From: Lineage 5298 of Khet Amra Sunveil
Slot: Legs (covers shins to thighs)
Tier: 1
Description: Lightweight greaves of compressed Great Khet silt-clay reinforced with steam-tempered reed lattice, dyed bronze-gold. When moving across sand or river mud, the lattice flexes to distribute weight, granting 40 ft walking speed on loose terrain and vibration sense through soles for +1 to detect hidden mechanisms or buried ley lines. A single sunburst sigil on each knee glows faintly when within 100 ft of an uncharted ruin.
Lore: Cast during the 6722nd minute of the Great Khet River’s cataclysmic flood of the Renaissance “Siltstorm Year”—when record silt deposits from Oasis Fort’s hidden aquifers merged with Serene Dunes’ wind-whipped silica to birth unprecedented clay composites—Siltstep Greaves 6722 embody the zenith of Amratian nomadic engineering, bridging River Folk reed-weaving with Sand Folk compression rites. Commissioned post-Syrak’s Raiderspool shard heist, where he nearly perished in unstable dune quagmires, the greaves were molded from 6722 psi-compressed silt-clay (harvested via emergency barges from Riverbend Sate), layered with steam-tempered reed lattice from Khet-Vara’s royal plantations. Artisans—led by Talia Oasisborn, Syrak’s childhood confidante—infused the lattice with 24 vein-like reed bundles, drawn from sacred “Riverwhisper” groves, dyed bronze-gold using Itchme Sate alchemical oxides.
Each greave features 12 articulated silt-joints, flexing seamlessly over shins to thighs, with soles embedded in vibration-conductive clay grids mimicking Zaf-Amra scale patterns. The knee sunburst sigils—Khet-Glyph carvings filled with pulverized Sun-Tear quartz dust—were activated in a dual rite: River Folk chanted flood hymns while Sandwhisperers aligned them to ley lines. Upon donning, the greaves flexed, granting Syrak 40 ft speed across Raiderspool mudflats and vibration sense that uncovered a buried Dustveil cache. These greaves enabled his Obelisk of Twin Currents quest, detecting uncharted ruins from 100 ft amid Seatown’s tidal slicks. Sand Folk dub them “Dune Striders,” River Folk “Silt Whisperers.” Serial 6722 honors the forging pressure and flood minute. Talia safeguards prototype 6723; lore claims the sigils “echo” Kharveth’s collapse, glowing ominously near overambitious excavators.
Tier 1 Stats
- Armor Class Bonus: +1 (silt-clay compression)
- Weight: 4 lbs
- Attunement Time: 50 seconds (lattice flex-sync)
- Durability: 20 HP (joints erode individually; greaves functional until 10 lost)
Skills Gained
- Terrain Whisper (trained): +1 to detect hidden mechanisms/buried ley lines via vibration sense.
- Loose Stride (expert): 40 ft walking speed on sand/river mud; ignore difficult terrain from loose surfaces.
Passive Magics
- Lattice Flex – Distributes weight on sand/mud; +10 ft speed (total 40 ft), vibration sense through soles (+1 detection).
- Sunburst Sigil – Knees glow faintly within 100 ft of uncharted ruins (passive alert).
- Silt Anchor – +1 stability on slippery terrain; prevents prone from mud/sand slips.
Activatable Magics
- Quagmire Burst (3/day, 1 mana boost): Soles vent silt cloud (10-ft radius, DC 13 Dex save or restrained 1 round, sand/mud only).
- Ley Echo (1/long rest, no cost): Amplify vibration sense to 50 ft; reveals buried items/ley nodes as pulses (1 minute).
- Flood Stride (1/short rest, 2 mana boost): Sync with legs/foot gear; grant adjacent ally 30 ft speed on loose terrain for 1 minute.
Specific Slot
- Legs (covers shins to thighs; compatible with boot/tail slots; non-conflicting with greaves extensions).
