god given 814 of The Stonegrowers Steady Hand

From: Andeanism The Faith of Intayra

Lore: The god given 814 of The Stonegrower’s Steady Hand is a physical manifestation of Intayra’s Prosperous trait. Legends say these tools were first “harvested” from the mountain itself after the Peak Ascension, when Intayra’s steam-wreathed figure cooled into the first andean cities. Each tool is considered a “living seed” of the mountain, gifted to those whose Mind’s Eye is attuned to the potential within raw stone. For an avatar, it is a miracle of stability; while it appears as a simple, heavy brass gauge inlaid with granite, its warmth suggests a heartbeat. It serves as a reminder of the Rockfall, cautioning the user to build with balance rather than greed.

Detailed Stats

  • Item Tier: 1
  • Rarity: Common
  • Weight: 4 lbs
  • Material: Consecrated Mountain Granite, etched Sand-Blasted Brass, and Alchemical Resin.
  • Aesthetic: A Deluxe Brass Sliding Stone Holder fused with a Hominid Tool Replica to create a steampunk-alpine hybrid.

Passives Magic

  • Intayra’s Grip: The tool becomes an extension of the user’s spirit. You gain a +2 bonus to Athletics (Climbing) checks and cannot be disarmed of this item against your will.
  • The Steady Clang: When near unstable terrain (loose scree, weakened mine shafts), the tool emits a low, mechanical hum, granting Advantage on Perception checks to detect natural stone hazards.
  • Nurturing Weight: While the tool is on your person, your carrying capacity is treated as 10% higher for the purpose of transporting raw ores, stones, or agricultural seeds.

Activable Magics

  • Peak Vision (Action): Once per long rest, you may peer through the brass lens to see the “Kawsay” (vital energy) of the earth. For 1 minute, you can see through up to 5 feet of non-magical earth, sand, or stone.
  • Calking Pressure (Reaction): When you are targeted by an effect that would knock you Prone or move you against your will, you can vent steam from the tool’s valves to anchor yourself. You gain Immunity to forced movement until the start of your next turn.
  • Mending Hearth (Ritual): By spending 10 minutes chanting a Stonegrower’s hymn, you can use the tool to magically weld or repair a small metal or stone object (recovering 1 point of its Quality/Durability).

Specific Slot

  • Hand / Belt Slot: Must be held or attached to a sturdy tool belt to provide its passive benefits.

Tags: High Magic, Steampunk, Geomancy, Stonecraft, Prosperity, Andeanism, Tier 1, Common, Earth Magic, Intayra, Isekai Cultivation, High-Altitude, Mountain-Forge, Terrace-Growth, Stone-Sentinel, Alpine-Steam, Granite-Resilience, Summit-Ritual, Earth-Binder, Highland-Prosperity, Crag-Dweller, Tectonic-Stillness

Markets of the Golden Sands: Acquiring the Sifting Stillness

Methods of Acquisition

The god given 412 of The Sifting Stillness is a testament to Zephara’s patient guidance. In the world of Saṃsāra, this item is typically obtained through acts of devotion or discovered in the deep, silent parts of the desert:

  • Sandshrine Consecration: Most commonly, an avatar receives this necklace after completing a period of Quiet Reflection within a subterranean Sandshrine. If the Sandwhisperers sense a soul has achieved a level of inner stillness that resonates with Zephara, they will present the necklace as a “miracle” of the dunes.
  • Dune Scavenging: Occasionally, travelers find these hourglasses half-buried in the shifting sands near the site of the Dustveil. These are often believed to be remnants of Kharveth, cleansed by the desert over centuries and left for those who walk the path of Resilience.
  • Isekai Introduction: In the subterranean hub of Sandhaven, newly arrived avatars are sometimes approached by Sandwhisperers who offer the necklace to help them adjust to the “magical weight” of Saṃsāra. This is viewed as a Harmonious integration into the desert’s tapestry.

Trade and Commerce in Saṃsāra

Pricing for religious and “god-given” artifacts is highly subjective and depends on the seller’s alignment with the Faith of Zephara.

