From: Lineage 5298 of Khet Amra Sunveil
Slot: Arms (pair, counts as one slot)
Tier: 1
Description: Pair of articulated bracers forged from layered sand-forged bronze and river-clay ceramic, hinged to sit flush against Scale Garnish slots. Embedded solar-vein conduits pulse in sync with the wearer’s heartbeat, granting +1 to Alchemical Forging rolls when transmuting silica or steam crystals. The ceramic plates are etched with micro-Khet-Line runes that warm to the touch, preventing cold debuffs in high-altitude zeppelin flights.
Lore: Forged in the sweltering depths of Sandhaven’s Sub-Level 4 Forgeworks during the 3054th cycle of the Great Khet River’s annual flood—a deluge that deposited unprecedented silica-rich silt ideal for ceramic tempering—Scaleweave Bracers 3054 represent the pinnacle of River-Sand Folk collaboration in Amratian’s Renaissance steam-alchemy surge. Commissioned by Clan Veilweaver after Syrak’s “Dawn That Walked” shedding incident, the bracers were hammered from 24 alternating layers of sand-forged bronze (quenched in Serene Dunes’ superheated vents) and river-clay ceramic (fired in Riverbend Sate’s silt kilns). Master smiths from both cultures—led by Nyra Sunveil, Syrak’s sister—embedded 16 micro-solar-vein conduits, hollow quartz tubules harvested from Itchme Sate’s alchemical mines, which pulse with the wearer’s heartbeat like living arteries.
Each bracer features 8 articulated hinges, machined to interlock seamlessly with Scale Garnish slots, allowing embedded gems or sigils to nest without bulk. The ceramic plates bear over 300 micro-Khet-Line runes—etched via steam-powered diamond vibro-stylus at 3054 Hz—each rune a fragmented Dustveil incantation for warmth generation. During the final rite, Syrak’s shed scales were pulverized into conduit paste, smeared along the veins; upon cooling, the bracers thrummed, syncing to his pulse and granting +1 Alchemical Forging prowess on silica transmutations. These bracers powered his patent #117-KV steam-crystal resonance, enabling high-altitude zeppelin flights without cold-induced mana drain. River Folk hail them as “Veins of Unity,” while Sand Folk call them “Forgeheart Binders.” Serial 3054 commemorates the flood cycle and forging frequency. Nyra retains prototype 3055; whispers claim the bracers “remember” Kharveth’s overreach, warming excessively near greedy alchemists.
Tier 1 Stats
- Armor Class Bonus: +1 (layered bronze-ceramic)
- Weight: 3 lbs (pair)
- Attunement Time: 45 seconds (pulse-sync accelerated)
- Durability: 18 HP (hinges jam individually; bracers functional until 9 lost)
Skills Gained
- Silica Transmutation (trained): +1 to Alchemical Forging rolls for silica/steam crystal work; advantage on purity checks.
- High-Altitude Forge (expert): Ignore cold debuffs in zeppelins/airships; +1 to Steamcraft rolls above 1,000 ft.
Passive Magics
- Vein Pulse – Conduits sync to heartbeat; +1 Alchemical Forging on silica/steam transmutations.
- Rune Warmth – Micro-runes heat to 98°F; prevent cold debuffs (e.g., high-altitude, unsafe areas).
- Garnish Nest – Hinges flush with Scale Garnish; +1 slot capacity for arm garnishes (total 3 per arm).
Activatable Magics
- Pulse Overload (3/day, 1 mana boost): Veins surge; next Alchemical Forging roll +1d4, or transmute 1 extra crystal.
- Forge Vent (1/long rest, no cost): Emit 10-ft steam burst from hinges (DC 13 Dex save or 1d6 fire + push 5 ft).
- Unity Bind (1/short rest, 2 mana boost): Sync with torso gear (e.g., Lumivest); share +1 warmth/rune effects to adjacent ally for 1 minute.
