From: Lineage 472 of Anuran
Heavy greaves built of layered slate and steel, strapped tightly around Veyra’s powerful legs. The soles are fitted with vibration-absorbing pads derived from processed Anuran secretion, giving her better stability on uneven terrain. Small runes glow when she crouches to leap, aligning geomantic power into her muscles.
- Effect: Doubles jump distance for short bursts, advantage on checks to maintain footing on shifting or unstable ground.
- Drawback: After three consecutive leaps, fatigue sets in, reducing movement speed by 5 ft until rested.
Lore
The Quarry-Leaper Greaves 587 are the mark of master stone-jumpers—Anurans who once traversed the deepest and most treacherous quarries of Abbeville. In ancient times, when ley lines hummed faintly through fractured granite, quarry workers would leap from ledge to ledge, hauling loads of stone and avoiding collapses. The greaves were first crafted by Stoneweaver artisans who combined tempered slate with steel bands, binding them with runes of geomancy. What made them unique, however, was the use of refined Anuran secretion, hardened into pads that absorbed vibration while channeling subtle energy back into the muscles. This allowed leaps of uncanny distance and stability on the most unstable terrain.
The glowing runes etched along the greaves do more than signal enchantment—they pulse in rhythm with the leaper’s breath, creating a harmony between body and stone. It is said that the first greaves were worn during the construction of Granthold’s cliffside forges, when workers had to leap across gaps with molten circuits in their arms. Those who used them became legends, remembered not for brute strength alone but for agility that rivaled griffons and for the patience to endure exhaustion after a day of perilous labor.
Tier One Stats
• Armor Value (Leg Slot): +1 AC equivalent when braced against blunt impact or fall.
• Stat Modifier: +1 Dexterity when making Acrobatics or Athletics (jumping/leaping) checks.
• Movement: Base speed unchanged, but see activations below.
Skills Gained
• Athletics (Jumping/Climbing): Advantage or +2 bonus in tier-neutral systems.
• Acrobatics (Balance/Footing): Advantage or +2 bonus when standing on uneven, shifting, or collapsing surfaces.
• Quarry Workmanship: Minor bonus (+1) to checks involving climbing quarry scaffolds, mining platforms, or navigating construction sites.
Passives (Magical)
- Stone-Stride Stability – Advantage on rolls to resist being knocked prone by tremors, collapsing ground, or magical quakes.
- Vibration Sense (Lesser) – Wearer feels tremors through the greaves; detect unstable surfaces, hidden pits, or creatures burrowing within 20 ft.
- Leaper’s Endurance (Minor) – Fatigue penalties from long marches reduced slightly (ignore first hour of forced march).
Activatable Magics
- Quarry Leap – (Bonus Action / Quick Activation). Once per short rest, double jump distance and height for one leap. Runes flare brightly, glowing for several seconds after landing.
- Runic Anchor – (Action). Root legs to the stone; gain +3 to resist forced movement or falling for 1 minute. Cannot leap while anchored.
- Shockwave Step – (Reaction, once per long rest). When landing from a fall of 10 ft or more, strike the ground to release a 5 ft shockwave, forcing creatures within range to make a Strength save or be knocked prone.
Drawbacks
• After three consecutive Quarry Leaps without resting, fatigue sets in: wearer’s movement speed reduced by 5 ft (or –1 to mobility tests) until they rest or immerse themselves in water/steam.
• Dry or arid environments make the pads brittle; wearer takes –1 penalty to Acrobatics until rehydrated.
Slot
• Leg Slot (covers both legs, including feet/ankles).
Tags: Quarry-Leaper Greaves 587, Leg Slot, Anuran Craft, Steam-Forged, Slate-Steel, Amphibian Secretion, Geomancy, Rune-Engraved, Leap, Stability, Shockwave, Fatigue, Industrial Relic, High Magic, Steampunk, Saṃsāra, Abbevillian, Endurance Gear, Artisan-forged.
How the Quarry-Leaper Greaves 587 might circulate through the economy of Saṃsāra, including shops, buying and selling practices, and costs in precious coin values:
Stonewright’s Forge-Boutiques (Urban Metropolises)
These high-end shops are located in Abbevillian quarry-cities like Granthold or Cliffspire, often carved directly into the cliff faces beside active forges. The boutiques are run by guild-certified Stoneweavers who craft custom-fit greaves for artisans, soldiers, and athletes.
