Elemental 742 of the Brine Stung Grudge

Lore: The Elemental 742 of the Brine-Stung Grudge is a piece of jewelry born from resentment. On the floating islands of Saṃsāra, where fresh water is a precious commodity, this item is formed by exposing a shard of volcanic glass to the constant spray of the Black Salt Sea while a practitioner focuses on a personal betrayal. The result is a stone that is perpetually damp and tastes of concentrated sea-salt and citrus peel. It doesn’t just manipulate water; it manipulates the “bitterness” within it—the salt that ruins crops and the acid that stings the eyes. It is most often worn by exiled sailors or disenfranchised laborers who have no intention of forgiving those who cast them out.


Detailed Stats

  • Slot: Wrist (A cuff made of corroded, salt-crusted bronze with a jagged sea-glass center).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.5 lbs.
  • Material: Corroded Bronze, Alchemical Brine, Black Volcanic Glass.

Skills Gained While Openly Worn

  • Cynic’s Appraisal: The wearer gains a bonus to detecting when someone is over-promising or “sugar-coating” a deal.
  • Salt-Water Survival: The wearer can instinctively sense the salinity of any liquid and knows exactly how to filter salt out of water using basic tools (though the resulting water remains slightly “off” in taste).

Passive Magic

  • Atmosphere of Spite: Within a 5-foot radius of the wearer, condensation forms more quickly. Fresh fruit in this radius tastes slightly acidic, and sweets lose their flavor, mirroring the wearer’s internal state.
  • Abrasive Aura: The air immediately surrounding the wearer carries a faint, stinging spray. Insects avoid the wearer, and small wounds on the wearer’s body cauterize and seal quickly with a layer of protective salt-crust.
  • The Unfreezing Heart: The wearer’s body temperature is slightly elevated, and they are immune to the “Frozen” or “Chilled” status effects from natural (non-magical) sources.

Activable Magic

  • The Salted Wound (Normal Activation): The wearer gestures at a target with an open wound. The moisture in the air crystallizes into coarse salt inside the injury, causing a sharp, distracting pain that imposes a penalty on the target’s next physical action.
  • Dehydrate (Concentration Activation): The wearer can draw the moisture out of small objects (a leather strap, a wooden latch, or a loaf of bread), making them brittle and easy to snap or crumble.
  • The Brine-Shield (Reaction Activation): When targeted by a fire-based attack or a projectile, the cuff releases a sudden, violent burst of high-pressure salt water. This provides a brief moment of cover and can extinguish small, non-magical fires instantly.

Tags: Wrist-Slot, Elemental-Magic, Bitter, Brine, Tier-1, Salt-Manipulation, Corrosive-Defense, Saṃsāra-Curio, Water-Control, Abrasive, Dehydration-Utility, Seawater-Etched, Grudge-Bearing, Desiccating, Salt-Crusted, Corrosive-Touch, Oceanic-Resentment, Black-Brine, Thirst-Inducer, Acidic-Vapor, Unforgiving-Tide, Dehydrated-Relic

In the world of Saṃsāra, the Elemental 742 of the Brine-Stung Grudge is not found in high-end boutiques. It is an item born of hardship, usually circulating through locations where the air is thick with industrial soot or sea spray.

Methods of Obtaining the Elemental 742

  • Shoreline Scavenging: These cuffs are often found half-buried in the “Salt-Flats” or “Crying Coasts.” They are frequently discarded by owners who have finally moved past their bitterness, as the item becomes physically heavy and painfully cold when the wearer finds genuine peace.
  • The Expatriate’s Debt: In the port cities of Saṃsāra, sailors who have been “marooned” (legally barred from their ships) often forge these from the scrap metal of their former vessels. An avatar might acquire one by paying off a sailor’s debt at a dockside tavern.
  • Volcanic Sifting: Since the center is made of volcanic glass, some are found near the “Sulfur Vents” where outcasts gather to harvest minerals. Finding one here usually means taking it from a “Grudge-Collector” who no longer has the strength to wear it.