Tags:
Tier-1 Armor, Silt-Clay Compression, Loose-Terrain Speed, Vibration Sense, Ruin Detector, Reed-Lattice Flex, Renaissance Nomad, Flood-Forged, Ley-Line Prospector, Sunburst Sigil, Dune-River Strider, Mechanism Seeker, Mana-Stride Synergy
Siltstep Greaves 6722 – Acquisition Venues & Pricing in Saṃsāra All transactions use Amratian coinage (10 Copper = 1 Silver; 10 Silver = 1 Gold; etc.). Prices fluctuate ±20% by flood season, silt purity, and ruin proximity. Haggling via Zaf-Khet stride-chant or Mind’s Eye sigil appraisal grants 1d6 × 3% discount. Greaves require Zaf-Amra leg measurement (free at forges).
1. Riverbend Sate Silt-Kiln Forge (Dock 67 Stride-Anvil) Shop Type: River Folk Reed-Weaver Guild – “Silt & Stride Smithy” How Sold: Flood-season auction in silt-cooled hall; greaves displayed on reed mannequin over mud pit. Demo: 40 ft dash across silt pool, vibration sense pings buried relic. Bidders offer reed bundles or silt crates. Cost:
- Base Bid: 67 Gold (honors 67th dock)
- Final Sale Range: 80–105 Gold (includes 11% guild tithe)
- Bundle Option: 140 Gold with matching Scaleweave Bracers 3054
2. Khet-Vara Royal Zeppelin Stride-Dock (Berth 22 Apex) Shop Type: Queen’s Nomad Outfitter – “Ruin-Runner Bindings” How Sold: Appointment in altitude chamber; greaves arrive via steam-lift in reed-sealed case. Buyer undergoes 22-second stride scan; fitting with silt-flex adjustments. Warranty: free reed re-weave if torn in flight. Cost:
- Fixed Price: 95 Gold (includes ruin certification)
- Trade-In: Any Tier 1 leg armor for 25 Gold credit
3. Sandhome Dune-Edge Caravan Forge (Level-6 Spiral Tent) Shop Type: Sand Folk Compression Exchange – “Stride & Sigil” How Sold: Bi-weekly barter under bronze-gold canvas at Dune Stride Market. Greaves on sand-cooled pedestal; Sand Folk trade compression ingots, River Folk offer reed. Demo: 100 ft ruin glow in mock dune. Cost:
- Cash: 75 Gold
- Barter Equivalents:
- 672 lbs compressed silt-clay OR
- 10 mana-boost reed crystals OR
- 1 camel caravan manifest (Oasis Fort run)
4. Raiderspool Tide-Dock Contraband Hold (Zeppelin Dustskimmer Leg-Locker) Shop Type: Privateer Mud-Smuggler – “Quagmire Gains” How Sold: Invite-only in rocking hold; access via stride tattoo. Greaves in silt-sealed locker; buyer tests 40 ft speed in mud-simulated deck. Quick attunement or no deal. Cost:
- Cash: 110 Gold (tide-risk premium)
- Favor Trade: 85 Gold + 1 uncharted ruin coordinate OR safe passage for silt shipment
5. Oasis Fort Mud-Caravan Stop (Mobile Reed-Tent – “Sigil of the Stride”) Shop Type: Nomadic Ruin-Seeker – “Silt on the Move” How Sold: Pop-up during Oasis Mud Fair (monthly). Greaves on reed-rotating stand; trader demos vibration ping in oasis silt. Includes mud-polishing kit. Cost:
- Cash: 85 Gold
- Desert Barter: 65 Gold + 2 days caravan escort OR 1 rare silt-vein map
Resale & Reforging
- Damaged/Used Units: 30–45 Gold at any forge (lattice sold separately: 10 Gold).
- Reforging Fee: 25 Gold + 1 mana boost reed crystal to re-compress 6 layers and re-sync sigils (Riverbend exclusive).
