Huna 118 Bracers of the Fibrous Lash

From: Huna 829 of the Verdant Poly Gestalt

Slot: Arm Slots (Left and Right)

AC: 2 per bracer (Total 4, but limited by Tier 1 AC caps to 3 total benefit)

Resilience: 12

Item HP: 52

Lore: These heavy copper bands are etched with Huna-runes of “Extension.” They are placed around the base of the fern-stipe limbs to prevent the fibrous tissue from fraying when the creature uses its Fern-Limb Tether ability in combat.

Passive – Reinforced Fiber: Increases the damage of the Fern-Limb Tether action by a flat +1 damage.

Tags: Huna, Arm-Slot, Tier 1, Common, Combat-Enhancement, Copper-Etched, Huna, Arm-Slot, Tier 1, Common, Combat-Enhancement, Copper-Etched, Extension-Runes, Hydraulic-Regulator, Martial-Sifter, Fiber-Stabilizer, Southern-Archipelago, Growth-Tempered, Kinetic-Anchor

Expounded Lore: The Huna 118 Bracers of the Fibrous Lash

The creation of the Huna 118 dates back to the Age of Microscopic Life, specifically the era when the first Huna 829 ancestors transitioned from stationary groves to mobile “First-Tether” seekers. During this period of rapid evolution, the botanical limbs of the gestalt units—the fern-stipes—were often prone to catastrophic “Desiccation-Fracturing” when subjected to the high-torque forces of combat or the sudden tension of a Fern-Limb Tether action. To solve this, the ancient Kahu-Sifters collaborated with early copper-smiths to forge restrictive yet empowering bands.

The copper used in these bracers is not mundane; it is “Growth-Tempered,” meaning it was cooled in the nutrient-rich runoff of a Heart-Cone grove. The Huna-runes of “Extension” etched into the surface act as a magical regulator for the avatar’s internal hydraulic pressure. When the Huna 829 extends its limbs, the runes glow with a dim turquoise light, signaling that the copper is reinforcing the cellulose fibers at a molecular level. This prevents the “fraying” of the limb’s tip and allows the “stipe” to act more like a whip or a lash than a rigid branch. In modern Saṃsāra, these bracers are seen as the hallmark of a “Martial-Sifter”—one who does not just observe the world but is prepared to “tether” the threats within it to the ground.


Assigned Item Values and Specifications

  • Specific Tier 1 Stats
    • Armor Check (AC): 3 (Total mechanical benefit capped by Tier 1 regulations, despite the potential +4 individual rating).
    • Resilience: 12.
    • Item HP: 52.
    • Weight: 4 lbs per bracer (Total 8 lbs).
    • Equip Requirement: Constitution 12 or higher (To withstand the hydraulic feedback of the “Extension” runes).
    • Equip Requirement: Must possess at least two “Fern-Limb” or “Stipe” appendages.
  • Skills Gained (When Openly Worn)
    • Athletics (Trained): +1 point (The reinforcement allows for greater leverage when climbing or pulling heavy objects).
    • Intimidation (Trained): +1 point (The visible turquoise glow of the martial runes signals a readiness for “Aggressive-Tethering”).
    • Grapple (Temporary): +1 point (The bracers stabilize the limb-base, making it harder for foes to break free from a tether).
  • Passive Magic Abilities
    • Reinforced Fiber: Increases the damage of the Fern-Limb Tether action by a flat +1 damage and prevents the limb from taking “Structural Fatigue” damage on a critical fail.
    • Conductive Sap-Path: The copper bands act as a grounding source. The avatar receives a +1 bonus to Saving Throws against being Stunned or Paralyzed by electrical or “Lightning-Age” magic.
    • Friction-Reduction: The runes create a thin “Silver-Fire” aura around the limbs, allowing them to extend through water or thick mud without the usual penalty to “Movement Speed” or “Action Economy.”
  • Activatable Magic Abilities
    • Hydraulic Lash (Action – 1 Action):
      • The user focuses their sap-pressure into the bracers. For the next round, the range of the Fern-Limb Tether increases by 5 feet. If the attack hits, the target must make a Strength Save or be pulled 5 feet toward the avatar. This can be used twice per Long Rest.
    • Coiled Defense (Reaction – Prepared Action):
      • Trigger: An enemy makes a melee attack against the avatar.
      • The bracers vibrate, causing the fern-limbs to instinctively coil around the incoming weapon. The attacker takes a -2 penalty to the current attack roll. This can be used once per Helios-up cycle.
    • Static Shock-Burst (Action – 1 Action):
      • The user strikes the two copper bands together. This releases a small burst of stored kinetic mana. Any creature within 5 feet must succeed on a Constitution Save or be pushed back 5 feet and take 1d4 non-lethal electrical damage.
  • Specific Slot
    • Arm Slots (Left and Right): These must be worn as a pair to maintain “Pono-Balance.” If only one is worn, the AC bonus is reduced to 1 and the user suffers Disadvantage on all Athletics checks due to asymmetrical sap-distribution.

