Emberplate 917 of Long Tempering

From: Lineage 422 of the Kwe Sar

Forged within the magma crucibles beneath Sar-Kwe, this armor is crafted from tempered basalt plates layered over living obsidian. Each plate is runed in Va-Shar script to vent excess heat harmlessly through glowing seams. The armor hums faintly, resonating with the wearer’s heartbeat, and grows warmer during combat as the Kwe-Sar’s internal forge stirs.

  • Effects: +3 AC; resistance to fire and heat-based damage; minor regeneration (1 HP/hour) while near heat sources.
  • Perception of Activation: deep metallic hum, faint red pulses through chest runes, vibration felt in bones.
  • Crafting Materials: molten basalt, volcanic iron, core-ash resin, Va-Shar rune etching, Essence of Endurance.
  • Lore: The Emberplate symbolizes the wearer’s endurance through the Long Tempering—those who break under heat are said to be “unforged.”
  • (Chest Slot — Lineage Item of the Kwe-Sar)

Lore

Forged in the deepest crucibles beneath Sar-Kwe, the Emberplate 917 is not merely armor but a living testament to the soul’s endurance. Each plate was tempered in the magma rivers that flow beneath the Grand Emberforge, shaped under the watch of the Firetenders of the Ninth Bell, whose chants harmonized the molten basalt to resonate with the wearer’s pulse. The plate’s name, Long Tempering, refers not to its forging time but to the spiritual journey it represents—the decades or centuries it takes for a Kwe-Sar to truly refine both body and will.

When donned, the armor synchronizes with the wearer’s internal heat. For the Kwe-Sar, whose bodies harbor a living forge at their core, this bond becomes literal: the armor breathes with them, releasing excess heat through faint red seams that glow like molten rivers. It is said that the Emberplate does not protect the weak—it teaches them. Its heat punishes hesitation and rewards persistence. Many apprentices burned themselves attempting to wear one before completing their First Tempering.

The Emberplate 917 originally belonged to a legendary Firetender named Sarun the Enduring, who wore it during the sealing of the Third Lava Rift. When Sarun fell, his body fused with the armor. The Emberplate was later reforged from the cooled remains of that event, the inner layer still carrying traces of his obsidian essence. Tharion Va-Korr inherited this relic after restoring the fallen forge line beneath the Rift, an act that proved his own Long Tempering was complete.


Tier One Statistics

  • Armor Class (AC): +3 base bonus
  • Durability: 120/120 (repairs require exposure to active magma or magical forge)
  • Weight: 42 lb (medium to heavy classification)
  • Elemental Resistance: 50% reduction to fire and heat-based damage
  • Regeneration: Heals 1 HP per hour while within 20 ft of an active heat or flame source
  • Heat Threshold: Immune to environmental fire damage up to 800°C; above this, regeneration ceases

Skills Gained

  • Forge Endurance (Passive Skill): Grants +2 to all Constitution-based checks and saving throws related to exhaustion, dehydration, or environmental exposure.
  • Molten Control (Trained Skill): Allows manipulation of small molten materials (metal, glass, or lava) by hand without harm; crafting precision increased by +1.
  • Thermal Vision Adjustment (Passive Sense): Gain partial darkvision through heat differentials up to 60 ft.

Passive Magics

  1. Resonant Core Flow: The armor aligns its internal rune circuits with the wearer’s pulse. When calm, it radiates steady warmth; when enraged or in combat, the runes flare brighter, granting a +1 temporary Strength modifier for 10 minutes (refreshes once per short rest).
  2. Ash-Breath Reclaimer: Converts environmental smoke, ash, or volcanic gas into breathable air within a 5-ft radius. Automatically activates when surrounded by dense fumes.
  3. Burn of the Unbroken: If wearer is reduced below 10% HP, the armor automatically vents its stored heat outward, damaging all adjacent enemies (1d6 fire damage per target).

Activatable Magics

  1. Heartforge Overdrive (2/day):
    • Activation: Clench fists and strike chest rune; ignites molten glow across armor.
    • Effect: For 1 minute, wearer gains +2 AC and an additional +2 Strength modifier. All melee strikes deal +1d4 fire damage.
    • Drawback: After effect ends, armor temperature drops sharply, inflicting 1 level of fatigue until reheated.
  2. Echo of the Forge (1/day):
    • Activation: Whisper “Va-Kwe torun” (“Forge Awaken”) in Kwe-Va.
    • Effect: Emits a wave of resonant heat and sound, repairing allied constructs, armor, or weapons within 10 ft for 1d6 durability points. Also inspires allies with +1 morale for 10 minutes.
    • Drawback: Cannot be used again until armor is exposed to open flame.
  3. Mantle of the Enduring Flame (1/week):
    • Activation: Deep exhale while focusing the Mind’s Eye.
    • Effect: Creates a 10-ft aura of protective heat for 5 minutes; allies inside gain fire resistance and advantage on saving throws against fear or fatigue.
    • Drawback: Depletes regeneration ability for the next 24 hours.

Specific Slot

  • Slot: Chest (Armor, Core-Sync compatible)
  • Bond Type: Requires attunement by a Kwe-Sar or wearer with internal heat or elemental forge affinity
  • Synergy Effect (Kwe-Sar only): When attuned to Core-Slot crystal or Rune-Scribe inscription, regeneration and Overdrive durations double

Perception of Activation

When active, the Emberplate hums with a sound like a massive anvil being struck deep underground. The Va-Shar runes flicker in rhythmic pulses that mirror the wearer’s heartbeat. Heat flows outward, but never burns the bonded soul—only those untempered. Observers describe the air around the wearer shimmering as if reality itself were bending to the forge’s breath.


Tags

Armor, Chest Slot, Kwe-Sar Lineage, Forgecrafted, Fire-Resistant, Resonant, Living Metal, Endurance, Rune-Inscribed, Industrial Magic, Heat Synchronization, Regenerative, Tempered Gear, Core-Sync, Ancestral Relic, Long Tempering, Armor, Forgecrafted, Fire-Resistant, Resonant, Living Metal, Endurance, Rune-Inscribed, Sacred Forgecraft, Magma-Bonded, Elemental Harmony, Soul-Fused, Volcanic Heritage, Heat-Conductive, Battle-Tempered, Pyrokinetic Focus, Ley-Linked, Artisan Relic, Anvil-Born


Commerce and Acquisition of the Emberplate 917 of the Long Tempering


1. Emberforges and Firetender Guild Sanctums

  • Description:
    The Emberforges beneath Sar-Kwe and Korra-Shar serve as both temples and industrial sanctuaries. Each functions as a hybrid of foundry, shrine, and guild hall, where priest-smiths bless molten creations with Va-Shar runes. Items like the Emberplate 917 are not typically “sold” in the mundane sense—they are awarded or commissioned through years of service or pilgrimage.
  • Process of Acquisition:
    Prospective buyers must demonstrate devotion to Korrath through ritual labor: working three full forging cycles (approximately nine days) within the temple forge. Once deemed worthy, they may purchase a plate custom-tempered to their soul pattern.
  • Typical Cost:
    850–1,000 gold or equivalent in refined volcanic metal and sacred labor contributions.
  • Additional Cost Factor:
    The price includes ritual attunement and inscribed Va-Shar runes harmonized to the buyer’s body temperature and magical resonance.

