Calibrated Mana-Reflux Bellows 622

From: Lineage 1083 of the Iron-Sheath Gestalt

Type: Manual/Magical Apparatus

Description: A hand-held device constructed from flexible krakenskin and reinforced with brass ribbing. This apparatus is used to draw in ambient mana from the surrounding weave and compress it into a concentrated stream of arcane air. When directed at a forge or a damaged section of armor, the “Mana-Reflux” accelerates the cooling or heating process of magical alloys, allowing for rapid field repairs that would otherwise take hours in a stationary smithy.

Lore: Calibrated Mana-Reflux Bellows 622

The 622-series “Reflux Bellows” originated within the high-altitude workshops of the Vapor-Spire Metropolises, where artificers struggled to maintain enchanted hulls against the abrasive, mana-depleted winds of the upper atmosphere. While standard bellows simply move air, the 622 is lined with silver-etched filaments that act as a “magnetic net” for the latent magical energies of the Weave. By rhythmically compressing the flexible krakenskin, the user creates a localized high-pressure zone where ambient mana is forced to vibrate at specific thermal frequencies.

In the world of Saṃsāra, these devices are indispensable for In-Field Artificers and Vanguard Smith-Knights who cannot afford to return to a stationary forge during a siege or an expedition. The bellows do not just heat or cool; they “remind” the magical alloys of their original forged state, encouraging the metal to flow back into its intended shape. Experienced users can hear the “Arcane Whistle” of the device, a pitch that changes based on the density of the mana being processed, allowing them to judge the integrity of a repair by ear alone.


Item Specifications

  • Tier 1 Stats
    • Repair Speed Multiplier: 5x
    • Mana Absorption Rate: 12 units/sec
    • Max Thermal Output: 1800°C
    • Minimum Cooling Temp: -40°C
    • Weight: 3.5 lbs
  • Skills Gained (While Openly Worn or Held)
    • Arcane Metallurgy (Temporary): 3
    • Thermal Regulation (Temporary): 2
  • Passive Magic
    • Weave-Siphon: The device constantly draws a negligible amount of ambient mana, keeping the internal silver filaments primed and preventing the krakenskin from drying or cracking.
    • Alloy Memory: Any magical armor repaired with this device gains a temporary +1 bonus to its Durability for 24 hours as the metal maintains its “perfect” molecular alignment.
    • Harmonic Dampening: The bellows absorb 10% of any incoming Fire or Cold elemental damage directed at the wielder, storing it as potential energy for the next repair.
  • Activatable Magics
    • Flash-Forge: (Action) The user delivers a massive, concentrated burst of compressed mana to a piece of metal. This allows for an instant “patch” repair that restores 1d10 Hit Points to a construct or object, but the device must “Recharge” its mana levels for ten minutes.
    • Elemental Gale: (Action) The user pumps the bellows rapidly toward an enemy. This releases a 15-foot cone of superheated or supercooled air (user’s choice), dealing 2d6 elemental damage and pushing Medium or smaller targets back 5 feet.
  • Specific Slot: Hand-held (Occupies 1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear, Forge-Ready, Silver-Etched, Arcane-Bellows, Alloy-Stabilizer, Weave-Sensitive, Rapid-Cooling, Portable-Smeltery, Kinetic-Compression, Artifact-Maintenance, Heavy-Duty, Mana-Conductive

Acquisition and Commerce of the Calibrated Mana-Reflux Bellows 622

Methods of Acquisition

The Calibrated Mana-Reflux Bellows 622 is a specialized tool primarily found in industrial and military environments where magical maintenance is a constant necessity.

  • Vapor-Spire Requisition: These devices are standard-issue for maintenance crews in the Vapor-Spire Metropolises; an avatar might obtain one by joining an Artificer’s Guild or being assigned to an aerial hull-repair team.
  • Salvage from High-Altitude Wrecks: Because krakenskin is incredibly durable, these bellows often survive the crash of enchanted airships. Scavengers who brave the “mana-depleted winds” of high-altitude wreckage sites frequently recover 622 units from the remains of mobile smithies.
  • Crafting via Master Artificers: An avatar can commission a set of bellows if they provide the rare materials, specifically the flexible krakenskin and the silver-etched filaments required for the internal “magnetic net.”

