From: Lineage 472 of Anuran
A pair of quarry-forged bracers fitted snugly over the Anuran’s thick forearms, layered with polished basalt plates. The inside is lined with steam-fed tubing that releases faint warmth to keep the amphibian skin hydrated. Intricate engravings mark each successful crafting project completed by the wearer, creating a living record of their labor.
- Effect: +2 bonus on crafting and stone-shaping tasks, along with improved grip for quarry tools.
- Drawback: Overheats if worn too long outside humid environments, requiring immersion in water or steam after extended use.
Lore
The Stonebinder Bracers 244 are said to trace back to the first quarries carved by the Anuran ancestors in Abbeville. Legends whisper that the earliest pairs were forged not for war, but for remembrance: every engraving etched into the basalt plates marked a labor completed, a bridge laid, or a carving perfected. Thus, the bracers are both tool and testament, carrying the memory of centuries of stonework within their spiraled lines. The warmth that pulses from the steam-fed tubing is not only a necessity for Anuran skin—it is symbolic of the “living stone,” stone that breathes, steams, and carries the spark of Gravok’s essence. To wear these bracers is to bind oneself to the eternal workshop of Saṃsāra, declaring that every act of shaping is sacred and every failure recorded until overcome.
Some tales suggest that one pair of bracers, long since lost in a collapsed quarry, bore engravings of projects never completed. Their owner vanished, and the stone collapsed on itself, as though refusing to exist without the full measure of their work. This is why apprentices are taught to inscribe only what has been finished, lest unfinished promises weaken the bond of stone and soul.
Tier One Stats
- Slot: Arm Slot (both forearms).
- Strength: +1 when lifting or carrying heavy stone.
- Constitution: +1 when resisting exhaustion from quarry or forge labor.
- Dexterity: –1 penalty to precise toolwork after 4 hours outside humid/steamed conditions (until hydrated).
Skills Gained
- +2 bonus to Crafting (stonework, masonry, tool-making).
- +2 bonus to Stone-Shaping or geomantic carving attempts.
- Advantage when using climbing tools or quarry hammers, due to enhanced grip and bracing.
Passive Magic
- Memory in Stone: Each engraving holds faint echoes of past labors. Once per day, recalling an engraving grants advantage on checks involving similar work.
- Hydrating Steam: While steam tubing is active, the wearer suffers no penalties from dry environments for up to 3 hours.
- Grip of Basalt: Natural adhesion is enhanced; climbing stone or holding quarry tools cannot be disarmed or slipped by ordinary means.
Activatable Magic
- Stonebinder’s Surge (1/day, action): For 1 minute, gain +2 Strength on tasks involving stone, lifting, bracing, or smashing obstacles.
- Engraver’s Recall (2/day, bonus action): The bracers glow faintly, guiding the hands to repeat perfect strokes. Automatically succeed on the next simple crafting check, or gain advantage on a complex crafting roll.
- Heat of the Forge (1/day, reaction): Release a burst of contained steam. Deals minor fire damage to an attacker in melee range and pushes them back 5 feet.
Tags: Stonebinder Bracers 244, Arm Slot, Basalt-Plated, Crafting, Quarry-Forged, Steam-Tubed, Hydration, Endurance, Grip, Memory, Engraved, Geomancy, Passive Record, Industrial Magic, Resilience, Activation, Warmth, Heritage.
Shops and Markets for Stonebinder Bracers 244
1. Forge-Quarry Guildhalls
These are sprawling complexes carved directly into the terraced cliffsides of Abbeville. Guildhalls are part workshop, part temple, and part market. Here, master Stoneweavers and quarry-smiths sell bracers like the Stonebinder 244 directly to fellow crafters or apprentices about to prove themselves in their first quarry shift. Each pair is signed with a guild mark, certifying its authenticity.
- Atmosphere: Filled with steam vents, chisel-song echoing through cavernous halls, and rows of basalt-armored artisans at work.
- Cost: 200–250 Silver (guild price), or 20 Gold to those of recognized guild rank. Non-guild members may face a 50% markup.