Commercial Acquisition and Exchange of the Huna 118 Fibrous Bracers

The Huna 118 Bracers are essential hardware for any Huna 829 engaging in the “Physical-Sifting” of dangerous ruins or maritime defense. Because they require “Growth-Tempered” copper and precise Huna-rune etching, they are primarily sold in industrial hubs or specialized martial academies across Saṃsāra.


The Steam-Wright’s Forge (Industrial Utility Shop)

  • Location: Situated in the heavy-industrial sectors of port cities or near the massive geothermal vents of the Southern Archipelago. These shops are filled with the roar of pressurized steam and the rhythmic clanging of hammers.
  • The Buying Process: These bracers are sold as “Safety Equipment” for heavy laborers. The Smith-Wright will test the avatar’s hydraulic pressure by having them strike a weighted “Pressure-Plate.” If the avatar’s sap-flow is too weak to activate the Huna-runes of “Extension,” the merchant may suggest a lower-tier lead-weighted alternative instead.
  • The Selling Process: Forges are always in need of Growth-Tempered copper. If the bracers are cracked but the runes are still visible, they will buy them for “Smelt-Value” to be repurposed into ship fittings or steam-pipes.
  • Cost: 3,200 Gold. This is the standard “Guild-Rate” for protective martial gear in the Age of Heroes.

The Martial Dojo (Combat Academy / Dojo Shop)

  • Location: Found in the high-altitude training grounds of the “First-Tether” monks or within the private armories of the Monarchy’s elite plant-guard.
  • The Buying Process: To purchase here, an avatar must often win a “Tether-Spar” against a training construct. The bracers sold here are of superior aesthetic quality, with the Huna-runes inlaid with crushed turquoise. The purchase is seen as an “Initiation” into a higher tier of martial sifting.
  • The Selling Process: These academies rarely buy back gear from “Foreign-Ghosts” (Isekai players) unless the item has gained Renown through a significant battle. They prefer to trade for “Combat-Data” or scrolls of ancient techniques.
  • Cost: 4,500 Gold + 15 Renown Points. The higher price reflects the prestige and the fine-tuning of the runes for combat efficiency.

The Archipelago Outfitter (Maritime Frontier Shop)

  • Location: Located in the ramshackle docks of the 73 island countries, catering to those who brave the “Unsafe Areas” of the deep jungle.
  • The Buying Process: A “No-Frills” transaction. The bracers are often kept in a barrel of saltwater to keep the copper “Seasoned.” The merchant will offer a “Pair-Discount” if bought alongside a Huna 412 Harness.
  • The Selling Process: Outfitters are the most flexible buyers. They will accept trade-ins for specialized “Maritime-Pins” or rare sea-beast trophies, sifting the value of the trade based on current frontier needs.
  • Cost: 2,800 Gold. While the quality may be “Field-Worn,” the price is the most accessible for a starting seeker.

The “Silt-Market” (Black Market / Seller’s Market)

  • Location: The dark under-canopies of floating islands or the back-rooms of “Linguistic-Bars” where the law of the Monarchy is ignored.
  • The Buying Process: A “Buyer Beware” risk. One might find a set of Huna 118s that were scavenged from a “Deathly Area.” While the price is low, there is a 10% chance the runes are “Blighted,” causing the bracers to potentially lock up and cause 1d6 damage to the avatar’s limbs upon first activation.
  • The Selling Process: This is where an avatar goes to “Dump” gear quickly and anonymously. The “Shadow-Sellers” pay in “Raw-Gold” or “Unmarked-Pins,” making it ideal for those who have engaged in “Dissonant” activities.
  • Cost: 1,200 to 8,000 Gold. The cost is highly volatile, spiking if there is a sudden shortage of copper in the Southern Archipelago trade routes.

The Faction Treasury (Seekers of the First Life Only)

  • Location: Within the fortified research stations of the Seekers of the First Life.
  • The Buying Process: Only available to those with Rank 1 status. The bracers are “Issued” as part of a “Field-Security” kit. The transaction is recorded in the faction’s historical logs as an investment in the seeker’s survival.
  • The Selling Process: Not permitted. Faction-issued bracers are considered property of the First Life and must be returned if the avatar “Retires” or “Dissipates.”
  • Cost: 1,800 Gold (Faction Subsidy).

Combat Rigidity and Fluid Extension: The Huna 118 Bracers in Action

The Huna 118 Bracers of the Fibrous Lash represent the intersection of botanical growth and metallurgical reinforcement. For Kalo-Mu 829, these copper bands are not merely armor; they are the hydraulic regulators that turn soft fern-stipes into deadly, long-range instruments of the “First-Tether” consensus.


