Lore Within the fighting pits and boxing circles of Saṃsāra, the summer solstice is observed not with dancing, but with a ritual of endurance and resilience. On Kupala Night, pugilists gather not just to leap the bonfires, but to imbue their tools with its magical heat. They prepare long strips of tough linen and soak them overnight in a potent herbal infusion made from Iron-root, for toughness, and King’s Foil, for mending bruises. On the night of the festival, they wrap their hands tightly. They then hold their wrapped fists over the radiant heat of the great bonfire, turning them slowly until the wraps are completely dry. This painful process is a test of courage, believed to bake the resilience of the herbs and the fire’s spirit directly into the cloth, granting the wearer a portion of the fire’s heart and the earth’s toughness.
Description These appear to be a pair of well-used, durable handwraps, several feet long. The linen is not white but a mottled, earthy brown, permanently stained by the herbal infusion and smoke from their creation. They feel slightly stiff and rough to the touch, but are surprisingly pliable when wrapped around the hands. A faint, pleasant aroma of woodsmoke, mint, and dried roots emanates from the cloth. When wrapped for a fight, they feel pleasantly warm against the skin.
Slot Hands
Detailed Stats Tier: 1 Durability: The linen is exceptionally tough and resistant to tearing. Its magic is permanent. Combat-Related Bonuses: None Resistances: None
Passive Magic Stance Reader: The wraps attune the user’s “Mind’s Eye” to the subtle language of combat. The wearer develops an enhanced, intuitive sense of their opponent’s posture and weight distribution, making it easier to anticipate their next move. This doesn’t grant true foresight, but a “gut feeling” about whether an opponent is about to block, jab, or throw a haymaker.
Iron-Knit Knuckles: The magically hardened linen provides more than just support. The wearer’s knuckles, wrists, and the small bones of their hands become more resilient to the shock of impact. They are less likely to suffer from hairline fractures, sprains, or severe bruising when punching hard targets or blocking heavy blows.
Activable Magic First-Flame Flicker: Once per day, the user can call upon the memory of the bonfire within the wraps. For the next minute, their punches are accompanied by faint, harmless flickers of orange light, like heat-haze rising from a flame. This constant, unpredictable flicker is visually distracting to an opponent, making it harder for them to track the precise movement and timing of the user’s strikes.
Soothing Poultice: Twice per day, after a fight or training session, the user can unwrap the linens and lay them over their bruised or strained hands and forearms. By speaking a command word, the healing magic stored within the cloth is released as a wave of soothing warmth. This significantly accelerates the natural healing process for minor cuts, scrapes, bruises, and muscle strains, allowing the pugilist to recover more quickly.
Tags Common, Tier 1, Roleplay, Kupala Night, Hands, Healing, Divination (Minor), Unarmed, Magical, Wearable, Utility, Tool, Support, Folk Magic, Buff, Restoration, Melee, Organic
The Kupala 19 of the Pugilist’s Wraps are a specialized piece of folk magic, well-known and valued within the communities of unarmed combatants but often overlooked by the general public. Their trade occurs in places where fighters gather, train, and seek any advantage they can get, from sanctioned dojos to the grimy back-alleys near fighting pits.
The Local Fighting Gym or Dojo
This is the most common and honorable place to acquire a pair of Pugilist’s Wraps. These are not sold in a storefront but are typically offered by the gym’s owner or a senior trainer to their students.
- How It’s Sold: The transaction is often a rite of passage. After an apprentice has shown sufficient heart and dedication, a grizzled old trainer might pull them aside after a grueling sparring session. “You’ve got spirit,” the trainer would say, “but spirit doesn’t mend broken knuckles. You’re ready for proper wraps.” The sale is a sign of acceptance into the gym’s inner circle. The trainer explains the lore and how to use the wraps’ magic as part of the lesson.
- Cost: The price is usually fair and straightforward, less about profit and more about ensuring a promising fighter is well-equipped. A pair would typically cost a student a flat 1 Silver Shard.
The Pit Fighter’s Outfitter
In the rougher districts of major cities, near the illegal fighting pits and gambling dens, are discreet shops that cater to a more desperate clientele. These shops sell functional, often intimidating or illicit gear.