2. Anvil Groves (Rural Shrines)
Small communities far from the great metropolises rely on shrines to Gravok called Anvil Groves. These serve as communal smithies and spiritual centers where items like the bracers are crafted for practical survival, not prestige. Their value here is more symbolic, often traded as part of oaths or offerings.
- Atmosphere: Stone altars surrounded by carved boulders, incense made of burning moss and resin, smiths working with hand-forges.
- Cost: 100–150 Silver, or barter for equivalent stone, food, or labor.
3. Steam-Bazaar Markets
In Abbevillian cities, markets dedicated to industrial magic—called Steam-Bazaars—line the lower quarry streets. Tinkerers and alchemists set up shop, hawking equipment like hydration tubing, geomantic chisels, and bracers upgraded with glowing leyline circuits. Stonebinder Bracers 244 can be bought here ready-made or custom-engraved for a price.
- Atmosphere: Bustling streets full of steam hiss, clattering gear carts, and hawkers shouting in multiple tongues.
- Cost: 300–400 Silver for an unengraved pair; 1–2 Gold extra for personalized engravings or circuit inlays.
4. Collectors’ Exchanges
Wealthy merchants and noble crafters sometimes seek out rare bracers with extensive engravings, especially those with lineage tied to famous bridges, forges, or monuments. At such exchanges, the bracers are treated as artifacts, not tools, with high value attached to the story they carry.
- Atmosphere: Candle-lit vaults with glass cases, overseen by clan mothers or merchant-priests who authenticate items.
- Cost: 20–40 Gold for bracers of historic lineage; exceptional pairs (linked to famous works) can reach 1 Platinum.
5. Blackstone Markets
In hidden tunnels beneath quarry cities, illegal trades flourish. Bracers stripped from fallen quarry-guards or stolen from guild stores appear here, often damaged but patched with alchemy or salvaged tubing. Their authenticity is dubious, but they are cheaper for desperate buyers.
- Atmosphere: Dark, torch-lit caverns thick with the smell of oil and iron, whispers of deals struck in a dozen dialects.
- Cost: 50–100 Silver, but risk of faulty enchantments or overheating flaws is high.
Roleplay of Stonebinder Bracers 244 in Different Environments
Quarry or Industrial Setting
- Defense: When rockslides or scaffolding collapse, the bracers’ basalt grip lets the wearer clamp down on tools, chains, or ropes, anchoring themselves and others against falling debris. The steam tubing cushions the skin, preventing fatigue when bracing loads for long hours. Roleplay this as the avatar gritting their teeth, arms glowing faintly with etched spirals as they hold beams or stone aloft to save others.
- Offense: The same grip can be turned toward aggression. With quarry hammers or chisels, the bracers magnify each swing—allowing devastating blows that crack armor or stone barricades. Characters might slam their forearms together, activating the engravings to channel stored resonance, striking tools like weapons.
Battlefield
- Defense: The bracers create an intimidating “stone guard” stance. By bracing both arms, the wearer can deflect or dampen heavy strikes, especially from blunt weapons. Roleplay this as interposing forearms to absorb momentum, basalt plates sparking against steel, steam hissing as blows land.
- Offense: The Heat of the Forge activation releases a burst of steam from the tubing. In combat roleplay, this is a sudden gout of white-hot vapor that scalds attackers at close range and pushes them back. The engravings glow red, the bracers becoming makeshift gauntlets of burning stone.
Underground Caves or Mines
- Defense: The wearer can sense pressure shifts, allowing them to block falling rubble with their forearms or shield allies by anchoring against collapsing walls. Roleplay includes feeling vibrations before they strike, then throwing up braced arms to take the brunt.
- Offense: Steam tubing heats up faster in tight spaces, allowing the wearer to channel pressure into raw strikes. In roleplay, each punch lands with a hiss of vapor and a dull thud like a stone mallet. The bracers make even unarmed attacks feel like hammer blows.
Urban or Social Setting
- Defense: The engravings serve as social proof. In roleplay, displaying arms inscribed with dozens of completed works earns respect, deterring violence in taverns or markets. The bracers act as symbolic armor, protecting reputation as much as flesh.
- Offense: In confrontations, the wearer might slam their forearms on a stone table, leaving scorch marks or cracks as intimidation. The bracers become a tool of dominance, showing they can break walls as easily as bones.
