Elemental 582 of the Cooling Breath

Lore: In the industrial megacities of Saṃsāra, where the roar of steam engines and the heat of magical refineries can become unbearable for the working soul, the Elemental 582 of the Cooling Breath was forged. Unlike many elemental foci designed for destruction, the 582 was created by an anonymous alchemist who spent their life tending to the scorched and the weary. This item is a manifestation of “Benevolence” through the medium of temperature and atmosphere. It is often called the “Saint’s Relief” in the crowded skyscrapers of the island countries. To wear the 582 is to act as a walking oasis; it does not just protect the wearer, but radiates a selfless calm that lowers the fever of the sick and the heat of the angry.

Detailed Stats

  • Slot: Wrist (A wide cuff of hammered copper inlaid with porous blue sandstone that remains perpetually damp).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.3 lbs.
  • Material: Hammered copper, Porous sandstone, and a tiny encapsulated shard of “Ever-Ice.”

Skills Gained While Openly Worn

  • Thermal First Aid: The avatar can stabilize heat-related injuries (burns, heatstroke, or fever) with a touch, treating the Medicine skill as if they have specialized training.
  • Atmospheric Soothing: A bonus to social checks intended to calm a crowd or de-escalate a heated argument, as the ambient temperature literally drops in the wearer’s presence.

Passive Magic

  • The Comforting Radius: The 582 maintains a 5-foot aura of perfect, temperate air around the wearer. Allies within this radius are immune to the “Exhaustion” effects of mundane heat and humidity.
  • Fluid Grace: The copper circuits of the cuff slightly manipulate the air resistance around the wearer’s hands, granting a minor bonus to manual dexterity tasks, such as repairing delicate steam-valves or performing surgery.
  • Purified Respiration: The air within the wearer’s immediate space is filtered by the sandstone, neutralizing the smog of industrial zones and common airborne irritants.

Activable Magic

  • The Merciful Mist (Normal Activation): The wearer taps the copper cuff, causing it to hiss softly. A fine, cool mist erupts, filling a 15-foot zone for 10 minutes. This mist extinguishes small mundane fires and restores 1 hit point to any ally who has taken fire damage in the last minute.
  • Fever-Break (Concentration Activation): By holding the cuff against a creature’s forehead, the wearer can draw excess heat out of their body and into the copper. This can cure non-magical diseases characterized by high fever or provide temporary resistance to fire damage for 1 hour.
  • Benevolent Breeze (Reaction Activation): When an ally within 20 feet is targeted by a fire-based or wind-based attack, the wearer can thrust their wrist forward. A counter-current of elemental air diverts the heat or force, reducing the incoming damage up to an amount (tier die times tier level).

Tags: Wrist-Slot, Elemental-Magic, Benevolence, Copper, Cooling, Tier-1, Healing-Support, Social-Harmony, Saṃsāra-Industry, Temperature-Control, Oasis-Magic, Compassion, Refreshing, Alchemical-Coolant, Mercy-Stroke, Ever-Ice, Respiration, De-escalation, Heat-Sinks, Industrial-Safety, Soothing-Vapors, Empathic-Chill

In the world of Saṃsāra, obtaining the Elemental 582 of the Cooling Breath is often a rite of passage for those entering the medical or industrial fields. Because the item serves as a vital safety tool and a symbol of humanitarianism, it is regulated differently than offensive elemental foci.

Methods of Obtaining the Elemental 582

  • Corporate Safety Issuance: Within the megacities, large-scale steam refineries and magic-circuit factories often issue these cuffs to their “Safety Oversight” avatars. An avatar who completes a term of service in the high-heat zones of the industrial islands may be allowed to keep their 582 as a severance gift.
  • The Healer’s Pilgrimage: New avatars who show an aptitude for Benevolence are often directed by their mentors to find the “Hidden Alchemist’s Ateliers” located in the dark cave systems. To obtain the item here, one often performs a week of service in a local hospice rather than paying with coin.
  • Salvage from the Scorch: After a major industrial accident or a volcanic eruption, these cuffs are often recovered from the debris. Because of the Ever-Ice shard within, the 582 usually survives even when the wearer does not, making them common finds for scavenger crews in the backwoods or ruins.

