From: Lineage 1083 of the Iron-Sheath Gestalt
Slot: Shoulder
Description: A heavy, articulated pauldrons system crafted from blackened volcanic iron. The internal lining is infused with elemental fire crystals that maintain a constant, low-level heat, preventing the Iron-Sheath’s internal metallic tendrils from becoming brittle in cold environments. Wisps of harmless grey steam occasionally vent from the filigreed exhaust ports along the shoulder ridges.
Lore: Mantle of the Smoldering Forge 492
The history of the Mantle 492 is rooted in the “Cinder-Grip” incident during the Wilderness Conquest age, where a legion of Iron-Sheath sentinels seized up in the frozen wastes of the northern poles. Their internal metallic tendrils crystallized and shattered, leaving the gestalts immobilized. In response, master alchemists and smiths within the Hammer-and-Crank Guild experimented with blackened volcanic iron sourced from the living vents of Gaialilith’s tectonic scars.
They discovered that by etching Abjuration runes into the interior plates and nesting Tier 1 fire crystals within the articulated joints, they could create a self-sustaining thermal loop. This loop mimics the metabolic heat of biological life, turning the suit of armor into a “living furnace.” The filigreed exhaust ports were not part of the original design but were added after early iterations built up too much pressure, nearly melting the magic circuits of the wearer. Today, these pauldrons are symbols of survival, signifying an avatar’s ability to endure the most hostile, mana-depleted cold zones of Saṃsāra.
Item Specifications
- Tier 1 Stats:
- AC: 3
- Resilience: 12
- Health Points: (Avatar Max HP + 12)
- Weight: 15 lbs
- Skills Gained (While Openly Worn):
- Cold Survival (Temporary): 2
- Thermal Regulation (Temporary): 1
- Passive Magic:
- Internal Hearth: The avatar is immune to the “Brittle-Joint” debuff caused by environmental freezing.
- Ambient Warmth: Allies within 5 feet gain a +1 bonus to saving throws against magical cold.
- Activatable Magics:
- Venting Hiss: (Action) The filigreed ports release a thick cloud of grey steam, creating a 5-foot radius of “Somewhat Safe” obscurement for 1 turn.
- Overheat Pulse: (Reaction) When struck by a melee attack, the wearer can trigger a thermal discharge, dealing 1d4 fire damage to the attacker.
- Specific Slot: Shoulder
- Tags: Blackened-Iron, Fire-Infused, Thermal, Steam-Powered, Heavy-Armor, Abjuration, Defensive, Volcanic, Protective, Artisan-Grade, Tier-1, Tectonic, Heat-Sync, Pressure-Vented, Articulated, Insulated, Cinder-Born, Rune-Etched, Environmental, Durable, Heavy-Artillery, Forge-Linked
Acquisition and Trade of the Mantle of the Smoldering Forge 492
Methods of Acquisition
The Mantle of the Smoldering Forge 492 is rarely found as a random combat reward due to the specific biological—or rather, metallurgical—requirements of its design. It is most commonly obtained through the following channels:
- Guild Commission: As a Tier 1 item of specific utility, an avatar may petition the Hammer-and-Crank Guild to forge the mantle. This requires providing the raw blackened volcanic iron and at least three Tier 1 magic crystals.
- Salvage Operations: Adventurers often scour the ruins of failed industrial colonies in the northern islands. The mantle can be recovered from the remains of deactivated gestalts that succumbed to physical damage rather than thermal failure.
- Monarchic Grant: In island nations with cold climates, the monarchy may issue these mantles to specialized steam-engineers or armored scouts as part of their official kit.
Commercial Environments and Market Dynamics
In the world of Saṃsāra, the sale of such specialized gear does not occur in general marketplaces but in environments tailored to the industrial and magical arts.
- The Foundry-Bazaar: These are high-temperature districts in metropolises like Aethelgard. The shops are often open-air forges where the “walls” are lined with cooling racks.
- Buying: A bespoke, newly forged mantle here is a “seller’s market” item. Depending on the current supply of volcanic iron, a smith may demand between 800 and 1,200 Gold.