Wilderness (Dry or Cold Environments)
- Defense: The bracers struggle here, overheating and requiring immersion. Roleplay this as the avatar fanning steam tubes, skin drying, movements sluggish. Defense becomes forcing themselves to keep grip through pain, every clang accompanied by a hiss of overstrained tubing.
- Offense: Desperation sharpens aggression. The bracers’ overheated steam can be vented violently at enemies. In roleplay, the avatar might tear open a tube, turning defensive hydration into a scalding spray at the cost of damaging the gear.

Perception of Activation:
User’s Perspective
The moment the Stonebinder Bracers ignite with warmth, a surge of pressure radiates through the forearms, as though every tendon has been reinforced with braided steel. The engravings glow with a molten-red shimmer, and the user feels steam hiss across their skin—humid, comforting, and alive. Vibrations from the stone beneath their feet resonate through the bracers, mapping out cracks, weaknesses, and hidden seams. Extra-sensory awareness manifests as an echoing hum within the Mind’s Eye, each pulse aligning with ley line currents, showing where the stone will yield to strike or carving tool. There is a faint taste of iron on the tongue, and the scent of heated basalt fills the air, sharpening concentration.
Observer’s Perspective
From the outside, the bracers shimmer with faint heat-waves, glowing spirals shifting across their surface like molten veins. The sound of quiet cracking stone or settling earth seems to follow the wearer, even when none is present. Small bursts of steam vent periodically, hissing like sighs, while the engravings briefly flare to life with every movement. Observers feel an uncanny weight in the air, as if the environment itself bends slightly toward the bracers.
Positives
- Heightened tactile and vibrational sensitivity allows flawless control over stone, quarry tools, and weapons.
- Increased grip strength and endurance make physical labor and combat strikes both precise and unyielding.
- The bracers amplify a sense of environmental awareness, allowing the user to anticipate collapses, cracks, or hidden weaknesses in terrain and enemy defenses.
- The ambient heat maintains optimal hydration and flexibility in amphibian skin, making the user more resilient in their element.
Negatives
- Prolonged use outside of humid or steam-rich environments causes discomfort, burning dryness, and even faint tremors of muscle fatigue.
- Overheating creates distracting bursts of pain and can obscure the extra-sensory hum with static-like noise in the Mind’s Eye.
- The visible glow and hissing steam make stealth nearly impossible, drawing attention to the wearer.
- Observers may feel unsettled by the aura of pressure and sound distortion, fostering distrust or wariness in allies unaccustomed to Abbevillian craftsmanship.
Recipe of the Stonebinder Bracers 244
Materials Needed
- 2 slabs of basalt (quarried, polished, and sized for forearm plating)
- 1 length of tempered steel wire (for binding joints and reinforcement)
- 1 hide of steam-hydrated leather (treated in herbal oils for flexibility)
- 4 small copper tubing coils (to carry and vent steam)
- 2 crystal fragments attuned to local ley lines (etched with spiral runes)
- 1 flask of alchemical sealant (heat-resistant, to bond leather and stone)
- Powdered quartz mixed with volcanic ash (for rune engraving infill)
- 1 vial of Anuran skin secretion (catalyst for rune activation)
Tools Required
- Steam-fed forge with adjustable temperature vents
- Carving chisels and basalt grinders
- Rune-etching stylus tipped with silver carbide
- Hammer and binding clamps
- Alchemical distiller (to refine secretion into binding agent)
- Water-bath chamber with steam vents (to cure and temper leather and stone integration)
Skill Requirements
- Stonecraft (proficient level: ability to cut and shape basalt without fracturing)
- Leatherworking (intermediate level: ability to stretch, cure, and shape treated leather)
- Rune Carving & Geomancy (proficient level: knowledge of ley line resonance patterns)
- Alchemy (basic level: ability to refine Anuran secretion into a catalyst and safe binding solution)
- Engineering (basic level: installation of steam tubing and pressure regulation)
Crafting Steps
- Prepare the Base Plates: Cut and polish basalt slabs to match forearm dimensions, ensuring smooth layering edges. Etch the surface lightly to allow rune carving.
