Beginning Extradimensional Pouch 114

From: Sequothera Capensis 742

Slot: Attached to Heartwood Girdle.

Description: A small, magically infused leather pouch with a lite gray color.

Abilities: This pouch can hold up to 10 pounds of organic matter or harvested minerals. It weighs 1 pound regardless of the contents and is used by the creature to store nutrient-rich fertilizers or alchemical crystals.

Lore of the Beginning Extradimensional Pouch 114

The Beginning Extradimensional Pouch 114 was originally conceived during the early days of the Industrial Age in Saṃsāra, specifically designed for the vanguard of agricultural explorers venturing into the uncharted backwoods and jungles. As small communities appeared across the world, there was a desperate need to preserve nutrient-rich fertilizers and alchemical crystals gathered from ruins of old civilizations to sustain the unique flora of the 73 Island countries. These pouches are crafted using magic circuits and power storage to maintain a stable interior space that resists the ebbs and flows of the world’s natural magic weather. The lite gray leather is often harvested from feral beasts that have transitioned toward sentience, ensuring the material is naturally attuned to the life-forces of organic matter. Each pouch is numbered to indicate its batch from the Aetheria workshops, where steam-powered looms and magic flow are used to weave the extradimensional lattices.


Item Specifications and Values

  • Specific Tier One Stats
    • Tier Level: 1.
    • Weight Capacity: 10 pounds of organic matter or harvested minerals.
    • Carried Weight: Constant 1 pound regardless of contents.
    • Armor Class (AC): 10 (Item AC).
    • Durability: Resistance to rot and natural decay.
  • Skills Gained When Openly Worn
    • Efficient Scavenger: The avatar gains a +1 bonus to training points when harvesting minerals or organic nutrients during downtime.
    • Alchemical Organization: Faster retrieval of stored items during turn-based combat.
  • Multiple Passives Magic
    • Preservation Lattice: Organic matter stored inside does not experience biological functions or cessation, preventing decay.
    • Weight Distribution: The pouch automatically attunes its center of gravity to the Heartwood Girdle it is attached to, granting a +1 to Athletics checks for balance.
    • Magic Flow Masking: Items within the pouch do not trigger most low-level sensory detection magic from feral beasts.
  • Multiple Activatable Magics
    • Rapid Attunement Release: As a one-minute action, the pouch can forcibly eject a stored alchemical crystal, automatically attuning it to the avatar’s hand slot.
    • Nutrient Siphon: Once per day, the avatar can touch the pouch to gain a +1 bonus to a single Tier Die roll by drawing latent energy from stored fertilizers.
  • Specific Slot
    • Waist Slot (Attached to Heartwood Girdle).
  • Tags
    • Extradimensional, Organic, Mineral, Lightweight, Utility, Gray, Tier-1, Attuned, Steam-Age, Alchemical, Scavenging, Heartwood-Compatible, Ancient-Artifact, Mana-Circuit, Gray-Leather, Nutrient-Storage, Scavenger-Tool, Preservation-Pouch, Industrial-Era, Soul-Bound, Elemental-Resonance, Harvest-Helper, Tectonic-Link

Acquisition and Commerce of the Beginning Extradimensional Pouch 114

Obtaining the Pouch

In the world of Saṃsāra, this item is most commonly obtained through the following methods:

  • Workshop Procurement: Avatars can obtain a pouch directly from the Aetheria workshops where they are manufactured using steam-powered looms and magic circuits.
  • Exploration and Scavenging: Due to their historical use by agricultural explorers, these pouches are sometimes found in the ruins of old civilizations located in the backwoods or jungles.
  • Harvesting and Crafting: A character with the appropriate skills might obtain the necessary lite gray leather by harvesting it from a feral beast that is transitioning toward sentience.

Marketplaces and Costs in Saṃsāra

The value and availability of the Beginning Extradimensional Pouch 114 vary significantly based on regional access and local demand. It is a “sellers’ market” where the buyer must be wary, as there is no fixed price for items within specific tiers.

