From: Lineage 317 of the Dream Tusked Nga Tara
Slot: Chest Harness
Appearance & Lore
Wide banded cuirass of water-woven leather reinforced with polished brass ribs; six inset Vo-Run glyph plates glow with pale aquamarine light. Steam lilies engraved along the sternum echo Yirra’s protection. Built for first-tier dreamrunners who need stable power while learning hydromantic shaping.
Function (Tier-1 intent)
- Stores and cycles small reservoirs of enchanted water to keep spells and body cool; user resists heat and gains mild endurance while traveling jungle roads.
- Once per rest, can discharge a Hydropulse burst—pushing attacker or heavy obstacle 5–10 ft with a jet of dream-water.
Positives / Negatives
- Light power assist and stamina for long hunts
- Built-in cooling prevents heat fatigue
– Reservoir must be topped up daily; stale dream-water can cause minor hallucinations
Lore of the Hydropulse Chest Harness-117
Forged first in the misted workshops below Vara-Sul’s lower Dreampools, the Hydropulse Chest Harness-117 began as an apprentice’s answer to a common death in the jungle: heatstroke and ley drift while learning hydromancy. An early Dreamrunner named Sira-Veth died deep in the Glimmerstream basin after overextending her magic and losing control of body temperature. Her sister, a young Vo-Run carver, vowed to build a safer tool. She braided river-cooled leathers, brass ribs taken from old steam looms, and six plates etched with Yirra’s spiral glyph. Each plate cycles a thin veil of enchanted water along the spine and lungs, letting the novice’s body stay cool and magic remain coherent.
In time, the harness became the unofficial “first badge” of field Waterdreamers: sturdy, not overly powerful, but protective enough to let them survive their first solo treks. Each is numbered when blessed at its Dreampool of origin; the 117th design variant spread after the Ghost Channel floods, when its emergency Hydropulse saved several dreamrunners pinned beneath fallen jungle machinery.
Tier-1 Profile
- Stat Modifiers: +1 Constitution, +1 Wisdom (reflects stamina and sensory attunement to water currents)
- Skills Gained: Advantage on Survival checks in hot or humid climates; proficiency bonus doubled for 1 hour when using Navigation or Tracking near rivers or aquifers
- Passives (Tier-1 magic):
• Cooling Veins — enchanted water circulates across chest and back, granting resistance to exhaustion from heat and +2 to checks against heatstroke or magical fire haze.
• Pulse Reservoir — minor hydromantic stabilization: once attuned, wearer’s spell concentration saves vs. environmental interference gain +1.
• Dreamwater Drift — when sleeping near natural water, small past-life fragments surface safely, granting advantage on the next day’s Insight check. - Activatable Magics:
• Hydropulse Jet — once per rest, release a focused blast of pressurized dream-water from sternum vents; pushes one creature or object (size Large or smaller) 5–10 ft away, DC 13 Strength save to resist.
• Mist Shroud — once per long rest, bleed off stored humidity to create a 10-ft radius light fog for 1 minute; lightly obscures area, grants +2 to Stealth checks inside and disadvantage to ranged attacks targeting wearer. - Specific Slot: Chest Harness
- Tags: Chest Harness, Tier-1, Hydromancy, Cooling, Dream-Water, Steam-Lily, Defensive Utility, Heat-Resistant, Jungle-Field Gear, Apprentice Safe-Work, Dreamrunner, Mist-Veil, Protective, Endurance, Defensive Utility, Environmental Survival, Mist & Cover, Push & Control, Hydromantic Support, Jungle Travel, Industrial Escape, Subterranean Heat Guard
The Hydropulse Chest Harness-117 is considered an “entry-grade dreamrunner harness” — safe, durable, and spiritually approved for first expeditions. It’s sold in places where water-based gear and protective travel equipment dominate, but each venue carries its own culture and pricing.
Dreampool Armories — 160–190 gold
These sanctified workshops sit directly beside active Dreampools in cities like Vara-Sul and Dreamtide. Here Waterdreamers and Vo-Run carvers craft and bless each harness individually, checking glyphs for tonal purity. Buyers often participate in a short rite — dipping hands in the pool while the artisan tunes the harness to the buyer’s name. Because each is freshly consecrated and traced to its workshop’s record, prices run highest. Dreampool Armories serve apprentices heading out on their first jungle runs or novices enrolling in field hydromancy schools.