Commercial Environments and Market Dynamics

The buying and selling of a 622 unit require shops that cater to technical experts, such as smiths, engineers, and arcane scholars.

  • The Guild Provisioner (Industrial Districts): These shops are found near large-scale forges or shipyards and deal in high-volume, professional-grade equipment.
    • Buying: A brand-new, calibrated 622 costs approximately 1,800 Gold. The purchase usually requires a “Caster’s License” or proof of guild membership.
    • Selling: Provisioners will buy back functional units for 800 Gold, though they perform a “Harmonic Test” to ensure the internal silver filaments haven’t been burnt out.
  • The Arcane Surplus Exchange (Metropolises): Located in the shadow of magical academies or research spires, these shops deal in used, refurbished, or “found” magical apparatuses.
    • Buying: A refurbished unit can be found here for 1,200 to 1,500 Gold. While cheaper, these units may have “mana-stains” that cause a slight whistling sound during use.
    • Selling: These merchants are keen on parts and will pay 600 Gold for a unit even if the krakenskin is damaged, as the brass ribbing and silver internals remain valuable.
  • The Frontier Outfitter (Border Settlements): These shops provide essential survival and maintenance gear for expeditions into the unknown.
    • Buying: Due to the scarcity of high-tech tools in the wilderness, the cost here can inflate to 2,500 Gold. Explorers often view this as a necessary investment for field-repairing armor far from civilization.
    • Selling: Outfitters rarely buy such complex tools unless they have a desperate customer waiting, usually offering no more than 400 Gold or an equivalent trade in basic supplies.

Transactional Costs and Maintenance

In the world of Saṃsāra, owning a 622 involves minor secondary costs. Krakenskin Preservative Oil costs roughly 15 Gold per bottle and is required every few months to keep the bellows flexible. Additionally, a Recalibration Service at a major guild hall generally costs 50 Gold to ensure the “Alloy Memory” passive remains at peak efficiency.

Strategic Utility and Roleplay of the Calibrated Mana-Reflux Bellows 622

The Calibrated Mana-Reflux Bellows 622 is a versatile apparatus that bridges the gap between industrial maintenance and elemental combat. Roleplaying with this device emphasizes the rhythmic pumping of the krakenskin, the high-pitched “Arcane Whistle” of compressed mana, and the shimmering distortion of the air as thermal energy is unleashed.


Combat Roleplay: Offensive Maneuvers

Offensively, the 622 is utilized as a localized elemental projector, turning the ambient mana of the Weave into a tactical weapon.

  • The Elemental Gale: In close-quarters skirmishes, roleplay the “Elemental Gale” by describing the avatar rapidly pumping the brass-ribbed handles toward an approaching foe. Describe the air superheating into a searing white haze or plunging into a bone-chilling frost that shatters the enemy’s momentum and knocks them backward.
  • Tactical Overheating: Against heavily armored opponents, roleplay the avatar directing a concentrated stream of “Mana-Reflux” at the enemy’s breastplate. Describe the metal beginning to glow a dangerous cherry-red, forcing the opponent to retreat or risk the armor seizing against their skin.
  • Flash-Forge Sabotage: Use the “Flash-Forge” ability creatively by targeting environmental objects. Roleplay a burst of mana directed at a structural hinge or a weapon rack, causing the metal to expand and fuse instantly, trapping an enemy’s gear or sealing a door.

Combat Roleplay: Defensive Maneuvers

Defensively, the 622 serves as a protective barrier and a vital tool for maintaining the party’s physical integrity during a protracted fight.

  • Harmonic Shielding: Roleplay the “Harmonic Dampening” passive when facing elemental mages. Describe the bellows automatically “inhaling” the edges of an incoming fireball or frost bolt, the silver filaments inside glowing as they neutralize a portion of the impact.
  • Vanguard Armor Repair: During a lull in combat or while under the protection of a shield-wall, roleplay the avatar using the bellows to perform “Flash-Forge” repairs on a teammate’s battered armor. Describe the visible “reminding” of the magical alloy as dented plates snap back into their original, perfect alignment.
  • Thermal Deniability: Create a defensive “smoke screen” by pumping the bellows into a damp environment to create a massive cloud of steam or a freezing fog, obscuring the avatar’s location and providing a +1 bonus to the party’s defensive positioning.