  • Industrial Districts and Agricultural Guilds
    • Description: These shops cater to laborers and explorers, focusing on the utility of the pouch for storing nutrient-rich fertilizers or alchemical crystals.
    • Buying and Selling: These merchants trade in high volumes and may offer more consistent pricing for avatars engaged in industrial or agricultural work.
    • Cost: In these regions, a pouch typically sells for 150 to 250 Gold Credits.
  • Specialized Alchemical and Arcane Emporiums
    • Description: Located in major metropolises or floating cities, these shops value the pouch for its magical properties, such as its preservation lattice and magic flow masking.
    • Buying and Selling: These high-end shops are more likely to buy pouches in excellent condition to resell to alchemists or mages.
    • Cost: Due to the prestige and demand for magical storage, the cost here can range from 400 to 600 Gold Credits.
  • Frontier Trading Posts and Outposts
    • Description: Small shops scattered across the 73 Island countries that serve as a bridge between the wilderness and civilization.
    • Buying and Selling: These merchants often rely on barter or trade and may be willing to buy a pouch for parts or repurpose it for local scavengers.
    • Cost: Prices fluctuate wildly here based on scarcity, often costing between 300 to 800 Gold Credits, or an equivalent value in rare organic matter.

Tactical Roleplay of the Beginning Extradimensional Pouch 114

The Beginning Extradimensional Pouch 114 serves as a vital tool for avatars navigating the diverse and magical landscapes of Saṃsāra, offering unique tactical advantages in both offensive and defensive scenarios.

Offensive Roleplay and Tactics

  • Jungle and Backwoods Scavenging: In the dense foliage of the 73 Island countries, an avatar can roleplay the “Efficient Scavenger” skill by quickly harvesting rare alchemical crystals or organic minerals mid-combat. The “Rapid Attunement Release” allows them to eject a stored crystal and have it instantly ready in their hand slot to unleash elemental magic or alchemical blasts.
  • Alchemical Ambush: Using the “Magic Flow Masking” passive, an avatar can carry highly volatile alchemical fertilizers or crystals without alerting feral beasts sensitive to magic. This allows the user to set traps or position themselves for a devastating surprise attack before the creature perceives the threat.
  • Nutrient Siphon Strike: During a critical turn-based engagement, the avatar can activate the “Nutrient Siphon” by touching the pouch, roleplaying the drawing of raw energy from stored organic matter to enhance their Tier Die roll for a powerful physical or magical strike.

Defensive Roleplay and Applications

  • Metropolis and Sky-Scraper Navigation: In the high-altitude environments of floating cities or skyscrapers, the pouch’s “Weight Distribution” passive provides a tactical edge. The avatar roleplays superior balance and agility while traversing narrow steam-pipe gantries or scaffolding, gaining a bonus to resist being knocked off balance by wind or mechanical vibration.
  • Deep Forest Evasion: When being pursued through ruins of old civilizations, the avatar can utilize the “Ash-Vent Release” (if modified or paired with similar gear) or simply rely on the “Magic Flow Masking” to hide their magical signature from trackers. By ducking into cover, the user roleplays the pouch dampening the “magic weather” around them to avoid detection.
  • Logistical Fortification: In a defensive standoff within dark cave systems, the “Preservation Lattice” ensures that medicinal herbs or life-sustaining organic nutrients remain potent. The avatar can roleplay a “combat medic” or support role, retrieving perfectly preserved alchemical minerals from the waist slot to buff allies or repair magic circuits under fire.
  • Item Targeting Resilience: If an enemy attacker announces they are targeting the pouch to deactivate it, the avatar roleplays a defensive crouch or a shift in their Heartwood Girdle to protect the item. They utilize their Tier Die roll and the item’s inherent AC to prevent the pouch from being deactivated and losing access to their vital alchemical stores.

Perception of Activation:

  • User’s Perspective
    • The avatar feels a localized drop in air pressure near their waist as the extradimensional lattice stabilizes.
    • A faint, rhythmic thrumming resonates through the Heartwood Girdle, syncing with the avatar’s own pulse.
    • The scent of ozone and freshly turned earth emanates from the mouth of the pouch when it is opened.
    • When reaching inside, the avatar perceives a tingling sensation on their skin, as if dipping their hand into cool, energized water.
    • Extra-sensory (Spatial Awareness): The user gains a phantom limb sensation, allowing them to “feel” the shape and volume of every mineral and organic specimen within the void without seeing them.
    • Extra-sensory (Nutrient Resonance): During the activation of the Nutrient Siphon, the avatar perceives a golden-green glow in their Mind’s Eye, representing the raw life-force being extracted from the fertilizers.
  • Observer’s Perspective
    • Observers witness the lite gray leather of the pouch begin to ripple slightly, as if something much larger is moving beneath the surface.
    • A soft, silvery light leaks from the seams of the pouch during the retrieval of alchemical crystals.
    • Nearby creatures may hear a sound like wind whistling through a narrow canyon, despite being in an enclosed space.
    • Dust and small debris near the avatar’s waist are pulled toward the pouch’s opening in a miniature, localized vortex.
  • Positives
    • The preservation lattice ensures that organic materials remain in a state of stasis, providing the avatar with a constant supply of high-potency nutrients regardless of the environment.
    • The weight distribution passive prevents the 10 pounds of contents from affecting the avatar’s center of gravity, allowing for superior mobility in rugged terrain.
    • The magic flow masking provides a tactical advantage by hiding the potent alchemical signatures of stored crystals from feral beasts.
  • Negatives
    • The activation causes a distinct magical “ripple” that can be felt by other sentient beings with the Mind’s Eye, potentially revealing the avatar’s location during use.
    • Drawing energy through the Nutrient Siphon leaves the stored organic matter inert and useless for future alchemical recipes.
    • If the pouch is targeted and deactivated in combat, the sudden return of the stored 10-pound weight can throw the avatar off balance at a critical moment.