• Buying: Commissioned directly, with the greaves fitted and runes inscribed to match the client’s litho-pattern. Buyers often bring a sample of their own secretion to attune the pads.
• Selling: Used greaves are rarely resold here unless they belonged to a renowned craftsman or warrior—then they are auctioned as relics.
• Cost: 60 Gold (or 6 Platinum), plus 10 Silver for custom rune-inscription.
Steam-Clad Mercantiles (Traveling Trade Houses)
Large industrial cities and airship ports feature mercantile houses where gear is traded alongside cargo. These establishments deal in refurbished greaves taken from quarry collapses, battlefield salvage, or estate sales.
• Buying: Standardized versions, lacking personal rune-records, but functional. Cheaper and more accessible to adventurers and Isekai arrivals.
• Selling: Mercantiles buy worn or slightly damaged greaves, repair them in bulk using steam-driven presses, then resell.
• Cost: 45 Gold, or 4 Electrum + 5 Gold for refurbished versions.
Anvil-Grove Shrines (Rural Villages and Monastic Communities)
Small shrines to Gravok, maintained by village Stoneweavers, sometimes carry greaves as sacred relics of past laborers. They are displayed beside Soul Stones of the dead.
• Buying: Purchases here are considered sacred bargains. Buyers must prove purpose: showing intent to craft, defend, or build. A symbolic “Offering of Stone” (carving a stone token for the shrine) is required alongside coin.
• Selling: Rare, and only if the shrine community agrees that the greaves will serve Gravok’s will elsewhere.
• Cost: 30 Gold + Offering of Stone.
Black Quarries (Illegal or Unsanctioned Markets)
Hidden beneath industrial cities or remote quarries, these markets sell stolen gear stripped from bodies or scavenged from quarry disasters. The greaves here often bear corrupted rune-etchings and unblessed secretion pads.
• Buying: Buyers risk divine disfavor, as Gravok’s priests frown on the unrightful trade of sacred gear. Still, mercenaries, outlaws, and smugglers buy here for half price.
• Selling: Stolen items fetch quick coin, but sellers risk guild persecution.
• Cost: 15 Gold, though the risk of instability or curse is high.
How the Quarry-Leaper Greaves 587 can be roleplayed in different environments, showing both defensive and offensive applications:
Cliffside Quarries & Mountainous Terrain
Defense:
• The vibration-absorbing pads stabilize footing on ledges, letting the wearer brace against falling rocks or sudden collapses. Roleplay: crouching low, feeling tremors in the stone, the runes glow faintly as footing steadies on an unstable shelf.
• When landslides occur, the wearer can root themselves in place, saving allies who might otherwise tumble.
Offense:
• Leaps across gaps to strike enemies perched on high ledges, turning terrain into an advantage.
• Stomps from a leap onto scaffolds or wooden walkways, shattering the supports beneath foes.
Dense Urban Metropolises (Steam-Filled Streets, Quarry-Cities)
Defense:
• Bracing on slick cobblestones, rooftops, or scaffolding when pursued through alleyways. The greaves give advantage against being shoved or knocked down in crowded environments.
• When explosions rock the city, the wearer uses runes to stay balanced, preventing falls from precarious walkways.
Offense:
• Short powered leaps let the wearer bound across alleys, rooftops, or catwalks to close gaps on enemies.
• Shockwave landings from elevated jumps scatter street gangs or rioters, opening paths through hostile crowds.
Caverns, Mines, and Subterranean Spaces
Defense:
• Vibration sense through the pads warns of burrowing creatures or shifting cave walls before collapse. Roleplay: kneeling, palms to knees, sensing subtle tremors with extra-sensory focus.
• Bracing against seismic quakes or magical tremors keeps both wearer and nearby allies from stumbling.
Offense:
• Leaping through stalagmites to attack from unexpected angles.
• Using shockwave landings to disrupt swarms of smaller creatures or destabilize loose stone above foes.
Forests and Moors
Defense:
• Advantage when balancing on mossy logs, swampy ground, or roots. The greaves adapt to uneven organic terrain as well as stone.