  • Sandshrine Vestries: These temple shops are the most traditional places to “buy” the item. Rather than a standard transaction, the cost is often framed as a Donation of Harmony, typically valued at 115 Gold. For those who have performed service to the shrine, the price may drop to 90 Gold.
  • Sandhaven Antiquarians: In the subterranean megacity, high-end shops sell these as refined artifacts of Renaissance Ingenuity. These merchants are savvy; the cost here is often 180 Gold, justified by the high-quality brass and fine sand-blasted glass.
  • Oasis Bazaars: Independent traders at remote oasis stops might carry a “weathered” necklace. Due to the sellers’ market and the rarity of goods in the deep desert, they may ask for 220 Gold. Conversely, a merchant who fears the “judgment of the dunes” might sell a damaged version for a mere 75 Gold.
  • Foreign Trade Hubs: In far-off island nations, this item is an exotic curiosity. A merchant in a coastal metropolis might value it at 250 Gold purely for its aesthetic beauty, unaware of its Subtle geomantic properties.

Suggested Value and Resale

As a Tier 1 Common item, the suggested value for a standard exchange is 125 Gold.

  • Resale: If an avatar chooses to sell the necklace, they can expect roughly 60 Gold from a general merchant. However, a Sandwhisperer may offer up to 100 Gold in trade for Alchemical Potions or Sand-Crafted Goods, preferring the item remain in the hands of the faithful.

The Antique Hourglass Necklace serves as the physical vessel for this divine magic, featuring a brass frame that protects the consecrated sand.

Tactical Stillness: Roleplaying the Sifting Stillness

The god given 412 of The Sifting Stillness is an extension of Zephara’s patient and resilient nature. In roleplay, using this item involves a shift toward inner quiet and deliberate action, allowing the avatar to find clarity where others find only chaos.

Defensive Roleplay: The Unmoving Dune

When used defensively, the roleplay emphasizes resilience and the ability to remain unaffected by external turmoil.

  • In Shifting Deserts or Sandstorms: As a sandstorm approaches, the avatar does not panic. The player narrates the avatar gripping the hourglass, their breathing slowing to match the rhythmic trickle of sand. By using Zephara’s Weight, they feel their center of gravity lower, their feet becoming one with the dunes. While others are blown off balance, the avatar stands firm, as unmoving as a buried mountain.
  • Against Mental Intrusion: If a foe attempts to strike fear into the avatar, the player describes a soothing warmth spreading from the neck slot. The roleplay focuses on Enduring Patience—the avatar views the threat with detached curiosity, the magical sand acting as a mental anchor that prevents the “grains” of their mind from being scattered by magical confusion.

Offensive Roleplay: The Precision of the Sift

Offensively, the item is used to execute calculated strikes by perceiving what is hidden and stabilizing the avatar for the perfect moment.

  • Revealing Hidden Weaknesses: The avatar uses Grains of Clarity to “sift” through the environment. The player describes the world turning to shades of sepia and gold, where hidden structural flaws in a wall or a concealed trapdoor beneath the sand glow with a soft, amber light. Instead of a wild assault, the avatar delivers a single, deliberate strike to a hidden pressure point they’ve discovered.
  • Strategic Support: In a group fight, the avatar acts as the Oasis of Clarity. Using Serene Pulse, the player narrates the avatar tapping the glass, sending a visible ripple of golden light toward an ally. This clears the ally’s vision of “dust,” allowing them to ignore a distraction and land a decisive blow. The roleplay here is about Subtle influence—not overpowering the enemy, but ensuring the “tapestry” of the battle folds in the avatar’s favor.

Perception of Activation:

User’s Perspective

The moment the device engages, a profound humming vibration travels through your hand and up your arm, settling in your chest like a rhythmic heartbeat. Your vision momentarily sharpens, causing the fine textures of stone and metal to glow with a faint, amber outline. You feel an unusual sense of gravity, as if you have grown heavier and more rooted to the earth, making every movement feel deliberate and powerful.


Observer’s Perspective

To those watching, the brass housing of the tool emits a sharp, audible hiss of steam from its side valves. The central granite inlay begins to pulse with a warm, golden light that bleeds through the cracks in the stone. The air around you grows noticeably warmer and denser, and for a brief second, faint geometric patterns of light—resembling architectural blueprints—appear to revolve around your wrist.


Extra-Sensory Perceptions

  • Structural Intuition: You can “feel” the stress points in nearby walls or floors, perceiving weak mortar or hollow spaces as a dull ache in your mind.
  • Kawsay Resonance: You sense the “vital energy” of the mountain, hearing the deep, slow-frequency groans of shifting earth as if they were distant songs.
  • Thermal Mapping: Your skin becomes sensitive to heat signatures, allowing you to detect the presence of geothermal vents or hidden furnaces through several feet of rock.

