Lore
The creation of this unified anomaly occurred during a violent structural alignment at a shifting ley line nexus within the Plane of Eternal Storms. A desperate master chronomancer, seeking to bypass the linear restrictions of mortal craftsmanship, placed a Chaos Essence Shard, a Stone-Fragment Viper Gauntlet 88, a pair of the Spectacles of the Patient Muse (Model 770), and a single dose of Voidwalk Draught into an airtight aetheric containment chamber. As a rogue magic storm reached its peak, the artisan initiated a high-tier convergence protocol to collapse the four distinct matrices into a single atomic space. The volatile, ever-shifting energy of the chaos shard shattered the linear limitations of the chronomancy lenses, twisting the stabilizing properties of the gauntlet’s Philosopher’s Stone fragment into an adaptive, multi-dimensional anchor. The incorporeal, boundaries-failing essence of the void draught saturated the dark metal chassis, transforming the separate components into a single, cohesive object. The result was the total physical collapse of the components into an unrepeatable, reality-bending marvel of advanced alchemical artifice.
Description
This artifact manifests as a single, highly complex, dark-metal armored gauntlet that covers the hand and forearm, occupying exactly one single arm gear slot on the avatar’s body. The surface is etched with fine, organic-looking chymical lines and runic calculus that shift colors dynamically in synchronization with the wearer’s heart rate. Permanently fused into the wrist section is a multi-faceted crystalline array containing a pulsating Philosopher’s Stone fragment, which bleeds a pale blue and sickly green light into an embedded, translucent pale blue chaos core. Affixed across the knuckles are two precisely ground, clear crystal chronomancy lenses that shimmer with an oily, iridescent, opalescent sheen when catching light at an angle. A faint, lightless, trailing black mist constantly ebbs from small micro-vents positioned along the fingers, distorting spatial distance and warping air pressure in the immediate vicinity. The entire structure vibrates with a subtle, melodic internal hum that matches a deep, rhythmic energetic pulse.
Stats
- Item Tier: 4
- Alchemical Energy Capacity: 15 Alchemical Energy Units (AEU) (Regenerates 1d6 AEU daily at dawn if exposed to ambient magic grids or sunlight)
- Static Defense Bonus: +4 Armor Check (AC) enhancement modifier (Subject to standard safe, unsafe, or deathly area global multipliers)
- Item Durability: 180 Holistic Hit Points (Resilience: 20, multiplied by Item Tier 4, plus the utilizing avatar’s maximum hit points)
- Structural Profiles: Full immunity to Acid, Poison, Psychic, and Force damage; Resistance to Slashing, Piercing, Bludgeoning, Cold, and Lightning damage; 50% vulnerability to Radiant damage due to the volatile chaos and necromantic energy structures.
Skills Gained While Openly Worn
- Master of Chaos Manipulation: The avatar is granted advanced proficiency in stabilizing, shaping, and redirecting volatile planar surges and erratic wild magic fluctuations.
- Precision Chrono-Artifice: Complete mastery over delicate manual tasks, mechanical trap deconstruction, and alchemical crafting under extreme situational pressure.
- Retrocognitive Analysis: The ability to analyze magical residues, identify rare poisons or potions by scent, and perceive ghostly images of an object’s original, pristine state.
- Planar Navigation: Intuitive spatial awareness when bypassing physical obstacles or interacting with ethereal and transdimensional entities.
Tags
Tier 4, Legendary, Fused Artifact, Worn Item, Gauntlet, Alchemy, Chronomancy, Void Phasing, Transmutation, Catalyst, Unpredictable Effects, Volatile Energy, Sensory, Defensive System, Reaction Guard, Chrono-Viper Core, Paradigm-Slayer, Void-Epitaph, Unpredictable-Armor, Reality-Grid, Stone-Resonance, Alchemical-Grip, Nexus-Phasing, Sentinel-Chassis, Entropy-Resonant, Apex-Anomalous
Multiple Passives Magic
- Adaptive Alchemical Acuity: The wielder possesses an unnaturally keen sensory attunement to chemical and magical structures. They gain absolute advantage on all checks made to analyze potions, toxins, or transdimensional rifts by sight, smell, or taste.
- Chrono-Stabilized Motor Control: The subtle energies of the chronomancy lenses and the stone fragment continuously guide the wearer’s hand. The avatar ignores multi-action penalties on tasks requiring fine precision and gains a +2 circumstance bonus to all intricate manual crafting checks.
- Harmonic Form Resonance: When looking at a broken object or faded rune, the gauntlet projects a ghostly, three-dimensional holographic overlay of the target in its original, undamaged state. Furthermore, the gauntlet’s dark metal shell is completely immune to physical decay or mundane corrosion.
- Erratic Shift-Shielding: Time and space flow irregularly around the gauntlet, distorting the perception of time for attackers. The first 8 damage the wielder would sustain each round is absorbed into the chaos core, and incoming physical attacks directed at the gauntlet face an automatic penalty die.
- Unblinking Sentinel’s Eye: The wielder is instantly alerted via a soft, internal mental chime whenever an invisible, out-of-phase, or ethereal creature enters a 60-foot radius. This sense dampens mental distractions, granting advantage on saving throws against charm or illusion effects.
Multiple Active Magics
- Chrono-Viper Synthesis Dart (1 Action, Costs 2 AEU): The gauntlet internally synthesizes and projects a near-invisible dart from a concealed finger aperture at a target within 30 feet. The wielder makes a ranged attack check; on a hit, the target takes 1d6 piercing damage and must pass a DC 16 Constitution saving throw or suffer a chosen alchemical effect:
- Whisperbloom Stupor: The target takes 1d8 persistent poison damage at the start of its turns and is Poisoned for 1 minute.
- Temporal Stasis Toxin: The target is completely Paralyzed for 1 round.
- Algetic Flash Powder: The target is Blinded for 1 round.
- Numbing Distortion: The target suffers disadvantage on all attack rolls and ability checks for 1 minute.
- Volatile Catalyst Infusion (1 Action, Costs 1–4 AEU): The wielder touches an object or willing ally to channel the stone’s transformative power:
- 1 AEU: Enhances a mundane weapon or tool with a +2 bonus to its attributes or output for 10 minutes.
- 2 AEU: Temporarily alters the physical matter of an unattended 1-cubic-foot object for 1 minute (e.g., turning stone to brittle glass or purifying poisoned water).
- 4 AEU: Cuts active alchemical or mechanical crafting time entirely in half, boosting the final potion or item’s duration by 50%.
- Reactive Chaos Toxin Burst (Reaction, Costs 3 AEU): Triggered immediately when the wielder is struck by a melee attack from a foe they can see. The gauntlet discharges an explosive, 10-foot radius roiling cloud of acrid, greenish-yellow sulfurous vapor centered on the user. All creatures within the template (excluding the prepared user) must pass a DC 16 Constitution save or suffer severe nausea and stinging eyes, imposing disadvantage on all attack rolls and perception checks until the end of their next turn.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): If the wielder commits a critical mechanical error, misses a vital attack roll, or fails a saving throw, they can trigger the chronomancy lenses to pull their consciousness back exactly five seconds in time. The user is placed at the moment immediately preceding the mistake with perfect memory of the failed timeline, allowing them to execute the action again without penalty.
- Transient Voidwalk Phasing (1 Action, Costs 5 AEU): The wielder consumes the internal draught essence, entering a transient state of total etherealness for 1 minute. While active, the user can pass directly through solid walls, doors, and material obstacles unbound by barriers. In this state, they cannot attack, be attacked, or physically alter objects on the material plane, functioning purely as an invisible observer.
Specific Slot
Worn Item (Occupies exactly one single Engraved Alchemist’s Gauntlet slot on the hand and forearm; functions entirely as a single consolidated physical object and cannot be equipped concurrently with other bracers or gauntlets on that same arm).
Item Durability and Structural Restoration Protocols
To completely disable the reality-bending magical infrastructure of this single physical artifact, an attacker must target the gauntlet directly and deplete its pool of 180 holistic item hit points. In tactical combat rounds, targeting this equipped asset requires an explicit declaration against the wielder’s arm slot, forcing the attacker to roll against the item’s localized defensive Armor Check rating of 18. If an explicit strike, specialized energy disruption ray, or erratic magic fluctuation successfully exceeds this threshold, the weapon takes direct structural damage. The gauntlet’s innate material immunities to acid, poison, psychic, and force damage automatically shield its internal networks, while its resistances to standard slashing, piercing, bludgeoning, cold, and lightning forces mitigate incoming martial damage. However, because its internal systems rely on a volatile mix of chaos and necromantic matrices, any exposure to purifying radiant energy inflicts a 50% vulnerability damage penalty. Mundane, non-magical weapons deal half damage rounded down against the gauntlet’s dense shadow-steel casing. If the accumulated damage successfully reduces the holistic pool to exactly 0 hit points, the item’s attunement breaks instantly and its entire magical engine deactivates. The passive sensory bonuses cease, the holographic overlays vanish, and the active synthesis and time-rewinding abilities become entirely unavailable, reducing the artifact to an inert, dull metal casing prone to further structural breakage.
Restoring the deactivated object to operational readiness requires a complex, multi-stage restoration ritual conducted by a master artisan over 24 uninterrupted hours within a magically enhanced, steam-powered forge located directly on a major ley line nexus point. The rehabilitation procedure requires four distinct, meticulously timed phases:
- Phase One: Arcane Cleansing (4 Hours): The inert gauntlet is continuously bathed in a high-frequency, purified aetheric stream within a warded containment chamber to purge accumulated hostile energy feedback and reset the base aetheric absorption theorem.
- Phase Two: Metallurgical Reforging (8 Hours): The artisan uses a specialized runic hammer and an enhanced forge to seamlessly fuse a fresh meteorite shard fragment into the core chassis, using precision engraving tools to re-etch the distorted geomathematic formulas and runic calculus lines across the dark metal casing.
- Phase Three: Crystalline Realignment (6 Hours): The artifact is mounted within a specialized holographic calibration device where the artisan channels precise, elemental water-fire steam forces to realign the internal projection prisms of the embedded chaos orb, the chronomancy lenses, and the internal synthesis channels.