Trading Establishments and Costs

  • The Apothecary’s Cold-Storage (Medical/Scientific)
    • These shops are pristine, white-tiled rooms located near hospitals or in the upper tiers of skyscrapers. They specialize in temperature-sensitive alchemical reagents. The shops are kept at a constant 18°C.
    • How it is Sold: The item is treated as medical equipment. The shopkeeper will often insist on a “Calibration” phase where the Ever-Ice shard is synchronized to the buyer’s magical pulse.
    • Cost to Buy: 55 Silver Pieces. This price reflects the high quality of the blue sandstone and the medical certification provided.
    • Cost to Sell: 25 Silver Pieces. Apothecaries are cautious about “used” sandstone that may have absorbed malignant fevers or industrial toxins.
  • Industrial Surplus Outlets (Functional/Worn)
    • Found at the base of the massive island factories, these shops are cluttered with brass gears, steam-valves, and various tiers of protective gear. The air is thick with the smell of lubricating oil and hot copper.
    • How it is Sold: Items are often sold “As-Is” in bins. The 582s here might have scuffed copper or stained sandstone, but the elemental magic remains functional.
    • Cost to Buy: 30 Silver Pieces. These are utilitarian versions intended for floor workers.
    • Cost to Sell: 15 Silver Pieces. If the Ever-Ice shard is depleted or cracked, they may only offer 5 Silver Pieces for the raw copper.
  • The Alchemist’s Collective (Craft/Spiritual)
    • These are smaller, independent shops located in the winding alleys of the middle-tier island countries. They emphasize the Benevolence aspect and often have a small shrine to the “Anonymous Alchemist.”
    • How it is Sold: Through bartering and social exchange. The merchant might lower the price if the buyer can prove they intend to use the item for the public good rather than personal profit.
    • Cost to Buy: 40 Silver Pieces or 8 Electrum. The price is negotiable based on the buyer’s reputation (their Mind’s Eye alignment).
    • Cost to Sell: 20 Silver Pieces. The collective prefers to trade in “Services” or “Reagents” (like pure volcanic silt or sea-grass) rather than precious metal coins.

The Transaction of Relief

Selling an Elemental 582 is often viewed with a slight social stigma in the world of Saṃsāra, as it implies the seller is giving up their ability to help others in distress. Conversely, buying one is seen as a commitment to the role of a protector. In many megacities, it is customary for the seller to “Dip the Cuff” in a bowl of chilled melt-water one last time before handing it over, a symbolic gesture of passing the “Cooling Breath” to the next set of hands.

In the high-pressure environments of Saṃsāra, the Elemental 582 of the Cooling Breath transforms the avatar into a stabilizing force. Roleplaying this item requires a shift in mindset: your “offense” is the aggressive removal of harm, and your “defense” is the preservation of life through atmospheric control.


Defensive Roleplay

  • Industrial Megacities (The Crowded Scyscraper): * In the suffocating heat of a magic-circuit foundry or a steam-pipe corridor, you roleplay the Comforting Radius. You describe your character walking with a preternatural calm, the air shimmering in a 5-foot bubble around you.
    • Action: When a steam valve bursts, you don’t recoil. You describe leaning into the blast, the porous sandstone on your wrist hissing as it flash-freezes the scalding vapor before it hits your skin or your allies. Your roleplay focuses on being the “Solid Point” that prevents environmental panic.
  • The Backwoods and Jungles (Natural Hazards): * When the party is trapped in a forest fire or traversing a volcanic shelf, you roleplay the Benevolent Breeze.
    • Action: As an ember-storm sweeps toward the group, you thrust your wrist forward. You describe the copper cuff glowing with a frost-blue light as you manipulate the air currents to create a “Cold-Wall.” You don’t describe yourself as fighting the fire, but rather as “convincing” the heat to move elsewhere, shielding your companions from the searing wind.
  • Social De-escalation (The Aggressive Negotiation): * In a tense political meeting or a standoff with a street gang, your defense is Atmospheric Soothing.
    • Action: You describe the literal frost forming on the table or the visible breath of the angry NPCs. You roleplay the physical sensation of their rage being “siphoned” away by the copper circuits. Your defense is the cooling of tempers before a blade is even drawn, making it physically difficult for opponents to maintain the “Heat” of their aggression.

