From: Chimerafeline

Stats:

  • Level: Tier 1
  • AC Bonus: +2
  • Skills:
    • Grapple: Advantage on grapple checks
  • Cost:
    • Gold: 200
  • Tags: Armor, Light, Gauntlets, Grip, Manipulation, Control, Restraint, Flexibility, Resilience, Combat Enhancement, Tactical, Hybrid Armor, Feline Adaptation

Lore: The Tentacle Gauntlets are a pair of specialized gauntlets crafted with the Chimerafeline’s unique physiology in mind. Made from a combination of sturdy materials and reinforced with enchantments, these gauntlets provide essential protection for the creature’s powerful tentacles. They are created by skilled artisans who understand the importance of safeguarding the Chimerafeline‘s natural weapons.

Use: The Tentacle Gauntlets are designed to offer both protection and enhanced functionality for the Chimerafeline’s tentacles. When worn, these gauntlets provide a significant bonus to the creature’s overall defense, shielding the vital tentacles from harm in combat or other hazardous situations.

Moreover, the enchantments imbued within the gauntlets enhance the Chimerafeline’s grappling abilities. The creature gains an advantage on grapple checks, allowing it to effectively restrain opponents or manipulate objects with its tentacles. This advantage can prove invaluable when attempting to control a foe, create opportunities for allies, or interact with the environment in unique and advantageous ways.

Adventurers who appreciate the versatility of the Chimerafeline’s tentacles and seek to maximize their potential often seek out the Tentacle Gauntlets. These gauntlets not only offer enhanced protection but also provide a significant advantage in close-quarters combat and other situations where grappling or manipulating objects is crucial. They are particularly favored by martial artists, brawlers, and those who value versatility and adaptability in combat.

In the world of Saṃsāra, the Tentacle Gauntlets would be a rare find, sold and traded in specialized shops and markets catering to adventurers, martial artists, and hybrid creatures like the Chimerafeline. Each shop would have its own unique environment and method of selling the gauntlets, reflecting the cultural diversity and magical essence of Saṃsāra. Here are some of the types of shops where the Tentacle Gauntlets might be bought and sold, along with the likely pricing variations in each:

  • Mystic Arms Emporium
    • Location: Found in major city centers, particularly near guild halls or adventurers’ quarters.
    • Description: This emporium is known for its inventory of enchanted armor and unique weapons. The shelves are lined with items that enhance physical prowess, from gauntlets and bracers to cloaks and amulets.
    • Pricing: 250 gold pieces, due to high-quality craftsmanship and the convenience of central locations.
    • Purchase Experience: A knowledgeable shopkeeper explains the enchantments on each piece, demonstrating the grappling advantages of the Tentacle Gauntlets on training dummies. They may offer minor discounts to frequent adventurers or guild members.
  • The Wildling Forge
    • Location: Tucked within dense forests or on the outskirts of rural villages, often near Chimerafeline habitats.
    • Description: Specializing in gear for hybrid creatures and those with natural weapons, this forge has items made from materials that complement the physical attributes of unique creatures. Each item is made to order or specifically adapted for species like the Chimerafeline.
    • Pricing: 200 gold pieces, as the forge focuses on functionality and practical enchantments over decorative finishes.
    • Purchase Experience: Customers are encouraged to test the gauntlets in the surrounding wilderness, often engaging in a brief sparring session with the shop’s staff to ensure the right fit and effectiveness. Prices are sometimes negotiable, especially if the buyer provides materials or proves their skill.
  • Shadow Market (Underground or Black Market)
    • Location: Hidden in labyrinthine alleyways or secret underground locations, accessible only to those with insider knowledge or a reputable contact.
    • Description: Here, rare and unconventional items circulate, catering to more clandestine buyers. The gauntlets might come with additional, less common enchantments, making them even more effective for those seeking an edge in combat.
    • Pricing: 300 gold pieces, with added enchantments or custom features available at an extra cost.
    • Purchase Experience: Buyers undergo a quick assessment to verify their intent and skills. Haggling is expected, and many items, including the Tentacle Gauntlets, are presented as limited editions, adding to the allure. The gauntlets often come with slight modifications, tailored for buyers who require discrete enhancements.
  • Curious Curios of the Hinterlands
    • Location: Located in remote villages or along the fringes of civilization, frequented by travelers, nomads, and those seeking rare finds.
    • Description: This shop caters to adventurers seeking rare, exotic items not found in more central locations. Items here are often handcrafted, with each piece possessing unique qualities or enchantments tailored to the environment.
    • Pricing: 180 gold pieces, since the shop emphasizes trading in rare materials and often values barter over traditional currency.
    • Purchase Experience: Buyers are encouraged to barter, with shopkeepers often accepting rare items or services as part of the payment. Shoppers can learn about the creation process and history of the gauntlets from the artisan, who may offer the opportunity to customize the gauntlets further if they provide additional materials.
  • The Floating Bazaar
    • Location: This nomadic market drifts among the Zephyrstone Islands, stopping in various regions as it follows the wind currents.
    • Description: Known for its rare artifacts, the Floating Bazaar has numerous specialized vendors who trade in magical and enchanted items. Each item is enchanted to withstand high altitudes and rugged travel conditions.
    • Pricing: 275 gold pieces, reflecting the rarity of obtaining such items in this ever-moving marketplace.
    • Purchase Experience: Transactions here are quick and vibrant, with customers bidding or negotiating for items in an auction-style setup. The vendors demonstrate the gauntlets’ grapple-enhancing enchantments to attract potential buyers. Those skilled at bartering may find discounts, but competition from other shoppers can drive prices up.
  • Guild of the Chimeric Order
    • Location: Located in a fortified keep within a city or hidden enclave known for training hybrid creatures and shapeshifters.
    • Description: This guild offers gear designed for hybrid creatures like Chimerafelines, with a focus on items that enhance natural abilities. Members often receive discounts or exclusive access to specialized gear.
    • Pricing: 210 gold pieces for guild members; non-members pay an additional 50 gold pieces.
    • Purchase Experience: Buyers can commission personalized enchantments or upgrades for the gauntlets. Guild artisans, who have a deep understanding of creature physiology, ensure each piece fits perfectly. The guild also offers limited-run items with additional benefits to cater to specific hybrid races.
  • Traveler’s Relic Market
    • Location: Found along major trade routes, near cross-country ports or caravan stops.
    • Description: This bustling market features items gathered from across the realms. Items range from functional to exotic, catering to travelers, traders, and adventurers who traverse the world of Saṃsāra.
    • Pricing: 225 gold pieces, with discounts for those willing to trade unique goods or rare ingredients.
    • Purchase Experience: Buyers can browse among the diverse selection, witnessing spontaneous demonstrations from merchants eager to display the gauntlets’ features. Some vendors offer a test-try period or rentals for adventurers passing through, allowing them to “try before they buy.”