Trading Establishments and Costs

  • Dockside Salvage Yards and Scrapyards These are sprawling, outdoor markets located at the edge of the floating islands, where rusted hulls and broken steam-engines are piled high.
    • How it is Sold: The item is usually found tossed into a bin of “Conductive Scrap” or “Sea-Glass.” The merchant treats it with a pair of thick leather gloves to avoid the stinging sensation of the salt-crust.
    • Cost to Buy: 25 Silver Pieces. It is sold as industrial waste that happens to have a “minor spark” of magic.
    • Cost to Sell: 8 Silver Pieces. The yard owner will likely complain that the salt from the item is corroding their other inventory.
  • Apothecaries of the Discontent (Low-Tier Alchemy Shops) Located in the cramped, narrow streets of the worker districts, these shops sell bitter tonics, caustic cleaning agents, and low-level “curse-charms.”
    • How it is Sold: It is marketed as a “Kitchen Tool” for preserving meat or a “Personal Guard” for those who work in dangerous, damp environments. It is often kept in a jar of brine to keep its magic “fed.”
    • Cost to Buy: 40 Silver Pieces. The apothecary understands the value of its “Dehydrate” and “Salted Wound” capabilities for self-defense.
    • Cost to Sell: 18 Silver Pieces. They will test the “bitterness” of the stone by tasting it; if it isn’t sharp enough, they’ll offer even less.
  • Trophy Houses of the “Unforgiven” These are unofficial trading spots found in the backrooms of gambling dens or bars where mercenaries and ex-soldiers congregate.
    • How it is Sold: The 742 is sold as a symbol of status—proof that the wearer has survived a great betrayal. It is traded with a “Vow of Remembrance,” where the buyer tells the seller who they intend to use the salt against.
    • Cost to Buy: 60 Silver Pieces. Here, the roleplay value and the “Abrasive Aura” are highly prized for intimidation.
    • Cost to Sell: 30 Silver Pieces. This is the highest sell-back rate, but only if you have a compelling story of a grudge still held.

The Transaction of Resentment

When buying or selling an Elemental 742, the transaction is rarely pleasant. The seller often lets the buyer feel the “Sting” of the item before handing it over, as a way to ensure the new owner is “bitter enough” to handle it. Payment is frequently made in “Salt-Coin” (compressed blocks of salt used as currency in the deeper islands) or tarnished silver that has seen better days.

In the world of Saṃsāra, roleplaying with the Elemental 742 of the Brine-Stung Grudge requires a prickly, defensive, and unyielding demeanor. Your character doesn’t just use water; they use the pain inherent in water. You roleplay as someone who has been “cured” by life’s hardships—tough, salty, and difficult to swallow.


Defensive Roleplay

  • The Tropical Jungle (Humid Survival):
    • In a place where the air is thick enough to choke, you use Dehydrate to create a personal “dry zone.”
    • Action: You describe the 742’s glass center glowing a dull, angry orange. The humidity around you visibly vanishes, turning into a fine white powder that settles on your shoulders. You roleplay your character’s comfort in the arid micro-climate while your companions are sweltering, perhaps offering a “bitter” comment about how they aren’t used to real discomfort.
  • The Burning Warehouse (Fire Suppression):
    • When trapped by a sudden arson attempt or a steam-pipe burst, you use the Brine-Shield.
    • Action: You don’t panic; you brace yourself. You describe a violent wall of seawater erupting from your wrist, hitting the flames with a hiss of steam and the smell of a boiling ocean. You roleplay the cold satisfaction of watching the fire die, though you complain about the salt-stains it leaves on your gear.
  • The Social Gathering (Abrasive Aura):
    • In a room full of “sweet” nobles or deceptive diplomats, your defense is psychological.
    • Action: You roleplay the Abrasive Aura by describing how people nearby start rubbing their eyes or coughing as the air becomes sharp and salty. You use this to keep people from leaning in too close or attempting to whisper secrets. Your defense is literally making yourself too unpleasant to be “handled.”