Siltstep Greaves 6722 – Roleplay in Defense & Offense Across Environments
1. Serene Dunes (Unsafe Area – AC halved) Defense Roleplay: Syrak sprints across shifting sands, greaves flexing with each 40 ft stride. Sandworm tremor—vibration sense pulses through soles; Ley Echo (no cost) amplifies to 50 ft, revealing worm’s path. Quagmire Burst (1 mana) vents silt cloud—worm trapped, blinded. Offense Roleplay: Raider ambush. Syrak charges, sigils glowing at 100 ft ruin. Flood Stride (2 mana) shares 30 ft speed to ally. Quagmire Burst restrains foes; he closes with Steamvent Glaive 7601.
2. Great Khet River Valley (Somewhat Safe – AC doubled) Defense Roleplay: Barge in mudflats. Arrows sink in silt—Lattice Flex ignores terrain, 40 ft dash to cover. Sunburst Sigil glows—uncharted ruin below deck. Silt Anchor +1 stability prevents prone. Offense Roleplay: Boarding skiff. Syrak vaults mud; Quagmire Burst restrains pirates. Flood Stride boosts ally—team flanks.
3. Khet-Vara Sky-Dock (Designated Safe – AC tripled) Defense Roleplay: Zeppelin sabotage. Syrak runs deck; Lattice Flex 40 ft on swaying planks. Ley Echo detects hidden bomb. Silt Anchor prevents fall. Offense Roleplay: Duel. Syrak circles; Quagmire Burst vents silt on metal deck—foe slips. Flood Stride shares speed to crewmate.
4. Subterranean Sandhome (Designated Safe – AC tripled) Defense Roleplay: Cave-in. Syrak dashes 40 ft; vibration sense reveals safe path. Sunburst Sigil glows—ruin ahead. Silt Anchor braces collapse. Offense Roleplay: Rival duel. Syrak advances; Quagmire Burst vents silt cloud—foe restrained. Flood Stride boosts ally.
5. Raiderspool Black-Market Sky-Alley (Unsafe – AC halved) Defense Roleplay: Zero-gravity mud. Syrak drifts; Lattice Flex 40 ft on slick deck. Ley Echo detects trap. Silt Anchor prevents slide. Offense Roleplay: Stealing shard. Syrak runs; Quagmire Burst restrains guards. Flood Stride shares speed—escapes.
Universal Combo (Any Environment)
- Defense: Pair with Scaleweave Bracers 3054—greaves + bracers = +2 detection, 50-ft Ley Echo range.
- Offense: Sync with Lumivest 4271—Flood Stride shares +10 ft speed to ally’s next move.
Roleplay Note: Syrak narrates greaves’ flex as river’s breath; sigils hum when ruins near, prompting Khet-Zaf chants for +1 to next roll.

Perception of Activation:
User’s Perspective (Syrak Sunveil): The instant attunement locks, a flex ripples through shins to thighs—reed lattice breathes like living sinew, conforming to scale curvature. Silt-clay warms to 92°F, grounding pulse against legs; joints click in perfect stride. Each footfall on sand/mud triggers Lattice Flex—weight distributes as if walking on stone, 40 ft covered in a heartbeat. Vibration sense tingles through soles; buried ley lines pulse like drumbeats, mechanisms clank in mind. Sunburst sigils ignite faintly within 100 ft of ruins—golden glow behind knees, scent of wet clay and sun-baked reed. Extra-sensory: terrain “whispers” safe paths; Silt Anchor felt as magnetic pull to ground.
Positives:
- Instant 40 ft speed on loose terrain; wearer feels every grain as solid.
- Sunburst Sigil glows as internal compass to ruins.
- Vibration sense +1 detection—hidden items sing in soles.
Negatives:
- Overuse (3+ bursts/day) risks lattice tear—roll 2d4 pain interval/HP loss.
- In solid rock, flex overcompensates—–1 Dex save until recalibrated.