Offensive Roleplay

  • The Merciful Mist (Area Denial and Suppression): * In combat, your offense is the Suppression of Energy. You tap the cuff, and rather than a “fireball,” you describe a thick, bone-chilling fog that rolls out across the battlefield.
    • Action: You roleplay the Merciful Mist as a tactical blanket. It’s not just about healing; it’s about blinding the enemy and extinguishing their light sources. You describe the enemy’s steam-powered weapons stuttering and losing pressure as your mist clogs their intake valves and cools their boilers prematurely.
  • Fever-Break (The Targeted Siphon): * Against creatures of pure flame or avatars over-clocking their fire-magic, you roleplay a Violent Extraction.
    • Action: You describe grabbing the arm or head of an enemy and using Fever-Break offensively. Instead of “healing,” you roleplay the agonizing sensation of their internal magical heat being ripped out and stored in your copper cuff. You describe the enemy’s skin turning pale and their movements becoming sluggish and brittle as you “starve” their fire of its fuel.
  • Fluid Grace (The Surgeon’s Strike): * When precision is required to disable a monster or a machine, you roleplay the Fluid Grace of your movements.
    • Action: You describe your hands moving through the air without friction. While others struggle with the weight of the humid air or the wind’s resistance, your strike is perfectly efficient. You roleplay this offense as “The Path of Least Resistance,” where your daggers or tools find the gaps in armor or the weak points in a steam-boiler because the air itself is assisting your trajectory.

Perception of Activation:

  • Visual (The Thermal Shift)
    • User’s Perspective: The world undergoes a dramatic color shift. The saturation of the environment bleeds away into cool grays and teals, while heat sources—living beings, steam pipes, and magic circuits—begin to glow with a sharp, vibrant infrared signature. You can see the “breath” of the room as swirling currents of blue energy.
    • Observer’s Perspective: The hammered copper of the cuff pulses with a steady, rhythmic blue light that seems to “inhale” the surrounding shadows. A visible, frosty distortion (similar to heat shimmer, but cold) ripples outward from the sandstone in a perfect five-foot sphere.
    • Positives: You can see through smoke, steam, and total darkness by tracking the heat signatures of creatures and objects.
    • Negatives: High-temperature environments can become “visually noisy,” causing a blur of white-hot light that makes it difficult to distinguish fine details like facial features or written text.
  • Auditory (The Sublimation Hum)
    • User’s Perspective: The chaotic roar of the industrial megacity—the clanking gears and hissing valves—is dampened as if you have submerged your head in cold water. In its place is a high-pitched, crystalline singing tone, like a finger circling the rim of a fine glass.
    • Observer’s Perspective: A soft, rhythmic hissing sound, similar to a slow release of steam but without the heat, accompanies your movements.
    • Positives: You gain a bonus to perceive subtle, rhythmic sounds, such as a failing mechanical part or a heartbeat, that would normally be drowned out by ambient noise.
    • Negatives: Sudden, loud noises of a high frequency can cause a sharp, painful feedback loop through the copper circuits, momentarily disorienting you.
  • Tactile (The Weightless Chill)
    • User’s Perspective: Your wrist and hand feel preternaturally light, as if gravity has been lessened. The “Fluid Grace” magic makes the air feel like a thin, helpful lubricant rather than an obstacle. You feel a deep, soothing cold that numbs physical pain without reducing sensitivity.
    • Observer’s Perspective: Your gestures become eerily smooth and efficient. There is no “drag” in your movements, and your skin where the cuff touches remains frosted over with a thin, harmless layer of rime.
    • Positives: You ignore the physical penalties of “Pain” or “Fatigue” for the duration of the activation, allowing you to perform precision tasks under duress.
    • Negatives: Upon deactivation, the sudden return of normal weight and sensitivity can cause a “rebound” effect of intense exhaustion or muscle cramping.
  • Olfactory (The Alpine Breath)
    • User’s Perspective: The scent of grease, smog, and sweat is replaced by an overwhelming aroma of ozone, mountain pine, and freshly fallen snow. It tastes “sharp” in the back of your throat, providing an instant mental wake-up call.
    • Observer’s Perspective: The air in your “Comforting Radius” becomes unnaturally crisp and clean, smelling like a high-altitude sanctuary in the middle of a subterranean slum.
    • Positives: You are immune to the effects of nausea-inducing scents or airborne irritants.
    • Negatives: You may fail to notice the smell of dangerous chemical leaks or smoke from a developing fire until the visual cues become obvious.
  • Extra-Sensory (The Empathic Sink)
    • User’s Perspective: You perceive the “Heat of Emotion” as a physical pressure. An angry person feels like a hot, jagged vibration in your Mind’s Eye; a sick or feverish person feels like a heavy, suffocating blanket. You feel a “pull” toward the hottest point, inviting you to draw that energy into the cuff.
    • Observer’s Perspective: You appear to be drawn toward those in the most distress with uncanny accuracy, regardless of whether they have called for help.
    • Positives: You can instantly identify which individual in a crowd is the most agitated or physically ill.
    • Negatives: Being in the presence of extreme, unbridled rage can cause the copper cuff to vibrate violently, inducing a sense of sympathetic anxiety in the wearer.
  • Extra-Sensory (Molecular Stillness)
    • User’s Perspective: You sense the vibration of the world’s very foundation. You can feel the “speed” of molecules in the objects around you. Activating the cuff feels like reaching into a spinning wheel and gently slowing it down with your mind.
    • Observer’s Perspective: Nearby water begins to freeze in mid-air, and the agitated vibrations of overheating machinery visibly settle into a steady, calm hum in your presence.
    • Positives: You can predict the imminent failure of steam-powered machinery by sensing the “frenzy” of the molecules before a burst occurs.
    • Negatives: The sensation of “stillness” can be addictive, making the normal, chaotic movement of the world feel overwhelming and “noisy” once the item is removed.