Offensive Roleplay

  • The Duel (The Salted Wound):
    • Your offense is punitive. You don’t just hit; you make the hit linger.
    • Action: After an enemy is nicked by a blade or a stray splinter, you point the 742 at the injury. You describe the target’s blood turning into jagged salt crystals inside their own skin. You roleplay the grim pleasure of watching their face contort in stinging agony, reminding them that “some things are meant to hurt.”
  • The Saboteur’s Strike (Brittle Destruction):
    • Against machines or structures, your offense is Desiccation.
    • Action: You grip a wooden support beam or a leather drive-belt. You describe the moisture being sucked into the ring until the material turns white and cracks. You roleplay the “snap” of the object as a metaphor for your own broken trust—showing that anything can be broken if you take away what makes it flexible.
  • Crowd Control (Black-Brine Mist):
    • When outnumbered, you use the Atmosphere of Spite offensively.
    • Action: You swing your arm in a wide arc, flinging a spray of concentrated brine. You roleplay the chaos as enemies are blinded by the stinging salt. You don’t follow up with a flashy finishing move; you simply walk through the blinded crowd, mocking their inability to see through the “sting of reality.”

Perception of Activation:

  • Visual (The Crystalline Sharpness)
    • User’s Perspective: The world appears to have higher contrast, as if a layer of grime was scrubbed away by sand. You see the moisture in the air as tiny, suspended diamonds. Every crack in a stone or fray in a rope is highlighted by a faint white crust, revealing the structural weaknesses of everything you look at.
    • Observer’s Perspective: The jagged sea-glass center of the cuff begins to glow with a dull, bruised-purple light. As it pulses, white salt crystals rapidly “grow” across the bronze surface like a time-lapse of coral. The air around the wearer visibly ripples and hazes, similar to heat shimmer over a salt flat.
    • Positives: You gain the ability to see through thick mists and heavy rain, as the ring “clears” the water from your direct line of sight.
    • Negatives: You suffer from “Glare-Strain.” Bright lights reflect off the crystalline air around you, making it painful to look directly at the sun or magical light sources.
  • Auditory (The Grinding Tide)
    • User’s Perspective: Sounds become brittle and dry. The footsteps of your enemies sound like glass breaking; their voices sound like sand paper on wood. You hear a constant, low-frequency “crunching” sound, which is the sound of salt crystals forming and breaking in the atmosphere around you.
    • Observer’s Perspective: Those near the wearer hear a sound like a retreating wave dragging pebbles across a beach—a rhythmic, abrasive scraping. When the wearer moves, their joints or clothing seem to emit a faint “crackle” of breaking crust.
    • Positives: You can hear the “stress” in materials, allowing you to detect if a bridge is about to collapse or if a mechanical trap is about to spring.
    • Negatives: Melodic or soft sounds are distorted into harsh noises, making it impossible to appreciate music or detect subtle changes in a person’s tone of voice.
  • Tactile (The Corrosive Itch)
    • User’s Perspective: Your skin feels tight and desiccated, as if you’ve spent a week in the desert. There is a sharp, stinging sensation at your wrist where the cuff “bites” into the flesh to anchor its magic. You feel a strange, phantom weight—the heavy burden of the grudges the item is channeling.
    • Observer’s Perspective: If touched, the wearer’s skin feels unnaturally rough and grit-covered. The air within arm’s reach of the wearer causes a stinging sensation in the eyes and on any open cuts or scrapes.
    • Positives: Your grip becomes incredibly sure and slip-resistant. You can climb wet or oily surfaces with ease as the salt-crust provides instant traction.
    • Negatives: The constant stinging makes “Gentle” actions impossible. You cannot perform delicate tasks like lockpicking or surgery without a high risk of failure due to the irritation.
  • Gustatory (The Brine-Tongue)
    • User’s Perspective: A thick, copper-and-salt taste coats your tongue. Everything you breathe in tastes like the aftermath of a shipwreck. This “bitterness” is oddly grounding, preventing your mind from drifting or falling into a trance.
    • Observer’s Perspective: A sharp, acidic scent of lemon and stagnant seawater follows the wearer, often causing people to instinctively cover their noses or step back.
    • Positives: You are immune to ingested poisons or toxins that rely on “sweetness” or subtle flavors, as the brine instantly neutralizes and alerts you to their presence.
    • Negatives: You cannot enjoy food or drink; even the finest wine tastes like vinegar and seawater while the cuff is active, which can lead to rapid irritability.
  • Extra-Sensory (The Desiccation-Sense)
    • User’s Perspective: You feel the “thirst” of the world. You can sense exactly how much water is inside a living creature or an object. Living things appear as vibrant, moving reservoirs of liquid, while dry objects feel like “holes” in your perception.
    • Observer’s Perspective: The wearer often stares at the throats or bellies of people they are talking to, as if they are looking through them.
    • Positives: You can track living creatures through walls or in total darkness by sensing the “pulse” of their internal fluids.
    • Negatives: The sensation is overwhelming in lush environments; being in a forest feels like being deafened by the “noise” of too much life.
  • Extra-Sensory (The Grudge-Anchor)
    • User’s Perspective: You feel a psychic tether to those who have wronged you. The ring vibrates when you are moving toward the source of your resentment. It provides a cold, hard clarity of purpose, stripping away doubt or hesitation.
    • Observer’s Perspective: The wearer takes on a “fixed” expression. Their eyes don’t dart around; they lock onto targets with a predatory, unblinking intensity.
    • Positives: You are immune to “Fear” effects caused by someone you hold a grudge against. Your hatred makes you too stubborn to be intimidated.
    • Negatives: You find it impossible to forgive or retreat. The item pushes you toward confrontation, often making you take unnecessary risks to settle old scores.