Jungle Outfitters & Steam Caravans — 120–150 gold
Caravan markets that travel the interior rivers and great roads carry slightly less ceremonial but fully functional versions. They buy surplus from city workshops, refurbish straps, and replace drained dreamwater. These harnesses are reliable but not uniquely keyed to the buyer’s spirit; they’re meant for itinerant dreamrunners, monster scouts, or mercenary escorts who want pragmatic heat protection and water-pulse safety without temple ceremony.
Industrial Gearworks & Steam Foundries — 100–120 gold
Found in worker districts of Ironheart Reach or Southflow Dominion, these are more utilitarian vendors. Harnesses here may substitute polished brass ribs with cheaper copper alloys and use synthetic dream-gel instead of temple-blessed water. Miners and canal engineers favor them because the cooling and mist functions keep crews alive in overheated forges and steam tunnels. Lacking full ritual preparation, magical output is slightly weaker but still serviceable.
Graywater Curio Stalls & Black Market Exchange — 80–100 gold
In deep port alleys of Dreamtide or drifting black-market barges, you can find repurposed or “ghost-blessed” harnesses scavenged from fallen explorers. These come at steep personal risk — their dreamwater may be stale and induce the mild hallucinations warned about in the lore. Illegal to export unregistered from Aboriginal, but smugglers trade them to outlanders needing cheap water-magic for expeditions. Price is lowest but quality and safety vary.
Trade Note:
Because of the harness’s link to Yirra’s rites, legal purchase inside Aboriginal usually requires presenting proof of citizenship or sponsorship by a temple or guild. Outside Aboriginal, black-market sales or non-temple refurbishers skirt those controls.
Coin Context:
Values quoted assume Saṃsāra’s common coinage (10 silver = 1 gold). So a Dreampool Armory price of 180 gold might equal 1,800 silver, while a black market sale at 90 gold would cost 900 silver.
Roleplay of the Hydropulse Chest Harness-117 in Different Environments
The Hydropulse Chest Harness-117 was built to keep a novice alive where heat and water magic shift unpredictably. Its magic is quiet but practical — every pulse or mist shroud should feel like a living breath from Yirra’s dream currents. When roleplaying, think of it less as “armor” and more as a living pump of cool, protective water tied to the wearer’s instincts.
In Jungle & Tropical Wilds
- Defense:
The thick, humid air and prowling monsters test new dreamrunners. You feel the harness cool your back as sweat evaporates unnaturally fast — Cooling Veins working. When an ambush hits, a quick thought and twist of the sternum plates lets you throw up a Mist Shroud, soft blue fog rising from chest vents to hide your retreat or confuse predators. If vines collapse or a beast charges, trigger Hydropulse Jet; a concentrated blast of pressurized water bursts out with a hiss and roar, throwing the attacker off balance or clearing heavy undergrowth. - Offense:
Although not built to kill, you can use the jet to shove foes toward waiting allies or into natural hazards like quickwater pools. Combine with riverbank fighting — luring creatures closer and blasting them into deep current.
In Urban Megacities (Vara-Sul, Dreamtide)
- Defense:
Among tight streets, the harness’s mist veil is excellent crowd control — escape through alleys by blanketing an intersection with ghostly fog, muffling heat from steam vents and confusing pursuers. The dreamwater’s gentle aura stabilizes magical concentration even amid chaotic industrial noise. - Offense:
Push attackers or hostile constructs off walkways or down freight shafts using Hydropulse Jet. A clever player might time the pulse to interrupt a foe’s delicate casting or knock them into waiting constables.
In Subterranean Forges & Caves
- Defense:
In oppressive, hot tunnels the cooling cycle is lifesaving. If a steam burst or molten flow breaks free, the Hydropulse can shove debris or danger aside just enough to create an escape lane. Mist Shroud also helps disrupt light-sensitive predators. - Offense:
Combined with tight tunnels, the jet can knock enemies back into choke points, letting allies hold them off. Dreamwater Drift’s small visions can help anticipate a tunnel beast’s ambush route.