2. Royal Armory of Sar-Kwe (Crown Contract Market)

  • Description:
    The Royal Armory functions as the central repository and testing facility for Acheulean’s state-forged arms and armor. It caters exclusively to military engineers, guardians of the monarchy, and Firetenders certified as battlefield technicians.
  • Process of Acquisition:
    Sold only through signed Crown contracts or military commission. Buyers must possess a state license for rune-etched gear and proof of tier-one mastery.
  • Typical Cost:
    1,200–1,400 gold, often subsidized for active service members.
  • Market Character:
    Transactions are formal, bureaucratic, and bound by oath—breaking resale restrictions can lead to imprisonment or confiscation by the Firetender Council.

3. The Black Anvil Consortium (Merchant Guild of Korra-Shar)

  • Description:
    Located near the docks of Korra-Shar, this merchant guild deals in high-grade industrial and enchanted gear. It is the primary commercial hub for foreign buyers seeking Acheulean craftsmanship.
  • Process of Acquisition:
    Legitimate purchase is rare; most Emberplates sold here are refurbished or second-generation copies derived from older molds. Quality varies—some retain Va-Shar integrity, others lose regenerative effects.
  • Typical Cost:
    1,500–1,800 gold, depending on enchantment fidelity and historical provenance.
  • Market Character:
    Buyers include Isekai adventurers, foreign dignitaries, and private collectors. Guild intermediaries often demand collateral in elemental ores or enchanted materials.

4. Ashfall Relic Markets (City of Ashfall Reach)

  • Description:
    Beneath the glass-like ruins of the old Ashfall city, a legal-gray marketplace thrives. The Relic Markets specialize in items salvaged from historical disasters and reforged through unconventional means.
  • Process of Acquisition:
    Conducted through quiet negotiation or barter. Many Emberplates sold here are hybridized—fused with remnant souls, grafted runes, or “half-tempered” living metal. Buyers must sign waivers acknowledging instability risk.
  • Typical Cost:
    650–900 gold, depending on condition and sanctity level.
  • Market Character:
    Dangerous but profitable; traders are often Isekai scavengers, rogue Firetenders, or sanctioned relic divers. Buyers may obtain items of immense power—or cursed remnants.

5. Traveler’s Emporia and Airship Foundries (Sky-Claw Aeries and Cloud-Forge)

  • Description:
    Small but reputable shops catering to airship engineers and volcanic explorers. Their forges are modified for high-altitude smelting, producing lighter variants of traditional Emberplates.
  • Process of Acquisition:
    Purchased directly from sky-forges or through traveling merchant captains. Many versions are partial or modular—designed for movement rather than full defense.
  • Typical Cost:
    900–1,100 gold, including fitting, heat calibration, and airborne enchantment adjustments.
  • Market Character:
    Practical and trade-oriented. Buyers are expected to provide a sample of their body heat and mana frequency for rune alignment before sale.

6. Shadow Markets of the Deepforge Cays

  • Description:
    Hidden among the tide-forges and subterranean caverns, certain merchants deal in contraband relics stripped from fallen Firetenders or looted during volcanic conflicts.
  • Process of Acquisition:
    Conducted under secrecy—buyers must use coded Kwe-Va phrases to access vaults. Items are often mismatched or partially fused to previous owners’ residual mana patterns.
  • Typical Cost:
    400–700 gold, sometimes payable in rare alchemical reagents or elemental crystals rather than coin.
  • Market Character:
    Risky but accessible. Armor from these sources might carry spiritual echoes or volatile reactions when attuned.

7. Foreign Relic Houses and Antiquarian Curios (Across Saṃsāra)

  • Description:
    In other nations—particularly Ghassulian, Fauresmith, and Gerzean—Emberplates appear in Relic Houses, museums, or private noble collections. These are either exported legally as diplomatic gifts or acquired via trade from previous Isekai adventurers.
  • Process of Acquisition:
    Requires significant influence or membership within artifact societies. Some foreign curators treat them as nonfunctional displays; others secretly hire mages to reactivate them.
  • Typical Cost:
    2,000–2,400 gold in foreign markets; double that if fully operational and inscribed with working Va-Shar.
  • Market Character:
    Exclusively for elites and collectors. Public auctions are rare and often held behind closed doors under cultural trade exemptions.

Economic and Cultural Notes

Owning an Emberplate within Acheulean is both a sign of spiritual discipline and industrial mastery. Only those who have endured their own “Long Tempering” are permitted to wear one without reproach. For outsiders, the armor represents prestige and danger—without a living forge or elemental affinity, it becomes unbearably hot and gradually burns unworthy users.

Trade in authentic Emberplates is strictly monitored by the Council of the Ashen Anvil, though replicas and modified versions circulate widely throughout Saṃsāra. In foreign lands, the sight of its glowing Va-Shar seams commands awe, marking the wearer as one who has touched the heart of a volcano and walked away unburned.


Emberplate 917 in play: how to roleplay its defensive and offensive use across environments

Use the descriptions below as literal, visceral prompts for scenes and decisions. Each entry shows how the armor behaves, what the wearer feels and hears, what allies and foes perceive, and the mechanical tradeoffs or limitations to evoke while acting.

EMBERFORGE / WORKSHOP (close quarters, abundant heat)
Defense — Roleplay cues: the plate settles like a second skin; seams breathe; sparks scatter harmlessly. The wearer moves with measured, deliberate strikes, tapping a gauntlet to redirect ember-splinters away from apprentices. Speak in short ritual phrases as you channel the runes; let your breath match the armor’s hum.
Mechanical flavor: constant regeneration ticks while within 20 ft of active forges. Use Resonant Core Flow passive to bolster saves vs. exhaustion or overheat. The armor can convert smoke to breath when the shop fills with ash.
Offense — Roleplay cues: when forced to strike, the Emberplate flares; every hammer blow seems to ripple heat through the room. Activate Heartforge Overdrive for a short burst of brute power, then stagger as the armor cools.
Tactical note: the workshop’s heat maximizes the plate’s benefits; expect allies nearby to gain morale from Echo of the Forge repairs.

VOLCANIC FIELDS / LAVA RIVERS (open, extreme ambient fire)
Defense — Roleplay cues: the wearer stands like a living island in a sea of flame. Va-Shar seams flare bright; ash beads slide off the plates. When a fissure spits molten rock, the plate vents in timed beats, appearing to “breathe” the eruption. Use calm, ritual motions to re-route heat and stabilize trembling ground.
Mechanical flavor: high-temperature immunity up to the Heat Threshold protects the wearer from environmental fire. Regeneration is active and reliable. Beware of overheating rules if the environment exceeds the armor’s threshold—regeneration fails and Overdrive cooldowns become longer.
Offense — Roleplay cues: strike to redirect lava flows; slam the ground to send concussive heat pulses that stagger enemy ranks. Heartforge Overdrive in these fields reads as an extension of the mountain itself: every blow throws blistering steam and molten shrapnel.
Tactical note: Emberplate can be used to shape the environment (seal fissures, vent flows) when coordinated with Resonant Caliper readings and Firetender chants.