Recipe: The Hardening of the Sea-Stung Grudge

To craft the Elemental 742 of the Brine-Stung Grudge, the artisan must work in an atmosphere of high humidity and low morale. This is not a work of beauty, but a work of preservation through corrosion. The item is not finished until it is physically painful for a “soft” person to wear.

Materials Needed

  • One Shard of Black Volcanic Glass: Must be sourced from a dormant vent where the earth has “choked” on its own ash.
  • Five Ounces of Scrap Bronze: Ideally salvaged from a ship that was lost to the sea due to negligence or sabotage.
  • A Concentrated Brine-Bath: Water taken from the deepest part of the Black Salt Sea, boiled down until it is thick and syrupy.
  • The “Tear of the Betrayed”: A single drop of liquid (it does not literally have to be a tear, but must contain the chemical signature of stress) shed while recounting an unpunished wrong.
  • Three Ounces of Crushed Alchemical Sulfur: To provide the “heat” that keeps the brine from turning into a solid, inert block.

Tools Required

  • A Corrosion-Kiln: A specialized oven that uses salt-steam rather than dry fire to “age” metal rapidly.
  • Iron Tongs (Lead-Coated): To prevent the artisan from being stung by the acidic reaction during the dipping process.
  • A Stone Mortar and Pestle: For grinding the salt crystals into a fine, abrasive dust.
  • A “Grudge-Plate”: A flat piece of obsidian used to scratch the history of the betrayal into the metal during the cooling phase.

Skill Requirements

  • Caustic Metallurgy: The ability to work with metals that are actively disintegrating or oxidizing.
  • Salinity Attunement: A sense of how much salt a structure can hold before it shatters.
  • Malice-Binding: The spiritual discipline of focusing one’s resentment into a physical object without letting it consume the crafter.

Crafting Steps

  1. The Base Forging: Hammer the Scrap Bronze into a rough, thick cuff. Do not polish it; the more pits and grooves in the metal, the better the salt will take hold.
  2. The Glass Scarring: Using a diamond burr or a sharp stone, carve the central socket into the bronze. Fit the Black Volcanic Glass into the gap. It should be a “tight, angry fit” that stresses the metal.
  3. The Brine Quench: Heat the cuff until it glows a dull, sickly red, then plunge it into the Concentrated Brine-Bath mixed with the Alchemical Sulfur. The resulting steam should be thick, yellow, and smell of the deep ocean.
  4. The Sealing Tear: While the metal is still hissing and the salt is beginning to crystallize on the surface, add the Tear of the Betrayed directly onto the glass center. The glass should crack internally—but not shatter—creating the “Jagged” look.
  5. The Grudge-Etching: While the cuff is still warm enough to sting the skin, use the Grudge-Plate to scratch jagged lines into the bronze. With every scratch, the artisan must audibly name a person or an event they refuse to forgive.
  6. The Salt-Crust Cure: Leave the item in the Corrosion-Kiln for three days in a constant mist of salt-water. When removed, the bronze should be green-black with age and covered in a thick, white, unyielding crust of salt.