Each shop reflects Saṃsāra’s unique cultures, offering the Tentacle Gauntlets at different price points based on location, customization options, and the availability of enchantments. Adventurers can explore these shops to find the ideal set of Tentacle Gauntlets tailored to their needs and preferences.

The Tentacle Gauntlets serve as versatile tools for both defense and offense, and in the world of Saṃsāra, their use varies greatly depending on the environment. The Chimerafeline, or any character equipped with these gauntlets, can adapt to various combat scenarios by employing the gauntlets’ unique grappling advantages. Here’s how the Tentacle Gauntlets might be used in different environments, incorporating roleplay elements for immersive gameplay.

  • Dense Forests
    • Defense: In a forest, the Tentacle Gauntlets allow the wearer to blend with the surroundings, using the environment as an advantage. If attacked, the wearer can grapple branches or vines to maneuver quickly, pulling themselves out of reach or using the trees for cover. When an opponent strikes, the wearer can use the tentacle-like extension of the gauntlets to entangle weapons, disarm foes, or redirect attacks into nearby trees, utilizing the gauntlets’ strength to manipulate the terrain.
    • Offense: The gauntlets’ grapple advantage allows the wearer to use the dense undergrowth to restrain opponents. By wrapping around tree limbs or vines, the wearer can swing themselves to strike from unexpected angles, leaping down from branches or using the gauntlets to pull enemies into bramble patches or trip them over exposed roots. In a skirmish, the wearer might yank enemies up into the air or bind them against a tree, using the forest as a natural trap.
  • Urban Rooftops
    • Defense: On rooftops, the wearer can use the Tentacle Gauntlets to grab onto ledges or nearby structures to avoid falling or evade attacks. If a rooftop skirmish gets too intense, the wearer can swing between buildings, using the gauntlets to latch onto chimneys or protruding beams, maintaining agility and escaping dangerous situations. The gauntlets can also block attacks from arrows or thrown weapons by swinging a loose tentacle in the path to deflect or ensnare projectiles.
    • Offense: In an urban rooftop environment, the gauntlets are perfect for controlling enemies’ movement, often yanking foes off balance and sending them tumbling from precarious perches. The wearer can also swing down from higher points to gain momentum and deliver powerful attacks. In close combat, they can wrap the tentacles around an opponent’s limbs or torso, constraining their movement and giving the wearer control over the direction of the battle.
  • Underground Caverns
    • Defense: In the tight, sometimes treacherous spaces of an underground cavern, the Tentacle Gauntlets provide crucial support by securing the wearer to rock walls or hanging stalactites. They can use the gauntlets to stabilize themselves on slippery surfaces or to pull themselves out of harm’s way. If ambushed, the wearer might use the tentacles to grab onto overhead rocks to quickly elevate or dodge enemy attacks.
    • Offense: The wearer can use the gauntlets to exploit the cavern’s confined space by grappling foes and slamming them into walls, or using the tentacles to wrap around and bind multiple opponents at once. The wearer might also grab loose rocks or chunks of debris with the gauntlets and fling them at enemies, or even pull down stalactites, creating natural hazards and barriers. In darkness, the gauntlets allow the wearer to silently grab and pull unaware foes from shadows, using the element of surprise to gain the upper hand.
  • Marshlands or Swamps
    • Defense: In marshy or swampy terrain, the wearer can use the Tentacle Gauntlets to maneuver around or avoid sinking into mud or water. They can pull themselves to solid ground, latch onto trees or tall reeds for stability, or even hoist themselves above murky water where dangerous creatures may lurk. When confronted, the wearer can use the gauntlets to grab onto boggy mounds or roots, allowing them to evade attacks by lifting themselves out of the mud.
    • Offense: Using the tentacles to latch onto objects or surfaces, the wearer can manipulate the environment to impede enemies, dragging them into deep mud or wrapping tentacles around submerged branches to trip or bind opponents. In close quarters, the wearer might submerge an enemy in the swamp by entangling them and pulling them under, leveraging the murky water as an advantage. If opponents are on land, the gauntlets can be used to pull them into the water, where the terrain works against them.
  • Desert Ruins
    • Defense: In desert ruins, the wearer can use the Tentacle Gauntlets to cling to crumbling walls or columns, creating a tactical advantage. When attacked, they can pull themselves up to higher ground for a defensive stance or escape to shelter from sandstorms. They can also use the gauntlets to deflect projectiles, causing thrown weapons to miss or embedding them in nearby stone.
    • Offense: The wearer can use the gauntlets to dismantle parts of the ruins, dropping chunks of rubble on enemies or yanking pillars to create a partial collapse, trapping or separating foes. By grabbing broken stone or discarded weapons, the wearer can use them as improvised projectiles. In close combat, the gauntlets’ grappling ability allows the wearer to control their opponents’ movement, slamming them against walls or pinning them to ancient statues or columns.
  • Mountain Passes
    • Defense: In a mountainous environment, the Tentacle Gauntlets allow the wearer to maintain stability on narrow paths, grappling rocks for security and helping them navigate steep cliffs. If attacked, the wearer can quickly climb or swing to higher ground, making it difficult for enemies to keep up. The gauntlets can also be used to anchor to the mountainside, preventing the wearer from being knocked off balance by strong winds or sudden attacks.
    • Offense: The wearer can push enemies off cliffs or pull them into unstable positions along the mountainside. Using the gauntlets to grapple onto ledges or rocks, they can propel themselves into the air for a powerful attack from above. When engaged in melee, the tentacles can bind foes and press them against rock surfaces, where the wearer has better control and leverage, using the mountain’s natural features as an advantage in grappling.
  • High Seas on a Ship
    • Defense: On a ship’s deck, the Tentacle Gauntlets allow the wearer to stabilize themselves against the swaying of the vessel, grabbing onto railings or masts during high waves. If boarded, they can use the gauntlets to deflect incoming attacks or quickly maneuver around the ship, swinging between rigging and sails to avoid enemy strikes.
    • Offense: The wearer can leverage the tentacles to grapple and throw enemies overboard or entangle opponents in the ship’s rigging. They might even use the gauntlets to latch onto loose barrels or crates and launch them toward foes. The gauntlets enable the wearer to climb masts and swing down onto enemies, using the ship’s structure for a swift, powerful descent, knocking enemies off balance or disabling them.

In each environment, the Tentacle Gauntlets grant unique tactical advantages, enabling the wearer to adapt to their surroundings with ease. Whether by creating distance, controlling the battlefield, or interacting directly with the environment, these gauntlets elevate the wearer’s capabilities, allowing for creative combat maneuvers and dynamic roleplay opportunities.

Perception of Activation:

  • User’s Perspective: When the Tentacle Gauntlets are activated, a surge of energy flows through the user’s hands and arms, immediately sharpening their senses and connecting them to the magical tendrils. Here’s what the user experiences through the five senses and beyond:
    • Sight: A purple glow emanates from the tentacle-like extensions, pulsing gently with the user’s heartbeat. They feel an increased awareness of their surroundings, as if their field of vision has expanded slightly, perceiving subtle movements and changes around them.
    • Sound: A low, resonant hum fills the air around the gauntlets. The user can faintly hear the movements of their own arms in the air, as if the tendrils amplify sounds related to their own actions.
    • Touch: The gauntlets feel warm and alive, with a tingling sensation running up the arms. The tentacles respond like extensions of the user’s own limbs, allowing them to feel textures and sensations where the tendrils touch surfaces, even if they are some distance away.
    • Smell: A faint, metallic scent similar to the smell of lightning hangs around the gauntlets. The user senses a subtle mix of earthiness and arcane energy, possibly a byproduct of the activation process.
    • Taste: A strange, almost metallic tang appears in the mouth, as if tasting the essence of the energy itself.
    • Extra-Sensory Perceptions:
      • Arcane Awareness: The user feels a heightened sense of magical presence in their surroundings. They become attuned to the presence of other magical objects and beings within a small radius.
      • Enhanced Reflexes: Time appears to slow slightly, allowing the user to react faster. This heightened perception sharpens their reflexes, making it easier to anticipate opponents’ movements.
      • Spatial Awareness: The user senses their immediate surroundings with an unusual clarity, almost as if an invisible map of nearby terrain and obstacles forms in their mind.
  • Observer’s Perspective: An onlooker perceives the activation of the Tentacle Gauntlets with a mix of curiosity and awe. Here’s what they experience through their senses:
    • Sight: The observer sees the purple glow intensify as the tentacles animate, moving almost fluidly as if they are alive. The tentacles flicker with an otherworldly sheen, capturing attention with their rhythmic pulse.
    • Sound: A faint hum is audible to those close by, like the sound of an electrical current, making the gauntlets seem charged with a unique energy.
    • Touch: If close enough, an observer may feel a tingling in the air near the gauntlets, like the static before a storm. This sensation is subtle but adds to the mystique of the gauntlets.
    • Smell: Observers might notice the faint smell of metal and ozone, which hints at the gauntlets’ arcane nature, but they have no direct connection to the energy emanating from them.
    • Taste: While not directly tasting anything, onlookers might feel a slight dryness in the air, as if the gauntlets are drawing in surrounding energy.
    • Extra-Sensory Perceptions:
      • Intimidation: The observer may feel a sense of unease or intimidation when close to the activated gauntlets, as though the gauntlets project a subtle aura of menace.
      • Distance Sensation: If magically attuned, the observer may sense the magical energy from the gauntlets as an extension of the user’s presence, as if the tendrils increase the user’s reach both physically and energetically.
  • Positives:
    • User:
      • Enhanced reflexes and heightened perception provide a significant advantage in combat.
      • The tentacles extend reach, allowing the user to interact with distant objects and grab opponents from afar.
      • Increased awareness of surroundings aids in navigation and tactical positioning.
      • Magical sensitivity allows the user to sense nearby magical threats or opportunities.
    • Observer:
      • The activated gauntlets create an imposing presence, which can act as a deterrent to aggression.
      • Observers with magical affinity may appreciate the unique craftsmanship and sense of arcane energy in the gauntlets.
      • The faint hum and glow make it clear the gauntlets are in a heightened state, indicating their magical power.
  • Negatives:
    • User:
      • The user may feel slightly drained over time, as the gauntlets require a steady output of energy to maintain activation.
      • A lingering metallic taste or tingling sensation might become uncomfortable, especially with prolonged use.
      • Over-reliance on the gauntlets for spatial awareness could dull natural senses, creating dependency.
      • The strong glow and sound make it difficult to use the gauntlets stealthily, as they attract attention.
    • Observer:
      • Prolonged exposure to the gauntlets may cause mild discomfort or even a sense of vertigo, especially for those sensitive to magic.
      • The intimidating aura may provoke fear or wariness, making it harder for the wearer to appear non-threatening.
      • Observers without magical ability may feel an inexplicable sense of unease, almost as if the gauntlets themselves exude a minor threat.

The Tentacle Gauntlets offer a compelling combination of power and perception, enhancing the user’s capabilities at the cost of subtle discomfort and visibility. In both offensive and defensive situations, these gauntlets provide strategic benefits, allowing the wearer to control their environment with remarkable dexterity and reach.