- Cure the Leather: Soak the steam-hydrated leather in a mixture of herbal oil and mineral-rich water. Stretch it across binding clamps and cure it within a steam chamber for 24 hours.
- Attach Structural Reinforcement: Bind the basalt plates to the leather using tempered steel wire, clamped and hammered flat. Coat seams with alchemical sealant to prevent cracking under heat.
- Install Steam Tubing: Lay copper coils along the inner bracer, securing them into leather slots. Ensure they vent outward at marked points for controlled bursts of steam.
- Carve Runes of Stonebinding: Using the stylus, etch spirals and geomantic symbols into the basalt plates. Fill each engraving with powdered quartz mixed with volcanic ash. Seal with molten copper for durability.
- Infuse Catalyst: Distill the Anuran secretion until it becomes a viscous amber fluid. Apply it carefully to the runes, where it binds the quartz mixture into resonance with ley lines.
- Crystal Integration: Set a ley-attuned crystal fragment into each bracer’s centerpiece, bonding it with alchemical sealant. This crystal governs steam flow and amplifies geomantic sensitivity.
- Final Steam Curing: Place the finished bracers into the water-bath chamber, activating the steam vents to temper the leather and basalt as one integrated piece. Maintain pressure for three hours until stable.
- Test Activation: Once cooled, don the bracers and channel vibration through stone or metal. Steam should vent softly, engravings glow faintly, and tactile sensitivity increase. Adjust tubing if overheating occurs.
The resulting Stonebinder Bracers 244 become a living record of labor once engraved further with the wearer’s accomplishments, growing in both function and symbolic weight over generations.
Binding of Stone-Hands
Hear, O wanderer of this cracked earth, the tale carved in half-broken runes, carried on the lips of stone and smoke. The words we speak are shadows of older words, their edges dulled by time, their meanings bent like iron in forgotten fires. Yet still they tell of the Stonebinder Bracers, first of their name, born in the quarries where the mist of Gravok curled thick and the hammers sang like thunder in hollow caves.
In the days when Abbeville was yet young and the First Crafters still trembled with the memory of other worlds, there was one Anuran whose Litho-pattern shone darker than midnight basalt. His name, some say, was Drokmar; others, that it was lost, scattered in the dust of the old tablets. He was neither queen nor priest, but a simple carver of blocks, his back bent by weight, his hands cracked with labor. Yet his heart was heavy with the wish to bind himself more closely to the stone, to hear its true voice beneath the roar of chisels and steam.
It is told that he went into the Deep Quarry, where the ley lines hummed like drums of the earth, and there he worked alone. For seven nights and seven days, he bound plates of black basalt to leather softened with the water of secret pools. He cut narrow veins of copper and fed them with the steam that rose from fissures in the earth, wrapping them around his arms like serpents of fire and water. With each strike of his chisel, he whispered words that were not words, syllables older than breath, older than Gravok’s descent.
When his hands were bound in stone, he struck the quarry wall again. But this time, the wall sang back. He felt its cracks before they opened, its fault-lines before they split. His arms became as the arms of the mountain, strong and unyielding. Where others saw only rock, he saw patterns, weaknesses, hidden gifts. He could bind stone to stone as if with unseen cords, making walls that did not fall, arches that stood without mortar.
But the tale grows darker, as all old tales do. For Drokmar’s bracers grew hot when worn too long beneath the sun. The steam hissed and burned, and his skin, though amphibian and moist, blistered like clay too long in the kiln. Still he did not stop, for he heard the stone whisper secrets of power. He built towers of seamless blocks, dug tunnels that stretched for miles, carved statues whose faces wept steam. The people praised him, but in their hearts they feared, for his eyes glowed with the molten shimmer of the basalt bracers, and his voice grew heavy with echoes not his own.
In the end, Gravok Himself sent a tremor through the quarry. The ground shifted, and Drokmar, in his pride, leapt to brace a wall larger than a mountain. He struck with all his strength, the bracers glowing like suns. The wall did not fall, but neither did Drokmar rise again. His body crumbled to ash, and only the bracers remained, still warm, still whispering, still etched with the spirals of his work.