Dry-Tongue-Captain and Sea-That-Never-Forgives

In the Days-of-Before-Fresh, when the Deep-Water-Mother was much Angered-and-Sharp, there was a Ship-Guider (Captain) named Moro. Moro was a man of Thick-Skin-and-Hard-Word. He gave his Service-Heart to a High-Isle-King. He sailed the Smoke-Isles and brought back the Heavy-Glitter-Stone (Gold). But the King was a Sweet-Tongue-Liar. He said to Moro, “I have no Silver-for-Your-Labor,” and he pushed Moro’s ship into the Black-Salt-Tide with no Drinking-Jars.

Moro sat upon the Rotted-Wood-Deck. His throat was a Sand-Road. His men were Wilting-Leaves. Moro looked at the Salt-Sea and did not cry, for Crying-is-Wasted-Water. He took a piece of Fire-Glass (Obsidian) and his Bronze-Arm-Band. He dipped them into the Brine-Death-Water. He spoke to the Glass, saying, “Be as Bitter-as-My-Soul.” He spat his Last-Wet-Drop of hate onto the metal.

The Bronze-became-Sick-Green. The Salt-grew-Teeth. Moro wore the Elemental-Sting-Circle. When the Sun-Fire tried to melt him, Moro used the Wrist-Magic. He did a Pull-of-Mist. He sucked the Cloud-Water into the ring and made it Drinkable-but-Sour. He fed his men the Bitter-Life-Juice.

Moro did not sail home. He sailed to the King’s-Floating-Garden. He walked onto the Sweet-Grass. He pointed his Salt-Cuff at the King’s Great-Fresh-Pool. The pool turned to White-Crust-Dust in one Eye-Blink. He pointed at the King’s Soft-Fruit, and they became Brittle-Ash. Finally, Moro touched the King’s Skin-of-Silk. He made the King’s Blood-into-Grit. The King became a Salt-Man-Statue, forever Thirsty-in-the-Wind. Moro walked away, his feet making Crunch-Sounds, never to smile again.

The Moral of the Story

You may steal a man’s water and his silver, but do not steal his hope; for a heart cured in the brine of betrayal never rots, and it will eventually turn your own life into a desert where no mercy can grow.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Cuff of the Salted Grudge Item Type: Wondrous Item, Common (Requires Attunement)

  • Slot: Wrist
  • The Unfreezing Heart: While wearing this cuff, you have Resistance to Cold damage.
  • The Salted Wound (Action): You target one creature within 30 feet that has been damaged this turn. The target must succeed on a DC 13 Constitution saving throw or take 1d4 necrotic damage and have Disadvantage on its next attack roll as salt crystals bloom in its wounds.
  • Abrasive Aura (Passive): You gain a +2 bonus to Charisma (Intimidation) checks, but a -2 penalty to Charisma (Persuasion) checks against creatures that are not currently hostile.
  • Brine-Shield (Reaction): When you take Fire damage, you can use your reaction to reduce that damage by 1d6.

Call of Cthulhu (7th Edition)

Unique Name: The Desiccating Bronze Shackle Item Type: Artifact of the Deep

  • Slot: Wrist
  • Salt-Water Survival: The user can drink sea water without suffering ill effects, though it provides no comfort and tastes foul.
  • Dehydrate (Skill): By spending 5 Magic Points, the user can touch an object or small area of organic matter to instantly dry it out. This can snap wooden locks (easier Strength check) or cause a target to suffer 1D4 damage from rapid localized dehydration.
  • Cynic’s Appraisal: The investigator gains a Bonus Die on Psychology checks to determine if someone is lying or hiding a malicious intent.
  • The Bitter Burden: While worn, the user’s APP (Appearance) is effectively lowered by 10 as their skin becomes perpetually dry, flaky, and salt-stained.

Blades in the Dark

Unique Name: Brine-Stung Vambrace Item Type: Fine Item (1 Load)

  • Slot: Wrist
  • Quality: Fine (+1 Tier when used for Wrecking machinery or Intimidating rivals).
  • Abrasive Aura: When you use the Command or Sway actions while acting hostile or bitter, you gain +1 Effect.
  • The Salted Wound: When you inflict Harm in melee combat, you may spend 1 Stress to add the “Excruciating” descriptor to that harm, making it harder for the victim to recover or act.
  • Brittle Destruction: You may expend a utility charge to touch a medium-sized object (a door, a chest, a weapon). It becomes brittle and salt-crusted; the next time it is struck or used, it shatters.