- Selling: If an avatar wishes to sell a used mantle, the smith will scrutinize the Abjuration runes for fatigue. They typically offer 30% to 50% of the suggested value in silver or electrum, citing the “buyer beware” cost of refurbishing the fire crystals.
- The Relic Exchange: Located near World Bank branches, these shops deal in items with a known lineage.
- Buying: Because the Mantle 492 has a recorded history of protecting gestalts, a Relic Exchange may price it at 1,500 Gold or more, emphasizing its “proven” reliability in extreme conditions.
- Selling: These traders are more interested in the item’s condition and tags. A well-maintained mantle can be traded for approximately 600 Gold, or potentially more if the seller has high Renown Points with the merchant’s faction.
- Naval Supply Depots: Found in port cities where zeppelins and airships dock.
- Buying: These shops often carry “surplus” mantles. The cost is often lower, around 700 Gold, but the quality is utilitarian and lacks the fine filigree work of an artisan-grade forge.
- Selling: Depots rarely buy items for gold. Instead, they offer “store credit” toward ship passage or coal/mana fuel, valued at roughly 400 Gold worth of services.
Transactional Costs
The World Bank oversees these high-value exchanges. For every transaction, a 1% fee is deducted from the character’s account. In the case of the Mantle 492, a purchase at 1,000 Gold would result in a 10 Gold fee paid to the bank of the god of commerce. Merchants in rural areas or smaller island nations may refuse the item entirely, as they lack the specialized tools required to test the pressurized steam chambers or the purity of the volcanic iron.
Strategic Utility and Roleplay of the Mantle of the Smoldering Forge 492
The tactical application of the Mantle 492 varies significantly depending on the atmospheric conditions and the specific safety rating of the location. Because the Iron-Sheath Gestalt relies on internal thermal stability, the roleplay of this item is a balance between mechanical preservation and aggressive heat management.
Combat Roleplay: Defensive Maneuvers
In a Somewhat Safe area like a walled city, the defense offered by the Mantle is often subtle. The Gestalt may stand motionless, allowing the tripled AC to repel mundane projectiles, while the low-level hum of the thermal loop warns pickpockets of the searing heat beneath the plate.
- Environmental Buffering: In the frozen jungles of the northern islands, roleplaying the defense involves describing how the internal fire crystals glow brighter as the ambient temperature drops. When a foe attempts a cold-based spell, the player might describe the frost shattering instantly upon contact with the blackened iron shoulders, manifesting the Internal Hearth passive.
- The Reactionary Flare: During a melee engagement, the Overheat Pulse is roleplayed as a sudden, violent expansion of the internal thermal loop. As a foe’s blade strikes the shoulder, the Gestalt triggers a momentary failure in the cooling vents. The player can describe a blinding flash of orange light and the smell of singed leather or fur as the attacker is repelled by a 1d4 fire discharge.
Combat Roleplay: Offensive Maneuvers
The Mantle 492 is not a direct weapon, yet its offensive utility is found in battlefield control and psychological warfare, especially in Unsafe or Normal areas where visibility and positioning are key.
- Venting the Screen: The Venting Hiss activatable magic is a centerpiece of offensive roleplay. By expending an action, the Gestalt deliberately breaches its steam chambers. The player might describe the loud, screeching whistle of high-pressure steam erupting from the filigree ports. This creates a literal fog of war, allowing the Gestalt to move its slow frame or its party members to reposition while the enemy is blinded by the “Somewhat Safe” obscurement.
- Thermal Intimidation: In an offensive push, the Gestalt can use its Thermal Regulation skill to intentionally run the suit hot. Roleplaying this involves describing the air shimmering with heat distortion around the avatar’s upper body. This makes the Gestalt a dangerous target to grapple or engage closely, forcing foes into unfavorable positions where they might be vulnerable to the Gestalt’s Impact-Driver Warhammer.
Roleplay in Extreme Environments
- Subterranean Megacities: In the dark cave systems, the grey steam from the Mantle acts as a beacon. The player might roleplay the difficulty of stealth, as the “harmless grey steam” reflects the purple light of their own visor, making them easily spotted by creatures with Darkvision unless they find a way to dampen the exhaust.