Crafting Recipe: Tentacle Gauntlets of Arcane Grapple

  • Materials Needed:
    • Shadowsteel Ingots (3) – A lightweight, enchanted metal known for its durability and responsiveness to magic.
    • Chimerafeline Tendons (2 strands) – Rare and flexible, these tendons allow the gauntlets to move with a lifelike fluidity.
    • Ethereal Leather (1 sheet) – Leather infused with spectral energy to provide a strong, lightweight base for the gauntlet’s inner lining.
    • Glimmering Arcane Crystals (2 small) – Essential for embedding magical abilities; these crystals will power the grappling enchantments.
    • Binding Resin (1 vial) – A strong adhesive mixed with powdered Arcane Salt to bind magical materials.
    • Enchanted Thread (1 spool) – Used for stitching the leather to ensure flexibility and durability while maintaining magical conductivity.
    • Iridescent Scales (20) – Optional but recommended for added strength and magical resilience; these scales can be sourced from creatures with innate grappling abilities, like cephalopods.
  • Tools Required:
    • Arcane Forge – A specialized forge that channels elemental magic, necessary for melting and shaping enchanted metals.
    • Ethereal Needle – A sewing tool capable of stitching through magical materials without breaking the thread’s integrity.
    • Grappler’s Hammer – Used for crafting flexible armor; it ensures the metal does not lose pliability.
    • Magic Inscriber – A tool for etching runes and glyphs onto the gauntlets, binding the magic to the item.
    • Mortar and Pestle – Used to grind the Glimmering Arcane Crystals into dust, essential for fusing the magic into the materials.
  • Skill Requirements:
    • Arcane Metallurgy (Level 3 or higher) – Required to safely melt and shape Shadowsteel, as well as to handle magical materials.
    • Enchantment Imbuement (Level 4 or higher) – Needed to properly embed and bind the magical properties of the Glimmering Arcane Crystals into the gauntlets.
    • Fine Craftsmanship (Level 2 or higher) – Necessary for stitching and precise assembly, ensuring flexibility and comfort without sacrificing durability.
    • Rune Inscription (Level 3 or higher) – To correctly carve the runes and glyphs onto the gauntlets, activating and channeling the desired effects.
  • Crafting Steps:
    • Prepare the Shadowsteel:
      • Heat the Shadowsteel Ingots in the Arcane Forge until they reach a molten state. Shape the steel into gauntlet forms using the Grappler’s Hammer, molding the metal to fit snugly around the hands and wrists. Be sure to leave slots along the knuckles and back for the tendon attachments.
      • Cool the shaped Shadowsteel slowly to retain flexibility, then reheat briefly and hammer lightly to finalize the gauntlets’ unique tentacle-like structures.
    • Attach the Chimerafeline Tendons:
      • Align the tendons along the back of the gauntlets. Using Binding Resin, attach the tendons carefully, ensuring they are secured but retain their full range of movement.
      • Once placed, reinforce the attachment with Iridescent Scales around the base to protect and stabilize the connection.
    • Incorporate the Ethereal Leather Lining:
      • Cut the Ethereal Leather to fit snugly inside the gauntlets. Use the Ethereal Needle and Enchanted Thread to stitch it securely, ensuring that the stitching does not obstruct the movement of the tendons.
      • This step is crucial for comfort, as the leather will cushion the user’s hands and allow for natural movement.
    • Embed the Glimmering Arcane Crystals:
      • Grind one of the Arcane Crystals into fine dust using the Mortar and Pestle. Mix it into the Binding Resin, then brush the inside of the gauntlets with this mixture to create a magical conduit.
      • Secure the second crystal within the gauntlets’ palm sections, where it can act as a core, powering the enchantments. Carefully etch rune channels around it using the Magic Inscriber, allowing the magical energy to flow through the entire structure.
    • Etch and Activate the Runes:
      • With the Magic Inscriber, carve intricate grappling runes along the gauntlets, particularly around the fingertips and tendons, to enhance the binding effect.