Recipe: Beginning Extradimensional Pouch 114

Materials Needed

  • Lite Gray Feral Hide: Three square feet of leather harvested from a feral beast that has begun the transition toward sentience.
  • Heartwood Fiber Thread: Six yards of high-tensile thread spun from the inner bark of a Heartwood tree to ensure compatibility with the Heartwood Girdle.
  • Pure Mana-Crystals: Four crushed grains of alchemical crystals to serve as the fuel for the initial extradimensional lattice.
  • Industrial Iron-Sap: Two ounces of specialized resin used to seal the magic circuits within the leather seams.
  • Silver-Infused Dye: One small vial used to etch the batch number and stabilization runes onto the exterior.

Tools Required

  • Steam-Powered Loom: A mechanical weaving station used to create the complex extradimensional lattice within the lining.
  • Adamantine Needles: Necessary for piercing the reinforced feral hide without shattering or bending.
  • Magic-Flow Calibration Lens: An optical tool used to ensure the magic circuits are properly aligned and not leaking energy.
  • Geothermal Press: A heavy industrial machine used to bond the Iron-Sap and seal the extradimensional void.

Skill Requirements

  • Tier 1 Leatherworking: Proficient in the handling and curing of feral hides.
  • Basic Mana-Circuitry: Knowledge of how to lay out magic flow paths to maintain a stable internal space.
  • Industrial Engineering: Required to operate the steam-powered loom and geothermal press safely.
  • Alchemical Preservation: Understanding of the preservation lattice required to keep organic matter in stasis.

Crafting Steps

  • Curing the Hide: Treat the lite gray feral hide with a solution of mineral salts for one full week to ensure it remains receptive to magical imbuement.
  • Weaving the Lattice: Use the steam-powered loom to weave the Heartwood fiber thread into a miniature, multi-dimensional net that will form the interior void.
  • Etching Circuits: Using the silver-infused dye and calibration lens, etch the stabilization runes onto the interior surface of the hide to manage the magic weather.
  • Assembly: Hand-stitch the hide using the adamantine needles, following the magic flow paths to ensure the structure does not collapse under its own weight.
  • Charging the Core: Place the crushed mana-crystals into the base of the pouch and seal the seams with Industrial Iron-Sap to activate the extradimensional properties.
  • Pressing and Numbering: Place the finished pouch into the geothermal press for one hour to set the magic circuits, then etch the batch number “114” onto the front face.

Gray Sack of Not-There Space 114

In the time of the sun-circles when the big metal sky-boats were first learning to float, and the steam-breath was just beginning to turn the heavy iron wheels, there was a great problem for the people who make the plants grow. These people were the Dirt-Walkers. They walked into the deep wet-woods and the broken stone houses of the before-people. They needed to find the shining magic-blood rocks and the rich meat-dirt to make the island plants grow tall.

There was one Dirt-Walker named He-Who-Pulls-The-Roots. He-Who-Pulls-The-Roots was very tired. His back was making the sounds of dry branches snapping. He carried ten heavy weights of the rich meat-dirt, but a man only has two arms and a spine that is not made of star-metal. He cried eye-water to the sky and said his legs were turning into soft mud.

He-Who-Pulls-The-Roots traveled to the high place, the city-that-floats-in-clouds. He found the Woman-Who-Sews-The-Air. He gave her his shiny gold pieces and asked for a miracle of holding. The Woman-Who-Sews-The-Air agreed to weave a sack that ignores the heavy truth of the world.