Knave (2nd Edition)

Unique Name: Brine-Grip Cuff Item Type: Magic Item (1 Slot)

  • Slot: Wrist
  • Passive: You cannot be Frozen and take half damage from cold-based environmental hazards.
  • Dehydrate (Usage Die d8): As an action, you touch a non-magical object. Roll the Usage Die. On a 4-8, the object becomes brittle and breaks easily (bypassing its normal Durability). On a 1, the salt crusts over your hand, and the item cannot be used again until you soak it in fresh water.
  • Salt-Water Survival: You can sense the location of the nearest source of water within 100 feet, though you can only tell if it is “bitter” (salty) or “sweet” (fresh).
  • Abrasive Aura: You gain a +2 bonus to any check made to resist being Charmed or Persuaded, as your bitterness makes you naturally suspicious.

Pathfinder (2nd Edition)

Unique Name: Elemental 742 Brine-Cuff Item Type: Item 1, Invested, Magical, Evocation, Water

  • Slot: Wrist; Bulk: L
  • The Unfreezing Heart (Passive): You gain Cold Resistance 2. You are protected from the effects of severe cold as if wearing cold-weather clothing.
  • The Salted Wound [One-Action]: (Enchantment, Mental, Visual) Frequency: Once per ten minutes. Effect: You gesture at a creature within 30 feet that has taken piercing or slashing damage this round. The target must attempt a DC 15 Fortitude save.
    • Success: The target is unaffected.
    • Failure: The target is Persistent Bleed 1 and Sickened 1 as salt crystals irritate the wound and induce nausea.
  • Dehydrate [Two-Actions]: You touch a non-magical, unattended object of up to 1 Bulk. You drain its moisture, giving it the Broken condition. If the object is made of wood or leather, it also gains Weakness 5 to physical damage.

Savage Worlds (Adventure Edition)

Unique Name: Brine-Stung Grudge-Band Item Type: Enchanted Wrist-Cuff

  • The Unfreezing Heart: The wearer gains a +2 bonus to Vigor rolls to resist Cold environmental Hazards and reduces damage from cold-based attacks by 2.
  • Abrasive Aura: The wearer’s “bitter” presence grants a +2 bonus to Intimidation rolls but a -2 penalty to Persuasion rolls.
  • The Salted Wound: When the wearer deals at least one Wound to a target with a melee attack, they may spend a Benny to cause the target to become Distracted and Vulnerable from the excruciating stinging sensation.
  • Brine-Shield: The wearer gains +2 to Athletics rolls to dodge or evade Fire-based attacks or area-of-effect templates involving heat.

Numenera & Cypher System

Unique Name: 742 Desiccating Vambrace Item Type: Artifact (Level 1d6+1)

  • Form: Corroded bronze cuff with a jagged, violet sea-glass inset.
  • Depletion: 1 in 1d20
  • Effect (Salted Wound): When the wearer hits a creature with an attack, they can trigger the artifact to inflict 2 additional points of damage (ignores Armor) as salt enters the bloodstream.
  • Effect (Dehydrate): As an action, the wearer touches a level 1 or 2 object. It becomes brittle and shatters instantly. If used on a larger structure, it creates a hole roughly 1 foot in diameter.
  • Effect (Atmosphere of Spite): Any social interaction involving charm, seduction, or diplomacy is hindered by two steps for the wearer. However, any interaction involving threats or interrogation is eased by two steps.
  • Effect (Cynic’s Appraisal): The wearer’s tasks to detect falsehoods or hidden motives are eased by one step.