      • Use Rune Inscription skills to fill the carved channels with remaining Arcane Crystal dust, fusing the dust into the engravings. This step binds the magic to the gauntlets permanently, creating the purple glow and grapple enhancement.
    • Final Assembly and Enchantment:
      • Inspect the gauntlets for any remaining gaps or areas that require additional Binding Resin. Add a light coat of resin to reinforce the scales and secure all components.
      • Place the gauntlets back into the Arcane Forge for a final, brief activation cycle. This step seals all enchantments and aligns the magical properties for maximum performance.
      • Allow the gauntlets to cool completely, then test them by using simple grappling actions. Fine-tune any adjustments needed by re-inscribing the runes or re-hammering the joints if necessary.

Upon completion, the Tentacle Gauntlets of Arcane Grapple will be fully functional, ready to empower their wearer with enhanced grappling capabilities and magical resilience.

Tale of the Eldritch Claws of Shū-Laqum

Long, long ago, in the time when Saṃsāra was young and restless, there existed a powerful creature named Shū-Laqum, a beast neither fully cat nor fully serpent, known as the Chimerafeline. Shū-Laqum’s body was covered in sleek fur and scales alike, his claws like the blackened shadowsteel of the mountain veins. He moved through the lands with a swift, sinuous grace, slipping silently into places that mortals dared not tread. But Shū-Laqum was alone in the world, for no creature dared to meet his gaze or approach his lair, hidden deep within the misty hollows of Zephyrstone.

One day, as the sun fell behind the great mountains, Shū-Laqum wandered into an ancient ruin, a place once belonging to gods older than even the eldest stone. There, within the ruin’s heart, he discovered a peculiar artifact. It was a pair of gauntlets, forged from dark metal and adorned with tendrils that seemed to ripple like water, though no wind touched them. These gauntlets bore the mark of a forgotten god, a symbol of power and knowledge lost to mortal minds. Shū-Laqum, curious and eager for a tool that might sharpen his silent hunt, slipped his claws into the gauntlets, feeling at once a rush of magic and might.

But no sooner had he worn them than he was overcome by a voice, distant and hollow, like the echoes of thunder in a cavern. The voice spoke in words older than stone, words that bent time and memory, whispering secrets of strength beyond strength, of realms beyond realms. The voice belonged to none other than the ancient spirit of the Tendril-Giver, a guardian of arcane knowledge whose essence was bound within the gauntlets. As Shū-Laqum listened, he understood that these gauntlets were meant to channel great power, allowing him to reach farther, to strike with the strength of the sea’s tentacles, and to hold with the grip of the deep-rooted trees.

In his newfound glory, Shū-Laqum roamed the lands, weaving between shadows, plucking the stars from the sky and pulling mountains apart as though they were twigs. He was feared and honored by all creatures, who whispered of the dark gauntlets that had become one with the beast, melding with his soul like iron to flame. However, as the moons passed, Shū-Laqum grew ever more restless. The tendrils that had once felt as light as mist now felt like chains, pulling at his very spirit, demanding sacrifice, sapping his lifeblood. The gauntlets would not allow him to rest, nor would they release their hold upon him.

And so, Shū-Laqum journeyed to the place where land met sky, the highest peak of Zephyrstone, seeking release from the curse of power that had bound him. There, atop the world, he struck his claws against the stone with such force that it rang through the heavens. But the gauntlets held fast, refusing to break, their tendrils tightening evermore until he could bear it no longer. With one final roar, he tore at the gauntlets, ripping them from his hands and casting them into the void below, where they fell beyond sight.