First, she needed the correct skin. She went to the edges of the floating city and hunted a beast. This beast had skin the color of a cloudy day. The beast was very special because its brain-meat was just starting to have head-thoughts, meaning it knew its own name. It is a sorrowful thing for the beast to lose its skin, but the skin remembered the life-force, which is very good for holding the rich meat-dirt.

The Woman-Who-Sews-The-Air took the cloudy skin back to her room of many noisy wheels. She used the steam-breath to push a needle made of the hardest star-metal. She used thread pulled from the center-wood of the Heart-Tree. She did not just sew the edges of the skin. She sewed the empty air inside the skin. She tied knots in the space so that the inside of the sack became confused. The inside of the sack believed it was a large cave, even though the outside was only the size of two hands.

This magic weaving is very dangerous and makes the magic weather very angry. The Woman-Who-Sews-The-Air made the first sack, the Count of One. But the Count of One was too hungry. When she put a rock inside, the sack ate the rock and closed its mouth forever. Then she made the Count of Two. The Count of Two made a sound like a dying bird and turned into a puddle of foul water. She sewed many sacks. The Count of Fifty exploded into gray dust. The Count of One Hundred turned inside out and vanished into the nowhere-place.

She sewed for many moons until she reached the Count of One Hundred and Ten-Four. This sack did not eat the rocks. It did not explode. It accepted ten heavy weights of the rich meat-dirt, but when He-Who-Pulls-The-Roots lifted it, his hands only felt one single weight. The knots in the space were perfect. The sack also did a magic trick. It stopped the time for the things inside. The rich meat-dirt did not become dry, and the shining magic-blood rocks did not lose their glow. They slept the long sleep until they were pulled out.

He-Who-Pulls-The-Roots tied the Count of One Hundred and Ten-Four to his wood-belt and walked back into the deep wet-woods. He was very happy because his spine did not make the snapping sounds anymore.

But the deep wet-woods are full of danger. A massive beast with too many teeth and eyes like burning coals smelled the Dirt-Walker. The beast wanted to eat the shining magic-blood rocks because they taste like power. The beast ran through the trees to eat He-Who-Pulls-The-Roots.

The gray sack did another magic trick. It put a thick blanket over the smell of the magic-blood rocks. The sack told the air to keep a secret. The beast with too many teeth stopped running. It sniffed the wind, but the wind lied to it. The beast became confused and walked away to eat a regular tree instead.

Later, He-Who-Pulls-The-Roots was trapped by a different monster made of living mud. He-Who-Pulls-The-Roots was not strong enough to hit the mud monster. But he remembered the magic of the gray sack. He put his hand on the Count of One Hundred and Ten-Four and breathed deeply. The sack sucked the green life-force from the sleeping meat-dirt inside it and pushed the power into the arm of He-Who-Pulls-The-Roots. His muscles grew thick. He rolled his throwing-bone of power-levels with great fury. He punched the mud monster so hard that the monster became flat dirt.

He-Who-Pulls-The-Roots planted many fields with the meat-dirt from his gray sack. The plants grew as tall as the sky-boats. The people of the islands had much food, and they sang songs to the Woman-Who-Sews-The-Air and the Count of One Hundred and Ten-Four, the sack that tricked the heavy earth.

The Moral of the Story: The outside shape of a thing does not speak the true weight of its stomach, and if you wish to carry the heavy burdens of the world without breaking your back-bones, you must learn to tie confusing knots in the empty air.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Pocket of Abyssal Space 114

  • Item Type: Mythos Artifact (Artifact of the Great Race or Elder Things)
  • Sanity Loss: 1/1D4 (Upon first realizing the pouch contains more than its physical dimensions)
  • Storage Capacity: 10 lbs (4.5 kg) of organic or mineral matter.
  • Weight: 1 lb regardless of contents.
  • Game Mechanics:
    • Retrieval: Searching for a specific item in the pocket during combat requires a DEX or Luck Roll. On a “Fumble,” the user accidentally spills a small amount of “nutrient-rich fertilizer” or “alchemical crystals,” creating a slippery surface.
    • Deterioration: If used to store something beyond its 10 lb limit, the user must make a Luck Roll. On a failure, the extradimensional lattice collapses, and the contents are lost to a “nowhere-place.”
  • Syntax: Fighting (Brawl) or Sleight of Hand may be used to quickly access or hide the pouch.