- How It’s Sold: The shop is likely a grimy, cramped space, smelling of rust and old leather. The Pugilist’s Wraps would be sold alongside weighted gloves, spiked cestuses, and vials of combat stimulants. The seller is a shady character who knows their customers want an edge. They would likely emphasize the “First-Flame Flicker” ability, pitching it as a way to cheat and disorient an opponent to win a bet. The transaction is quick, quiet, and uses cash, no questions asked.
- Cost: The price is inflated due to the high-stakes nature of the clientele. The seller knows a pit fighter will pay a premium for any advantage. The cost would be a firm 1 Silver and 50 Bronze Shards.
The Herbalist or Apothecary Shop
Focusing on the healing properties of the wraps, some apothecaries and healers stock them as a specialized restorative item.
- How It’s Sold: In a clean, well-lit shop smelling of dried herbs and salves, the wraps would be presented not as a tool for fighting, but as a reusable healing poultice. The apothecary would say, “An incredible item for anyone who performs strenuous physical labor. After your work is done, simply lay these wraps on your tired or bruised muscles. The relief is almost instantaneous.” They may not even be aware of, or at least not mention, the item’s combat-oriented abilities.
- Cost: Priced as a potent, reusable healing charm, the wraps would be considered a valuable commodity. An apothecary would likely charge 2 Silver Shards for a pair.
The Adventurer’s Pawn Shop
This is the secondary market where gear of all kinds ends up after its owner is defeated, broke, or moves on to better equipment.
- How It’s Sold: The wraps would be found in a dusty bin or hanging from a hook with other used leather goods. The pawnbroker’s knowledge of the item is a gamble. They might see them as nothing more than old, stained linen bandages and sell them for next to nothing. Alternatively, if the previous owner was a talkative, down-on-their-luck boxer, the shopkeeper might know it’s a “lucky charm” and try to upsell it to any tough-looking customer who walks in. “These belonged to ‘Fists’ Malone himself! Swore he never lost a fight while wearing ’em.”
- Cost: This is highly variable. An ignorant pawnbroker might sell them for as little as 25 Bronze Shards. One who knows they are magical but not their specific properties might ask for 1 Silver Shard, but could be haggled down.
The Pugilist’s Wraps are not a weapon in themselves, but a tool that enhances a fighter’s natural abilities. Their use in offense and defense is about improving timing, resilience, and controlling the flow of a fight through subtle magic and psychological advantage, rather than simply adding power to a punch.
In a Grimy, Back-Alley Fighting Pit
Here, there are no rules, only survival. The wraps are used to endure brutal punishment and to exploit an opponent’s lack of discipline.
Roleplaying for Defense: You are pitted against a much larger, stronger brawler who relies on wild, telegraphed haymakers. You know you cannot match their strength. Your defense is based entirely on the Stance Reader passive. As your opponent winds up for a devastating blow, you don’t watch their fists; you feel the shift in their footing, the tightening of their shoulder. The wraps give you a “gut feeling,” a precognitive flinch that allows you to slip inside their clumsy swing or duck under it a split second before it would have connected. You weather the storm not by blocking, but by using the wraps’ insight to be where the punches aren’t, letting the brute tire himself out.
Roleplaying for Offense: Your opponent is a seasoned fighter with a tight, defensive guard. You need to create an opening. You activate First-Flame Flicker. Your hands begin to glow and flicker with a harmless, distracting orange light. You don’t throw powerful punches; you throw a flurry of quick, flickering jabs aimed high. Your opponent, their vision filled with the disorienting light show, has trouble tracking your hands. Their focus is on the flames. While they are distracted by a high, flickering jab, you follow through with a solid, un-enchanted kick to their leg or a powerful hook to the body. Your offense is misdirection, using light to create an opening that skill alone could not.
In a Disciplined Martial Arts Dojo
In a formal sparring match, victory is about technique, timing, and control. The wraps provide an edge in reading and outmaneuvering a skilled opponent.
Roleplaying for Defense: You are in a training exercise against a senior student armed with a pair of wooden practice batons. Your goal is to defend yourself without retreating from your position. You use your Iron-Knit Knuckles passive not for punching, but for parrying. When your opponent strikes, you use your wrapped forearms and the backs of your hands to block and deflect the wooden batons. While the impacts still sting, the magical resilience of the wraps prevents your bones from being broken or badly bruised. You are able to hold your ground against a weapon while unarmed, demonstrating incredible durability and defensive prowess to your master.