But even in release, Shū-Laqum could feel the gauntlets’ pull, their invisible grasp lingering in his mind, haunting his dreams, entwining with his spirit forevermore. The gauntlets, it is said, fell to the depths of the world, where they lie still, waiting for a soul both strong and foolish enough to don them, to once again awaken the Tendril-Giver’s endless hunger for power.

Thus is the tale of the Eldritch Claws of Shū-Laqum, passed down from ages past and told by those who dare whisper its name. And the moral remains clear, echoed across the years:

Power, like the vines of an ancient tree, takes root in the heart, binding it, until there is no freedom in strength, only the endless grip of that which cannot be let go.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item: Eldritch Claws of Shū-Laqum

  • Description: These gauntlets grant the wearer additional reach and the ability to grapple with supernatural strength, though at the cost of physical and mental well-being.
  • Effects:
    • Grappling Reach: The wearer gains +20% to all Grapple rolls due to the gauntlets’ reach.
    • Supernatural Grip: Allows the wearer to make a special Grapple maneuver once per round. If successful, the target is automatically Restrained. Each round, the wearer must succeed on a POW roll or lose 1D4 Sanity due to the eldritch presence of the gauntlets.
    • Resilient Power: The wearer reduces damage from any physical attack by 1D3 points while wearing the gauntlets.
  • Downside:
    • Insidious Hunger: After each hour of wearing the gauntlets, the user suffers 1D4 points of POW loss due to the gauntlets’ ongoing mental drain.
    • Encroaching Curse: If worn for more than 1 day, the wearer must make a Hard POW check daily or become addicted to the gauntlets, unable to willingly remove them.
  • Skill Requirements:
    • Cthulhu Mythos (10%) or Occult (30%) to fully understand the nature and risks of the gauntlets.

Blades in the Dark

Item: Eldritch Claws of Shū-Laqum

  • Item Type: Arcane Implements
  • Load: 2
  • Quality: Tier III; Fine (+1 Effect)
  • Description: These enchanted gauntlets grant extended reach and inhuman strength, ideal for binding or manipulating objects from a distance.
  • Mechanics:
    • Grasp of the Deep: When performing a Skirmish or Prowl action to grapple or manipulate, the gauntlets grant +1d due to their supernatural extensions.
    • Shadow Tendrils: The gauntlets allow the wearer to perform actions such as grabbing, holding, or moving objects within up to 10 feet, adding Inhuman quality to these actions, increasing Effect level where applicable.
  • Drawback:
    • Haunting Presence: After each use, the wearer takes 1 Stress due to the psychological toll of wielding the gauntlets.
    • Bound to Blood: If used three times within a single heist, the gauntlets demand sacrifice. Take 2 Trauma or become entangled in their curse permanently, suffering from a permanent Vice with Occult.

Dungeons & Dragons (5th Edition)

Item: Eldritch Claws of Shū-Laqum

  • Wondrous Item, Rare (requires attunement)
  • Description: These dark gauntlets, inscribed with eldritch runes, extend the wearer’s reach and imbue their strikes with grappling magic.
  • Properties:
    • Grappling Reach: When making a melee attack, the wearer’s reach is increased by 10 feet. When hitting a creature, the wearer may use a bonus action to attempt to grapple the target. The wearer has advantage on grapple checks made using the gauntlets.
    • Eldritch Tendrils: Once per short rest, the wearer can activate the gauntlets to cast Arms of Hadar at 2nd level, dealing necrotic damage to all creatures within a 10-foot radius. This feature does not consume a spell slot.
    • Magic Resistance: While attuned, the wearer gains resistance to one damage type: slashing, piercing, or bludgeoning, chosen at attunement.
    • Cursed: These gauntlets cannot be removed until a Remove Curse spell is cast. Each time the gauntlets are used, the wearer takes 1d6 psychic damage. After three uses in one day, the wearer gains a level of exhaustion and must make a DC 15 Wisdom saving throw or be unable to willingly remove the gauntlets for the next 24 hours.

Knave

Item: Eldritch Claws of Shū-Laqum

  • Armor Class: +1
  • Description: The Eldritch Claws grant the wearer the ability to grapple enemies from afar, using the gauntlets’ extended reach to ensnare or restrain.
  • Effects:
    • Eldritch Grapple: The gauntlets allow the wearer to make a grapple attempt up to 10 feet away. This ability may be used as a free action once per round, allowing the wearer to initiate a grapple check with Advantage.
    • Binding Tendrils: Once per rest, the gauntlets allow the wearer to deal an additional 1d6 damage when grappling, acting as if they have Restrained the target. If successful, the wearer holds the target immobilized until the grapple is broken.
  • Drawback:
    • Eldritch Drain: Each use of the gauntlets causes the wearer to lose 1d6 HP as the arcane energy siphons their life force. Additionally, they must make a Will check (15 or higher) to avoid being cursed to wear the gauntlets for the remainder of the day.

