Heartwood Girdle of the Deep Root 812

From: Sequothera Capensis 742

Slot: Waist Slot.

Description: A massive, reinforced belt crafted from cured, iron-like vines and segments of black basalt. It is designed to sit around the thickest part of the creature’s lower trunk.

Abilities: This girdle provides four additional item slots, which Rust-Bark Old-Soul uses to secure its extradimensional pouches. It grants a +1 Armor Check (AC) bonus.

Lore: The World of Saṃsāra is an old world full of history and lore, where the transition of mechanical power is achieved through steam driven by magic. This specific artifact was forged during the early years of the Industrial Age, a period of global transition towards efficient manufacturing and the rise of technomancers who specialized in manipulating magical energy. The iron-like vines used in the girdle’s construction were harvested from the “Wilderness Conquest” era, specifically from flora that had absorbed potent magic viruses to develop crystalline cells. These vines were woven around segments of black basalt taken from the molten crust of the moon during the Age of Elementals, imbuing the item with the enduring essence of Gaialilith, the goddess who became the world itself. Legend suggests the girdle was first commissioned by a guild of subterranean engineers to stabilize their physical forms while operating heavy steam-powered machinery in dark cave systems. Because the acquisition of items in Saṃsāra often occurs through quest rewards or combat, this girdle has passed through the hands of multiple heroes over the last nine thousand years, eventually becoming a staple for massive avatars requiring reinforced gear slots.

Specific Tier One Stats

  • Armor Check (AC): +1.
  • Item Level: Tier 1 (Common).
  • Item Health Points (HP): 30 plus maximum character hit points (calculated as 10 resilience x Tier 1 + character HP).
  • Weight: 15 pounds.
  • AC Limit Compliance: This item does not exceed the limit of 3 AC per item level.

Skills Gained When Openly Worn

  • Athletics: +1 temporary skill point.
  • Survival: +1 temporary skill point.

Multiple Passive Magics

  • Rooted Stability: The wearer gains an advantage on saving throws against being knocked prone or moved against their will, provided they are in contact with the ground.
  • Structural Integration: While the girdle is openly worn, any items placed in the four additional slots provided by this belt have their weight reduced by 50% for the purpose of the avatar’s total carry limit.
  • Seismic Resonance: The belt subtly amplifies the vibrations detected through the wearer’s root-limbs, increasing the range of Tremorsense or similar ground-based perception by 10 feet.

Multiple Activatable Magics

  • Earthen Bastion: As an action, the wearer can focus their thought to cause the basalt segments to temporarily expand, tripling the item’s AC bonus for one turn cycle; this ability requires a conduit of magic, such as the wearer’s vocal cords or hand gestures.
  • Vinelash Restraint: As an action, the wearer can command the iron-like vines of the girdle to lash out and grapple a target within 5 feet; if the roll to hit exceeds the target’s AC, the target is restrained.
  • Identify Local Mineral: By concentrating for a few minutes (Active Mind’s Eye activation), the wearer can use the girdle to sense the location of magical crystals or precious metals within a 20-foot radius.

Specific Slot

  • Waist Slot.

 Tags

  • Reinforced, Industrial, Basalt-Infused, Heavy, Multi-Slot, Stability-Enhanced, Earth-Bound, Tier-1-Common, Basaltic, Iron-Vine, Weight-Distributing, Industrial-Age, Siege-Capable, Arcane-Reinforced, Geomechanical, Tillage-Support, Structural-Anchor, Seismic-Amplifier, Root-Stabilized

Acquisition of the Heartwood Girdle

The Heartwood Girdle of the Deep Root 812 may be obtained through various means within the world of Saṃsāra, as the acquisition of items typically occurs through combat rewards, quest rewards, or purchase from a vendor. Because this item is crafted from materials like iron-like vines and black basalt, a party might discover it as a reward for successfully navigating ruins of old civilizations or as a dropped item after a combat encounter with a powerful, possessed foe. If the girdle is found after the death of a possessed avatar, it is left behind along with a soul crystal, as the body vaporizes into sparks. Furthermore, since items can be duplicated in exact detail by skilled artisans, an adventurer might commission a replica from a master craftsman capable of working with petrified wood and elemental stone.