They were taken by the Stoneweavers and placed upon the altar of the Grand Forge. Since then, each wearer engraves upon them the mark of their own craft, adding line upon line, story upon story, until the bracers are no longer one man’s, but the memory of a people. They are worn still, it is said, by those who would listen to stone and bind themselves to its will.
The Moral of the Story: To shape the stone is to hear its voice, but to bind too tightly is to be consumed. Endurance lies not in force alone, but in balance between creation and restraint.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Ed) — “Stonebinder Bracers No. 244”
Type: Arcane work-bracers; arm-slot gear (pair).
Rarity: Uncommon, guild-forged (Forges/Quarry Guilds).
Attunement: 1-minute focus aligning breath with the bracers’ engravings.
Encumbrance: As heavy vambraces (Keeper’s discretion).
Armor: None (but see reactions).
Skill Effects:
• +20% to Craft (Stonemasonry) and +10% to Mechanical Repair when working with anchors, pulleys, scaffolds, or steam fittings.
• +10% to Climb tests when using tools/ropes (enhanced grip).
• Advantage die on Listen when palm-to-stone to sense shifting rock or hairline fractures.
Passive: Hydrating Steam (3 hours). In dry conditions, wearer ignores first penalty die from heat/dehydration during strenuous labor.
Drawback: Overheat. After 3 continuous hours of activity in dry air, impose one penalty die on DEX-based tests until the wearer soaks hands/forearms in water or steam for 10 minutes.
Activations:
• Stonebinder’s Surge (cost 2 MP; 1 minute Focus): +20% to STR tests for lifting/bracing stone and to Craft (Stonemasonry) for heavy shaping until end of scene or 10 minutes (Keeper’s choice).
• Engraver’s Recall (cost 1 MP; instant): Treat a single routine stoneworking test as an automatic success, or gain an advantage die on a difficult/Hard crafting roll.
• Heat of the Forge (cost 1 MP; reaction): When struck in melee, vent scalding steam; attacker suffers 1D3 damage and must succeed a CON roll or be pushed back 1–2 meters (Keeper adjudication).
Sanity: None (sacred craft, not eldritch).
BLADES IN THE DARK — “Stonebinder 244”
Category: Fine Arcane Gear (Arms); Load 1 (counts as Fine).
Attune: Brief centering ritual (flashback or on-screen).
Passive: Potency on Rig when carving, setting anchors, or reading load paths/stone stability; Potency on Wreck rolls that target masonry (controlled breaks, seams). You also get improved position to resist consequences from collapsing scaffolds if braced with both hands.
Armor Use: May mark ARMOR once per score specifically against crushing or falling debris to reduce/avoid harm (because Fine, it grants increased effect on that reduction).
Special Actions:
• Engraver’s Recall: Push yourself (2 stress) to gain Great effect on a single precise carving/repair, or spend 1 use of Arcane Implements to treat the action as if assisted by a ghostly “template hand” (improved position).
• Heat of the Forge: Push yourself (2 stress) in close melee to emit a scalding vent—create the Level-2 harm “Scalded” or the consequence “Blinded by Steam” (temporary) on a foe; counts as a Set-up for an ally to strike.
• Stonebinder’s Surge: On a group action to lift/brace, you count as two helpers for effect (still only 1 participant for stress fallout).
Drawbacks: Conspicuous hum and vapor; Prowl at speed or rapid climbs are one step worse position unless you pause to vent and cool.
DUNGEONS & DRAGONS (latest core) — “Stonebinder Bracers 244”
Wondrous item, uncommon (requires attunement); arm slot (bracers).
While attuned and wearing the bracers:
• Hands of the Quarry. You have advantage on ability checks made with mason’s tools and on Strength (Athletics) checks to climb or to hold, brace, or maintain a grip (you can’t be disarmed of a tool or object you’re holding unless you choose to release it).
• Craft-Memory Engravings. Once per short rest, when you make an ability check using mason’s tools or tinker’s/smith’s tools to work stone, you can add a +2 bonus to the roll.
• Hydrating Steam. You ignore the first level of exhaustion you would gain from heat or dehydration while your forearms are periodically moistened by the tubing (no effect against other exhaustion sources).