Fate Core

Item: Eldritch Claws of Shū-Laqum

  • Description: Dark, rune-inscribed gauntlets that grant supernatural grappling powers and extend the reach of the wearer, at the cost of mental stability.
  • Aspects:
    • Aspect 1: “Claws of the Eldritch Tendril”
    • Aspect 2: “Bound by the Tendril-Giver’s Curse”
  • Stunts:
    • Eldritch Reach: You gain +2 to Physique rolls when attempting to grapple or hold an opponent, as the gauntlets’ tendrils extend your reach.
    • Arcane Grip: Once per scene, you can spend 1 Fate Point to automatically succeed in creating an advantage in grappling, such as Restrained or Immobilized, for one target within 10 feet.
  • Drawback:
    • Cursed by Eldritch Energy: Each time you use Arcane Grip, take 1 mental stress as the gauntlets draw on your life force. After three uses in one session, you must make a Will roll with a difficulty of 3. If you fail, you cannot willingly remove the gauntlets until the end of the session.

Numenera & Cypher System

Item: Eldritch Claws of Shū-Laqum

  • Level: 5
  • Type: Artifact
  • Description: These gauntlets provide an extended reach and enhanced grappling ability through arcane tendrils, at a price of increasing mental fatigue.
  • Effect:
    • Tendril Grapple: The wearer can attempt to grapple a target within short range (up to 10 feet away). Make a Might roll with an asset due to the gauntlets’ magical extensions. Successfully grappled targets suffer 3 points of damage each round they remain restrained.
    • Restraining Grip: The gauntlets can Restrict the target’s movement, reducing their Speed Defense by 1 step while grappled.
    • Depletion: 1 in 1d10
  • Downside:
    • Mental Drain: Each use inflicts 2 points of Intellect damage (ignoring armor) due to the mental strain. After three uses in one day, the wearer must succeed on an Intellect defense roll (Difficulty 5) or the gauntlets will remain bound to them until dawn.

Pathfinder (Second Edition)

Item: Eldritch Claws of Shū-Laqum

  • Type: Wondrous Item (Cursed), Level 7, Rare
  • Usage: Worn; requires attunement
  • Bulk: L
  • Traits: Necromancy, Arcane, Curse
  • Description: The Eldritch Claws of Shū-Laqum extend your reach and bolster grappling abilities, though they carry a hidden curse.
  • Effects:
    • Eldritch Reach: You gain a +2 item bonus on Athletics checks to grapple, and your reach is increased by 10 feet when attempting to grab or hold an opponent.
    • Dark Tendrils: As a single action once per hour, you can extend dark tendrils from the gauntlets. Make an Athletics check against a target within 10 feet to initiate a grapple. If successful, the target is Immobilized until it breaks free, either by succeeding on an Acrobatics or Athletics check (DC equal to your Athletics DC).
    • Necrotic Resilience: You gain resistance 5 to bludgeoning, piercing, or slashing damage while wearing the gauntlets.
  • Curse:
    • Eldritch Corruption: Each time you successfully grapple with the gauntlets, you take 1d6 mental damage. After three uses in a day, you must make a DC 18 Will save or gain the Drained 1 condition and suffer 1d4 Wisdom damage. Additionally, after three days of use, the gauntlets cannot be removed without a Remove Curse spell.

Savage Worlds (Adventure Edition)

Item: Eldritch Claws of Shū-Laqum

  • Item Type: Enchanted Gear, Cursed
  • Description: These dark gauntlets extend tendrils that enhance grappling abilities and increase reach, but they are imbued with a sinister curse that saps the wearer’s spirit.
  • Effects:
    • Extended Reach: Grants +1 to Strength rolls on grappling attempts. The wearer can grapple targets up to 2” (10 feet) away.
    • Tendril Strike: Once per encounter, the wearer may attempt a Tendril Strike, dealing an additional 1d6 necrotic damage when successfully grappling. This damage bypasses armor.
  • Curse:
    • Life Drain: Each time the gauntlets are used to successfully grapple or deal damage, the wearer must succeed on a Spirit roll or take one Fatigue. On a critical failure, the user also takes 1 wound as the gauntlets siphon life force.
    • Bound to Curse: After three uses in one session, the wearer must succeed on a Spirit roll at -2 or become unable to remove the gauntlets for the remainder of the session. Removing them requires an arcane ritual or a success on a Healing roll with a penalty equal to the user’s current Fatigue.

