Lore
- In the deep valleys of the island nation of Longshan, archeological excavations through pre-calamity strata uncovered slate tablets inscribed with an archaic, non-vocalized script known as Old Nihongo.
- The original crafter was a reincarnated soul from an earthly timeline who attempted to reconstruct the biofield energy manipulation methods of their former existence using Saṃsāra’s raw elemental weave.
- Finding that the local ambient magic rejected modern intent, the artisan etched forgotten syllabic radicals into cured leather wraps, anchoring the conduit through the rigid phonetic structure of a dead tongue.
- The scripts carved into the hide cannot be read aloud by modern tongues without invoking minor arcane static, forcing the user to mentally recite the dead glyphs to guide life-force into living tissue.
- Because the language lacks living native speakers anywhere across the seventy-three island continents, the glyphs remain immune to corruption by modern linguistic drift and wild magic fluctuations.
- Guild assessors in regional trade ports often mistake these wraps for simple decorative funerary bindings, leading to fluctuating local valuations when sold outside specialty scholastic enclaves.
Description
- The item consists of a matched pair of wrist-and-palm wraps fashioned from pale, un-dyed reptilian hide preserved with alchemical tree sap.
- The outer surface is deeply scored with sixty-four precise, ink-filled characters from an extinct lexicon, each glyph glowing with an imperceptible ultraviolet radiance visible only through true sight.
- Soft interior linings are padded with dense moss fibers harvested from the high-altitude cloud swamps of central floating landmasses to cushion the carpal joints.
- When slipped over the appendages, the hide tightens automatically to match the contour of the wearer’s wrists, leaving the fingertips exposed for tactile examination of injuries.
- The material remains perpetually cool to the touch until activated, at which point the script warms slightly and emits a faint scent of dried cedar and cold stone.
Detailed Stats
- Item Tier: Tier 1 (Common)
- Armor Check: +1 AC
- Item Resilience: 10
- Item Health Points: Avatar Maximum Health Points plus 10 (Item HP = Avatar Max HP + 10)
- Weight: 1 pound
- Activation Type: Handheld or Slotted (Requires 1 minute of simple attunement to synchronize with an avatar’s gear limits)
- Conduit Type: Somatic focus utilizing palm chakras guided by inscribed archaic radicals
- Material Composition: Preserved swamp-drake hide, volcanic iron-gall ink, treated cellulose moss fibers
Passive Magic
- Palm of the Quiet Scholar: The avatar gains an innate understanding of physiological trauma on any living creature touched with bare palms, perceiving biological injuries through the Mind’s Eye as specific numeric deficits without needing to roll an active perception check.
- Linguistic Stasis: The archaic glyphs insulate the wearer’s wrist joints against minor tremors and muscular exhaustion, reducing the DC of manual medicine and surgical checks by 2 when utilizing mundane harvesting or healing tools.
- Residual Calming Aura: While the wraps remain openly displayed, hostile feral beasts with rudimentary sentience must succeed on an opposed DC 11 check to initiate surprise attacks against the avatar, as the soothing energy dampens predatory tension.
Activable Magic
- Syllable of Mend: As an action costing one of the character’s available combat actions, the avatar places a glowing palm against an injured ally and silently traces the dead glyph for “Life” in their Mind’s Eye. This channels restorative energy to heal the target for 1d4 health points plus the avatar’s Tier 1 die (1d4), with a maximum recovery ceiling capped by the recipient’s biological tier threshold.
- Purifying Touch: As an action, the avatar speaks a single phoneme of the dead language under their breath, spending one charge to neutralize minor biological poisons or stop the bleeding condition on a touched organism. This ability has 3 charges and regains 1 charge each morning at Helios sunrise (06:00).
- Tenketsu Stabilization: As a reaction triggered when an adjacent ally within 5 feet drops to zero health points, the wearer can extend an energy palm to immediately stabilize the subject, leaving them with 1 health point instead of triggering avatar crystallization or corporeal death. This ability expends the wraps’ internal reserve and cannot be activated again until a full twenty-two-hour day has elapsed.
Specific Slot
- Arm Slot (Left and Right Wrists/Hands)
Tags
- Arm, Hands, Healing, Reiki, Dead Language, Inscription, Cured Hide, Tier 1, Common, Buff, Reaction, Life Preservation, Archaic Script, Somatic Focus, Restoration, Drake Hide, Touch Range, Stabilize, Biofield, First People Lore, Alchemy Reagent, Utility, Longshan Craft
Acquisition, Exchange, and Commerce of Reiki 487 of the Silent Kan’ei
- Independent Apothecaries and Herbalist Clinics These family-run shops operate within mid-sized coastal or central island cities, specializing in dried herbs, poultices, and minor biological reagents. The shopkeeper is typically a multi-generational herbalist or low-tier healer who displays worn leather goods alongside jars of distilled sap and bandages. To purchase the item here, a buyer must identify it among common medical splints, often negotiating directly with the crafter across a timber counter. An adventurer looking to buy can expect a suggested cost between 80 and 120 silver coins, though an avatar affiliated with the local apothecary guild or crafting faction can secure a 10% discount based on character tier. Selling the item to these vendors will yield an opening offer roughly 10% below standard value, adjusted by character tier, with the transaction recorded in local ledgers and proceeds deposited into the World Bank account.
- Scholastic Antiquarians and Ancient Text Depositories Found primarily in large university districts, regional administrative seats, or districts adjacent to compulsory education centers and major libraries, these establishments cater to linguists and researchers. The shop owner is usually a specialized collector of pre-calamity relics who views the wraps primarily as an epigraphic curiosity rather than functional armor. The wraps are stored in glass or velvet-lined cases alongside rubbings of prehistoric stele, requiring an active Mind’s Eye check to authenticate the dead script before negotiations commence. Due to the high cultural premium placed on extinct languages, the purchase price here ranges from 15 to 25 electrum (or 75 to 125 silver coins equivalent). If an avatar attempts to sell the wraps here, the antiquarian will interrogate the seller regarding the geographical origin of the excavation site before completing the World Bank transfer.
- Frontier Guild Supply Depots and Outfitter Posts Situated near garrisoned roadways, territorial borders, or coastal wharf gates where military patrols stage excursions against the wild fauna, these shops deal exclusively in practical, field-ready survival gear. The shopkeeper is typically a guild-appointed quartermaster or retired explorer operating out of a reinforced masonry depot. In this setting, the wraps are marketed strictly as rapid-action trauma stabilizers for front-line exploration parties, hanging on simple pegboards next to basic daggers, waterskins, and quivers. Buying the item at an outfitter post typically requires 90 to 140 silver coins, payable via bank balance or equivalent minted coinage. Selling the wraps here is straightforward and quick, though the quartermaster will inspect the hide for wear or damage, discounting the offer if the item has lost any hit points.