Specific Slot
- Arms (pair, counts as one slot; covers forearms, compatible with Scale Garnish on shoulders/arms; non-conflicting with gloves).
Tags:
Tier-1 Armor, Solar-Vein Conduits, Alchemical Booster, Cold-Resist Runes, Hinged Garnish Nest, Renaissance Patent, River-Sand Hybrid, Steamcraft Amplifier, Silica Transmuter, Zeppelin Essential, Dustveil Fragments, Pulse-Synced, Forgeheart Binder, Mana-Forge Synergy
Scaleweave Bracers 3054 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±18% by flood cycle, silica purity, and zeppelin altitude. Haggling via Zaf-Khet pulse-chant or Mind’s Eye conduit appraisal grants 1d4 × 4% discount. Bracers require Zaf-Amra arm measurement (free at forges).
1. Sandhaven Sub-Level 4 Forgeworks (Hammer-Anvil Plaza) Shop Type: River-Sand Collaborative Forge – “Veins of Unity Smithy” How Sold: Live-forging auction during Flood-Fire Festival (annual, under steam-vent skylights). Bracers displayed on articulated arm mannequin; pulse-sync demo on apprentice. Bidders submit silica samples or steam schematics. Cost:
- Base Bid: 30 Gold (honors 30 layers)
- Final Sale Range: 54–78 Gold (includes 10% forge tithe)
- Bundle Option: 100 Gold with matching Siltstep Greaves 6722
2. Khet-Vara Zeppelin Forge-Dock (Berth 54 Apex) Shop Type: Royal Steam-Alchemy Outfitter – “High-Altitude Binders” How Sold: By appointment in pressurized cabin; bracers arrive via pneumatic tube in bronze case. Buyer undergoes 54-second pulse scan; fitting with steam-hinged adjustments. Warranty: free hinge re-lube if jammed in flight. Cost:
- Fixed Price: 75 Gold (includes altitude certification)
- Trade-In: Any Tier 1 arm armor for 20 Gold credit
3. Riverbend Sate Silt-Clay Kiln Market (Dock 30) Shop Type: River Folk Ceramic Exchange – “Clay & Conduit” How Sold: Barter stall under silt-dust awnings at River Forge Fair (bi-weekly). Bracers on clay-cooled pedestal; River Folk trade silt batches, Sand Folk offer bronze ingots. Demo: warmth test in river mist. Cost:
- Cash: 60 Gold
- Barter Equivalents:
- 300 lbs flood-silt clay OR
- 8 mana-boost steam crystals OR
- 1 barge cargo manifest (silica run)
4. Raiderspool Sky-Dock Contraband Hold (Zeppelin Dustskimmer Armory) Shop Type: Privateer Forge-Smuggler – “Pulse & Plunder” How Sold: Invite-only in swaying hold; access via forgeheart tattoo. Bracers in steam-sealed locker; buyer tests pulse-sync in zero-gravity. Quick attunement or walk. Cost:
- Cash: 90 Gold (flight-risk premium)
- Favor Trade: 70 Gold + 1 high-altitude zeppelin route OR safe passage for forge shipment
5. Oasis Fort Dune-Forge Caravan (Mobile Anvil-Tent – “Warmth of the Veins”) Shop Type: Nomadic Alchemist-Smith – “Forge on the Move” How Sold: Pop-up during Oasis Steam Conclave (monthly). Bracers on steam-rotating arm stand; trader demos warmth in dune chill. Includes sand-polishing kit. Cost:
- Cash: 65 Gold
- Desert Barter: 50 Gold + 3 days forge escort OR 1 rare silica vein map
Resale & Reforging
- Damaged/Used Units: 25–40 Gold at any forge (conduits sold separately: 8 Gold each).
- Reforging Fee: 20 Gold + 1 mana boost steam crystal to re-layer 6 plates and re-sync runes (Sandhaven exclusive).