Blades in the Dark

Unique Name: The Alchemist’s Satchel 114

  • Item Type: Fine Mystic Item
  • Load: 0 (The pouch itself is weightless and small enough to be concealed)
  • Game Mechanics:
    • Hidden Reserve: The user may check a box for an alchemical or mineral item (up to 10 lbs total) without increasing their current Load.
    • Attune Action: A player can roll Attune to “siphon” energy from the minerals within, granting Potency to their next action involving alchemical or natural elements.
    • Flashback Usage: Use a flashback (1 Stress) to reveal that the pouch already contains a specific, necessary organic material or crystal harvested during “downtime.”
  • Syntax: Fine (+1 Quality) for purposes of resisting damage or magical interference.

Dungeons & Dragons (5th Edition)

Unique Name: Beginning Extradimensional Pouch 114

  • Item Rarity: Uncommon
  • Item Type: Wondrous Item (Container)
  • Weight: 1 lb.
  • Game Mechanics:
    • Capacity: The pouch can hold up to 10 pounds of organic matter (plants, food, fertilizers) or harvested minerals (ores, gems). It has a volume limit of 1 cubic foot.
    • Preservation: Organic matter stored within does not age or decay, as it is held in stasis.
    • Retrieval: Retrieving an item from the pouch requires an Action.
    • Overload: If the pouch is overloaded or pierced, it is destroyed, and its contents are scattered into the Astral Plane.
  • Syntax: Weight: 1 lb. (Weight of contents is ignored).

Knave (2nd Edition)

Unique Name: Gray Stasis-Sack 114

  • Item Slots: 1 Slot (Occupies one slot on the character sheet)
  • Storage Capacity: Can hold up to 2 Slots worth of organic or mineral items.
  • Game Mechanics:
    • Encumbrance Neutral: Items stored within the pouch do not count toward the character’s total item slots (max 10 + CON).
    • Action Cost: Retrieving an item from the pouch takes 1 full Action during combat.
    • Fragility: If the character takes a “Wound” to the slot containing the pouch, the pouch is destroyed, and all internal items are lost.
  • Syntax: 1 Slot. (Holds 2 Slots of specific materials).

Fate (Core and Condensed)

Unique Name: The Heartwood-Girded Pocket of 114

  • Type: Extra / Stunt-Granting Item
  • Aspect: Extradimensional Void for the Traveling Scavenger
    • Invoke: Use this aspect to find a specific mineral or organic sample perfectly preserved, or to maintain balance in precarious industrial environments.
    • Compel: A compel can be used to represent the pouch’s magic “ripple” drawing unwanted attention from feral beasts or rival scavengers.
  • Stunt (Preservation Lattice): Because I have the Preservation Lattice, I gain a +2 to Lore or Crafts rolls when using organic matter or alchemical crystals that have been stored in the pouch, as they remain in a state of perfect potency.
  • Stunt (Nutrient Siphon): Once per scene, you can check a box to draw raw energy from the pouch. This gives you a +2 to your next Physique or Combat roll by siphoning the life-force of stored fertilizers.
  • Cost: 1 Refresh.

Numenera & Cypher System

Unique Name: Gray Stasis Pouch 114

  • Level: 1d6
  • Form: A lite gray leather pouch that attaches to a belt or girdle.
  • Effect: This device creates a localized extradimensional space that can hold up to 10 pounds (4.5 kg) of minerals or organic matter.
  • Passive (Weight Distribution): While this item is worn, any task involving physical balance or agility (such as climbing steam-pipes) is eased by one step.
  • Passive (Magic Flow Masking): The level of the pouch is added to the difficulty of any task attempted by a feral creature to detect the contents of the pouch via magical sensing.
  • Active (Nutrient Siphon): The wielder can spend 2 points from their Might Pool to draw energy from the contents. This eases the next physical task by one step. This action consumes one “unit” of stored fertilizer or minerals.
  • Depletion: 1 in 1d20.

Pathfinder (2nd Edition)

Unique Name: Beginning Extradimensional Pouch 114

  • Item Level: 1
  • Traits: Alchemical, Extradimensional, Invested, Magical
  • Usage: Attached to belt; Bulk: L (1 pound)
  • Capacity: 1 Bulk (10 pounds) of organic or mineral material.
  • Passive (Preservation Lattice): Any organic material stored in the pouch is under a continuous Purify Food and Drink and Gentle Repose effect, preventing decay and spoilage.
  • Passive (Weight Distribution): You gain a +1 item bonus to Acrobatics checks to Balance.
  • Activate (One Action): Nutrient Siphon (Enchantment, Manipulate). Frequency: Once per day. Effect: You draw energy from the stored nutrients. For 1 minute, you gain a +1 status bonus to your next damage roll using a Tier Die.
  • Activate (One Minute): Rapid Attunement Release. Effect: You eject an alchemical crystal from the pouch. It is immediately attuned to your hand slot.

