with the wind to a safer position, reforming with the calm poise of a wave returning to the ocean.
- In Crowded Urban or Industrial Spaces: Within the narrow, steam-choked alleys of Tidehaven, the avatar uses the pendant to navigate chaos. If an enemy attempts to grapple or restrain them, the player narrates the silver compass glowing with a soft blue light. The avatar’s body becomes Fluid, slipping through the opponent’s grip like water through fingers. The roleplay focuses on the Protective nature of the item, allowing the avatar to navigate dangerous machinery or crowded riots without being pinned down.
Offensive Roleplay: The Focused Insight
Offensively, the Abyssal Drift is used to execute Wise and strategic maneuvers by identifying the “path of least resistance” in a foe’s defense or the environment.
- Environmental Manipulation (Whisper of the Waves): During a confrontation, the player roleplays the avatar pressing the blue crystal to their ear. They describe hearing the “voice” of the local winds. The roleplay focuses on Insight—the avatar isn’t just attacking; they are waiting for a specific gust of wind to throw off an enemy’s balance or timing their strike with the rhythm of a nearby steam vent. This is narrated as the avatar being “in sync” with the battlefield, striking exactly where the enemy is most vulnerable.
- Tactical Repositioning (Mist Strike): The avatar can roleplay an offensive use of Mist Step to bypass a frontline defender and reappear behind a high-value target. The player describes the avatar dissolving into a streak of mist that flows through the enemy’s ranks, reforming instantly with a weapon drawn. This is roleplayed as a Turbulent surge—a sudden, high-agility move that shifts the momentum of the battle in an instant.
- Predictive Awareness: Using Serene Adaptation, the player roleplays the avatar’s heightened awareness of the “pressure” in the room. They describe the avatar sensing an enemy’s intent before they move, much like sensing a coming storm. The roleplay emphasizes Clarity, where the avatar makes small, efficient movements that lead to a decisive counter-strike, treating the combat as a predictable flow of currents.

Perception of Activation:
User Perspective
The moment you engage the Abyssal Drift, your senses are submerged in a profound, cool tranquility. You feel a sudden weightlessness, as if your physical form has lost its density and is being cradled by an invisible current. Your pulse slows to the rhythm of the tides, and the air around you tastes of sweet sea-spray and mountain mist. Through your “Mind’s Eye,” the world loses its sharp edges, replaced by glowing blue ley lines that map out the flow of the wind and the pull of the water. You feel a deep, ancestral connection to the sea, as if the wisdom of a thousand voyages is being whispered directly into your soul.
Observer Perspective
To an onlooker, you seem to momentarily blur at the edges, your silhouette shimmering like a heat haze on the ocean’s horizon. A faint, glowing azure light emanates from the pendant, casting shifting, water-like patterns across your skin and the immediate ground. The air around you grows noticeably cooler, and a soft, rhythmic humming—like the sound of a distant conch shell—can be heard by those nearby. For a heartbeat, you appear less like a solid person and more like a sculpture made of mist, moving with a fluid grace that defies the clumsy physics of the dry earth.
Extra-Sensory Perceptions
- Tidal Empathy: You can sense the emotional “temperature” of those nearby, perceiving their intent as either a calm bay or a gathering storm.
- Hydro-Location: You feel the presence of all water sources within a mile, from deep underground aquifers to the moisture clinging to the leaves of trees.
- Chrono-Ripple: You perceive the immediate past of your location as faint, translucent “echoes” in the air, seeing the ghostly ripples of those who walked the path before you.
- Aeolian Guidance: You can feel the exact “lift” and “drag” of the wind, allowing you to intuitively understand how to move to stay silent or gain maximum speed.
Positives
- Unshakeable Calm: You are immune to mundane panic or fear-based distractions while the activation persists.
- Perfect Orientation: You possess an infallible sense of direction and can navigate even the thickest fog or darkest cave with total confidence.
- Fluid Grace: Your movements become effortless, allowing you to bypass physical obstacles or difficult terrain as if you were flowing over them.
Negatives
- Sensory Detachment: The profound peace makes it difficult to react to immediate, sharp pains or urgent, loud alarms that require instant aggression.
- Aqueous Vulnerability: While in this state, you feel a deep, physical discomfort when near intense, dry heat or open flames, which can cause minor disorientation.
- Whisper Confusion: The “Wisdom of the Waves” can sometimes be overwhelming, flooding your mind with too many cryptic metaphors at once, making simple decisions feel complex.
