Chitin Reinforced Greaves 1108

From: Hive 2049 of the Shifting Petal Swarm

(Legs Slot)

These leg protectors are crafted from the oversized mandibles of a high-tier predator, bound together with silk and pulverized copper coin dust. They provide a rigid structure for the hive’s lower extremities, allowing the avatar to maintain a humanoid gait while climbing jagged industrial debris. The emerald sheen of the chitin provides a natural camouflage among the twisting jungle vines.

Lore: The Mandibles of the Shifting Ground

The Chitin-Reinforced Greaves 1108 are born from the necessity of movement in a world that actively rejects the stable footfall. Historical accounts from the scrubland nomads tell of the “Great Harvester,” a high-tier predator whose mandibles were once used to crush the very mechanical power transmission systems the hive now calls home. When a swarm of Hive 2049 eventually overcame one of these titans, the consensus was not to consume the meat, but to “steal the gait.”

By binding these jagged, razor-sharp mandibles to their lower extremities, the hive gained the ability to step where others slip. The pulverized copper coin dust used in the silk bindings is more than a physical adhesive; it acts as a neural bridge, allowing the collective consciousness to “feel” the ground through the dead chitin as if it were their own flesh. The emerald sheen is a byproduct of the insects polishing the surface with their own digestive enzymes, a ritual that ensures the legs remain invisible to those who look too closely at the jungle floor.

Use: The Vertical Anchor

In the practical environment of the seventy-three island countries, these greaves are the primary tool for navigating “Unsafe Areas.” While other avatars struggle to maintain balance among rusted gears and slick jungle vines, the avatar wearing the 1108 model moves with a terrifying, predatory precision.

The greaves allow the swarm to maintain a humanoid bipedal structure by providing a rigid “bone” framework that the insects can cling to, preventing the avatar from collapsing into a chaotic heap when under physical stress. Furthermore, the sharp serrations of the mandibles allow the avatar to lock their legs into the jagged edges of industrial debris, creating a vertical anchor that allows them to fight from ceilings or sheer walls without the need for additional climbing gear.


Item Specifications

  • Specific Slot: Legs
  • Tier One Stats:
    • Armor Class (AC) Bonus: +2
    • Movement Stability: You ignore “Difficult Terrain” penalties caused by rubble, ruins, or dense jungle undergrowth.
    • Kick Attack: Deals 1d6 piercing damage; on a successful hit, the target must pass a physical check or be “Hamstrung” (speed reduced by half for 1 round).
  • Skills Gained:
    • Predatory Athletics: Advantage on all checks made to climb vertical surfaces or leap between industrial platforms.
    • Stalking Camouflage: Provides a +2 bonus to Stealth checks while the avatar is stationary in jungle or overgrown ruin environments.
  • Cost:
    • Suggested Value: 115 Silver Pieces (The price is high due to the difficulty of harvesting mandibles from a high-tier predator).
    • Merchant Note: “A leg that does not break is worth more than a head that thinks too much.”
  • Tags: Legs-Slot, Medium-Armor, Predator-Derived, Bio-Mechanical, Climbing-Gear, Tier-1, Camouflaged, Chitinous, Sharp, Stable-Gait, Mandible-Frame, Grip-Enhanced, Sunder-Resistant, Low-Profile, Jungle-Stalker, Bio-Binding, Terrain-Adaptive, Serrated-Edge, Neural-Feedback, Reinforced-Strut
  • Appearance:
    • The greaves are composed of two massive, curved mandibles that wrap around the lower legs, extending from the knee to the ankle.
    • The chitin is a deep, iridescent emerald green that shifts to a bruised purple under direct magical luminescence.
    • Thick cords of dark, magically-reinforced silk bind the chitin to the avatar, with shimmering copper dust embedded into the weaves like metallic stars.
    • The edges of the mandibles are naturally serrated, with small, needle-like hairs peeking through the gaps where the hive modules monitor the external temperature and vibrations of the ground.

The Enchantments: The Predator’s Pulse

The Chitin-Reinforced Greaves 1108 are imbued with a unique enchantment known as Gait-Synchronization. This is a bio-resonant spell that bridges the gap between the rigid, dead mandibles and the fluid, living modules of the swarm.