Scaleweave Bracers 3054 – Roleplay in Defense & Offense Across Environments
1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak crouches behind a dune, bracers thumping in sync with his racing pulse. Sandworm tremor approaches; Rune Warmth heats ceramic to 98°F, countering cold-induced sluggishness. Vein Pulse alerts to silica-rich ground—Pulse Overload (1 mana) surges +1d4 to Alchemical Forging; he transmutes sand into 10-ft glass wall, blocking worm strike. Offense Roleplay: Night ambush. Syrak charges, bracers glowing bronze-gold. Forge Vent (no cost) erupts 10-ft steam burst from hinges—raiders scalded, pushed back. Garnish Nest +1 slot holds embedded sun-crystal; next Solwhip 1947 lash gains 1d4 fire.
2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Barge under fire. Syrak grips rail; Rune Warmth prevents river-mist chill. Arrow volley—Vein Pulse +1 Alchemical Forging transmutes silt into 5-ft ceramic shield (1 round). Unity Bind (2 mana) syncs with Lumivest—shares warmth to adjacent ally. Offense Roleplay: Boarding skiff. Syrak vaults; Pulse Overload +1d4 to Prismfang Dagger 5823 throw—dagger melts enemy shield. Forge Vent scalds captain; crew jumps overboard.
3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin sabotage. Syrak floats in zero-gravity; Rune Warmth counters altitude freeze. Assassin blade—Garnish Nest holds defensive sun-gem; Unity Bind shares +1 warmth to crewmate. Vein Pulse detects tampered steam valve. Offense Roleplay: Duel in royal hangar. Opponent casts cold spell—Rune Warmth negates. Forge Vent vents superheated steam; foe’s ice shatters. Pulse Overload +1d4 to Steamvent Glaive 7601 thrust.
4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave-in. Syrak braces wall; Vein Pulse +1 Alchemical Forging transmutes rubble into silica brace. Rune Warmth prevents hypothermia in cold depths. Unity Bind shares warmth to trapped team. Offense Roleplay: Rival duel. Syrak advances; Forge Vent scalds opponent’s face. Garnish Nest +1 slot holds offensive mana crystal—next Solwhip 1947 lash gains reach.
5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity ambush. Syrak drifts; Rune Warmth counters vacuum chill. Garrote wire—Vein Pulse +1 Alchemical Forging transmutes wire into brittle glass. Forge Vent pushes assassin away. Offense Roleplay: Stealing shard. Syrak grabs; Pulse Overload +1d4 to Sandsiphon Alembic 9176—distills 2 mana boost instantly. Forge Vent scalds guards; he escapes.
Universal Combo (Any Environment)
- Defense: Pair with Siltstep Greaves 6722—bracers + greaves = +2 cold resist, 15-ft Forge Vent range.
- Offense: Sync with Lumivest 4271—Unity Bind shares +1 Alchemical Forging to ally’s next transmutation.
Roleplay Note: Syrak narrates bracers’ thump as forgeheart; ceramic hiss when runes activate, prompting Khet-Zaf chants for +1 to next roll.

Perception of Activation:
User’s Perspective (Syrak Sunveil): The moment attunement locks, a thump-thump ripples through forearms—bracers syncing to heartbeat like twin forge bellows. Ceramic plates warm to 98°F, a comforting pulse against scales; hinges click flush to Garnish slots. Solar-vein conduits ignite—golden light races along quartz tubules, each beat a miniature steam piston. A soft hiss of escaping vapor precedes Rune Warmth; silica-rich air smells of hot clay and ozone. Extra-sensory: ley lines pulse as bronze threads beneath skin; cold debuffs vanish like mist in dawn. Vein Pulse grants +1 Alchemical Forging—silica feels pliable, steam crystals sing in mind.
Positives:
- Instant +1 Alchemical Forging on silica/steam; wearer feels purity flaws as discordant notes.