- Seedy Back-Alley Fences and Black-Market Dens Tucked away in the lawless under-docks of sovereign port cities, sunken cave warrens, or unregulated rural crossroads, these covert dealers operate entirely outside the jurisdiction of royal tax collectors and guild oversight. The vendor is usually an anonymous broker or agent of a local warlord who keeps merchandise concealed in nondescript floor safes or extradimensional pouches. Goods here are acquired from fallen adventurers, unrecorded ruins, or scavenged battlefields, completely bypassing official ledgers and avoiding the 1% World Bank monitoring. Purchasing the item in this venue requires 12 to 20 gold coins paid strictly in physical metal, with no questions asked and zero guild discounts permitted. When selling the wraps to a black-market fence, an avatar receives immediate physical gold without bureaucratic scrutiny, receiving anywhere from 50 silver to 2 gold, though if the fence has an urgent buyer seeking esoteric ancient conduits, the payout can rise up to double a regular merchant’s valuation.
Environmental Roleplay: Defensive and Offensive Applications
- Mountainous Ridges and Subterranean Caverns Along razor-thin mountain crags, deep volcanic crevices, or lightless cavern complexes, the avatar maneuvers through loose gravel and subterranean hazards where footings are treacherous. On defense, the avatar braces against cold granite walls, utilizing the passive calming aura of the inscribed hide to project soothing energy outward; this discourages nocturnal ambushers or skittering subterranean quadrupeds from lashing out blindly in territorial terror. When a party member slips down a steep escarpment and takes crushing physical trauma from jagged basalt, the avatar acts immediately by pressing a gloved palm flat against the broken limb. The player roleplays tracing the angular strokes of the dead Kan’ei radical for “Restoration” through the Mind’s Eye, projecting a cool pale radiance that binds fractured bone and halts hemorrhaging before the bleeding condition causes system-wide collapse. On offense in enclosed rock tunnels, the avatar uses the wraps to exploit biological vulnerabilities revealed through the Mind’s Eye. Approaching a lumbering subterranean foe whose vitals glow as structural deficits within the ultraviolet spectrum, the avatar rushes inside the monster’s reach. Rather than wielding steel, the avatar thrusts an exposed, energized palm into a targeted nerve cluster or joint juncture, chanting a clipped, harsh syllable of the dead tongue under their breath to invert the healing frequency into a disruptive biofield shock, stunning the foe and allowing allies to advance through the narrow choke point.
- Dense Swamps, Bogs, and Ancient Jungle Shallows Deep within primordial wetland bogs, cloud city run-off basins, or toxic mangrove swamps, the avatar navigates knee-deep sludge teeming with virulent parasites, poisonous flora, and carnivorous reptiles. Defensively, when toxic vines strike from the canopy or poisonous marsh leeches inject paralytic venom into an ally’s bloodstream, the avatar drops to one knee beside the victim. Placing both hands over the puncture wounds, the player roleplays the somatic performance: maintaining absolute vocal silence while mentally projecting the archaic phonemes across the wrist wraps, drawing out the toxins through the porous drake hide and transmuting the venom into harmless crystal residue before the debilitated condition takes hold. The calming aura actively keeps predatory bog-vipers and ambient swarms from encroaching while the party rests in damp reeds. Offensively, when fighting amphibious monstrosities or submerged predatory beasts hiding in mire pools, the avatar uses the palm wraps as a direct focal conduit. Splashing through the muck, the avatar drives an open palm directly into the water near a submerged predator. By releasing the stored charge of the dead language glyphs in a single, focused burst of bio-arcane friction, the avatar causes the water to briefly snap with ultraviolet cavitation, disorienting the beast’s sensory organs, rupturing its natural buoyancy sacs, and forcing the creature to surface where the frontline vanguard can execute attack rolls against an exposed target.
- High-Altitude Zeppelins, Floating Docks, and Open Sky Platforms Stationed thousands of feet above the landmasses upon open-air airship gondolas, swinging cable bridges between mage towers, or exposed floating city bowls, the avatar faces gale-force winds, spatial disorientation, and attacks from airborne predators. Defensively, when a rogue griffon or aerial raider lunges to tear an ally from the flight deck, the avatar steps into the line of fire. Utilizing the reaction mechanic of the wraps as an ally is reduced to critical failure, the avatar thrusts an arm forward, shouting the dead word for “Boundary.” The pale leather catches the wind, emitting an ultraviolet field that cushions the impact, arresting the ally’s downward momentum toward the precipice and locking their life force at a solitary hit point to prevent their soul from shattering across the open sky. The calming resonance of the wraps simultaneously placates agitated domestic flight-beasts on board, keeping mount reins from snapping under panic. Offensively, while engaged in boarding actions or repelling aerial boarders, the avatar maneuvers across slick, wind-whipped riggings. Leaning into the slipstream, the avatar times an attack as an enemy swoops past, slamming an open palm against the wing joint or gliding membrane of the hostile flyer. Channeling raw life-force back through the rigid phonetics of the archaic script, the avatar disrupts the organic mana pathways that allow the target’s flight muscles to function. The temporary paralysis folds the creature’s wing inward, sending the foe spinning into a destabilizing dive toward the cloud banks below.
- Urban Port Basins, Narrow Alleys, and Crowded Market Wards Within the labyrinthine brick avenues, high-density residential towers, and noisy dockside wharfs of major island kingdoms, the avatar must operate under tight social constraints, municipal laws, and military watch. Defensively, when caught in a chaotic riot or targeted by cutpurses wielding poisoned shanks in narrow alleyways, the avatar avoids drawing conspicuous martial weapons that would attract royal city guards or summon corrupt judges. Instead, the avatar keeps hands extended in a placating posture, subtly tilting the wrists so the sixty-four scored glyphs catch ambient light. The calming wave dulls aggressive impulses among street toughs, widening the threshold needed for them to initiate violence. Should an innocent bystander or party member take a concealed strike, the avatar quietly steps up, pressing a thumb against the injury, whispering the dead root word beneath ambient street noise to mend flesh and stem bleeding without alerting surrounding watchers to forbidden arcane activity. Offensively, when cornered by enforcement agents of a local warlord or black-market debt enforcers in a dead-end wharf, the avatar uses the wraps to incapacitate targets non-lethally. Closing the distance swiftly, the avatar sidesteps an incoming cudgel blow and strikes flat-palmed against the assailant’s solar plexus or carotid artery, shouting an explosive, archaic command. The sudden influx of inverted vital energy overwhelms the foe’s central nervous system, dropping the attacker instantly into the unconscious or dazed condition on the cobblestones without spilling blood, allowing the party to escape into the harbor shadows before official military patrols arrive.

