- Lore
- The Fire Dragon 742 was birthed from a specific sect of Southern Chinese Ember-Walkers who arrived in Saṃsāra during the 4th millennia. These practitioners believed that spiritual cleansing was not merely a matter of the soul, but a literal recalibration of the biological machine. They spent centuries mapping the “Heat-Ley-Lines” within the human muscular and skeletal systems, eventually forging these specialized bracers in the steam-kilns of Sandhaven.
- The item is constructed from translucent, heat-tempered river-clay ceramic that allows the wearer to see the shifting copper-vein circuits beneath. These circuits are precisely etched to follow the anatomical pathways of the human forearm’s superficial flexors. When activated, the bracers pulse in rhythm with the wearer’s brachial artery. They are commonly traded among low-tier biological researchers and ritual dancers who seek to optimize their physical movements through the application of controlled, internal thermal energy. In the “sellers’ market” of Saṃsāra, a pair with intact anatomical etchings is highly prized by those who value the “buyer beware” craftsmanship of the ancient Ember-Walker guilds.
- Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Arms (pair, counts as one slot)
- Weight: 1.5 lbs
- Value: 12 Silver (Price varies by ±18% based on the local demand for anatomical study tools and the purity of the silica-ceramic).
- Material: Anatomical-grade river-clay ceramic, sand-forged bronze hinges, copper-vein conduits.
- Durability: 15 HP (Hinges may jam if reduced to 7 HP).
- Multiple Passives Magic
- Anatomical Heat-Sync: The ceramic plates sit flush against the skin, monitoring the micro-contractions of the wearer’s muscles. While walking on burning coals or heated surfaces, the bracers redistribute the thermal energy through the copper-veins to the wearer’s tendons, granting a +1 bonus to Acrobatics or Athletics rolls involving fine motor control or balance.
- Vascular Warmth: The micro-Khet-Line runes etched into the bronze hinges generate a steady 98°F temperature. This warmth prevents the restriction of blood flow in high-altitude zeppelins or cold cave systems, providing a +1 bonus to Endurance saves against cold-induced stiffness or muscle cramping.
- Multiple Activable Magics
- Myographic Surge (3/day, no cost):
- Activation: The user focuses their Mind’s Eye on the glowing copper-veins and flexes their forearms in a specific ritual tension.
- Effect: For 1 minute, the heat from the bracers is channeled into the wearer’s arm musculature. The user gains a +1d4 bonus to any Strength-based check or attack roll that involves manual gripping or lifting, as the internal thermal energy optimizes muscle fiber recruitment.
- Purge-Vent Pulse (1/long rest, 1 mana boost):
- Activation: The wearer stomps their heel (if paired with Ember-Walker sandals) or claps their forearms together while reciting the “Ritual of the Clear Vein.”
- Effect: The bracers emit a 5-foot burst of scalding steam from the articulated hinges. This purge instantly removes the “Numb” or “Stiffened” status effect from the wearer’s arms and pushes any adjacent tiny or small creatures 5 feet away.
- Myographic Surge (3/day, no cost):
- Specific Slot
- Arms: Worn as a pair of bracers; compatible with Scale Garnish slots on the forearms and non-conflicting with hand-wear or shoulder armor.
- Tags
- Fire-Dragon, Anatomical-Focus, Tier-1, Common, Myographic-Booster, Thermal-Sync, River-Sand-Hybrid, Steam-Vent, Ritual-Artifact, Muscle-Optimization, Cold-Resist-Runes, Bronze-Ceramic, Vascular-Amplifier
Obtaining the Fire Dragon 742 of the Myographic Ember-Striders
- Acquisition of the Fire Dragon 742 typically involves seeking out practitioners of the Ember-Walker tradition who specialize in the biological and anatomical aspects of spiritual cleansing.
- An avatar may obtain these bracers as a reward for serving as a “study-vassal” during a Southern Fire Dragon Festival, where the item is used to track the muscular responses of those walking over burning coals.
- Because the item relies on precise anatomical etchings, it is often found in the possession of retired ritual dancers or failed medical students from the multiverse who have repurposed their knowledge into the crafting of tier 1 support gear.
- In the more dangerous “unsafe” regions like the Serene Dunes, these bracers might be recovered from the remains of alchemical researchers whose soul crystals have moved on, leaving their bronze-ceramic gear behind to be scavenged by passing caravans.
- Finding a pair requires a successful use of the Mind’s Eye to verify that the copper-vein conduits are still correctly aligned with the human flexor pathways, as a misaligned pair can cause painful muscle spasms rather than providing the intended thermal synchronization.
Anatomical Alchemical Laboratories in Megacities
- These shops are found in the more clinical, research-focused districts of skyscraper metropolises, often smelling of rubbing alcohol, pungent herbs, and hot metal.
- The Fire Dragon 742 is sold here as a “Biometric Synchronization Tool” for junior researchers or athletes, displayed on articulated wooden mannequins that demonstrate how the plates sit flush against the skin.