The item may be bought and sold in several types of establishments found within the island countries, though it is a “sellers’ market” where the buyer must beware:

  • Industrial Smithies and Technomancer Workshops: Located in the skyscrapers of metropolises or central cities, these shops specialize in gear driven by magic and steam power. Here, the girdle might be sold as a piece of high-grade industrial equipment for large-scale avatars.
  • Guild-Sanctioned General Merchants: Found in cities of five thousand or more residents, these vendors operate under the board of Guild Masters and may have acquired such items through trade or confiscated property.
  • Specialized Adventuring Outfitters: These shops cater specifically to those seeking gear for wilderness exploration and are likely to value the girdle’s additional item slots and stability benefits.

The cost of the item is not fixed, as the price of items varies across the 73 island countries due to the cost of access and availability. While the world uses a precious metal coin system—where 10 Silver equals 1 Gold—merchants set their own rates based on what the market will bear.

  • Standard Purchase: In a major city with a high supply of industrial gear, the suggested value might be expressed in silver or gold, such as 15 to 20 Gold, reflecting its Tier 1 rarity.
  • Rural or High-Demand Trading: In remote areas where access to basalt-reinforced gear is limited, the price could escalate significantly, perhaps reaching 2 or 3 Platinum.
  • Resale Value: When selling the item to an NPC, adventurers may find that the merchant offers a lower price, claiming they do not have enough funds or do not deal with specialized bipedal plant gear.
  • World Bank Exchange: If the transaction involves large sums of coins, characters may need to visit a World Bank location, which charges a 1% fee for exchanges into standardized precious metal values.

The Strategic Utility of the Heartwood Girdle

The Heartwood Girdle of the Deep Root 812 serves as a vital component in the combat repertoire of Rust-Bark Old-Soul, providing distinct advantages for both offensive and defensive roleplay across the varied landscapes of Saṃsāra.

Offensive Roleplay and Tactics

  • Vinelash Restraint: In close-quarters combat, the avatar can command the iron-like vines of the girdle to lash out at a foe. If the attack exceeds the target’s Armor Check, the vines coil around the opponent to impose the restrained condition.
  • Mechanical Power Support: When the creature utilizes its Shattered Peak Pillar-Club, the girdle acts as a structural anchor for the torso, allowing for the transfer of rotational power through the heavy wooden and obsidian mass.
  • Item Accessibility: The four additional slots provided by the girdle allow the avatar to carry and quickly retrieve combat-ready items, such as alchemical reagents or specialized ammunition, as part of a single action.
  • Seismic Tracking: By amplifying ground vibrations, the girdle assists the creature in pinpointing the exact location of hidden or burrowing foes through Tremorsense, ensuring the avatar’s offensive strikes are precisely targeted.

Defensive Roleplay and Applications

  • Rooted Stability: In environments with unstable terrain, such as crumbling ruins or muddy ravines, the girdle provides an advantage on saving throws to prevent the avatar from being knocked prone.
  • Earthen Bastion: During intense combat cycles, the avatar can trigger the Activatable Magic of the basalt segments to expand, tripling the defensive bonus provided by the item for a short duration.
  • Armor Check Protection: The girdle contributes a consistent +1 AC bonus, which is factored into the total calculation an attacker must exceed to land a successful blow.
  • Environmental Adaptation: In Safe Areas like guarded towns, the defensive properties of the girdle are mechanically tripled, reflecting the increased security and support of the location.
  • Zone Penalties: When traveling through Unsafe Areas, the avatar must rely more heavily on the girdle’s stability, as the standard Armor Check values of all worn gear are cut in half by the environmental conditions.
  • Protection of Vitals: The massive, reinforced construction of the belt is designed to sit around the thickest part of the lower trunk, protecting the avatar’s internal magic crystalline cells from direct targeted strikes.

Perception of Activation:

  • User’s Perspective
    • The avatar perceives a sudden, grounding hum resonating through the lower trunk as the black basalt segments vibrate in harmony with the world’s internal arcane currents.
    • A warm, pulsing sensation spreads through the cambium layer, mimicking the flow of sap, as the iron-like vines tighten and integrate with the avatar’s outer bark.
    • The Mind’s Eye displays a sharp spike in the defensive “stats” overlay, glowing with the ultraviolet hue characteristic of active magical reinforcement.
    • Through extra-sensory seismic perception, the user feels the surrounding earth become a vivid extension of their own body, with every subterranean movement appearing as a distinct ripple in their consciousness.
    • The user experiences a momentary “hyper focus,” where the clarity of ground-based vibrations doubles in a specific direction, though this is accompanied by a dull, throbbing pressure in the mental gestalt.
  • Observer’s Perspective
    • Observers see the black basalt blocks embedded in the girdle begin to glow with a soft, comforting purple light that illuminates the immediate forest floor.
    • The iron-like vines appear to writhe and thicken visibly, accompanied by the mechanical grinding sound of stone against wood as the belt expands to its “Earthen Bastion” state.
    • A faint, low-frequency thrum can be heard by those nearby, and small pebbles on the ground may vibrate or dance as the seismic amplification takes effect.
    • Any items stored on the girdle’s additional slots seem to settle more deeply into their fastenings as the magical weight-reduction properties stabilize the load.
  • Positives
    • The activation provides a significant increase to the Armor Check (AC) threshold, making the avatar much more difficult to hit in a combat turn.
    • It grants the user a profound sense of “rootedness,” ensuring they remain upright and stable even when the earth is churned by hostile forces.
    • The extra-sensory “Soul Sight” may briefly detect the ultraviolet signature of magic in the vicinity, allowing the user to spot hidden magical traps or items.
    • The ability to use the girdle as a conduit for “Vinelash Restraint” allows for an immediate tactical advantage by grappling foes at a distance.
  • Negatives
    • The “hyper focus” required to interpret enhanced seismic data results in a temporary reduction of perception in other directions and a lingering mental headache.
    • Repeated active use of the girdle’s magical properties in a short time can lead to a “cooldown” period where the Mind’s Eye cannot discern deeper insights.
    • If the girdle is targeted and successfully hit by an attacker, it becomes deactivated and unattuned, requiring a ten-minute ritual to restore its functions.
    • Excessive reliance on the girdle’s power can lead to “Overwhelm,” causing a temporary inability to process the complex sensory information provided by the Mind’s Eye.

Recipe: Forging the Heartwood Girdle of the Deep Root

Materials Needed

  • Cured Iron-Like Vines: Harvested from flora affected by ancient magic viruses that cause crystalline cell growth.
  • Black Basalt Segments: Raw volcanic stone formed during the Age of Elementals from the molten crust of the moon.
  • Tier 1 Magic Crystals: Used as a catalyst for the crafting process; these function as mystical batteries to hold the arcane charge.
  • Silver-Infused Sap: Used as a binding agent to secure the basalt within the woven vine structure.
  • Reinforced Leather Straps: Mundane materials used for the internal harness and sizing adjustments.

Tools Required

  • Crystal-Pruning Shears: Necessary for precise trimming of the iron-vines and shaping the crystalline catalysts.
  • Earth-Churning Mattock: Used to break and rough-shape the black basalt segments.
  • Steam-Powered Rotary Grinder: Utilizing mechanical power transmission to polish the basalt and sharpen vine edges.
  • Alchemical Cauldron: For refining the silver-infused sap into a magical adhesive.

Skill Requirements

  • Alchemical Crafting: To properly refine the binding agents and manage the mana extraction from the magic crystals.
  • Magical Crafting: Required to inscribe the arcane circuits into the vines and basalt to ensure the girdle functions as a conduit.
  • Blacksmithing or Masonry (Trained): Essential for the physical construction and structural integrity of the reinforced basalt and vine weave.
  • Mind’s Eye Activation: Necessary to visualize the intrinsic stats of the materials and ensure the AC limit of 3 per item level is not exceeded.

Crafting Steps

  • Preparation of the Core: Rough-shape the black basalt segments using the mattock until they are sized to sit against the avatar’s trunk.
  • Refining the Catalyst: Place the Tier 1 Magic Crystals into the alchemical cauldron to extract raw mana, which will be used to infuse the iron-vines.
  • Weaving the Frame: Using the crystal-pruning shears, trim the iron-like vines and weave them into a thick, reinforced band, leaving gaps for the basalt inlays.
  • Basalt Integration: Inlay the basalt segments into the vine weave and apply the silver-infused sap adhesive to lock the stone and wood together.
  • Arcane Inscription: Through the power of thought and the Mind’s Eye, direct the flow of magic into the girdle to establish the “Rooted Stability” and “Earthen Bastion” magical patterns.
  • Final Attunement Check: Hold the completed girdle to perform an immediate handheld attunement to verify that the four additional item slots and +1 AC bonus are active.

Belly-Ring of Bottom Dirt String 812

In the times of the old before-now, when the moon of Saṃsāra was yet soft like wet clay and the elementals of angry heat fought the elementals of wet cold, the walking trees had a great trouble of standing. The translation of the ancient markings says that the dirt was shaking with much anger. The tall ones of the red bark and the black leaf-hair found their foot-strings slipping in the crying soil. It is known that a soul from the outside-everywhere, wearing the flesh of the red wood, spoke to the thinkers of the deep caves. This thinker, whose name translates to He Who Bangs Rocks With Other Rocks, saw the slipping of the walking trees and felt a heaviness in his thought-organ.