Perception of Activation:
- Visual Perception (The Sense of Sight) Under the user’s perspective, the moment the archaic phoneme is mentally vocalized, the sixty-four scored characters cut into the drake hide flare with a cold, pale ultraviolet luminescence. The user perceives thin tendrils of light lacing across the exposed skin of their knuckles and fingertips, illuminating fine vascular pathways beneath their own dermis. When focusing on a target, the visual field overlays the recipient’s physical wounds with distinct numerical deficit markers visible through the Mind’s Eye, highlighting fractured bone structures and torn tissue in distinct shades of violet. Under the observer’s perspective, onlookers lacking specialized sight perceive only a sudden, dull chalk-white glow outlining the leather wristbands, accompanied by a subtle shimmer in the air directly around the practitioner’s hands like heat rising off dry stone. Observers possessing true sight see vibrant ultraviolet radiance cascading from each etched symbol, curling like liquid vapor toward the injured subject. The positive aspect of this visual phenomenon is the pinpoint clarity provided to the user, allowing exact placement of healing energy directly over internal trauma without exploratory surgery. The negative aspect is the immediate compromise of tactical stealth; in dark caverns or unlit urban alleys, the luminous pulse draws immediate visual attention from hostile sentries and predatory monsters within line of sight.
- Auditory Perception (The Sense of Hearing) Under the user’s perspective, an immediate tonal shift occurs within the inner ear as the dead language resonates. The avatar hears the deep, low-frequency hum of a struck temple bell vibrating through the bones of their own skull, accompanied by a faint rushing sound similar to wind sweeping through an ancient dry forest. The physical words whispered under the user’s breath produce an acoustic resonance that seems oddly muffled, as if the sounds are being absorbed directly into the leather weave rather than traveling through the open air. Under the observer’s perspective, individuals standing nearby hear an unnatural, dry whisper that carries no intelligible meaning in any modern dialect of the seventy-three island continents. The sound is often described by bystanders as a soft, rhythmic rustling of desiccated paper or slate needles clicking against river pebbles, producing an instinctive shiver in listeners unused to archaic syllables. The positive aspect is the localized dampening effect of the acoustic discharge; the enchantment naturally suppresses loud somatic booms, keeping the spell’s sonic profile contained within a five-foot radius. The negative aspect is the localized disruption of normal communication; while the wraps are discharging their energy hum, the user experiences auditory occlusion, rendering them temporarily deaf to quiet spoken commands or stealthy footsteps approaching from behind.
- Tactile Perception (The Sense of Touch) Under the user’s perspective, the interior moss lining of the bracers instantly contracts, gripping the carpal bones and radial joints with firm, stabilized pressure. A distinct thermodynamic sensation follows: while the outer reptilian hide remains cool to the touch, a soothing, rhythmic warmth akin to soaking tired muscles in a thermal spring floods outward from the palms into the fingertips, accompanied by a minor electrical tingling sensation similar to fine pine needles brushing against the skin. Under the observer’s perspective, when the practitioner places an open palm against the flesh of a wounded ally or restrained foe, the recipient feels an immediate sensation of dry, radiating warmth spreading through the impacted muscles and skin. Bleeding wounds feel a sudden pinching sensation as tissue knits together, followed by the immediate cessation of stinging and throbbing. If used offensively, the recipient perceives a sudden, numbing shock wave that feels like heavy ice water injected directly into the central nerve clusters. The positive aspect is the immediate physical stabilization of the user’s hands, which completely neutralizes involuntary tremors, muscular fatigue, and numbness caused by extreme cold or stress. The negative aspect is the tactile numbness that lingers in the user’s fingertips for several seconds after channeling, temporarily reducing fine manual dexterity for delicate tasks like lock-picking or sleight of hand.
- Olfactory Perception (The Sense of Smell) Under the user’s perspective, the instant the magical circuits within the hide complete their flow, the avatar’s nostrils are filled with the sharp, arid fragrance of dried mountain cedar, sun-baked clay tablets, and aged parchment. This dry, preservative aroma instantly overrides the foul stenches of the surrounding environment, masking the smells of stagnant marsh gases, damp cavern mold, or burning pitch. Under the observer’s perspective, those standing within arm’s reach of the activated item detect a subtle, pleasant drift of clean herbal incense and petrichor, as if rain had just struck an ancient stone monument. The scent is noticeably devoid of metallic iron or organic decay, creating an olfactory bubble of cleanliness amid bloody battlefields. The positive aspect is the mental centering granted to the user, as the clean aromatic profile acts as an olfactory anchor that repels nausea and reduces the impact of airborne foulness or stench-based disorientation. The negative aspect is the distinct, out-of-place nature of the scent; predatory beasts with advanced scent tracking can easily distinguish this archaic cedar fragrance from the natural odors of a swamp or ruin, leaving a clear aromatic trail for tracking hounds.
- Gustatory Perception (The Sense of Taste) Under the user’s perspective, reciting the somatic phonemes of the dead language produces a distinct dry, mineral taste upon the back of the palate, closely resembling the flavor of clean well water drawn from deep limestone beds, accompanied by a faint lingering bitterness similar to steeped green tea leaves. This taste manifests spontaneously along the tongue without physical ingestion, signaling that the bio-arcane conduit is properly grounded through the vocal cords. Under the observer’s perspective, if an ally is being treated through oral stabilization or direct resuscitation, they experience a sudden, clean astringency across their tongue and throat, clearing away the metallic taste of their own swallowed blood or the bitter tang of ingested poison. The positive aspect is the refreshing, palate-cleansing property of the energy, which suppresses the urge to gag or vomit when administering aid amid gore or toxic mires. The negative aspect is the persistent dry-mouth sensation that follows activation; the practitioner must consume water shortly after repeated channelings to relieve a dry, chalky throat caused by the linguistic resonance.
- Extra-Sensory Perception: Mind’s Eye Metric Feed Under the user’s perspective, activation triggers an active feed within the Mind’s Eye, projecting precise numerical and structural stats of the targeted organism into the practitioner’s consciousness. The avatar perceives the exact hit point deficit of the subject as a fluctuating value, alongside glowing anatomical tags that identify whether the individual is suffering from the bleeding, poisoned, or debilitated condition. Under the observer’s perspective, this perception remains completely invisible, though seasoned observers may notice the user’s pupils momentarily dilating and their gaze locking onto invisible points in mid-air above the patient’s torso. The positive aspect is the absolute elimination of medical guesswork; the healer knows precisely how much vital energy is required to bring an avatar back from critical failure without wasting consumable potions or spell charges. The negative aspect is the risk of cognitive overload; in chaotic multi-target encounters where numerous bodies lie mangled, the sudden deluge of biological statistics and flashing deficit values can momentarily disorient the user’s analytical focus.