- The merchant in this setting is likely to be a high-tier academic who will insist on a proper “arm measurement” before the sale is finalized to ensure the vascular warmth activates correctly.
- The cost to purchase in a laboratory setting is approximately 15 to 18 gold coins, reflecting the “seller’s market” premium for a professionally calibrated and sanitized pair.
- Selling the item to a lab requires a high degree of cleanliness; a merchant here will offer 8 to 10 gold coins, provided the ceramic plates show no signs of soot-staining or structural cracks.
River-Sand Smithy Cooperatives
- Located in the transitional areas between the Great Khet River and the desert, these smithies are communal spaces where River Folk ceramicists and Sand Folk bronze-smiths work side-by-side.
- The bracers are sold here as “Ember-Resistant Work-Gear,” displayed on open stone tables alongside hammers, gears, and other steam-power components.
- Buying the item here involves direct negotiation with the smith who crafted it, where “buyer beware” is the primary rule; the avatar must verify the serial number 742 to ensure it isn’t a lower-quality imitation.
- The cost is typically lower due to the abundance of raw silica-clay and bronze, usually ranging from 10 to 12 gold coins, depending on the current flood cycle of the river.
- Selling to a cooperative smithy usually results in a trade-in offer of 5 to 7 gold coins’ worth of raw materials, such as steam-crystals or high-purity bronze ingots.
Festival-Trade Caravans in the Serene Dunes
- These mobile markets follow the seasonal Fire Dragon Festival routes, selling ritual items to participants and spectators under large, silk-draped tents.
- The Fire Dragon 742 is sold as a “Ritual Augmentation,” marketed to those who wish to perform the coal-walk with greater grace and muscular control.
- The environment is festive and chaotic, with music playing and incense burning; the price is highly volatile and fluctuates based on the proximity to the next major festival day.
- Expect to pay a “seasonal premium” of 20 to 25 gold coins if the festival is currently in progress, though savvy hagglers may reduce this through the trade of rare alchemical minerals.
- Selling to a caravan is a quick way to get liquid currency, as they are always in need of stock for the next stop; they will typically pay 6 to 9 gold coins in cash for a functional pair.
Subterranean “Grafts & Gears” Black Markets
- Found in the dark cave systems of the underground, these shops cater to those who treat their bodies as machines, looking for any minor edge in physical performance.
- The bracers are often sold “second-hand” or as “surplus gear,” kept in steam-locked boxes to protect the copper-veins from the damp, corrosive air of the caves.
- Buying here is the ultimate “buyer beware” experience, as the seller may not mention if the previous owner’s “vascular warmth” caused a conduit rupture during an overload.
- The price is highly negotiable but usually settles around 13 gold coins, though the seller may accept payment in “favors” or specific maps of dangerous zeppelin routes.
- Selling to a black market fence usually yields the lowest return, around 4 to 5 gold coins, as the merchant must account for the “flight-risk” premium and the cost of laundering the item’s history.
Roleplay Applications of the Fire Dragon 742 in Diverse Environments
High-Altitude Zeppelin Hangars and Pressurized Gondolas
- Defensive Roleplay: During a high-altitude “Sky-Freeze” event where the exterior hull of a zeppelin begins to ice over, the avatar’s circulation normally slows, leading to stiff fingers and slowed reactions. The “Vascular Warmth” of the bracers keeps the blood flowing at a steady 98°F. As a sabotage-induced steam leak fills the gondola with freezing vapor, the avatar uses the “Purge-Vent Pulse.” The sudden 5-foot burst of scalding steam from the arm hinges acts as a thermal shield, pushing back the freezing mist and clearing the “Stiffened” status from their arms, allowing them to precisely manipulate the mechanical gear-levers to stabilize the ship.
- Offensive Roleplay: While repelling an aerial boarder on the narrow catwalks of a gas-bladder, the avatar utilizes the “Myographic Surge.” By focusing their Mind’s Eye on the glowing copper-veins, they optimize their muscle fiber recruitment. When the boarder attempts to grapple them, the avatar’s enhanced grip—aided by the thermal optimization of the forearm flexors—allows them to seize the attacker’s wrist with crushing force. The added 1d4 strength bonus ensures they can hurl the lighter opponent off the catwalk and into the clouds below.
Subterranean Mining Megacities and Dark Silt-Caves
- Defensive Roleplay: Navigating a narrow “Void-Pocket” in the deep caves where the temperature drops to life-threatening levels, the avatar relies on the bracers to maintain manual dexterity. While climbing a vertical shaft of damp, slick river-rock, the “Anatomical Heat-Sync” detects micro-contractions in the forearms, providing the heat needed to keep tendons supple. If a swarm of tiny “Silt-Creepers” attempts to crawl up their arms, the avatar claps their forearms together to trigger the “Purge-Vent Pulse,” the steam blast scattering the creatures and clearing the path for a safe ascent.
