Contract 727 of the Raging Flames

Looks Like        A roughly woven bracelet adorned with a single, cinder-caked ember

Lore      This bracelet is imbued with the magic of a desperate pact. A furious elemental spirit, bound by the contract, offers a sliver of its power in exchange for vengeance upon a designated enemy.

Slot       Wrist

Roleplay            * Emphasis: Aggravated * Description: The character feels a surge of raw, destructive energy coursing through them whenever their enemy is near. This can manifest in outbursts of anger, a relentless focus on retribution, or a burning desire to inflict pain.

Costs  * Mana: 10 * Upkeep: 1 (1 point of health per round of use)

Magics               * Elemental Fury: For a brief moment, the character channels the rage of the bound elemental. Choose one element (wind, earth, or fire). You gain a +2 bonus to hit and damage rolls with attacks that deal that element type for 1 round.

Tags      Contract Magic, Elemental, Vengeance

Offense:

In any environment, the Contract 727 of the Raging Flames can be a powerful offensive tool. The Elemental Fury magic grants a significant bonus to hit and damage, making it easier to strike down foes. This is particularly useful against enemies vulnerable to fire damage.

For example, imagine a tier 1 character wielding a dagger who has imbued it with fire magic. When facing a monstrous creature weak against fire, the character could activate the Contract 727 of the Raging Flames, gaining a +2 bonus to hit and damage. This would significantly increase their chances of landing a critical blow and taking down the enemy quickly.

Defense:

The Contract 727 of the Raging Flames is not a defensive item in the traditional sense. It does not provide any armor or protection from physical attacks. However, the deterrent effect of its magical aura can be helpful in some situations.

For instance, if a character is being harassed by a group of bandits, they could activate the Contract 727 of the Raging Flames. The surge of elemental energy and the visible signs of the contract being invoked (such as the ember glowing brighter) could frighten the bandits and cause them to back down.

The Contract 727 of the Raging Flames could be used in different environments:

  • Urban Environments: In a city setting, the character could use the contract to intimidate or subdue criminals or other threats. The magical energy could also be helpful for clearing out debris or rubble from collapsed buildings.
  • Wild Environments: In a wilderness setting, the contract could be used to start fires, deter wild animals, or clear brush for passage.
  • Social Environments: The contract could be used to add weight to threats or intimidation attempts. However, it is important to use caution, as the uncontrolled rage of the elemental spirit could also lead to social blunders or violence.

The Contract 727 of the Raging Flames is a versatile item that can be used for a variety of purposes. With careful planning and consideration of the roleplay implications, it can be a valuable asset for a tier 1 character.

Perception of Activation:

  • Sight
    • Perceived: The ember bound to the bracelet ignites, growing brighter and flickering with a fiery intensity. Wisps of smoke might curl from it.
    • Description: The ember transforms from a dull, cinder-like state into an incandescent coal, pulsating with a fiery glow.
    • Positives: Visually striking and intimidating.
    • Negatives: Draws unwanted attention, especially at night or in dark settings.
  • Sound
    • Perceived: A low crackling or hissing sound, like a small campfire contained within the ember.
    • Description: The sound is a subtle reminder of the elemental energy bound within the contract.
    • Positives: Can add a sense of heightened danger and power to the wearer.
    • Negatives: Could be distracting in stealth situations.
  • Touch
    • Perceived: A wave of heat radiates from the ember and suffuses the wearer’s wrist.
    • Description: It’s not painful, but a clear, almost urgent warmth conveying the pent-up energy within the contract.
    • Positives: Offers a physical reminder of the contract’s power.
    • Negatives: Could be uncomfortable for extended periods.
  • Smell
    • Perceived: A subtle, smoky scent of ash and wood, mingled with a faint, acrid tang.
    • Description: The smell is not overwhelming but carries an undertone of something both burnt and elemental.
    • Positives: Adds another layer to the sensory experience of the contract.
    • Negatives: Could make the wearer stand out to those with sensitive noses.
  • Taste
    • Perceived: A dryness in the mouth accompanied by a subtle metallic, fiery taste.
    • Description: A more subtle effect, like the aftertaste of having been near a campfire.
    • Positives: Heightens the sense of connection to the contract’s fiery power.
    • Negatives: Could be unpleasant or distracting if the sensation is too strong.
  • Extra-Sensory Perceptions
    • **Intuition: ** A surge of determination or fury. A heightened sense of aggression or recklessness.
    • Empathy: The wearer might experience echoes of the bound elemental’s rage and desire for vengeance.
    • “Sixth Sense”: A tingling sensation at the back of the neck, heightened alertness, the feeling of not being alone.