Observer’s Perspective (Ally or Foe): A soft flex echoes as Syrak steps. Bronze-gold greaves shift—reed lattice expands/contracts with stride, silt-clay gleaming. Each 40 ft dash leaves no print in sand/mud. Sunburst sigils glow golden within 100 ft ruins—visible through cloth. Air shimmers with heatless warmth; ground beneath vibrates faintly. To foes: greaves mark speed—target legs. To allies: sigil glow shares ruin alert. Scent: river mud and warm reed. Extra-sensory (Mind’s Eye users): observer feels terrain pull—safe paths glow gold in vision.
Positives:
- Allies within 10 ft gain +1 to detect ruins (shared sigil).
- Flood Stride visible as golden thread linking greaves to synced ally.
Negatives:
- Foes gain +1 to target legs (sigils glow).
- In deathly areas, sigils flicker—ruin detection halves to 50 ft.
Recipe: Siltstep Greaves 6722 – Dune-River Striders
Materials Needed
- Great Khet Silt-Clay (Flood-Grade): 672 lbs – harvested from Riverbend Sate flood deposits (67 Gold or 4 days barge salvage).
- Steam-Tempered Reed Lattice: 24 bundles – from Khet-Vara royal “Riverwhisper” groves (40 Gold).
- Bronze-Gold Alchemical Dye: 1 vial – Itchme Sate oxide blend (30 Gold).
- Sun-Tear Quartz Dust: 2 oz – for sunburst sigil fill (45 Gold).
- Zaf-Amra Scale Imprint: 1 shed scale (post-shedding, vibration-grade) for sole pattern.
Tools Required
- Silt-Compression Press – 6722 psi steam-powered (Riverbend Sate rental: 12 Gold/day).
- Reed-Lattice Flex Loom – steam-tensioned (Sandhome Level-6: 7 Gold/day).
- Sunburst Sigil Etcher – micro-steam diamond stylus (5 Gold).
- Mud-Cooling Crucible – silt-lined, vibration-calibrated (4 Gold).
Skill Requirements
- Alchemical Forging: Expert (DC 18) – for silt compression and dye infusion.
- Steamcraft Calibration: Trained (DC 16) – for lattice flex alignment.
- Zaf-Khet Rune Mastery: Trained (DC 15) – for sunburst sigil precision.
- Mind’s Eye (Passive): +1 bonus from solar lineage (Syrak auto-passes).
Crafting Steps (Total Time: 67 minutes – sacred to flood stride)
- Minute 1–22: Silt Compression
- Load 672 lbs silt-clay into compression press at 6722 psi (steam-heated).
- Mold into greave forms (shins to thighs); cool in mud-crucible for 22 minutes.
- Minute 23–44: Lattice Weaving
- Weave 24 reed bundles on flex loom; steam-temper at 280 °F for 12 minutes.
- Embed lattice into silt forms; dye bronze-gold via alchemical infusion.
- Secure with micro-steam joints—flex confirms 40 ft stride readiness.
- Minute 45–58: Sigil Etching
- Etch sunburst Khet-Glyph on knees with diamond stylus.
- Fill with Sun-Tear quartz dust; vibration test—sigils glow within 100 ft mock ruin.
- Minute 59–67: Final Bind
- Wearer steps into greaves on silt platform under noon sun.
- Chant Khet-Zaf “Zephara Silt-Khet” (6-second ritual) – lattice flexes in sequence.
- 40 ft test dash on mud; soles tingle with vibration sense. Final hum seals attunement.
Success: Greaves gain all Siltstep 6722 properties. Failure (DC fail by 5+): Joints misalign—roll 1d4 lost; retry after 1 long rest. Cost Summary: 182 Gold (materials) + 28 Gold (tool rental) = 210 Gold total (or 67 Gold with flood salvage + guild labor).