- Extra-Sensory Perception: Biofield Resonance and Ley Line Draught Under the user’s perspective, the avatar senses the flow of life energy (ki or ambient mana) circulating not merely through physical flesh, but through the surrounding localized weave of Saṃsāra. The user feels the subtle pressure differentials of the world’s magic, perceiving a gentle pull of arcane force being siphoned out of the ambient environment to fuel the restorative burst within the wraps. Under the observer’s perspective, sensitive beings or creatures with innate magical attunement feel a brief drop in ambient temperature and a momentary static pull on their clothing or fur, indicating that atmospheric mana has been gathered toward the user’s hands. The positive aspect is the item’s self-sustaining efficiency; by anchoring into environmental mana to fuel the translation of the dead language, the wraps reduce the biological stamina drain on the avatar’s personal reserves. The negative aspect is the creation of a micro-mana wake; in zones of wild magic or volatile atmospheric pressure, this sudden gathering of energy can trigger unpredictable arcane flickers or register immediately on the detection devices of hostile technomancers and planar trackers.
- Extra-Sensory Perception: Echo of Past Souls Under the user’s perspective, engaging the extinct lexicon creates a momentary psychological bridge to the collective imprint of the long-dead civilization that forged the original script. The user perceives fleeting, shadowy impressions of forgotten stone halls, silent scriptoriums, and the distant murmur of an extinct culture chanting in unison. Under the observer’s perspective, the user appears momentarily distant, their expression taking on a stoic, ancient demeanor that seems incongruous with their personal avatar’s standard behavior. The positive aspect is a profound sense of inner resolve and emotional detachment from physical panic, granting temporary immunity to mundane fear effects during the healing ritual. The negative aspect is the acute sense of temporal alienation and melancholic grief that washes over the reincarnated soul upon the cessation of the spell, reminding the user of the impermanence of mortal societies and the relentless passage of Saṃsāra’s nine-thousand-year cycles.
Crafting Recipe: Inscription of the Silent Kan’ei
Materials Needed
- 1 strip of cured swamp-drake hide, measuring two feet in length and three inches in width, harvested using clean biological cuts without fire or acid degradation.
- 1 Coin-sized Tier 1 Magic Crystal, utilized as the foundational arcane battery to store and slowly regenerate ambient life-force charges.
- 2 fluid ounces of distilled volcanic iron-gall ink, compounded with grounded black tourmaline dust to hold permanent energetic charge across physical scoring.
- 1 fluid ounce of amber resin sap, extracted from an ancient elderwood tree via a fluid collector to act as a chemical sealant and preservative.
- 1 fist-sized clump of dried cloud-swamp moss, gathered from high-altitude floating city runoff bowls to provide soft interior fiber padding and joint insulation.
- 1 square foot of fine silk thread or sinew cord, soaked in clear river water and treated with mineral salts to bind the structural margins of the hide.
Tools Required
- 1 Fluid Collector, used for the pure extraction and precise dispensing of biological saps and mineral reagents without air contamination.
- 1 Fine Carving Chisel or diamond-tipped scribe, sized for cutting micro-radicals into dense reptilian dermal layers.
- 1 Alchemical Crucible and spirit burner, utilized to warm the iron-gall ink and melt the tree resin to binding temperature.
- 1 Leatherworking awl and bone needles, required for stitching the interior swamp-moss lining into the wrap backing.
- 1 Mortar and pestle made of dense volcanic stone, for crushing conductive minerals into ink suspension.
Skill Requirements
- Leatherworking: Level 5 or higher, necessary to cut, bevel, and treat dense drake hide without compromising its tensile resilience or natural Armor Check properties.
- Calligraphy and Epigraphy: Level 5 or higher, essential for scribing the sixty-four archaic radicals with absolute phonetic accuracy and consistent depth.
- Arcane Crafting: Level 6 or higher (a minimum of level 5 plus 1 for the resulting Tier 1 item), required to manipulate the magic crystal catalyst and fuse its stored mana into the ink channels without fracturing the crystalline lattice.
Crafting Steps
- Prepare and Shape the Hide Foundation
- Lay the cured swamp-drake hide flat upon a clean slate workbench, trimming the outer edges with a sharp leather blade to form two symmetrical rectangular strips suitable for carpal wraps.
- Bevel the interior grain of the hide to create a shallow channel along the inner face, ensuring the edges sit flush against wrist skin without pinching movement.
- Roll the hide across smooth wooden dowels under moderate tension for three hours, breaking the natural stiffness of the drake scales until the material bends freely around wrist joints.
- Extract and Formulate the Arcane Ink
- Mount the fluid collector to draw precisely one ounce of purified elderwood amber sap from its storage container, transferring the fluid into the alchemical crucible.
- Place the crucible over a low spirit flame, gently raising the temperature until the resin achieves a flowing, honey-like consistency without scorching.
- Crush the black tourmaline in the volcanic stone mortar until reduced to an ultra-fine powder, then fold the dust and volcanic iron-gall ink into the heated resin.
- Stir the mixture continuously in a clockwise direction using a glass rod until the fluid exhibits a deep, obsidian sheen with faint ultraviolet iridescence.
- Scribe the Archaic Lexicon
- Lay out the two hide strips and use a diamond-tipped scribe to score sixty-four precise radicals from the dead Kan’ei script across the outer dermal surface, dividing thirty-two symbols per wrap.
- Maintain a uniform cutting depth of precisely one millimeter, penetrating the top epidermal scale layer while keeping the dense fibrous undertissue fully intact.
- Dip the bone quill into the prepared arcane ink, filling each carved groove from root to tip until the channels are entirely saturated with the mineral compound.
- Allow the ink to settle within the grooves for twelve hours in a dry, ventilated setting away from direct Helios rays, allowing the resin to cure and bond with the leather fibers.
- Catalyst Integration and Weave Infusion
- Take the coin-sized Tier 1 magic crystal and crush it into equal crystalline fragments using the stone mortar, ensuring no material is lost.
- Blend the crushed crystal dust with a few drops of remaining amber sap, pressing the charged particulate directly into the central terminal glyph situated over the inner wrist pulse point.
- Assume a meditative posture, placing bare thumbs over the filled terminal glyphs to initiate a manual flow of thought-directed energy.