Roleplay in Extreme Environments

  • Vapor-Spire Metropolises: In the thin air of the spires, roleplay the “Arcane Whistle” sounding more melodic and clear. Describe the avatar using the device to patch the hulls of skiffs mid-flight, fighting against the mana-depleted winds to keep the ship aloft.
  • Subterranean Megacities: In the damp, high-pressure tunnels, roleplay the krakenskin of the bellows feeling heavy and slick. Use the device to flash-dry flooded machinery or to cool down overheated drilling equipment, the steam vents echoing loudly against the basalt walls.
  • Frontier Outposts: In the wilderness, roleplay the “Weave-Siphon” drawing in the raw, untamed mana of the woods. Describe the avatar using the “Alloy Memory” feature to maintain their gear by the campfire, the device acting as a portable, hissing forge that keeps their equipment at peak efficiency far from civilization.

Perception of Activation:

User’s Perspective

When the avatar grips the handles of the Calibrated Mana-Reflux Bellows 622 and begins the rhythmic pumping action, they experience a localized “Arcane Pull.” Through their Mind’s Eye, the user perceives the invisible strands of the Weave being snagged by the internal silver filaments, creating a swirling vortex of energy that centers on the device. Physically, the krakenskin feels increasingly resistant as the mana compresses, vibrating with a high-frequency thrum that travels through the hands and up the forearms. The most prominent sensory marker is the “Arcane Whistle”—a sharp, melodic flute-like tone that rises in pitch as the pressure reaches its peak. A sudden scent of ozone and chilled metal fills the avatar’s nostrils just before the concentrated stream is released.

Observer’s Perspective

An onlooker sees the bellows visibly swell and stiffen, the dark krakenskin stretching as the brass ribs lock into place. The silver-etched filaments along the body begin to glow with a pulsing, sapphire-and-amber light that illuminates the user’s face and hands. As the air is compressed, a shimmering distortion—much like a desert mirage—forms around the nozzle. Upon release, a violent, focused jet of air erupts, carrying a prismatic “ghost” of the mana used to create it. Depending on the setting, the observer will feel a sudden, localized spike in temperature or a flash-freeze that causes frost to bloom instantly on nearby surfaces.

Positives

  • Intuitive Feedback: The “Arcane Whistle” provides precise auditory data on the state of the mana compression, allowing the user to operate the device without looking directly at it.
  • Environmental Utility: The bellows act as a sensory probe; the clarity of the glow and the speed of the intake reveal the current mana density of the surrounding environment to the user.
  • Structural Restoration: The extra-sensory perception of “Alloy Memory” allows the user to actually feel the metal yielding and returning to its intended shape, providing a deep sense of craftsmanship and control.

Negatives

  • Mana-Sickness Risk: Prolonged activation in mana-dense environments can lead to “Weave-Burn” in the user’s hands, causing a persistent tingling sensation or temporary numbness.
  • Auditory Exposure: The high-pitched whistle is extremely distinct and travels long distances in quiet environments like subterranean tunnels or calm mountain peaks, making stealth impossible.
  • Tactile Resistance: At high compression levels, the bellows become physically difficult to pump, requiring significant stamina; a failure to maintain the rhythm can result in a “Reflux Kickback,” where the stored mana vents prematurely in a harmless but disorienting burst of light and air.

Schematic for the Calibrated Mana-Reflux Bellows: Series 622

Materials Needed

  • 2 Square Yards of Prime Krakenskin: Harvested from young krakens, this material provides the necessary elasticity and mana-conductivity to survive repeated high-pressure cycles.
  • 4 Polished Brass Ribs: Forged from reinforced alloy to prevent the bellows from collapsing under the vacuum created by mana-siphoning.
  • 1 Spool of Fine Silver-Etched Filament: Required for the internal “magnetic net” that snags and directs ambient mana strands from the Weave.
  • 1 Elemental Water-Fire Matrix Core: A small, stabilized crystal that acts as the thermal regulator for the output stream.
  • Alchemically Treated Kraken-Rubber Seals: To ensure the nozzle and intake valves remain airtight during compression.
  • 1 Set of Cured Ironwood Handles: Chosen for their natural resistance to thermal bleed, ensuring the user’s hands remain unburned during high-heat repairs.
  • Refined Copper-Mana Threading: To connect the silver filaments to the external monitoring circuits and the “Arcane Whistle” aperture.