  • Kinetic Anchoring: The enchantment allows the serrated edges of the greaves to “bite” into any surface—be it rusted iron or wet vine—with a force that defies physics. This prevents the avatar from being shoved or moved against its consensus.
  • Seismic Interpretation: The copper-dusted silk acts as a low-level magical conduit that translates the minute vibrations of the ground into the hive-mind. This allows the avatar to “feel” the approach of heavy machinery or large creatures long before they are visible, granting a form of tremorsense within a thirty-foot radius.

Protective Aura: The Root-Mimic Veil

The greaves project a subtle, low-lying aura known as the Root-Mimic Veil. This field clings to the lower half of the avatar, extending just a few inches from the chitin.

  • Visual Refraction: The aura bends localized light to match the shadows and colors of the forest floor. When the avatar is stationary, the greaves appear as nothing more than gnarled, moss-covered tree roots or discarded industrial pipes, making it nearly impossible for pass-byers to detect the predator lying in wait.
  • Entanglement Resistance: The aura creates a frictionless barrier that prevents mundane vines, webs, or industrial cabling from snagging the avatar’s legs. This ensures the hive’s movement remains fluid and uninterrupted during high-speed ambushes.

Significance and World-Building

The significance of the 1108 model is found in the Mastery of the Unsafe. In the world of Saṃsāra, most civilizations fear the deep ruins where the “Armor Class is cut in half.” By creating an item specifically designed to thrive in these compromised zones, Hive 2049 has turned a disadvantage into a tactical stronghold. The greaves represent the hive’s philosophy of Adaptation through Conquest—taking the weapons of a rival predator (the mandibles) and using them to conquer the terrain that once favored that predator.

Symbolism: The Earth-Bound Maw

  • The Mandible as Foundation: Symbolically, the greaves represent the “Mouth that Walks.” It is a reminder that the hive’s progress is built upon the consumption and repurposing of those who came before.
  • The Copper Silk as Memory: The shimmering copper threads represent the “Golden Consensus,” the idea that the hive’s unity is the only thing preventing them from falling back into the feral chaos of individual insects.
  • The Emerald Shine as Sovereignty: The iridescent green sheen is a symbol of the hive’s claim over the deep jungles. It marks the wearer as a sovereign of the backwoods, a being that the forest itself cannot hide from.

Other Technical Information

  • Weight and Balance: The greaves are deceptively heavy. While they provide immense stability, an avatar not accustomed to their weight will find their center of gravity shifted forward, making them prone to stumbling if they attempt to run on smooth, flat metropolitan pavement.
  • Harvesting Risk: The “Silk and Copper” binding is highly volatile. If the greaves are forcibly removed without the consensus of the hive, the copper dust can trigger a localized magical discharge, dealing 2d6 lightning damage to the thief.
  • Biological upkeep: To maintain the “Predatory Athletics” bonus, the avatar must occasionally “feed” the chitin by resting in high-concentration magic pools. If the magic flow is too low, the chitin becomes brittle and loses its iridescent sheen, eventually cracking under the weight of the avatar.

Jaw-Walkers of Hungry Dirt and Silk of Star-Dust

It is told in the scratching-marks upon the old dry skins of the before-times, moved from the vibrating-mouth-noises of the deep-cave-dwellers into the tongue of the forgotten-men. Long before the sky-fire-pots fell, there was the Great Harvester, a predator of the many-tiers whose mouth-knives could crush the turning-wheels of the world. This beast walked upon the deep-shadow-dirt, and its footfall was the death-sound of the small things.

The Hive 2049, the many-who-are-one, looked upon the Great Harvester with the consensus of the cold-thought. They did not flee from the mouth-knives. Instead, a thousand insects of the Shifting Petal-Swarm did launch themselves like a cloud of stinging-agony. They did crawl into the soft-parts of the titan, and they did eat the life from the inside, leaving only the mouth-knives—the oversized mandibles of the predator.