• Fatigue drawback plays out here—after repeated bounding through forests, speed penalties appear, forcing roleplay of heavy legs and labored breathing.
Offense:
• Leaps over ambushes, striking from behind or above.
• Bounding down onto mounted foes or larger beasts, disrupting formations.
Battlefields & Open Plains
Defense:
• Stability when cavalry charges or artillery bombardments shake the earth. The pads keep the wearer upright while others fall prone.
• Fatigue mechanics encourage roleplay of pacing leaps: a burst forward, then slower footing to recover.
Offense:
• Enhanced jumps close distance with enemy archers or mages behind the lines.
• Shockwave Step becomes a tool to break enemy ranks, knocking soldiers prone and creating chaos.
Roleplay Themes Across Environments
Positives:
• Portrays the wearer as tireless, agile, and terrain-aware.
• Adds cinematic movement—bounding across rooftops, down quarry walls, or through cave fissures.
• Reinforces Anuran cultural ties to stone and stability, showing reverence for the ground beneath.
Negatives:
• Roleplay fatigue penalties realistically: slowed strides, heavier breaths, possible tactical retreats.
• In arid or dry environments, roleplay brittle pads—slipping slightly or losing traction until rehydrated.

Perception of Activation:
User’s Perspective:
The instant the greaves flare with geomantic runes, a low vibration hums through Veyra’s legs, syncing her heartbeat with the rhythm of the stone beneath her feet. Her calves tighten as though filled with coiled springs, and every step feels light, buoyant, as though the ground itself is lending her strength. She perceives the ley lines like faint glowing threads under the surface, showing her where her footing is most secure. A taste of mineral dust lingers in her mouth, and the scent of wet slate fills her nose, sharpening her focus.
Observer’s Perspective:
To an onlooker, Veyra’s greaves shimmer faintly with glowing runes, like molten seams crawling across slate plates. Each crouch to leap seems to draw in surrounding vibrations—the sound of gravel quiets, the dust in the air trembles—and then she launches upward or outward with startling force. Observers might feel a subtle quake beneath their feet when she lands, as if the ground itself acknowledges her arrival.
Positives:
- Extraordinary stability even on treacherous terrain.
- Enhanced leaps allow for surprising mobility in combat or exploration.
- The greaves channel ley energy, creating a sense of grounded certainty and power.
Negatives:
- Fatigue manifests quickly if pushed too far; legs ache with a deep heaviness akin to walking through wet clay.
- Sensory overload from constant vibration awareness can be disorienting in noisy or unstable environments.
- The glowing runes make stealth more difficult when activated, as they draw visual attention.
Recipe of the Quarry-Leaper Greaves 587
Materials Needed:
- 2 slabs of enchanted slate, quarried from ley-line rich cliffs (sturdy, resonance-holding)
- 4 plates of forged steel, tempered with volcanic fire
- 1 vial of refined Anuran secretion, processed into a vibration-dampening resin
- 6 strips of tanned cliff-ox hide, for durable strapping
- 12 rivets of bronze or copper, infused with minor runes of binding
- A pouch of ground quartz powder, used for rune-etching filler
- A single geomantic crystal shard, to anchor the leap-runes
Tools Required:
- Steam-driven forge hammer
- Runecarver’s chisel (fine-tipped, geomancy-attuned)
- Hydration crucible for mixing resin with secretion
- Leather punch and awl set for binding straps
- Geomantic compass, to align crystal and rune engravings with local ley flow
Skill Requirements:
- Journeyman Armorer (proficiency with steel/stone hybrid forging)
- Apprentice Runecrafter (knowledge of stability and leap runes)
- Alchemical Adept (processing of secretion into resin safely)
- Basic Leatherworker (straps and fittings)
Crafting Steps:
- Forge the Base Plates: Heat the steel until glowing, hammer into greave shapes, then temper in volcanic water to harden.
- Shape the Slate: Carve and smooth the enchanted slate slabs into overlay panels. Their surface must be polished to reveal natural veining, important for rune-conductivity.
- Prepare the Resin: Combine refined Anuran secretion with powdered quartz in the hydration crucible. Stir until it thickens into a semi-transparent resin that absorbs vibrations.
- Bonding Layers: Apply the resin between the slate and steel plates, fusing them into layered greaves. Clamp and steam-cure for 12 hours until the bond sets.