Positives

  • Absolute Stability: You become virtually impossible to move against your will, gaining an iron-like grip on any surface you touch.
  • Enhanced Precision: Your fine motor skills are mechanically reinforced, allowing you to perform delicate repairs or carvings even in high-stress environments.

Negatives

  • Sensory Overload: The constant “hum” of the earth can be distracting, making it difficult to hear soft noises or whispered conversations.
  • Physical Fatigue: The artificial increase in perceived gravity takes a toll on your muscles; once the activation ends, you feel a deep, heavy exhaustion in your limbs.

Dune-Stitched Resilience: Reconstruction of The Stonegrower’s Steady Hand


Materials Needed

  • Mountain Granite Heart: A palm-sized, high-density granite core sourced from the deepest alpine veins, used as the primary magical conductor.
  • Sand-Blasted Brass Ingots: Three pounds of industrial brass, treated with coarse mountain sand to achieve a non-reflective, high-grip texture.
  • Alchemical Binding Resin: A heat-reactive sap distilled from high-altitude evergreens, used to fuse the stone and metal components.
  • Heavy-Duty Leather Strapping: Cured hide from a mountain beast, reinforced with copper threading to secure the tool to a belt or arm.
  • Vapor-Pressure Valves: Small, precision-engineered brass fittings capable of venting high-pressure steam without warping.

Tools Required

  • Pneumatic Stone Chisel: A steam-powered carving tool for shaping the granite inlay with surgical precision.
  • Geothermal Forge: A specialized heat source that utilizes the mountain’s natural vents to reach the consistent temperatures needed for brass casting.
  • Pressure-Testing Chamber: A reinforced iron box used to calibrate the item’s internal steam valves and ensure safety during “Calking Pressure” activation.
  • Engraving Burin: A fine-tipped tool for etching the sacred Grain Spiral and Stone Spire iconography into the brass housing.

Skill Requirements

  • Trained Skill: Industrial Smithing (Level 1): Essential for casting the brass housing and integrating mechanical valve systems.
  • Trained Skill: Geomancy (Level 1): Required to “wake” the stone heart, allowing it to resonate with the mountain’s ley lines.
  • Trained Skill: Steam Engineering (Level 1): Necessary for calibrating the pressure release systems that provide the item’s defensive capabilities.

Crafting Steps

  1. Casting the Shell: Melt the brass in a geothermal forge and cast the main chassis. Once cooled, use the sand-blasting technique to roughen the surface for a Prosperous grip.
  2. Shaping the Heart: Carve the mountain granite core to fit perfectly into the central brass housing. The fit must be exact to ensure maximum Kawsay Resonance.
  3. Etching the Sigils: Carefully engrave the Grain Spiral on the grip and the Stone Spire on the head. These symbols focus the earth magic into a Stable foundation.
  4. Integrating the Valves: Install the alchemical vapor-pressure valves into the chassis. These must be linked to a small internal water reservoir that converts ambient heat into steam.
  5. The Alchemical Fusion: Apply the binding resin to the granite core and press it into the brass housing. Place the assembly in the pressure chamber for four hours to ensure a permanent bond.
  6. Consecration: Strike the tool against a natural stone altar three times while chanting an Andean hymn. If successful, the tool will emit a low, mechanical hum and begin to radiate a steady, nurturing warmth.

Hand-Tool That Binds Angry-Ground

In the cycles of the long-ago-before, when the high-dirt was soft like wet-mud and the sky-breath carried the biting-ice, the Great Tall-Rock-Who-Gives-Food walked upon the world-roof. The sky-falling-meat came from the Not-Here-Places. They had the memory-brains of flat-lands and weak-soil. They did not know how to stand on the steep-sides. They were always falling down the gravity-slope with loud-noises and breaking their meat-bones.

One sky-falling-meat was known as the Man-Who-Speaks-To-The-Seeds. He lived upon a narrow-step-of-dirt near the clouds. The Man-Who-Speaks-To-The-Seeds had the stubborn-heavy in his chest-meat. He planted the green-growing-things in the cold-dirt. He built the water-channels with small-rocks. But the mountain was young and had the shaking-sickness. The earth-bones would tremble and fall, crushing the green-growing-things into green-water.