The translated-skins say the consensus was reached to “steal the gait.” The insects gathered the silk of the jungle-weavers and the pulverized copper-dust, which is the gold of the small-metal-coins ground into the star-powder. They wove the mouth-knives to their lower-meat-parts, creating the Chitin-Reinforced Greaves 1108. The star-powder did act as the neural-bridge, allowing the many-who-are-one to feel the ground through the dead-chitin as if it were the living-meat.

One walker of the multiple-lives, a traveler known as the Swift-Foot-of-Metropolis, did see the emerald-sheen upon the legs of the hive-avatar. He thought the green-stone was a jewel of the electrum-value. He wore the shoes of the flat-land, which are a Great Affront to the jagged-dirt. He chased the hive-avatar into the unsafe area where the armor of the class is cut in the exact half.

The Swift-Foot did slip upon the rusted-gears and the wet-vines, for his shoes had no bite. But the hive-avatar did not slip. The mandibles of the greaves did bite into the iron and the wood with the kinetic-anchoring. The avatar walked upon the vertical-walls of the ruins as if they were the flat-floor. The Swift-Foot-of-Metropolis looked up with the eyes of the cowardice and saw the Root-Mimic Veil, the aura that turned the avatar’s legs into the mossy-roots of the forest. He could not see where the predator began or the jungle ended.

The hive-avatar did look down from the high-wall. The consensus spoke through the seismic-vibration of the copper-silk. The Swift-Foot felt the ground shake with the “Predatory-Pulse,” and he knew his life-points were in the danger-of-zero. He ran back to the floating-cities, leaving his shoes in the mud, for he learned that the mouth-knives of the dead are the only feet that can walk the ruins of the masters.

Moral: He who seeks to outrun the many-who-are-one must remember that the hive does not only walk upon the earth; it wears the teeth of the earth to ensure it never stumbles.

Suggested conversions to other systems:


Call of Cthulhu

The Mandibles of the Earth-Bound Maw

  • Item Type: Armor / Occult Artifact
  • Armor Value: 2 Points (Legs only)
  • Sanity Loss: 0/1D2 Sanity points to observe the legs “locking” into solid stone or metal.
  • Game Mechanics:
    • Seismic Tremorsense: The wearer gains a Bonus Die to Listen or Spot Hidden rolls made to detect approaching creatures or moving machinery within 15 yards, provided they are standing on the same surface.
    • Unnatural Grip: The wearer may climb sheer or slick surfaces at their full Move rate without making a Climb roll, unless the conditions are extreme (e.g., a storm or being attacked).
    • Predatory Kick: In combat, a successful Fighting (Brawl) roll deals 1D6 + DB damage. The target must succeed on a Hard DEX roll or be knocked prone.
    • The Weight of the Predator: The bulky mandibles impose a Penalty Die on any Swim rolls and Stealth rolls made on flat, resonant surfaces (like wooden floors or metal halls).

Blades in the Dark

The Stalker’s Chitinous Struts

  • Item Type: Gear (Legs, Fine)
  • Load: 1
  • Mechanics:
    • Fine Wall-Climbing: This item allows you to treat vertical ruins or jagged industrial wreckage as flat ground for the purposes of movement. You can take positions for “Prowl” or “Skirmish” that would be impossible for others.
    • Seismic Awareness: You can tick a Special Armor box to resist a consequence related to an ambush or a hidden environmental hazard (like a collapsing floor).
    • Root-Mimic Veil: When you are stationary in a “natural” or “ruined” district, you gain +1 Effect to “Sway” or “Prowl” actions involving camouflage or remaining undetected.
    • Clunky on Cobbles: When operating in high-society or paved districts (like Brightstone), the serrated edges cause a -1 d6 penalty to “Prowl” rolls due to the distinctive clicking and scarring of the stone.

Dungeons & Dragons

Chitin-Reinforced Greaves 1108

  • Item Type: Wondrous Item (Legs), Uncommon (Requires Attunement)
  • Armor Class: While wearing these greaves, you gain a +1 bonus to AC.
  • Game Mechanics:
    • Sure-Footed: You ignore non-magical difficult terrain. Additionally, you have advantage on ability checks and saving throws made against effects that would knock you prone.
    • Spider Climb: You gain a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
    • Tremorsense: While you are touching the ground, you have tremorsense out to a range of 30 feet.
    • Predatory Strike: You can use your action to make a special unarmed strike with your legs. On a hit, you deal 1d6 + Strength modifier piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or its speed is reduced to 0 until the start of your next turn.