- Focus mental concentration through the Mind’s Eye, silently reciting the archaic phonetic structure of the symbols to open the conduit and bind the crystal energy into the permanent ink pathways.
- Roll a d20 to verify the stability of the arcane infusion: a roll of 2 through 20 successfully binds the magic into the script, whereas a roll of 1 indicates an unstable energy surge that shatters the components and requires the process to restart from the beginning.
- Assemble the Interior Padding and Final Stitching
- Tease the dried cloud-swamp moss fibers apart until they form two soft, uniform batting mats matching the exact internal dimensions of the hide wraps.
- Position the moss mats along the un-inscribed inner surface of the leather, aligning the cushioning directly beneath the sections that will rest against the carpal bones.
- Thread the bone needle with salt-treated sinew, punching clean pass-through holes with the leatherworking awl around the entire outer perimeter.
- Execute a double-locking whip stitch along all four margins of each wrap, securing the moss lining firmly inside without piercing the scored glyphs on the exterior face.
- Fasten reinforced hide loop fasteners at the trailing ends of each wrap, verifying that the completed item wraps snugly, stays securely positioned during vigorous movement, and leaves the fingers unobstructed.
Quiet Hands and Beast with Three Breaths
Hear now the voice that was scratched upon the mud-stone before the great dryness made the land crack into seventy pieces. It was that season when the sun-wheel Helios was high and the great sky-belly VaporSphere was turning its dark face upon the world. The man who had two memories was walking upon the long shore where the water goes all times toward the falling sun. His name was written with two strokes of the stick, which the priests say means Mountain of Iron, but the elders of the reed huts say it means A Man Who Fell from the Cloud Without a Mother.
In those days the things that crawl out of the mud did not speak the words of the market, and the people of the royal stool were very angry if a stranger did not bring twenty bags of grey seed to cross the ditch. This man had no bags of seed. His pockets had only the wind and a sharp piece of bone that he took from a dead bull-fish. His skin was like the skin of the First People who wake up and forget their grandmothers, having the great head-ache that lasts until the second winter.
He walked into the place where the big lizard-drakes sleep in the green slime. The green slime was deep to the knees, and the air was full of the small biting flies that make the belly swell up like a gourd. A very great beast, having six legs and three holes for breathing in its neck, was lying upon a hill of broken shells. It did not have a name that could be said with the teeth, for it was born before the First People had fallen down from the purgatory sky. Its skin was the color of a wet stone that has been pulled from the bottom of an oil well.
The beast had an iron bolt sticking out from its second neck, which was put there by the hunters of the queen’s court who wanted to cut its belly for the red crystals. The beast was making a sound like dry grass burning when the wind is fast. It was bleeding black water into the swamp, and the small water-worms were eating its feet while it was still breathing through the three holes.
Mountain of Iron did not take his bone knife to hit the beast in the breathing hole. He stood upon the mud and looked with the Third Eye that lives between the eyebrows, which the scribes call the Eye of the Mind. He saw that the life of the beast was like a bowl of thin milk that had twenty-two cracks in the bottom. If the sun went past the eleventh hour of the middle day, the milk would all run into the sand, and the beast would turn into a pile of white dust with a purple spark that flies up to the moon-mother Lilith.
The man had brought two bands of hide from the skin of an old drake that died of the winter cough. He sat down in the mud while the flies ate his ears. He took the black gall-nut water that does not wash away with rain, and he began to scrape upon the leather with the point of his bone tool. He did not write the marks of the king, nor the marks of the grain-master, nor the marks that the temple women make when they sell the oil. He made the marks that were remembered from the country where people go into houses made of burnt stone and do not have magic in their fingers.
The marks were straight and had sharp knees. When he made the mark for Water, his hand shook because the beast blew a great wind from its three holes, smelling of rotten grass and dead crabs. When he made the mark for Stop the Blood, the ink dried too fast because the sun was very hot upon the salt-plain. He was saying words with his tongue that were not made of vowels that the throat can carry. He said them inside his belly, like a stone that is dropped down a dry cistern: Ki-Wa-Ta-Shi-No-Te. The words had no fat upon them; they were dry like salt that has been kept in a box for forty years.
He tied the hide around his wrist-bones with the thread of green marsh-moss. The moment the knots were pulled, the characters upon the hide became like the eyes of a cat when you carry a candle into the dark cellar. They were white, but they were also the color of the sky just after the star Helios goes down and the blue turns into nothing.
He walked to the beast that had the iron bolt in its second neck. The hunters had left the bolt because the beast had bitten the leg off their captain, whose name was Five-Jars-of-Oil. Mountain of Iron did not take a stick to beat the beast. He put his two hands upon the scales where the iron was sticking out. The beast opened its wide mouth, which was full of teeth like the thorns of the acacia tree, and it tried to swallow the head of Mountain of Iron.
The man did not jump backward into the ditch. He kept his wrists tight against the scales, and he made his breath go slow, like the water that runs in the bottom of the deep stone ditch where the country taxes are paid. From the palms of his hands there came a wind that had no cold and no heat in it. It was like the water of the well that you drink when you have run three leagues from the tax-men. The light that came out of the scored letters ran into the hole where the iron bolt was rusted.
The iron bolt made a loud noise, like a dry stick snapping under the foot of a cow, and it fell out upon the mud-shells. The black water that was running from the breathing holes stopped running. The red flesh inside the wound came together like two women who have had a fight at the laundry pool and then make their faces soft again because the sun is going down. The beast did not bite the man. It closed its three breathing holes, and it made a noise like the cat that sleeps upon the hot bricks of the baker’s oven.
Then came the four soldiers of the Royal Court, wearing their copper-coated shirts and carrying the long sticks with hooks on the end. The leader of the soldiers was a cousin to the third wife of the regional mayor, and he had a paper from the city of Longshan that said all things that die in the mud belong to the throne, including the fat, the claws, and the stones that are found in the head.
The soldier said: “You have touched the property of the queen with an unlawful hand. You must give us sixteen silver bits or your ears will be cut off and put in a salt basket for the court record.”
Mountain of Iron stood up from the mud. The wraps upon his arms were shining with the dead script, but the soldiers could not see the marks because they had only the eye that looks for meat and money. They saw only dirty leather tied with green weeds. The soldier reached out his spear to make a hole in the shirt of the man.
The man did not strike with a sword, for he had no metal that could cut. He stepped through the water with the quickness of a pond-spider, and he laid his right palm upon the breast of the soldier’s copper-coated shirt. He did not say the word for Death, because the script has no mark for killing that does not also kill the one who writes it. He whispered the mark for Heavy Sleep that comes after the harvest is gathered.