Recipe: The Sinking of the Blue Frost Cuff

To recreate the Elemental 582 of the Cooling Breath, the artisan must master the balance between conductive heat and absolute magical stillness. The process requires a delicate touch to ensure the porous stone does not shatter when the Ever-Ice shard is introduced to the hammered copper framework.

Materials Needed

  • 12 Ounces of High-Purity Copper: Extracted from the mineral-rich veins of the Northern Island countries, preferred for its high magical conductivity.
  • A Slab of Blue Sandstone: Must be harvested from a dry seabed; the stone must be naturally porous to allow the “breath” to flow through it.
  • One Shard of Ever-Ice (Tier 1): A rare alchemical crystal that never melts, acting as the thermal engine for the item.
  • One Pint of Alchemical Coolant: A mixture of distilled water, crushed mint-leaf essence, and silver filings.
  • Liquid Beeswax: Used for sealing the sandstone into the copper housing.

Tools Required

  • Precision Steam-Hammer: For thinning and shaping the copper into a wrist-cuff without introducing structural micro-fractures.
  • Alchemical Vacuum-Chamber: Used to draw the air out of the blue sandstone so it can be infused with the coolant.
  • Etching Stylus (Rhodium-tipped): For carving the intricate “Heat-Sinking” circuits onto the inner surface of the copper.
  • Thermal Tongs: Insulated tools to handle the Ever-Ice shard, which can cause instant frostbite to bare skin.

Skill Requirements

  • Metalsmithing (Industrial Tier): Proficiency in hammering copper to a specific thickness (0.5mm) to allow for optimal heat transfer.
  • Alchemical Infusion: Knowledge of how to saturate porous minerals without causing them to crack.
  • Thermal Calculation: The ability to calculate the “Heat-Load” of a magic circuit to ensure the Ever-Ice shard is properly sized for the cuff.

Crafting Steps

  1. Forging the Framework: Use the Steam-Hammer to flatten the copper into a wide strip. While the metal is warm, use the Etching Stylus to carve the geometric patterns that will act as the magical conduits. Shape the strip into a circular cuff.
  2. Preparing the Stone: Place the Blue Sandstone inside the Vacuum-Chamber. Once the air is removed, flood the chamber with the Alchemical Coolant. The stone will absorb the liquid, turning a deep, vibrant azure and becoming perpetually damp to the touch.
  3. Seeding the Frost: Using the Thermal Tongs, carefully drill a small cavity into the center of the blue sandstone and insert the Ever-Ice Shard. The stone will immediately begin to frost over.
  4. The Binding: Slide the prepared sandstone into the pre-carved slots on the copper cuff. Use the Liquid Beeswax to create a watertight and airtight seal around the edges of the stone, ensuring the cooling magic is directed inward toward the copper circuits.
  5. Circuit Activation: Connect the copper cuff to a Tier 1 magic battery (crystal). If the circuits glow blue and a fine mist begins to rise from the sandstone, the activation is successful.
  6. The Tempering Rest: The completed cuff must be left in a bowl of room-temperature water for 24 hours. If the water remains liquid but significantly chilled after one day, the Elemental 582 is stable and ready for use.