ASHFALL RUINS / LEGACY SITES (fragile glass-like terrain)
Defense — Roleplay cues: the runes act like a guardian bellows. The wearer moves with reverence, stepping lightly to avoid cracking tempered glass. When threatened, mantle-like vibrations counter tremors. Use Echo of the Forge to repair structural weak points during sieges.
Mechanical flavor: Echo of the Forge repairs constructs and gear in a small radius; Mantle of the Enduring Flame grants allies limited resistance and fear suppression to hold defensive positions.
Offense — Roleplay cues: use strike-and-retreat tactics—blast a short lane of molten heat to deny pursuit then fall back, letting the ruins themselves collapse against attackers if necessary. The plate’s Burn of the Unbroken effect can punish foes clustered near the wearer when the wearer’s HP gets very low.
Tactical note: avoid indiscriminate use of Overdrive here—structural collapse is a real risk and may anger local Firetenders.

URBAN STREETS / MARKET QUARTERS (crowded, mixed heat sources)
Defense — Roleplay cues: the Emberplate’s Va-Shar seams dim to avoid alarming civilians, but you still feel the hum. Use subtle motions to expand the armor’s protective aura around a cart of civilians or a wounded ally. Speak carefully; Kwe-Va chanting that is too loud draws attention.
Mechanical flavor: Ash-Breath Reclaimer prevents suffocation in smoke-filled alleys. Echo of the Forge can patch a breached carriage axle or mend a teammate’s braced shield. Overdrive is combat-effective but creates collateral heat: roleplay visible steam, melted signage, and frightened bystanders.
Offense — Roleplay cues: in a duel on a bridge, thicken the air with heat to force a foe’s metal to warp slightly and impair swings; use short bursts of flame-tinted strikes rather than sustained Overdrive.
Tactical note: social consequences matter—using overt pyromancy in a densely populated market risks legal/monarchical response. The Crown Armory tracks major acts of destructive pyromancy.

SEA & DOCKS / SHIPBOARDS (coastal, unstable surfaces; Kwe-Sar weakness to water)
Defense — Roleplay cues: the plate vents steam away from the hull, keeping wooden decks dry where possible. When a wave drenches the deck, the armor beads water into harmless vapor and creates a pocket of dry air around the chest. The wearer hunches to keep weight low and anchored.
Mechanical flavor: Ash-Breath Reclaimer helps with smoke and steam, but the Kwe-Sar’s inherent buoyancy problem remains—Emberplate has no innate flotation. Use the plate’s stabilizing properties to resist being shoved overboard, but roleplay extreme caution near open water.
Offense — Roleplay cues: slam a bollard with the chestplate to send a sonic heat pulse along the keel, creating splinters and steam that blind enemies. Use Molten Control with Forgeheart Apparatus to scald ropes or disable powder stores.
Tactical note: never rely on the Emberplate to compensate for swimming inability. Allies or mechanical flotation systems are required for sea operations.

AIRSHIPS / HIGHLAND AEROS (thin air, fast movement)
Defense — Roleplay cues: seams narrow to keep runes from catching wind. The mantle hum resonates up into the rigging; the wearer plants boots and becomes an anchor for engineers. Roleplay slow, heavy motions that conserve breath.
Mechanical flavor: Emberplate interacts well with sky-forge fittings; it grants stability and allows precision maintenance at altitude. Regeneration is reduced in colder, thinner air unless paired with heated cores (Forgeheart Apparatus).
Offense — Roleplay cues: use Overdrive to drive heavy, anchoring strikes on hostile grappling points or to counter enemy boarding parties with blasts of steam. Use Echo of the Forge to repair critical rigging mid-flight.
Tactical note: Mantle of the Enduring Flame can protect crew from panic; avoid prolonged Overdrive because the subsequent fatigue can compromise emergency repairs.

COLD REGIONS / FROZEN WASTES (adverse temperature)
Defense — Roleplay cues: the armor fights brittleness by humming warm; wearer wraps to preserve heat. Va-Shar seams glow more persistently. Roleplay deliberate re-heating rituals between actions to prevent limb stiffness.
Mechanical flavor: Emberplate’s protections are weaker in cold: passive regeneration slows, and the wearer suffers a penalty to dexterity-based tasks unless the armor is actively heated (Forgeheart Apparatus or nearby fire). Thermal Vision Adjustment still functions but reads differently—heat signatures are sharper and more draining to interpret.
Offense — Roleplay cues: thrusting fire into ice to create steam-screen defenses; drive the enemy into cracks by melting footholds in a controlled way. Overdrive is effective for short standoffs but leaves the wearer brittle afterward.
Tactical note: when roleplaying, emphasize the slow, grinding effort needed to keep both body and armor flexible—stunts look dramatic but carry mechanical risk.

UNDERGROUND / DEEP MINES & CAVES (confined, echoing stone)
Defense — Roleplay cues: armor resonates with stone; low hum becomes tactile guidance. Use Resonant Core Flow and the Greaves’ stability (if worn) to feel tremors and stabilize collapses. Echo of the Forge can shore critical supports.
Mechanical flavor: the armor’s role in structural stabilization is strongest here. Mantle of the Enduring Flame negates fear effects from darkness and claustrophobia. Burn of the Unbroken punishes clustered foes in tunnels.
Offense — Roleplay cues: strike the floor to send a harmonic pulse that destabilizes enemy footing, or punch a stone vein to partially collapse a narrow passage and bottle foes. Use Resonant Caliper in tandem to find weak points and then apply focused hits.
Tactical note: avoid friendly entrapment; controlled collapses require precise timing and goodwill from engineers.

BATTLEFIELDS / WARFRONTS (open, chaotic)
Defense — Roleplay cues: stand at a chokepoint or beside siege engines; let the plate radiate a modest field of heat that discourages incoming troops from prolonged exposure. Shout short Va-Shar verses to coordinate repairs. The wearer becomes a living bastion.
Mechanical flavor: Mantle of the Enduring Flame reduces fear and stabilizes allies; Echo of the Forge repairs siege components. Heartforge Overdrive is devastating when used to break an enemy’s line but leaves the wearer fatigued and vulnerable afterward. Burn of the Unbroken triggers as a last-resort area deterrent.
Offense — Roleplay cues: lead charges in short bursts—plant the hammer, create openings for allied steam-constructs, then fall back for repair. Roleplay the exhaustion and recovery cycles: embers dim after exertion, heavy breathing, and slowed motions until reheated or rested.
Tactical note: coordinate Overdrive use with artillery and constructs to maximize disruption while minimizing collateral damage to friendly machines.

RITUAL / CEREMONIAL SETTINGS (Emberstrikes, funerals, public works)
Defense — Roleplay cues: the plate assumes a solemn, tempered glow; the wearer moves with ritual cadence. Use Echo of the Forge to bless new tools or mend relics as an act of worship. The armor’s aura reassures frightened populations during volcanic rites.
Mechanical flavor: benefits here are social and mechanical—repair, inspire, and protect. Mantle of the Enduring Flame can be used to shield mourners from panic or shock during the Final Tempering.
Offense — Roleplay cues: offensive use inside sacred spaces is taboo; roleplay strong restraint. Even defensive displays carry weight—overuse can be sacrilegious and provoke Firetender censure.