Tidal Weaving: Reconstruction of the Abyssal Drift
Materials Needed
- Enchanted Sterling Silver: Three ounces of 925 silver, purified in a coastal Tidetower to ensure it can hold the “Fluid Eye” enchantment.
- Aqueous Blue Crystal: A single, high-clarity crystal found in deep-sea coral reefs, capable of storing a “Mist Step” charge.
- Vial of Concentrated Sea-Spray: Water collected during a high tide and distilled into a potent magical catalyst.
- Braided Silk Thread: A fine, silver-dyed silk cord used to bind the crystal within the silver knotwork.
- Mist-Binder Salts: Alchemical salts derived from evaporated sea foam, used to prime the silver for the aeromancy circuit.
Tools Required
- Jeweler’s Precision Kit: Tiny hammers, pliers, and engraving chisels for the intricate Celtic knotwork design.
- Tidal Infusion Basin: A stone bowl filled with magically active water used to submerge the item during the cooling phase.
- Aeromantic Bellows: A small, hand-held pump used to blow “wise winds” onto the crystal while it is being set.
- Silver-Soldering Torch: A fine-tipped flame tool powered by steam or alcohol for delicate metal joining.
Skill Requirements
- Trained Skill: Jewelry Crafting (Level 1): Required to shape the sterling silver into the complex, interlocking Celtic knotwork pattern.
- Trained Skill: Hydromancy (Level 1): Necessary to infuse the blue crystal with the “Whisper of the Waves” and “Mist Step” properties.
- Trained Skill: Aeromancy (Level 1): Essential for tuning the “Serene Adaptation” weather-sensing mechanism within the silver frame.
Crafting Steps
- Forging the Frame: The sterling silver is melted and cast into a circular pendant base. Once cooled slightly, the Jeweler’s tools are used to carve the interlocking knotwork that represents the “Tide Awakening.”
- Etching the Currents: Using the Mist-Binder Salts, the crafter etches microscopic aeromancy circuits into the back of the pendant. These channels allow the silver to “breathe” and detect shifts in air pressure.
- Setting the Crystal: The Aqueous Blue Crystal is placed in the center of the frame. While it is being secured, the Aeromantic Bellows are used to blow a constant stream of cool air over the stone, “tuning” it to the local winds.
- Tidal Submersion: The entire pendant is submerged in the Tidal Infusion Basin. The crafter must use Hydromancy to swirl the water in a clockwise motion, binding the “Thalindra’s Bearing” enchantment to the silver’s magnetic properties.
- Distilling the Mist: A single drop of the Concentrated Sea-Spray is placed on the crystal’s apex. As it evaporates, the crafter must hum a Tidechant of the Aegean tradition to seal the “Mist Step” charge within the stone.
- The Final Polish: The pendant is removed from the water and polished with a silk cloth. If the blue crystal glows with a soft, azure light and the silver feels cool to the touch, the Abyssal Drift is complete and ready for attunement.
Eye-Circle That Finds True-Wet
In the time of the before-counting, when the sky-water and the ground-water were the same anger, the Great Splash-Mother [untranslatable, refers to Thalindra] slept in the under-dark of the salt-abyss. The world was only the loud-wind and the biting-rain. The float-woods [ships] of the first skin-wearers [avatars] were tossed like dead leaves in a boiling pot. The skin-wearers came from the Not-Here-Places, falling from the torn-sky, and their memory-brains were washed clean by the heavy grief-water. They did not know the path. They did not know the quiet.
One skin-wearer was known as the Man-Who-Stares-At-The-Empty. He stood upon a float-wood that was breaking its own bones. The loud-wind was pulling the breath-cloths [sails] into small strings of nothing. The ground-water was opening its black mouth to eat the float-wood. The Man-Who-Stares-At-The-Empty had the shaking-sickness in his meat. He held the steering-wheel-stick, but the steering-wheel-stick lied to his hands. The directions were all the same direction: the direction of the bottom-dark.
The Man-Who-Stares-At-The-Empty opened his face-hole and pushed a loud-thought into the loud-wind. He asked the Great Splash-Mother for the un-moving-rock. He asked for the wind to walk backward. Deep in the under-dark, the Great Splash-Mother heard the tiny loud-thought. She did not stop the anger of the ground-water, because the anger of the ground-water is the lesson of the breathing. But she reached her hand, which is made of the crawling-stone-flowers [coral] and the invisible-currents, through the wet-above.
The Great Splash-Mother wept a single, heavy drop of the deep-cold-truth. This drop fell through the loud-wind. It did not break when it hit the breaking float-wood. The drop froze into the blue-hard-water [crystal]. It was the color of the sky-before-the-storm, holding a tiny piece of the trapped-quiet inside its belly.