- Offensive Roleplay: Confronting a rival scavenger in the dim light of a basalt bazaar, the avatar flexes their forearms to initiate the “Myographic Surge.” The translucent ceramic plates glow a fierce orange, illuminating the anatomical etchings of the muscles beneath. This visual display of power serves as an intimidating precursor to combat. When the scavenger strikes with a heavy lead pipe, the avatar uses their thermally-enhanced reflexes to parry the blow and deliver a high-velocity punch, the optimized muscle recruitment driving the strike with much greater impact than a standard tier 1 avatar could manage.
The Serene Dunes and Open Volcanic Flats
- Defensive Roleplay: Walking across the “Glass-Sands” during a solar-flare event, the environment is a shimmering haze of heat. While the sandals protect the feet, the “Anatomical Heat-Sync” in the bracers prevents the avatar’s arms from overheating by redistributing excess thermal energy through the copper-vein conduits. If a “Sand-Viper” strikes at the avatar’s arm, the “Purge-Vent Pulse” can be used as a reactive shield, the blast of steam confusing the viper’s heat-sensing pits and pushing the small predator away before the venomous fangs can find a gap in the ceramic plating.
- Offensive Roleplay: During a “Trial of the Ember-Striders” in a nomadic camp, the avatar must lift and carry a heavy bronze gear through a field of burning coals. Activating the “Myographic Surge,” the avatar feels the internal warmth of the bracers stabilize their muscles. They roleplay the intense focus required to maintain the “Ritual of the Clear Vein,” their arms glowing with the rhythmic pulse of their brachial artery. The optimized strength allows them to carry the heavy mechanical component with a steady, unshakeable gait, demonstrating their anatomical and spiritual superiority to the gathered Sand Folk.
Coastal River-Port Districts and Industrial Docks
- Defensive Roleplay: In the rain-slicked docks of a Great Khet River port, the avatar finds themselves pinned against a stack of heavy shipping crates. To escape the “Numb” status caused by an opponent’s frost-enchanted blade, they trigger the “Purge-Vent Pulse.” The steam eruption creates a momentary screen of white vapor and heat, clearing the numbness and providing the few seconds of distraction needed to slide between the crates and vanish into the industrial fog of the riverfront.
- Offensive Roleplay: While engaging in a “Dock-Worker’s Brawl,” the avatar uses the “Echoes of the Southern Dialect” to chant as they strike. Every time they land a blow while the “Myographic Surge” is active, the heat-tempered ceramic plates leave faint, singed marks on the opponent’s clothing. The roleplay emphasizes the clinical precision of the strikes, as the avatar targets the opponent’s own anatomical weak points—nerve clusters and joints—using the thermally-boosted strength of their grip to disable limbs rather than relying on blunt trauma.

Perception of Activation:
User’s Perspective
- Sight: Upon flexing the forearms to trigger the Myographic Surge, the translucent ceramic plates instantly transition from a dull, frosted appearance to a vibrant, glowing amber. The copper-vein conduits ignite with a fierce orange light that traces the exact anatomical paths of the superficial flexors. The skin beneath the bracers appears to become semi-transparent in the user’s vision, revealing the rhythmic, fiery pulse of the brachial artery as it synchronizes with the micro-circuits.
- Sound: The activation is heralded by a sharp, resonant crack-snap—identical to the sound of a high-quality firecracker—followed immediately by a low-frequency mechanical hum. This hum vibrates through the radius and ulna bones, creating a steady, melodic drone that perfectly matches the user’s heart rate. When the Purge-Vent is used, a violent, pressurized hiss of escaping steam drowns out all nearby ambient noise for a heartbeat.
- Touch: A profound wave of dry, localized heat floods the forearms as the ceramic warms to a precise ninety-eight degrees Fahrenheit. The user feels an involuntary “tightening” and then a perfect “release” of the muscle fibers, as if the tendons have been freshly oiled and tensioned. The physical weight of the 1.5-pound bronze and clay seems to vanish, replaced by a supportive, vibrating pressure that encourages manual gripping.
- Smell: The olfactory senses are struck by the sharp, metallic tang of hot copper and the earthy, rich scent of sun-baked river clay. This is quickly smoothed over by a potent, nostalgic aroma of sandalwood incense and charred festival wood, completely masking the stagnant air of caves or industrial docks.
- Taste: A sudden, crisp dryness manifests on the back of the tongue, tasting of ozone and distilled water. This sensation acts to neutralize the metallic or acidic tastes brought on by sudden physical exertion or fear.
Observer’s Perspective
- Sight: Observers see the user’s forearms erupt into a dazzling, glowing anatomical map. The fiery orange light is bright enough to cast dancing shadows on nearby walls. If the Purge-Vent is triggered, a five-foot conical eruption of thick white vapor and orange sparks shoots from the arm hinges, momentarily obscuring the user in a cloud of ritualistic smoke.