- Rune Warmth negates cold entirely; zeppelin flights feel like desert noon.
- Garnish Nest +1 slot capacity sensed as open “vein ports” ready for gems.
Negatives:
- Overuse (3+ activations/day) risks conduit rupture—roll 2d4 pain interval/HP loss.
- In deathly heat, bracers overheat—+1 fire damage taken until cooled.
Observer’s Perspective (Ally or Foe): A rhythmic thump echoes as Syrak flexes arms. Bronze-ceramic plates glow—micro-runes ignite in sequence, ceramic warming visibly (steam wisps curl). Solar-vein conduits pulse gold, syncing to visible heartbeat under scales. Air shimmers with heatless warmth; silica nearby softens slightly. To foes: bracers mark target—veins too bright. To allies: warmth radiates 5 ft, cold debuffs lift. Scent: hot metal and river clay. Extra-sensory (Mind’s Eye users): observer feels forge rhythm in chest; silica transmutations nearby gain +1 if within 10 ft.
Positives:
- Allies within 10 ft gain +1 to resist cold (shared warmth).
- Unity Bind visible as golden thread linking bracers to synced gear.
Negatives:
- Foes gain +1 to target arms (conduits glow).
- In deathly areas, warmth flickers—bracers cool, risking wearer’s cold vulnerability.
Recipe: Scaleweave Bracers 3054 – Vein-Pulse Binders
Materials Needed
- Sand-Forged Bronze Ingots: 12 layers – quenched in Serene Dunes superheated vents (54 Gold or 3 days forging).
- River-Clay Ceramic Slabs: 12 layers – fired in Riverbend Sate silt kilns (30 Gold).
- Solar-Vein Quartz Tubules: 16 – hollow, Itchme Sate alchemical grade (48 Gold).
- Micro-Khet-Line Diamond Stylus: 1 – Sandhome deep-mine, pre-etched with warmth runes (35 Gold).
- Zaf-Amra Shed Scale Paste: 1 vial – post-shedding, prismatic grade (clan donation or 25 Gold).
Tools Required
- Steam-Layer Hammer – calibrated to 3054 Hz (Sandhaven Forgeworks rental: 10 Gold/day).
- Articulated Hinge Press – bronze-ceramic, steam-powered (Riverbend Sate Co-Op: 6 Gold/day).
- Conduit Infusion Crucible – quartz-lined, pulse-synchronized (4 Gold).
- Garnish Nest Drill – micro-steam, precision (3 Gold).
Skill Requirements
- Alchemical Forging: Expert (DC 17) – for layer tempering and conduit sync.
- Steamcraft Calibration: Trained (DC 15) – for hinge frequency alignment.
- Zaf-Khet Rune Mastery: Trained (DC 14) – for micro-rune etching accuracy.
- Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).
Crafting Steps (Total Time: 54 minutes – sacred to flood cycle)
- Minute 1–18: Layer Forging
- Alternate 12 bronze and 12 ceramic layers in infusion crucible at 305 °F (steam-heated).
- Hammer at 3054 Hz for 18 minutes; quench in silt-water to lock pulse resonance.
- Minute 19–36: Conduit Embedding
- Drill 16 tubule channels along forearm curve using Garnish Nest Drill.
- Infuse quartz tubules with shed scale paste; steam-cure at 220 °F for 12 minutes.
- Secure with micro-steam hinges—thump confirms heartbeat sync.
- Minute 37–48: Rune Etching
- Etch 300+ micro-Khet-Line runes on ceramic plates with diamond stylus.
- Warmth test: runes glow at 98 °F; adjust with steam micro-bursts.
- Minute 49–54: Final Bind
- Wearer dons bracers in pulse crucible under noon sun.
- Chant Khet-Zaf “Zephara Vein-Khet” (6-second ritual) – conduits ignite in sequence.
- 10-ft Forge Vent test burst; bracers thump with wearer. Final hiss seals attunement.