Fate (Core/Condensed)

Unique Name: Elemental 742: The Brine-Stung Grudge Item Type: Stunt/Extra

  • Aspect: A Soul Preserved in Salt
  • Stunt (The Salted Wound): Because I can crystallize salt in open sores, I gain a +2 to Provoke attacks intended to cause mental or physical stress to an opponent who has already taken a consequence in this scene.
  • Stunt (Brittle Destruction): Once per scene, I can use Lore or Crafts to instantly create an advantage on an object by drying it out (e.g., Brittle Door-Hinge or Cracked Leather Strap) without needing to roll, provided I can touch the object.
  • Stunt (Unfreezing Heart): I can use my Will to defend against environmental Cold or Water-based hazards. On a Tie or better, I gain a boost representing my “Hardened Resolve.”
  • Cost: This item requires 1 Refresh.

Shadowrun (6th World Edition)

Unique Name: Elemental 742 “The Silt-Cuff” Item Type: Alchemical Focus (Force 2)

  • Slot: Wrist
  • Abrasive Aura: The wearer’s aura is “salty” and abrasive. Spirits of Water or Air find the wearer unpleasant and suffer a -1 dice pool penalty to all social tests with the wearer.
  • The Salted Wound: When the wearer deals Physical damage to a target with a melee attack, they may spend 1 Edge to inflict the Corrosive (Acid) status at a Rating of 1. This represents the magically-accelerated salt eating into the target’s flesh and armor.
  • Dehydrate (Complex Action): The wearer can target a piece of non-living electronic equipment or a mechanical lock. The cuff pulls moisture into the device, causing a short circuit or “rust-lock.” Treat this as a Data Spike using the wearer’s Magic + Tradition attribute instead of Cracking.
  • The Unfreezing Heart: The wearer gains +2 dice to resist any environmental cold effects or spells with the [Cold] descriptor.

Starfinder (2nd Edition / Playtest)

Unique Name: 742 Brine-Stung Grudge-Band Item Type: Level 2, Magic Item

  • Slot: Wrist
  • Bulk: L
  • Haphazard Grace (Bitter): You gain a +1 status bonus to Fortitude saves against any effect that would cause the Sickened or Nauseated conditions.
  • The Salted Wound [1-Action]: (Enchantment, Mental) Effect: Target a creature within 30 feet that has taken damage since the start of your last turn. The target must succeed on a DC 16 Fortitude save or become Off-Guard until the end of its next turn due to the excruciating stinging of “Salt-Blight.”
  • Dehydrate [2-Actions]: You touch an unattended object of Bulk 1 or less. The object becomes Fragile. If it was already fragile, it shatters into salt-crusted pieces.
  • Abrasive Aura: You gain a +1 status bonus to Intimidation checks, but you take a -1 status penalty to Diplomacy checks to Make an Impression.

Traveller (Mongoose 2nd Edition)

Unique Name: 742 Desiccator Cuff Item Type: TL 12 Ancient Artifact

  • Weight:
  • Cost: Cr 15,000
  • Corrosive Touch: The wearer may make an unarmed attack that deals no physical damage but inflicts the Corrosive trait on the target’s armor. Every successful hit reduces the armor’s protection by 1 permanently as salt-rot eats the seals.
  • The Unfreezing Heart: The wearer’s vacc suit or armor consumes 50% less power for thermal regulation in cold environments, as the cuff maintains the wearer’s internal temperature.
  • Salt-Water Survival: The wearer can survive in a “tainted” atmosphere involving high salinity or acidic mist without a respirator for 1D6 hours before needing to check for damage.
  • Cynic’s Appraisal: Any Broker or Persuade check made to determine if a merchant is “skimming” or lying about the quality of goods receives a +1 DM.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: 742 Brine-Vambrace of the Martyr Item Type: Worn Relic

  • Value: 4 (Uncommon)
  • Keywords: [AESTHETIC], [IMPERIUM]
  • The Salted Wound: When you inflict a Critical Hit, the target suffers an additional +1 Mortal Wound as the salt reacts violently with their blood.
  • Abrasive Aura: You gain +1d6 to Intimidation (Wil) Tests. However, you suffer a +2 DN penalty to all Influence or Persuasion tests made to befriend or calm others.
  • The Unfreezing Heart: You gain +2d6 to all Fortitude tests made to resist the effects of an Ice World or cold-based weaponry.
  • Dehydrate (Action): You can touch a non-magical piece of cover (like a wooden barricade or sandbags). The cover’s Armor Rating is reduced by 2 as it becomes brittle and dried out.