Tools Required

  • Arcane Etching Stylus: A precision tool used to carve the micro-grooves into the silver filaments and brass ribbing.
  • Industrial Sewing Awl: Required to pierce and stitch the thick, rubbery krakenskin without tearing the grain.
  • Precision Caliper: To ensure the brass ribs are perfectly balanced, preventing uneven air pressure that could lead to a Reflux Kickback.
  • Thermal-Testing Chamber: A controlled environment to calibrate the Matrix Core and verify the bellows’ output temperature range.
  • Silver-Soldering Iron: For securing the mana-threading to the internal filaments.

Skill Requirements

  • Arcane Metallurgy (Trained): Level 2 required to etch the silver filaments with the correct “magnetic” patterns to trap ambient mana.
  • Leatherworking (Advanced): Level 3 required to work with krakenskin, which is notorious for shifting and stretching during the stitching process.
  • Pneumatic Engineering (Trained): Level 2 required to calibrate the intake and exhaust valves for the “Mana-Reflux” cycle.

Crafting Steps

  • Step 1: Preparing the Krakenskin. Soak the krakenskin in a solution of salt-water and crushed mana-crystals for 24 hours. This increases the material’s natural elasticity and ensures it remains receptive to the “Weave-Siphon” passive effect.
  • Step 2: Etching the Mana-Net. Use the arcane etching stylus to carve “Siphon-Runes” into the silver-etched filaments. These filaments must then be woven into a fine mesh that will sit inside the main chamber of the bellows.
  • Step 3: Constructing the Brass Frame. Shape the brass ribs into four matching arches. Secure the silver-etched mesh to the interior of these ribs using refined copper-mana threading. This creates the structural “skeleton” that will draw in the mana.
  • Step 4: Stitching the Body. Carefully wrap the prepared krakenskin around the brass skeleton. Use the industrial sewing awl to stitch the edges together, reinforcing the seams with alchemically treated kraken-rubber seals to ensure a zero-leak environment.
  • Step 5: Installing the Matrix Core and Nozzle. Mount the Elemental Water-Fire Matrix Core within the brass nozzle assembly. Connect the core to the internal silver mesh so that the compressed mana passes through the crystal before exiting the device.
  • Step 6: Fitting the Handles and Whistle. Attach the ironwood handles to the exterior brass plates. Install the “Arcane Whistle” aperture near the intake valve; this must be calibrated so that the tone shifts in direct proportion to the internal air pressure.
  • Step 7: Calibration and Field-Testing. Place the completed 622 unit into the thermal-testing chamber. Perform a series of rhythmic pumps to verify the “Arcane Whistle” reaches the correct pitch at maximum compression. Test both the cooling and heating outputs on a scrap piece of enchanted alloy to ensure the “Alloy Memory” passive is active.

Bag-of-Wind That Remembers Metal 622

In the days before the days, when the sky-houses were floating on the clouds of hard-water, the people of the sky-houses had a great sadness. The wind of the high-places was very hungry. It was a wind of no-magic. It ate the invisible-power of the floating-boats. The iron-skins of the floating-boats became sick and tired. They forgot they were strong. They became soft like the old bread. Many floating-boats did the big falling to the ground-dirt. This was a time of much crying and squished people, and the makers of boats tore their face-hair in the grief.

There was a man of hitting-hot-rocks. His name-sound was Vael-who-sweats. Vael-who-sweats was angry at the hungry wind. He spoke loud words to the empty sky. He said, “I will make a lung of not-flesh to breathe the invisible-power back into the sick iron-skins. I will make a bag to squeeze the magic.” But a normal lung of a cow is weak. A bag of sheep-skin is a joke. The hungry wind would rip it like wet leaf. Vael-who-sweats needed the skin of the many-armed water-beast from the deep salt-water.

Vael-who-sweats walked down the long rope to the salt-water places. He gave many shiny rocks to the fish-killers. They gave him the skin of a young many-armed water-beast. The skin was smelling very bad, like old fish and the lightning from a storm. Vael-who-sweats also took the yellow-hard-metal that does not rust, and the white-moon-metal. He made the white-moon-metal into very thin hairs, like the hairs of a spider. He said, “These white-moon-hairs will be the net to catch the invisible-power that floats in the air.”