Greaves That Walked Sand and River as One
In the time when the sand was a mouth and the river was a tongue, when the land had no edge and the step had no name, there came a wanderer whose name is lost, though some say Silt-Khet, others Zar-Sul, and still others whisper Stride-That-Was-Not-Yet.
He walked the places where the river bled into the sand, where the mud swallowed the foot and the dune swallowed the eye. His legs 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 cursed the sand that drank their steps. The Sand Folk cursed the river that drowned their paths. And the wanderer walked between, carrying nothing but a lump of clay from the river’s belly and a bundle of reed from the dune’s bone.
The clay was thick as a tear, soft as the moment before sinking. When the wanderer pressed it to the sun, the clay did not dry—it listened. It curled inside the reed like breath, waiting. The wanderer saw this and did not understand, but he kept the clay in a pouch of reed, and he walked.
He walked until the river widened and the dunes narrowed. There, at the place where the two lands fought, he set his mold. Not of iron, not of stone. He set his will. He pressed the clay with the reed, each layer a word in a tongue older than the quarrel, older than the step, older than the land that had not yet learned to hold. He sang as he pressed, and the song had no words, only beats—sixty-seven beats, rising, falling, flexing, striding, level—like the breath of the world before it learned to stumble.
When the greaves were done, they were light as the silence between steps, strong as the mud’s memory. The wanderer took the clay and shaped it into soles. He pressed it with his foot, and the clay melted—not with heat, but with path. It became lattice, flexing like sinew, dyed bronze-gold with the sun’s own blood. He etched the knees with sunbursts that were not sunbursts, but questions.
He donned the greaves.
And the land answered.
The step did not fall upon the sand—it passed through it. It did not sink in the mud—it danced upon it. Forty feet in a heartbeat, no print, no drag. The vibration of the earth spoke through the soles—ley lines thrummed, mechanisms clanked, ruins glowed a hundred feet away with sunburst light. The River Folk looked up from their sinking. They saw the stride. And for the first time, the land held.
The wanderer walked between the quarreling places. He did not speak. He did not need to. The greaves spoke. The lattice spoke. They showed the River Folk the path beneath the river’s drag. They showed the Sand Folk the stride beneath the dune’s swallow. And the quarrel ended—not with words, not with maps, but with walking.
But the greaves were not done.
In the night, when the river slept and the dunes dreamed, the wanderer dreamed. In the dream, the greaves walked the land as one. The sunbursts turned gold, and the stride became a heartbeat that walked beside him. He woke, and the greaves were heavy. Not with weight, but with memory. They remembered the river. They remembered the sand. They remembered the quarrel. And they remembered the price.
The wanderer grew old. His legs withered. His stride slowed. But the greaves did not. They walked stronger with each shedding, as if they fed on the path he could no longer take. On the day of his final shedding, he walked to the place where the river met the sand. He removed the greaves. He laid them upon the ground. And he died.
The greaves did not fade. They lay there, flexing, waiting.
Centuries passed. The River Folk forgot. The Sand Folk forgot. But the greaves remembered. They remembered the wanderer. They remembered the path. They remembered the silence. And they remembered the question etched in their sunbursts:
What is the price of walking the quarrel away?
Then came the Renaissance. The zeppelins rose. The barges sailed. And a hatchling named Syrak Sunveil found the greaves in the ruins of the Tide-Dock. He did not know their name. He did not know their stride. But when he donned them, the lattice flexed—and the land woke.
And the quarrel began again.
The Moral of the Story: The stride that ends the quarrel is the same stride that begins it. To wear the greaves is to carry the path, not the silence.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Siltstep Greaves of Dune Stride
Artifact Description: Lightweight greaves of compressed silt-clay reinforced with reed lattice, dyed bronze-gold. Attunement requires a successful POW roll (normal difficulty).
Powers:
- Grants +10% to Survival and Spot Hidden rolls on loose terrain (sand/mud); doubles movement speed on such surfaces.
- Passive: Vibration sense through soles (+10% to detect hidden mechanisms/ley lines); sunburst sigils glow within 100 feet of ruins.