Knave

Mandible Walkers

  • Item Type: Armor (2 Slots, Quality 4)
  • Armor Defense: 12
  • Mechanics:
    • Verticality: You can walk on walls and ceilings as easily as the floor.
    • Earth-Ear: You cannot be surprised by anything moving on the ground within 40 feet of you.
    • Serrated Kick: Your unarmed kicks deal 1d6 damage and always break any mundane tripwires or floor-based traps you step on without triggering them.
    • Top-Heavy: You have Disadvantage on all rolls involving swimming. If you fall into water deeper than your height, you sink to the bottom like a stone.

Fate

The Mandibles of the Shifting Ground

  • Item Type: Extraordinary Extra
  • Aspect: Predatory Verticality. This aspect can be invoked to stay balanced on impossible surfaces or to find a hidden structural weakness in industrial rubble. It may be compelled to make you clumsy in refined, social environments or to have the serrated edges snag on fine carpets or delicate mechanisms.
  • Mechanics:
    • Seismic Awareness: You gain +2 to Notice rolls to detect movement or hidden hazards, provided both you and the source are touching the same surface (ground, wall, or ceiling).
    • Wall-Cutter Grip: You can use Athletics to move along vertical or inverted surfaces as if they were flat ground without needing to roll for difficulty, unless the surface is magically slick or actively moving.
    • The Weight of the Chitin: You face a +2 difficulty on any Athletics rolls involving swimming or delicate, silent movement on smooth, echoing floors.

Numenera & Cypher System

Stalker’s Mandible-Struts

  • Level: 3
  • Form: A pair of iridescent green predator mandibles bound to the legs with copper-flecked silk.
  • Effect: Adds 1 to the wearer’s Armor.
  • Specific Mechanics:
    • Terrain Mastery: All tasks related to climbing, balancing on narrow ledges, or moving through difficult terrain are eased by two steps.
    • Tremorsense: The wearer can sense movement through the ground within short range, even in total darkness.
    • Mandible Strike: If the wearer makes an unarmed attack with their legs, the attack is eased, and it deals 4 points of damage.
    • Depletion: 1 in 1d10. On depletion, the silk bindings fray or the copper dust loses its charge; the item loses its special abilities but retains the base Armor until repaired.

Pathfinder (2E)

Chitin-Reinforced Greaves 1108

  • Item Level: 3; Price: 60 Silver Pieces
  • Usage: Worn (Legs); Bulk: 1
  • Base Statistics: AC Bonus +1; Check Penalty -1 (Stealth only); Speed Penalty 0.
  • Description: These jagged greaves allow a hive-mind avatar to maintain a steady gait and adhere to vertical surfaces using the serrated edges of high-tier predator mandibles.
  • Specific Mechanics:
    • Steadying Chitin: You gain a +2 circumstance bonus to Reflex saves or Acrobatics checks to avoid being tripped or knocked prone.
    • Mandible Climb: You gain a climb speed of 10 feet. If you already have a climb speed, increase it by 5 feet.
    • Vibration Feedback: You gain imprecise tremorsense with a range of 30 feet.
    • Serrated Kick: [action] Strike: (Unarmed, Finesse) The kick deals 1d6 piercing damage and has the Shove trait.

Savage Worlds

Mandible Walkers

  • Type: Armor (Legs)
  • Rank: Novice
  • Armor: +2
  • Weight: 8 lbs
  • Specific Mechanics:
    • Wall Walker: The character can walk on vertical or inverted surfaces at their normal Pace. They do not need to make Athletics rolls for climbing unless the surface is particularly difficult (like ice).
    • Vibration Sense: The character gains a +2 bonus to Notice rolls to detect hidden foes or traps that are in contact with the ground within 6″ (12 yards).
    • Sure-Footed: The character ignores penalties for Difficult Terrain consisting of rubble, ruins, or jungle undergrowth.
    • Heavy Sink: The character suffers a -2 penalty to Athletics (Swimming) rolls. If they fail a swimming roll, they sink 1d6 feet per round instead of the usual amount.