Roleplaying for Offense: Your opponent is a master of defense, their guard seemingly impenetrable. The first clean strike wins the match. You rely on the Stance Reader passive, watching your opponent with total focus. You ignore their feints and patiently wait for a true commitment. For a split second, you get an intuitive flash from the wraps as your opponent shifts their weight to their back foot, preparing to launch a quick counter-kick. In that same instant, knowing they are committed and their hands are momentarily static, you launch your own attack—a swift jab straight through their guard. Your offense is a perfect counter-attack, launched not in reaction to their move, but at the very moment they initiated it.
In a Chaotic Tavern Brawl
In a messy, unpredictable street fight, the wraps are used for intimidation and battlefield control.
Roleplaying for Defense: A fight has broken out, and an angry patron swings a heavy wooden chair at you. There is no room to dodge completely. As you raise your arms to block the blow, you activate First-Flame Flicker. Your hands and forearms erupt in what appears to be magical fire. Your attacker, seeing you about to block their attack with bare, flaming hands, instinctively hesitates and pulls their swing, lessening its force. The impact is absorbed by your Iron-Knit Knuckles. The attacker, now convinced they just assaulted a fire-mage, will likely back away in terror to find an easier, less magical target. Your defense is pure, terrifying intimidation.
Roleplaying for Offense: You need to take down the leader of a small gang of thugs to end a brawl quickly, but his cronies are protecting him. You activate First-Flame Flicker and charge in. You don’t just fight; you create a spectacle. Every punch, every block, every feint is accompanied by a trail of harmless orange light. The thugs, likely superstitious and not accustomed to seeing such overt magic in a simple fistfight, hesitate to swarm you, afraid of being burned. This hesitation creates a bubble of space around you and their leader, allowing you to engage him one-on-one. Your offense is a form of crowd control, using the illusion of powerful magic to isolate your true target. After the fight, you can use Soothing Poultice to quickly mend your bruised knuckles, ready for when the city watch arrives.

Perception of Activation:
Sight
- User’s Perspective: When you activate the wraps, you see the air around your fists begin to shimmer and distort with a visible heat-haze. With every punch you throw, faint licks of harmless orange and red light flicker around your knuckles, like sparks leaping from a roaring bonfire.
- Observer’s Perspective: The effect is dramatic and obvious. An observer will clearly see the user’s fists become wreathed in a shimmering aura of heat and light. Punches leave brief, fiery-looking trails in the air. To the uninitiated, it appears as though the user’s hands have been set ablaze.
- Positives: The visual is highly intimidating and can psychologically dominate an opponent. It provides clear, continuous confirmation that the magic is active.
- Negatives: It is impossible to use this ability with any subtlety. Activating it immediately and unambiguously announces the use of magic and marks the user as a clear, magically-enhanced threat.
Sound
- User’s Perspective: You hear a low, deep “whoomph,” like the sound of a fire catching a rush of air. This is followed by a constant, faint crackling sound that seems to emanate directly from the wraps on your hands, like the noise of dry wood burning in a hearth.
- Observer’s Perspective: A person standing within several feet can hear the continuous, faint crackle, similar to the sound of static electricity or burning embers. The sound is unnerving and unnatural.
- Positives: The sound adds another layer to the intimidation factor of the visual effect, making the user seem even more dangerous.
- Negatives: The crackling, while faint, makes any attempt at stealth impossible while the effect is active.
Smell
- User’s Perspective: The wraps’ usual scent of smoke and herbs intensifies dramatically. The smell becomes sharp and acrid, like a freshly lit pyre, and the underlying herbal scent takes on the quality of leaves thrown onto hot coals.
- Observer’s Perspective: Anyone in close proximity to the user will notice a strong, sudden smell of burning wood and pungent herbs, even though there is no actual fire.
- Positives: The powerful, unexpected aroma can be disorienting to an opponent in the heat of a close-quarters fight.
- Negatives: The smell is overpowering and will instantly give away the user’s position in darkness or hiding.
Touch
- User’s Perspective: The wraps, normally warm, become intensely hot against your skin. It is not a painful, searing heat, but a deep, dry, and energizing heat, like holding your hands close to a large bonfire. Your fists feel light, and the air around them feels charged.
- Observer’s Perspective: This is not perceivable unless the observer physically touches or grapples with the user, at which point they would feel the surprising and intense heat radiating from the user’s fists and forearms.