A great sound went through the copper shirt, like when a hammer strikes an empty pot in the bottom of a dry boat. The soldier did not shout. His knees became like the tallow candle that is left near the furnace door. He fell flat into the green slime, and his helmet rolled into the hole where the iron bolt had been. The other three soldiers saw that his eyes were open, but he was looking at the white clouds and speaking the name of his first mother, whom he had not seen since the Great Year of the Weeping Fish.
The soldiers were afraid because there was no blood upon the grass. When there is blood, a man knows how to run or how to strike with the iron, but when a man falls down because another man has touched his ribs with an empty hand, the heart goes small like an old walnut. They took their captain by his boots and dragged him through the ditch, leaving their hooked sticks in the weeds.
Mountain of Iron stayed in the swamp for seven turns of the moon. It is said in the old songs that the beast with three breathing holes brought him the big river melons that have sweet red meat, and he slept between its six knees when the cold mist came off the salt-water. He made forty-four more marks upon the leather until both arms were covered from the knuckle to the elbow-bone. Each mark was a word that had died in the old country across the void, where people do not reincarnate and where the gods have no names that end in us.
When the season of the Dimming came, the man was not seen on the road to the central wharf. Some people who sell dried fish say he walked into one of the Fae Ditches that only open when you go toward the mountain with your back to the wind. Others say his soul became too hungry for an avatar with four wings, and he flew up to the high cloud-swamps where the mages keep their big stone bowls.
The leather bands were found many long ages after, when the swamp had turned into a dry lime-quarry and the workers were digging stones to build the palace of the new governor. The hide had not rotted because the amber resin had turned into stone, and the sixty-four marks were still shining with the cold violet light that makes the flies stay away from the meat. The diggers sold them to an old man who had no teeth for three copper bits, and he used them to tie his bundle of firewood until a scholar from the big city saw the shape of the letters and knew that they were not made by any hand that had been born upon this moon.
Moral of the Story: The hand that knows how to bind the broken flesh has more strength than the hand that carries the hooked spear, but if you do not hide the light of your work from the tax-man, you will have to sleep in the mud with the dragons.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Kan’ei Biofield Bindings
- Classification: Arcane Artifact / Minor Mythos Ensorcelled Relic
- Physical Form: Two bands of pale reptilian leather scored with sixty-four ideograms from an extinct human dialect, lined with dried vegetal moss.
- Sanity Cost: 1D3 Sanity points upon first consciously attuning to the relic or witnessing its ultraviolet discharge.
- Linguistics (Old Nihongo) or Archaic Epigraphy Requirement: A successful Hard Linguistics or Archeology roll is required to comprehend the written characters. Without translation, an investigator may only trigger effects accidentally via an extreme Occult or Luck roll.
- Cellular Restoration: The user spends 5 Magic Points and makes a First Aid or Medicine roll. On a success, the recipient immediately recovers 1D4+1 Hit Points and ceases bleeding. If the practitioner succeeds with an Extreme success, 1 point of Major Wound deterioration is stabilized, bypassing the standard trauma recovery interval.
- Somatic Sedation: The user expends 3 Magic Points and touches an opponent while succeeding on an opposed Brawl (or Fighting: Brawl) combat maneuver. The target must succeed on an Extreme CON roll or fall instantly unconscious for 1D6 minutes as their central nervous system suffers a localized energetic brownout.
- Psychological Strain and Backfire: If a user fumbles (rolling 96–100, or 100 on skill levels below 50) any activation roll while channeling the bindings, the biofield inverts. The user immediately takes 1D4 Hit Points of direct, unsoakable internal damage, suffers 1 point of involuntary physical CON loss for 24 hours, and enters a temporary bout of madness characterized by glossolalia in the dead dialect.
Blades in the Dark
The Quiet Palms of the Lost Dialect
- Item Classification: Arcane Implement / Rare Alchemical Bandages (Load: 1, worn on hands and wrists)
- Visual Profile: Supple drake-scale hide stitched with desiccated marsh fiber, etched with forgotten calligraphy that bleeds pale ultraviolet luminescence under spiritual sight.
- Tier Equivalent: Tier I Quality
- Mechanized Rules:
- Soothe the Ruptured Flesh: When you lay hands on an injured crew member and mentally recite the forgotten script to heal physical trauma, spend 1 Stress and roll your Tinker or Attune action (position: Risky, effect: Standard). On a standard success, you instantly reduce a Level 1 or Level 2 Harm by one tier for the duration of the score, or remove the ‘Bleeding’ status immediately without requiring an extended downtime project.
- Nerve-Binding Palm: When you engage an opponent in hand-to-hand skirmish to neutralize them quietly, you may invoke the dead phoneme. Spend 2 Stress to push your effect level to Great on a Prowl or Skirmish roll; on a successful outcome, the target collapses silently into deep stasis without leaving blood, weapon marks, or biological evidence.
- Ghostly Resonance (Devil’s Bargain / Complication): Because the dead language carries spiritual echoes from an unremembered age, using the palms makes you a beacon to roaming spirits, hollows, or deathlands entities. Consequences on a 1–3 or 4/5 often involve spectral static, attracting unwanted bluecoat attention, or ticking a 4-clock titled ‘Spiritual Feedback.’
Dungeons & Dragons (5th Edition)
Wraps of the Silent Kan’ei
- Wondrous Item, uncommon (requires attunement)
- Armor Class Bonus: While wearing these wraps and not wearing medium or heavy armor, you gain a +1 bonus to AC.
- Linguistic Attunement: While attuned to these wraps, you gain proficiency in the Medicine skill. If you already possess proficiency, your proficiency bonus is doubled for any ability check made using this skill. You also understand the literal meaning of any written non-magical language that is classified as ancient or dead, though you cannot speak it aloud without psychic pain.
- Vitality Surge: The wraps have 3 charges and regain 1d3 expended charges daily at dawn.
- Soothing Touch: As an action, you can expend 1 charge and touch a willing creature. The target regains 1d4 + your Wisdom modifier in hit points. If the target is suffering from the bleeding condition or a non-magical poison, that condition ends immediately.
- Stasis Interception: When a friendly creature you can see within 5 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to expend 2 charges to touch them. The creature drops to 1 hit point instead.
- Disruptive Palm: When you hit a creature with an unarmed strike, you can expend 1 charge to force the target to make a DC 13 Constitution saving throw. On a failed save, the creature is incapacitated until the start of your next turn as its internal energy channels seize up.
Knave (2nd Edition)
The Kan’ei Wristbands
- Item Slots: 1 item slot (hands/wrists)
- Armor Bonus: +1 Armor Check modifier
- Durability: 10 / 10 Quality points (loses 1 Quality whenever an attacker rolls a critical hit against you; breaks into raw inert leather scraps at 0 Quality).