The Great Splash-Mother then took the shiny-white-blood of the deep-earth [sterling silver]. She bent the shiny-white-blood into confused, never-ending circles, tying a cage of metal-snakes around the blue-hard-water. She did this so the hard-water would not roll back into the ground-water and be lost to the salt. The confused circles landed in the shaking hand of the Man-Who-Stares-At-The-Empty.
When his meat-fingers touched the shiny-white-blood, the loud-wind suddenly had a shape in his brain. The blue-hard-water began to sing a song of pointing. It pulled his hand toward the True-Splash [magnetic north]. It showed him the invisible lines of the world-breath. He knew where the under-rocks hid and where the angry-water was resting.
But the loud-wind was jealous of the trapped-quiet. The loud-wind pushed a massive arm of ground-water to crush the Man-Who-Stares-At-The-Empty. The arm of water carried the broken-teeth of other float-woods. The man squeezed the blue-hard-water. He asked the trapped-quiet for the not-being-there.
The blue-hard-water flared with the light of the bottom-glow-fish. The meat of the man stopped being meat. His bones became the breath-of-the-cloud [mist]. His blood became the floating-fog. The massive arm of ground-water crashed through him, but it only washed through the empty-air. The broken-teeth of the float-woods passed through his fog-belly without spilling his life-water. He felt the cold-peace. He was not held by the heavy-gravity-pull. He drifted on the loud-wind like a ghost of the salt-spray.
For the time it takes the moon to open its eye, he was the breath-of-the-cloud. The loud-wind carried him over the black mouths of the ground-water. When the trapped-quiet went to sleep again, his meat returned. He fell from the air and landed upon the safe-dirt [coastal land]. He tasted the dry-dust and gave thanks to the Great Splash-Mother.
The Man-Who-Stares-At-The-Empty did not keep the eye-circle for his own neck. He understood the blue-hard-water was too heavy for one memory-brain. He piled the coastal-rocks into a tall-finger-house [Tidetower]. He placed the confused-metal-circles upon an altar of crawling-stone-flowers. He taught the other skin-wearers to press the blue-hard-water to their hearing-holes. He taught them to listen to the whisper-winds and to find the True-Splash when their float-woods were breaking. The eye-circle remained, a frozen piece of the trapped-quiet, pointing forever through the loud-wind.
The moral of the story is that the heavy-flesh will break against the angry-water, but the mind that becomes the mist will drift safely to the un-moving-rock.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item: The Drowning Eye of the Void
Artifact / Occult Tool
- Sanity Cost: 1d3 Sanity points per activation of Mist Step or Whisper of the Waves.
- Aqueous Vision (Passive): When looking through the lens, the user gains a Bonus Die on Navigate, Spot Hidden, and Track rolls in coastal or maritime environments.
- Thalindra’s Bearing (Passive): The user always knows the direction of the nearest large body of water or True North. This adds +10% to Survival (Sea).
- Mist Step (Activable): As an action, the user may dissolve into sea mist for 1 minute. They cannot be physically harmed by non-magical means but cannot manipulate solid objects.
- Whisper of the Waves (Activable): By succeeding in a Hard POW check, the user perceives the immediate past of a location as a translucent ripple, revealing one significant action that occurred there within the last 24 hours.
Blades in the Dark
Item: The Abyssal Drift
Fine Arcane Gear (0 Load)
- Quality: Fine (+1 Tier level for Survey/Study/Navigate).
- Aqueous Reflex (Passive): When you Prowl or Survey in a misty, humid, or maritime environment, you have Increased Effect.
- Serene Adaptation (Passive): Take +1d to resist consequences related to environmental hazards or sudden ambushes (Sense Storms).
- Mist Step (Special): Spend 1 Stress to dissolve into mist for a few moments. You may pass through cracks or evade a physical consequence.
- Whisper of the Waves (Special): Spend 1 Stress to ask the GM a question about the immediate surroundings or a local mystery. The GM will give you an answer based on “tidal memory.”
Dungeons & Dragons (5th Edition)
Item: god given 842 of the Abyssal Drift
Wondrous item, common (requires attunement)
- Thalindra’s Bearing (Passive): While wearing this pendant, you have advantage on Wisdom (Survival) checks to navigate in coastal or maritime environments. You always know which way is North.
- Serene Adaptation (Passive): You can sense a change in air pressure. You have advantage on checks made to predict natural weather patterns within the next hour.