- Activate (1 MP, 3/day): Silt cloud burst (10-foot radius, Opposed DEX roll; victims lose next action if failed).
- Activate (2 MP, once per day): Amplify sense to reveal buried secrets (Spot Hidden at easy difficulty, 1 minute).
Sanity Loss: 0/1D3 (sigil glow); prolonged wear risks 1D4 Sanity loss per week (terrain whispers). Study Time: 1 week (Survival roll to comprehend lattice; failure inflicts 1D4 Sanity loss). Value: Priceless (nomad relic); black market 700-1400 USD (1920s equivalent).
Blades in the Dark Siltstep Greaves
[Special Item, 1 Load]
Effect: Fine (+1 Quality) terrain boots of silt-clay and reed lattice.
- Improves effect level when traversing loose terrain or detecting hidden paths (e.g., Prowl or Survey).
- Activate (Flashback or Devil’s Bargain): 40-pace speed burst or vibration sense (Controlled → Great on sand/mud); sigils reveal ruins (+1 effect to Study).
- Drawback: Volatile—overuse risks stress (1d) from lattice tear; glow conspicuous near ruins.
Dungeons & Dragons (2024 PHB / 5e)
Siltstep Greaves
Wondrous item, uncommon (requires attunement)
Lightweight greaves of compressed silt-clay reinforced with reed lattice. While attuned:
- Your walking speed increases to 40 feet on loose terrain (sand, mud).
- You gain tremorsense 30 feet on such terrain and advantage on Wisdom (Perception) checks to detect hidden mechanisms or ley lines.
- Knee sigils glow faintly within 100 feet of uncharted ruins.
Quagmire Burst (3/Day). As an action, emit a 10-foot-radius cloud of silt. Creatures in the area must succeed on a DC 13 Dexterity saving throw or be restrained until the end of your next turn.
Weight 4 lbs.
Knave (2e)
siltstep greaves
(1 slot, armor 1) Silt-clay greaves with reed lattice (1 slot). Passive: 40 ft speed on sand/mud; tremorsense 30 ft (+1 detect hidden/ley); sigils glow near ruins. Burst (3/day): 10 ft radius restrain (save ends). Quality 2: +1 saves vs. terrain hazards; ignore loose difficult terrain.
Fate Condensed
Siltstep Greaves
Extra
Description: Lightweight greaves of compressed silt-clay reinforced with reed lattice, dyed bronze-gold, enhancing movement on loose terrain and detecting hidden secrets. Skills: None. Aspects:
- Striders of Dune and River
- Sunburst Sigils of the Uncharted Stunts:
- Lattice Flex: +2 to Athletics when moving across sand or mud; ignore difficult terrain aspects on loose ground.
- Quagmire Burst: Once per scene, spend a fate point to create the aspect Restrained in Silt (with 2 free invokes) in a 10-foot zone.
- Vibration Sense: Gain a +2 to Notice or Investigate when detecting hidden mechanisms, ley lines, or ruins via ground vibrations.
Numenera & Cypher System (Discovery and Destiny)
Siltstep Greaves
Level: 2d6+1 Form: Wearable (greaves) Effect: Your speed increases by 10 feet on loose terrain (sand, mud); gain tremorsense 30 feet on such surfaces to detect mechanisms or ley lines (+2 to tasks). Sigils glow faintly near uncharted ruins (100 feet). Activation: 1 action (Might task for silt burst) Depletion: 1 in 1d10 (burst: 10-foot radius restrain, level 3 effect)
Pathfinder (2nd Edition)
siltstep greaves
Item 4 WONDROUS, RARE Price 85 gp Usage worn armor; Bulk L
These lightweight greaves of compressed silt-clay reinforced with reed lattice are dyed bronze-gold. While worn: Your Speed increases to 40 feet on loose terrain (sand, mud). You gain tremorsense (precise) 30 feet on such terrain and a +1 item bonus to Perception checks to detect hidden mechanisms or ley lines. Knee sunburst sigils glow faintly within 100 feet of uncharted ruins.