GENERAL ROLEPLAY GUIDELINES FOR USE
• Activation sensory cues: describe the deep metallic hum, the rhythm of runes blinking with the heartbeat, the heat ripples in the air, and the tasting of ash or ozone. These details sell the armor’s presence.
• Tradeoffs and consequences: whenever Overdrive or Mantle of the Enduring Flame is used, emphasize the burnout—shaky limbs, slowed motions, and the need for reheating or rest. The armor teaches endurance, not limitless power.
• Social and legal context: roleplay the cultural respect and religious oversight—displaying raw pyromancy in public provokes ritual scrutiny and possibly legal consequences from the Council of the Ashen Anvil.
• Teamwork: Emberplate excels when paired with support—Firetenders to manage ley-lines, Resonant Calipers for structural insight, and Forgeheart Apparatus for continuous power—so roleplay calls for allies and coordination.
• Flavor commands: short Kwe-Va chants or single-word commands tied to Va-Shar glyph activation are effective roleplay beats—spoken with intent, they emphasize the wearer’s connection to Korrath and the mountain.

Use these beats to animate scenes: breathe the hum; feel seams pulse; choose when to teach the enemy the price of getting too close. The Emberplate is as much a character as the Kwe-Sar who wears it—play it as a living tool that demands discipline, ritual, and responsibility.

Perception of Activation: Emberplate 917 of the Long Tempering

User’s Perspective
At the moment of activation, the Kwe-Sar feels a deep pulse in the chest—like a second heartbeat igniting within molten stone. The armor’s runes flare one by one in rhythmic succession, each pulse accompanied by a low, metallic hum that vibrates through bone and thought alike. Heat builds but never burns; it radiates outward in warm waves that synchronize with respiration. The scent of iron and ash fills the nostrils, while taste buds register a faint tang of ozone and smoke. Vision sharpens in hues of red and orange as thermal contrast increases—heat sources bloom as vivid auras. The wearer senses weight settling evenly across shoulders and back, the plates flexing subtly with each motion as though breathing. Deep in the mind’s ear, a resonance echoes—an elemental whisper translating into emotional steadiness and focus. Extrasensory perception reveals ley-line patterns as glowing streams beneath the ground, their flows syncing with the armor’s rhythm.

Observer’s Perspective
To onlookers, activation manifests as a sudden surge of ambient heat and a muted rumble from within the wearer’s chest. Va-Shar runes blaze like rivulets of molten metal, tracing the armor’s seams in living red light. The air ripples faintly around the Kwe-Sar, creating a mirage effect; shadows dance upon nearby walls, and steam coils outward like breath. A low resonance can be felt more than heard—a harmonic vibration that stirs nearby embers or flickers candles. The scent of hot stone and alchemical resin fills the area. Observers attuned to magic may glimpse ephemeral glyphs circling the wearer for a heartbeat before fading into ash-colored sparks.

Positives
• Immediate surge of vitality and focus; fatigue fades as the armor’s regeneration hums to life.
• Temperature regulation creates comfort in intense heat or battle stress.
• Thermal vision and lithic resonance strengthen awareness of surroundings, giving tactical foresight.
• Emotional equilibrium: a calm confidence washes over the wearer, muffling fear and distraction.
• Allies nearby feel subtle warmth and reassurance, interpreting the aura as courage made tangible.

Negatives
• Brief sensory overload—sound dampens, colors distort in red-shifted glare until balance returns.
• Continuous vibration may blur fine motor control for delicate tasks.
• The armor’s heartbeat can dominate perception, making external sounds seem distant or muted.
• Prolonged activation risks internal fatigue; body temperature rises, and sweat steams away in visible wisps.
• Untrained users may experience echo-burn: a phantom ache in the sternum where resonance gathers, sometimes leading to dizziness or short-term disorientation.

Forgemaster’s Recipe: Creation of Emberplate 917 of the Long Tempering


Materials Needed

  1. Molten Basalt (200 lbs) – Quarried from active lava flows of the Great Fire Mountain, cooled and purified with Va-Kwe chanting to retain structural flexibility.
  2. Volcanic Iron (100 lbs) – Drawn from magnetite veins near geothermal vents; alloyed for heat resistance and resonance.
  3. Core-Ash Resin (3 flasks) – Organic alchemical binder made from distilled embervine sap, ash, and forge oils; grants the armor its living elasticity.
  4. Essence of Endurance (1 vial) – Aetheric concentrate extracted from Firetender monks during Emberfast rituals; fortifies regenerative enchantments.
  5. Obsidian Powder (1 lb) – Finely ground sacred glass from cooled lava fields, mixed with resin to enhance reflective rune channels.
  6. Runic Ink of Va-Shar (2 flasks) – Metallic ink infused with Kwe-Va harmonic frequencies for engraving glyphs that vent heat and guide mana.
  7. Forged Heart Fragment (1 shard) – A crystallized remnant of a dormant magi-steam core, used as the resonance nucleus that synchronizes to the wearer’s pulse.
  8. Tempering Oils of Korrath (1 flask) – Holy oil blend used to anoint the final form, binding spiritual and physical layers.
  9. Soul-Thread Wire (12 ft) – Silver-thread alloy spun with minimal spiritual imprint to connect runes across plate seams.

Tools Required
Emberforge Crucible – A volcanic-core furnace capable of holding constant temperature above 4,000°F, powered by magic and steam.
Va-Shar Engraving Chisel Set – Runic chisels forged of resonant obsidian-steel; used to carve glyph channels for heat dispersion.
Forgeheart Hammer – Heavy magi-steam hammer that beats molten metal in rhythmic intervals synchronized with the forgemaster’s own heartbeat.
Anvil of Deep Resonance – An ancient basalt anvil containing runes to harmonize vibration and distribute magical frequencies evenly through the metal.
Tongs of the Long Tempering – Heat-proof manipulator arms used for sustained shaping sessions over multiple days without cooling.
Alchemical Cooling Baths (triple-stage) – Contain progressively cooler magma oil, ashwater, and mineral brine to solidify the armor without brittleness.
Chant Bellows – Air-chanting device that breathes Va-Kwe tonal phrases into molten surfaces to maintain magical rhythm.


Skill Requirements
Forgecraft (Expert Level): Mastery of high-heat metal shaping, capable of manipulating basalt composites without cracking.
Runesmithing (Advanced): Ability to inscribe Va-Shar glyphs with precision; misaligned runes can cause heat inversion or unstable resonance.
Alchemy (Intermediate): Competence in mixing resin and binding oils to maintain both mechanical and magical cohesion.
Kwe-Va Chant Discipline (Trained): Knowledge of correct pitch-accent chanting to infuse harmonic energy during crafting stages.
Heat Endurance: Physical and spiritual tolerance to work within a forge’s core for multiple continuous shifts.


Crafting Steps

1. Foundation Tempering:
Combine molten basalt and volcanic iron within the Emberforge Crucible, maintaining harmonic vibration at 117 beats per minute using the Chant Bellows. Stir with Soul-Thread Wire in slow spirals to infuse flexibility. Add one flask of Core-Ash Resin to prevent crystallization cracks during early shaping.

2. Primary Forging:
Pour the molten alloy onto the Anvil of Deep Resonance. Strike with the Forgeheart Hammer exactly 300 times while chanting the Va-Kwe phrase “Va Kor-Sar’uun” (“shape endures through fire”). Between each strike, rotate the forming plate to align with the forge’s magnetic field.