On Ships, Airships, and Floating Platforms
- Defense:
If the vessel takes fire or boarding, use mist to blind archers or obscure you from aerial predators. A quick Hydropulse can shove attackers off railings or sweep oil fires from deck planks. - Offense:
Jetting water into rigging can disorient flying foes or spin a small sail or prop to disrupt pursuit. Clever sailors sometimes use it to create slick decks, dropping boarders to prone.
In Plains and Open Battlefields
- Defense:
Harness helps with heat and dust; mist gives short-lived concealment against ranged fire, or breaks enemy cavalry charge sightlines. - Offense:
The water jet can throw light foes off mounts or clear entangling terrain. Less lethal but tactically useful to set up allies’ strikes.
Roleplay Notes:
- Play up the sensation: the wearer always feels a cool river heartbeat across their chest and a slight humming from the Vo-Run plates.
- When mist or jet is triggered, describe a brief aquamarine glow from glyph plates and a sharp scent of rain before release.
- Use the hallucination risk narratively if the reservoir isn’t refilled; dreams bleed into reality — whispers, shifting colors, sudden visions — giving hooks for GM or player improvisation.

Perception of Activation:
User’s Perspective
The moment the Hydropulse Chest Harness-117 comes alive, you feel an immediate drop in core temperature, as though cool river water slides across your ribs and lungs. The six Vo-Run glyph plates ignite with a pale aquamarine glow that you sense more than see, each pulse syncing with your heartbeat. A wet, thunderous pressure builds just behind your sternum, then releases forward in a sudden surge. For the Mist Shroud, your breath seems to condense midair; fine, sweet-scented vapor curls from the brass ribs, dampening your skin while fog curls up like living spirit-threads. Extra-sensory flashes strike your “Mind’s Eye”: faint silver-blue currents showing the flow of air and water, the location of nearby ley lines, and a ripple of dream-echoes — snatches of voices, faint ancestral advice whispering direction.
Observer’s Perspective
A subtle hum and hiss rise from the wearer’s chest harness before any physical change; glyph plates flare bright aquamarine, steam lilies along the sternum flare with thin rivulets of mist. When Hydropulse fires, there’s a forceful but controlled jet of shimmering water arcing from chest vents, accompanied by a low sonic thump that rattles loose leaves or dust. When Mist Shroud begins, the wearer’s silhouette blurs; fog rolls out from the harness like breath from a cold river at dawn, carrying a faint, rain-clean scent. Observers may feel a pressure change, ears popping faintly as local humidity spikes and then stabilizes.
Positives
- Immediate relief from oppressive heat and exertion; breathing feels deeper and calmer.
- Strong sense of spatial awareness — currents of air and magic become visible to the Mind’s Eye, aiding quick decisions.
- Clear defensive control: the pushback jet feels instinctive, like flexing a muscle.
- Mist offers safety and tactical retreat; its scent can calm allies, evoking rain and cool rivers.
Negatives
- If the reservoir is low or stale, brief dizziness or dream-bleed occurs: half-formed visions flicker, making focus harder for a heartbeat.
- Sudden moisture surge chills the body; prolonged use can cause shivering or stiff joints in cold climates.
- Jet release has concussive kick — chest may ache afterward, and control can falter if overused.
- Fog can briefly blind allies or disorient teammates not expecting it.
This sensory profile makes activation dramatic but functional — a living rush of Yirra’s water currents meeting the user’s own breath and blood.
Crafting Recipe: Dreamcurrent Forge of the Hydropulse Chest Harness-117
Materials Needed
- Water-Woven Leather (4 large hides): Tanned from riverbeasts or dream-infused swamp creatures, treated with enchanted brine to hold magical water safely.
- Polished Brass Ribs (8 lengths): Conductive, rune-ready metal bent to chest curvature; brass resonates with water magic while resisting steam corrosion.
- Vo-Run Glyph Plates (6): Aquamarine or river-crystal insets inscribed with precise Vo-Kara tonal glyphs to channel Yirra’s protective dream currents.