Success: Bracers gain all Scaleweave 3054 properties. Failure (DC fail by 5+): Hinges jam—roll 1d4 lost; retry after 1 long rest. Cost Summary: 192 Gold (materials) + 23 Gold (tool rental) = 215 Gold total (or 54 Gold with forge salvage + clan labor).
Binders That Beat Cold Out of Sky
In the time when the river was a vein and the sand was a lung, when the sky had no height and the cold had no name, there came a smith whose name is shattered, though some say Khet-Veyn, others Sul-Zar, and still others whisper Pulse-That-Was-Not-Yet.
He walked the high places where the air cut like glass, where the zeppelins had not yet learned to fly and the cold lived in the bones of the world. His arms were young, his scales dull, for the First Shedding had not come, and his heart was heavy with the quarrel of two peoples. The River Folk feared the cold that came from the sky. The Sand Folk feared the cold that came from the river. And the smith walked between, carrying nothing but a hammer of bronze and a slab of clay taken from the place where the river met the sand.
The slab was thick as a tear, warm as the moment before dawn. When the smith held it to the fire, the clay did not harden—it remembered. It curled inside the bronze like blood, pulsing, waiting. The smith saw this and did not understand, but he kept the slab in a pouch of reed, and he walked.
He walked until the river vanished and the sky swallowed the horizon. There, at the place where the cold touched the sand, he set his forge. Not of iron, not of stone. He set his will. He layered the bronze with the clay, each layer a word in a tongue older than the dunes, older than the river, older than the quarrel that had not yet begun. He sang as he layered, and the song had no words, only beats—twenty-four beats, rising, falling, pulsing, warming, level—like the breath of the world before it learned to freeze.
When the bracers were done, they were strong as the silence between heartbeats, warm as the sand’s sigh. The smith took the clay and pressed it into the bronze. He pressed it with his palm, and the clay melted—not with heat, but with memory. It became conduits, hollow as veins, pulsing with the rhythm of his own heart. He etched the ceramic with runes that were not runes, but questions.
He donned the bracers.
And the cold fled.
The warmth did not fall upon him—it entered him. It poured through the conduits, through the bronze, through the clay, and out again as a pulse of heat that cut the cold like a blade. The pulse touched the river, and the water warmed. It touched the sand, and the dunes breathed. The River Folk looked up from their freezing. They saw the warmth. And for the first time, the cold blinked.
The smith walked between the freezing places. He did not speak. He did not need to. The bracers spoke. The conduits spoke. They showed the River Folk the warmth beneath the river’s chill. They showed the Sand Folk the warmth beneath the dune’s silence. And the freezing stopped—not with fire, not with steam, but with beating.
But the bracers were not done.
In the night, when the sky was a blade and the stars were grains of ice, the smith dreamed. In the dream, the bracers beat the cold out of the sky. The conduits turned gold, and the pulse became a heartbeat that walked beside him. He woke, and the bracers were heavy. Not with weight, but with time. They remembered the river. They remembered the sand. They remembered the freezing. And they remembered the price.
The smith grew old. His arms withered. His pulse slowed. But the bracers did not. They beat stronger with each shedding, as if they fed on the warmth he could no longer hold. On the day of his final shedding, he walked to the place where the sky touched the sand. He removed the bracers. He laid them upon the ground. And he died.
The bracers did not fade. They lay there, beating, waiting.
Centuries passed. The River Folk forgot. The Sand Folk forgot. But the bracers remembered. They remembered the smith. They remembered the warmth. They remembered the silence. And they remembered the question etched in their ceramic:
What is the price of beating the cold out of the sky?
Then came the Renaissance. The zeppelins rose. The steam engines roared. And a hatchling named Syrak Sunveil found the bracers in the ruins of the Skywhisper. He did not know their name. He did not know their beat. But when he donned them, the conduits thumped—and the cold woke.
And the freezing began again.