3. Structural Layering:
Once cooled to a dull red glow, apply a second layer of the alloy mixed with Obsidian Powder and two flasks of Core-Ash Resin. Hammer and shape this into contour-fitting plates that will interlock during assembly. Allow the structure to rest in a magma-oil bath for one day to absorb elemental heat memory.

4. Runic Inscription:
Engrave Va-Shar runes along seams and joint lines using the Engraving Chisels. Each glyph corresponds to a heat-dispersion pattern—careless spacing can destabilize the venting system. Fill engravings with Runic Ink of Va-Shar, then bind each section with Soul-Thread Wire to ensure uninterrupted magical conduction.

5. Resonance Embedding:
Insert the Forged Heart Fragment into the chest cavity while the armor remains above 800°F. Use the Tongs of the Long Tempering to hold it steady as you chant the phrase “Kor’athan val Shaa” (“the flame and flesh as one”). The armor should emit a deep hum if synchronization succeeds.

6. Anointing and Cooling:
Remove from the forge and immerse sequentially in the three alchemical cooling baths. Each immersion must last one full cycle of the armor’s pulsing hum. Once stabilized, coat the surface in Tempering Oils of Korrath, sealing runes and binding the armor’s soul-matrix.

7. Endurance Trial:
To finalize, the smith must don protective gear and test the Emberplate in sustained heat. Strike it repeatedly while maintaining its hum through continuous chanting. The test is complete only when the armor vents heat as rhythmic light rather than sparks—signifying perfect endurance.

8. Blessing of the Long Tempering:
Bring the finished armor to a consecrated Emberforge altar. The final act is to whisper your name and the name of the intended bearer into the Forged Heart cavity before sealing it. The Emberplate will now attune to that soul’s resonance, gaining its regenerative and harmonic properties.


Outcome:
When forged correctly, the Emberplate 917 of the Long Tempering radiates warmth and stability even at rest, responding only to the touch and heartbeat of its attuned bearer. The crafting process binds mortal craftsmanship and divine flame—each plate a hymn to endurance and purpose.

Song of Emberplate
The Long Tempering of Korrath’s Child
(Reconstructed from fragmented Va-Shar etchings, oral recitations of the Firetender lineage, and disputed basalt inscriptions found in the lower vaults beneath Sar-Kwe. The story is known to have passed through at least four linguistic evolutions before reaching its present form.)

It is said—though no one can say from which age the saying began—that before the stone had learned to cool and before the mountain had learned to rest, there lived among the Kwe-Sar a forgemaster who was not yet tempered. His name, lost in the turning of the eras, is recorded only as Va-Therum, which in the elder tongue of fire might mean “He Who Waited for His Own Shaping.”

In that elder time, the mountain’s heart beat too fast. Rivers of molten rock carved wounds across the plains, and the air shimmered with so much heat that even the obsidian people felt their forms begin to soften. It was said the Forgemaster-God, Korrath, grew silent—perhaps asleep within the core, or perhaps simply listening to see which of his children would endure.

Va-Therum was no warrior, though he bore the arms of one. He had no forge of renown, though he knew the runes by heart. He was, by the records, a keeper of broken tools and failed weapons—one who gathered what others discarded to study the reason of their weakness. Many mocked him, calling him The Collector of Ashes. Yet he smiled, for ashes remember every flame.

Then came the Season of Endless Eruptions. For forty cycles the skies burned red, and the world trembled. The living forges cracked. The Firetenders cried out that the mountain was angry because the people had forgotten the Long Tempering—had shaped themselves only in comfort, not through endurance. The cities sought to flee underground, but the heat followed even into the caves.

Va-Therum alone walked toward the open caldera.

Witnesses—if such there were—say he carried nothing but a hammer of cooled glass and a single shard of what the texts call “The Unfinished Metal,” a piece of armor once meant for Korrath himself. At the lip of the Great Fire Mountain, he knelt, speaking not in prayer but in question:

“If all things are to melt, then what is the meaning of shape?”

There was no voice in reply—only a tremor and a burst of light so fierce that it scorched his shadow into the rock behind him. The translation of the next part is uncertain; the glyphs are cracked and partially melted. What remains tells that Va-Therum struck the ground seven times with his hammer, each strike echoing through the stone like a heartbeat. The mountain answered on the eighth.

A surge of molten rock rose up, not in anger but recognition. It flowed around him, drowning his form in red-white fire. Yet from the midst of that inferno came not a scream, but the sound of metal cooling—slow, rhythmic, patient. The texts use the phrase “The Fire Learned Stillness.”

Days passed. Or perhaps centuries—it is not clear. When the flames subsided, the forgemaster was seen again, walking down the slopes clad in armor that glowed as though its seams contained the veins of the earth itself. The people feared him, for he radiated both heat and calm. The air shimmered, yet flowers grew behind his steps where the cooled ash met dew.

He called the armor the Emberplate, saying it was not made by him but with him—that the mountain had lent its patience to his soul, and his soul had taught the mountain to endure its own fire. He returned to his forge, which had survived though all others had fallen, and there he tempered others who sought strength through trial. None could replicate the armor’s song; some melted, others cracked. Those who survived gained lesser reflections of his endurance. These forges became the first Emberforges.

In the centuries that followed, the tale changed with each telling. Some said the armor grew warmer in the presence of deceit. Others claimed that when the rightful wearer died, the plates fell silent and could not be lifted until the mountain’s next awakening. A fragment from the Scroll of Soot says:

“He who wears the heart of Korrath must listen to its rhythm. When it hums, he is true. When it wails, he is lost.”

After Va-Therum’s death—or disappearance, depending on the source—the Emberplate was enshrined in the Hall of the Long Tempering. During the invasion of the Ash Beasts, it was said to move on its own, defending the gates of Sar-Kwe with waves of radiant heat. Later, the Firetenders forged many copies, but all lesser in resonance. None could reproduce the original’s living pulse.

One heretical record, found in the Deepforge Cays, suggests that the armor still exists beneath the molten crust, where it slowly breathes within the magma. It is neither artifact nor relic, but an organism of heat and memory, awaiting another soul who dares to ask what it means to shape oneself rather than be shaped.

The story endures in many versions. Some are grand hymns sung by smiths during their first forging. Others are whispered by apprentices on the eve of their Long Tempering, hoping that endurance will favor them as it did Va-Therum. All agree that the Emberplate was not forged to protect against flame—it was forged so that one might learn to live within it.

Moral of the Story: True endurance is not the refusal to burn, but the wisdom to become stronger through the fire that would destroy you.