In “Unsafe Areas” and Wild Jungles

  • Offensive Roleplay: When stalking through the thick under-canopy of an uncharted island, Kalo-Mu uses the Hydraulic Lash to strike from the shadows. The Huna-runes glow turquoise as the avatar’s fern-limbs extend with unnatural speed, bypassing the “Normal” concealment of the foliage. Kalo-Mu targets the enemy’s Backpack or Sash, attempting a “Targeted Item Strike” to sever their gear-straps before they can draw a weapon. The Reinforced Fiber ensures the limb does not snap when it recoils through the dense wood.
  • Defensive Roleplay: If ambushed by a pack of feral “Reality-Blighted” predators, Kalo-Mu invokes Coiled Defense. The fern-limbs snap back toward the trunk, the copper bracers vibrating as they create a “Shield-Wall” of reinforced cellulose. As a beast pounces, the limbs instinctively coil around its throat or limbs, using the Grapple bonus to pin the creature to a tree-trunk while Kalo-Mu “Sifts” the area for a safe exit.

In Metropolitan Skyscrapers and “Designated Safe” Cities

  • Offensive Roleplay: Within the “Triple AC” zones of a city, physical combat is often a “Dissonant” act that draws the Monarchy’s ire. Kalo-Mu uses the bracers for “Non-Lethal Enforcement.” By activating the Static Shock-Burst, the avatar can push back a crowd of “Social-Static” protesters or aggressive street-thugs without drawing blood. The visible glow of the Extension-Runes serves as a “Linguistic-Warning” that the avatar is a “Martial-Sifter” authorized to maintain the “Pono-Balance” of the streets.
  • Defensive Roleplay: If a “Foreign-Ghost” (Isekai soul) attempts to use “Lightning-Age” technology to stun the avatar, the Conductive Sap-Path of the copper bands grounds the charge into the pavement. Kalo-Mu remains standing, unaffected by the “Static-Noise” of the attack. The avatar then uses the Intimidation bonus to loom over the attacker, the turquoise runes pulsing in a slow, threatening “Heartbeat-Pattern” that discourages further conflict.

In High-Velocity Steam-Airships and Zeppelins

  • Offensive Roleplay: During a boarding action at high altitude, Kalo-Mu utilizes the Friction-Reduction property. While the wind-shear of the “Steam-Age” travel makes it difficult for others to move, Kalo-Mu’s limbs slice through the air with zero drag. The avatar uses the Hydraulic Lash to “Tether” a fleeing enemy to a spinning propeller or a steam-vent, sifting their kinetic energy into a “Shattering” impact that disables their gear.
  • Defensive Roleplay: If the airship takes a “Critical Hit” and begins to list, Kalo-Mu strikes the bracers together to trigger the Static Shock-Burst against the deck-plating, momentarily “Welding” its copper-reinforced limbs to the metal. This allows the avatar to act as a living “Anchor” for the rest of the party, preventing them from being swept overboard by the “Magical-Wind” of the high-altitude storm.

In “Deathly Areas” and Ancient Ruins

  • Offensive Roleplay: In ruins where AC is zero and the “Reality-Blight” is thick, Kalo-Mu relies on the Reinforced Fiber to strike through “Mana-Voids.” The avatar uses the extended range of the bracers to trigger pressure-plates or lever-pulleys from a “Somewhat Safe” distance. If a guardian construct appears, Kalo-Mu uses the Hydraulic Lash to “Tether” the construct’s primary limb to a crumbling pillar, using the Athletics bonus to pull the entire structure down upon the foe.
  • Defensive Roleplay: When a “Failure Card” is drawn during a collapse, Kalo-Mu uses the Coiled Defense to catch falling masonry that would otherwise crush the party’s “Linguistic-Pins.” The Conductive Sap-Path prevents the “Blight-Static” of the ruin from interfering with the avatar’s internal hydraulic pressure, ensuring that even as the world “Shatters” around them, Kalo-Mu’s martial “Pono” remains fixed and whole.