The Moral of the Story: The warmth that ends the freezing is the same warmth that begins it. To wear the bracers is to carry the heartbeat, not the silence.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Scaleweave Bracers of Vein Pulse
Artifact Description: A pair of articulated bracers of layered sand-forged bronze and river-clay ceramic, with embedded solar-vein conduits. Attunement requires a successful POW roll (normal difficulty).
Powers:
- Grants +10% to Occult, Alchemy, and Craft (Steamcraft) rolls for transmuting silica or crystals; prevents cold-related penalties.
- Passive: Conduits pulse with wearer’s heartbeat, granting warmth (+10% CON rolls vs. cold/altitude).
- Activate (1 MP, 3/day): Steam vent burst (10-foot cone, Opposed DEX roll; victims lose next action if failed).
- Activate (2 MP, once per day): Pulse overload for +20% to next alchemy roll.
Sanity Loss: 0/1D3 (conduit thrum); prolonged wear risks 1D4 Sanity loss per week (forgeheart echoes). Study Time: 1 week (Craft roll to comprehend runes; failure inflicts 1D4 Sanity loss). Value: Priceless (Renaissance relic); black market 600-1200 USD (1920s equivalent).
Blades in the Dark
Vein-Pulse Bracers
[Special Item, 1 Load]
Effect: Fine (+1 Quality) alchemical arm bracers with pulsing conduits.
- Improves effect level when transmuting materials or resisting cold (e.g., Tinker or Endure Harm).
- Activate (Flashback or Devil’s Bargain): Steam vent (10 paces) scalds foes (Risky → Desperate for them) or +1 effect to alchemy.
- Drawback: Overheat—overuse risks stress (1d) from conduit rupture; glow marks arms in dim light.
Dungeons & Dragons (2024 PHB / 5e)
Scaleweave Bracers
Wondrous item, uncommon (requires attunement)
A pair of articulated bracers of layered bronze and ceramic with pulsing conduits. While attuned:
- You gain a +1 bonus to Intelligence (Arcana) checks to transmute silica or steam crystals.
- You have resistance to cold damage and ignore difficult terrain caused by altitude or chill.
Forge Vent (3/Day). As an action, emit a 10-foot cone of steam. Creatures in the cone must succeed on a DC 13 Dexterity saving throw or take 2d6 fire damage and be pushed 10 feet.
Weight 3 lbs.
Knave (2e)
scaleweave bracers
(1 slot, armor 1)
Layered bronze-ceramic bracers with vein conduits (1 slot). Passive: +1 alchemy (silica/steam); resist cold; +1 arm garnish slots. Vent (3/day): 10 ft cone 2d6 fire (save half), push 10 ft. Quality 2: +1 saves vs. cold/poison; reveals silica flaws.
Fate Condensed
Vein-Pulse Bracers
Extra
Description: A pair of articulated bracers of layered bronze and ceramic with pulsing solar-vein conduits that warm against cold and boost alchemy. Skills: None. Aspects:
- Forgeheart Binders
- Pulse of River and Sand Stunts:
- Silica Transmutation: +2 to Crafts when transmuting silica or steam crystals.
- Rune Warmth: Once per scene, create the aspect Warmth Against the Chill (with 2 free invokes) to resist cold or altitude effects.
- Forge Vent: Gain a +2 to Attack or Overcome when using steam bursts from the bracers.
Numenera & Cypher System (Discovery and Destiny)
Scaleweave Bracers
Level: 2d6
Form: Wearable (bracers)
Effect: +2 to tasks involving transmuting silica or steam crystals (eases crafting/alchemy by one step). Provides asset against cold damage or environmental chill (high altitude, unsafe areas).