- High-Altitude Airships: When fighting on the deck of a zeppelin in the thin, cold air, the Mantle is the only thing keeping the Gestalt’s joints from locking. Roleplay here focuses on the constant hiss of the vents fighting against the high-altitude winds. Offensively, the steam can be used to mask a boarding action, covering the gap between ships as the Iron-Sheath leads the charge.
- Deathly Areas: In these regions where AC is cut completely, the Mantle’s roleplay shifts from a defensive tool to a vital life-support system. Every attack hits, so the player must roleplay the desperate management of the Mana Boost. Using the Mantle to vent steam becomes a primary method of preventing the next hit from landing by ensuring the enemy cannot see the target they are guaranteed to strike.

Perception of Activation:
User’s Perspective
As the internal fire crystals ignite, the Iron-Sheath Gestalt experiences a sudden, violent surge in its internal pressure gauges. The “Blind Sight” (echolocation) of the avatar detects a high-pitched, harmonic whine echoing within the hollow cavities of the armor as the steam builds. This is followed by a blooming ultraviolet glow in the “True Sight,” radiating from the shoulder joints as the Abjuration runes saturate with mana. Tactilely, the internal metallic tendrils feel a transition from stiff, sluggish crystallization to a fluid, superheated state of high-mobility. The smell of ozone and hot iron fills the avatar’s internal sensors, and the weight of the pauldrons seems to lessen as the steam-piston assist kicks in.
Observer’s Perspective
To an outside observer, the activation is sudden and industrial. A loud, sharp hiss erupts from the filigreed exhaust ports as plumes of grey-white steam billow upward. The blackened volcanic iron begins to pulse with a deep, subterranean orange light, visible through the gaps in the articulated plating. If the observer possesses “True Sight,” they see a fierce, ultraviolet shimmer surrounding the avatar’s upper torso, like a heat haze of pure magical energy. A low-frequency thrum can be felt in the floorboards or ground nearby, vibrating through the “Tremorsense” of any burrowing creatures or heavy-footed foes.
Positives
- Immediate Mobilization: The “Brittle-Joint” lethargy is instantly replaced by maximum mechanical efficiency.
- Tactical Obscurement: The visual and auditory “hiss” can mask the sound of a companion’s movement or the drawing of a weapon.
- Fear Factor: The aggressive venting of steam and the visible internal fire act as a powerful psychological deterrent to feral beasts and low-tier foes.
Negatives
- Sensory “Headache”: The sudden ultraviolet flare in “True Sight” can be blinding if the avatar is in a low-magic area, causing a temporary distraction.
- Stealth Nullification: The loud screech of the venting steam and the bright thermal signature make it impossible to remain hidden from “Radar” or “Darkvision.”
- Thermal Fatigue: Maintaining the “Venting Hiss” for too long creates a dull, resonant vibration in the “Blind Sight” that can eventually disorient the user.
Blueprint for the Volcanic Thermal-Loop: Mantle 492
Materials Needed
- 12 lbs Blackened Volcanic Iron: Sourced from active tectonic vents; must be harvested while still retaining “dormant” thermal energy.
- 3 Tier 1 Fire Crystals: These act as the primary heat source. They must be of “Common” quality or higher to ensure a stable mana-drain.
- 2 Units Kraken-Hide Insulation: Used for the internal lining to protect the avatar’s internal metallic tendrils from direct crystal contact.
- 5 oz Rhodium Solder: Required for the high-durability bonding of the Abjuration rune plates.
- 1 Pint Alchemical Cooling Oil: To calibrate the exhaust ports and prevent the iron from warping during the initial activation.
- 1 Set of Brass Filigree Vents: Prefabricated or hand-etched components for the steam exhaust system.
Tools Required
- Pneumatic Hammer: For shaping the high-density volcanic iron.
- Arcane Soldering Iron: Used to trace the magic circuits and bond the Rhodium.
- Mana-Reflux Bellows: To maintain the precise forging temperature required for volcanic metals.
- Etching Stylus: For the inscription of the Abjuration and thermal-regulation runes.
- Pressure Gauge (Steam-Grade): To calibrate the “Venting Hiss” mechanism.
Skill Requirements
- Armorsmithing (Trained): Level 3 or higher to handle the structural complexity of articulated pauldrons.
