Shugendo 742 of the Mountain Ascetics Censer

Lore:

  • During the early periods following the arrival of the First People on Saṃsāra, wandering ascetics sought communion with the spirit-infused topography of the volcanic peaks.
  • Drawing upon memories preserved across the multiverse, these practitioners integrated ancient yamabushi purification rites with the world’s ubiquitous ambient magic.
  • The censer was originally cast in the secluded mountain sanctuaries of the island nations to ritually bind elemental smoke and sacred chants directly into armaments before descending into monster-infested lowlands.
  • In local crafting traditions, these implements serve as traveling altars, channeling the wearer’s mental discipline through the smoke to align weapons and armor with spiritual resonance.
  • Although many such censers were created, each carries a distinct numerical mark stamped into the brass by the guild artisans who measured their arcane tolerances.

Description:

  • A perforated, hexagonal hanging burner constructed from hammered bronze, tethered by three braided hemp cords adorned with wooden prayer beads.
  • Pale, incense-scented vapor continuously drifts from the slotted apertures across its surface, swirling with faint violet sparks whenever magic is channeled nearby.
  • A small brass counterweight shaped like a dormant cicada secures the cords to the wearer’s belt or baldric, preventing excessive swaying during rapid movement.
  • Inside the perforated housing sits a small crucible designed to cradle crushed magic crystals alongside sacred cedar shavings and dried mountain moss.
  • The metal surface is hand-etched with intricate cloud patterns and esoteric Sanskrit-derived talismans that glow faintly when an enchantment is transferred to martial gear.

Detailed Stats:

  • Item Tier: Tier 1
  • Rarity: Common
  • Armor Check (AC) Contribution: +1 AC
  • Item Health Points: Maximum Avatar Health Points plus 10 (Resilience 10 multiplied by Tier 1)
  • Resilience: 10
  • Weight: 2 pounds
  • Bound Status: Unbound
  • Required Attunement: Simple attunement (1 minute of focused meditation while holding or hanging the vessel)
  • Component Requirements: Consumes 1 Tier 1 magic crystal shard and a pinch of dried herbal incense per 24 hours of active magical enhancement

Passive Magics:

  • Ascetic Tempering: While the censer is openly worn and attuned, the ambient sacred smoke settles across the avatar’s worn garments, hardening fibrous materials and granting a passive +1 Armor Check bonus against physical attacks.
  • Resonant Purge: The rhythmic swinging and herbal aroma steady the bearer’s thoughts, granting advantage on saving throws against obtaining the Shaken, Fatigued, or Dazed conditions caused by supernatural or environmental hazards.
  • Mountain Scent: Feral beasts with natural scent tracking treat the avatar as part of the natural highland flora, increasing the Difficulty Class by 2 for any feral predator attempting to detect or track the party by scent alone.

Activable Magics:

  • Smoke-Wreathed Armament: As an action, the avatar passes a sheathed weapon or piece of armor through the censer’s venting smoke while speaking a focused chant. The targeted gear receives an immediate spiritual enchantment lasting for 1 hour. If applied to a weapon, the weapon’s attacks inflict an additional 1d4 radiant spirit damage on a successful strike. If applied to armor, the chosen armor gains a temporary +1 Armor Check bonus (subject to standard tier AC caps). This ability requires the consumption of a pinch of alchemical incense and can be performed up to 3 times per long rest.
  • Ascetic Ward Strike: As an action that includes unsheathing and striking with an enchanted weapon, the user releases an explosive puff of blinding sanctified soot toward an adjacent foe. If the attack roll exceeds the target’s Armor Check, the target suffers standard weapon damage plus tier die damage, and must succeed on an opposed saving throw against the attacker’s d20 roll or suffer the Blinded condition until the start of the attacker’s next turn.
  • Rite of the Mountain Threshold: By spending 10 minutes performing a ritual chant while swinging the censer around a resting site or defensive encampment, the avatar lays down a perimeter of heavy white mist in a 20-foot radius. Any allied avatar resting within this mist gains an additional 1 temporary Hit Point upon completing a meal that lasts at least 20 minutes, up to the standard daily meal limit. This ward lasts for 8 hours or until dispersed by violent wind.

Specific Slot:

  • Waist Slot

Tags: Shugendo, Censer, Tier 1, Common, Waist Slot, Enchanting, Weapon Buff, Armor Buff, Ascetic, Smoke, Ritual, Attuned, Bronze, Incense, Yamabushi, Holy, Radiant, Warding, Purification, Mist, Crafted, Reagent Catalyst, Scent-Masking