He did the sewing. It was very hard. The skin of the many-armed water-beast did not want the holes. It fought the needles. Vael-who-sweats broke many finger-bones. He put the yellow-hard-metal inside the skin like the ribs of a dog, so the bag would not crush itself when it ate the air. He tied the white-moon-metal hairs inside the belly of the skin. He added a mouth-hole with a rock of hot-cold in the teeth of the mouth-hole.

When he attached the handles of tree-flesh and squeezed, the belly of the beast drank the air. The white-moon-metal hairs snagged the invisible-power. The air inside pushed together. A sound came out of the mouth-hole. It sang a high song like a scared bird of glass. Vael-who-sweats smiled with his teeth. This was the magic-bird-noise of the good compression.

In the time of the great black-cloud-storm, the greatest floating-boat, The Big Wood-Bird-That-Is-Actually-Metal, was breaking. The hungry wind ate all its invisible-power. The iron-skin of the boat was crying red-tears and bending like soft grass under the feet of a fat man. The captain of the boat shouted, “We will do the big falling! We will kiss the ground-dirt with our deaths!”

Vael-who-sweats ran to the breaking iron-skin on the outside of the boat. The storm tried to blow him away. He brought the lung of not-flesh. He squeezed the handles of tree-flesh. Squeeze-open, squeeze-open. The belly of the many-armed water-beast drank the angry storm-air. The white-moon-metal hairs caught the invisible-power from the storm. The magic-bird-noise was so loud it made the ears of the sailors bleed happy-blood. The bag grew fat and hot. Vael-who-sweats pointed the mouth-hole at the sick iron-skin.

He pushed the handles together with all his meat-strength. A breath of blue-fire-ice came out of the mouth-hole. It hit the sick iron-skin with a sound like a cracking mountain. And the magic happened! The iron-skin remembered. It remembered when it was new and strong in the fire-house of its birth. The red-tears went away. The soft grass became hard rock again. The metal healed its own wounds. The Big Wood-Bird-That-Is-Actually-Metal stopped falling. It floated up to the sun-place, safe from the ground-dirt.

The people did the happy-jumping. They asked Vael-who-sweats, “What is the name of the lung of not-flesh that saves the sky-boats?” Vael-who-sweats was very tired. He had burned his hand-meat from the hot-cold rock. He counted his attempts to make the lung in his head. He said, “I failed six-hundreds times. Then I failed two-tens times. Then I failed two times. This is the six-hundreds-and-two-tens-and-two.” The people cheered for the lung of Six-Hundreds-and-Two-Tens-and-Two, and they built many more to fight the hungry wind.

The moral of the story: The breath of the prepared man makes the forgetful metal remember its strength, but only if he is willing to squeeze the beast-skin when the sky is falling.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Item Name: The 622-Series Aetheric Resonator

  • Classification: Weird Science / Maintenance Apparatus
  • Skill: Science (Engineering) or Art/Craft (Blacksmith)
  • Game Mechanics:
    • Field Repair: Successful use allows the repair of complex mechanical or “magical” artifacts in 1/5th the normal time. On an Extreme Success, the item’s structure is reinforced, granting it +2 armor points for 24 hours.
    • Elemental Discharge: Can be used as a weapon (Skill: Fighting or Throw). Deals 1d6 Fire or Cold damage in a 5-yard cone.
    • Extra-Sensory Tuning: While held, the user gains a +10% bonus to Sense Unusual or Spot Hidden tests related to magical distortions or structural weaknesses.
    • Malf: 98 (A malfunction causes a “Reflux Kickback,” dealing 1d3 damage to the user and deafening them for 1d4 rounds).
  • Syntax: “The bellows emit a high-pitched ‘Arcane Whistle’ as the krakenskin compresses, siphoning the local weave into a shimmering heat-haze.”

Blades in the Dark

Item Name: Spark-Wright’s Reflux Bellows

  • Type: Gadget / Crafting Tool (1 Load)
  • Tier: I (Fine Quality)
  • Mechanics:
    • Rapid Fix: When you Tinker to repair a damaged hull, vehicle, or piece of gear during a score, you may perform the action in seconds rather than minutes.
    • Thermal Vent: You may use this tool to create an Obstacle or Setup action by blasting a zone with extreme heat or cold. This counts as having Potency against armor or metal locks.
    • Alloy Memory: Spend 1 Stress to perfectly restore a broken item to its original state, clearing any “Damaged” or “Broken” status effects instantly.
    • Loud: Using this item is always a noisy affair; any stealth-related rolls take a penalty to position or effect if the “Arcane Whistle” is active.
  • Tags: Industrial, Arcane, Fragile, Noisy.