Cold-Maker Who Has No Face and Breath of Blue-Stone

In the Days-of-Too-Much-Fire, when the Great-Smoke-Hills (Megacities) were growing like Angry-Weeds, the sky was a Yellow-Cough. The people worked in the Belly-of-the-Steam-Monster. It was the Time-of-Melting-Skin. The Sun-God was too Big-and-Loud, and the Magic-Hiss-Pipes (Steam Pipes) would do a Death-Pop.

There was a Walker-of-Shadows (The Anonymous Alchemist). This person had no Name-Sound. They did not want the Gold-Shiny-Circles. They had a Sorrow-in-the-Chest for the Burned-Little-Ones and the Sweating-Steel-Makers. This Walker went to the High-White-Cold (The Mountains) and stole a Tooth-of-the-Winter-Spirit (The Ever-Ice).

The Walker took the Red-Metal-Skin (Copper) and hit it with a Rock-Tune until it was a Hand-Circle. Then, the Walker found the Blue-Earth-Sponge (Blue Sandstone) that was born in the Old-Dry-Wet (The Seabed). The Walker put the Winter-Tooth inside the Blue-Sponge and tied it to the Red-Metal.

When the Walker walked into the Fire-Refineries, the Hot-Air-Hurt went away. The people said, “Is this a God-of-Rain?” The Walker did not Speak-with-Mouth, but touched the Fever-Heads. The Hurt-Hot went into the Red-Metal and became Nothing-Air. One day, the Great-Boiler-of-Sins was going to do a World-Ending-Bang. The Walker put their Wrist-of-Blue against the Red-Hot-Wall.

The Steam-Monster screamed a Cold-Scream. The heat turned into White-Feathers (Snow). The Great-Boiler became Quiet-and-Sleepy. When the smoke cleared, the Walker with no Name-Sound was gone. Only the Wrist-of-Blue was left on the floor, still Crying-Cold-Tears. The people made many Copies-of-Kindness so that no one would ever Burn-in-the-Dark again.

The Moral of the Story

The greatest power is not the fire that consumes the world, but the quiet chill that heals it; for a single hand offered in benevolence can freeze the gears of catastrophe and turn a desert of industry into a garden of relief.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Bracer of the Cooling Breath Item Type: Wondrous Item, Common

  • Slot: Wrist
  • Comforting Radius: You and friendly creatures within 5 feet of you have Resistance to fire damage from environmental sources (such as extreme heat or lava) and ignore the effects of exhaustion caused by high temperatures.
  • Thermal First Aid: You have Advantage on Wisdom (Medicine) checks made to stabilize a creature or treat burns.
  • Benevolent Breeze (Reaction): When a creature within 20 feet of you takes fire damage, you can use your reaction to reduce that damage by 1d4 + your Tier (1).
  • The Merciful Mist: As an action, you can cause a 15-foot cube of cool mist to erupt from the bracer. The mist lasts for 10 minutes, extinguishing non-magical flames and heavily obscuring the area for enemies, though your allies see through it as dim light. You can use this feature once per Long Rest.

Call of Cthulhu (7th Edition)

Unique Name: The Alchemist’s Copper Relief Item Type: Enchanted Artifact

  • Slot: Wrist
  • Atmospheric Soothing: The wearer receives a Bonus Die on Persuasion or Charm rolls intended to calm an agitated or violent individual, provided they are within arm’s reach.
  • Fever-Break: The wearer can spend 5 Magic Points and touch a patient. This grants a Bonus Die to the next Medicine roll made to treat a fever or infection and immediately restores 1D3 Hit Points if the damage was heat-based.
  • Purified Respiration: The wearer is immune to the effects of smoke inhalation and mundane airborne toxins (such as smog or tear gas).
  • Sanity Support: Being within the “Comforting Radius” allows investigators to ignore the first point of Sanity loss caused by “Environmental Panic” (e.g., being trapped in a burning building).