- Steam Lily Motif Sheets (2): Thin brass or dream-ore plates engraved with protective steam lily patterns for safe pressure release.
- Dreamwater Core Reservoir (1): Small crystalline tank able to hold enchanted water without leakage; usually cut from dreamglass or Yirra-blessed aquifer crystal.
- Binding Thread of Riverreed (spools): Magical fiber for sewing plates and channels to allow safe fluid motion.
- Enchanted Rain Ink: Ink infused with hydromantic essence for tracing runes and sealing seams.
- Cooling Powder (small pouch): A rare alchemical mixture to stabilize water temperature and reduce magical overheating.
Tools Required
- Steam Forge & Precision Pump: For shaping brass ribs and charging the reservoir with controlled pressure.
- Rune Engraving Kit: Fine Vo-Run stylus, tone-calibration chimes to ensure glyphs resonate correctly.
- Hydromancer’s Basin: Magical water bath used to temper leather and test its retention of dream currents.
- Pressure Gauge & Flow Compass: To tune jet output so it won’t rupture the harness or harm the wearer.
- Yirra’s Tuning Bell: Ritual bell used to align the dreamwater’s frequency with the maker’s Mind’s Eye.
Skill Requirements
- Leatherworking (Journeyman+): For shaping and sealing water-woven hides to fit torso size while maintaining magical permeability.
- Hydromancy or Dreamwater Handling: Basic control of enchanted liquids to keep dreamwater alive and safe.
- Vo-Run Glyph Mastery: Ability to engrave and charge tonal runes precisely; poor work may cause wild pulses or harmful hallucinations.
- Steamcraft Engineering: Understanding of steam pressure, safety valves, and jet propulsion.
- Arcane Infusion (Apprentice+): Needed for imbuing protective resonance and safe magical cooling cycles.
Crafting Steps
- Leather Preparation: Soak hides in Hydromancer’s Basin for three nights, chanting low Vo-Kara to open pores and bind water threads into the grain. Dry under controlled steam to set flexibility.
- Brass Shaping: Heat brass ribs in Steam Forge until cherry red, shape to match chest contour, then etch steam lily motifs for venting. Quench in enchanted rainwater to lock conductivity.
- Reservoir Calibration: Carve dreamglass core and fill with fresh dreamwater. Test flow using Flow Compass; adjust until reservoir cycles water without magical stutter.
- Glyph Etching: Engrave each Vo-Run glyph plate with tone chimes ringing to guide accuracy. Brush with Enchanted Rain Ink; let glow stabilize for one full moonrise.
- Harness Assembly: Sew brass ribs into leather chassis using Binding Thread of Riverreed, installing dreamwater reservoir centrally. Seal seams with cooling powder to maintain temperature.
- Steam Pressure Integration: Connect ribs to reservoir with tiny steam channels. Test Hydropulse output gradually; adjust valves until jet pushes 5–10 ft reliably without recoil damage.
- Consecration Ritual: Immerse finished harness halfway in blessed Dreampool or equivalent ley-aligned water. Ring Yirra’s Tuning Bell while reciting owner’s true name or placeholder Vo-Kara if crafting for trade.
- Field Test: Wear harness for one day in mixed humidity and heat to ensure cooling and mist functions respond correctly. Replace dreamwater after first full use.
Result
A fully functional Tier-1 Hydropulse Chest Harness capable of cooling its wearer, providing protective mist, and delivering a controlled water-jet push — safe for new dreamrunners, powerful enough to save a life when the jungle or industrial heat threatens to overwhelm.
Tideburst Chronicle of Hydropulse Chest Harness-117
In the shadowed age before the great Petrasectus roads, when jungle mists still drowned the river valleys and only drifting platforms linked settlement to settlement, there was told—through half-remembered tongues and wave-worn glyphs—a tale of the first harness to drink the dreamwater and breathe it back as living force.
It is said the design came not from mortal hand but from a whisper of Yirra itself. A Waterdreamer, known now only as The Sleeper at the Ford, dreamed of a cuirass woven from the hides of river titans and banded with brass that gleamed like sunrise on still ponds. In the dream, glyphs of Vo-Run swam like silver eels, reshaping themselves to words lost before speech was known. The Sleeper awoke with trembling hands and a head full of broken chants, neither language nor song, yet filled with power.