Suggested conversions to other systems:


Call of Cthulhu 7th Edition — “Emberplate 917, Long-Tempering Harness”
Item Type: Arcane Protective Apparatus (body/torso), unique
Availability: Extremely rare, Firetender or volcanology circles only
Armor & Protection: 3 AP vs physical; 6 AP vs fire/heat, steam, scalds, molten splash
Encumbrance: Counts as heavy armor; apply −10% to Swim, Stealth, and Climb while worn
Attunement Rite: 1 hour of Kwe-Va tonal breathing near an open flame; POW×5 roll to bind. On a fumble, wearer suffers 1D3 damage to chest from thermal feedback and cannot attempt again for 1 day.
Regeneration: While within 3 m of an active heat source (forge, lava tube, boiler), recover 1 HP per hour; does not restore beyond normal maximum. No effect in cold regions below freezing.
Heat Immunity Threshold: Environmental heat up to kiln intensity inflicts no damage; beyond that, treat damage as minimum within range.
Senses: Thermal Contrast Sight (passive), granting +20% bonus to Spot Hidden for heat signatures in darkness or smoke.
Ash Reclaimer: Wearer ignores choking effects of ordinary smoke/ash. Reduce penalties from noxious fumes by one step (Keeper’s call).
Arcane Functions (Magic Points, POW rolls):
• Heartforge Overdrive (cost 6 MP; CON×5 or take 1 level of fatigue on end): For 10 rounds, gain +2 AP (stacks with above), melee attacks add +1D4 fire damage, and gain +20% bonus to Strength-based skill checks. When effect ends, wearer must spend 1D3 rounds recovering; Stealth is impossible during activation.
• Echo of the Forge (cost 3 MP; POW vs POW if used on unwilling target): Instantly “mend” one damaged mechanical item, suit of armor, or construct within 2 m for 1D6 structural points (Keeper converts). Also grants allies within 2 m +10% to CON rolls vs exhaustion and fire for 10 minutes.
• Mantle of the Enduring Flame (1/day, cost 4 MP): 2 m radius aura for 10 minutes; allies gain 4 AP vs fire/heat and +10% to Sanity rolls against fear effects arising from natural disasters, eruptions, or fires.
Backlash: On any failed activation roll by 30 or more, the plate “wails;” wearer takes 1D3 damage ignoring armor and all arcane functions lock out until reheated for 10 minutes.
Keeper Notes: This item is powerful in industrial or volcanic scenarios; in cold or aquatic scenes its drawbacks become pronounced. Treat Heartforge Overdrive’s presence as obvious—NPCs notice the heat haze and hum.


Blades in the Dark — “Long-Temper Plate 917”
Type: Heavy Armor (custom fine arcane armor), Load 3 (counts as Heavy), Fine, Arcane, One-of-a-kind
Attune: Requires a downtime ritual with a Firetender cohort or occult contact (1 downtime action; 1 coin for rare components).
Tags: fine, armored, arcane, loud (when Overdrive is active), reliquary
Mechanical Benefits:
• Special Armor (Heat): You get 2 uses of special armor per score that may be spent to resist or avoid harm from fire/steam/explosions or to push yourself for a heat-themed effect (glare, scalding shove, walking through coals). These uses are in addition to any other special armor you may have.
• Regenerative Heat: During a score, when you spend downtime-esque moments near an active boiler/forge/engine or after a risky action interacting with heat, clear 1 harm box at the “1” level (once per score).
• Smoke Breather: Ignore level-1 harm from smoke inhalation; reduce level-2 harm “scalded lungs” to level-1.
Active Features (costs/stress/devils bargains):
• Heartforge Overdrive (2 stress or accept a devil’s bargain that attracts attention): For a scene, your melee attacks are potent and brutal; gain potency and improved effect when using force, wrecking, or fighting amid heat or machinery. When Overdrive ends, you mark a 4-tick clock “Thermal Fatigue;” if it fills, take level-2 harm “heat-drained.”
• Echo of the Forge (flashback 0–1 stress): Reveal that you pre-tuned the plate to a site’s heat flows; you gain potency repairing or stabilizing engines, boilers, or structural members this score.
Downsides:
• Waterlogged: If fully submerged or drenched and cold, you are impaired until reheated; reduced effect on physical actions.
• Loud Presence: When Overdrive is active, you are not stealthy; risky/limited for Prowl unless fiction strongly supports cover.
GM Guidance: Treat this as a signature gear mod for a Cutter/Leech. It trades subtlety for dominance in fiery or industrial spaces.


Dungeons & Dragons (latest 5e rules) — “Emberplate 917, Armor of the Long Tempering”
Armor (half plate), very rare (requires attunement by a creature with fire resistance, a Kwe-Sar, or a creature attuned to a forge/elemental fire)
Armor Class: While wearing this armor, your AC equals 17 + your Dexterity modifier (max 2). In addition, you have a +1 bonus to AC.
Properties:
• Enduring Ember. You have resistance to fire damage. While you are within 20 feet of an active flame or heat source (forge, lava, boiler, campfire), you regain 1 hit point at the end of each hour. This feature doesn’t function if you are below 0°F ambient temperature or if you are submerged in water.
• Breath of Ash. You can breathe normally in smoke, ash, and steam, and you have advantage on saving throws against harmful gases that aren’t magical.
• Thermal Sight. You have darkvision out to 60 feet. If you already have darkvision, increase its range by 30 feet. Within that range you can faintly perceive heat signatures through light obscurement such as smoke.
Actions (the armor has 3 charges and regains 1d3 expended charges daily at dawn unless the ambient temperature is below freezing):
• Heartforge Overdrive. As a bonus action, expend 1 charge to ignite for 1 minute: you gain a +1 bonus to AC (stacking with the armor’s +1), your melee weapon attacks deal an extra 1d4 fire damage on a hit, and you have advantage on Strength (Athletics) checks to shove or break objects. When the effect ends, you must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion.
• Echo of the Forge. As an action, expend 1 charge to emit a resonant wave. Choose any combination of creatures and objects within 10 feet: each willing construct or creature wearing metal armor regains 2d6 hit points, and one nonmagical damaged object or siege engine regains a number of hit points equal to 2d6. Once used, heated metal in the area cools harmlessly.
• Mantle of the Enduring Flame. As an action, expend 1 charge to project a protective aura for 1 minute in a 10-foot radius. Allies in the aura (including you) have resistance to fire damage and advantage on saving throws against being frightened. Once used, you can’t use this feature again until you finish a short or long rest unless you spend 2 charges.
Curses & Drawbacks (optional for balance):
• Cold-Brittle. While in temperatures of 0°F or lower, you have disadvantage on Dexterity (Stealth) checks and your movement speed is reduced by 10 feet unless you spend an action each minute to stoke the plate (requires flame).
• Searing Presence. While Heartforge Overdrive is active, your position is obvious (dim light in 10-foot radius) and creatures have advantage on Wisdom (Perception) checks to detect you.