Blades in the Dark

Unique Name: The Blue-Stone Cuff Item Type: Fine Item (0 Load / Worn)

  • Slot: Wrist
  • Quality: Fine (+1 Tier for effectiveness when Doctoring or Tinkering with over-clocked steam machinery).
  • Fluid Grace: You may take 1 Stress to gain +1d to a Finesse or Tinker action involving delicate manual work.
  • The Merciful Mist: You can expend a utility charge to create a “Cloud of Stillness.” This acts as a cover for a Prowl action or provides a “Reduced Effect” penalty to any enemies attempting to use fire-based weapons in the area.
  • Thermal First Aid: When you perform a Recovery activity for a teammate who suffered heat-related harm, they gain +1 segment on their healing clock.

Knave (2nd Edition)

Unique Name: 582 Frost-Cuff Item Type: Magic Item (1 Slot)

  • Slot: Wrist
  • Passive: The wearer and any adjacent allies are immune to damage from non-magical heat and fire.
  • Thermal First Aid: If you spend a turn tending to a wounded ally, they regain 1d4 HP if their injuries were caused by fire, steam, or fever.
  • Benevolent Breeze (Usage Die: d6): When you or an ally within 20 feet would take damage from fire or wind, roll the Usage Die. On a 4-6, reduce the damage by 1d6 (Tier Die) x 1 (Tier Level). On a 1, the Ever-Ice shard becomes dormant until you rest in a cold environment.
  • Purified Respiration: You never need to make checks to resist the effects of bad air, smoke, or gas.

Pathfinder (2nd Edition)

Unique Name: Elemental 582 Cooling Breath Bracers Item Type: Item 1, Invested, Magical, Abjuration, Primal

  • Slot: Wrist; Bulk:
  • The Comforting Radius (Aura, Primal): 5 feet. You and allies within the aura gain a +1 status bonus to saving throws against environmental heat effects and fire-based hazards.
  • Thermal First Aid: You gain a +1 item bonus to Medicine checks. When you use the Treat Wounds action on a creature that has taken fire damage since its last rest, the creature regains an additional 1d4 Hit Points.
  • Benevolent Breeze [Reaction]: (Abjuration, Primal, Water) Trigger: An ally within 20 feet takes fire damage. Effect: You reduce the damage by an amount equal to your level + 1 (2).
  • The Merciful Mist [Two-Actions]: (Primal, Water) Frequency: Once per hour. Effect: A 15-foot burst of cool mist centered on you lasts for 1 minute. It extinguishes non-magical fires. Creatures in the mist are concealed, and any creature entering or starting its turn in the mist gains Resistance 2 to fire until they leave.

Savage Worlds (Adventure Edition)

Unique Name: 582 Alchemist’s Relief Cuff Item Type: Enchanted Item

  • Thermal First Aid: The wearer gains a +2 bonus to Healing rolls specifically for Wounds caused by fire, heat, or environmental exhaustion.
  • Atmospheric Soothing: The wearer gains a +2 bonus to Persuasion rolls when attempting to De-escalate or Calm an angry or hostile group.
  • Purified Respiration: The wearer is immune to the effects of smoke, gas, and poor air quality (Environmental Hazards).
  • Benevolent Breeze: As a Limited Free Action, the wearer may spend a Bennie to grant an ally within 5″ (10 yards) the Environmental Protection power (Heat/Fire only) until the end of the encounter.
  • The Merciful Mist: Once per session, the wearer can create a Medium Blast Template of thick, cooling mist. It provides Light Cover and extinguishes all mundane fires within its area.

Numenera & Cypher System

Unique Name: 582 Ever-Ice Siphon Item Type: Artifact (Level 1d6)

  • Form: A copper wristband with porous blue stone.
  • Depletion: 1 in 1d20
  • Effect (Thermal First Aid): Any task involving medical treatment for heat, burns, or fever is eased by two steps.
  • Effect (Fluid Grace): Manual tasks involving fine precision (repairing devices, picking locks, surgery) are eased by one step.
  • Effect (The Merciful Mist): The wearer spends 3 Intellect points to emit a cloud of cooling vapor that fills a short area. This cloud lasts for ten minutes. It eases all defense rolls for allies within it against fire-based attacks by one step.
  • Effect (Benevolent Breeze): As a reaction to an ally taking damage within short range from fire or wind, the wearer can spend 2 Intellect points to reduce the damage taken by an amount equal to the Artifact Level.