Savage Worlds (Adventure Edition)

Unique Name: Scavenger’s Gray Pouch 114

  • Type: Minor Relic
  • Weight: 1 lb
  • Storage: The pouch can hold 10 lbs of organic or mineral materials without adding to the user’s overall encumbrance.
  • Passive (Efficient Scavenger): The user gains a +1 bonus to Research or Survival rolls when searching for minerals or organic specimens.
  • Passive (Magic Flow Masking): Anyone attempting to magically detect the contents of the pouch suffers a -2 penalty to their Notice or Occult roll.
  • Power (Nutrient Siphon): As a Limited Action, the user can spend 1 Power Point (representing the energy of the stored materials) to grant themselves a +1 bonus to their next Fighting or Shooting roll.
  • Power (Weight Distribution): The user gains a +1 bonus to Athletics checks involving balance.

Shadowrun (6th World Edition)

Unique Name: Mana-Lattice Organic Storage Pouch 114

  • Type: Magic Focus (Storage)
  • Availability: 4
  • Cost: 2,500¥
  • Weight: 0.5 kg (Constant)
  • Game Mechanics:
    • Extradimensional Capacity: The pouch can hold up to 5 kg of organic or mineral material while maintaining a constant weight of 0.5 kg.
    • Preservation Lattice: Items stored inside are held in biological stasis, preventing rot or loss of alchemical potency.
    • Magic Flow Masking: The pouch provides a +2 dice pool bonus to resist detection via astral perception or mana-sensing spells.
    • Nutrient Siphon: As a Minor Action, the user can draw latent mana from stored fertilizers to gain +1 to their next Attack Rating.
  • Syntax: Requires a Bond (5 Karma) to access the active magical benefits.

Starfinder (2nd Edition / Playtest)

Unique Name: Heartwood Extradimensional Satchel 114

  • Item Level: 1
  • Price: 250 Credits
  • Bulk: L (Light)
  • Capacity: 1 Bulk of organic or mineral matter.
  • Game Mechanics:
    • Weight Distribution: While invested, the satchel grants a +1 item bonus to Acrobatics checks to Balance.
    • Stasis Field: Organic matter stored in the satchel does not age or decay.
    • Nutrient Siphon (One Action): Once per day, you draw energy from the contents. Your next damage roll gains a +1 status bonus.
    • Rapid Attunement Release (Two Actions): You eject a stored alchemical crystal; it is immediately attuned to your hand.
  • Syntax: Traits: Invested, Magitech, Extradimensional.

Traveller (Mongoose 2nd Edition)

Unique Name: Type-114 Alchemical Sample Pouch

  • TL: 12
  • Weight: 0.5 kg
  • Cost: Cr 1,500
  • Game Mechanics:
    • Internal Capacity: The pouch utilizes localized gravity folding to store up to 5 kg of material.
    • Efficient Scavenger: The user receives a DM+1 to any Recon or Science check made to harvest minerals or organic samples in the field.
    • Sensor Masking: Any sensor scan (TL 12 or lower) attempting to identify the contents of the pouch suffers a DM-2 penalty.
    • Tactical Balance: The gravity stabilization provides a DM+1 to Athletics (Dexterity) checks made to stay upright in high winds or unstable terrain.
  • Syntax: Category: Personal Gear.

Warhammer (WFRP 4th Edition)

Unique Name: The Grey Bag of Holding (Batch 114)

  • Price: 3 Gold Crowns
  • Encumbrance: 0
  • Availability: Rare
  • Game Mechanics:
    • Extra-Spatial: The pouch can hold 1 Encumbrance (approx. 5 kg) of organic or mineral items without counting toward the wielder’s total Encumbrance.
    • Preservation Lattice: Any organic item inside is immune to the effects of the “Exposure” or “Spoilage” rules.
    • Nutrient Siphon: Once per encounter, the wielder may take a Free Action to draw energy from the bag, granting +1 SL to their next Melee or Ranged Test.
    • Magic Ripple: If a character with the Second Sight Talent looks at the pouch while it is being used, they automatically detect its presence.
  • Syntax: Qualities: Fine, Magical.