The thinker traveled to the places where the earth’s hot spit had cooled into the black square stones. This is the stone of basalt, very heavy and full of the goddess Gaialilith’s quiet sleeping power. The thinker took these stones and hit them until they were the size of a man’s head. Then he journeyed to the sickness-woods, where the invisible magic bugs make the vines grow hard like the gray metal. The shears of pruning were used to cut the vines of iron. The thinker bled from his hands, but he did not stop, because the destiny of the waist-holding was upon him.

He brought the black stones and the metal-vines to the pot of alchemy. He melted the blood of the silver trees to make a sticky water. He pushed the magic crystal batteries into the sticky water to give it the ultraviolet sight-power. The text of the old ones says that the binding was a doing of much noise and steam. The thinker wrapped the iron-vines around the black stones, gluing them with the silver tree-blood. He used the power of his mind to tell the belt to be heavy but also light. He told the belt to hold the four extra carrying-sacks without feeling the heaviness of the sacks. The belt listened, because the magic was shouted at it for many hours in the ritual way.

When the belly-ring was finished, it was gifted to the Great Red Bark Walker. The Walker placed the ring upon his middle thickness. The ancient words describe the feeling as the hum of the deep dirt entering the body. The Walker felt his defense math become one number higher, though the old words call it the math of not-dying. The Walker stood in the crying soil and did not slip. The stones of the belt talked to the dirt, and the dirt held the Walker tight.

Then came the beast of the angry sky. It was a griffon of the storm, flapping wings that made the wind scream. The beast tried to blow the Walker into the sky-place. The Walker activated the Earthen Bastion of his middle-thickness. The black stones grew large. The math of not-dying became three times bigger. The wind pushed, but the Walker was like the mountain. He did not move.

The Walker then used the thought-command to wake the vines of the belt. The iron-vines uncoiled like blind serpents. They reached into the screaming wind and wrapped around the feathers of the storm-beast. The beast was held tight. It could not fly. The Walker lifted his great pillar of rock and hit the beast until it fell into the purple sparks of death, dropping a shiny stone of souls.

The thinkers and the walking trees rejoiced with subsonic foot-stompings. The belly-ring was named the eight hundred and twelfth, for it was the number of the attempts the thinker made before the silver glue held the stones. The belt was passed from waist to waist, through the ages of the feral beasts and the ages of the steam machines. It rested in the dark storage of the factions and was bought with the heavy coins of the commerce god. It remains a thing of great holding and deep rooting for those who wear the flesh of the heavy walkers.

The Moral of the Story: The tree that ties rocks to its middle will not be pushed by the angry wind, but it will also sink very fast if it falls into the deep water.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Iron-Vine Cincture of the Earth-Bound

  • Item Type: Artifact
  • Skill Bonus: +5% to Natural World and +5% to Track while worn.
  • Armor: 3-point armor against physical attacks targeting the torso.
  • Build Modifier: Increases the wearer’s Build by 1 for the purpose of resisting maneuvers that involve being moved or knocked down.
  • Sanity Loss: 0/1d4 Sanity points upon first witnessing the girdle’s basalt segments pulse with ultraviolet light.
  • Special Ability (Seismic Awareness): Spend 5 Magic Points to gain a “Hard” success level on any Spot Hidden roll intended to detect movement through the ground or behind solid walls within 30 feet for 1d10 minutes.
  • Special Ability (Constricting Vine): The wearer may expend an action to command the vines to lash out. Treat this as a Fighting (Brawl) roll with a range of 10 feet. On a success, the target is “Held” and must succeed in an Opposed STR roll to escape.

Blades in the Dark

Unique Name: The Lithic Harness

  • Item Category: Heavy Gear (2 Load).
  • Tier: I (Common).
  • Quality: Fine (+1 Quality).
  • Special Rules (Stability): You gain Potency when resisting any consequence related to being knocked off balance, shoved, or moved by gale-force winds.
  • Special Rules (Storage): The harness features specialized reinforced loops. You may carry two additional small items (like vials or tools) without them counting toward your Load total.
  • Armor (Basalt Plating): You may expend a use of Armor to negate a physical consequence resulting from a melee strike to your body.
  • Passive (Vibrational Sense): While standing on solid ground, you are always aware of the general position of large moving objects (like a carriage or a steam-automaton) within the immediate area, even in total darkness.