- Positives: The sensation is empowering and provides powerful, continuous tactile feedback to the user.
- Negatives: The intense heat could be uncomfortable over a prolonged period. An opponent who grapples with the user would immediately know they are dealing with a supernatural force.
Taste
- User’s Perspective: A dry, acrid taste of ash and charcoal fills your mouth, mixed with the sharp, bitter flavor of burnt herbs. It is the taste of fire and fury.
- Observer’s Perspective: There is no perceivable effect.
- Positives: A unique sensory cue that confirms activation for the user.
- Negatives: The taste is harsh and unpleasant, a potential distraction during a stressful combat encounter.
Extra-Sensory: Magical (Mind’s Eye)
- User’s Perspective: Through your “Mind’s Eye,” the magic feels like a controlled conflagration. It is a rushing, aggressive, fiery energy that surges from your core, down your arms, and ignites in your fists. It feels primal, powerful, and distinctly combative.
- Observer’s Perspective: A magically-attuned observer would see the user’s aura flare dramatically, becoming sheathed in a flickering, aggressive mantle of orange Evocation magic that is intensely focused around their hands. The magical signature is obvious, powerful for its tier, and clearly martial in nature.
- Positives: The feeling is empowering and focuses the user for combat. Its nature is clear to any magical observer.
- Negatives: The magic is overt and impossible to mistake, immediately flagging the user as a primary magical threat on any battlefield.
Extra-Sensory: Emotional/Psychological
- User’s Perspective: You feel a powerful surge of courage and controlled aggression, the “spirit of the bonfire” from the item’s lore. Your own doubts and fears are temporarily burned away, replaced by a heightened, focused desire to fight and endure.
- Observer’s Perspective: An opponent looking at you is struck with a primal sense of unease. The flickering light, the crackling sound, and the heat-haze play on deep-seated instincts about the danger of uncontrollable fire, making you seem far more dangerous and unpredictable than you actually are.
- Positives: You receive a significant morale boost, allowing you to fight more confidently. The effect is highly intimidating to most opponents.
- Negatives: The surge of magical aggression might lead you to make reckless decisions or underestimate an opponent, as your own sense of self-preservation is partially suppressed.
Wrapping the Ember-Fist
Materials Needed
- Two Strips of Heavy Linen: Each strip should be at least ten feet long, torn from a bolt of new, undyed linen cloth.
- One Iron-Root: A gnarled, dense root known for its incredible toughness. It must be thoroughly washed and chopped.
- A Handful of King’s Foil Leaves: Freshly picked leaves from the King’s Foil plant, renowned for its ability to reduce swelling and mend bruises.
- A Dollop of Ember-Sap: A thick, reddish, and slightly warm sap collected from a Fire-Oak, a tree known for its remarkable resistance to forest fires. This sap holds the essence of fire-resistance.
- Clean Spring Water: To be used as a base for the herbal poultice.
- Radiant Heat from a Kupala Night Bonfire: The enchantment requires the intense, magical heat from a large, communal bonfire at the height of the festival.
Tools Required
- Stone Mortar and Pestle: For grinding the root and leaves into a paste. Metal tools are believed to interfere with the herbal magic.
- A Wide Ceramic Bowl: For mixing the poultice and soaking the wraps.
- A Pair of Thick Leather Work-Gloves: Essential for the creator to protect their forearms and wrists from the intense heat of the bonfire during the ritual.
Skill Requirements
- Herbalism or Alchemy (Practiced): The creator must have the knowledge to correctly identify and prepare the magical plants. Improperly mixing the poultice could result in a non-magical or, in rare cases, an irritating final product.
- Endurance: This is not a skill to be learned, but a quality to be tested. The creator must have the physical and mental fortitude to withstand the intense heat required by the final stage of the ritual.
- Mind’s Eye (Fighting Spirit): The creator must channel their own resilience and fighting spirit into the wraps during the fire-baking process. Their will to endure and overcome is a key component of the enchantment.
Crafting Steps
- Creating the Poultice: On the eve of Kupala Night, the creator uses the mortar and pestle to grind the chopped Iron-root and fresh King’s Foil leaves together into a thick, fragrant pulp. This pulp is then transferred to the ceramic bowl, where it is mixed with the Ember-sap and a small amount of spring water to create a thick, muddy paste.