- Alchemical Crafting (Trained): Level 1 to properly treat the fire crystals and cooling oil.
- Rune Inscription (Trained): Level 2 to ensure the Abjuration circuits do not leak mana.
- Steam-Engineering (Trained): Level 1 to assemble the pressurized exhaust system.
Crafting Steps
- Step 1: Tempering the Iron: Use the Mana-Reflux Bellows to heat the volcanic iron until it pulses with a dull orange glow. Shape the plates into articulated pauldrons, ensuring the shoulder curvature allows for the internal housing of the crystals.
- Step 2: Rune Inscription: While the metal is still warm, use the etching stylus to carve the Abjuration loop into the interior lining. These runes must be continuous; any break in the line will cause a catastrophic thermal blowout.
- Step 3: Crystal Seating: Layer the Kraken-hide insulation into the internal recesses. Carefully place the three Fire Crystals into the insulated “heart” of the mantle, securing them with Rhodium-soldered brackets.
- Step 4: Circuit Integration: Use the Arcane Soldering Iron to connect the crystals to the Abjuration runes, creating the self-sustaining thermal loop.
- Step 5: Exhaust Assembly: Install the brass filigree vents over the primary steam chambers. Use the Alchemical Cooling Oil to lubricate the hinges and exhaust flaps.
- Step 6: Calibration: Perform a “Silent” activation. Use the steam-grade pressure gauge to monitor the venting. Adjust the filigree ports until the “Venting Hiss” releases steam at the correct pressure without compromising the mantle’s structural integrity.
- Step 7: Final Attunement: Hold the completed item for at least one minute to finalize the connection between the crafter’s Mind’s Eye and the item’s new magic circuits.
Mountain-Shoulders of Angry Heat Forge 492
It is written upon the broken stone leaves of the under-darkness, translated from the tongue of the forgotten dirt-scratchers. In the before-times of the Wilderness Conquesting, the Great White Sky fell down upon the crown of the world. This was the time of the Grasping of the Ashes. The Walking Irons, which are the brothers of the metal gestalts, were doing a great marching into the lands of the top. They sought the secrets of the ice, but the ice had the teeth of invisible biting.
The Great Coldness possessed much anger. It chewed upon the metal blood and the inside-strings of the Walking Irons. The metal blood became stiff like the dead stone. The Walking Irons lost the privilege of movement. They were standing like trees of dead iron in the white dirt. The Great Coldness laughed with the wind of many knives. The brothers of the forge could not make the steps of walking. Their joints were filled with the heavy sleep of ice. It was a time of great weeping for the Hammer and Crank, though they have no eyes for the water of weeping.
Then came the First Striker, a creature of the Guild who possessed the heavy hands of making. He looked through the Mind’s Eye at the sad statues of the Walking Irons. He saw the coldness eating the magic. He said with a loudly voice to the sky, “The coldness is a thief. The fire must be worn upon the shoulders of the brothers as a heavy garment.”
The First Striker traveled for many sun-turnings to the Mountain That Bleeds. This is the deep scar of the Earth-Mother Gaialilith where the ground vomits the angry heat. From the bleeding mountain, the First Striker took the black iron that refuses to forget the fire. He gathered the red-hot rocks of the magic fire. He also hunted the deep-water terror beast of the many arms, taking its thick skin to make a softness against the burning, so the fire would not eat the brothers from the inside.
The First Striker did a great hitting with his tools of heavy weight. He hit the black iron until the metal cried out. He made the shapes of the broad shoulders. Inside the dark shoulders, he took the sharp stick and carved the words of Not-Melting. These words told the red-hot rocks, “Do not eat the Walking Irons, only eat the Great Coldness.” He wrapped the red-hot rocks in the skin of the many-armed beast. He secured them with the silver-metal of high shining.
But the fire was too angry inside the words of Not-Melting. The First Striker put the shoulder upon a Walking Iron, and the shoulder did a great exploding. The pieces flew into the sky. The First Striker was not defeated. He made a second shoulder. It also did a great exploding. He made ten shoulders, and they exploded. He made four-hundred and ninety-one exploding shoulders. The fire was trapped and it grew mad with the trapping.