- Casting and Activation: Requires both hands free of weapons and shields to manipulate the palm chakras.
- Spell Channeling:
- Mend Flesh: Spend 1 action and whisper the dry syllabary while touching an injured companion. The target regains 1d4 Hit Points. Once per day, you may use this ability to completely negate a biological poison or disease without rolling a Constitution check.
- Pacifying Strike: In melee, you may make an attack roll using your Wisdom or Dexterity bonus against an unarmored or lightly armored opponent’s Armor. If successful, you deal no physical hit point damage; instead, the target must make an immediate Constitution check against a Difficulty of 15. On a failure, the subject collapses to the ground unconscious for 10 minutes.
- Exhaustion Hazard: Each time you activate the wristbands during a single exploration turn or combat encounter beyond the first, you must make a successful Constitution save or gain 1 point of Fatigue (which occupies an item slot in your inventory until you complete a safe rest).
Fate (Fate Condensed / Fate Core)
Wraps of the Kan’ei Lexicon
- Aspects:
- High Concept: Archaic Biofield Palm Wraps of a Dead Language
- Trouble: Unreadable Archaic Static and Arcane Draw
- Invocation: Healing Through Forgotten Radical Scripts
- Stunts:
- Soothing Ki Touch: Once per scene, spend a Fate Point to immediately clear a 2-point physical stress box on a touched ally, or downgrade a Mild Physical Consequence to a temporary boost, by silently reciting the extinct phonemes while pressing an open palm to the injury.
- Tenketsu Shock: When making a Fight attack with your bare hands, you may choose to target the enemy’s physical biofield. If you succeed with style, you deal no stress; instead, you create the situational aspect Systemic Bio-Nerve Paralysis on the target with two free invokes.
- Ancient Epigraphic Conduit: You gain a +2 to Lore rolls when deciphering, identifying, or researching extinct languages, forgotten scripts, or prehistoric tablets, provided your hands are unencumbered.
- Mechanical Limitation: If an opponent invokes your Trouble Aspect, the energy feedback disrupts your internal rhythm, imposing the Chalk-Mouthed Exhaustion situational aspect on your avatar.
Numenera & Cypher System
Pre-Calamity Kan’ei Bio-Mesh
- Form: A pair of cured reptilian hide cuffs lined with desiccated swamp bryophyte, scored with sixty-four luminescent pale ultraviolet pictograms.
- Level: 3 (Artifact)
- Depletion: 1 in 1d10 (check each time a primary power is activated)
- Armor Value: +1 to Armor (acts as an asset to passive Speed defense checks against physical blows due to stabilized joint support)
- Effect:
- Primary Function (Cellular Cohesion): As an action, the user places bare palms upon an adjacent living creature and mentally enunciates the archaic root script. The user expends 2 points from their Intellect Pool to heal a targeted character for a number of points equal to the Artifact Level (3 points) to their Might Pool or Speed Pool (user’s choice). Alternatively, this action immediately removes the Impaired condition if caused by physical blood loss or biological toxins.
- Secondary Function (Neural Neural-Lock): As an action, the user makes a melee Speed roll against a target within immediate distance. On a success, the user channels an inverted bio-pulse into the target’s central nervous nodes. The target is stunned and loses their next turn, suffering 3 points of ambient Intellect damage that ignores armor.
- Passive Trait: While the artifact is displayed openly, the wearer gains an asset (one step of asset-based difficulty reduction) on all tasks involving the diagnosis of organic biological conditions, physical harvesting of organic fluids, or peaceful interactions with feral mammalian or reptilian fauna.
Pathfinder (Second Edition)
Kan’ei Biofield Handwraps
- Item Level: 2 (Uncommon, Magical, Necromancy, Healing)
- Usage: Worn (Gloves / Bracers); Bulk: Light
- Price: 30 gp
- Description: These pale, drake-hide wristbands are secured with treated sinew and lined with soft dried moss. Sixty-four precision-carved ideograms from an extinct human dialect are scored into the leather, glowing with faint ultraviolet light that shifts into sharper focus when channeled.
- Armor Check Penalty: -; Dexterity Cap: -; Item Bonus: The wearer gains a +1 item bonus to Medicine checks to Treat Wounds or Stop Bleeding.
- Activate: Cast a Spell (Manipulate); Frequency: Once per day, plus additional charges via focus investment.
- Effect (Restorative Palm): You spend 2 actions laying hands upon an adjacent wounded living creature while mentally forming the dead glyph for “Mend”. The target regains 1d8+4 Hit Points and immediately recovers from persistent bleed damage.
- Activate: Reaction (Manipulate); Trigger: An ally within reach is reduced to 0 Hit Points by physical damage.
- Effect (Tenketsu Stasis): You extend an open hand to intercept the failing lifeforce. The target creature is stabilized at 1 Hit Point instead of falling unconscious and entering the dying condition. Once this reaction is used, the wraps lose all magical activation properties until the next daily preparations.
- Activate: 1 Action (Manipulate, Unarmed); Frequency: At will.
- Effect (Disruptive Bio-Strike): You make an unarmed strike against a living target’s Fortitude DC. On a success, the target becomes Flat-Footed and Stupified 1 until the end of your next turn as their internal mana meridians are temporarily scrambled by the phonemic strike.
Savage Worlds (Adventure Edition)
Silent Kan’ei Striking Bands
- Item Class: Minor Arcane Relic (Worn on Wrists/Hands)
- Min Str: d4; Weight: 1 lb; Cost: 500 dollars or barter equivalent
- Armor Bonus: Grants the wearer +1 Armor to the arms and wrists.
- Inscribed Arcane Focus: The wearer is treated as possessing the Healing and Stun powers with an effective Arcane Skill of d6, governed by the following strict mechanical provisions:
- Healing Palm: The wearer spends 1 action to touch a wounded ally and mentally focuses upon the archaic glyphs. On a successful Arcane Skill roll (d6), one Wound is removed from the patient if treated within the “Golden Hour” of receiving the injury, or the target is immediately cured of the Bleeding out status. A raise on the roll removes two Wounds. Each activation expends 2 Power Points from the relic’s internal reservoir (the relic stores a maximum of 6 Power Points, recovering 1 point per hour of rest).
- Bio-Static Palm Strike: In melee combat, the user may make an unarmed Fighting roll to deliver an open-palmed biofield surge instead of standard weapon damage. If successful, the target is impacted by the Stun power (SWADE Core Rules), forcing an immediate Vigor roll (at -2 with a raise on the Fighting roll) to avoid becoming Stunned.