- Soaking the Wraps: The two long strips of linen are submerged in the herbal poultice. The creator must work the paste deep into the fibers of the cloth with their hands until the wraps are completely and evenly saturated.
- The First Wrapping: The creator must then wrap their own hands with the wet, poultice-laden linen. This is a deliberate process, wrapping the knuckles, wrist, and thumb for a perfect, supportive fighting wrap.
- The Fire-Baking: This is the final and most crucial step of the ritual. The creator must approach the great Kupala bonfire. Wearing the leather work-gloves to protect their arms, they hold their freshly-wrapped fists out over the flames—not in them, but close enough to feel the intense, searing heat. They must hold this position, slowly turning their hands, as the water in the poultice steams away and the herbal mixture bakes dry directly onto the wraps. This is a significant test of pain tolerance and endurance. The magic is sealed into the linen by this act of will and fire.
- Curing: Once the wraps are completely baked dry and have become stiff, the creator may retreat from the fire. They must carefully unwrap their hands. The wraps will be hot, stiff, and intensely aromatic. They must be laid out to cool naturally in the open air for the remainder of the night. By sunrise, the magic has settled, and the wraps, now pliable again, are fully enchanted.
Fable of Man Who Fought a Golem
And it is told, in a village known for its strong people, there lived a young man named Stellan. His arms were like the thick branches of an oak tree, and his fists were like heavy stones. He was the champion of every brawl and wrestling match. But his hands were his blessing and also his curse, for while they were strong enough to break the jaw of an opponent, they were also made of bone. After every victory, he would go to Old Elara, the healer, with his knuckles split and his fingers broken, and she would mend him with herbs and scolding words.
“You are a hammer made of glass,” she would say, her voice the color of dry herbs. “You break what you hit, but you also break yourself. Your strength is a loud noise, but it does not last.”
One day, a great man of industry came to the village. He came with a marvel of the steam age, a Golem, a man made of brass and iron gears. Its fists were pistons, and its chest was a great plate of metal. The man of industry boasted loudly in the village square. “My Golem is the strongest thing in this world! I offer a purse of one hundred silver shards to any man who can so much as leave a dent upon its chest with his bare hands!”
Many strong men tried. They hit the Golem with all their might. The Golem did not move. The men went away with broken hands, and the man of industry laughed.
Stellan, his pride a great fire in his belly, wished to take the challenge. But Old Elara stood before him. “No,” she said. “The Golem will not feel your punches, but your bones will feel its chest. You will be broken for a month.” Stellan was full of shame, for the village looked to him, and he could do nothing.
The night of the challenge was the great festival of Kupala. The bonfires were lit, and the magic of the world was strong. Old Elara saw the misery in Stellan’s heart. She said, “There is a strength greater than the strength of muscle. It is the strength of endurance. Tonight, I will teach you.”
She did not take him to a wrestling ring. She took him to her herb garden. She had him grind the tough Iron-root, which she said would make his bones like rock. She had him crush the leaves of King’s Foil, which she said would teach his skin how to mend. He mixed these with a sticky red sap and water, and made a thick paste. Then Elara gave him long strips of linen. “Soak these,” she said, “and wrap your hands. Wrap them for the greatest fight of your life.”
When his hands were wrapped in the wet, herbal cloth, she took him to the great bonfire. “The final ingredient is your own courage,” she said. “You must give your pain to the fire, and in return, the fire will give you its heart. Hold your hands to the heat. Do not pull away when it hurts. Pull away only when the pain is gone, and all that is left is warmth.”
Stellan did as she commanded. He held his wrapped fists over the great flame. The heat was immense. The water in the wraps turned to steam, and the herbs baked into the cloth. It felt as if his very bones were on fire. He wanted to scream, to pull away. But he thought of the Golem, and the laughter of the man of industry, and he held his hands steady. He gave his pain to the fire. And a strange thing happened. The pain stopped. A deep, powerful warmth flowed into his hands, and he felt strong in a way he had never felt before.
The next day, Stellan walked into the village square. He declared that he would take the challenge. The man of industry laughed, but let him try.
Stellan faced the Golem. He did not rush in. He watched its movements. The wraps on his hands felt warm, and they seemed to tell him how the Golem would move before it did. He saw the Golem’s clumsy shifts of weight. He dodged its slow, piston-fist. Then he threw his first punch.