Perception of Activation: Huna 118 Bracers of the Fibrous Lash

  • User’s Perspective
    • Sight: The Mind’s Eye witnesses the copper bands turning from a dull, weathered green to a glowing, translucent turquoise. The Huna-runes of “Extension” begin to scroll across the user’s vision like a biological HUD, indicating the exact tension and hydraulic pressure within each limb.
    • Sound: A series of metallic clicks and whirs as the copper segments adjust to the limb’s movement. When the Hydraulic Lash is triggered, it produces a sound like a whip-crack combined with the hiss of a high-pressure steam valve.
    • Touch: A sensation of immense, coiled power. It feels as if the fern-limbs have been replaced by braided steel cables. There is a “Tightening” sensation at the base of the limbs that provides a feeling of absolute structural integrity.
    • Smell: A sharp, ozone-heavy scent accompanied by the smell of scorched copper and damp peat.
    • Taste: A dry, metallic copper tang that coats the internal moisture-pores.
    • Extra-Sensory (Kinetic-Awareness): The user can “feel” the weight and density of everything within the range of their lash. They sense the structural weaknesses in an enemy’s armor as “Social-Static” vibrations through the copper.
    • Extra-Sensory (Tether-Reach): A ghostly, phantom sensation of the limb extending far beyond its physical tip, allowing the user to “aim” their tether before the sap-pressure even builds.
  • Observer’s Perspective
    • Sight: The avatar’s arms suddenly seem to “thicken” as the copper plates slide into combat position. The turquoise glow of the runes is bright enough to cast long shadows. When the Static Shock-Burst occurs, a dome of blue electrical arcs momentarily encloses the avatar.
    • Sound: Those nearby hear the “Thrum-Thrum” of the avatar’s accelerated sap-flow, sounding like a heavy drumbeat. The Hydraulic Lash creates a terrifying whistling sound as it cuts through the air.
    • Touch: A sudden drop in temperature in the immediate vicinity as the bracers siphon ambient heat to fuel the runes, followed by a localized “Static-Tingle” on the skin of bystanders.
    • Smell: The unmistakable scent of a maritime forge—salt, smoke, and hot metal.
    • Extra-Sensory (Martial-Pressure): Opponents feel an instinctive “Weight” on their spirits, a realization that they are no longer facing a stationary plant, but a high-pressure combatant.
  • Positives
    • Limb-Preservation: The bracers completely negate the risk of “Fraying” or “Splintering” during high-torque maneuvers.
    • Reach Dominance: The Hydraulic Lash allows the user to control the battlefield from a distance, pulling “Social-Static” foes into disadvantageous positions.
    • Grounding: The copper provides a natural bypass for electrical attacks, making the avatar a “Hard-Counter” to Lightning-Age technologies.
  • Negatives
    • Hydraulic Backlash: If the bracers are over-exerted, the user feels a “Thumping” headache in their core-trunk, causing a -1 penalty to Intelligence checks for one hour.
    • Audible Stealth: The constant low-frequency hum of the activated runes makes it impossible to remain “Silent” in a quiet environment.
    • Weight Imbalance: The 8 lbs of growth-tempered copper makes the avatar’s upper-body heavier, imposing a -1 penalty to Swim checks in deep water.

Rite of the Tempered Stipe: Crafting Recipe for the Huna 118 Bracers

  • Materials Needed
    • Two Ingots of Growth-Tempered Copper: This copper must be smelted in a furnace fueled by petrified Baobab charcoal and quenched in the nutrient-rich runoff of a healthy Heart-Cone grove.
    • Four Vials of Pressurized Conductive Sap: Harvested from a Huna 829 during the Week of Passion, then stabilized with alchemical salts to prevent fermentation. This fluid fills the internal hydraulic reservoirs.
    • Two Segmented Crystalline Viewports: Small, reinforced glass panes treated with “Silver-Fire” mana to withstand high-pressure impacts.
    • One Pint of Vexar-Stabilized Resin: Used as a bonding agent between the copper segments and the internal sap-bladders.
    • Crushed Turquoise Pigment: For inlaying the etched runes to ensure they hold the turquoise mana-glow.
  • Tools Required
    • A Steam-Wright’s Pneumatic Hammer: Necessary to shape the thick, growth-tempered copper into the curved, segmented plates.
    • An Etching Chisel of the Sifter: A tool tipped with a “Linguistic-Pin” shard, used to carve the complex Huna-runes of “Extension” into the metal without disrupting the mana-flow.
    • A Hydraulic Calibration Pump: Used to inject the conductive sap into the internal reservoirs at the exact pressure required for the Hydraulic Lash.
    • An Alchemical Soldering Iron: For sealing the crystalline viewports into the copper segments using a silver-resin solder.
    • A Resonant Tuning-Fork (Martial-Pitch): Used to “Pitch” the copper to the correct frequency so it vibrates in sync with the avatar’s martial intent.
  • Skill Requirements
    • Blacksmithing (Trained – Level 2): Required to work the growth-tempered copper and ensure the segments slide without friction.
    • Technomancy (Trained – Level 1): Necessary to correctly align the internal sap-paths and calibrate the hydraulic pressure.
    • Arcane Etching (Trained – Level 1): Needed to carve the Huna-runes so they successfully regulate the “Silver-Fire” energy.
    • Athletics (Trained – Level 1): Required during the “Quench-Phase” to hold the heavy copper in place against the high-pressure runoff.
  • Crafting Steps
    • Step 1: The Growth-Tempered Smelt: Smelt the copper ingots using petrified charcoal. As the metal reaches a cherry-red glow, quench it repeatedly in the Heart-Cone runoff. This “Tethers” the metal’s spirit to the botanical life-force of the Huna species.
    • Step 2: Forging the Segmented Plates: Use the pneumatic hammer to beat the copper into two sets of interlocking, curved plates. Each plate must overlap the next by precisely three millimeters to allow for the expansion of the fern-stipe during a Hydraulic Lash.
    • Step 3: The Etching of Extension: Using the etching chisel, carve the Huna-runes of “Extension” onto the outer surface of the segments. The runes must form a continuous “Linguistic-Loop” from the top of the bracer to the bottom.
    • Step 4: Installing the Sap-Bladders: Coat the interior of the copper segments with Vexar-resin. Carefully install the flexible sap-bladders and connect them to the etched channels on the metal’s underside.
    • Step 5: The Crystalline Sealing: Place the crystalline viewports over the primary reservoirs and seal them using the alchemical soldering iron. Ensure there are no air bubbles in the resin, as this would cause “Sap-Cavitation” during combat.
    • Step 6: The High-Pressure Infusion: Use the calibration pump to inject the pressurized conductive sap into the bladders. While the pressure is at its peak, strike the Resonant Tuning-Fork and touch it to the copper. If the runes glow turquoise and the bracers emit a steady, low-frequency thrum, the Hydraulic Regulator is active and the item is complete.