- Phase Four: Sovereign Blood Awakening (6 Hours): The artisan performs a final ritual invocation, bathing the newly forged binding glyphs and chymical lines in the fresh blood of a high-tier scholarly beast while reciting the master theorems of catalyst harmony to permanently lock the single physical object back into its high-magic configuration.
This delicate industrial craft necessitates advanced weaponsmithing, master runecraft, expert arcane engineering, and proficient blood magic to complete safely without triggering a catastrophic wild magic surge or permanent maximum hit point degradation. Full success instantly refills the 180 holistic hit point pool and completely restores all passive and active magic systems to their peak potency.
Provenance and Mercantile Procurement Pathways
This Tier 4 unified artifact can only be obtained through the purposeful aggregation of its four base components or by exploring the most volatile and heavily warded planar nexuses in Saṃsāra. Because a Tier 4 crystal drop manifests at the physical scale and weight of an entire standard person, the raw concentrated mass required to anchor these fluctuating forces means it never appears through conventional merchants or minor wilderness encounters. Instead, an avatar must actively trace the legacy of Master Varkos, locating his trap-laden hidden laboratories or recovering his abandoned prototypes from deep-level vaults beneath industrial megacities. Alternatively, high-tier adventurers must secure entry into reclusive alchemical orders or infiltrate the Plane of Eternal Storms to harvest raw chaos fragments, which can then be combined with the specialized chronomancy lenses and void essences through a 24-hour merging protocol at an active ley line intersection.
Because Saṃsāra functions strictly as a physical sellers’ market completely devoid of computers, online networks, or internet-driven auctions, the trade of an advanced piece of gear of this magnitude is confined to specific elite brick-and-mortar hubs and secretive clandestine syndicates. Individual transactions are detailed below:
Hidden Ateliers of Esoteric Alchemical Orders
- Location and Appearance: These heavily warded sanctuaries are concealed behind the facades of legitimate urban apothecaries or hidden within restricted wings of prestigious academies. The establishments are quiet, meticulously organized centers of research that smell of ozone, volatile reagents, and protective warding magic, with items safely displayed behind thick glass cases monitored by senior potion masters.
- How It Is Bought and Sold: Transactions are conducted with extreme formality and a high degree of professional scrutiny. A character cannot simply purchase this item with standard gold coinage alone; they must first earn the order’s deep trust by completing dangerous retrieval quests for rare ingredients or lost texts. If selling a fully functional gauntlet to these masters, it is treated as a monumental research asset, and the transaction is heavily subjected to local political intrigue and intense authenticity verification checks.
- Calculated Cost: 22,000 to 35,000 Gold Coins. The order frequently handles these transactions via advanced barter, demanding a combination of approximately 2,200 to 3,500 standard Platinum bars, complete sets of stable Whisperbloom cultures, or binding magical pacts of long-term service.
Midnight Auctions of the Unseen Hand
- Location and Appearance: Operating in highly secure, shifting locations—such as private sky-yachts permanently adrift inside storm clouds, magically silenced opera houses, or forgotten deep-level bank vaults—these exclusive events are accessible strictly by cryptic, multi-layered invitations passed to vetted collectors and spymasters. The wares are presented on floating pedestals protected by shimmering containment fields.
- How It Is Bought and Sold: Clandestine bidding is fierce and conducted via encoded signals through trusted proxies. The orchestrating consortium demands absolute proof of functionality prior to consignment, which often requires a tense live demonstration of the weapon’s tactical active magics. Payment must be rendered in highly dense, lightweight forms of wealth to ensure rapid, unencumbered transit into personal extradimensional storage.
- Calculated Cost: 30,000 to 55,000 Gold Coins, frequently settled using 3,000 to 5,500 premium Platinum bars or equivalent high-value assets such as flawless giant pearls, rare resource-rich island deeds, or exotic Tier 4 relics. Selling to this network yields roughly 18,000 Gold pieces after the auctioneers extract their substantial operational cut.
Suppliers to Elite Clandestine Guilds
- Location and Appearance: Catering exclusively to high-tier spies, assassins, and intelligence operatives, these operations are entirely unmarked and hidden behind unassuming city pawnbrokers or tucked deep within municipal under-districts. The backrooms are clean, functional, and smell of oiled leather, polishing wax, and neutral chemical stabilizers.
- How It Is Bought and Sold: The gauntlet is never placed on open display and is kept strictly as a restricted asset. To purchase the item, an avatar must be a highly decorated, trusted member of the active guild or carry an undeniable recommendation from a regional spymaster. Transactions prioritize tactical utility and mutual security over raw monetary wealth.
- Calculated Cost: 25,000 to 40,000 Gold Coins, which is typically managed through internal guild ledger accounting. The cost is frequently offset or fully paid by exchanging state-level secrets, delivering blueprints of rival steam factories, or successfully executing high-stakes sabotage operations in contested territory.
Independent Artificer Guild Commissions
- Location and Appearance: These are the personal workshops of independent master craftsmen who specialize in high-end, functional magi-tech objects and bespoke security tools. The workspaces are cluttered but precise, filled with whirring clockwork gears, self-playing instruments, and complex elemental conduits powering miniature furnaces.
- How It Is Bought and Sold: Acquisition is achieved through direct, face-to-face consultation and custom crafting commissions. An affluent adventurer can provide their own specific materials—such as a personal raw chaos shard—to have the artificer forge a customized shadow-steel chassis tailored perfectly to the unique anatomical slots of their avatar kind.
- Calculated Cost: 28,000 to 45,000 Gold Coins, reflecting a substantial premium for the artisan’s personal time, labor, and the specialized tools required to safely bind volatile energies. If a used model is brought in for resale, the artificer will offer a fair procurement value of roughly 14,000 Gold pieces, provided the internal crystal conduits are undamaged and free from structural aetheric cracks.
Environmental Tactical Deployments and Combat Roleplay
The combat deployment of this Tier 4 unified gauntlet transforms the avatar into an apex vanguard of temporal manipulation, volatile chemical warfare, and phantom displacement. Because the artifact functions entirely as a single physical object, its offensive launches and defensive countermeasures are executed with absolute speed and zero fluid-motion penalties, completely free from the physical constraints or slot encumbrance of multiple separate pieces of gear.
Urban Environments (Crowded Bazaars, Shadowy Alleys, Opulent Manors)
In the cramped stone corridors of under-districts or the echo-heavy banquet halls of noble estates, the gauntlet excels at transforming environmental constraints into tactical death traps.
- Defensive Execution: When caught in a sudden back-alley ambush by rival faction cutthroats, the wielder immediately relies on the Erratic Shift-Shielding passive. As a concealed assassin lunges from the dark, time and space twist irregularly around the gauntlet, causing the blade to face an automatic penalty die and allowing the chaos core to seamlessly absorb the impact. If cornered by overwhelming numbers, the user triggers the Reactive Chaos Toxin Burst. Multiple micro-vents across the fingers violently rupture, expelling a dense, 10-foot roiling cloud of acrid, greenish-yellow sulfurous vapor centered on their position. The attackers are instantly incapacitated by blinding eye irritation and severe coughing fits, granting the wielder the perfect cue to slip away or reposition.
- Offensive Execution: To eliminate a heavily guarded target seated at a high-stakes feast, the wielder takes advantage of Adaptive Alchemical Acuity to identify the target’s specific positioning and filter out defensive ward residues by scent alone. Utilizing the Chrono-Stabilized Motor Control to completely ignore multi-action penalties, the wielder aims a finger aperture and fires a Chrono-Viper Synthesis Dart pre-set to Temporal Stasis Toxin. The near-invisible projectile streaks across the crowded ballroom with pinpoint precision, completely paralyzing the target for an immediate round before the guards can track the origin of the attack. If a chase breaks out across the city roofs, the wielder targets a structural chimney or support brace with Volatile Catalyst Infusion, expending alchemical energy to temporarily transmute the solid stone into brittle glass, causing the terrain to give way beneath pursuing feet.
Natural Terrains (Dense Forests, Murky Swamps, Ancient Ruins)
Within the untamed wilderness plains, shifting swamp trails, and trap-laden ruins, the gauntlet bridges the gap between material survival and supernatural planar dominance.
- Defensive Execution: While navigating a decaying, ancient temple, the Unblinking Sentinel’s Eye registers a faint, high-frequency chime directly inside the wielder’s skull, alerting them that an invisible, out-of-phase spirit guardian has just stepped within a 60-foot radius. The avatar calms their breathing, utilizing the gained advantage to completely resist a sudden mental charm or illusion cast by the phantom. If a companion accidentally triggers a localized trap that shoots a volley of poisoned spears or causes a massive stone cave-in, the user instantly invokes Temporal Rehearsal Rewind. The chronomancy lenses flash with an iridescent sheen as the wielder’s consciousness is pulled back exactly five seconds in time. Standing safely at the corridor’s threshold with perfect memory of the collapsed timeline, the wielder calmly tells the party to halt, completely bypassing the threat before it occurs.
- Offensive Execution: When hunting a predatory beast native to the murky marshlands, the user walks out into the open to draw its aggression. As the creature charges from the brush, the wielder utilizes Harmonic Form Resonance to analyze the shifting elemental patterns of the marsh. They execute a rapid strike with an adjacent weapon enhanced by a 1-AEU expenditure of Volatile Catalyst Infusion. The buffed weapon deals massive damage, shattering the beast’s hardened hide. To clean up the remaining pack, the wielder fires a Chrono-Viper Dart loaded with Whisperbloom Stupor. The microscopic barb implants itself seamlessly, inflicting heavy, persistent poison damage that rots the targets from the inside out while the gauntlet’s dark metal shell shrugs off any environmental swamp acid splash with total immunity.
Clandestine Operations and Structural Infiltration
When tasked with breaching the most secure vaults, research laboratories, or fortified military checkpoints, the gauntlet shifts its function into an unparalleled tool of invisible, ghost-like infiltration.