The crowd gasped. As his fist flew, a flicker of orange light, like a flame, danced around his knuckles. His hand struck the brass chest with a sound like a hammer hitting an anvil. The Golem was unmoved, but Stellan’s hand was not broken. He struck again, and again the light flickered. He moved and dodged, his hands a blur of light. His knuckles, which should have been shattered, felt strong and solid as the Golem itself.
He put all his will, all his courage from the fire, into one final blow. He struck the center of the chest plate. The clang was deafening. And when he pulled his hand away, there, in the polished brass, was a small but undeniable dent.
The village erupted in a great cheer. The man of industry stood with his mouth open. Stellan had won. Later, he went to Old Elara. His hands were bruised and sore, but not a single bone was broken. She took his wraps, which now smelled of smoke and herbs, and laid them on his hands. She spoke a quiet word, and the warmth flowed from them again, and the bruising began to fade. Stellan had learned that the strength to hit is common, but the strength to endure the hit is true power.
Moral of the story: The strongest fist is not the one that breaks stone, but the one that does not break against it.
Suggested conversions to other systems:
Call of Cthulhu
Wraps of the Bonfire Cult
A pair of long, linen handwraps, stained a dark, earthy brown from herbal infusions and smoke. They feel unnaturally durable and smell faintly of woodsmoke and mint. They were first discovered as a set of ritual implements used by a backwoods bonfire cult that practiced violent trial by combat.
Game Mechanics: An Investigator wearing these wraps finds their physical brawling capabilities enhanced, at a cost.
- Resilient Hands: When wearing the wraps, the Investigator’s unarmed Fighting (Brawl) attacks deal 1d3+1 damage. Furthermore, the user does not risk injuring their own hands when fumbling a Brawl roll.
- Flickering Fists: Once per combat, the user can call upon the wraps’ power. For the next 1d4 rounds, their fists are wreathed in a heatless, distracting orange light. Any single opponent engaged with them suffers one Penalty Die on all Fighting (Brawl) rolls made against the user.
- Herbal Mend: Outside of combat, the wraps can be laid on bruised or injured skin. They provide one Bonus Die to any First Aid roll made to treat bruises, sprains, or similar blunt-force trauma.
Cost to Sanity: The wraps are tied to a primal, fiery entity. Each time an Investigator activates the “Flickering Fists” ability, they must make a Sanity roll (0/1d2 SAN loss) as their mind is flooded with savage, ecstatic battle-lust.
Blades in the Dark
The Ember-Knuckle Wraps
Smoky, herb-stained handwraps, a common sight in the fighting pits of Coalridge and among the bouncers of the Red Sashes. They are said to be woven during nights of wild, fiery festivals, capturing a bit of the flame’s spirit. They are warm to the touch and harden on impact. It takes up 1 Load.
Game Mechanics: This is a Fine piece of brawling gear.
- Iron Fists: You are not harmed by punching hard objects like brick walls or armored opponents. When you brawl, your unarmed attacks have Scale 1, allowing you to effectively fight small gangs.
- Dazzling Display: Once per score, you can cause your fists to flicker with harmless orange light for a few minutes. When you do this, you gain Potency for any action taken to intimidate, create a diversion, or generally show off your fighting prowess.
- Mend: During downtime, you can use these wraps to aid your recovery. When you choose the Recover downtime activity, you may mark one additional tick on your healing clock.
Dungeons & Dragons
The Brawler’s Wraps Wondrous item, common
These long strips of earthy-brown linen are imbued with minor folk magic. They feel warm to the touch and smell faintly of woodsmoke and mint.
Game Mechanics:
- Magic Fists: While you are wearing these wraps, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Fiery Distraction: As a bonus action, you can cause your wrapped fists to flicker with harmless orange light that lasts for 1 minute or until you dismiss it (no action required). While your fists are flickering, you gain a +1 bonus to Charisma (Intimidation) checks. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Knave
The Bonfire Wraps
Item Slot: 1
A pair of long, smoke-stained linen handwraps. They are surprisingly tough and make your knuckles feel like stone.
Game Mechanics:
- Adamant Hands: Your unarmed attacks can damage creatures that are normally immune to non-magical weapons (such as skeletons, gargoyles, or iron golems).
- Fire-Flicker: Once per combat, you can cause your fists to flicker with distracting orange light. For the next round, enemies have Disadvantage on their attacks against you.