Long-Reaching-Lash and Copper-Bite

In the breathing-dawn of the First-Root, when the Earth-Mother Gaialilith was yet “pouring-the-hot-stone” into the deep-hollows and the stars were but “wet-sparks” in the sky-mist, there stood a Martial-Sifter named Kalo-of-the-Stretching-Limb. The cracked-bark-scrolls of the “Before-Voices” tell that Kalo was a “Stalk-of-the-Great-Tether,” a creature of the thick-pulp whose “Fern-Stipes” were as the “Whipping-Wind” and whose core-wood was as the “Deep-Stone.” In those turns, the world of Saṃsāra was a “clashing-thicket” of tooth and vine, and the “Blight-Shadows” did the “ripping-the-fiber” that made the plant-ancestors “shatter-like-dry-husks.”

Kalo walked the “Unsafe-Tangels,” seeking the “Mana-Heart” of the first-groves. But the “Kinetic-Shattering” of the combat-noise was too heavy for the soft-cellulose, and the “Extension-Strain” made the limbs “fray-into-the-dust.” The ancient-scribes say the “Structural-Tether” of the warriors was “splintering-like-rotten-cane” in the heat of the strike. Kalo, being of the “Heavy-Sap” and the “Coiled-Intent,” felt his own green-arms begin to “shred-the-pulp” with the high-pressure-extension of the martial-act.

The story-words of the “Time-of-No-Metal” say that Kalo did not bring the “crying-sap” or the “hiding-root” to fix the breakage. He traveled to the “Copper-Vein-of-the-Sun-Hem,” a place where the mountain-blood grows “Tempered-by-Growth” and the “Nutrient-Runoff” makes the metal “Breathe-with-the-Leaf.” This copper had been quenched in the “Liquid-of-the-Heart-Cone,” a moment when the metal-spirit remembers the “Push-of-the-Seed.” Kalo asked the Forge-Spirit for a “Skin-of-the-Fibrous-Lash” to hold his internal-fibers from the “Torque-Shattering.”

The Forge-Spirit gave him two “Heavy-Cylinders-of-the-Red-Bite,” but they were “un-tethered” and would only be “choking-bands” if they were not carved with the “Hydraulic-Speech.” Kalo took the red-bands to the Etcher-of-the-Extension-Runes, a man who could “cut-the-meaning” into the metal-face without “bleeding-the-mana.” He carved the bracers with the “Linguistic-Loop-of-the-Lash,” a pair of arm-teeth that could “Regulate-the-Internal-Pressure” and protect the delicate limb-fibers from the “Desiccation-Fracture” of the fast-strike. Kalo then gathered the “Conductive-Sap” of the Week-of-Passion and the “Crystalline-Viewports” of the Silver-Fire.

He wove these with the “Vexar-Resin-Bond” in a basin of the “Growth-Water.” As he interlocked the “Segmented-Hydraulic-System,” he sang the Invitation-of-the-Unbreakable-Reach, a melody that sounded like the “humming-of-the-coiled-cable” and the “cracking-of-the-storm-whip.” The ancient-scribes say the copper within the turquoise-web became a “Sifter-of-the-Kinetic-Feedback,” a piece of the “Unstoppable-Growth” trapped in a metal-skin.

Kalo walked back to the “Thicket-of-the-Blight-Beasts” in the southern-jungle. The air around him was thick with the “Fraying-Static” of the combat-fire. He did not raise the “fear-voice,” but struck the two copper-bands together. The sound of the “Fiber-Splintering” stopped instantly in his limbs, not as a stiffness, but as a “Reinforcement-into-the-Pono.” The “Hydraulic-Whistle” of his extension became as the “Singing-Arrow.” The “Friction-of-the-Air” became as the “Smooth-Water.”