- Leather Strapping: Cut and punch the cliff-ox hide strips, attaching them with bronze rivets to the greave edges. Ensure straps distribute pressure evenly across the calf.
- Rune Engraving: With the runecarver’s chisel, inscribe leap and stability runes into the slate. Fill grooves with quartz powder slurry, which hardens when charged with ley-energy.
- Crystal Anchoring: Place the geomantic crystal shard at the inner joint near the ankle. Align with geomantic compass so the shard resonates with natural earth vibrations.
- Final Sealing: Infuse the entire piece with a pulse of geomantic energy from a ley-line or temple Forge. This “awakens” the greaves, binding runes, resin, and stone together.
- Testing: Perform three trial leaps. Properly crafted greaves will glow with faint runes during crouch and landing, and should absorb vibration shock without jarring the wearer.
Leaper’s Burden and Fall of Stones
In the long-before time, when cliffs sang with the voices of stone and the forges breathed mist like dragons of water and fire, there was made the first of the Quarry-Leaper Greaves. Their name was not as now, for the tongues of men and frogs were young and broken. In the fragments of cracked tablets, it is told of Vezhan, a worker of quarries, whose Litho-pattern bore the gray of deep slate and whose leap was swifter than the eyes of hawks.
Vezhan lived in the city carved from the high walls of granite, where steam rose from fissures and stone was cut not only for shelter but for worship. The quarries groaned with the weight of blocks, and often the scaffolds creaked and broke. Many fell, lost to the abyss of the cliffs, for stone is patient but never merciful. Vezhan swore to Gravok that he would make a tool, not to cheat stone, but to honor its rhythm and stride above its treachery.
So he sought the secret of the secretion, the water of the Anuran body, which softens and binds. He refined it in copper bowls and mixed it with powdered quartz, making a resin that drank vibrations like a thirsty mouth. He pressed it between steel and slate, and upon it he carved runes in spirals, crooked as though written by a hand trembling at the edge of an abyss. Into the heel he placed a shard of crystal that sang with the ley-hum. Thus were the Greaves born.
When first worn, Vezhan leapt across the Chasm of Echoes, where no bridge stood, where wind tore ropes and stone cracked beneath carts. He leapt, and his feet struck true upon stone as if the earth itself bent to hold him. The people saw, and they shouted his name as though it were thunder. With the Greaves he carried stone blocks across gaps, bore water from fissures, and saved many from falling when the scaffolds shook.
But as in all tales, the pride of craft grew heavy. Vezhan leapt not only where stone commanded, but where his will alone spoke. He leapt thrice and thrice again without rest, his breath harsh, his limbs trembling like reeds in the storm. He mocked the wind, he mocked the quake, he mocked even Gravok who laid the veins of the world.
On the day of his boast, he climbed the Spire of Broken Cloud, high and sheer, saying, “With these Greaves I will leap from spire to spire until none doubt that I am master of stone.” The runes flared too bright, the resin wept from the heat, and the crystal shard within cracked. Vezhan’s leap carried him far, but when he landed, his legs faltered, and the greaves no longer bore him. He fell upon the rocks, his body broken, the Greaves shattered, save for one plate of slate engraved with runes still glowing faintly.
The people carried the fragments to the Forge of Gravok, and the Stoneweavers rebuilt them, though never again whole as first. They spoke that Gravok had judged: strength must serve purpose, not pride. From that day the Greaves bore both blessing and curse: they gave leaps of power, yet also the burden of fatigue, a reminder of the folly of unmeasured will.
Thus the Quarry-Leaper Greaves 587, remade many times, are said to carry Vezhan’s breath still, whispering of stone’s patience and of the danger of mocking what endures.
Moral of the Story: True strength honors the stone—it leaps to serve, not to boast. Those who forget this will find that even the ground beneath them will refuse to catch their fall.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Ed) — “Quarry-Leaper Greaves No. 587”
Type: Arcane leg greaves; leg-slot gear (pair).
Rarity: Uncommon, guild/temple-forged.
Attunement: 1-minute focus; crouch-breath alignment over stone.
Encumbrance: As heavy greaves (Keeper adjudication).
Passive Effects:
• +20% to Jump; +10% to Climb on broken/unstable ground.