Knave (latest edition) — “Plate of the Long Tempering”
Type: Armor (Torso), bulky; Slots: 2
Defense: +3 Defense (doesn’t stack with other heavy torso armor)
Requirements: Must attune during a rest near an active flame; creatures vulnerable to cold cannot attune
Usage Die: d6 (the plate’s heat reservoir); when you activate a power, test the Usage Die as normal (on a 1–2, it steps down: d6→d4→depleted until reheated during a rest by a significant heat source).
Passive Effects:
• Fire Ward. You have resistance to fire and heat. You breathe normally in smoke/ash/steam and ignore penalties from such conditions.
• Heat-Fed Regeneration. When you rest beside a meaningful heat source, recover +1 HP in addition to any other recovery (GM may allow slow trickle recovery during exploration when staying within arm’s reach of a forge/boiler).
• Thermal Sense. You can detect warm-blooded creatures through smoke or total darkness within near range if they’re not shielded by thick stone/metal.
Active Powers (each triggers a Usage Die test):
• Heartforge Overdrive. For one turn, gain +2 Defense and your melee attacks deal +1 fire damage; after the turn, you are Weary until you take a round to vent heat or drink water.
• Echo of the Forge. Mend a battered or broken tool, weapon, or piece of armor you can touch; restore one step of its condition or remove the Battered tag. Constructs or engines recover a small amount of function (GM sets scope).
• Mantle of the Enduring Flame. For one exploration turn, allies close to you gain fire resistance and advantage on checks to endure fatigue, smoke, and fear from fiery hazards.
Drawbacks:
• Heavy and Loud. Disadvantage on checks to swim; Stealth checks are impaired when the plate is hot.
• Cold-Brittle. In freezing conditions your Defense bonus is reduced by 1 unless you keep the plate actively heated (costing a Usage Die test per watch).
Notes for Referees: Treat this as a signature relic for a heat-themed character. The Usage Die models the plate’s internal reservoir and forces interesting choices about when to flare or conserve heat. Balance by adjusting Defense to +2 in low-armor campaigns or by starting the Usage Die at d4.


Fate Core — “Emberplate 917: The Long Tempering”
Aspect: “Forged Where Fire Learns Patience”
Description: The Emberplate is a living forge-shell that hums with volcanic power and carries the patience of the mountain. Its glow brightens with stress and cools with control.
Permissions: Must have a high Concept relating to endurance, fire, or forging; cannot be used by characters whose Aspects involve cold, fear, or decay.
Cost: 2 Refresh (counts as a major magical artifact).
Mechanical Benefits:
• Armor Rating: +2 against physical or heat-based attacks.
• Passive Benefit — Heart of Flame: You can ignore environmental heat and flames up to the intensity of molten metal.
• Overdrive (Invoke 2 Fate Points): For one scene, you add +2 to all Forceful and Flashy actions involving strength, intimidation, or heat. You glow brightly, reducing Stealth attempts by one step of difficulty.
• Regeneration (Invoke 1 Fate Point or Success with Style on defense): Regain 1 stress box if near a fire or heat source.
• Forge’s Echo: Once per session, spend a Fate Point to narrate the Emberplate repairing a damaged object, structure, or artifact. You gain narrative permission to stabilize a failing mechanism or protect allies in fiery environments.
Compels: The Emberplate’s resonance draws attention; a GM may compel it to attract elemental creatures, ignite volatile substances, or reveal your presence.
Extras Tagline: “You are no longer warmed by the forge—you are part of it.”


Numenera & Cypher System — “Armor of the Long Tempering (Artifact, Level 7)”
Form: Black basalt and living obsidian armor with glowing red seams.
Level: 7 (depletion 1 in 1d20).
Effect:
• Provides Armor 3 (reduces damage by 3 points from each attack).
• Grants immunity to fire and heat damage of Level 6 or lower.
• When the wearer is within long range of an intense heat source, they regenerate 1 point of damage every 10 minutes.
• Thermal Sight: See through smoke, ash, and darkness within short range; heat sources appear as radiant outlines.
Activated Abilities (each activation costs 3 Intellect points, 1 action):
• Heartforge Overdrive: For 10 minutes, gain +1 Armor (total 4) and deal +2 damage on melee attacks. While active, you emit light in a short radius and cannot benefit from surprise or Stealth.
• Echo of the Forge: Restore a broken or damaged mechanical item or automaton (Level ≤ 6) to full function; living constructs regain 1d6 points.
• Mantle of Endurance: For 1 minute, emit a 10-foot aura that grants allies resistance (halve damage) to heat and fire.
Depletion: After every activation, roll 1d20; on a 1, the Emberplate cools and loses all functions until reheated by direct lava or magical forge exposure.
GM Intrusion: The plate overheats and discharges energy violently, dealing 3 points of ambient damage to everyone in immediate range, including the wearer.
Tags: Artifact, Armor, Fireproof, Forgecrafted, Living Metal, Heat Resonance.


Pathfinder 2e — “Emberplate 917 of the Long Tempering”
Armor (Level 9, Unique, Invested, Abjuration, Fire, Magical)
Price: 1,200 gp
Usage: worn armor (chest slot); Bulk 2
AC Bonus: +3 (half plate); Check Penalty –2; Speed Penalty –5 ft; Strength 16; Dex Cap +1
Traits: Magical, Fire, Forgecrafted, Enduring, Resonant
Activate (1 action) Command, Interact; Frequency 3/day; Effect: Heartforge Overdrive — For 1 minute, the armor radiates molten heat and red light (10-foot bright light). You gain resistance 10 to fire and your melee Strikes deal an additional 1d6 fire damage. When the effect ends, you are fatigued.
Passive Effects:
• Fire Resistance 5 at all times.
• While adjacent to a forge, lava, or active fire, regain 1 HP every 10 minutes.
• Can breathe and see normally through smoke and ash.
• Thermal Vision: You gain imprecise heat sense 30 feet.
Activate (2 actions) Focused Resonance; Frequency 1/day; Effect: Emit a protective pulse, granting all allies in 15-foot emanation resistance 5 to fire for 1 minute and a +1 status bonus to saving throws against fear.
Activate (3 actions) Forge’s Renewal; Frequency 1/day; Effect: Mend one unattended or allied construct or object restoring 4d8 Hit Points.
Drawback: The Emberplate glows with molten seams when active, making Stealth impossible and possibly triggering volatile materials in the environment.
Craft Requirements: Expert in Crafting, Fire-resistant forge, Va-Shar runes; must have access to volcanic heat for the final tempering.
Bulk and Stats Comparable to +2 Resilient Half Plate.


Savage Worlds (Adventure Edition) — “Emberplate 917: Armor of the Long Tempering”
Category: Powered Armor (Arcane Device, Unique Relic)
Gear Type: Body Armor (Torso); Weight 35 lbs
Armor: +6 (all attacks except cold)
Toughness Bonus: +2
Min Str: d8
Powers (trappings: heat, flame, forge resonance):
• Heartforge Overdrive (3 Power Points): Activation is a free action. For 3 rounds, the wearer gains +2 Strength, melee attacks deal +1d6 fire damage, and resistance to fire/heat attacks. Afterwards, make a Vigor roll; on a failure, suffer Fatigue.
• Mantle of Endurance (2 Power Points): Creates a fiery aura (Medium Burst Template, centered on wearer) lasting 5 rounds. Allies inside gain +4 Armor vs fire and +2 vs fear.
• Echo of the Forge (2 Power Points): Repair or restore a damaged object or construct, restoring 2d6 points of Toughness or structural integrity.
Special Abilities:
• Fire Immunity: Wearer ignores environmental heat and normal fire damage; +4 Toughness vs magical fire.
• Regeneration: Heals 1 wound every hour while near fire or steam heat.
• Thermal Vision: See heat signatures up to 12” (24 yards).
• Drawbacks: Bulky (–2 penalty to Stealth and Agility checks); Cold-Brittle — armor loses 2 points of Armor in extreme cold until reheated for 10 minutes.
Power Points: 10 (recharges 1 per hour near heat, none in cold).
Rank: Veteran or higher
Availability: Relic-quality artifact; cost roughly equivalent to 75,000 credits or as GM fiat.
Flavor: When activated, the armor’s seams glow dull red and the air vibrates with a forge-hum. It embodies patience and fury—the living proof that strength is born from flame and endurance alike.