Activation: 1 action (Might task for steam vent)
Depletion: 1 in 1d10 (vent: 2d6 fire in 10-ft cone)
Pathfinder (2nd Edition)
scaleweave bracers
Item 5
WONDROUS, RARE Price
150 gp
Usage worn armor; Bulk L
These articulated bracers of layered bronze and ceramic pulse with embedded conduits. While worn: You gain a +1 item bonus to Crafting checks to transmute silica or steam crystals. You gain resistance 5 to cold damage and ignore penalties from cold environments or high altitude.
Activate [two-actions] Interact (fire, magical, poison); Frequency 3 times per day; Effect Emit a 10-foot cone of scalding steam. Creatures in the cone must attempt a DC 21 Reflex save. Critical Success The creature is unaffected. Success The creature takes 2d6 fire damage. Failure The creature takes 4d6 fire damage and is pushed 5 feet. Critical Failure The creature takes 4d6 fire damage, is pushed 10 feet, and is knocked prone.
Craft Requirements Supply one casting of endure elements.
Savage Worlds (Adventure Edition)
Vein-Pulse Bracers
Arcane Item
Layered bronze-ceramic bracers (+1 Armor, arms). Powers (Trappings: Solar Veins, Steam Conduits):
- Protection: Resistance to cold (+2 Toughness vs. cold).
- Smite: +1d6 fire to melee attacks (bracer strikes or synced weapons).
- Boost/Lower Trait: +1 to crafting/alchemy rolls for silica/steam. Cost: 3 PPE to activate powers (recharges as Arcane Background). Note: Trappings allow flavorful pulse-sync and warmth descriptions.
Shadowrun (6th Edition)
Vein-Pulse Bracers
Armor 2 | Capacity 3 | Avail 10(R) | Cost 15,000¥
Layered bronze-ceramic bracers with solar-vein conduits.
- Rating 1 Hardened Armor (non-conductive, +1 vs. cold).
- Custom Fit: +2 dice to Engineering or Alchemy tests for silica/steam transmutation.
- Active Program (Simple Action): 10 m steam vent (attack rating 6, DV 4P, AP –; targets resist with Body).
- Passive: Ignore high-altitude or cold environmental penalties.
- Overload Risk: After 3 activations, roll Device Rating (3); glitch causes 2P feedback.
Starfinder (Core Rulebook)
Scaleweave Bracers
Level 5 | Price 2,800 | EAC Bonus +1 | KAC Bonus +2 | Bulk L
Worn (armor) Layered bronze-ceramic bracers with pulsing conduits.
- Capacity: 20 (10/hour recharge in heat)
- Passive: +1 insight to Engineering or Physical Science for silica/steam; resistance 5 to cold.
- Activate (Standard Action, 2 charges): 10-ft cone steam burst (DC 14 Reflex save or 3d6 fire + push 10 ft).
- Upgrade Slots: 1 (steam fusion compatible).
Traveller (Mongoose 2nd Edition)
Vein-Pulse Bracers
TL 11 | Mass 1.5 kg | Cost Cr 18,000
Armor +1 (arms).
- Power Cell: 8 hours continuous warmth (recharges 1 hour in sunlight).
- Effect: +1 DM to Engineering or Science (Chemistry) for silica/steam; ignore cold penalties.
- Vent (1 cell): 10 m steam burst; targets roll 8+ or take 2d6 fire + lose next action.
- Skill Bonus: +1 to Survival in cold/high-altitude environments.
Warhammer Fantasy Roleplay (4th Edition)
Scaleweave Bracers
AP (Arms) 1 | Qualities: Durable, Warm | Price 28 GC (rare)
Layered bronze-ceramic bracers with pulsing conduits.
- Passive: +10 to Craft or Trade (Alchemy) tests for silica/steam; +10 to Endurance vs. cold.
- Activate (1 Round, Channelling Test CN 9): Emit 10-yard cone of scalding steam; creatures must pass Toughness Test or take 3d10 fire damage and be pushed 5 yards.
- Drawback: In extreme heat, bracers overheat; wearer suffers –10 to Cool tests (forgeheart strain).