- Mending: If you spend your action doing nothing but tending to your wounds, you can bind a minor injury with these wraps to heal 1 Hit Point. This can only be done once per injury.
Fate
The Fire-Heart Wraps
These smoky, herb-stained linen handwraps are more than just protection; they are a narrative symbol of a brawler’s endurance and inner fire. They are best represented as an Item Aspect that a character possesses.
Aspect: Fists of Enduring Flame
Game Mechanics: A character with these wraps can use their aspect in several ways:
- Invoke: A player can spend a Fate Point to invoke Fists of Enduring Flame for a +2 bonus or a reroll. This is perfect for Fight checks to land a decisive blow, Physique checks to endure a powerful hit or push through pain, or Provoke checks to intimidate an opponent with a show of resilience.
- Compel: A GM can offer a Fate Point to compel the aspect. For example: “Your fighting spirit is so strong that you refuse to back down from a clearly superior foe. That’s a complication because you have Fists of Enduring Flame.”
Stunts Granted by the Wraps:
- Stance Reader: Because I have Fists of Enduring Flame, when I use Fight to Create an Advantage by reading an opponent’s fighting style, I get a +2 bonus to the roll.
- Flickering Jabs: Because I have Fists of Enduring Flame, once per conflict, I can declare that my fists are flickering with distracting light. For my next action, I can use Provoke instead of Fight to make a physical attack against one opponent.
- Herbal Mend: Because I have Fists of Enduring Flame, once per session, I can take a moment after a conflict to tend to my wounds with the wraps. I can clear my lowest physical stress box.
Numenera & Cypher System
Kinetic Weave Hand-Wraps
These appear to be simple linen handwraps, but are actually woven from a sophisticated synth-fiber that contains dormant regenerative bio-compounds and kinetic energy projectors. They were likely used by elite, unarmed guards in a prior world.
Level: 5 Form: Long strips of a durable, smoke-stained fabric. Effect:
- Passive: The wraps absorb and redistribute impact forces. The user’s unarmed attacks (fists) are treated as a medium weapon instead of a light weapon.
- Active (Kinetic Flicker): The user can spend 1 Intellect point to activate the kinetic projectors. For the next minute, their fists are surrounded by a distracting haze of orange light. All tasks performed by an opponent to attack the user in melee are hindered (the difficulty is increased by one step).
- Active (Regenerative Binding): The user can wrap a bruised or strained limb. By spending 2 Might points, the regenerative compound activates, and the user immediately recovers 3 points to their Might Pool. This can be done once every 28 hours.
Depletion: 1 in 1d100 (The item is very durable and reliable).
Pathfinder
The Brawler’s Handwraps Item 3 Uncommon, Evocation, Magical, Transmutation Price 60 gp Usage worn gloves; Bulk —
These earthy-brown linen wraps feel warm to the touch and smell faintly of woodsmoke and mint. They are magically reinforced to protect the wearer’s hands and can flicker with distracting, fiery light.
Game Mechanics: Passive: While wearing these wraps, your unarmed attacks are treated as silver for the purposes of weaknesses, resistances, and immunities.
Activate [one-action] Command; Frequency once per minute; Effect Your hands flicker with faint orange light. Until the start of your next turn, any creature you hit with an unarmed Strike must succeed at a DC 17 Will save or become Dazzled for 1 round.
Activate [10 minutes] Interact; Frequency once per day; Effect You or a willing creature you touch wraps a minor injury (such as a bruise or sprain) with these handwraps. The target receives the benefits of a Treat Wounds action as if performed by a character with a +7 bonus to their Medicine check.
Savage Worlds
The Fire-Knuckle Wraps
A pair of long, smoky, and tough-as-iron linen handwraps. It’s said that a bare-knuckle champion from the hinterlands once beat a fire elemental to a standstill while wearing a pair just like these.
Game Mechanics:
- Hardened Hands: The wearer’s unarmed attacks are considered Magical. Additionally, when the wearer gets a Raise on their Fighting roll for an unarmed attack, they deal +d8 bonus damage instead of the usual +d6.
- Dazzling Display: Once per encounter, as a Free Action, the wearer can cause their fists to flicker with harmless orange light. The first time they successfully hit an opponent with a Touch Attack, that opponent becomes Distracted.