Dungeons & Dragons (5th Edition)

Item Name: Calibrated Mana-Reflux Bellows 622

  • Wondrous Item, Rare (Requires Attunement by an Artificer or Forge Cleric)
  • Mechanics:
    • Master Smith: You gain proficiency with Smith’s Tools while holding this item. If you are already proficient, you add double your proficiency bonus to checks made with them.
    • Flash-Forge (3 Charges/Day): As an action, you can expend 1 charge to restore 2d8 + 4 hit points to a construct or an object within 5 feet.
    • Elemental Gale: As an action, you release a 15-foot cone of air. Each creature in that area must make a DC 14 Constitution saving throw, taking 3d6 Fire or Cold damage (your choice) on a failed save, or half as much on a success.
    • Harmonic Dampening: While holding the bellows, you have resistance to Fire and Cold damage from magical sources.
  • Syntax: “The brass ribbing locks into place as the krakenskin swells with siphoned mana, releasing a focused jet of prismatic air.”

Knave (2nd Edition)

Item Name: Mana-Bellows 622

  • Item Slots: 1
  • Game Mechanics:
    • Quick Repair: Repairs damaged metal gear (shields, armor, weapons) instantly. This restores 1 point of lost Durability per use.
    • Breath of the Forge: Once per day, can be used to deal d8 Fire or Cold damage to all enemies in a close-range cone.
    • Sense Magic: The bellows vibrate and whistle whenever a magical trap or active spell is within 30 feet.
    • Overload: If used more than 3 times in a single exploration turn, the user must make a STR save or the bellows burst, dealing d6 damage to the wielder and becoming broken.
  • Tags: Tool, Magical, Noisy, Elemental.

Fate (Core/Condensed)

Item Name: The 622 Mana-Reflux Apparatus

  • Type: Extra
  • Aspect: Flexible Krakenskin and Brass Ribbing
  • Game Mechanics:
    • Field Repair: You can use your Crafts skill to perform rapid field repairs on magical alloys or damaged armor in a single exchange.
    • Mana Absorption (Passive): Gain a +2 bonus to Investigate or Notice when attempting to locate ambient mana or arcane imbalances.
    • Elemental Gale (Activatable): Spend a Fate Point to create a “Superheated/Supercooled Zone” situation aspect with two free invokes.
    • Harmonic Dampening: You gain Armor: 1 against any Fire or Cold elemental damage while the device is openly held.
  • Specific Slot: Hand-held (Occupies 1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Numenera & Cypher System

Item Name: Arcane-Air Compressor 622

  • Level: 1d6 + 1
  • Form: A hand-held device constructed from flexible krakenskin and reinforced with brass ribbing.
  • Effect:
    • Rapid Repair: The user can repair damaged armor or metal objects as a standard action, restoring a number of points equal to the item’s level.
    • Elemental Gale: The user directs a concentrated stream of arcane air at a target within short range, dealing damage equal to the device level as either Fire or Cold damage.
    • Alloy Memory (Passive): Any item repaired by this device gains an asset to defense rolls for the next 24 hours.
  • Depletion: 1 in 1d20
  • Specific Slot: Hand-held (Occupies 1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Pathfinder (2nd Edition)

Item Name: Calibrated Mana-Reflux Bellows 622

  • Item 5 | Rare | Abjuration | Arcane | Fire | Cold
  • Usage: held in 1 hand; Bulk: L
  • Game Mechanics:
    • Mana-Reflux (Passive): You gain a +1 item bonus to Crafting checks to Repair magical alloys or metal armor.
    • Flash-Forge (Action): (Requirements: You are holding the bellows) You restore 2d10 Hit Points to a damaged section of armor or a construct.
    • Elemental Gale (Two Actions): (Frequency: once per 10 minutes) The bellows release a 15-foot cone of superheated or supercooled air. Creatures in the area take 4d6 Fire or Cold damage (DC 20 Basic Reflex save).
    • Harmonic Dampening: You gain resistance 5 to Fire and Cold damage while the device is held.
  • Specific Slot: Hand-held (Occupies 1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Savage Worlds (Adventure Edition)