Recipe: Contract 727 of the Raging Flames

  • Materials Needed:
    • Rough Twine: A sturdy base to weave the bracelet for durability.
    • Cinder-Caked Ember: A physical representation of the elemental pact. This must be obtained from a fire elemental or a location infused with strong fire elemental energy.
    • Infused Essence: A few drops of the potential wearer’s blood or another potent life essence. This establishes a connection between the wearer and the contract.
    • Elemental Powder: Finely ground powder of a fiery substance like sulfur or brimstone to enhance the elemental energy.
  • Tools Required:
    • Jeweler’s Kit: For delicate work and imbuing the bracelet with magic.
    • Small Crucible: To safely heat and combine elements for infusion.
    • A Ritual Site: An area designated for contract magic, imbued with relevant elemental energy (fire in this case).
  • Skill Requirements:
    • Contract Magic (Novice): Understanding the basic tenets of forming magical contracts and binding pacts.
    • Imbuing (Novice): Ability to infuse a physical object with magical energy.
    • Elemental Lore (Novice): Familiarity with fire elementals and their nature.
  • Crafting Steps:
    • Preparation:  Set up your ritual site, ensuring it is a safe space aligned with fire elemental energies.
    • Weaving the Base: Carefully braid the twine into a simple yet sturdy bracelet, leaving adequate space to attach the ember.
    • Elemental Infusion: In the crucible, combine the elemental powder with the infused essence. Heat gently while reciting incantations relevant to fire and binding.
    • Binding the Ember:  Using jeweler’s tools, carefully attach the ember to the bracelet. Apply a drop of the infused mixture to create the magical bond.
    • Ritual of Activation: At the ritual site, channel your willpower into the bracelet. Speak aloud the terms of the contract – offering a sliver of power in return for assistance in a vengeful act.
    • The Pact is Sealed: The ember will ignite with a burst of flame as a sign of the contract’s acceptance. Allow the bracelet to cool fully before wearing.
  • Important Notes:
    • The specific incantations and terms of the contract are highly personal and should be tailored to the character, the elemental, and the type of vengeance sought.
    • The success of the crafting and the severity of the side effects (like mana cost and health drain) rely on the crafter’s skill level.
    • The bracelet can be destroyed to break the contract. However, this might anger the bound elemental and lead to consequences.

Bracelet of the Burning Rage: A Tale Misunderstood

In the age before the Knowing, when mountains kissed the heavens and fire danced with the wind, there existed a trinket of fury – the Bracelet of the Burning Rage. Legends whisper of its creation, a pact forged between a desperate man and a being of living flame.

The tale speaks of a village elder, his heart ablaze with vengeance after a monstrous raid. His kin stolen, his home ravaged, he sought solace in the heart of a dormant volcano. There, amidst the whispers of ash and the glow of molten rock, he pleaded with the fire spirit – a creature of boundless power and untamed rage.

The legends diverge here. Some claim the elder offered his very soul, while others say he promised a lifetime of servitude. Regardless of the bargain, the fire spirit agreed, gifting the elder a bracelet woven from smoldering cinders. This band, they say, pulsed with the spirit’s fury, granting its wearer a sliver of its power.

But power, as ever, comes at a cost. The bracelet, it is said, burned not just with fire, but with an insatiable hunger for destruction. The elder, cloaked in flames, became a whirlwind of vengeance. He razed the raiders’ camp, leaving naught but ash in his wake.

Yet, victory turned to ash in his mouth. The village, though saved, recoiled from their fire-wrought savior. The elder, consumed by rage, became a monster himself, a charred reflection of the inferno within.

The legends end here, shrouded in the mists of forgotten times. Some say the elder, consumed by the bracelet’s hunger, was eventually slain. Others claim he wandered the wastelands, a lonely monument to the destructive power of vengeance.

Moral: Beware the bargains struck in anger, for the flames of vengeance may consume not just your enemy, but yourself.

Suggested conversions to other systems:

Call of Cthulhu

  • Description: This seemingly ordinary bracelet conceals a dark pact with a fire elemental. It’s a source of power, but also carries the risk of mental instability and fiery obsession.
  • Sanity Cost: Using the bracelet frequently inflicts Sanity loss (1D4/round active). Its fiery influence can lead to bouts of anger, reckless behavior, and a fixation on revenge.
  • Magic:
    • Elemental Fury: Expend 3 Magic Points to gain a +2 to one combat skill check involving fire.
    • Visions of the Flame (Optional): The GM might introduce disturbing visions or fleeting premonitions related to fire, especially when Sanity is low.

Blades in the Dark

  • Affiliation: Tied to a fire elemental spirit, perhaps associated with Skovlan or the Deathlands.
  • Tier: 0 – It’s accessible for starting characters.
  • Type: Load Item (1-2 Load depending on how harsh you want the side effects)
  • Mechanics:
    • Elemental Fury: Roll an action die with Risky position. On a success, deal +1d of harm and gain heat. On a partial success, the bracelet surges with chaotic energy, potentially causing additional minor consequences.
    • Heat (Downside): When the heat track fills, the character becomes reckless, suffering a temporary condition like “Obsessed” or “Impulsive.”

Dungeons & Dragons (5th Edition)

  • Rarity: Uncommon
  • Attunement: Requires attunement
  • Stats:
    • +1 to attack and damage rolls against the bearer’s designated enemy.
    • Elemental Fury (1/day): As an action, the wearer can empower their strikes with fire for 1 minute, dealing an additional 1d4 fire damage with each successful attack.
  • Downside: While attuned, the character has a disadvantage on Charisma checks unrelated to intimidating enemies. Additionally, they take 1 fire damage per round while Elemental Fury is active.