- Mist Step (1/Day): You can use an action to cast Gaseous Form on yourself, lasting for 1 minute or until you dismiss it. While in this form, you appear as a fine sea mist.
- Whisper of the Waves (1/Day): You can use an action to focus on the pendant. You learn one piece of information about a creature or location within 60 feet of you that is related to water or the sea, as if you had cast Detect Thoughts or Legend Lore (GM’s discretion).
Knave (2nd Edition)
Item: The Tide-Glass
Wondrous Item
- Inventory Slots: 1 (Neck)
- Thalindra’s Bearing (Passive): You cannot be lost while at sea or on a coast. Navigation checks in these areas always succeed unless magically hindered.
- Mist Step (Activable): Once per day, you may turn into mist for 10 minutes. You can fly at your walking speed and pass through any gap water could. You cannot attack or cast spells.
- Whisper of the Waves (Activable): Once per day, ask the GM one question about the current area. The GM must answer truthfully based on the “memory of the water.”
- Quality: 5. If the pendant is used to absorb a hit (Wounded), its quality drops. At 0 quality, the blue crystal cracks and the item becomes a mundane silver necklace.
Fate (Core & Accelerated)
Unique Name: The Gear-Binder’s Grips
Item Type: Extra (Gadget)
- Permissions: An aspect representing an Isekai arrival or a connection to the Faith of Korrath.
- Aspect: Blessed Brass and Smoldering Soot
- Stunt (The Steady Clang): Because I possess the Gear-Binder’s Grips, I gain a +2 to Physique (Core) or Forceful (Accelerated) rolls when defending against being moved, knocked down, or resisting the effects of intense heat.
- Stunt (Calking Weld): Once per scene, I can use Crafts (Core) or a Careful approach (Accelerated) 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 (Artificer’s Intuition): I gain a +2 when I use Investigate (Core) or a Clever approach (Accelerated) to identify mechanical weaknesses or repair steam-driven machinery.
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 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 (Check only when using the Heat Absorption or Flash-Weld powers).
- Active Power (2 Intellect): The wearer can absorb heat from a small fire or steam vent. For the next hour, their hands glow, providing an Asset to their next physical attack or manual task as the stored energy stabilizes their grip.
- 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 (Second Edition)
Unique Name: Ember-Scribe’s Calking (Item 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 and cast Mending 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 Hazards 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 (Sixth World Edition)
Unique Name: Vulcan’s Grip (Force 2 Focus)
Item Type: Body Focus (Hand Slot)
- Bonding Karma: 4
- Availability: 6 (R)
- Cost: 8,000¥
- The Steady Clang (Passive): While the focus is active, the user gains a +1 bonus to their Defense Rating and is immune to the Prone status effect caused by physical shoves or environmental tremors.
- Calking Weld (Minor Action): The user can spend a Minor Action to “flash-weld” a metal object. This grants a +2 bonus to the Structure rating of a door or container for the remainder of the scene.
- Fire Resistance (Passive): The user gains a +2 dice pool bonus to resist any damage or status effects (such as the Burning status) from fire or steam.
Starfinder (2nd Edition Playtest)
Unique Name: Magma-Core Calking
Level: 2; Price: 300 Credits; Bulk: L Traits: Analog, Invested, Magical, Tech
- Hands: 2 (Worn on both hands)
- Crafting Intuition (Passive): You are Trained in Engineering. If you are already trained, you gain a +1 item bonus to Engineering checks to repair or identify mechanical devices made primarily of metal.
- Korrath’s Grip (Reaction): * Trigger: You would take fire damage.
- Effect: You gain Fire Resistance 5 against the triggering attack. After using this ability, the gauntlets vent steam and cannot be used again for 1 minute.
- Steady Clang (Passive): You gain a +2 circumstance bonus to your Fortitude DC against Athletics checks to Shove or Trip you.
- Weld (1-Action): You can use the gauntlets to fuse two adjacent metal surfaces. This functions 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 (Passive): When performing Engineer (Power) or Mechanic checks on heavy steam or plasma machinery, the user gains a DM+1.
- Magnetic Anchor (Minor Action): The internal “Steady Clang” mechanism allow the user to lock their gloves and boots 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 DM-2 penalty.
- Emergency Weld (Action): 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 (Passive): The wearer gains the Sturdy Talent. If they already have it, they increase their effective Toughness Bonus by +1 when resisting fire or heat-based damage.
- The Steady Clang (Passive): 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 (Active): 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 uninterrupted time.
- Ignite (Active): The user can generate a small flame at will, granting a +10 bonus to Survival tests made to start a fire in damp conditions.