- Dead Language Drawback: Due to the linguistic strain and acoustic isolation produced by the ancient script, any Critical Failure rolled while activating the bands inflicts one level of Fatigue on the wearer and creates an auditory dead-zone, causing the user to become temporarily Hard of Hearing for 1 hour.
Shadowrun (Sixth World Edition)
Kan’ei Bio-Focus Bindings
- Item Classification: Sustained Qi Focus / Telesma (Rating 2)
- Essence Cost: 0 (Unaugmented Telesma); Requires Bond via Karma
- Karma to Bond: 4 Karma
- Concealability: +2 (Appears to mundane inspection as decorative reptilian leather athletic wrist wraps)
- Defensive Rating Bonus: +1 to Defense Rating against physical melee attacks when displayed openly on forearms and wrists.
- Awakened Properties:
- Biofield Channeling: When treating physical trauma, the bonded adept or magician gains a +2 dice pool bonus on First Aid or Medicine tests performed via direct physical touch. The practitioner may spend 1 Edge to immediately convert up to 2 boxes of Physical damage on the patient into Stun damage, representing localized somatic cellular restoration through the ancient radical patterns.
- Nerve-Stun Palm Strike: When making an Unarmed Combat attack, the user can choose to bypass standard physical damage calculation. On a successful hit (Attack Rating vs. Defense Rating), the attack inflicts Stun damage equal to (Magic + Rating)S with an AP of 0. If the net hits exceed the target’s Body, the target gains the Dazed status for one combat round as their bio-electrical network seizes.
- Ancient Linguistic Strain: Channeling energy through the dead Kan’ei phonemes causes biological static. If a glitch occurs during an activation test, the user suffers 2 boxes of unsoakable Stun Drain. A critical glitch causes localized motor paralysis, inflicting the Glitched status on all manual dexterity tests for the next 10 minutes.
Starfinder (Second Edition)
Kan’ei Bio-Resonance Gauntlets
- Item Level: 2 (Uncommon, Tech-Magical Wondrous Item)
- Price: 1,000 Credits
- Usage: Worn (Hands / Forearms); Bulk: L
- Hands: 1 or 2 (Free-hand touch required for activation)
- Capacity: 20 charges (Standard Battery or Arcane Cell); Usage: 2 charges per healing pulse or defensive discharge.
- Physical Traits: Treated scale hide bound around responsive bio-polymers, etched with prehistoric Earth-derived ideograms that cycle pale ultraviolet frequencies through internal micro-luminescent circuits.
- System Mechanics:
- Restorative Palm (2 Actions): You expend 2 charges, lay hands upon a touched living or biological ally, and mentally vocalize the forgotten phoneme. The target recovers 1d8 + 2 Hit Points and immediately ends any ongoing biological bleeding effect. This cannot restore Stamina Points; it interacts solely with organic cell repair.
- Neurological Overload (1 Action): When executing an unarmed strike against a creature with a biological nervous system, you can expend 4 charges. If the attack hits, the target takes standard bludgeoning damage and must succeed at a DC 16 Fortitude saving throw or become Clumsy 1 and Off-Guard until the end of its next turn.
- Sensory Shielding: While equipped, the sensory dampening generated by the moss lining grants a +1 item bonus to saving throws against environmental sonic damage or sensory overload effects.
Traveller (Mongoose 2nd Edition)
Archaic Bio-Induction Bracers
- Tech Level: TL 14 (Psionic Implement / Biotechnical Artifact)
- Weight: 0.5 kg (Negligible Encumbrance)
- Armor Value: Armor +1 (Applies specifically to arm/wrist locations against physical kinetic impacts)
- Power: Self-contained biological thermoelectric cell (recharges via wearer’s body heat; 10 operational charges before requiring a 4-hour cycle of rest).
- Skill Prerequisites: Electronics (biomedical) 1 or Psionics (Biokinesis) 1 to actively align the dermal conduits; untrained operators require a successful Medic 8+ check to trigger passive stabilization.
- Operational Mechanics:
- Field Trauma Cohesion: A medic or psion touching a wounded patient expends 1 charge and performs an Average (8+) Medic check, modified by Biokinesis if trained. On an Average (8+) success, the bracers project micro-electrical harmonic waves matching the inscribed radical geometry, immediately stabilizing an open mortal wound and restoring a number of characteristic points to Endurance equal to the Effect of the roll (minimum 1).
- Neural Disruptor Pulse: In close combat, the wearer may attempt an opposed Melee (unarmed) check to place a palm flat against an unarmored or lightly armored opponent (Armor 4 or less). On a successful hit, 2 charges discharge a neuro-muscular shock wave: the target must make a Difficult (10+) Endurance check or immediately drop to the ground Unconscious for 1D6 rounds.
- Linguistic Cryptographic Anomaly: The archaic symbols cannot be decoded by standard shipboard translation suites. Deciphering the markings manually requires a Formidable (12+) Science (linguistics or history) check, revealing the item’s Earth-era provenance.
Warhammer 40,000 Roleplay (Wrath & Glory)
Wraps of the Unremembered Lexicon
- Item Tier: Tier 1 (Rare Archeotech / Calamity Relic)
- Keywords: IMPERIUM, ARCHEOTECH, SCHOLASTIC, BIO-SANCTIFIED
- Armor Rating: +1 AR (Arm locations only)
- Encumbrance: 1 (Worn)
- Weapon Profile (Disruptive Palm):
- Damage: 4 + 1ED | AP: 0 | Range: Melee | Traits: Arcane [Restricted], Stun (2)
- Relic Rules:
- Flesh-Mending Radicals: As a Combat Action, the wearer can place an open palm upon an injured biological ally and spend 1 Wrath or 1 Glory to channel cellular repair through the dead script. Make a Medicae (Int) Test against a DN equal to the target’s current Wounds. On a success, the target immediately heals 1d3+1 Shock and 1 Wound, and ceases suffering from the Bleeding condition.
- Archaic Bio-Field Disruption: When making an unarmed melee attack using the Disruptive Palm profile, you roll Weapon Skill (WS) versus the target’s Defense. On a successful strike, the target must pass a Toughness Test against DN 3 or suffer the Stunned condition for 1 round as their nervous system is overwhelmed by archaic linguistic frequencies.
- Heretical Tongue Hazard: The Inquisition views the dead glyphs with extreme suspicion due to their pre-Imperial, non-Gothic syntax. The wearer suffers a +1 DN penalty to all Fellowship-based Interaction Tests when dealing with agents of the Adeptus Ministorum, the Inquisition, or planetary enforcers while the wraps are displayed openly without a purity seal concealment.