Knave

  • Description: A simple bracelet that burns hot when vengeance calls.
  • Mechanics:
    • +1 to attack rolls against a chosen foe.
    • Elemental Fury: Activate expending a Use. Deal +1d6 fire damage on your next attack. The bracelet grows scorching hot – take 1d4 HP damage.

Fate

  • Aspect: Bound by the Ember of Rage – This aspect highlights the pact and can be used as both a strength and a complication.
  • Stunt: Elemental Fury (2 Fate Points): When invoking the aspect, gain a +2 to one combat action related to fire. Additionally, you can inflict significant emotional stress through fear and intimidation.
  • Consequences:
    • Mild: Burning Rage – Suffer a temporary consequence “Consumed by Fury”, making non-combat social interactions harder.
    • Moderate: Branded by Fire – Take a physical consequence representing a burn mark.
    • Severe: Embodiment of the Flame – The contract twists the character, making them more monstrous and losing control.

Numenera & Cypher System

  • Type: Artifact
  • Level: 3
  • Depletion: 1 in d100
  • Effect:
    • The user gains Asset to damage rolls against a specific foe.
    • Elemental Fury (3 Intellect points): For one minute, the user’s attacks inflict additional fire-based damage (equivalent to a level 3 cypher). However, they also take 1 point of burning damage per round.

Pathfinder (2nd Edition)

  • Rarity: Uncommon
  • Trait: Magical, Evocation, Fire
  • Investment: Minor
  • Stats:
    • +1 circumstance bonus to attack rolls and damage rolls against a designated enemy.
    • Elemental Fury (Activate: Command): The bracelet flares with heat. For one minute, successful strikes inflict an additional 1d4 fire damage. (Cooldown 10 minutes)
  • Downside: The fiery contract creates a craving for vengeance. The wearer might become obsessed or reckless when facing their foe.

Savage Worlds

  • Rank: Novice
  • Power Points: 3
  • Powers:
    • Bolt (Base): Ranged attack, d6 fire damage, requires a raise to affect foes not directly related to the character’s vengeance.
    • Boost/Lower Trait (Elemental Fury – 1PP): Activate to Boost Fighting or Intimidation by d4 while active.
  • Backlash: Using Elemental Fury risks frenzy – if already shaken, the character immediately goes “Berserk.”

Shadowrun

  • Type: Enchanted Focus (Force 2)
  • Availability & Cost: Rare (12R), around 25,000¥
  • Drain: 2 (Physical) when activating Elemental Fury
  • Effects:
    • Bound Spirit (Passive): The bracelet is linked to a fire elemental spirit, granting a +1 dice pool bonus to attacks against a designated target.
    • Elemental Fury (Activated): Spend a Complex Action to channel the spirit’s power directly. For a short duration, your melee or ranged attacks inflict fire damage instead of their usual type. However, you also become slightly more vulnerable to magical attacks.

Starfinder

  • Item Level: 3
  • Price: 1500 credits
  • Type: Hybrid (Magical and Technological)
  • Mechanics:
    • +1 to attack rolls against a single enemy.
    • Elemental Fury (Activated): As a standard action, unleash a burst of fiery energy, dealing 1d6 fire damage to a target within 30 ft. (Reflex save for half). Once used, this ability requires a 10-minute recharge period.
  • Backlash: Overuse can cause overheating. On a critical failure using Elemental Fury, the item malfunctions, dealing 1d4 fire damage to the user.

Traveller (MgT2)

  • Tech Level: TL8-9 (with magical components)
  • Price: Varies based on societal views of magic. In a magic-friendly world, around Cr5000.
  • Description: A bracelet infused with arcane pacts and elemental circuitry.
  • Mechanics:
    • Skill Bonus: Provides a +1 DM to relevant combat or intimidation skills when facing the wearer’s chosen foe.
    • Elemental Fury: Can be activated as a “Recharge” action, granting a burst of fiery energy to augment weaponry. The type of effect depends on the weapon – energy weapons deal fire damage for a short duration, slugthrowers might have incendiary rounds, etc.
  • Side Effect: The contract creates a psychic imprint. The wearer might have disturbing dreams or experience bouts of anger.

Warhammer (Fantasy or 40K)

  • Lore: A daemonic pact sealed within an unholy relic, or a corrupted artifact of Chaos.
  • Mechanics:
    • Warhammer Fantasy: Grants Hatred against a chosen enemy. Activating Elemental Fury causes attacks to gain the ‘Flaming’ property for a short duration but risks attracting a manifestation of Chaos.
    • Warhammer 40K: Grants +1 to hit in melee against a chosen target. Activating Elemental Fury modifies a weapon to inflict energy damage instead of its normal type but increases the chance to jam or overheat. The wearer risks catching the attention of daemons of Khorne or Tzeentch.