Shadowrun

Predator-Leg Bio-Anchors (Model 1108)

  • Category: Armor (Legs)
  • Armor Rating: +2
  • Capacity: 2
  • Availability: 3 (R)
  • Game Mechanics:
    • Vertical Surface Adhesion: The wearer gains a +3 dice pool bonus to Athletics tests involving climbing or maintaining balance on precarious industrial structures. On surfaces with significant texture (ruins, rusted metal), the wearer can move at their full Agility without needing to roll.
    • Seismic Sensor Array: The copper-dust silk functions as a tactile sensor. The wearer gains the equivalent of a Spatial Recognizer for any movement occurring on the same physical structure within 20 meters.
    • Serrated Kick: Unarmed combat kicks using these greaves deal (STR + 2)S damage with an AP of -1.
    • Environmental Penalty: The weight and serrated edges impose a -2 dice pool penalty to Swimming tests and Stealth tests performed on smooth, “clean” surfaces (like polished corporate floors).

Starfinder

Mandible-Strut Greaves

  • Item Level: 3; Price: 1,350 Credits
  • Category: Light Armor (Legs); EAC Bonus: +1; KAC Bonus: +2
  • Max Dex Bonus: —; Armor Check Penalty: -1
  • Upgrades: 1 Slot
  • Game Mechanics:
    • Climbing Claws: You gain a climb speed of 20 feet. This speed only applies to surfaces with a hardness of 10 or less, or those made of industrial debris/vegetation.
    • Tremorsense: You gain tremorsense (limited) with a range of 30 feet. This allows you to pinpoint the location of creatures in contact with the ground, but they still have total concealment against you if you cannot see them.
    • Sure-Footed: You gain a +4 bonus to your KAC against bull rush and trip combat maneuvers.
    • Hydro-Weight: You take a -4 penalty to Athletics checks to swim.

Traveller

TL 11 Chitinous Anchor Greaves

  • TL: 11; Weight: 4 kg; Cost: Cr2,200
  • Armor: +2 (Legs only)
  • Description: Constructed from high-density biological chitin and reinforced with conductive silk, these greaves allow for extreme mobility in ruined environments.
  • Game Mechanics:
    • All-Terrain Stability: The wearer ignores the DM-2 penalty for moving through “Difficult Terrain” (broken ground, dense jungle, or industrial wreckage).
    • Magnetic/Mechanical Grip: The serrated edges provide a +2 DM to all Athletics (Dexterity or Strength) checks involving climbing vertical ruins or navigating zero-G environments with magnetic surfaces.
    • Vibration Detection: If the traveler remains stationary for one round, they gain a +1 DM to Recon or Investigate checks to detect the approach of vehicles or large animals.
    • Density Penalty: The traveler suffers a -2 DM to all Athletics (Swimming) checks.

Warhammer Fantasy Roleplay

The Mandibles of the Shifting Ground

  • Type: Leather Armor (Greaves)
  • Locations: Legs
  • AP: 2
  • Qualities: Durable, Impenetrable
  • Description: Jagged predator mandibles bound with copper-threaded silk. They look less like armor and more like a trophy that has fused with the wearer’s legs.
  • Game Mechanics:
    • Predatory Gait: The wearer gains the Strider (Jungle or Ruins) Talent. If they already possess it, they increase their Movement characteristic by +1 when in those environments.
    • Seismic Sensitivity: The wearer gains a +20 bonus to Perception Tests to detect hidden or invisible enemies, provided the enemy is moving on the ground within 10 yards.
    • Wall-Walker: The wearer can climb vertical surfaces without the need for an Athletics Test, unless the surface is magically slick or they are in the heat of combat.
    • Lead-Feet: The wearer suffers a -20 penalty to all Swim Tests and a -10 penalty to Stealth Tests made on stone or wooden floors.