Fate (Core/Condensed)

Unique Name: Elemental 582 Cooling Breath Item Type: Stunt/Extra

  • Aspect: Walking Oasis of the Industrial Slums
  • Stunt (Atmospheric Soothing): Because I radiate a selfless calm, I get a +2 to Rapport rolls when I am in a high-tension situation or an argument that is on the verge of turning violent.
  • Stunt (The Merciful Mist): Once per scene, I can spend a Fate Point to create the Cooling Mist situational aspect on my current zone with two free invokes. This aspect can be used to hinder fire-based attacks or provide cover for medical aid.
  • Stunt (Fever-Break): I can use Lore instead of Crafts to provide medical treatment for heat-related injuries or fevers, and I gain a +2 bonus to the roll if I have the time to focus.
  • Cost: This item requires 1 Refresh.

Shadowrun (6th World Edition)

Unique Name: Elemental 582 “The Slum-Chiller” Item Type: Mystical Adornment / Health Focus (Force 1)

  • Slot: Wrist
  • Purified Respiration: The wearer ignores all negative modifiers from smoke, smog, or inhaled toxins of a non-magical nature. This acts as a Rating 3 Respirator.
  • The Comforting Radius: Allies within 2 meters of the wearer gain a +2 bonus to their Cold Resistance and ignore the “Heated” status effect from environmental sources.
  • Thermal First Aid: When using the Biotech skill to treat fire damage or heatstroke, the wearer receives a +2 dice pool bonus and may heal 1 additional box of damage.
  • Benevolent Breeze (Minor Action): Spend 1 Edge to reduce the incoming damage of a fire-based or wind-based attack against an ally within 10 meters by an amount equal to the wearer’s Essence (rounded up).

Starfinder (2nd Edition / Playtest)

Unique Name: 582 Cooling Breath Bracer Item Type: Level 1, Magic Item

  • Slot: Wrist
  • Bulk: L
  • The Comforting Radius (Passive): You and all allies within a 5-foot emanation are protected from the effects of Extreme Heat as per the Environmental Adaptation spell.
  • The Merciful Mist [2-Actions]: (Healing, Magic, Water) Frequency: Once per day. Effect: A 15-foot burst of mist centers on you. It lasts for 1 minute, extinguishing non-magical fires. Any ally that starts their turn in the mist regains 1d4 Stamina Points.
  • Benevolent Breeze [Reaction]: Trigger: An ally within 20 feet takes fire or force damage. Effect: You reduce the damage by 1 (Tier Level) times your Tier Die (1d4).
  • Fluid Grace: You gain a +1 status bonus to Thievery checks to disable mechanical devices or pick locks.

Traveller (Mongoose 2nd Edition)

Unique Name: 582 Industrial Relief Cuff Item Type: TL 12 Life Support Augmentation

  • Weight:
  • Cost: Cr 8,000
  • The Comforting Radius: When operating in “Hot” or “Very Hot” environments, the wearer and any adjacent allies do not suffer the -1 DM penalty to physical tasks.
  • Purified Respiration: The cuff provides a localized atmospheric filter. The wearer is immune to “Thin” or “Tainted” atmospheres as long as oxygen is present.
  • Thermal First Aid: The wearer gains a +2 DM to all Medic checks involving burns, radiation sickness, or heat exhaustion.
  • Benevolent Breeze: If an ally within 6 meters is hit by a thermal weapon (Laser or Plasma), the wearer may attempt a Difficult (10+) Medic (DEX) check as a reaction. If successful, the ally’s Armor against that attack is treated as 4 points higher.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: 582 Bracer of the Chill Saint Item Type: Worn Relic

  • Value: 4 (Rare)
  • Keywords: [AESTHETIC], [IMPERIUM], [SANCTIFIED]
  • Passive (Atmospheric Soothing): You gain +1d6 to all Persuasion (Fellowship) tests when attempting to calm humans or prevent a riot.
  • The Comforting Radius: All allies within 5m of you are immune to the On Fire condition and ignore the effects of Extreme Heat hazards.
  • Thermal First Aid: You gain +2d6 to Medicae (Int) tests to treat Wounds caused by [Melta], [Plasma], or [Flamer] weapons.
  • Benevolent Breeze (Spend 1 Glory): As a reaction to an ally within 10m taking damage from a fire or wind effect, you reduce the damage by an amount equal to your Rank + 1.