The sky-falling-meat were full of the fast-panic. When the mountain coughed its loud-coughs, they ran with their leg-bones. They abandoned the narrow-steps-of-dirt. They left the seeds to the biting-ice. But the Man-Who-Speaks-To-The-Seeds did not run. He said with his face-hole: “If the leg-bones run, the stomach-hole will have no food. The rock must be told to be quiet.”

Then came the Great-Sky-Falling-Rock-Time. The mountain was very angry. It vomited the black-cloud and the hot-orange-water from its top-hole. The ground rolled like the angry-wet-ocean. The Man-Who-Speaks-To-The-Seeds stood upon his narrow-step-of-dirt. He held his meat-hands over the baby-green-growing-things. The biting-ice and the hot-orange-water came down the gravity-slope together, seeking to eat the life-sprouts.

The Man-Who-Speaks-To-The-Seeds closed his seeing-holes. He pushed a loud-thought into the shaking-dirt. He did not ask for the fast-legs to run. He asked for the heavy-feet to not move. He asked for the mountain to share its stubborn-heavy so he could protect the dirt-harvest.

Deep in the under-dark, the Great Tall-Rock-Who-Gives-Food heard the tiny loud-thought. The deity, who is made of the living-crag and the harvest-gold, was pleased by the lack of fast-panic. The deity pushed a massive arm of living-stone through the under-dark. The deity reached into the deep-veins where the heavy-yellow-dirt sleeps.

The Great Tall-Rock-Who-Gives-Food squeezed the heavy-yellow-dirt and the hard-gray-bone-of-the-earth. With the heat of a thousand-sun-eyes, the deity fused them. The deity blew the hot-wet-breath into the metal, making small-metal-throats. The deity carved the twisting-lines-of-food upon its skin to remember the seeds.

This heavy-thing-of-brass-and-stone was pushed up through the soil into the meat-hands of the Man-Who-Speaks-To-The-Seeds. When his flesh-fingers touched the hard-gray-bone-of-the-earth, his leg-bones stopped being meat. They became the roots of the world-tree. He felt the gravity-pull make him a mountain-child. He was the anchor of the sky.

The angry-rocks fell upon his head, but they broke into harmless-dust. The hot-orange-water flowed around his narrow-step-of-dirt, refusing to burn the green-growing-things. The tool in his hand hissed with the hot-wet-breath, making a thick-fog-shield against the biting-ice. For the time it takes the sun-eye to walk across the sky, he was the un-moving-peak.

When the mountain went to sleep, the other sky-falling-meat crept back from the low-places. They saw the Man-Who-Speaks-To-The-Seeds standing upon the only green-place in the gray-ruin. He held the brass-hand-tool. He used the tool to spit the hot-wet-breath onto the broken-rocks, melting them together to rebuild the narrow-steps-of-dirt. He looked through the brass-hole and saw the glowing-life of the under-dirt, knowing where to place the new seeds.

He taught the others to stop the fast-panic. He taught them to hold the heavy-brass and listen to the slow-song of the deep-dirt. The brass-hand-tool became the first-seed of the city-builders. It taught them that the sky-falling-meat must not run from the shaking-sickness, but must nail their shoes to the mountain-bones to find the true-food.

The moral of the story is that the fast-legs will always trip on the angry-stones, but the meat-hands that hold the heavy-brass will force the mountain to yield the golden-food.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Resonant Pneuma

  • Item Type: Occult Artifact / Enchanted Device
  • Description: A brass-bound apparatus emitting a low, rhythmic thrum. It functions as a bridge between the physical and the “Higher Steam.”
  • Sanity Cost: 1/1D4 Sanity points to activate.
  • Aqueous Attunement: While wearing the item, the user gains a Bonus Die on Navigate and Spot Hidden rolls involving water or steam.
  • The Whispering Current: Spend 2 Magic Points to whisper into the device. The steam carries the message to a target within 1 mile who is near a source of water or steam. A Hard POW roll is required if the target is unwilling to hear.
  • The Steady Clang: When activated, the device emits a sharp metal-on-metal ring. All allies within 30 feet gain a +10% bonus to Psychology and Willpower rolls for 1D6 rounds as their focus is mechanically reinforced.