Activatable Properties:
• Engraver’s Recall. As a bonus action, you prime the engravings. For 10 minutes, you have advantage on one kind of tool check you choose (mason’s, smith’s, or tinker’s). Once used, this property can’t be used again until you finish a short or long rest.
• Stonebinder’s Surge. As an action, you empower your forearms for 1 minute: you have advantage on Strength (Athletics) checks to lift, shove, break, or brace stonework, and your unarmed strikes deal an extra 1d4 bludgeoning damage to constructs or objects made of stone. Once per long rest.
• Heat of the Forge. When a creature within 5 feet hits you with a melee attack, you can use your reaction to vent steam. The attacker takes 1d6 fire damage and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed 5 feet. Uses equal to your proficiency bonus per long rest.
Drawback — Overheat. After 1 continuous hour of strenuous activity in a dry environment, you have disadvantage on Dexterity (Acrobatics) checks and Dexterity (Sleight of Hand) checks until you spend 10 minutes hydrating (immersion or steam) or finish a short rest.
KNAVE (latest) — “Stonebinder 244”
Type: Wondrous Arms Gear; occupies Arms slot. Attune: 1 minute of focused breath and contact with stone.
Properties:
• Advantage on checks to carve/shape stone, set anchors, or read structural weakness.
• Advantage on STR checks to climb, brace, or hold fast; cannot be forcibly disarmed of held tools unless impaired.
• Hydrating Steam: Ignore the first step of penalties from heat/dryness during hard labor.
Activations:
• Engraver’s Recall (Action): Gain advantage on a complex crafting test and treat success as yielding masterwork precision. Power Die d6; on a 1–2, step the die down; when it would drop below d4, the bracers must be re-tuned during a Haven rest.
• Stonebinder’s Surge (Action, 1/Day): For one Turn, you gain +2 to STR checks to lift, break, or brace stone; unarmed strikes deal +1 damage to constructs/objects of stone.
• Heat of the Forge (Reaction, 2/Day): When struck in melee at Close, vent steam to deal 1d4 fire and push the attacker Near on a failed STR save.
Drawback: Overheats outside humidity. After a Turn of sprinting/climbing in dry air, take Disadvantage on DEX checks until you pause to hydrate (a scene) or rest.
FATE (Core / Condensed) — “Stonebinder Bracers 244”
Aspect: Engraved Basalt Bracers of the Quarry
Slot: Arms (counts as worn gear).
Permissions: Requires attunement by one who has crafted with stone or forged tools.
Passive Benefits:
• While wearing the bracers, you may invoke the Aspect without spending a Fate Point when attempting to craft, shape, or stabilize stonework (once per scene).
• Gain a +2 bonus on Overcome or Create Advantage rolls with Crafts (stone, forging, or engineering contexts).
Activatable Stunts:
• Stonebinder’s Surge: Once per session, you may spend a Fate Point to gain +2 on a Forceful action to lift, brace, or break through stone obstacles.
• Heat of the Forge: Spend a Fate Point to inflict the situational Aspect “Scalded by Steam” with one free invoke on an opponent in melee range.
Drawback: If worn outside humid or steam-filled environments, the GM may compel Overheat: the bracers grow hot, causing Discomfort or Impaired Dexterity until cooled.
Tags: Durable, Industrial, Steam-fed, Craft-Linked, Basalt-Forged.
NUMENERA & CYPHER SYSTEM — “Stonebinder Bracers 244”
Level: 4 (Armor, artifact-like quality).
Slot: Arms (counts as worn equipment).
Armor: 1 point of Armor against crushing or falling debris.
Passive Benefits:
• Skill: Trained in crafting tasks involving stone, quarry work, or heavy construction.
• Enhanced Grip: Gain +2 on climbing and bracing tasks.
• Hydrating Steam: Ignore one penalty for heat or arid environment fatigue.
Activations (cost 2 Intellect points unless noted):
• Engraver’s Recall: For the next 10 minutes, you are specialized in one chosen crafting task involving stone or metal.
• Stonebinder’s Surge: Gain +2 Might Edge for 1 minute when lifting, pushing, or breaking stone.
• Heat of the Forge (cost 3 Might points): Release a scalding burst of steam in Immediate range, dealing 4 points of ambient damage and pushing a creature back.