Then, the First Striker found the wisdom. He took the brass of the yellow shining and made holes of beautiful shapes upon the top of the iron. He poured the cooling liquid of the alchemy makers into the hinges. He created the four-hundred and ninety-second shoulder. He placed the red-hot rocks inside. The shoulder did not explode. Instead, it made a screaming hiss of grey air. The angry air escaped through the beautiful holes, but the heat stayed inside to warm the metal blood.
The First Striker placed the four-hundred and ninety-second shoulder upon the greatest Walking Iron. The internal fire pushed the sleep of ice away. The grey air screamed from the beautiful holes in a thick cloud. The Walking Iron moved its arms with the fluid sliding of the hot forge. The joints did not break. The Great Coldness was punched by the heat. The Walking Iron walked into the Great White Sky and did not stop, making the heavy footsteps of victory. All the brothers were given the screaming shoulders of the four-hundred and ninety-two, and the ice was defeated.
The moral of the story: That which is closed tightly will explode with great destruction and anger, but that which is given a beautiful hole to scream its hot air will do the heavy walking of a thousand days.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: The Hyperborean Thermal Pauldrons
- Classification: Arcane Artifact / Weird Science
- Sanity Loss: 0/1d2 Sanity points to witness the suit activating for the first time (due to its unnatural, pulsating ultraviolet glow).
- Armor: 4 points against physical attacks. In addition, the wearer is completely immune to environmental cold and receives a +20% bonus to CON rolls made to resist the effects of freezing temperatures.
- Game Mechanics:
- Thermal Discharge (Venting Hiss): Once per combat encounter, the wearer may vent high-pressure steam. All characters within 2 yards (including the wearer) must succeed on a DEX roll or be hindered by a “Fog of War” penalty, increasing the difficulty of all firearm and spot hidden rolls by one level (e.g., Regular to Hard) for 1d4 rounds.
- Reactive Heat: Any creature successfully hitting the wearer with a Brawl attack or grapple takes 1d4 burn damage.
- Syntax: “The device emits a rhythmic, mechanical hiss, and the internal copper coils pulse with a light that seems to defy the natural spectrum.”
Blades in the Dark
Item Name: Spark-Crafted Steam Pauldrons
- Type: Heavy Armor (2 Load, occupies the Body slot)
- Tier: I (Quality)
- Mechanics:
- Vented Obscurement: You may expend a Special Armor use or take 2 Stress to activate the Venting Hiss. This creates a thick cloud of steam, providing Great Effect on any “Prowl” or “Skirmish” action involving repositioning or escaping in close quarters.
- Internal Regulator: You are immune to harm from extreme cold or freezing environments. This acts as a permanent “Fine” quality resistance for environmental heat/cold factors.
- Reactive Flare: When you take a level 2 or 3 harm from a melee attack, you may tick 1 segment of a “Pressure Gauge” (4-clock) to deal a level 1 harm “Burn” to the attacker as the steam vents aggressively. When the clock is full, the item is Broken and requires a “Tinker” long-term project to repair.
- Tags: Powered, Steampunk, Industrial, Heavy.
Dungeons & Dragons (5th Edition)
Item Name: Mantle of the Smoldering Forge
- Armor (Pauldrons), Rare (Requires Attunement)
- Armor Class: While wearing these pauldrons, you gain a +1 bonus to AC.
- Mechanics:
- Internal Hearth: You have resistance to cold damage. Additionally, you suffer no ill effects from extreme cold as described in the Dungeon Master’s Guide.
- Venting Hiss: As an action, you can release a 10-foot radius cloud of steam centered on yourself. The area is heavily obscured for 1 minute or until a wind of moderate speed (at least 10 miles per hour) disperses it. Once you use this feature, you cannot use it again until you finish a short or long rest.
- Overheat Pulse: When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal 1d4 fire damage to the attacker.
- Syntax: “This heavy set of blackened iron pauldrons glows with internal heat. While attuned, the wearer feels a constant, reassuring warmth circulating through their gear.”
Knave (2nd Edition)
Item Name: Screaming Steam-Shoulers
- Item Slots: 2 slots (Heavy)
- Armor Quality: +3 AC
- Mechanics:
- Frozen Immunity: The wearer automatically succeeds on any Saves related to freezing or cold-based environmental hazards.