Blades in the Dark

Unique Name: The Hadhramaut Silt-Weld

  • Item Type: Fine Industrial Tool (1 Load)
  • Description: A set of heavy, soot-stained leather gloves with brass internal clockwork that hums at a low frequency.
  • Quality: Fine (+1 Tier level for Wreck/Tinker).
  • Ember-Scribe’s Calking: You may spend 1 Stress to instantly weld two metal surfaces together with a touch. This creates a Risky situation for anyone trying to undo the work without heavy tools.
  • Steady Clang (Armor): You may check this item’s box to resist a consequence related to physical impact, fire, or being forcibly moved. This does not count toward your normal armor limit.
  • Flow Perception: When looking through the associated monocle, you have Increased Effect when Surveying mechanical weaknesses or Studying an NPC’s “rhythm” to detect lies.

Dungeons & Dragons (5th Edition)

Unique Name: Calking of the Eternal Forge

  • Item Type: Wondrous Item, uncommon (requires attunement)
  • Description: These heavy gauntlets are etched with glowing palm fronds and sand spirals, warm to the touch even in freezing temperatures.
  • Artificer’s Intuition: You have advantage on Ability Checks made to repair or identify the function of steam-powered machinery or metal constructs.
  • Kawsay’s Grip (Reaction): When you are hit by an attack that would move you or knock you prone, you can use your reaction to anchor yourself to the ground. You are not moved and remain standing.
  • The Steady Clang: As an action, you can clash the gauntlets together. For the next minute, you and friendly creatures within 10 feet of you cannot be Charmed or Frightened. Once used, this property can’t be used again until the next dawn.
  • 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)

Unique Name: Zephara’s Hourglass Eye

  • Item Slots: 1
  • Description: A translucent orb filled with swirling sand, believed to hold the Guardian’s stillness.
  • Serene Vision: Once per day, you may ignore all Disadvantage on sensory-related rolls for 10 minutes by peering through the orb.
  • The Sifting Stillness: You cannot be moved against your will by any creature of your size or smaller. This effect is passive while the item is in an active slot.
  • Sand-Shaping: You may spend an exploration turn to repair any metal item (recovering 1 point of Quality) without a forge, provided you have a heat source.
  • Quality: 5. If the Quality reaches 0, the sand within turns to lead, and the item becomes a mundane heavy weight until reconsecrated at a Sandshrine.

Fate Core

Unique Name: The Heart of the Mountain Quarry Item Type: Extra (Artifact)

  • Aspect: Unshakeable Foundation of Turrath
  • Stunt (Intayra’s Grip): Because I possess the Heart of the Mountain Quarry, I gain a +2 to defend with Physique against any attempt to move me or knock me down.
  • Stunt (Peak Vision): Once per session, I can use the tool to Discover a hidden aspect related to the structural integrity of a building or the contents of a stone chamber, even if it is completely enclosed.
  • Stunt (Calking Pressure): Once per scene, I can use Crafts to create a Steam-Anchored advantage on myself that provides two free invokes instead of one, representing the mechanical stabilizing power of the tool.

Numenera / Cypher System

Unique Name: Tectonic Stabilizer of the First Seed Item Type: Artifact (Level 1d6 + 2)

  • Form: A heavy, brass-encased stone cylinder that vents warm vapor when gripped.
  • Effect: The wearer is Trained in all tasks related to climbing, balancing on precarious surfaces, and identifying minerals or subterranean features.
  • Depletion: 1 in 1d20 (Check only when using an Active Power).
  • Active Power (2 Intellect): Peer through the lens to gain a “Vision of the Deep.” For 10 minutes, the user can see through 5 feet of earth or stone as if it were clear air.
  • Active Power (1 Might): Trigger the steam valves to anchor to the ground. For one minute, the user cannot be moved by any force less than a catastrophic geological event.

Pathfinder (2nd Edition)

Unique Name: god given 814 of The Stonegrower’s Steady Hand Item 2 Usage: Worn (Belt) or Held; Bulk: L Traits: Abjuration, Earth, Invested, Magical

  • Intayra’s Grip: You gain a +1 item bonus to Athletics checks to Climb and a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
  • The Steady Clang: You gain a +1 item bonus to Perception checks to notice architectural traps or unstable terrain.
  • Activate [One-Action] (Envision, Earth): Frequency once per day; Effect You gaze through the brass aperture. For 1 minute, you gain Tremorsense (Imprecise) with a range of 30 feet, allowing you to sense anything touching the same stone surface as you.
  • Activate [Reaction] (Focus, Steam): Trigger An effect would move you or knock you prone. Effect You vent a burst of steam. You are Immune to the forced movement or the prone condition from that specific effect.