While he stood through the “Fixed-Force” of the bracers, Kalo spoke with the “Whipping-Lash-Voice” of the tether. The Blight-Beasts and the shadow-vines became as the “Pinned-Insects.” Their spirits were “re-tethered” to the ground-consensus, their violent-speed resting in the turquoise-glow of the Fibrous-Bracers. Because of the Sifter-of-Tethers and the Copper-Tempered-Stillness, the walkers of Saṃsāra found that they could “Lash-the-Chaos” without the “Limb-Fracture,” for the Huna 118 provided a bridge of strength over the river of the shattering-blows.

The Moral of the Story: The hardest strike cannot break the arm that is bound by the wisdom of the quench, and a single spirit that stabilizes its own pressure can tether the wildest beast of the jungle; for the greatest power is not in the length of the reach, but in the band that holds the fiber together when the pull becomes too great.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Copper Bindings of the Deep Extension

  • Item Type: Arcane Artifact / Combat Bracers
  • Game Mechanics: These segmented copper bands allow an Investigator with unconventional anatomy (such as a plant-gestalt or a mutated human) to strike with lethal, whip-like force.
  • Stat Block:
    • Armor Value: 2 points of armor to the arms only.
    • Reinforced Fiber (Passive): When using a “Tentacle” or “Limb-Lash” attack, the Investigator deals an additional +2 damage and ignores the Structural Failure penalty on a Fumbled roll.
    • Hydraulic Lash (Active): Spend 4 Magic Points. For the duration of the combat encounter, the range of the Investigator’s melee attacks increases to 5 yards.
    • Static Shock-Burst (Active): Spend 1D4 Sanity. All adjacent enemies must succeed on a Hard CON roll or be Stunned for 1 round by a discharge of turquoise static.
  • Syntax: “The Investigator slams the copper bands together, sifting the kinetic energy into a turquoise tether that fixes their focus on the target’s vital pressure points.”

Blades in the Dark

Unique Name: The Spark-Gap Vambraces

  • Item Type: Heavy Combat Gear / Arcane Implement (1 Load)
  • Game Mechanics: Engineered for the “Huna” heavy-laborers of the Docks, these bracers stabilize limbs against high-torque stress and electrical discharge.
  • Specific Mechanics:
    • Reinforced Fiber (Passive): You gain Potency on any Wreck or Skirmish action where you are pulling, tethering, or lashing an opponent.
    • Conductive Sap-Path (Passive): You take -1 Stress when resisting electrical or lightning-based harm.
    • Hydraulic Lash (Active): Spend 1 Stress to perform a “Long-Reach” Skirmish action, allowing you to attack or disarm a target across a room or street.
    • Static Shock-Burst (Active): Spend 2 Stress to unleash a blast. All nearby enemies take Level 1 Harm: “Jolted” and are pushed back from your position.
  • Syntax: “The Cutter sifts the lightning-bleed through the copper etchings, tethering their arm-fibers to the hull and fixing their grip against the recoil of the lash.”

Dungeons & Dragons (5th Edition)

Unique Name: Huna-118: Bracers of the Fibrous Lash

  • Item Type: Wondrous Item, Common (Requires Attunement)
  • Game Mechanics: While wearing these bracers, you gain a +2 bonus to AC if you are not wearing heavy armor. (Note: Total AC from Tier 1 items is capped at 3).
  • Stat Block:
    • AC Bonus: +2.
    • Reinforced Fiber (Passive): Your unarmed strikes or “Limb” attacks deal an additional 1 force damage.
    • Hydraulic Lash (3 Charges/Day): As a bonus action, you can extend your reach for melee attacks by 5 feet until the end of your turn.
    • Static Shock-Burst (Action): Once per long rest, you can release a burst of energy. Each creature within 5 feet must make a DC 13 Constitution saving throw or take 1d6 lightning damage and be pushed 5 feet away.
    • Coiled Defense (Reaction): When you are hit by a melee attack, you can use your reaction to add +2 to your AC for that attack, potentially causing it to miss.
  • Syntax: “The Huna-runes glow turquoise as the avatar sifts the hydraulic feedback, tethering their fern-limbs to the copper and fixing their defense against the blade.”

Knave (2nd Edition)

Unique Name: The Copper Arm-Casks

  • Item Type: Armor (1 Slot per bracer, 2 Slots total)
  • Game Mechanics: These heavy bands prevent limb-shattering and allow for long-distance grappling in the ruins of Saṃsāra.
  • Specific Mechanics:
    • Armor Check: Provides +2 AC (+1 per arm).
    • Reinforced Fiber (Passive): You gain a +2 bonus to any Save or Check made to maintain a grapple or pull an object.
    • Hydraulic Lash: Once per day, your next melee attack may target an enemy up to 15 feet away.
    • Static Shock-Burst: You may Sunder one of the bracers (marking it as Broken) to automatically push all adjacent enemies away and deal 1d4 damage to each.
    • Conductive Sap-Path (Passive): You have Advantage on saves against lightning or magical paralysis.
  • Syntax: “The Arm-Casks sift the pressure of the strike, fixing the wearer’s fiber and tethering their reach to the distant foe.”