Dungeons & Dragons (5th Edition)

Unique Name: Heartwood Girdle of the Deep Root

  • Wondrous Item: Waist, Tier 1 (Common).
  • Attunement: Requires Attunement.
  • Armor Class: You gain a +1 bonus to AC while wearing this belt.
  • Stability: You have advantage on Strength and Constitution saving throws made against effects that would knock you prone or move you against your will.
  • Extraordinary Capacity: This belt has 4 specialized slots. Each slot can hold one item weighing 10 lbs or less (such as a pouch or quiver). These items do not count toward your carrying capacity.
  • Earthen Bastion (1/Day): As a reaction when you take damage, you can cause the basalt segments to expand. You gain a +3 bonus to AC (including against the triggering attack) until the start of your next turn.
  • Seismic Sense: While you are in contact with the ground, you have Tremorsense out to a range of 10 feet.

Knave (2nd Edition)

Unique Name: The Root-Woven Belt

  • Item Type: Armor/Utility.
  • Armor Check (AC): +1.
  • Slots: Occupies 1 Item Slot but provides 4 “Belt Slots.”
  • Special (Belt Slots): Items placed in the belt’s 4 slots (limited to small items like daggers, pouches, or potions) do not count toward your total Item Slot limit.
  • Save Modifier: You gain Advantage on any Save made to resist being shoved, tripped, or moved by environmental forces like wind or rushing water.
  • Activatable (Vinelash): Once per encounter, you may spend your action to trigger the belt’s vines. Target one creature within 10 feet. The target must succeed on a STR Save or be Stuck for 1d4 rounds.
  • Durability: 10 HP + Character Max HP. If the belt reaches 0 HP, it is destroyed. If it takes any damage, it is instantly unattuned.

Fate (Core/Condensed)

Unique Name: The Iron-Vine Cincture

  • Type: Extra / Stunt-Granting Item
  • Aspect: Reinforced Weave of Basalt and Iron-Vine
  • Special Rules (Stability): You gain a +2 bonus to Athletics or Physique rolls when resisting being moved or knocked down by force.
  • Special Rules (Storage): Because of the belt’s reinforced nature, you can carry several small pieces of specialized equipment without them hindering your movement; effectively, you gain one additional free invoke per session on any gear-related situational Aspect.
  • Active Ability (Earthen Bastion): Once per session, you can spend a Fate Point to ignore all physical stress from a single successful attack that hits you, as the basalt plates absorb the impact.
  • Active Ability (Vinelash): You can use Physique to perform a “Create an Advantage” or “Attack” action against targets in your zone or an adjacent zone by commanding the vines to lash out.

Numenera & Cypher System

Unique Name: Lithic Girdle of the Deep Root

  • Level: 1d6 (Tier 1 Artifact)
  • Form: A heavy belt of black volcanic stone and metallic fibers.
  • Effect (Passive): The wearer gains +1 to their Armor value. Additionally, they are “trained” in any task involving resisting being pushed, pulled, or knocked prone.
  • Effect (Additional Slots): The girdle features four specialized attachment points. Up to four “Minor” cyphers or small tools can be attached here, and the wearer can retrieve them as a free action rather than a main action.
  • Effect (Seismic Sense): By standing still and focusing for a round (spending 2 points from the Intellect Pool), the wearer gains Tremorsense out to a short distance for one minute.
  • Depletion: 1 in 1d100 (Check upon use of active seismic sense).

Pathfinder (2nd Edition)

Unique Name: Heartwood Girdle of the Deep Root

  • Item Level: 1
  • Traits: Earth, Magical, Plant
  • Price: 15 gp
  • Usage: Worn (Belt); Bulk: 1
  • Armor Check Penalty: -1 (Applies only to Acrobatics and Stealth).
  • Passive (Rooted): You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you.
  • Tool Slots: The belt has four loops that can each hold a single item of light Bulk (such as a pouch or a tool). You can Interact to draw an item from these loops without triggering Reactions.
  • Activate (Reaction): Earthen Bastion (Envision); Trigger: You are targeted by a physical strike. Effect: You gain a +1 status bonus to AC against the triggering attack.
  • Activate (Two Actions): Vinelash (Manipulate); Effect: The vines extend toward a creature within 10 feet. Make an Athletics check to Grapple the target using the belt’s reach.