- Defensive Execution: While inside an enemy faction’s secure scriptorium, a sudden alarm locks down the sector, dropping heavy iron portcullises and sealing all structural entry points. Instead of panicking, the user activates Transient Voidwalk Phasing. Consuming the internal draught essence stored within the artifact’s conduit network, the wielder’s entire physical body enters a transient state of total etherealness for one minute. In this phantom state, the wielder calmly walks directly through the solid iron doors, stone walls, and magical barrier gates unbound by material constraints, completely leaving the alerted perimeter guard teams scrambling in an empty chamber.
- Offensive Execution: To sabotage a rival alchemist’s active research or copy forbidden industrial blueprints, the wielder slides into the primary laboratory undetected. They use Retrocognitive Analysis to touch a discarded alchemical mixing rod, activating the gauntlet’s projection matrix to view a ghostly, three-dimensional overlay of the original pristine formulas used by the rival artisan. To ensure no traces are left behind, the user applies a 4-AEU Volatile Catalyst Infusion directly onto their own drafting tools, cutting the required duplication and transcription time entirely in half with master precision. If a lone sentry unexpectedly walks into the room, the wielder uses an Equation Lock Execution or targets them with a dart loaded with Hindering Spasm, locking the guard’s nervous system in an agonizing freeze while they collect the finalized research and phase back out into the open sky.

Perception of Activation:
User’s Perspective
- Sight: The dark-metal surface of the gauntlet flares as fine chymical runes flash with shifting red, blue, and green luminescent patterns. The embedded chaos core and multifaceted crystal array erupt in an intense, pulsating cascade of pale blue and sickly green light. Concurrently, two crystal chronomancy lenses across the knuckles project swirling, opalescent reflections into the air, while a lightless black mist trails from the fingertips to bend and distort local spatial dimensions.
- Hearing: A deep, melodic internal hum swells within the wielder’s mind, dynamically synchronizing with occasional sharp, pressurized crackling sounds resembling distant thunder. The silent, internal frequencies register as a crisp, rhythmic cadence that mutes distracting external noises.
- Touch: A distinct, thrumming coolness spreads across the hand and forearm from the core fragment, which briefly spikes into localized warmth when volatile toxins are actively synthesized. The wielder experiences a reassuring tingling sensation of energy flowing directly through their nerve pathways, accompanied by a subtle physical recoil—resembling a minute muscle twitch—whenever an internal mechanism triggers.
- Smell: A complex olfactory mixture hits the senses; a clean, sharp scent of ozone reminiscent of the air after a thunderstorm blends heavily with a sterile, metallic tang of burnt metal and a faint, sweet floral note of synthesized toxins.
- Taste: A harsh, metallic bitterness cuts across the palate, leaving a lingering, clean numbing sensation along the tongue that heightens mental focus.
Observer’s Perspective
- Sight: Observers witness the dark gauntlet suddenly illuminate with vibrant, cycling runic geometry. The crystal housing on the wrist throws out a brilliant, mesmerizing light that commands immediate attention, encased in a visible, glass-like thermodynamic distortion field that warps the backdrop around the wielder’s arm. A roiling, opaque cloud of greenish-yellow sulfurous vapor violently erupts outward if the reactive defense is breached.
- Hearing: While small dart deployments remain completely silent to the outside ear, a prominent activation causes a sharp, sudden hiss or a pressurized, heavy whoomph to echo through the immediate area. A subtle, vibrating hum can be detected by those standing in close proximity.
- Smell: The surrounding air is instantly flooded with a pungent, acrid odor of concentrated sulfur, burnt metals, and heavy ammonia that acts as a sharp sensory warning.
Extra-Sensory Perceptions
- Alchemical Energy Attunement: The user experiences a direct, seamless connection to the internal reservoir, intuitively sensing the exact charge level of the 15 Alchemical Energy Units like a familiar biological metric. They can physically “feel” complex molecular fusions and transmutations stabilizing inside the gauntlet’s internal laboratories.
- Temporal Distortion Field: The wielder senses their personal timeline smoothly unspooling, causing moments to feel elongated or shortened unpredictably. Seconds expand into subjective minutes, allowing for flawless tactical calculations while the external world slows down to a thick, honey-like crawl.
- Latent Venomous Instinct: Priming or firing toxic compounds awakens a cold, predatory focus inside the wielder’s psyche. This extra-sensory awareness isolates localized structural weaknesses, biological vulnerabilities, and optimal blind spots in enemy defenses with absolute clarity.
Positives
- Provides immediate, rich tactile and visual feedback regarding the precise stabilization of alchemical reactions and energy levels.
- The extreme stealth of the near-invisible projectile launch allows for seamless, silent takedowns without alerting nearby forces.
- The overwhelming visual flare and foul odor of the chemical burst serve as an aggressive, highly effective psychological and physiological area-of-effect deterrent against close-range combatants.
- Heightens spatial perception, clearing away anxiety and allowing the user to tap into fleeting, multi-dimensional flashes of universal truth.
Negatives
- The conspicuous, radiant glow of the core crystals and flashing runes completely betrays the user’s position, making standard visual stealth impossible when active.
- Prolonged exposure to the irregular flow of time and constant mathematical calculations can induce severe headaches, visual fatigue, and spatial disorientation.
- The lingering, foul taste and heavy chemical smells can cause immediate nausea in enclosed spaces.
- The intense psychic resonance of the underlying venomous instinct risks desensitizing the user, subtly pushing their mind toward reckless aggression and paranoia.
Legendary Artifice Schema: The Epoch-Viper Convergence Protocol
Items Merged
- Chaos Essence Shard: A Level 1 fragment of raw, condensed chaotic energy harvested from volatile planar rifts.
- Stone-Fragment Viper Gauntlet 88: A Tier 2 ornate dark-metal gauntlet featuring an embedded Philosopher’s Stone Fragment and complex alchemical dart delivery systems.
- Time 770 of the Spectacles of the Patient Muse: A Tier 1 pair of elegant copper wire-frame glasses woven with minor chronomancy and retrocognitive matrix lenses.
- Voidwalk Draught: A Tier 1 rare alchemical potion capable of granting temporary interdimensional passage and ethereal phasing.
Additional Materials Needed
- Purified Shadow-Steel Ingot (1): To act as the structural alloy foundation capable of binding volatile energies without decomposing.
- Zephyrstone Dust (2 ounces): Utilized as a stabilizing mineral buffer to coat the volatile chaos fragment.
- Ethereal Crystals (3): Positioned to channel, align, and focus erratic spatial fluctuations seamlessly.
- Aetheric Essence (1 vial): Extracted directly from deep interdimensional rifts to preserve the volatility necessary for shifting states.
- Binding Glyphs (5): Masterfully inscribed runic lines designed to contain and regulate aetheric potential.
- Philosopher’s Lapis Solvent (1 vial): An incredibly rare alchemical fluid to treat the chassis interior against continuous decay.
- Powdered Basilisk Scale: Used as an epoxy admixture to fortify structural joints and reinforce material durability.
- Stabilized Quicksilver (1 drop): To serve as a highly conductive fluid bedding for the core matrix seating.
Tools Required
- Alchemical Furnace: A high-order arcane oven with precise atmospheric control to refine metals and catalysts safely.
- Runic Inscriber: A diamond-tipped engraving device for embedding intricate glyphs onto hardened surfaces.
- Crystal Tongs & Assembly Rig: Insulated handling tools designed to shield the artesian from spontaneous energy discharge.
- Essence Infuser: A specialized pneumatic machine used to blend gaseous void elements with solid crystal lattices.
- Protective Ward Amulet: A personal shielding relic worn by the craftsman to neutralize unpredictable wild magic flares.
- Air-Tight Alchemical Ventilation Hood: Essential for evacuating toxic vapors and securing a sterile, dust-free environment.
Skill Requirements
- Master Chaos Manipulation: Expert capability in shaping, binding, and subduing raw entropy fields without suffering catastrophic backlash.
- Advanced Alchemical Knowledge: A complete operational understanding of transmutative precursors, venom synthesis, and volatile distillates.
- Expert Enchantment & Artifice Mastery: High-tier proficiency in designing miniaturized pneumatic tracking relays and setting multi-spectrum lenses.
- Precision Runic Inscription: Flawless micro-dexterity needed to etch interlocking lines of containment under extreme situational pressure.
Crafting Steps
- Phase One: Structural Preparation and Alloy Treatment: Place the raw shadow-steel ingot within the alchemical furnace, firing it to an precise thermal threshold to purge material impurities. Once cooled to a malleable state, forge the gauntlet chassis shell, accommodating integrated internal lines for the micro-conduits and a secure housing for the stone fragment. Treat all inner surfaces with the Philosopher’s Lapis Solvent to prepare a non-reactive baseline.
- Phase Two: Core Stabilization and Chaos Infusion: Secure the raw Chaos Fragment using the crystal tongs. Dust its shifting facets completely with the two ounces of Zephyrstone Dust to create a temporary stabilizing coat. Using the Essence Infuser, blend the volatile Aetheric Essence across the three Ethereal Crystals, and pour this active mixture directly over the stabilized fragment inside the furnace, anchoring the chaotic energy without triggering an explosion.
- Phase Three: Optical Realignment and Haptic Routing: Take the clear crystal lenses from the Spectacles of the Patient Muse. Using the runic inscriber, trace five interlocking binding glyphs around the optical borders to align their time-rewinding matrices with the main chassis. Mount the lenses directly across the gauntlet’s knuckle plates, then carefully thread fine, flexible quartz tubing from the Viper Gauntlet’s internal dart synthesis chambers to connect seamlessly with the newly infused chaos core.
- Phase Four: Void Saturation and Alchemy Binding: Place the entire assembled gauntlet into an air-tight vapor chamber under the ventilation hood. Introduce the single dose of Voidwalk Draught via a nebulizer, vaporizing the potion into a dense, shimmering mist. Allow the gauntlet’s internal reagent canisters and crystal conduits to absorb the ethereal properties over a continuous six-hour cycle, permanently weaving phasing capabilities into the metal structure.