- Sound: Nearby individuals hear the startling pop of magical fireworks followed by the rhythmic, intimidating thumping of the steam-valves. The sound is distinctly industrial yet rhythmic, like a small, high-speed factory engine hidden within the user’s sleeves.
- Touch: Those within five feet feel a sudden, unnatural wave of dry warmth. If caught in the steam vent, the sensation shifts to the blistering, wet heat of pressurized vapor and the abrasive “sting” of magical soot particles physically pushing them back.
Extra-Sensory Perceptions
- Myographic Clarity: The user gains an intuitive, mental “blueprint” of their own muscular tension. They can “see” in their Mind’s Eye exactly which muscle fibers are fatigued and which are ready for exertion, represented as glowing or dimmed geometric lines.
- Vascular Resonance: The user can sense the heartbeat of other living beings within ten feet. These pulses are felt as faint, rhythmic sympathetic vibrations in the copper conduits of the bracers, allowing the user to detect hidden or invisible creatures through their pulse.
- Thermal Anchoring: A profound sense of “biological certainty” anchors the user’s mind. The mental static caused by pain or cold-induced panic is suppressed by a heavy blanket of thermal serenity, allowing for clinical, anatomical focus during combat.
Positives
- The thermal optimization allows for a +1d4 bonus to Strength checks involving the hands, making the user exceptionally capable of grappling or lifting heavy mechanical components.
- The automatic maintenance of vascular warmth prevents the “Stiffened” status in freezing environments, ensuring the user maintains full manual dexterity at high altitudes.
- The Purge-Vent provides an immediate non-lethal defense, clearing detrimental status effects and creating a tactical distraction for repositioning.
Negatives
- The brilliant orange glow and loud, explosive sounds make stealth impossible; the user becomes a high-priority target in any dark or quiet environment.
- The internal heat can become excessive if the Surge is maintained too long, leading to “thermal-bruising” where the skin under the copper conduits becomes tender and scorched.
- The intense muscular optimization can lead to a “rebound fatigue” once the activation ends, leaving the user’s arms feeling heavy and sluggish for several minutes.
Recipe for the Fire Dragon 742 of the Myographic Ember-Striders
Materials Needed
- Two slabs of raw, translucent Riverbend Sate river-clay (approx. 0.75 lbs each) to form the structural plates.
- Six ounces of refined sand-forged bronze to cast the articulated hinges and support rims.
- Four grams of high-purity copper magic-circuit filaments for the myographic conduction network.
- One vial of Zaf-Amra scale paste to act as a thermal adhesive and vascular synchronization agent.
- Two strips of cured fire-drake leather for the interior lining to protect the wearer’s skin from direct conduit heat.
- One low-grade mana-boost steam crystal (crushed) to provide the initial pressure for the Purge-Vent Pulse.
Tools Required
- High-pressure silt kiln (Renaissance-grade) with a precision temperature gauge for tempering translucent ceramic.
- Micro-steam soldering iron for the delicate placement of copper filaments along the anatomical flexor paths.
- Diamond vibro-stylus calibrated to a frequency of 742 Hz for etching the micro-Khet-Line runes.
- Anatomical brass stencil (forearm flexor map) to ensure the copper-vein conduits align with standard human vascular paths.
- Small mechanical bellows and a quartz-lined crucible for melting the sand-forged bronze.
Skill Requirements
- Alchemical Forging: Trained (DC 13) – Necessary to temper the translucent clay without causing structural clouding or cracks.
- Myographic Alignment: Trained (DC 14) – Required to precisely map the copper conduits to the biological pathways of the wearer’s arm.
- Steamcraft Calibration: Basic (DC 10) – Needed to set the tension on the articulated hinges for the steam venting system.
- Medical Knowledge (Anatomy): Basic (DC 10) – Knowledge of the superficial flexors is required to lay the stencils correctly.
Crafting Steps
- Prepare the Translucent Base: Knead the Riverbend Sate river-clay until all air pockets are removed. Flatten into two thin slabs and use the anatomical brass stencil to lightly press the map of the forearm flexors into the damp clay.
- Laying the Conduits: Meticulously place the copper magic-circuit filaments into the depressions made by the stencil. Secure the filaments using a thin layer of Zaf-Amra scale paste, ensuring the copper follows the brachial artery and superficial flexor paths exactly.
- Bronze Casting: Melt the sand-forged bronze in the quartz-lined crucible. Cast the hinges and rims directly onto the edges of the clay slabs, allowing the cooling metal to “bite” into the ceramic for a permanent mechanical bond.
- Kiln Firing and Translucency: Place the assembly into the silt kiln. Raise the temperature to 1,750°F over a four-hour period. The crafter must monitor the kiln through the Mind’s Eye to ensure the ceramic reaches the correct stage of vitrification to become translucent without melting the copper.
- Rune Etching and Frequency: Once cooled, use the diamond vibro-stylus to etch the micro-Khet-Line runes into the bronze hinges. The stylus must be kept at a steady 742 Hz to ensure the item resonates with the biological pulse of a tier 1 avatar.