They set about the work in secret, gathering strange components: hides soaked seven tides beneath a Dreampool, brass mined where jungle vines met molten stone, and crystal water drawn from a rift that sang. They forged by steam’s hiss and dream’s breath, binding with thread spun of reed that grew where the river turns back on itself. When the cuirass was finished, the Sleeper walked into the humid night and whispered the fractured tongue that no longer survives. The harness drank the mist and answered with a pulse so fierce the jungle itself bent aside, vines recoiling, beasts scattering.
Wearing this first Hydropulse Harness, the Sleeper guarded the villages along the Shimmering tributaries. When great burning wyrms rose to drink the Dreampools dry, the Sleeper stood at the ford and let the dreamwater roar outward—blast after blast pushing fire and scale back into the night. Yet each time the cuirass answered, the Sleeper’s mind filled with drifting visions: lost rivers, drowned towers, faces of lives unlived. The dreamwater whispered too loud. Some say they grew strange and far-eyed, wandering deep into the jungle and never returning, leaving only the Harness on a smooth black stone.
Generations passed. No one could remake the dream fully, but the Harness remained, studied and copied in fragments. New smiths and waterwrights, fearing to use too much dreamwater, tempered their versions, building safety valves and cooling veins. That is how the harness gained its gentler purpose: cooling the wearer, sustaining them on long hunts, and giving but a single stored Hydropulse to drive back threat. Safer, humbler, yet echoing the first great blast that saved the Shimmering ford.
The old name of the Sleeper is gone, eaten by time and mistranslation. Some songs call them Varaku, others Vek-Hul, perhaps tangled memory of Vara-Khul himself. The words shift like tide, but the story endures: one who drank too deep of the Weaver’s dreaming and shaped a tool both boon and burden.
Moral of the story: To wield the waters of dream is to borrow breath from Yirra; take only what is needed, lest the current claim you and carry your mind away.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Dreamcurrent Hydropulse Harness-117
Worn Equipment — Chest Harness
Description: A wide cuirass of water-woven hide bound in brass ribs etched with Vo-Run glyph plates. Designed to cool the body and store a single pulse of dreamwater for emergency defense.
Game Effects:
- Armor: 2 points vs. physical attacks.
- Dreamwater Cooling: Grants a +20% bonus to CON rolls made to resist fatigue, dehydration, or jungle heat for up to 8 hours after reservoir is filled.
- Hydropulse Burst (1/day): Expend stored dreamwater to push a single creature or object within 5–10 feet. Make a POW vs. STR opposed roll; on success, target is shoved backward and must roll DEX or fall prone.
- Hallucination Risk: If reservoir not refilled within 24 hours of use, user must roll POW×5 or suffer 1D4 SAN loss from vivid intrusive visions until reservoir is purged.
Occupying Slot: Chest armor.
Blades in the Dark
Harness of the Sleeper’s Pulse-117
Heavy Armor — Special
Description: Leather-and-brass cuirass cooled by trickling dreamwater; humming with subdued mystical pressure.
Game Effects:
- Load: 2. Counts as armor (may mark 1 of your armor boxes when absorbing harm).
- Cooling Veins: Gain +1d to resist harm or consequence from environmental heat, humidity, or exhaustion while worn.
- Pulse Discharge: Once per score, you can unleash a short-range blast of pressurized dreamwater to force an enemy back and create an opening. Gain Potency on a Prowess action to push or knock aside an opponent or obstacle.
- Entanglement: If you complete a score without refilling the dreamwater, GM may tick 1 stress or start a 4-tick “Hallucinations” clock from stale waters.
Occupying Slot: Chest, counts as Heavy.
Dungeons & Dragons 5e
Hydropulse Chest Harness-117
Wondrous Item, uncommon (requires attunement)
Description: A broad leather and brass harness engraved with steam lily and Vo-Run glyphs. Feeds cool enchanted water through channels to sustain the wearer.
Game Effects:
- AC: Provides +1 AC when worn.