Fate (Condensed / Core)

Unique Name: Huna 118 Kinetic Extension Bracers

  • Item Type: Extraordinary Gear / Weaponry
  • Game Mechanics: This item functions as a specialized combat enhancement for characters with prehensile or botanical limbs. It emphasizes the Athletics and Physique skills to control the battlefield.
  • Specific Mechanics:
    • Reinforced Fiber (Passive): Because I have the Huna 118, I get a +2 to Physique rolls made to maintain a grapple or “Tether” an opponent.
    • Hydraulic Lash (Active): Once per scene, you may spend a Fate Point to attack an enemy up to two zones away using your Athletics skill, representing the sudden hydraulic extension of your limbs.
    • Static Shock-Burst (Active): You may check a Stress Box to unleash a burst of energy. This creates a temporary Aspect on your zone called Electrical Static with one free invoke that can be used to hinder movement or defense.
    • Coiled Defense (Passive): The bracers provide Armor: 2 specifically against melee weapons when you take the Full Defense action.
  • Syntax: “The player invokes the Extension-Runes of the copper bands, sifting the kinetic force into a tether of turquoise light that fixes their reach upon the fleeing scout.”

Numenera & Cypher System

Unique Name: The Growth-Tempered Bracers

  • Item Type: Artifact (Level 1d6 + 1)
  • Game Mechanics: A pair of heavy, segmented copper bands that integrate with the wearer’s biological pressure systems.
  • Specific Mechanics:
    • Depletion: 1 in 1d10 (Check made after using Hydraulic Lash or Shock-Burst).
    • Reinforced Fiber (Asset): The wearer has an Asset on all Might-based tasks involving climbing, grappling, or pulling heavy loads.
    • Hydraulic Lash (Action): The wearer spends 3 Might Points to make a melee attack against a target within short range (up to 50 feet). On a success, the target is also pulled 10 feet toward the wearer.
    • Static Shock-Burst (Action): The wearer spends 2 Speed Points. All creatures in immediate range must make a Speed defense roll or be Dazed for one round, increasing the difficulty of all their tasks by one step.
    • Conductive Sap-Path (Enabler): The wearer has +1 Armor against any attack that deals electricity or energy damage.
  • Syntax: “The bracers tether the user’s hydraulic flow to the copper segments, sifting the atmospheric static into a fixed burst of turquoise energy.”

Pathfinder (2nd Edition)

Unique Name: Huna-118: Bracers of the Fibrous Lash

  • Item Type: Item 2 (Magical, Evocation, Primal)
  • Game Mechanics: Held (Worn on Arms); Bulk: 1. These bracers are specifically designed for creatures with the Plant trait or similar biological appendages.
  • Stat Block:
    • AC Bonus: +2 Item Bonus to AC (Maximum AC from items capped at 3 for Tier 1 characters).
    • Reinforced Fiber (Passive): Your Athletics checks to Grapple or Trip gain a +1 item bonus. Your unarmed strikes with “Limb” or “Vine” attacks deal an additional 1 persistent bleed damage on a critical hit.
    • Hydraulic Lash (Action): [One-Action] (concentrate, primal); Frequency: Once per 10 minutes; Effect: Your next melee strike this turn has its reach increased by 10 feet.
    • Static Shock-Burst (Action): [Two-Actions] (evocation, electricity, primal); Effect: Each creature in a 5-foot emanation takes 2d4 electricity damage (DC 15 Basic Fortitude Save). On a failure, the creature is also pushed 5 feet away.
    • Conductive Sap-Path (Passive): You gain Resistance 2 to electricity damage.
  • Syntax: “The copper runes sift the primal sap-flow, tethering the avatar’s extension to the fixed Huna-geometry and fixing their strike upon the target’s flank.”

Savage Worlds (Adventure Edition)

Unique Name: The Huna-118 Lash-Bands

  • Item Type: Minor Arcane Artifact
  • Game Mechanics: Heavy copper bracers that provide Armor +2. They require a Min STR d6 to wear without penalty due to their weight and hydraulic feedback.
  • Specific Mechanics:
    • Reinforced Fiber (Passive): The wearer gains a +2 bonus to Athletics rolls made to grapple or perform “Touch Attacks” with their limbs.
    • Hydraulic Lash (Active): As a limited free action, the wearer may increase the Reach of their melee attacks by +2 for the remainder of the turn. This may be used once per encounter.
    • Static Shock-Burst (Active): The wearer may spend a Bennie to unleash a blast. Place a Small Blast Template centered on the wearer. Every creature inside must make a Vigor roll at -2 or be Distracted and Shaken.
    • Coiled Defense (Active): If the wearer chooses to Defend, they gain an additional +2 to their Parry as the fern-limbs provide a reinforced physical barrier.
  • Syntax: “The lash-bands sift the pressure of the fight, fixing the user’s fiber and tethering their reach to the distant enemy through the turquoise-glow.”