Shadowrun 6th Edition — “Emberplate 917: The Long Tempering Shell”
Category: Heavy Armor (Full Torso; Custom Military-Grade Gear)
Availability: 18F; Cost: 95,000¥
Armor Rating: 14
Capacity: 4 (for armor mods)
Weight: 12 kg
Essence Cost: 0 (non-invasive)
Attributes & Effects:
• Fire and Heat Resistance: Rating 6; reduces damage from fire, plasma, or thermite weapons by 6 DV (before soak).
• Built-in Thermal Dampeners: User gains +2 dice to Sneaking when hiding from thermal sensors (inactive only).
• Internal Microforges: When near a heat source, the plate regenerates 1 condition box (Armor track) every 6 hours.
• Thermal Vision Overlay: Enhances smartlink or image link with thermo-imaging, granting +2 dice to Perception in smoke, darkness, or fog.
• Environment Filter: Provides total immunity to heat-based environmental hazards up to 1,000°C; users inside lava or magmageyser conditions halve damage.
• SmartArmor Routine (Wireless On): Once per combat turn, spend 1 Minor Action to vent energy, creating a 1-meter fire pulse (6P(fire), AP -3, Close Blast).
Drawbacks:
• Signature Heat. Active armor emits high infrared output—automatic +2 dice to Detection Tests against the user when Overdrive is active.
• Cold Shock. When exposed to subzero environments for over 10 minutes, make a Body (5) test every turn or take 1S Cold damage.
Wireless Bonus: When connected to a PAN with a Fire-Resistance Suite, Overdrive duration doubles.
Lore Use: Originally reverse-engineered from ancient Acheulean relic blueprints by EVO’s Thaumatech Division; rumored prototypes were destroyed by internal sabotage in the Red Sea arcology incident.


Starfinder — “Emberplate 917 of the Long Tempering”
Item Level: 9; Price 15,750 credits
Category: Powered Armor (unique hybrid of magitech and elemental forging)
Slots: 2 (for integrated systems)
EAC Bonus: +11
KAC Bonus: +13
Max Dex Bonus: +2
Armor Check Penalty: -3
Speed: 25 ft.
Strength: 20 (+5 modifier)
Size: Medium
Bulk: 2
Usage: 2 charges/minute; Capacity 100 (standard fusion cell)
Features:
• Fire Resistance 10.
• Thermal Vision (darkvision 60 ft; perceive heat signatures through smoke or obscuring fire).
• Magi-Steel Cooling Lattice: No environmental heat penalties; half damage from lava and magma.
• Forge Reactor Core: Recharges 5 charges per minute when in temperatures above 100°C.
Integrated Weapons (Energy, Flame, Analog):
• Forge Pulse (1 charge; standard action): Melee attack, +13 to hit, deals 2d8 fire + Strength modifier; on crit, ignites target (1d4 rounds, 1d6 fire/round).
Special Abilities:
• Heartforge Overdrive (Swift Action, 3/day): For 1 minute, gain +2 AC, +10 ft. speed, and melee attacks deal +1d6 fire. When effect ends, pilot becomes fatigued for 10 minutes.
• Mantle of the Forge (Move Action, 1/day): Project a 10-foot aura for 5 rounds granting all allies Fire Resistance 5 and +2 morale bonus to saves vs. fear.
• Echo of Renewal (Standard Action, 1/day): Restore 4d8 Hit Points to a damaged construct or object; 1d8 to non-living mechanical devices.
Weakness: Cold Vulnerability (takes +50% damage from cold sources).
Lore: Reclaimed from the Great Fire Mountain ruins of Acheulean, now adapted for modern galactic forging colonies in Near Space.


Traveller (Mongoose 2e) — “Emberplate 917: Armor of the Long Tempering”
TL (Tech Level): 13
Type: Combat Environment Suit / Powered Plate Hybrid
Mass: 22 kg
Cost: Cr100,000
Protection: 14 (vs. energy, fire, radiation, and heat)
Power: 8 hours continuous use; recharges in 2 hours of exposure to high heat or volcanic vent.
Traits:
• Fireproof: Immune to all heat, flame, or plasma effects up to 2d6 damage per round.
• Thermal Sensors: Detect life and machinery through smoke, darkness, or light cover (Recon +2 DM in such environments).
• Internal Cooling and Regeneration Matrix: The suit repairs itself (and wearer) at 1 Endurance point per 10 minutes when in contact with strong heat sources.
• Heartforge Overdrive: Once per day, activate for 10 minutes; grants +2 Strength DM, +2 Melee (unarmed/close), and +3 Armor. At end of duration, make END 8+ check or gain Fatigue 1D3.
• Echo Pulse: Once per hour, may release energy to weld/seal an object or restore 1D6 Hull to a small craft within Close range (Engineer (Mechanic) check, Average 8+).
• Mantle Shield: 1/day, create 5-meter aura of heat; allies gain +1 Armor vs. fire for 10 minutes.
Weakness: In subfreezing environments, armor functions at -2 to all physical DMs and halves movement.
Notes: Considered one of the “Living Forgesuits” of the pre-Jump Aeon; rediscovered on volcanic planetoid Acheul-5.


Warhammer (40K Roleplay, Imperium Maledictum compatible) — “Emberplate 917, Relic of the Long Tempering”
Rarity: Relic / Unique Artifact (Adeptus Mechanicus or Heretek Origin)
Craftsmanship: Relic-grade (counts as Best-Craft)
Armor Type: Power Armour (Torso Slot, non-Imperial pattern)
Armour Points: 8 (Body only)
Weight: 35 kg
Availability: Near-Mythic; cannot be requisitioned through normal channels
Traits:
• Fire Immunity: The wearer is immune to mundane and most promethium-based fire damage; plasma and melta weapons inflict –4 damage (minimum 1).
• Regenerative Tempering: If exposed to heat or plasma residue, roll 1d10 at the end of each combat; on 6+, recover 1 Wound.
• Heartforge Overdrive (Free Action, 2 per session): For 1 minute, the armor glows red-hot. Wearer gains +10 Strength, melee weapons gain +1 Penetration and +1 Damage die (Energy). After effect ends, make a Toughness test or gain Fatigue (1).
• Mantle of Endurance (Half Action, 1/day): Create a 3-meter radius aura for 5 rounds; allies gain +10 to Fear Tests and +2 Armour vs. energy/fire attacks.
• Echo of the Forge (Full Action): Repair or re-temper an item of Mechanicus design, restoring 1d10 structural points or reactivating a dormant servitor.
Drawbacks:
• Litanies of Containment. Requires constant prayer or the armor emits machine-spirits’ screams (–10 Fellowship tests while active).
• Vulnerable to Chill. If used in cryo environments, halve Strength and Agility bonuses until reheated.
Lore: Purportedly a relic from pre-Imperial Terra’s techno-forges, unearthed on Acheulean Prime and sanctified by the Tech-Priests of Mars. Some claim its forge-spirit still hums in low tones of the Old Tongue, awaiting a true Artisan of the Omnissiah.