- Quick Mend: Once per day, the user can spend a minute binding their own wounds with the wraps. They can then make a natural Vigor roll to heal. This is in addition to any other healing they may receive during the “Golden Hour” after combat.
Shadowrun
Ember-Fist Wraps
These appear as simple, durable synth-linen handwraps, popular among bare-knuckle boxers in the Barrens and adepts who follow a pugilistic martial arts tradition. The fabric is imbued with a low-force alchemical formula that reacts to the user’s mana and adrenaline, providing a tangible edge in a physical confrontation.
Game Mechanics:
- Type: Alchemical Fetish
- Force: 2
Abilities:
- Hardened Knuckles: The wraps magically reinforce the small bones of the hand upon impact. The wearer’s unarmed attacks gain an AP of -1.
- Flickering Feint: Once per combat turn, as a Minor Action, the user can cause the wraps to flicker with a distracting heat-haze. Their next Unarmed Combat attack test made this turn imposes a -1 dice pool penalty to the target’s defense test.
- Rapid Mend: Outside of combat, the user can spend 10 minutes in quiet meditation with the wraps pressed against their bruised body. They can heal one box of Physical damage. This ability can be used once after each combat encounter.
Starfinder
The Vesk Champion’s Handwraps Level 3; Price 1,600 credits Slot hands; Bulk L
Crafted from strips of tough, heat-resistant vesk-hide leather and imbued with the folk magic of Vesk Prime’s solstice rituals, these wraps are often given to young Vesk warriors to prove their mettle in unarmed combat. The wraps feel warm and hum with a low energy.
Game Mechanics:
- Fiery Fists: When you are wearing these wraps, your unarmed strikes deal an additional 1d3 fire damage.
- Intimidating Display: As a standard action, you can cause the wraps to flicker and smolder with harmless, fiery light. For the next minute, you gain a +2 circumstance bonus to Intimidate checks.
- Solstice Recovery: Once per day, you can spend 10 minutes binding your wounds with the wraps to recover a number of Hit Points equal to your character level. This ability can be used during a 10-minute rest to regain Stamina Points.
Traveller
Kinetic Impact Gauntlets (KIG-2)
Ostensibly simple cloth handwraps, this TL-14 device is actually a sophisticated combat system. The “cloth” is a synth-fiber weave over a lightweight mesh frame containing a kinetic hardening system and a bio-feedback monitor. It is a favored tool for Imperial special forces and covert operatives who need to be effective in hand-to-hand combat.
Game Mechanics:
- Tech Level: 14
- Kinetic Hardening: When the wearer makes a punch, the mesh momentarily stiffens to the hardness of high-density alloy. The user’s unarmed attacks are treated as having a Damage of 1d6+2 and the AP 2 trait.
- Dazzler Projector: The wraps contain micro-projectors that can emit a strobing, disorienting light upon impact. As part of a successful unarmed attack, the user can force the target to make a Difficult (10+) Endurance check or suffer DM-2 to all actions on their next turn. This can be done 3 times before needing a recharge.
- Bio-stimulant Injector: The gauntlets contain a single dose of a fast-acting medical stimulant. This can be administered as an action to immediately heal 1d6 points of damage. The dose can be refilled at any TL-12+ medical facility.
Warhammer Fantasy Roleplay
The Pit-Fighter’s Mercy
These grimy, heavily-stained linen handwraps are a common sight in the fighting pits of Altdorf and the back alleys of Nuln. They are soaked in a secret herbal concoction and “blessed” over unregulated fires, granting a fighter the endurance to take a beating and the power to give one back. The “mercy” is that the fight ends quicker.
Game Mechanics:
- Encumbrance: 0
- Qualities: Magical, Painless
Effects:
- Fist of Stone: The wearer’s unarmed attacks gain the Damaging Quality. If the character already has this Quality from a Talent (e.g., Iron Fist), they may re-roll one damage die that results in a 1 or 2.
- Flickering Flurry: Once per combat encounter, the wearer may declare they are using a Flickering Flurry. For one round, their fists are wreathed in a distracting, heatless light. All opponents engaged with them suffer a -10 penalty to any defensive Melee Tests made against the wearer’s attacks.
- Bruise-Balm: Outside of combat, the wraps can be soaked in cheap spirits and applied to bruises or sprains. This provides a +20 bonus to any Heal Tests made to treat such minor injuries.