- Phase Five: Runic Inscription and Final Awakening: Remove the artifact using the specialized rig. Use an adamantine stylus to execute a focused burst of magical energy, activating all five binding glyphs across the gauntlet surface to seal the volatile network. Coat the final structural boundaries with the basilisk scale epoxy. Leave the object to sit in an insulated containment vessel for 24 hours to settle its timelines and balance its energy states. Conduct a final diagnostic check to ensure the 15 Alchemical Energy Units are stable and completely locked into the finished Tier 4 artifact.
Hand-Casing of Four Cataclysms and Hour-Glass Bird Which Does Not Blink
In the old days, when the sky was a young fabric not yet sewn tightly by the needles of the stars, and the dirt under our sandals did have the consistency of wet porridge, the world did experience a great boiling of its rules. The universe was fat with wild ghosts and crawling things that did lack names. It is written in the cracked plates of the first mountain that a man of great paranoia, whose naming was Master Varkos of the Boiling Pots, did lock his body inside a deep hole in the ground. He did have much fear that his brothers would eat his thoughts and steal his secret boiling scripts. Varkos did possess a tiny crumb of the rock of all-making, which the old ones did call the Philosopher’s Shard, pulsing with a pale blue and sea-slime green fire. He was not content to make the gold metal from common lead. Instead, he did take the teeth of mechanical traps and the juice of the Whisperbloom flower, which makes the tongue go quiet forever, mixing them into a dark gauntlet of hand-defense. Eighty-and-eight times did his pots explode, and many of his un-paid children did turn into grease before the metal glove did say “yes” to his hand. But Varkos did become a prisoner of his own iron arm, jumping like a frog whenever a mouse did make a noise in his grain.
During these same numerous turnings of the sun, in the city of Cyrillia, where the people did buy beauty with bags of silver and steam, a group of book-men did want their children to have the patience of ancient turtles. They did command the guild of the lens-grinders to forge a face-glass. The artificers did take clear crystal and did boil it in the water of a clock that had been lazy for a year and a day. They did make the Spectacles of the Patient Muse, numbered seven-hundred and seventy by the markings of the academy. When an old man with shaking fingers, whose naming was Lyren the Painter, did put these coppery face-glasses upon his nose, his eyes did see the ghost of his own young hand moving with absolute truth. If his brush did make a blue mistake into the yellow sky, the glasses did ring a crystalline bell inside his skull, pulling his head back five heartbeats into the past so he could un-smear the paint. Lyren did paint the eye of the first king while standing inside a honey-moment where the dust did refuse to fall. But the people did grow fearful, for a man who can un-speak his errors is a man who carries two shadows.
In a separate corner of the world-cloth, where the borders of reality did have a great rip like an old shirt, the First Wanderer did come forth from the in-between. He did want to walk through the places where mortal feet do turn into ash, so he did brew a thick soup known as the Voidwalk Draught. He did take the petals of the voidflower that grows in the dark, the dust of the sleeping moons, and a heavy shard torn from the first broken sky. When a man did swallow this shimmering juice, his bones did turn into a thought, allowing him to slide through solid stone walls as if they were nothing but cold smoke. But the draught was a greedy water. The more the First Wanderer did drink, the more his body did become thin like the mist of the early morning. On a certain day of heavy tides, he did step so far into the astral sky that his memory did lose its anchor, and he did dissolve into the liquid itself, leaving his cup behind for fools to find.
Then did come the great crunching of the five elements within the Sanctum of Alchemical Wonders. A scholar-knight of much ambition did find the Chaos Essence Shard, which was a piece of raw frozen fire left behind when the plane of storms did spit into our world. The shard did have a skin that never did sit still, crackling with a lightning that did cause the teeth to vibrate. The scholar did think himself a master of the wild calculus. He did enter a chamber where the ley lines did twist like snakes in agony, carrying upon his single right arm the Viper Gauntlet of Varkos. In his leather bag, he did have the time-glasses of Cyrillia, the cup of the ghost-draught, and the shifting chaos stone.
A great lightning elemental from the Plane of Eternal Storms did descend upon him, throwing heavy bolts of white fire. The scholar, in a great panic of survival, did seek to use the gauntlet to analyze the elemental’s lightning-sweat. But the Chaos Shard did touch the quicksilver inside the glove, causing a terrible knot in physics. The four matrices did collapse inward upon each other like a dying star. The volatile fire of the chaos stone did shatter the copper frame of the spectacles, melting the time-rewinding lenses directly into the knuckle-plates of the iron glove. The Voidwalk Draught did boil into a dark steam, saturating the dark metal conduits until the entire apparatus did begin to bleed a lightless black mist from its fingers. The Philosopher’s fragment inside the wrist did scream with a pale blue and sickly green light, swallowing the chaotic energy level and locking the four separate items into a single, unified casing of Tier 4 power.
The scholar did raise his newly welded arm, and a great wonder did happen. He did fire a tiny, near-invisible dart that did hold the weight of a thousand theorems, freezing the lightning elemental in a stasis of pure mathematics. When the beast’s brothers did rush forward to smash his head, the gauntlet did release a giant roiling cloud of greenish-yellow sulfurous vapor, causing the monsters to weep and vomit raw lightning. The scholar did walk through the solid stone walls of the fortress, completely untouchable, observing the world like a phantom.
But the calculation of the Epoch-Viper Casing was too heavy for a single human head. The chronomancy lenses did continually show him the ghost-images of his own future death. The chaos stone did distort his perception of time, making one minute feel like a hundred years of dark isolation. The whispers of Varkos’s paranoia did grow louder than the high-frequency chimes of his sentinel perception. He did begin to see his own wife and children as structural equations that did need to be subtracted from the ledger of reality. He did lock himself inside an iron cage of his own making, using the time-rewind feature to live the same five seconds of safety over and over for three hundred years, refusing to move his feet.
At the last, when his alchemical energy units were entirely dry, the absolute baseline stillness of the universe did catch up to him. The gauntlet, seeing that its master had become nothing but a loop of suspicious thoughts, did turn its transmutative energy inward. In a final flash of nine heartbeats, the scholar was deleted from the timeline, leaving the gauntlet sitting upon the stone floor, its core still pulsing with an indifferent green light, waiting for a hand that is strong enough to hold the weight of all time and nothingness.
The Moral of the Story: He who seeks to forge a shield from every fear and a weapon from every chaos will find that his protection becomes his prison; for when you master the art of stepping past all boundaries and reversing all errors, you risk losing the single boundary that keeps you real.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Epoch-Viper Chrono-Casing 419 Classification: Mythos Artifact (Unique) Sanity Cost: 1D4/1D10 Sanity points to attune; 1/1D6 Sanity points upon witnessing its active temporal distortions. Attunement: Requires 24 hours of physiological calibration, sampling the wearer’s biological signatures while keeping the item bound to the hand and forearm.
Characteristics and Skills:
- Damage: STR + 1D6 piercing + 1D6 persistent poison damage (bypasses mundane armor).
- Static Armor Check: Grants +4 armor to the targeted arm. Attacks hitting the arm face a Penalty Die.
- Skill Modification: Grants a permanent +20% bonus to Science (Chemistry), Science (Pharmacy), and Sleight of Hand. Grants a Bonus Die on Spot Hidden and Listen tests used to detect hidden, tracking, or out-of-phase entities.
Artifact Mechanics:
- Adaptive Alchemical Acuity: The wearer gains an absolute Bonus Die on any skill test made to identify unknown chemicals, rare venoms, or dimensional residues by sight or smell.
- Unblinking Sentinel’s Eye: When an invisible or Ethereal entity moves within 60 feet of the wielder, a sharp, melodic chime rings directly in their head. The wielder gains a Bonus Die on saving throws against mental charms or illusion magic.
- Chrono-Stabilized Motor Control: The wielder ignores the standard Penalty Die when attempting fine physical actions as part of a multi-action turn.
Activated Powers (Requires Expenditure of Alchemical Energy Units; Max 15 AEU):
- Chrono-Viper Synthesis Dart (Costs 2 AEU): As an action, fires a near-invisible projectile up to 30 feet. Roll DEX × 5 or Firearms (Specialist). On a hit, deals 1D4 piercing damage and forces a Hard CON roll against one primed effect:
- Whisperbloom Stupor: Target takes 1D6 persistent poison damage per round for 1 minute.
- Temporal Stasis Toxin: Target is completely paralyzed for 1 round.
- Algetic Flash Powder: Target is blinded for 1 round.
- Volatile Catalyst Infusion (Costs 1–4 AEU): As an action, channels a physical transmutation by touch:
- 1 AEU: Grants a weapon or tool a +20% skill modifier or +2 damage bonus for 10 minutes.
- 2 AEU: Transmutes 1 cubic foot of non-magical matter (e.g., solid stone to brittle glass) for 1 minute.
- 4 AEU: Halves the downtime creation time required to brew potions or forge precision components.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Triggered as a reaction when struck by a melee attack. Emits a 10-foot roiling cloud of acrid, greenish-yellow sulfurous vapor. All targets in range (except the wielder) must pass a CON roll or suffer a Penalty Die on all actions for 1D3 rounds due to violent coughing and stinging eyes.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Triggered immediately following a failed action roll or saving throw. Rewinds time exactly 5 seconds. The original failure is completely undone, and the user rerolls the action with perfect foreknowledge, granting a Bonus Die to the attempt.
- Transient Voidwalk Phasing (Costs 5 AEU): As an action, the wielder turns completely ethereal for 1 minute. They can pass freely through solid walls and doors but cannot attack, interact with physical objects, or be harmed by material entities.
The Artifact’s Curse: The item carries Master Varkos’s paranoia. Every time a Temporal Rehearsal Rewind is executed, the user must make an immediate POW roll. Failure inflicts an indefinite madness manifestation: intense phobia of being watched, forcing a Penalty Die on all social interaction tests.
Blades in the Dark
Name: The Epoch-Viper Chrono-Casing 419 Classification: Tier IV Legendary Arcane Armament (Load: 2, Worn Arm Slot)
Core Properties:
- Counts as a fine, heavy close-combat weapon that automatically inflicts +1 Harm and ignores up to 2 tiers of physical armor due to acid/poison traits. It provides a permanent +1 Armor box to the user’s character sheet.