- Venting (Daily): Once per day, the wearer may pull a lever on the collar to release a cloud of steam. This works as the Obscure spell, filling a room-sized area with thick fog for 10 minutes.
- Heat Feedback: Any enemy that rolls a natural 1 on a melee attack against the wearer takes 1d6 fire damage as the armor vents a burst of accidental heat.
- Fragile: If the wearer takes a “Sunder” or “Critical Hit” effect, the internal crystals shatter. The armor provides no AC and loses all magical properties until 3 Fire Crystals are replaced and a “Fix” check is successful.
- Tags: Metal, Warm, Noisy, Reinforced.
Fate (Core/Condensed)
Item Name: The Smoldering Pauldrons of Aethelgard
- Type: Extra / High-Concept Gear
- Aspect: “Living Steam-Furnace Pauldrons”
- Mechanics:
- Internal Hearth: You gain a +2 bonus to Physique or Will rolls made to overcome obstacles or defend against environmental cold or freezing magic.
- Venting Hiss: Once per scene, you may use the Mantle to create a Thick Steam Cloud Situation Aspect with two free invokes. This cloud covers your current zone and provides a +2 bonus to Stealth or Athletics rolls to move unseen.
- Overheat Pulse: When you succeed with style on a Defend action against a melee attack, you may choose to deal a 2-point physical hit to the attacker instead of taking a boost.
- Cost: This item takes up 1 Refresh.
Numenera & Cypher System
Item Name: Volcanic Articulated Harness
- Level: 1d6 + 1 (Tier 1)
- Form: A heavy, multi-jointed shoulder apparatus made of a dark, obsidian-like alloy.
- Effect: While worn, the harness provides +1 Armor. The user is protected from all mundane cold and ice-based damage up to the level of the item.
- Depletion: 1 in 1d20.
- Specific Mechanics:
- Steam Screen: As an action, the user can spend 2 points from their Speed Pool to trigger the Venting Hiss. This creates a level-appropriate hindrance to all visual tasks within immediate range for one minute.
- Thermal Feedback: Whenever a creature hits the user in melee, the harness automatically deals 2 points of fire damage to the attacker as a reactive heat burst.
- Syntax: “The device whirs with internal pistons, maintaining a temperature that makes the air shimmer with a perpetual heat-haze.”
Pathfinder (2nd Edition)
Item Name: Mantle of the Smoldering Forge
- Item 1 | Rare | Abjuration | Fire | Invested | Magical
- Price: 1,200 gp
- Usage: worn, shoulders; Bulk: 2
- Mechanics:
- AC Bonus: This item provides a +1 item bonus to AC.
- Environmental Protection: You gain Cold Resistance 5. You are also continually affected by the Endure Elements spell, but only for cold environments.
- Venting Hiss [Action]: (Frequency: once per hour) You manipulate the filigree valves. You create a Fog Cloud centered on you in a 10-foot emanation. The steam persists for 1 minute or until dispersed by a strong wind.
- Overheat Pulse [Reaction]: (Trigger: A creature within your reach hits you with a melee attack) You vent thermal pressure toward the attacker. The creature takes 1d4 fire damage.
- Syntax: “The etched runes pulse with an ultraviolet glow that mirrors the rhythm of the internal steam cycles.”
Savage Worlds (Adventure Edition)
Item Name: Vulcanized Boiler-Sash
- Type: Armor (Pauldrons)
- Armor: +2 (Covers Shoulders/Chest)
- Min Str: d8; Weight: 15 lbs
- Mechanics:
- Heat-Sync: The wearer is considered to have the Environmental Protection power against Cold. They gain a +4 bonus to Vigor rolls made to resist Cold Fatigue.
- Venting Hiss: The wearer may spend an Action to release a burst of steam. This creates a Large Burst Template centered on the wearer. All sight-based rolls into or through the template suffer a -2 penalty. The cloud lasts for 3 rounds or until dispersed by wind.
- Reactive Burn: Any successful melee strike against the wearer that results in a “Shaken” or “Wound” result triggers a thermal discharge. The attacker takes 1d4 damage (AP 2).