Activate [one-action] Interact (earth, magical); Frequency 3 times per day; Effect Emit a 10-foot-radius cloud of silt. Creatures in the area must attempt a DC 19 Reflex save. Critical Success The creature is unaffected. Success The creature is flat-footed until the end of your next turn. Failure The creature is restrained until the end of your next turn. Critical Failure The creature is restrained for 1 minute or until it Escapes.
Craft Requirements Supply one casting of fleet step.
Savage Worlds (Adventure Edition)
Siltstep Greaves
Arcane Item
Lightweight silt-clay greaves (+1 Armor, legs) with reed lattice. Powers (Trappings: Silt Flex, Sunburst Sigils):
- Speed: +2 Pace on sand/mud; ignore difficult terrain.
- Detect/Concealment: Tremorsense 30 yards (+2 Notice for hidden/ley lines); sigils glow near ruins (100 yards).
- Entangle: Activate (1 PPE) for 10-yard silt burst (Agility -2 or Entangled 1 round; Raise: Immobilized). Cost: 2 PPE to activate powers (recharges as Arcane Background). Note: Trappings emphasize flexing lattice and glowing sigils for terrain mastery.
Shadowrun (6th Edition)
Siltstep Greaves
Armor 2 | Capacity 3 | Avail 11(R) | Cost 16,000¥
Compressed silt-clay greaves with reed lattice.
- Rating 1 Hardened Armor (environmental, +1 vs. terrain).
- Custom Fit: +2 dice to Athletics or Perception tests on loose terrain; 40 ft movement on sand/mud.
- Active Program (Simple Action): 10 m silt burst (attack rating 6, DV 3S, AP –; targets resist with Agility).
- Passive: Tremorsense 30 m on loose terrain; sigils glow within 100 m of ruins.
- Overload Risk: After 3 activations, roll Device Rating (3); glitch causes 2P feedback.
Starfinder (Core Rulebook)
Siltstep Greaves
Level 5 | Price 2,900 | EAC Bonus +1 | KAC Bonus +2 | Bulk L
Worn (armor) Compressed silt-clay greaves with reed lattice.
- Capacity: 20 (10/hour recharge on terrain)
- Passive: Speed 40 ft on sand/mud; tremorsense 30 ft; +1 insight to Perception for hidden/ley lines; sigils glow near ruins (100 ft).
- Activate (Standard Action, 1 charge): 10-ft radius silt cloud (DC 14 Reflex save or restrained 1 round).
- Upgrade Slots: 1 (terrain fusion compatible).
Traveller (Mongoose 2nd Edition)
Siltstep Greaves
TL 11 | Mass 2 kg | Cost Cr 19,000
Armor +1 (legs).
- Power Cell: 6 hours continuous flex (recharges 1 hour on terrain).
- Effect: +10 ft speed on sand/mud; tremorsense 30 m; +1 DM to detect hidden/ley lines; sigils glow within 100 m of ruins.
- Burst (1 cell): 10 m silt cloud; targets roll 8+ or restrained 1 round.
- Skill Bonus: +1 to Survival or Recon on loose terrain.
Warhammer Fantasy Roleplay (4th Edition)
Siltstep Greaves
AP (Legs) 1 | Qualities: Light, Terrain | Price 29 GC (rare)
Compressed silt-clay greaves with reed lattice.
- Passive: Speed +10 on sand/mud; tremorsense 30 yards (+10 to Perception for hidden/ley); sigils glow near ruins (100 yards).
- Activate (1 Round, Channelling Test CN 8): Emit 10-yard silt cloud; creatures must pass Agility Test or be Restrained (–20 WS/BS) for 1 round.
- Drawback: In solid terrain, lattice jams; wearer suffers –10 to Agility tests (overflex).