Item Mechanics:
- Adaptive Alchemical Acuity: You gain Potency when you Study or Survey alchemical formulas, strange toxins, or arcane planar rifts.
- Chrono-Stabilized Motor Control: When you perform a complex Tinker or Finesse action under pressure as part of a multi-action sequence, you do not suffer positional degradation or reduced effect penalties.
- Unblinking Sentinel’s Eye: You can perceive ghosts, out-of-phase entities, and invisible anchors within short range. You gain +1d to resistance rolls against supernatural terror or mental manipulation.
Aetheric Energy Options (Max 15 AEU pool; clears 1 Stress to instantly restore 3 AEU during downtime):
- Chrono-Viper Synthesis Dart (Costs 2 AEU): You silently launch a near-invisible barb at a target within rolling distance. State the concoction type before rolling Hunt or Skirmish: Whisperbloom (Level 2 persistent physical harm), Stasis (Target is completely immobilized for a critical clock segment), or Flash (Target is blinded, creating a Controlled setup opportunity).
- Volatile Catalyst Infusion (Costs 1–4 AEU): You touch an object or raw matter to destabilize its molecular alignment:
- 1 AEU: Give a teammate’s gear a +1 Effect level for the scene.
- 2 AEU: Transmute a minor environmental obstacle (e.g., turn iron bars soft as copper or stone walls brittle as glass) to clear a path.
- 4 AEU: Tick 3 extra segments on a long-term crafting or alchemical blueprint downtime clock.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Expended as a reaction when you suffer physical harm from a close source. A dense, blinding sulfur cloud fills the immediate zone. You take no damage from the cloud; your attackers face a -1d penalty to their next immediate actions, allowing you to instantly clear out or change position.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Activate this ability immediately after an action roll results in a bad consequence or failure. You completely undo the timeline, snapping back 5 seconds into the past. Erase the consequences, clear any harm taken from that specific action, and re-roll the pool with an extra +1d representing perfect memory of the future error.
- Transient Voidwalk Phasing (Costs 5 AEU): For the duration of a frantic clock countdown or a brief scene, you turn completely incorporeal. You can pass through walls, solid vault doors, and physical containment networks undetected, but you cannot carry external physical objects with you or strike material enemies.
The Artifact’s Curse: The chaos core is volatile. Whenever you roll a 1-3 on a risky or desperate action while utilizing the casing, tick 1 segment on the “Paranoid Overwhelm” trauma clock. When filled, you gain the Paranoid or Obsessive trauma permanently.
Dungeons & Dragons (5th Edition / 2024 Player’s Handbook)
Name: The Epoch-Viper Chrono-Casing 419 Item Type: Wondrous Item (Gauntlet), Tier 4 Legendary (Requires Attunement by an Artificer, Sorcerer, or Wizard) Armor Slot: Worn Single Arm Slot (Cannot be worn with other gauntlets or bracers on the same arm)
Core Statistics:
- Static Defense Enhancement: While wearing this gauntlet, you gain a +4 bonus to your Armor Class (AC). This bonus scales based on your environment: it is tripled (+12) in Safe Areas, doubled (+8) in Somewhat Safe Areas, and normal (+4) in Unsafe Areas.
- Damage Profile: Unarmed strikes made with this gauntlet deal 1d6 bludgeoning damage plus 1d6 poison damage. You have total immunity to acid, poison, psychic, and force damage, and resistance to slashing, piercing, bludgeoning, cold, and lightning damage. You have vulnerability to radiant damage.
- Alchemical Energy Pool: The gauntlet holds up to 15 Alchemical Energy Units (AEU). It regains 1d6 expended AEU daily at dawn if exposed to ambient magic grids or direct sunlight.
Passive Magic Properties:
- Adaptive Alchemical Acuity: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to identify potions, venoms, poisons, or transdimensional anomalies.
- Chrono-Stabilized Motor Control: When you use your action to take the Magic action or activate a tool, you ignore any penalties associated with executing a multi-action turn or operating under environmental duress. You gain a +2 circumstance bonus to all intricate crafting checks.
- Harmonic Form Resonance: You can see a shimmering, pristine holographic projection of any broken or eroded object you look at within 10 feet, revealing its original structural state.
- Unblinking Sentinel’s Eye: You are instantly alerted via an internal chime whenever an invisible, out-of-phase, or ethereal creature moves within 60 feet of you. You have advantage on saving throws against being charmed or fooled by illusion magic.
Active Magic Actions:
- Chrono-Viper Synthesis Dart (Costs 2 AEU): As a Magic action, you target a creature you can see within 30 feet. Make a ranged spell attack using your Intelligence modifier + proficiency bonus. On a hit, the target takes 1d6 piercing damage and must make a DC 16 Constitution saving throw against one effect of your choice:
- Whisperbloom Stupor: The target is Poisoned for 1 minute. It takes 1d8 poison damage at the start of each of its turns. It can repeat the save at the end of its turns to end the effect.
- Temporal Stasis Toxin: The target is Paralyzed until the end of your next turn.
- Algetic Flash Powder: The target is Blinded until the end of your next turn.
- Volatile Catalyst Infusion (Costs 1–4 AEU): As an action, you touch an object or a willing creature to alter its molecular property:
- 1 AEU: A mundane weapon or tool gains a +2 bonus to attack rolls, damage rolls, or skill checks for 10 minutes.
- 2 AEU: A non-magical object up to a 1-foot cube is altered (e.g., stone becomes brittle glass, or tainted water is purified) for 1 minute.
- 4 AEU: If you are actively crafting an alchemical item during downtime, your remaining crafting time is halved.
- Reactive Chaos Toxin Burst (Costs 3 AEU): As a reaction when you are hit by a melee attack, you release a 10-foot-radius sphere of acrid sulfurous vapor centered on yourself. Each creature in that area (except you) must succeed on a DC 16 Constitution saving throw or gain disadvantage on all attack rolls and ability checks until the end of its next turn due to severe coughing.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): As a reaction taken immediately after you fail an attack roll, an ability check, or a saving throw, you rewind time 5 seconds. The failure is entirely undone. You re-take your turn or action with advantage on the roll, utilizing your perfect memory of the failed timeline.
- Transient Voidwalk Phasing (Costs 5 AEU): As an action, you enter a transient state of total etherealness for 1 minute. This functions as the etherealness spell, allowing you to pass through solid walls and material barriers. You cannot attack, interact with material objects, or cast spells affecting the material plane while phasing.
Knave (2nd Edition)
Name: The Epoch-Viper Chrono-Casing 419 Item Type: Worn Magic Armament Inventory Capacity: Occupies exactly 1 item slot (Worn on one hand and forearm; cannot be combined with other bracers or gloves on the same arm).
Core Combat Statistics:
- Armor Check Rating: Grants a flat +4 armor bonus to your defense profile. This bonus scales directly with environmental boundaries: quadrupled (+16) in locked safe vaults, doubled (+8) in civilized towns, and reduced to +4 in hazardous dungeons.
- Damage Output: Attacks made with the armored hand deal d6 bludgeoning + d6 poison damage.
- Elemental Defenses: The wielder is immune to acid, poison, psychic, and force damage types. The wielder takes double damage from radiant attacks.
Passive Rules:
- Alchemical Senses: You gain a flat advantage on any attribute check made to spot traps, identify magical solutions, track residues, or discern poison components by sight or scent.
- Steady Artifice: You gain a +2 bonus to any Dexterity or Intelligence checks made to pick complex locks, perform surgery, or handle volatile materials.
- Echolocation Network: You automatically detect the presence and general direction of any invisible, obscured, or out-of-phase entities within 60 feet via an internal audio chime. This completely removes targeting penalties for blind squares.
Active Abilities (Requires expenditure of internal Alchemical Energy Units; Max 15 AEU pool):
- Launch Synthesized Dart (Costs 2 AEU): Make a ranged attack roll against a target within 40 feet. On a hit, the target takes 1 point of piercing damage and must pass a Constitution check against a Difficulty Number of 16. On a failure, you apply one primed status condition: Poisoned (takes d8 damage at the start of its turn for 1 minute), Paralyzed (cannot take actions for 1 round), or Blinded (loses sight for 1 round).
- Catalyst Infusion (Costs 1–4 AEU): You touch an item or a patch of terrain to alter its physical reality:
- 1 AEU: A weapon deals +2 damage or a tool automatically succeeds at a minor task for 10 minutes.
- 2 AEU: A 1-foot block of environment changes traits (e.g., stone becomes brittle as ice, or iron grids rust away instantly) for 1 minute.
- 4 AEU: Cuts the required time to brew salves or craft complex gear in half.
- Reactive Toxin Burst (Costs 3 AEU): Triggered immediately when you are hit by a melee weapon attack. A 10-foot radius sphere of choking sulfur vapor explodes from your arm. All adjacent creatures must make a Constitution check (DC 16) or lose their next action to violent coughing fits.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Use this power immediately after throwing a critical failure or missing an essential roll. Time snaps back 5 seconds. Wipe away the failure, reset your position, and execute the roll again with a +4 circumstance bonus representing perfect temporal foreknowledge.
- Transient Voidwalk Phasing (Costs 5 AEU): You turn completely incorporeal for one exploration turn (1 minute). You can slide cleanly through solid stone walls, heavy iron doors, and underground obstacles. You cannot carry items out of the material plane or damage physical entities while phasing.
Fate Core System
Name: The Epoch-Viper Chrono-Casing 419 Classification: Extra (Bespoke Tier 4 Unified Armament)
Aspects:
- High Concept: Unified Chrono-Alchemical Gauntlet of the Shifting Core
- Trouble: Paranoid Whispers of the Endless Calculation
- Item Aspect: Adaptive Multi-Dimensional Hull
- Item Aspect: Iridescent Knuckle Lenses
Skills:
- +4 Fight (restricted entirely to actions utilizing the gauntlet or attached weaponry)
- +3 Crafts (for rapid alchemical synthesis, engineering, and fine manual tuning)
- +2 Notice (amplified tracking of spatial anomalies and out-of-phase vectors)
- +2 Will (wielded to combat internal temporal fracturing and ego-decay)
Item Stunts:
- Adaptive Alchemical Acuity: You gain a +2 bonus to Notice or Investigate actions when inspecting, identifying, or analyzing foreign chemical compounds, tracking poisons, or deciphering active planar boundaries.