- Interior Lining: Attach the cured fire-drake leather strips to the underside of the bracers using the remaining scale paste. This creates a thermal barrier that prevents the copper conduits from blistering the wearer’s skin during a Myographic Surge.
- Steam Vent Integration: Crushing the mana-boost steam crystal, pack the dust into the small reservoirs located within the bronze hinges. Calibrate the release valves so they trigger only when the forearms are clapped together or a specific ritual tension is reached.
- Pulse Synchronization Test: The crafter must place their own arm into the bracer and focus their Mind’s Eye. If the copper conduits begin to glow in time with their own heartbeat, the item is successfully attuned.
Crumbling Bark-Strips Regarding Meat-Mapping Arm-Housings of 742 Throb
In the time when the Sky-Gas was yet a thick-soup and the world-bones were not yet hard-dry, there was a great-confusion between the People of the Pulse-River and the People of the Rigid-Mountain. The translation-marks are very scratched and oily here, but it speaks of a “Cold-Sluggishness” that had entered the arm-meat and the finger-stalks of the many-souls. The people were trying to do the “Work-of-the-Gears” and the “Building-of-the-Sky-Docks,” but their limbs were like the “Frozen-Silt” and their blood was moving like the “Sleepy-Turtle.” Because the heat-stems were failing and the sky-ice was biting the skin-leather, the world was a very “Clumsy-Place.”
There was an elder-doctor-maker named Han-Zhi of the Inner-Map. The old-scratchings are very confused on this point—some say Han-Zhi was a ghost of a medical-scroll, others say a creature made of copper-wires and river-mud, but all agree the “Mind-Eye” of Han-Zhi could see through the skin-curtain to the “Meat-Machinery” underneath. Han-Zhi looked at the workers of the Sandhaven-Kilns, who were dropping their “Heavy-Hammers” because the cold-stiffness had taken their grip-strength.
Han-Zhi said to the empty-cavern, “I shall make the Bone-Wraps of the Fire-Dragon-Festival, but they shall not be for the feet-dancing. They shall be for the Arm-Engine-Optimization.”
First, Han-Zhi gathered the “Glass-Mud,” the translucent-river-clay that lets the light-ghosts pass through. Then Han-Zhi took the “Red-Conduits-of-the-Lesser-Dragon,” the copper-veins that carry the “Heat-Electricity.” But this was only the “Shell-of-the-Tool.” Han-Zhi needed the “Map-of-the-Truth.” Han-Zhi found a “Spirit-of-the-Anatomy,” a memory of a time when the people knew the names of every “Muscle-String” and “Blood-Pipe.”
Han-Zhi took the “Anatomical-Stencil” and pressed it into the soft glass-mud. The translation becomes very slow and repetitive here, describing the “Three-Hundred-Precision-Lays” and the “Four-Thousand-Soldering-Breaths.” Han-Zhi had to lay the copper-veins exactly over the “Superficial-Flexor-Paths” of the arm-meat. If a wire was pushed even the “Width-of-a-Hair” to the left-side or the right-side, the armor would cause the “Great-Cramp-of-Agony” instead of the “Strength-of-the-Dragon.”
For seven sun-cycles, the glass-mud was in the “High-Pressure-Kiln.” Han-Zhi did the “Chant-of-the-Vascular-Flow.” This song tells the blood-water to stay at the “Ninety-Eight-Degree-Comfort” and never turn to the “Slushy-Ice.” The elder-maker spoke the Ancient-Language syllables—”Zhu-Rong-Fei”—over and over until the copper-veins began to pulse in time with the “World-Heartbeat.” When the bracers were pulled from the heat-box, they were see-through like the “Ice-of-the-Spring-Thaw,” showing the glowing red-map inside.
Then began the “Binding-of-the-Bronze.” Han-Zhi took the “Sand-Forged-Hinges” and the “Steam-Crystal-Dust.” Using the “Sticky-Scale-Paste” of the Zaf-creatures, Han-Zhi fastened the metal-teeth to the ceramic-skin. The translation says that at the frequency of the Seven-Four-Two vibrations, the bracers finally “Gave-the-Bellows-Sigh.” The micro-runes were scratched by the diamond-point, and the “Myographic-Surge” was locked inside.
The ancient-leaves conclude that Han-Zhi walked to the “Great-Stuck-Valve” of the Sky-City, where ten strong-beings were pulling but the valve stayed “Stubborn-Closed.” The city was going to fall into the “Deep-Dark” because the steam-power was blocked. Han-Zhi put the bracers on a young-student and said the “Words-of-the-Flex.” The student’s arms began to glow with the “Anatomical-Fire.” The copper-veins pulsed like a “Living-Sun.”