Depletion: 1 in 1d20 (when activating powers).
Drawback: In dry conditions, after extended use, the bracers impose one level of the Impaired condition until immersed in water or steam.
Tags: Artifact, Steam, Quarry, Basalt, Industrial Craft.
PATHFINDER (2e) — “Stonebinder Bracers 244”
Item 5; Price 150 gp; Usage worn bracers; Bulk L.
Traits: Magical, Invested, Conjuration, Earth, Steam.
AC/Armor Bonus: None (gear only).
Passive Effects:
• While wearing and invested, you gain a +2 item bonus to Crafting checks involving stone or heavy engineering.
• You gain a +1 item bonus to Athletics checks to Climb and to resist being shoved or knocked prone.
• Hydrating Tubes: You gain resistance 2 to environmental heat and dehydration hazards.
Activate [1 action] Focus — Engraver’s Recall (Conjuration, Earth) Frequency once per hour. Effect: You roll Crafting with a +2 circumstance bonus, and on a success you achieve a critical success instead.
Activate [2 actions] Steam Burst (Conjuration, Fire, Earth) Frequency 3/day. Effect: Release steam in a 10-foot emanation. All creatures take 2d6 fire damage (Basic Reflex DC 18). Affected stone or metal objects temporarily glow, granting you a +2 circumstance bonus to break, lift, or shape them until the end of your next turn.
Activate [2 actions] Stonebinder’s Surge (Earth) Frequency 1/day. Effect: For 1 minute, you gain a +2 item bonus to Athletics checks to break, brace, or lift heavy objects, and unarmed strikes against constructs or objects gain +1d6 bludgeoning damage.
Drawback: Overheating. If the bracers are worn in an arid environment for more than 1 hour without hydration, you become Clumsy 1 until you rest in humid conditions.
Tags: Quarry-forged, Steam-fed, Industrial, Abbevillian Craft.
SAVAGE WORLDS (Adventure Edition) — “Stonebinder Bracers 244”
Gear Type: Magical Armor (Arms slot).
Rank: Seasoned; Cost: 600 credits (or equivalent coinage).
Weight: 4 lbs.
Armor: +1 Armor vs. falling debris, crushing blows, or stone-based attacks.
Passive Abilities:
• Stonemason’s Aid: +2 to Athletics (Climb) and Common Knowledge rolls related to stone or construction.
• Grip of the Quarry: Cannot be disarmed of tools unless incapacitated.
• Hydrating Steam: Reduce penalties from heat fatigue by one step.
Activations:
• Engraver’s Recall (1 Power Point): Gain +2 on a single Repair or Crafting roll involving stone or machinery.
• Stonebinder’s Surge (2 Power Points): For 3 rounds, add +2 to Strength rolls involving lifting, bracing, or breaking stone.
• Heat of the Forge (2 Power Points; Cone Template, Range: Touch): Release scalding steam; targets in the cone must make Agility rolls or take 2d6 Fire damage and be pushed back 1d4”.
Drawbacks:
• Overheat. In arid environments, after one encounter without hydration, the wearer suffers –1 to Agility-based rolls until immersed in steam or water.
Notes: Item is considered Magical/Arcane Gear; usable by any background, but Stoneweaver training reduces Power Point costs by 1 (minimum 1).
Tags: Industrial, Basalt, Steam, Earth, Crafting, Quarry-Forged.
SHADOWRUN (6E) — “Stonebinder Bracers 244”
Type: Wearable Gear (Arms); Availability: 6; Cost: 7,500¥ equivalent.
Slots: Arm Slot (cyberdeck or magical gear slot).
Armor Rating: +1 to Physical defense against crushing/blunt force.
Passive Benefits:
• +2 dice pool bonus on Engineering, Artisan (stone/metal), or Industrial tasks.
• Stability: +1 dice pool to Athletics (Climbing) and tests to resist knockdown.
• Humidity Feed: Reduces penalties from Environmental (Hot/Dry) modifiers by 1.
Activatable Abilities:
• Steam Burst: Complex Action, 3 uses/day. Targets in a 5m cone resist 4P Fire damage (Armor applies). Creates Obscurement (–2 Visibility) until end of next turn.