- Chrono-Stabilized Motor Control: The iridescence of the knuckle lenses anchors your spatial stability. You ignore situational or multi-action penalties on fine precision Crafts actions, gaining an immediate +1 bonus on intricate mechanical work.
- Unblinking Sentinel’s Eye: The gauntlet issues a private mental chime when hidden entities step nearby. You can perceive invisible, out-of-phase, or Ethereal entities within your zone, and you gain a +2 bonus to Defend rolls against mental manipulation or illusion magic.
- Erratic Shift-Shielding: Space warps around the physical structure of your arm. The gauntlet provides a passive Armor:2 rating against all physical physical attacks. Incoming close-combat strikes directed at the gauntlet face an automatic -2 penalty modifier.
Activated Stunts (Utilizes an internal pool of 15 Alchemical Energy Units; clears 1 Stress to instantly restore 3 AEU during downtime):
- Chrono-Viper Synthesis Dart (Costs 2 AEU): As an action, make an Attack roll using Fight or Shoot against a target up to one zone away. On a success, instead of dealing standard physical stress, you inflict 1d6 physical stress and place one of the following situational aspects on the target with one free invocation: Whisperbloom Stupor (bypasses basic armor), Temporal Stasis Toxin (immobilized for 1 round), or Algetic Flash-Blinded.
- Volatile Catalyst Infusion (Costs 1–4 AEU): As an action, touch an object or willing ally to alter its material baseline:
- 1 AEU: Create an advantage on a mundane tool or weapon, giving it the aspect “Catalytically Enhanced” with two free invocations.
- 2 AEU: Overcome a physical barrier by transmuting 1 cubic foot of matter (e.g., turning a stone wall into brittle glass) for a scene.
- 4 AEU: Completely bypasses half the necessary time intervals required to finish a long-term crafting project or downtime action.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Use as a reaction immediately when you sustain stress from a melee attack. You release a dense, greenish-yellow sulfurous cloud that fills your current zone. You are immune; everyone else in the zone takes a temporary Coughing and Blinded aspect with a free invocation against them.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Triggered immediately after rolling a failure or catastrophic consequence on an action. You completely rewind time five seconds. Wipe away the previous dice result and any consequences incurred, re-taking the action with an immediate +4 bonus representing absolute foreknowledge.
- Transient Voidwalk Phasing (Costs 5 AEU): As an action, you gain the aspect “Ethereal Ghost” for one scene. You can pass seamlessly through solid walls, closed gates, and material obstacles. You cannot physically attack or manipulate material objects while phasing.
The Artifact’s Curse: The device demands cognitive tax. The GM may invoke a compel on “Paranoid Whispers of the Endless Calculation” at any point. To refuse, you must spend a Fate Point or take a point of mental stress as the system calculates your allies’ betrayals.
Numenera & Cypher System
Name: The Epoch-Viper Chrono-Casing 419 Classification: Artifact (Level 8) Form: Heavily complex, dark-metal gauntlet featuring a pulsating blue-green wrist core, shifting runes, and a lightless vapor trail. Depletion: 1 in 1d20 (Check made only when activating high-tier active powers)
Passive Properties:
- Weapon Profile: Medium melee weapon (Inflicts 6 points of base damage; successful attacks bypass up to 2 points of enemy Armor using the innate acid/poison trait).
- Adaptive Alchemical Acuity: All Intellect tasks involving identifying, deconstructing, or analyzing chemical compounds, unknown poisons, or transdimensional rifts are eased by two steps.
- Chrono-Stabilized Motor Control: Tasks requiring high-precision dexterity, delicate lock deconstruction, or intricate Prior-World device repairs are permanently eased by one step.
- Unblinking Sentinel’s Eye: The user gains a +1 asset on all Speed defense tasks against mental charms or illusion-based traps. The gauntlet gives private sensory alerts when an out-of-phase or transdimensional creature enters short range.
Active Matrices (Requires expenditure from an internal pool of 15 Alchemical Energy Units; regains 1d6 AEU at dawn):
- Chrono-Viper Synthesis Dart (Costs 2 AEU): As an action, the wielder targets an entity within short range, executing a Speed task. On a hit, deals 4 points of base damage (bypassing physical Armor) and inflicts a specialized effect: Whisperbloom Stupor (deals 2 points of ambient Intellect damage each round for 1 minute), Temporal Stasis (target is stunned, completely losing its next action), or Algetic Flash (target is blinded for 1 minute).
- Volatile Catalyst Infusion (Costs 1–4 AEU): The user touches an object or willing target to alter its structural phase:
- 1 AEU: Eases all tasks performed with a specific tool or weapon by one step for 10 minutes.
- 2 AEU: Transmutes 1 cubic foot of matter (e.g., solid prior-world synth to brittle glass) for 1 minute.
- 4 AEU: Reduces the long-term crafting or configuration time of a cypher or artifact installation by half.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Activated as a reaction when the wielder sustains damage from an adjacent melee attack. Vents across the arm release an opaque, acrid sulfur cloud. All adjacent targets must make a Might defense roll or take 4 points of Intellect damage and become disoriented, hindering all their tasks by one step for 1 round.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Enacted immediately following a failed task check, saving throw, or GM intrusion. The wielder snaps their timeline back 5 seconds. The failure is completely undone; you re-attempt the task with perfect future recollection, easing the roll by two steps.
- Transient Voidwalk Phasing (Costs 5 AEU): For 1 minute, the wielder turns completely incorporeal. This provides an asset on all tasks involving infiltration or bypassing solid environmental structures. The wielder cannot inflict physical damage or pick up material objects while phased.
The Artifact’s Curse: Prolonged synchronization triggers a severe behavioral intrusion. If the artifact check rolls a natural 1 during an active power deployment, the wielder suffers a sudden wave of clinical paranoia, forcing an immediate Intellect task (Difficulty 5) to avoid attacking the nearest target.
Pathfinder (2nd Edition Remaster)
Name: The Epoch-Viper Chrono-Casing 419 Item Level: 15 Traits: Alchemical, Arcane, Chronomancy, Invested, Magical, Necromancy, Transmutation, Uncommon Usage: Worn gauntlet (Covers one hand and forearm); Bulk: 1
Base Configuration:
- Martial Statistics: This dark-alloy chassis functions as a +3 greater striking greater disrupting gauntlet. It inflicts 3d6 bludgeoning damage plus 1d6 void damage on a successful strike.
- Static Defense Enhancement: While held and Invested, the item provides a +4 circumstance bonus to the wielder’s Armor Class (AC). This baseline scales with structural security parameters: tripled (+12) in Guarded Safe Areas, doubled (+8) in Border Safe Areas, and normal (+4) in Wild Unsafe Areas.
- Elemental Protections: Imparts total immunity to acid, poison, psychic, and void damage; the user gains resistance 10 to slashing, piercing, bludgeoning, cold, and electricity damage, but gains a structural vulnerability 10 to radiant damage.
- Energy Resource: Holds a maximum of 15 Alchemical Energy Charges. It regains 1d6 expended charges daily at dawn.
Passive Mechanics:
- Adaptive Alchemical Acuity: You gain a +2 item bonus to Perception checks to Sense Motive regarding alchemical items and to Crafting checks to Identify Alchemy or decipher planar residues.
- Chrono-Stabilized Motor Control: You ignore multi-action penalties and environmental flat checks on delicate Thievery or Crafting actions requiring fine motor coordination. You gain a +2 item bonus to intricate item manufacturing checks.
- Unblinking Sentinel’s Eye: You automatically perceive the general square of any hidden, invisible, or ethereal entity within 60 feet. This alerts you via an internal mental tone and completely removes the flat check required to target hidden spaces. You gain a +2 item bonus to saving throws against mental charms or illusions.
Activated Actions:
- Chrono-Viper Synthesis Dart (Attack, Envision) Cost: 2 Charges; Range: 30 feet; Effect: You fire a near-invisible dart at a target using your spell attack modifier or a trained modifier of +24. On a hit, deals 1d6 piercing damage and forces a DC 36 Fortitude save against one primed effect:
- Whisperbloom Stupor: The target is Sickened 2 and takes 1d8 persistent poison damage at the start of its turns.
- Temporal Stasis Toxin: The target is Paralyzed for 1 round.
- Algetic Flash Powder: The target is Blinded for 1 round.
- Volatile Catalyst Infusion to (Interact) Cost: 1 to 4 Charges; Effect: You touch an item or a willing target to alter its density:
- 1 Charge (Enhance): A tool or weapon claims a +2 circumstance bonus to its attack modifier or skill output for 10 minutes.
- 2 Charges (Transmute): You alter the material state of an unattended 1-bulk object for 10 minutes (e.g., solid stone becomes brittle ice, or steel links turn to soft copper).
- 4 Charges (Catalyze): If used during a Craft downtime activity, you reduce the remaining time interval required to complete an item by half.
- Reactive Chaos Toxin Burst Cost: 3 Charges; Trigger: You are damaged by an adjacent melee attack; Effect: An explosion of acrid sulfur vapor fills a 5-foot emanation. All adjacent creatures must make a DC 36 Fortitude save. On a failure, they become Sickened 2 and Stupefied 2 until the end of their next turn due to violent coughing.
- Temporal Rehearsal Rewind (Chronomancy) Cost: 4 Charges; Frequency: Three times per day; Trigger: You fail an attack roll, skill check, or saving throw; Effect: You instantly rewind your personal timeline by 5 seconds. The failure is entirely undone. You re-roll the triggering check with a +2 circumstance bonus, utilizing perfect memories of the collapsed future.
- Transient Voidwalk Phasing (Planar) Cost: 5 Charges; Effect: You enter a transient state of total etherealness for 1 minute, operating identically to the etherealness spell. You can step through solid doors and walls but cannot execute Strikes or manipulate physical matter.