• Advantage die on Dodge/avoid Knockdown when the surface vibrates, tilts, or shifts.
• Tremor Sense (near-field): While feet are on stone/earth and you’re still for a moment, Keeper may permit Listen/Spot Hidden with an advantage die to detect nearby voids, edges, or approaching burrowers.
Activations:
• Quarry Leap (cost 1 Magic Point; instant): Double your Jump distance for a single leap; gain an advantage die to land without falling Prone.
• Runic Anchor (cost 1 MP; 1 round): You cannot be shoved or knocked Prone by mundane force; MOV becomes 0 for the round.
• Shockwave Step (cost 1 MP; reaction): When you drop ≥3 m and land, adjacent foes test CON or be knocked Prone (minor 1D2 damage from the impact tremor at Keeper’s option).
Drawback — Leaper’s Fatigue: After three Quarry Leaps without at least 10 minutes’ rest/hydration, suffer −1 MOV and a penalty die on further Jump/Climb until you rest and soak legs (or finish a short rest).
Sanity: None.
BLADES IN THE DARK — “Leaper’s Slate 587”
Category: Fine Arcane Gear (Legs); Load 1 (Fine).
Attune: Brief centering ritual (flashback or on-screen).
Passive: Potency on Prowl when traversing gaps, slick roofs, scaffolds, or shifting ground; improved position to resist Knockdown or collapsing terrain while braced.
Special Actions:
• Quarry Leap: Push yourself (2 stress) to cross an otherwise impassable gap or achieve Great effect on a leaping/parkour Prowl; landing grants improved position on your next action.
• Runic Anchor: When you resist a shove/fall with Prowess, roll +1d (max 4d). On a 6, create the temporary asset “Rooted Stance” for the scene.
• Shockwave Step: After a daring descent/landing, take a Setup action to impose the consequence “Unsteady Ground” or “Thrown Off Balance” on nearby foes.
Drawback — Lead Legs: After three high-effort leaps in a score without a breather, mark Level 1 harm “Lead Legs” (or take −1d on further sprint/climb actions) until you pause to cool and hydrate.
DUNGEONS & DRAGONS (latest core) — “Quarry-Leaper Greaves 587”
Wondrous item, uncommon (requires attunement); leg slot.
Passive Properties:
• Stone-Sure Footing. You have advantage on Dexterity (Acrobatics) checks to keep balance on unstable or shifting ground and on Strength (Athletics) checks to jump or climb in rocky/constructed terrain.
• Ground Sense. While you and a creature/object are on the same solid surface, you have tremorsense 10 feet (doesn’t detect flying or hovering creatures).
• Braced Landing. Reduce fall damage you take by an amount equal to your proficiency bonus.
Activatable Properties:
• Quarry Leap. When you take the Jump action (or leap as part of movement), you can double your jump distance for that leap. Uses equal to your proficiency bonus per short or long rest.
• Runic Anchor. As a bonus action, you root yourself until the start of your next turn: your speed becomes 0 and you can’t be pushed or knocked prone by nonmagical effects. 2 uses per short or long rest.
• Shockwave Step. When you fall at least 10 feet and land on the ground, you can use your reaction to force creatures of your choice within 5 feet to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Once per long rest.
Drawback — Leaper’s Fatigue: If you use Quarry Leap on three consecutive turns without spending a turn not leaping, your speed is reduced by 5 feet and you have disadvantage on further Acrobatics checks until you finish a short rest or spend 10 minutes hydrating/steaming.
KNAVE (latest) — “Quarry-Leaper 587”
Type: Wondrous Leg Gear; occupies Legs slot. Attune: 1 minute of crouch-breathing on stone.
Properties:
• Advantage on checks to keep footing on unstable ground.
• Advantage on Athletics/Movement tests to leap or climb; minor tremor sense (Near) while grounded to detect voids/loose stone.
• Reduce fall harm by 1 step.
Activations:
• Quarry Leap (Action): Double your jump distance for one leap. Power Die d6; on 1–2, step the die down. After three Quarry Leaps without a rest, gain Disadvantage on movement checks until you rest or hydrate.
• Runic Anchor (Action): Become immovable for one Turn (speed 0; cannot be forced to move). 1/Day.