The student reached out with the “Optimized-Grip.” The muscle-meat became like the “Iron-Cable” and the tendons became like the “Bronze-Spring.” With one “Great-Myographic-Heave,” the valve turned, and the steam-breath returned to the city. The people did the “Stomp-Dance” in joy. But the student’s arms were so hot they had to do the “Clap-of-the-Purge.” A “Cloud-of-White-Vapor” erupted from the hinges, pushing the crowd back and making the air smell of “Sandalwood-and-Hot-Metal.”
The story-skin ends with a drawing of a hand holding a glowing sun-circle. The translator notes that the “Anatomical-Lines” are drawn with “Crushed-Rubies” and “Copper-Dust” and the parchment still feels “Warm-to-the-Palm.”
Moral of the story: When the “Meat-Machine” is frozen by the “Ice-of-the-World,” the maker who knows the “Path-of-the-Vein” and the “Song-of-the-Flex” can turn a “Weak-Hand” into a “World-Mover,” but one must always remember to “Vent-the-Steam” before the “Fire-of-the-Work” burns the “Skin-of-the-Worker.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Myographic Vambraces of Han-Zhi
Stat Block:
- Item Type: Enchanted Artifact (Common)
- Sanity Cost: 0 to wear; 1D2 to activate “Myographic Surge.”
- Magic Points: 6 (Recharges 1 per day at Helios-up)
- Armor: 1 point (Arms only).
Specific Game Mechanics:
- Passive – Anatomical Heat-Sync: The wearer gains a +10% bonus to Medicine or Science (Biology) checks related to muscular or vascular systems. They ignore the first 2 points of fire damage per round from environmental heat.
- Passive – Vascular Warmth: Grants a Bonus Die on CON rolls to resist cold-induced fatigue, stiffness, or muscle cramping in freezing environments.
- Active – Myographic Surge (2 MP): For 1D10 minutes, the wearer optimizes their muscle fiber recruitment. They gain a +20% bonus to STR rolls involving manual gripping, lifting, or grappling.
- Active – Purge-Vent Pulse (3 MP): A 5-foot burst of steam. Any “Stiffened” or “Numb” physical penalties are immediately removed. Small or tiny creatures within the radius are pushed back and must pass a DEX roll or take 1D4 burn damage.
Correct Syntax: This item occupies the Arms slot. Failure to properly align the bracers with a Medicine check may cause the user to suffer 1D3 physical damage from a muscle spasm upon activation.
Blades in the Dark
Unique Name: Ember-Walker Flex-Casing
Stat Block:
- Quality: Tier I
- Load: 1 (Worn on Arms)
- Tags: Alchemical, Anatomical, Industrial, Reliable.
Specific Game Mechanics:
- Passive – Thermal Optimization: You have Potency when resisting consequences related to extreme cold or environmental heat.
- Passive – Bio-Sync: Gain +1d to Doctor or Tinker rolls when the task involves biological machines or anatomical structures.
- Active – Myographic Surge: Spend 1 Stress to gain Increased Effect on any action involving raw physical strength, such as Wrecking a door or Skirmishing in a grapple.
- Active – Purge-Vent Pulse: Spend 1 Stress to instantly clear a “Numb,” “Frozen,” or “Cramped” status complication. This also creates a momentary distraction (Large Scale) of steam and sparks.
Correct Syntax: This is a Special Item. If the translucent ceramic is broken, you lose the Bio-Sync bonus until the plates are replaced during downtime.
Dungeons & Dragons (5th Edition)
Unique Name: Fire Dragon 742 of the Myographic Ember-Striders
Stat Block:
- Wondrous Item (Bracers), Common (Requires Attunement)
- Weight: 1.5 lbs.
- Armor Class: Provides no AC bonus, but protects the forearms.
Specific Game Mechanics:
- Passive – Vascular Warmth: While wearing these bracers, you have advantage on saving throws against the effects of extreme cold. You subtract 2 from any environmental fire damage you suffer each round.
- Passive – Anatomical Mastery: You have a +1 bonus to Wisdom (Medicine) checks.
- Active – Myographic Surge (3 Charges/Day): As a bonus action, you can activate the copper conduits. For 1 minute, you add 1d4 to any Strength check or Strength saving throw you make.
- Active – Purge-Vent Pulse (1/Long Rest): As an action, you release a 5-foot-radius burst of steam. Any Paralyzed or Stunned condition currently affecting only your arms (such as from cold or numbing poison) ends. Tiny or Small creatures in the area must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from you.
Correct Syntax: This item regains all charges daily at Helios-up. It occupies the Arms slot and is compatible with any armor that leaves the forearms exposed or lightly covered.
Knave (2nd Edition)
Unique Name: Myographic Bracers
Stat Block:
- Slots: 1 (Worn)
- Armor: +1 (Arms only)
- Durability: 15/15
Specific Game Mechanics:
- Passive – Warmth: The wearer is immune to muscle cramps and stiffness caused by cold or high altitude.
- Passive – Precision: Grants a +1 bonus to any check involving delicate manual labor or anatomical study.