Savage Worlds (Adventure Edition)
Name: The Epoch-Viper Chrono-Casing 419 Classification: Arcane Device / Unique Relic (Worn Single Arm Slot, Weight: 2 lbs)
Base Properties:
- Melee Combat Profile: Damage rating Str+d6+2 (AP 4, counts as a Magical weapon; attacks ignore up to 4 points of physical Armor due to innate acid/poison properties).
- Passive Armor Checks: Imparts a permanent +4 bonus to Toughness. This armor bonus doubles (+8) when occupying secure urban environments, but drops to a baseline of +4 when deployed inside unsafe dungeons or wilderness areas.
- Aetheric Energy Pool: Contains a maximum reservoir of 15 Power Points (PP). It naturally regenerates 1d6 PP daily at dawn.
Passive Relic Abilities:
- Adaptive Alchemical Acuity: The wearer gains the Alertness Edge (+2 to Notice checks). You receive a +2 bonus to Notice, Survival, or Common Knowledge rolls made to identify, isolate, or track potions, toxins, and interdimensional residues.
- Chrono-Stabilized Motor Control: The user completely ignores the standard -2 multi-action penalty when performing a fine manipulation task (such as picking complex locks with Thievery, repairing mechanisms, or performing surgery with Healing).
- Unblinking Sentinel’s Eye: The wielder automatically senses the presence and direction of out-of-phase, invisible, or Ethereal entities within 12″ (72 feet). You claim a +2 bonus to resist arcane mind control, puppet spells, or illusion hazards.
Activated Powers (Requires Arcane Skill Check):
- Chrono-Viper Synthesis Dart (Costs 2 PP): As an action, make a Shooting roll to fire a near-invisible dart up to a range of 10″ (60 feet). On a hit, deals 2d4 damage (AP 2). The target must pass a Vigor check at -2 (or at -4 if the attack roll was a Raise) against a primed alchemical effect: Whisperbloom (Target is Fatigued and takes a persistent d6 damage layer), Stasis (Target is completely Stunned), or Flash (Target is Distracted and Vulnerable for d4 rounds due to total blindness).
- Volatile Catalyst Infusion (Costs 1–4 PP): As an action, touch an item or terrain sector to alter its density matrix:
- 1 PP: Grants a weapon +2 damage or a shield +1 Parry for the duration of the encounter.
- 2 PP: Temporarily changes the material traits of a small object (e.g., turning wood brittle as parchment or iron bars soft as clay) for 1 minute.
- 4 PP: Halves the necessary downtime interval required to synthesize alchemical items or construct gear modifications.
- Reactive Chaos Toxin Burst (Costs 3 PP): Used as a reaction when successfully struck by an adjacent melee attack. A Small Burst Template centered on the wielder fills with acrid sulfur gas. The wielder is immune; all other targets inside the template must pass a Vigor check at -2 or become instantly Distracted and Vulnerable for d3 rounds due to uncontrollable coughing.
- Temporal Rehearsal Rewind (3/day, Costs 4 PP): Triggered instantly after rolling a failure or catastrophic failure on any trait check or saving throw. You rewind time 5 seconds, wiping the failure completely from the board. You re-roll the check with a flat +2 modifier, armed with future foreknowledge.
- Transient Voidwalk Phasing (Costs 5 PP): As an action, the wielder becomes entirely incorporeal for 5 tactical rounds. You can pass directly through solid barriers, doors, and walls. You cannot execute close-combat attacks or pick up physical items while phased.
The Relic’s Curse: The paranoia of Master Varkos haunts the device. Any critical failure rolled on a trait check while using the casing instantly inflicts a level of mental Fatigue and applies the Major Bloodlust Hindrance until the conclusion of the encounter.
Shadowrun (6th World)
Name: The Epoch-Viper Chrono-Casing 419 Classification: Bound Astral Weapon Focus (Rating 6) Availability: 22F Syntax and Attributes:
- Reach: 1
- Attack Rating: 12/9/—/—/—
- Damage Value: (STR + 6)P
- Armor Piercing: -4
Weapon Mechanics:
- Adaptive Alchemical Acuity: The focus grants a permanent +2 dice pool modifier to all Perception tests made to identify foreign chemicals, unknown toxins, or magical residues.
- Chrono-Stabilized Motor Control: The wearer ignores standard multi-action and environmental penalties when performing actions requiring fine manual precision with the gauntleted hand, such as Mechanics or Biotech tests.
- Unblinking Sentinel’s Eye: The focus operates as an active sustaining focus. The user is instantly alerted via an internal tone when an astral, out-of-phase, or invisible entity moves within 60 feet. The user gains a +2 dice pool bonus to resist mental manipulation or illusion magic.
- Erratic Shift-Shielding: Space warps around the physical structure of the arm. The gauntlet provides a passive +4 Defense Rating bonus. Physical attacks specifically targeted at the gauntlet face an automatic penalty die.
Activated Focus Powers (Requires Alchemical Energy Units; Max 15 AEU Pool):
- Chrono-Viper Synthesis Dart (Costs 2 AEU): As a Complex Action, make an Exotic Ranged Weapon (Gauntlet Dart) + Agility [Accuracy 5] test up to a range of 20 meters. On a hit, the target takes 6P DV (AP -2) and must make a Body + Willpower (3) test against one primed effect:
- Whisperbloom Stupor: Inflicts 2P persistent poison damage at the start of its turns and imposes a -2 dice pool penalty to all actions for 1D3 Combat Turns.
- Temporal Stasis Toxin: The target suffers the Immobilized status (cannot take Move actions) for 1 Combat Turn.
- Algetic Flash Powder: The target suffers the Blinded I status for 1D3 Combat Turns.
- Volatile Catalyst Infusion (Costs 1–4 AEU): As a Complex Action, touch an object or willing target to alter its structural phase:
- 1 AEU: Grants a weapon or tool a +2 dice pool modifier to its primary function for 10 minutes.
- 2 AEU: Temporarily alters the physical traits of an unattended 1-cubic-meter object (e.g., turning structural steel brittle) for 1 minute.
- 4 AEU: Cuts the required time interval for synthesizing alchemical compounds or constructing gear modifications entirely in half.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Triggered as an Interrupt Action immediately when hit by a melee attack. Vents across the arm release a dense, 2-meter radius cloud of acrid sulfurous vapor. The wielder is immune; all other targets inside the cloud must make a Body + Willpower (3) test or suffer a -2 dice pool penalty to all actions and a -1 initiative penalty for 1D3 Combat Turns due to violent coughing.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Triggered immediately following a failed skill test or saving throw. You instantly rewind your personal timeline by 5 seconds. The failure is completely undone, and the user re-rolls the pool with an immediate +4 dice pool bonus representing absolute foreknowledge.
- Transient Voidwalk Phasing (Costs 5 AEU): As a Complex Action, the user enters a transient state of total etherealness for 10 minutes. They can pass seamlessly through solid walls, closed security gates, and material obstacles, but they cannot carry external objects with them or strike material enemies.
The Focus Curse: The system calculates endless betrayals, weighing heavily on the user’s sanity. Every time a Temporal Rehearsal Rewind is executed, the user must make a Willpower + Charisma (3) test or suffer a temporary clinical paranoia penalty, imposing a -2 dice pool modifier on all social interaction tests for the remainder of the run.
Starfinder (2nd Edition)
Name: The Epoch-Viper Chrono-Casing 419 Item Level: 15 Price: 115,000 credits Bulk: 1 Traits: Alchemical, Arcane, Chronomancy, Magic, Melee, Transmutation, Uncommon Syntax and Attributes:
- Damage: 4d6 Bludgeoning and Void (Negative) energy
- Critical Effect: Drained 2
- Usage: Worn single arm slot (Functions as a held 1-handed item; cannot be combined with other gauntlets or bracers on that arm)
Weapon Mechanics:
- Static Defense Enhancement: While wearing and investing the gauntlet, you gain a +4 status bonus to your Armor Class (AC). This bonus scales based on your environment: it is tripled (+12) in Guarded Safe Areas, doubled (+8) in Border Safe Areas, and normal (+4) in Unsafe Areas.
- Elemental Defenses: Imparts total immunity to acid, poison, psychic, and void damage; the user gains resistance 10 to slashing, piercing, bludgeoning, cold, and electricity damage, but gains a structural vulnerability 10 to radiant damage.
- Alchemical Energy Pool: The gauntlet holds up to 15 Alchemical Energy Units (AEU). It regains 1d6 expended AEU daily at dawn if exposed to ambient magic grids or direct planetary sunlight.
Passive Magic Properties:
- Adaptive Alchemical Acuity: You gain a +2 insight bonus to Mysticism and Physical Science checks made to identify potions, venoms, poisons, or transdimensional anomalies.
- Chrono-Stabilized Motor Control: You ignore multi-action and environmental flat check penalties on fine Engineering or Sleight of Hand actions requiring intricate manual coordination. You gain a +2 item bonus to intricate item manufacturing checks.
- Unblinking Sentinel’s Eye: You are instantly alerted via an internal tone whenever an invisible, out-of-phase, or ethereal creature moves within 30 feet. This completely removes the flat check required to target hidden spaces. You gain a +2 item bonus to saving throws against mental charms or illusions.
Activated Actions:
- Chrono-Viper Synthesis Dart (Attack, Envision) Cost: 2 AEU; Range: 30 feet; Effect: You fire a near-invisible dart at a target using your spell attack modifier or character level. On a hit, deals 1d6 piercing damage and forces a DC 35 Fortitude save against one primed effect:
- Whisperbloom Stupor: The target is Sickened 2 and takes 1d8 persistent poison damage at the start of its turns.
- Temporal Stasis Toxin: The target is Paralyzed for 1 round.
- Algetic Flash Powder: The target is Blinded for 1 round.
- Volatile Catalyst Infusion to (Interact) Cost: 1 to 4 AEU; Effect: You touch an item or a willing target to alter its structural phase:
- 1 AEU (Enhance): A tool or weapon claims a +2 circumstance bonus to its attack modifier or skill output for 10 minutes.
- 2 AEU (Transmute): You alter the material state of an unattended 1-bulk object for 10 minutes (e.g., solid stone becomes brittle glass or steel links turn to soft copper).