Item Name: 622 Mana-Bellows

  • Type: Arcane Device
  • Rank: Seasoned
  • Game Mechanics:
    • Field Repairs: This device grants the user the Repair skill at d6 (or increases it by one die type if already possessed) for the purposes of fixing magical alloys.
    • Elemental Gale (Power): The user can activate the burst power (Fire or Cold trapping) using their Repair skill as the arcane skill.
    • Harmonic Dampening: The wielder gains +2 to Soak rolls against Fire or Cold based attacks.
    • Alloy Memory: On a Raise during a Repair roll, the repaired item gains a +1 Toughness bonus for the remainder of the session.
  • Specific Slot: Hand-held (Occupies 1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Shadowrun (6th World Edition)

Item Name: Saṃsāra-Tech “Reflux” Mana-Compressor

  • Type: Magical/Technical Tool
  • Availability: 4I
  • Cost: 3,500¥
  • Game Mechanics:
    • Rapid Field Repair: When performing an Engineering test to repair magical alloys or armor, the time interval is reduced from hours to minutes.
    • Mana Absorption (Passive): The user gains +1 die to Astral Perception tests to locate mana-dense areas or background count shifts while the device is held.
    • Elemental Gale: As a Major Action, the user can release a blast of superheated or supercooled air. Treat this as a Close Range attack with 4P damage and a -2 Defense Rating modifier to the target.
    • Alloy Memory: Items repaired with the bellows gain +1 Structure Rating for 24 hours.
  • Slot: Hand-held (1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Starfinder (2nd Edition / Playtest)

Item Name: Calibrated Mana-Reflux Bellows 622

  • Item 5 | Rare | Tech | Magical
  • Price: 3,200 credits
  • Usage: held in 1 hand; Bulk: L
  • Game Mechanics:
    • Flash-Forge (Two Actions): You use the bellows to accelerate repairs on a damaged vehicle, starship component, or suit of armor. You restore 3d8 Hit Points to the object.
    • Elemental Gale (Two Actions): You release a 15-foot cone of elemental air. Creatures in the area take 4d6 Fire or Cold damage (Reflex DC 20 for half).
    • Harmonic Dampening (Passive): You gain Energy Resistance 5 against Fire and Cold while the item is held.
    • Weave-Siphon: The bellows automatically recharge their mana levels in areas with high ambient magic.
  • Slot: Hand-held (1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Traveller (Mongoose 2nd Edition)

Item Name: TL13 Arcane-Air Apparatus

  • Tech Level: 13
  • Weight: 1.5 kg
  • Cost: Cr 5,000
  • Game Mechanics:
    • Field Repair: Grants a +2 DM to Mechanic or Engineer tests when repairing advanced alloys or vacuum-sealed plating in the field.
    • Thermal Output: Can be used to instantly heat or cool metal components, bypassing the need for a stationary forge.
    • Elemental Discharge: As an attack, it deals 2d6 Fire or Cold damage at Personal range.
    • Alloy Memory: A successful repair increases the repaired item’s effective Armor by +1 for 24 hours.
  • Slot: Hand-held (1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear

Warhammer (Age of Sigmar: Soulbound)

Item Name: 622 Reflux Bellows

  • Rarity: Rare
  • Price: 600 drops
  • Game Mechanics:
    • Rapid Field Repair: During a Rest, you can use the bellows to repair a piece of damaged armor or equipment instantly, restoring its full utility.
    • Elemental Gale: As an Action, you can blast an enemy in the same Zone with a stream of concentrated arcane air. The target takes 3 Damage (Fire or Cold) and is pushed to an adjacent Zone.
    • Harmonic Dampening (Passive): Your Armor increases by +1 against attacks with the Fire or Cold trait while you are wielding this device.
    • Alloy Memory: Once per session, you can use the bellows to grant a piece of armor the Impenetrable trait for one round.
  • Slot: Hand-held (1 Hand)
  • Tags: Manual, Magical-Apparatus, Krakenskin, Brass-Reinforced, Field-Repair, Mana-Compression, Thermal-Control, Artificer-Tool, Tier-1, Utility, Elemental-Output, Maintenance-Gear