- Active – Surge (3/Day): Gain a +2 bonus to any STR check involving the hands or arms for 1 turn.
- Active – Purge (1/Day): Clear a “Numb” or “Cramped” status. Nearby tiny creatures are pushed back 5 feet.
Correct Syntax: The item is made of Ceramic and Bronze. Repairing the copper-vein conduits requires a Smith with Medical knowledge and costs 3 Silver per point of durability.
Fate (Fate Condensed)
Unique Name: Myographic Ember-Striders 742
Stat Block:
- Type: Minor Extra (Cost: 1 Refresh)
- Aspect: “Vascular Warmth of the Ancient Ember-Walkers”
- Skills: +1 bonus to Physique or Crafts when the task involves biological precision or anatomical study.
Specific Game Mechanics:
- Passive – Anatomical Heat-Sync: You gain a +2 bonus to Athletics or Physique rolls to overcome obstacles involving extreme environmental heat or steam without suffering stress.
- Passive – Circulatory Shield: You ignore the first point of stress from any cold-based environmental hazard or freezing condition in each exchange.
- Active – Myographic Surge: Once per scene, you can invoke the “Anatomical Optimization” boost for free on a Physique or Athletics roll involving manual strength, such as lifting a heavy gear or grappling a foe.
- Active – Purge-Vent Pulse: Once per session, you can clear a “Numb,” “Stiffened,” or “Cramped” situational aspect affecting your arms. This creates a “Cloud of Scalding Steam” aspect on your zone with one free invoke.
Correct Syntax: Invoke: Spend a Fate Point for a +2 or reroll when your mastery of your own muscle fiber recruitment allows for a feat of clinical, anatomical precision.
Numenera & Cypher System
Unique Name: The Myographic Bracers
Stat Block:
- Level: 3 (Artifact)
- Form: Translucent ceramic vambraces with glowing copper conduits.
- Depletion: 1 in 1d20.
Specific Game Mechanics:
- Passive – Anatomical Mastery: You have an asset on all Healing or Biology tasks related to the muscular or vascular systems.
- Passive – Thermal Regulation: You are trained in defense rolls against cold-based environmental hazards or freezing attacks.
- Active – Myographic Surge (1 Might point): You optimize your muscle fiber recruitment for one minute. During this time, you have an asset on all Might tasks involving manual gripping, lifting, or climbing.
- Active – Purge-Vent (2 Intellect points): You release a burst of steam. This removes one negative condition related to numbness or stiffness and moves any tiny or small creatures in immediate range to a short distance away.
Correct Syntax: Action: Activating a power requires one action. Assets: The bracers provide one asset to all Climbing tasks involving mechanical lattices.
Pathfinder (2nd Edition)
Unique Name: Fire Dragon 742 of the Myographic Ember-Striders
Stat Block:
- Item Level: 2 (Artifact)
- Price: 35 gp
- Usage: Worn (Arms); Bulk: L
- Traits: Invested, Magical, Abjuration, Fire.
Specific Game Mechanics:
- Passive – Anatomical Heat-Sync: You gain a +1 item bonus to Athletics checks to move through burning terrain. You gain Fire Resistance 2 against environmental heat.
- Passive – Vascular Warmth: You gain a +1 item bonus to Medicine checks. You gain a +2 circumstance bonus to saving throws against the effects of extreme cold.
- Active – Myographic Surge [One-Action] (Frequency: 3/day): You focus on the conduits. For 1 minute, you gain a +1 status bonus to Strength-based checks and Athletics checks involving your arms.
- Active – Purge-Vent Pulse [Two-Actions] (Frequency: 1/day): You emit a 5-foot burst of steam. You attempt a new saving throw against one ongoing Paralyzed or Clumsy condition affecting your arms. Any Tiny creature in the area must succeed on a DC 16 Fortitude save or be pushed 5 feet.
Correct Syntax: Activation: Envision, Interact. Check: +1 item bonus to Crafting checks to repair steam-based machinery.
Savage Worlds (Adventure Edition)
Unique Name: Myographic Ember-Strider Bracers
Stat Block:
- Rank: Novice (Common Item)
- Weight: 1.5 lbs.
- Armor: +1 (Arms only)
Specific Game Mechanics:
- Passive – Vascular Warmth: The wearer gains a +4 bonus to resist environmental cold and hazards. They take -2 damage from cold-based environmental effects.
- Passive – Anatomical Focus: The wearer adds +1 to Healing or Science rolls involving biology or muscular anatomy.
- Active – Myographic Surge: As a free action, the wearer may increase their Strength die by one step for the next three rounds. This may be used three times per day.
- Active – Purge-Vent Pulse: As an action, make a Spirit roll. On a success, the wearer removes any “Numb” or “Distracted” status caused by cold or muscle cramps. This also creates a Small Burst Template of steam; Small creatures must make a Strength roll or be pushed back 1″.