Shadowrun (6th Edition)

Unique Name: Huna-118 Fibrous Extension Bracers

  • Item Type: Armor (Arms) / Cyberware Accessory (External)
  • Game Mechanics: These segmented copper bands are designed for high-torque industrial or combat operations. They reinforce the user’s natural or synthetic limb fibers, preventing “Fraying” under extreme stress.
  • Stat Block:
    • Armor Rating: +2
    • Reinforced Fiber (Passive): The wearer gains a +1 dice pool bonus to all Unarmed Combat tests and Athletics tests involving climbing or grappling.
    • Conductive Sap-Path (Passive): The copper bands provide 2 points of Electricity Resistance.
    • Hydraulic Lash (Minor Action): The wearer increases the Reach of their melee attacks by 1 for the remainder of the round. This can be used once per Combat Turn.
    • Static Shock-Burst (Major Action): The wearer strikes the bracers together, releasing a discharge. All targets within 2 meters must resist 3S (e) damage using Reaction + Willpower.
  • Syntax: “The street-samurai sifts the recoil-static through the copper etchings, tethering their arm-fibers to the hydraulic-flow and fixing their strike upon the target’s center of mass.”

Starfinder (2nd Edition / Playtest)

Unique Name: Huna-118 Reinforced Lash-Bracers

  • Item Type: Armor Upgrade / Wondrous Item (Level 2)
  • Game Mechanics: A favorite of bio-engineered soldiers, these bracers stabilize the user’s appendages during rapid extension maneuvers.
  • Stat Block:
    • Armor Class: +2 Item Bonus to AC (Does not stack with other item bonuses; Tier 1 cap applies).
    • Bulk: L
    • Reinforced Fiber (Passive): You gain a +1 item bonus to Athletics checks to Grapple or Shove.
    • Hydraulic Lash (Action): [One-Action] Your next melee attack this turn has the Reach (10 feet) property.
    • Static Shock-Burst (Action): [Two-Actions] You unleash a burst. Creatures in a 5-foot emanation take 1d6 electricity damage (Reflex DC 15 for half). On a failure, they are also pushed 5 feet away.
    • Coiled Defense (Reaction): Trigger: An enemy misses you with a melee attack. Effect: You may immediately attempt to Grapple that enemy as part of the reaction.
  • Syntax: “The operative sifts the kinetic feedback through the bracer’s Huna-runes, tethering their reach to the distant foe and fixing their defense against the counter-strike.”

Traveller (MgT2)

Unique Name: The Huna-Type Limb Stabilizer

  • Item Type: Personal Gear / TL 10 Combat Accessory
  • Game Mechanics: Heavy copper-alloy bands that protect the forearms and integrate with the wearer’s physical exertion to provide stabilized force.
  • Stat Block:
    • Protection: +2
    • Weight: 2 kg
    • Reinforced Fiber (Passive): The wearer gains a DM+1 to all Melee (Unarmed) attacks and Athletics (Strength) checks.
    • Hydraulic Lash (Minor Action): The wearer may ignore the “Close Range” penalty for unarmed attacks against targets up to 3 meters away for one round.
    • Static Shock-Burst (Significant Action): The wearer triggers a high-voltage discharge. Any creature in personal combat range must make a DEX (8+) check or take 1D6 damage and be knocked back.
    • Conductive Sap-Path (Passive): The wearer gains a DM+2 to all checks made to resist the effects of stun weaponry or electrical hazards.
  • Syntax: “The traveler sifts the atmospheric drag through the copper segments, tethering their physical force to the stabilizer and fixing their grip upon the bulkhead.”

Warhammer (Fantasy Roleplay 4th Edition / Age of Sigmar: Soulbound)

Unique Name: The Copper Bands of the Fibrous Lash

  • Item Type: Light Armor (Arms) / Talisman
  • Game Mechanics: Forged from “Growth-Tempered” copper, these bracers are used by those who fight with whips, flails, or biological appendages to prevent limb-strain.
  • Stat Block:
    • Armor Points (Arms): 2 (Total benefit limited by Tier 1 caps).
    • Reinforced Fiber (Passive): The wearer gains a +10 bonus to Athletics or Melee tests when attempting to Grapple or Trip an opponent.
    • Hydraulic Lash (Action): The wearer may spend 1 Fortune Point (or Mettle) to double the Reach of their next melee attack.
    • Static Shock-Burst (Action): The wearer strikes the bands together. All adjacent enemies must pass a Challenging (+0) Endurance Test or gain 1 Stunned Condition.
    • Coiled Defense (Passive): When the wearer uses the Dodge or Parry action, they gain an additional +1 SL to the result.
  • Syntax: “The warrior sifts the kinetic rage through the copper runes, tethering their arm-fibers to the ancient strength of the grove and fixing their lash upon the foe’s throat.”