Savage Worlds (Adventure Edition)

Unique Name: Intayra’s Anchor-Tool Item Type: Enchanted Gear

  • Intayra’s Grip: The user gains a +1 bonus to all Athletics (Climbing) rolls.
  • The Steady Clang: The user gains a +2 bonus to Notice rolls involving shifting stone, structural instability, or underground hazards.
  • Power (Calking Pressure): As a reaction, the user may spend a Bennie to automatically succeed on a check to resist being moved, pushed, or knocked prone.
  • Power (Peak Vision): Once per day, the user can cast the Detect Path power (with the Find modifier), but it only reveals paths through or items hidden within stone and earth.
  • Nurturing Weight: The user’s Load Limit is increased by +10 lbs while the tool is equipped.

Shadowrun (6th Edition)

Unique Name: The Tectonic Anchor Focus (Force 2)

  • Item Type: Sustaining Focus (Manipulation)
  • Availability: 6(R)
  • Cost: 8,000¥
  • Intayra’s Grip (Passive): While the focus is active, the wearer gains a +2 dice pool bonus to all Athletics tests involving climbing or maintaining balance.
  • The Steady Clang (Passive): The user gains a +2 dice pool bonus to Perception tests to detect structural weaknesses, hidden subterranean passages, or imminent geological hazards.
  • Calking Pressure (Active): As a Major Action, the user can vent a burst of stabilizing steam. For the next Force x 2 rounds, the user ignores any modifiers from the Prone status and cannot be moved by any physical force with a Strength lower than Force + Body.
  • Peak Vision (Active): By spending a Minor Action, the user can see through solid stone or earth up to Force meters. This effect lasts for one Combat Round.

Starfinder (2nd Edition Playtest)

Unique Name: god given 814 of The Stonegrower’s Steady Hand

  • Level: 2; Price: 450 Credits; Bulk: L
  • Traits: Abjuration, Earth, Invested, Magical
  • Usage: Held or Worn (Belt)
  • Intayra’s Grip (Passive): You gain a +1 item bonus to Athletics checks to Climb and a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
  • The Steady Clang (Passive): You gain a +1 item bonus to Perception checks to notice architectural traps, hidden doors in stone, or unstable terrain.
  • Peak Vision [One-Action] (Envision, Earth): Frequency: Once per day. You gaze through the brass aperture. For 1 minute, you gain Tremorsense (Imprecise) with a range of 30 feet.
  • Calking Pressure [Reaction] (Focus, Steam): Trigger: An effect would move you or knock you prone. Effect: You vent a burst of stabilizing steam. You are Immune to the forced movement or the prone condition from that specific effect.

Traveller (Mongoose 2nd Edition)

Unique Name: The Peak-Resonance Calibrator

  • TL: 12; Weight: 2kg; Cost: Cr 2,500
  • Intayra’s Grip (Passive): The user receives a DM+2 to all Dexterity (Athletics) checks made while climbing or operating in high-gravity environments.
  • The Steady Clang (Passive): The user receives a DM+2 to all Sensors or Investigate checks made to locate mineral deposits, structural flaws, or hidden compartments within stone or concrete structures.
  • Calking Pressure (Action): The user can trigger the device’s internal gravity-anchors. For the next 1D6 rounds, the user is treated as having an effective Strength of 15 for the purpose of resisting being moved or knocked down.
  • Peak Vision (Action): By activating the X-ray lithography lens, the user can see through up to 3 meters of stone or earth. This consumes one internal power cell and lasts for 1 minute.

Warhammer Fantasy Roleplay (4th Edition)

Unique Name: Intayra’s Grasping Stone

  • Price: 15 Gold Crowns; Enc: 1; Availability: Rare
  • Traits: Durable, Religious (Intayra)
  • Intayra’s Grip (Passive): The wearer gains a +10 bonus to all Climb Tests. Additionally, you are considered to have the Sturdy Talent. If you already have it, you gain +1 Toughness Bonus for the purpose of calculating Wounds.
  • The Steady Clang (Passive): You gain a +10 bonus to Perception Tests made to notice unstable ceilings, pitfalls, or secret stone doors.
  • Calking Pressure (Active): As a Reaction, you may spend 1 Fortune Point to automatically pass any Test to avoid being knocked Prone or pushed back.
  • Peak Vision (Active): Once per day, you may make a Challenging (+0) Perception Test. On a success, you can see through solid rock or earth for a number of yards equal to your Intelligence Bonus for 1D6 rounds.