• Shockwave Step (Reaction): After dropping from a height, creatures at Close must save vs STR or fall Prone. 1/Day.
Drawback: After repeated leaps in dry air, suffer “Lead Legs”: movement checks at Disadvantage until a scene of cooling/hydration or a Haven rest.
FATE (latest edition) — “Quarry-Leaper Greaves 587”
Aspect: “Legs That Leap Where Stone Permits”
Slot: Legs (worn gear, requires attunement through ritual stance).
Passive Benefits: Gain +2 to Overcome rolls when leaping gaps, climbing unstable surfaces, or resisting knockdown if on stone or crafted surfaces.
Stunts:
• Quarry Leap: Spend 1 Fate Point to double your movement range for a single leap or reposition with exceptional stability.
• Runic Anchor: Once per scene, you may ignore a Forceful or Flashy opposition trying to shove or topple you.
• Shockwave Step: After falling or descending rapidly, you may create the situational Aspect “Ground Shattered and Unsteady” on the zone with one free invoke.
Drawback: After three consecutive leaps without pause, create a temporary Aspect “Lead Legs” against yourself; opponents may invoke it for free once.
NUMENERA & CYPHER SYSTEM (latest) — “Quarry-Leaper Greaves 587”
Level: 5 artifact
Form: Heavy slate-and-steel greaves with glowing geomantic runes.
Effect:
• Passive: The wearer doubles jumping distance and gains +2 to Speed defense rolls to resist being knocked prone while on stone/earth.
• Tremor Sense: The wearer senses vibrations within Immediate range (30 feet).
Activations:
• Quarry Leap (1 Intellect point): Double jump distance again (stacking), for one action.
• Runic Anchor (1 Intellect point): Ignore knockdown and forced movement effects for one round; Speed reduced to 0.
• Shockwave Step (2 Intellect points): When landing from at least 10 feet, create an immediate Intellect attack vs all creatures within Immediate range; on success, targets are knocked prone.
Depletion: 1 in 1d20 per activation (any).
Drawback: After three Quarry Leaps without resting, apply a GM Intrusion: fatigued legs reduce Speed pool by 2 until rest or immersion in steam/water.
PATHFINDER (2e) — “Quarry-Leaper Greaves 587”
Item 6; Uncommon; Magical, Invested, Leg Slot.
Usage: Worn; Bulk 1.
Activate [two-actions] command, envision; Frequency: 3/day.
Passive Effects:
• You gain a +2 item bonus on Athletics checks to High Jump, Long Jump, or to balance on uneven surfaces.
• You gain Tremorsense 10 feet while standing on stone or earth.
Activations:
• Quarry Leap: For your next Leap, double the distance; you land on your feet unless you critically fail.
• Runic Anchor: Until the start of your next turn, you gain a +2 item bonus to Fortitude saves and cannot be knocked prone or shoved by nonmagical forces.
• Shockwave Step: After falling at least 10 feet, you may spend a Reaction to force creatures within 10 feet to attempt a Fortitude save (DC = your class DC or 20, whichever is higher). On a failure, they are knocked prone.
Drawback: If you use Quarry Leap more than three times in a row without resting, you take a –5-foot status penalty to Speed until you spend 10 minutes hydrating or resting.
SAVAGE WORLDS (latest edition) — “Quarry-Leaper Greaves 587”
Gear Type: Magical Armor (Legs); Rare.
Armor: +1 (legs only). Weight: 12 lbs. Requires Attunement.
Passive Effects:
• The wearer gains +2 to Athletics (Climb/Jump) when leaping or moving across unstable ground.
• Tremor Sense: Detect movement within a Medium Burst Template (MBT) if touching the same surface.
Special Abilities:
• Quarry Leap: As a free action, double vertical or horizontal jumping distance. Usable three times per encounter.
• Runic Anchor: Spend a Benny to ignore any Knockback, Push, or Prone effect until your next turn.
• Shockwave Step: If you fall more than 5”, you may make a Strength roll at +2 as a free action. Success: enemies within a Small Burst Template must make Agility rolls or be knocked prone.
Drawback: After three consecutive Quarry Leaps in an encounter, the wearer gains the Fatigued condition (–1 to Trait rolls, Pace reduced by 2”) until they spend an action hydrating or resting in humid/steamed conditions.