Shadowrun (6th Edition)

Item: Eldritch Claws of Shū-Laqum

  • Category: Magical Gear (Awakened, Cursed)
  • Cost: ¥25,000
  • Availability: 12R
  • Description: These ancient gauntlets extend the user’s reach and enhance grappling, though they exact a toll on mental stability. Often sought by Awakened shadowrunners, they are not without risk.
  • Stats:
  • Reach: +2
  • Grapple Strength: +2 to unarmed combat rolls for grappling.
  • Armor Piercing: The gauntlets add -1 to the target’s Armor Rating when determining soak against melee attacks.
  • Effects:
    • Arcane Grapple: The wearer can make an unarmed melee attack with a Reach of 2. If the attack hits, they may attempt a Grapple as a Free Action. Once grappled, the wearer gains a +2 dice pool bonus to maintain the grapple.
    • Tendrils of the Void: Once per encounter, the user may channel mana through the gauntlets, dealing an additional 3 Physical damage. This drains 1D6 Stun damage from the user as well.
  • Drawbacks:
    • Mental Drain: Each time the gauntlets are used to grapple or deal damage, the user must resist 2 Stun damage (Willpower + Body). Additionally, prolonged use over a single day (3+ uses) results in a -1 dice pool penalty to all mental tests due to fatigue.
    • Cursed: Removing the gauntlets requires a ritual (Rating 4, with a Threshold of 10) to sever the gauntlets’ connection to the user.

Starfinder

Item: Eldritch Claws of Shū-Laqum

  • Level: 6
  • Price: 4,500 credits
  • Slots: Hand
  • Bulk: 1
  • Descriptors: Magical, Cursed, Grapple
  • Description: These gauntlets extend the wearer’s reach and bolster grappling abilities, but at a cost to mental clarity. Faint tendrils of dark energy swirl around the claws, hinting at their eldritch origin.
  • Effects:
    • Extended Reach: The wearer gains +10 feet to their reach on melee attacks and may attempt a grapple as part of any successful melee attack with the gauntlets.
    • Grappler’s Advantage: The wearer gains a +2 item bonus to Athletics checks made to grapple. If the grapple check succeeds, the target is entangled and cannot move until they escape.
    • Necrotic Resilience: The gauntlets grant the wearer resistance 5 to one energy type (cold, fire, or acid), chosen upon attunement.
  • Drawbacks:
    • Eldritch Curse: The wearer suffers 1d4 damage to Wisdom each time they use the gauntlets’ Grappler’s Advantage more than three times in one encounter. This Wisdom damage does not heal naturally.
    • Bound to Spirit: The gauntlets cannot be removed without a Remove Affliction spell. After attunement, the user takes a -1 penalty to Will saves for 24 hours if they attempt to remove them.

Traveller (Mongoose 2nd Edition)

Item: Eldritch Claws of Shū-Laqum

  • Tech Level: 10
  • Cost: 50,000 Credits
  • Weight: 2 kg
  • Traits: Grapple, Cursed, Reach
  • Description: These arcane gauntlets, originating from an ancient civilization, provide an extended reach and enhanced grappling abilities. However, they come with a lingering curse that slowly drains the wearer’s mental strength.
  • Effects:
    • Grapple Extension: The wearer gains an additional 2 meters of reach for melee attacks. When successfully hitting a target in melee, the wearer may attempt to Grapple as a Minor Action, making a melee (unarmed) check with a +2 DM bonus.
    • Arcane Grip: Once per hour, the gauntlets allow the wearer to make a special Grapple action. If successful, the wearer can hold the target Immobilized for one round.
  • Drawbacks:
    • Curse of Drained Spirit: Each time the gauntlets are used for a Grapple, the user takes 1d4 damage to INT. This INT damage recovers only with medical care or psi-restoration, requiring an Average (8+) Medic or Psi check.
    • Psychic Link: When worn, the gauntlets form a psychic link with the user. Once worn, removing the gauntlets requires a Challenging (10+) Psi or END check.

Warhammer 40K (Dark Heresy 2nd Edition)

Item: Eldritch Claws of Shū-Laqum

  • Type: Melee Weapon (Rare, Cursed)
  • Cost: 3,000 Thrones
  • Weight: 1 kg
  • Availability: Very Rare
  • Description: These cursed gauntlets channel forbidden energies, extending the reach of the wearer and enhancing grappling at a great cost. They are rumored to have once belonged to a servant of the Ruinous Powers.
  • Profile:
    • Damage: 1d10+3 (Impact)
    • Penetration: 3
    • Range: 2 meters
    • Special Qualities: Concussive (2), Crippling (3), Cursed
  • Effects:
    • Extended Reach: Grants +2 meters to melee reach. The gauntlets’ tendrils can grapple targets within this extended range, allowing the user to initiate a grapple as a Free Action if they hit in melee.
    • Dark Grip: Once per encounter, the user can make a grapple attempt to restrain a target. The target must succeed on an opposed Strength test or be Immobilized until it breaks free.
  • Drawbacks:
    • Warp Infliction: Each time the gauntlets’ Dark Grip is used, the wearer must make a Hard (-20) Willpower test or suffer 1d5 Corruption Points.
    • Cursed Object: The gauntlets cannot be removed without the assistance of a high-ranking Ecclesiarch or an Exorcist, and any removal attempt causes the wearer to take 1d10+2 Willpower damage due to the mental trauma.

Comments

2 responses to “Tentacle Gauntlets”

  1. […] Tentacle Gauntlets: These gauntlets are specially designed to protect the Chimerafeline’s powerful tentacles. They offer a +2 bonus to AC and grant the Chimerafeline advantage on grapple checks. […]

  2. […] Merged:• Tentacle Gauntlets – Tier 1 enchanted grasping armor forged for Chimerafeline avatars, embodying control and […]