- Syntax: “The iron plates are soot-stained and perpetually warm to the touch, venting thin trails of steam from the filigree ports.”
Shadowrun (6th World Edition)
Item Name: Ares “Volcano-Step” Thermal Rig
- Type: Armor Accessory (Shoulder/Body)
- Rating: +2
- Capacity: 3
- Mechanics:
- Thermostatic Lining: This item counts as having Environmental Adaptation (Cold). The wearer gains +2 dice to any Damage Resistance tests against Cold-based elemental damage or Fatigue checks in sub-zero environments.
- Venting Hiss (Steam Cloud): As a Minor Action, the user can trigger a pressure release. This creates a Smoke effect in a 3-meter radius around the user for 2 Combat Rounds. This provides a -2 penalty to any visual-based attacks made into or out of the cloud, though the user’s own sensors may compensate if they have Ultrasound or Thermographic vision.
- Thermal Feedback: When an opponent successfully hits the user with a Melee attack, the user may spend 1 Edge to deal 2S (Fire) damage to the attacker as a reaction.
- Syntax: “The heavy-duty ceramic plates hiss as the liquid-cooling system hits its threshold, venting a thick shroud of recycled steam.”
Starfinder (2nd Edition / Playtest)
Item Name: Magitech Boiler-Plate Pauldrons
- Item 1 | Rare | Abjuration | Fire | Tech | Magical
- Price: 1,350 credits
- Usage: worn, shoulders; Bulk: 1
- Mechanics:
- Armor Bonus: These pauldrons grant a +1 item bonus to AC.
- Thermal Buffer: You gain Cold Resistance 5. While wearing the mantle, you are protected from the environmental effects of extreme cold as if you were in a pressurized, climate-controlled starship.
- Venting Hiss (Action): Once per 10 minutes, you can vent the internal steam chambers. This functions as a Fog Cloud centered on you in a 10-foot emanation. Due to the high heat, creatures entering the cloud must succeed on a Fortitude Save or become Dazzled for 1 round by the sudden thermal bloom.
- Overheat Pulse (Reaction): Trigger: You are hit by a melee attack. You vent a burst of concentrated heat. The attacker takes 1d4 Fire damage.
- Syntax: “The filigreed brass ports align with the armor’s power core, pulsing with a violet light that shifts to a searing orange during heavy combat.”
Traveller (Mongoose 2nd Edition)
Item Name: TL11 Thermal-Regulated Shoulder Guard
- Tech Level: 11
- Armor: +2 (Stacks with Cloth or Vacc Suits)
- Weight: 6 kg
- Cost: Cr 2,500
- Mechanics:
- Environmental Protection: The guard contains a miniature fusion-battery heat exchanger. It negates all penalties for operating in “Extreme Cold” environments (down to -50°C).
- Steam Screen: As a Minor Action, the user can dump the heat-sink fluid into the atmosphere. This creates a “Smoke” screen in the user’s current 1.5m square. Any attacks made through this square suffer a -2 DM. This can be used 3 times before the guard requires a 1-hour “Refill” period from an external water source.
- Thermal Burn: Any creature engaging the user in Unarmed combat takes 2 points of damage per round of contact due to the high surface temperature of the guards.
- Syntax: “A heavy, industrial-grade shoulder assembly featuring micro-piston vents and a lead-lined thermal core.”
Warhammer (Age of Sigmar: Soulbound)
Item Name: Chamonite Steam-Mantle
- Rarity: Rare
- Armor: +1
- Mechanics:
- Furnace Internal: The wearer is Immune to the Frozen condition and takes half damage from any hazards or spells with the Cold trait.
- Venting Hiss: Once per combat, as a Free Action, you can open the pressure valves. All creatures in your Zone must pass a DN 4:3 Body (Athletics) Test or be Blinded by the steam until the end of their next turn. The Zone becomes Heavily Obscured for 1 round.
- Searing Metal: When an enemy makes a successful Melee Attack against you, they take 1d6 Fire damage as the Chamonite plates glow white-hot in response to the impact.
- Syntax: “Forged in the heart of a duardin sky-port, this mantle screams with the sound of a thousand boiling kettles when fully pressurized.”

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