Correct Syntax: Power Points: These bracers do not use Power Points. The “Surge” ability cannot be used again until the current effect expires.
Shadowrun (6th World)
Unique Name: Myographic Ember-Walker Bracers
Stat Block:
- Item Category: Enchanted Clothing (Rating 2)
- Slot: Arms (Pair)
- Availability: 4
- Cost: 6,500¥ (Reflecting the high-purity silica and precision copper conduits)
Specific Game Mechanics:
- Passive – Anatomical Heat-Sync: The wearer gains a +1 dice pool bonus to Athletics or Engineering tests involving high-heat environments or steam-machinery.
- Passive – Vascular Warmth: Provides a +2 dice pool bonus to resist Cold environmental damage and fatigue.
- Active – Myographic Surge (Minor Action): Spend 1 Edge to activate. For the next minute, the wearer adds 1 to their Strength attribute for the purposes of calculating damage and lifting/carrying capacity.
- Active – Purge-Vent Pulse (Minor Action): Once per combat, the wearer can vent steam. This removes the Chilled or Numb status effect and inflicts a -1 dice pool penalty on any Tiny or Small drones or critters in Close range for 1 Combat Turn.
Correct Syntax: The item must be Bonded (Karma cost: 4). While bonded, the wearer may add the Focus Rating (2) to any Biotech or Medicine tests involving muscular anatomy.
Starfinder (2nd Edition / Playtest)
Unique Name: Fire Dragon 742 of the Myographic Ember-Striders
Stat Block:
- Level: 2 (Artifact)
- Price: 725 Credits
- Bulk: L
- Usage: Worn (Arms)
Specific Game Mechanics:
- Passive – Anatomical Heat-Sync: You gain a +1 insight bonus to Life Science and Medicine checks related to muscular or vascular systems.
- Passive – Vascular Warmth: You gain Cold Resistance 5. You ignore the Fatigued condition from cold-based environmental hazards.
- Active – Myographic Surge [One-Action] (Frequency: 3/day): You focus your Mind’s Eye on the conduits. For 1 minute, you gain a +1 status bonus to Strength-based checks and attack rolls involving your arms.
- Active – Purge-Vent Pulse [Two-Actions] (Frequency: 1/day): You emit a 5-foot burst of steam. You attempt a new saving throw against one ongoing Paralyzed or Clumsy condition. Any Tiny creature in the area must succeed on a DC 16 Fortitude save or be pushed 5 feet.
Correct Syntax: This is a Hybrid Item (Magic/Tech). It requires a micro-battery (Capacity 10, Usage 1/active use) which recharges fully after 1 hour in a high-temperature environment.
Traveller (Mongoose 2nd Edition)
Unique Name: Myographic Bio-Sync Vambraces
Stat Block:
- TL (Tech Level): 12 (Anatomical Ceramic)
- Weight: 0.75 kg
- Cost: Cr 2,500
- Required Skill: Science (biology) or Medic
Specific Game Mechanics:
- Passive – Vascular Stability: The wearer gains DM+2 to all Endurance checks made in cold or high-altitude environments.
- Passive – Anatomical Precision: The wearer gains DM+1 to all Medic or Science (biology) checks involving muscular injury or surgery.
- Active – Myographic Surge (Significant Action): Once per encounter, the wearer can optimize their muscle recruitment. For the next 3 rounds, they gain DM+1 to all Athletics (dexterity or strength) checks.
- Active – Steam Purge (Significant Action): Once per day, the wearer can vent pressurized steam. This clears any environmental penalties from cold or ice-buildup on the arms and forces any Small creature in Close range to make a DEX (8+) check or be knocked back 1 meter.
Correct Syntax: Repairing the internal copper conduits requires a Medic or Science (biology) check at DM-2 to ensure the flow matches the wearer’s brachial pulse.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: Fire Dragon 742 Myographic Binders
Stat Block:
- Type: Arcane Armor (Arms)
- AP (Arms): 1
- Encumbrance: 1
- Traits: Durable, Warm, Anatomical.
Specific Game Mechanics:
- Passive – Vascular Warmth: The wearer gains a +20 bonus to Endurance tests to resist the effects of Cold and the Fatigued condition in high-altitude or subterranean environments.
- Passive – Anatomical Mastery: The wearer gains a +10 bonus to Heal and Trade (Medical) tests.
- Active – Myographic Surge: As a Free Action, the wearer can activate the conduits. For the next round, they gain the Strong Back talent (or increase it by 1) and a +10 bonus to all Strength and Melee tests. This can be used 3 times per day.
- Active – Purge-Vent Pulse: As a Full Action, the wearer can vent steam. This removes any Numb or Frozen conditions and deals SB+1 damage to any Tiny or Small creatures in Close range.
Correct Syntax: The item provides 1 AP to the Arms, but only against Heat-based or Steam-based attacks. Use Trade (Artificer) or Trade (Medical) to repair the anatomical alignment of the copper circuits.