Savage Worlds (Adventure Edition)

Unique Name: Basalt-Iron Girdle

  • Type: Magic Item
  • Armor: +1
  • Min STR: d6
  • Weight: 15 lbs
  • Passive (Stability): The wearer gains a +2 bonus to rolls made to resist being Pushed or any effect that would cause them to fall prone.
  • Passive (Utility): The girdle allows the wearer to ignore 2 points of “Multi-Action” penalties when the actions involve retrieving or stowing small items from the belt’s loops.
  • Power (Vinelash): The wearer can cast the Entangle power using their Focus or Spirit skill at a d6 (or their own skill if higher). This uses the vines as the trapping.
  • Power (Earthen Bastion): The wearer can cast the Protection power on themselves as a limited action, but only to increase Armor (not Toughness), with the “Earth” trapping.

Shadowrun (6th World Edition)

Unique Name: Earth-Anchor Biowoven Girdle

  • Item Type: Alchemical Fetish / Gear
  • Rating: 3
  • Armor Rating Modifier: +1
  • Capacity: 4 (Slots for small electronics, slap patches, or reagents)
  • Weight: 7.5 kg
  • Passive (Stability): The user gains a +2 dice pool bonus to any Athletics or Body-based tests made to resist being knocked prone, shoved, or displaced by environmental forces.
  • Passive (Encumbrance): Items slotted into the girdle’s capacity slots do not count toward the user’s total encumbrance penalties.
  • Special Ability (Vinelash): By spending a Minor Action and making an Unarmed Combat + Agility test, the user can command the biowoven fibers to grapple a target within 2 meters. Treat this as a grapple with a Strength equal to the item’s Rating.
  • Special Ability (Earthen Bastion): As a Major Action, the user can channel mana into the basalt inserts. This provides +2 to the user’s Defense Rating until the end of the current combat round.

Starfinder (2nd Edition / Playtest)

Unique Name: Lithic Bio-Harness

  • Level: 1
  • Price: 250 credits
  • Bulk: 1
  • Armor Check Penalty: -1 (Physical tests only)
  • Passive (Stability): You gain a +2 circumstance bonus to your Kinetic Armor Class (KAC) against Bull Rush and Trip combat maneuvers.
  • Utility Slots: The harness contains 4 tactical loops. You can draw a weapon or item (Bulk L or less) from these loops as part of the same action used to activate it, provided you have at least one hand free.
  • Special (Seismic Awareness): While standing on a solid planetary surface, you gain Tremorsense (imprecise) out to 10 feet.
  • Activated (Reaction): Basalt Shielding; Trigger: You are targeted by a melee or ranged attack. Effect: The basalt plates reinforce themselves, providing a +1 circumstance bonus to AC against the triggering attack.

Traveller (Mongoose 2nd Edition)

Unique Name: Basalt-Reinforced Survival Belt

  • TL: 4 (Biological/Geological hybrid)
  • Armor: +1
  • Weight: 8 kg
  • Cost: Cr 1,500
  • Passive (Stability): The wearer receives a DM+2 to any Athletics (Dexterity or Strength) check made to remain standing during high winds, planetary tremors, or shipboard gravity failures.
  • Load Bearing: The belt features 4 reinforced gear points. Items attached here do not contribute to the wearer’s “Encumbered” threshold unless the items themselves exceed 5 kg each.
  • Integrated Tool (Vinelash): The belt can release high-tensile fiber coils. Treat this as a Grapple attack with a Reach of 2 meters. A DM+1 is applied to the attack roll due to the semi-sentient guidance of the fibers.
  • Seismic Sensor: By remaining stationary, the wearer can detect large vehicles or creatures moving within 50 meters of their position (requires a successful Electronics (Sensors) check).

Warhammer (WFRP 4th Edition)

Unique Name: The Iron-Girdle of the Deep Wood

  • Price: 2 Gold Crowns
  • Encumbrance: 1
  • Availability: Scarce
  • Armor (Body): 1 (Does not stack with Plate, but stacks with Leather or Mail)
  • Qualities (Sturdy): The wearer gains a +10 bonus to any Test made to resist the Prone condition or the effects of the Push talent.
  • Qualities (Storage): The girdle provides 4 additional “Quick-Draw” slots. Items held here can be drawn as a Free Action once per round.
  • Special (Vinelash): The wearer may spend 1 Advantage to make an immediate Grapple attack using the Melee (Basic) skill against an opponent within 2 yards.
  • Special (Earthen Bastion): Once per combat encounter, the wearer may spend a Resolve point to gain the Ward (9+) creature trait for the duration of the current round as the basalt plates absorb incoming magical and physical energy.