- Heat Resilience: Advantage on saving throws vs. extreme heat, exhaustion caused by temperature, or forced marches in hot climates.
- Hydropulse (Recharge after Long Rest): As a bonus action, discharge stored water in a 10-foot line. Each creature in the line must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Con modifier) or be pushed back 10 ft and knocked prone.
- Reservoir Care: If reservoir not refilled after use (full skin of fresh or enchanted water), wearer must make a DC 12 Wisdom save or suffer minor hallucinations (disadvantage on Insight and Perception until a short rest).
Attunement: Requires attunement by a creature with a Mind’s Eye or similar magical perception.
Slot: Chest Harness.
Knave (Latest Edition)
Waterdream Harness-117
Armor (Chest)
Defense & Gear:
- Defense Bonus: +1 Defense.
- Load: 1 slot.
Special:
- Cooling Flow: Immune to penalties from heat or jungle conditions for a day if reservoir filled.
- Hydropulse (1/day): Action to jet scalding dreamwater in a 10’ cone. Targets must Save vs STR or be knocked back and fall prone.
- Stale Water: If you don’t replace dreamwater daily after discharge, make a WIL Save or become Confused (roll action disadvantage, wander, or suffer dream visions until you rest and purge).
Slot: Chest — counts as Armor.
Fate Core / Fate Condensed
Hydropulse Chest Harness-117
Wondrous Gear — Chest Harness
Aspects:
• Dreamwater-Cooled Cuirass of the Sleeper
• Protective Steam Lilies and Vo-Run Glyphs
Permissions: Must have attuned gear or magical training to channel dreamwater safely.
Benefits:
- Passive Cooling Veins: While worn, you gain a free invoke once per scene to overcome or resist environmental heat, humidity, or fatigue.
- Hydropulse Discharge: Once per session, spend 1 Fate Point to push enemies or heavy obstacles back up to two zones with a jet of pressurized dreamwater; add +2 to a Forceful or Quick overcome action when doing so.
- Minor Armor: Grants +1 shift of protection when defending against physical harm (one-time per scene unless reinforced magically).
Compels / Risks:
- Stale Reservoir: GM may compel hallucinations or disorientation if reservoir is not replenished after a Hydropulse use (temporary -2 on Notice or Investigate).
Numenera & Cypher System
Hydropulse Chest Harness-117 (Cypher)
Worn Artifact — Level 3
Form & Function: Broad leather-and-brass chest device with crystal reservoir and Vo-Run plates, storing dreamwater for protective and forceful use.
Effect:
- Cooling & Resilience: While worn and filled, wearer gains +2 Armor against heat and +1 Edge on Might or Speed defense rolls vs. environmental exhaustion.
- Hydropulse Burst (1 use, reload by refilling with enchanted water): Action to blast a 10-foot line; creatures must make a Speed defense roll vs Level 3 or be knocked prone and pushed 10 feet back.
- Minor Hallucinations: Each day reservoir is empty after use, wearer makes an Intellect defense roll vs Level 2 or suffers disadvantage (hindered) on perception and insight tasks for one hour.
Depletion: 1 in 1d20 when Hydropulse used.
Slot: Chest Harness.
Pathfinder 2e
Hydropulse Chest Harness-117
Worn Item — Chest — Level 4 — Price 85 gp
Usage: Worn; Chest Harness. Bulk 1.
Traits: Invested, Magical, Water, Steam
Activate [two-actions] (concentrate, manipulate, water)
- Hydropulse Discharge (once per day): Expel stored dreamwater in a 10-foot line. Each creature must attempt a Fortitude save (DC 18).
• Critical Success: No effect.
• Success: Pushed 5 feet.
• Failure: Pushed 10 feet and knocked prone.
• Critical Failure: Pushed 10 feet, knocked prone, and dazzled 1 round by swirling dream mist.
Passive Effects:
- You gain resistance 2 to fire and environmental heat while reservoir is full.
- You gain a +1 item bonus to Athletics checks to Force Open or Shove while wearing it.
Maintenance: Reservoir must be replenished with enchanted or pure river water daily. If not, wearer is flat-footed until a short rest as mild hallucinations distract them.