- 4 AEU (Catalyze): If used during a crafting downtime activity, you reduce the remaining time interval required to complete an item by half.
- Reactive Chaos Toxin Burst Cost: 3 AEU; Trigger: You are damaged by an adjacent melee attack; Effect: A 10-foot-radius burst of noxious alchemical vapor erupts from you, centered on your space. The wielder is immune; all other targets in the area must succeed on a DC 35 Fortitude save or become Sickened 2 and Stupefied 2 until the end of their next turn due to violent coughing.
- Temporal Rehearsal Rewind (Chronomancy) Cost: 4 AEU; Frequency: Three times per day; Trigger: You fail an attack roll, skill check, or saving throw; Effect: You instantly rewind your personal timeline by 5 seconds. The failure is entirely undone. You re-roll the check with advantage, utilizing perfect memories of the collapsed future.
- Transient Voidwalk Phasing (Planar) Cost: 5 AEU; Effect: You enter a transient state of total etherealness for 10 minutes. You can pass seamlessly through solid doors and walls but cannot execute Strikes or physically manipulate material objects.
The Artifact’s Curse: The hybrid core carries a moderate bloodlust curse. The wielder suffers a permanent -2 penalty on Will saving throws against mental or charm-based effects. Following a successful kill, the GM can force an immediate DC 35 Will save to avoid a localized compulsion to strike the nearest available target.
Traveller (Mongoose 2nd Edition)
Name: The Epoch-Viper Chrono-Casing 419 Tech Level (TL): 16 Cost: MCr 2.5 (Black Market / Ancient Relic) Weight: 1 kg Syntax and Attributes:
- Damage: 4d6 Cut/Piercing
- Bulk: 1
- Traits: Accurate (+2 DM), Dangerous (Automatically scores a critical hit on an attack Effect of 5 or more)
Weapon Mechanics:
- Static Defense Enhancement: The gauntlet provides a permanent +4 Armour bonus to the user’s overall armor profile. This bonus doubles (+8 Armour) when occupying guarded urban environments or high-TL secure structures, but falls to its baseline of +4 inside unsafe wild environments.
- Passive Relic Properties:
- Adaptive Alchemical Acuity: The wearer gains DM+2 to all relevant skill checks (e.g., Science (chemistry), Medic (forensics), Investigate) when attempting to identify unknown substances, hazardous materials, or chemical residues.
- Chrono-Stabilized Motor Control: The wielder incorporates micro-manipulator stabilization, completely ignoring standard multi-action penalties (DM-2) when performing fine dexterity tasks such as Mechanic or Electronics checks with the gauntleted hand.
- Unblinking Sentinel’s Eye: The user automatically senses the presence and direction of out-of-phase, invisible, or transdimensional entities within a range of 20 meters. They receive a DM+2 bonus on all Endurance or Willpower checks made to resist external mental manipulation.
Activated Artifact Powers (Requires Alchemical Synthesis Charges; Max 15 ASC Pool):
- Chrono-Viper Synthesis Dart (Costs 2 ASC): Significant Action. Make a Dexterity-based skill check (e.g., Athletics (coordination) or an Exotic Ranged Weapon roll) against a target within 20 meters. On a success (Effect 0+), a near-invisible dart hits. The target must make a Difficult (10+) Endurance check or suffer a primed effect:
- Whisperbloom Stupor: Imposes DM-2 to all physical actions and inflicts 1D6 persistent tissue damage per round for 1 minute.
- Temporal Stasis Toxin: The target is completely spasmed and immobilized (cannot take actions) for 1D3 rounds.
- Algetic Flash Powder: The target suffers DM-4 to all sight-based checks for 1D6 minutes due to temporary blindness.
- Volatile Catalyst Infusion (Costs 1–4 ASC): Significant Action. Touch an item or a patch of terrain to alter its structural phase:
- 1 ASC (Enhance): Grants a personal-scale weapon or tool DM+1 to its damage output or skill modifier for 1 hour.
- 2 ASC (Transmute): Alter one basic physical property of an unattended 1-cubic-meter object (e.g., making steel bulkheads brittle or rock easily friable) for 10 minutes.
- 4 ASC (Catalyze): Halves the necessary processing time required to synthesize chemical compounds or analyze unknown biological agents.
- Reactive Chaos Toxin Burst (Costs 3 ASC): Reaction, triggered immediately when the user is hit by a melee attack. A 3-meter radius cloud of acrid, irritating sulfurous vapor erupts from the gauntlet. The user is immune; all other targets inside the cloud must make an Average (8+) Endurance check or suffer DM-2 to all actions for 1D3 rounds due to severe coughing and eye irritation.
- Temporal Rehearsal Rewind (3/day, Costs 4 ASC): Triggered instantly after rolling a failure on any skill check or saving throw. You rewind your personal timeline by 5 seconds, wiping the failure completely from the simulation. You execute the roll again with a flat DM+4 modifier, armed with future foreknowledge.
- Transient Voidwalk Phasing (Costs 5 ASC): Significant Action. The wielder turns completely incorporeal for 10 minutes. You can pass directly through solid bulkheads, locked security doors, and planetary barriers, but you cannot execute attacks or collect physical salvage while phased.
The Relic’s Curse: The paranoia of Master Varkos haunts the system. Any natural roll of 2 (snake eyes) when utilizing an active power forces the user to immediately pass an END check at 8+ or succumb to a violent frenzy, using their next Significant Action to attack the nearest available target.
Warhammer Fantasy Roleplay (4th Edition)
Name: The Epoch-Viper Chrono-Casing 419 Encumbrance: 1 Price: Unique Relic (Beyond mere gold; requires recovering Varkos’s hidden scripts or exploring volatile planar nexuses) Availability: Unique Qualities & Flaws: Magical, Alchemical Marvel, Complex, Unsettling, Weapon (Gauntlet) Syntax and Attributes:
- Damage: +7 ED (Ignores up to 2 points of Armor piercing using the innate acid/poison trait)
- Traits: Accurate, Devastating (1), Power Field
- Worn Slot: Single arm slot (Covers hand and forearm; cannot be combined with other gauntlets or bracers on that arm)
Weapon Mechanics:
- Static Defense Enhancement: The gauntlet provides a passive +4 Resilience bonus to the wearer’s overall defense profile. This armor bonus scales directly with structural boundaries: doubled (+8 Resilience) when occupying secure urban environments or warded strongholds, but drops to its baseline of +4 inside unsafe wilderness domains.
- Elemental Defenses: The wielder is immune to acid, poison, psychic, and void damage types. The wielder takes double damage (+2 SL to the attacker’s test) from radiant or celestial light attacks.
- Alchemical Energy Units: The gauntlet holds up to 15 AEU. It regains 1d3 AEU at dawn if left in an area rich in ambient magical energy or near an active alchemical laboratory.
Passive Rules:
- Adaptive Alchemical Acuity: The wearer gains a +10 bonus to Lore (Alchemy) tests and to Perception tests made to identify unknown poisons, potions, or active planar rifts by sight or scent.
- Chrono-Stabilized Motor Control: The user completely ignores standard multi-action and environmental penalties when performing tasks requiring fine manual dexterity (such as picking complex locks with Pick Lock or performing surgery with Heal). You gain a +1 SL bonus to all intricate manual crafting tests.
- Unblinking Sentinel’s Eye: The wielder automatically senses the presence and direction of out-of-phase, invisible, or Ethereal entities within 60 feet via an internal audio chime. This completely removes targeting penalties for blind squares. You gain a +10% bonus to resist magical mind control or illusion magic.
Active Abilities (Requires expenditure of internal Alchemical Energy Units):
- Launch Synthesized Dart (Costs 2 AEU): As an Action, make a Challenging (+0) Ranged (Dart Gauntlet) test against a target within 8 yards. If successful, the target suffers 1 Wound (bypasses 1 AP) and must make a Hard (-20) Toughness test against a primed effect:
- Whisperbloom Stupor: The target takes 1d8 persistent poison damage at the start of its turns and gains the Poisoned condition.
- Temporal Stasis Toxin: The target is completely paralyzed and gains the Entangled condition for 1 round.
- Algetic Flash Powder: The target gains the Blinded condition for d3 rounds.
- Volatile Catalyst Infusion (Costs 1–4 AEU): As an Action, touch an object or willing creature to channel the core’s transmutative energy:
- 1 AEU (Enhance): For 1d10 rounds, grant a mundane weapon the Damaging quality, or a shield the Defensive quality.
- 2 AEU (Transmute): For 1 minute, alter the material state of an unattended 1-cubic-foot object (e.g., turning solid stone doors brittle as glass or rusting iron grids).
- 4 AEU (Catalyze): If used during a Trade (Alchemist) downtime endeavor, this ability halves the remaining time required to complete the current stage of crafting.
- Reactive Chaos Toxin Burst (Costs 3 AEU): Triggered as a Reaction when the wearer is successfully struck by an adjacent melee attack. A 2-yard radius cloud of acrid, greenish-yellow sulfurous vapor erupts from the gauntlet. The wielder is immune; all other targets inside the cloud must make a Difficult (-10) Toughness test or gain the Surprised condition and suffer a -10 penalty to all tests for 1d3 rounds due to violent coughing.
- Temporal Rehearsal Rewind (3/day, Costs 4 AEU): Triggered instantly after failing a critical skill test or saving throw. You rewind your personal timeline by 5 seconds, wiping the failure completely from the board. You execute the test again with an immediate +1 SL bonus, armed with future foreknowledge.
- Transient Voidwalk Phasing (Costs 5 AEU): As an Action, the user turns completely incorporeal for 1d10 minutes. You can pass cleanly through solid stone walls, heavy iron doors, and structural obstacles, but you cannot carry items out of the material plane or damage physical entities while phasing.
The Artifact’s Curse: The item carries a severe bloodlust geas. The wielder suffers a permanent -10% penalty to all Cool tests. If blood is spilled during an encounter, the GM can force an immediate Willpower test; failure triggers a violent compulsion, forcing the wielder to launch a melee attack against the nearest available target.