SHADOWRUN (6E) — Quarry-Leaper Greaves 587
Type: Augmented Armor (Leg Gear); Availability: 8R; Cost: 9,500¥.
Slots: Lower Body, requires Attunement to Geomancy tradition or equivalent.
Armor: +2 (legs only), does not stack with cyberware replacements.
Passive Effects
• Double Jump Distance: Apply Athletics (Gymnastics) dice pool bonus (+2) when jumping or balancing.
• Vibration Absorption: Reduce Knockdown threshold DV by 2; counts as +1 dice to resist being knocked prone.
Active Abilities
• Quarry Leap (Minor Action, 1 Edge): Double your jump distance until the end of the Combat Turn.
• Runic Anchor (Major Action, 2 Edge): Resist forced movement or knockdown automatically until next Initiative Pass.
• Shockwave Step (Major Action, 3 Edge, once per Scene): Upon landing from 2m+ height, create a 2m blast. All targets in radius resist (Body + Athletics) vs DV 3S Stun; knocked prone on failure.
Drawback: After 3 consecutive Quarry Leaps in one Scene, take a –2 dice penalty to all Athletics rolls until resting/hydrating.
STARFINDER (2E) — Quarry-Leaper Greaves 587
Item Level: 7; Price: 6,800 credits; Bulk: 1; Slot: Feet.
Armor Upgrade; requires installation in leg slot of armor.
Passive Benefits
• Jump Distance: Double the result of Acrobatics (Jump) checks.
• Tremor Stability: +2 circumstance bonus to Reflex saves against being knocked prone or shoved if standing on stone/earth.
Active Abilities
• Quarry Leap (3/day): Move up to double your Speed with a Leap as a Move Action; land on your feet unless critically failing.
• Runic Anchor (1/day, Reaction): Gain +4 circumstance bonus to saving throws against trip, bull rush, or knockdown effects for 1 round.
• Shockwave Step (1/day, Standard Action): After falling or descending at least 10 feet, force all creatures within 10 feet to attempt a Reflex save (DC 16). On a failure, they fall prone.
Drawback: Using Quarry Leap more than three times per day imposes a –10-foot penalty to Speed until the user rests 10 minutes or hydrates in a humid environment.
TRAVELLER (Mongoose 2E) — Quarry-Leaper Greaves 587
Tech Level: 12; Cost: 80,000 Cr; Weight: 10kg.
Type: Advanced Combat Armor (Leg Component).
Traits
• Passive: Athletics (DEX or STR) +1 DM to Climb/Jump checks.
• Stability: Reduce DM penalty from unstable or shifting terrain by –2.
Activations
• Quarry Leap: Once per combat round, gain +4 DM to Jump checks. If successful, distance doubled.
• Runic Anchor: As a Reaction, negate any effect that would knock the Traveller prone or move them involuntarily.
• Shockwave Step: When landing from a fall of 3m+, spend 1 Reaction to create a shockwave in 3m radius. All creatures must make Athletics (DEX) or fall prone.
Drawback: After three Quarry Leaps in a row, apply the Fatigue trait until resting at least 1 hour or rehydrating.
WARHAMMER 40,000 (WRATH & GLORY, latest) — Quarry-Leaper Greaves 587
Type: Relic Gear (Armour Upgrade, Legs); Rarity: Rare; Tier: 3; Value: 5.
Wargear Traits: Powered, Geomantic, Rare.
Passive Abilities
• Leap of Stone: Add +2 dice to Athletics (Leap/Climb) Tests.
• Stability of Slate: Immune to being knocked Prone by non-Relic forces while standing on stone/earth.
Active Abilities
• Quarry Leap (2 Glory, Free Action): Double Leap distance for one Movement.
• Runic Anchor (1 Wrath, Reaction): Until the start of your next turn, gain Resilience +2 vs forced movement and cannot be knocked Prone.
• Shockwave Step (1 Glory, Action): After falling 2+ metres, unleash a shockwave (Radius 3m). All enemies in area must make Athletics or Agility Tests (DN 3). On a failure, they are knocked Prone and take 1 Mortal Wound.
Complication: After three Quarry Leaps without pause, GM may impose Complication “Stone Fatigue”: Movement halved until end of Scene unless character hydrates/recovers.