Savage Worlds (Adventure Edition)
Hydropulse Chest Harness-117
Armor — Chest
Armor & Traits:
- Armor: +2 vs Heat/Environmental hazards (in addition to regular armor; counts as Medium).
- Weight: 8 lb; Min Str d6.
Special Abilities:
- Cooling Reservoir: While full, wearer gets +2 on Vigor rolls vs Fatigue from heat, thirst, or exhausting jungle travel.
- Hydropulse (Power, 1/encounter): Spend 2 Power Points (or 1 Benny if no PP system) to fire a pressurized dreamwater blast in a Medium Cone. Targets make Strength roll at –2 or are pushed back 1d4” and knocked prone.
- Hallucinogenic Backlash: If reservoir isn’t refreshed after use, GM may call for a Smarts roll at –2; failure causes Distracted/–2 on Notice and Smarts rolls until rest and refill.
Slot: Chest Harness.
Shadowrun (Sixth World Edition)
Hydropulse Chest Harness-117
Gear: Armor/Utility (Chest) — Availability 6R — Cost ¥2,800 — Capacity 4
Armor & Mods: +2 Armor; Fire Resistance 2; Environmental Adaptation (Tropical).
Integrated System: Dreamwater Reservoir (rating 3).
Effect:
- While the reservoir is full, the user gains +2 dice on tests to resist Fatigue or Environmental Heat.
- Hydropulse Burst (Complex Action, once per scene): Discharge dreamwater in a 10m narrow cone. Opponents resist with Strength + Body (threshold 3). On failure they are knocked back 2m and must roll Athletics or fall prone.
- Risk: If reservoir is not refilled after use, user takes –2 dice to Perception and Astral Perception for 1 hour due to dreamwater instability.
Starfinder (latest edition)
Hydropulse Chest Harness-117
Level 4 Hybrid Item — Price 1,900 credits — Bulk 1 — Slots 1 (chest)
Activation: Standard action, once per 10-minute rest.
Passive:
- Environmental: +2 circumstance bonus vs extreme heat or steam-based hazards; grants 5 Fire Resistance.
- Stamina Support: When the reservoir is full, regain 1 Stamina Point each time you spend 10 minutes resting.
Hydropulse Jet: As a standard action, release dreamwater: 20-foot line, creatures DC 17 Reflex save or pushed 10 ft and knocked prone. On a success, they are only pushed 5 ft.
Maintenance: Must refill reservoir daily with enchanted or pure river water. Failure causes user to be flat-footed until next short rest due to mild hallucinations.
Traveller (Mongoose 2e)
Hydropulse Chest Harness-117
Armor / Gear (TL 12) — Mass 3kg — Cost Cr8,000
Armor Protection: +3 vs heat/environmental hazards; reduces damage from fire/steam by 3.
Special Features:
- Cooling Veins: Wearer gets DM+2 to END checks for fatigue and heat survival.
- Hydropulse Jet: Once per day, release pressurized dreamwater to create 3m wide, 6m long spray; targets must roll Athletics (DEX or STR) 8+ or be pushed 1d3m and knocked prone.
- Side Effect: If not replenished with enchanted or pristine water within 24h after firing, wearer suffers DM–1 to Recon and Survival for 1D hours due to mild hallucinations.
Warhammer Fantasy Roleplay 4e
Hydropulse Chest Harness-117
Wondrous Item (Armor, Chest) — Encumbrance 2 — Availability: Rare
Qualities: AP +1 (Body); Heat Resistance; Magical.
Passive Effects: Grants +20% to Endurance Tests vs heat and fatigue while filled. Counts as Light Armour for the Body.
Activated Effect (Hydropulse Discharge): Once per day, the wearer may spend 2 Advantage or 1 Fortune Point to blast dreamwater in a 10-yard line. Opponents must succeed on an Athletics (STR) Test opposed by wearer’s Strength Bonus + Willpower Bonus or be knocked Prone and moved 1d5 yards.
Drawbacks: If reservoir is not refilled after use, wearer gains 1 Fatigue Condition and –10% to Perception Tests until they take a Short Rest and refill the harness.

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