• Stonebinder’s Surge: Simple Action, once per Scene. Adds +2 Strength dice pool modifier for Bracing, Lifting, or Breaking tests for 1 Combat Turn.
Drawback: In arid conditions without immersion/steam, after 1 hour of use the wearer suffers a –1 dice pool penalty to all Agility-linked tests due to overheating.
Tags: Magical Gear, Quarry-forged, Industrial, Steam-fed, Artisan-Linked.
STARFINDER — “Stonebinder Bracers 244”
Level: 5; Price: 3,200 credits; Bulk: L; Slot: Arms.
Item Type: Hybrid (magic and tech).
Passive Effects:
• Gain a +2 item bonus to Engineering and Profession (stonework/forging) checks.
• +1 circumstance bonus to Athletics when climbing or resisting forced movement.
• Provides resistance 2 to environmental heat.
Activated Abilities:
• Steam Burst (3/day, standard action): Exhale a scalding steam cloud in a 10-foot cone. Each creature takes 3d6 fire damage (Reflex DC 16 for half). The cone provides concealment until the start of your next turn.
• Stonebinder’s Surge (1/day, swift action): For 1 minute, gain a +2 enhancement bonus to Strength checks and melee damage rolls against constructs or stone objects.
Usage: Uses 1 charge per activation (20 charges total; rechargeable).
Drawback: Overheats in dry environments, imposing a –2 penalty to Acrobatics and Sleight of Hand until cooled.
Tags: Hybrid, Magic-Tech, Quarry, Industrial, Steam.
TRAVELLER (Mongoose 2e) — “Stonebinder Bracers 244”
Type: Advanced Wearable Gear (Arms).
TL: 11 (appropriate to Saṃsāra’s steampunk-magical tech).
Cost: Cr18,000.
Armor: +2 protection vs. blunt/concussive damage (arms only).
Passive Effects:
• Grants DM+2 to Engineering (Construction, Stonework) and Mechanic checks involving stone or heavy machinery.
• Stability: DM+1 on Athletics (Dexterity) checks to climb or resist knockdown.
• Integrated Hydrating Tubes: Grants immunity to Hot/Arid environmental penalties for up to 12 hours.
Activations:
• Steam Burst: Action, 3/day. Creates a 5m cone of superheated vapor; inflicts 2D6 damage, Ref DM+0 roll for half damage. Provides Light Cover (–1 DM to ranged attacks through steam).
• Stonebinder’s Surge: Action, 1/day. For 1D6 combat rounds, gain DM+2 to Strength checks involving lifting, bracing, or breaking objects.
Drawback: If used in dry environments without hydration, wearer must make Endurance check (8+) every 6 hours or suffer Fatigue (DM–2 to all checks).
Tags: Magical-Industrial Gear, Quarry, Steam, Artisan.
WARHAMMER (Fantasy Roleplay 4e) — “Stonebinder Bracers 244”
Item Type: Armour (Arms, Magical, Rare).
Encumbrance: 1.
Availability: Rare.
Passive Effects:
• Gain +10 bonus to Trade (Engineering, Masonry, or Smithing) Tests.
• Gain +1 SL (Success Level) on Athletics Tests to Climb or resist being knocked Prone.
• Resilience: Grants +1 AP (Armour Point) on the Arms vs. Bludgeoning or Falling Damage.
Activated Powers:
• Steam Burst (3/day): Full Action. Release a cone of scalding vapor 10 yards long. All creatures in the cone take 12 Damage, ignoring 1 Armour Point. Those struck must Test Endurance (Challenging +0) or gain the Stunned Condition.
• Stonebinder’s Surge (1/day): Free Action. For 1 Minute, gain +20 to Strength-based Tests to lift, brace, or break. In addition, melee attacks against inanimate stone or constructs deal +1d10 Damage.
Drawback: Overheating. If used for more than 1 Hour outside damp or humid climates, wearer must Test Toughness (Hard –20) each hour or suffer 1 Fatigue Condition from heat exhaustion.
Tags: Steam-Fed, Quarry-Forged, Magical Item, Artisan’s Relic.