Acquisition and Commerce of Shugendo Censers Across Saṃsāra

  • Local Alchemical Dispensaries and Herbal Apothecaries:
    • Found along the winding alleyways of provincial towns and larger coastal ports, these small, family-owned storefronts are lined with ceiling-high drawers of dried alpine moss, resin chunks, and preserved biological extracts.
    • In these establishments, the censer is typically hung from the central ceiling rafters or displayed near the fluid collection tools, marketed to frontier explorers and monster hunters as an essential field apparatus for sanctifying blades before entering toxic lowlands or cursed bogs.
    • Buying from an apothecary merchant involves standard commercial negotiation; non-guild travelers can expect an initial asking price around 120 silver to 160 silver, while recognized members of an associated crafting or herbalist guild enjoy a discounted rate around 108 silver to 144 silver through their 10% tier reduction.
    • Selling a censer to an apothecary shopkeeper results in a haggling baseline where the proprietor reduces the payout by roughly 10% per tier level of the selling avatar, yielding approximately 90 silver to 110 silver deposited directly into the seller’s World Bank balance, alongside mandatory bureaucratic ledger logging by the merchant.
  • Monastery Supply Pavilions and Mountain Shrine Guilds:
    • Situated along the pilgrimage roadways leading up the volcanic caldera slopes, these austere shops operate under the auspices of ascetic monastic factions and mountain guide guilds.
    • The censers are stored within cedar presentation cabinets, accompanied by bundles of ceremonial incense cones and small vials of consecrated mineral oils refined to withstand severe atmospheric pressures.
    • The priests and ascetic artisans sell these censers not merely as functional tools, but as sacred conduits intended to prepare pilgrims and adventurers for perilous ascents into high-magic volcanic fissures.
    • The baseline purchase price in these mountain sanctums hovers between 10 gold and 14 gold (or 100 to 140 silver) for unaffiliated wanderers, but can drop to roughly 9 gold to 12.6 gold for initiated acolytes wearing open faction insignia.
    • When purchasing from a traveling ascetic, these supply pavilions rarely offer coin, preferring to barter directly for unrefined Tier 1 monster crystals or rare plant saps, though an outright cash buyout through the local temple treasury typically caps out at 80 to 95 silver recorded with the World Bank.
  • Armorsmith Ateliers and Enchantment Workshops:
    • Located within the dense artisan quarters of major state capitals, these shops are filled with the rhythmic clang of hammer on steel and the hiss of steam-powered grindstones.
    • Rather than selling weapons alone, these master armorers keep several varieties of Shugendo censers mounted directly beside weapon racks and anvil stations, demonstrating to prospective buyers how the aromatic vapor binds temporary protective runes to greaves and sword hilts.
    • The acquisition cost here reflects the urban markup and artisanal finishing of the hammered bronze body, with shopkeepers setting retail prices around 140 silver to 180 silver, though patrons bearing local guild badges receive the standard 10% discount off the total value.
    • Selling to these smiths is straightforward if the vessel is intact, but damaged censers must have their repair costs deducted before the merchant will pay out the 100 silver to 125 silver liquidation value.
  • Back-Alley Black Markets and Covert Fences:
    • Hidden behind unmarked doors in the subterranean canal districts of port metropolises or tucked into crowded dockside shanties outside central city gates, these illicit traders deal strictly off the books without recording sales in the World Bank system.
    • Censers found here are often scavenged from deceased adventurers at fallen wilderness battlegrounds, stripped from caravans that failed to survive monster ambushes along unpatrolled roadways, or stolen from secluded hillside shrines.
    • Purchasing from a black-market broker requires cold, hard physical coinage—often demanding 180 silver to 220 silver in solid silver or equivalent metal tokens, with zero guild discounts offered and no questions asked regarding the customer’s identity.
    • Selling a censer to an illicit fence guarantees absolute discretion from country tax assessors and imperial interrogators, with the buyer paying between 100 silver and 130 silver in loose physical coins, occasionally doubling to 200 silver if the fence has an immediate client desperate for untraceable warding gear.
  • Wandering Caravan Outposts and Island Wharfs:
    • Positioned near the docks where inter-island sailing vessels dock or at road turnouts where covered wagon caravans muster before long overland treks, these open-air trading stalls cater to travelers about to cross state lines.
    • The price of items here fluctuates wildly according to regional supply and seasonal ocean currents, embodying the strict seller’s market where buyer beware is the governing law of trade.
    • An avatar purchasing a censer right before boarding a westward voyage might pay as little as 90 silver due to a glut of overseas imports, whereas an outpost near a monster-heavy frontier pass might charge upwards of 200 silver to travelers desperate for protective armaments.
    • Liquidating a censer to caravan peddlers generally nets around 80 silver to 100 silver in physical trade goods or localized non-metal tokens, as traveling merchants are hesitant to tie up their carrying weight in heavy bronze vessels without a healthy profit margin.

Tactical and Defensive Roleplay Applications Across Saṃsāra’s Environments

  • Volcanic Slopes and Magma Calderas:
    • Defensive Roleplay:
      • When navigating the trembling scree and superheated basalt ledges near active volcanic vents, the avatar unlatches the bronze censer from the waist and feeds it shavings of dried mountain lichen mixed with powdered cooling stone.
      • As subterranean tremors rattle the rock, the avatar whispers the rhythmic chants of the mountain ascetics, causing the vented white smoke to cling tightly to boots, greaves, and chest plates.
      • The smoke forms a protective thermal cushion that tempers the radiant heat radiating from below, roleplayed as the avatar standing steady while molten sparks harmlessly bounce off the hardened, smoke-enameled armor.
      • In defensive retreats from surging magma flows or charging rock-crusted beasts, the avatar swings the vessel in broad horizontal arcs, laying down a dense visual curtain of ash and sacred incense that confuses the heat-sensing organs of fiery predators and shields fleeing party members.
    • Offensive Roleplay:
      • During assaults against territorial ash-golems or fire-dwelling abominations, the avatar thrusts the blade directly through the censer’s top perforations, letting the glowing charcoal and sulfurous draft coat the steel.
      • The avatar completes the action by drawing the weapon out with a sharp metallic rasp, chanting an ancient prayer that converts the raw volcanic energy into an incisive, purifying edge.
      • In close melee, the avatar uses the Ascetic Ward Strike to fling an explosive burst of burning soot directly into the visual sensory clusters of the opponent, blinding the creature while driving the radiant-wreathed blade deep into the softened joints of its rocky hide.
  • Subterranean Cavern Megacities and Dark Fissures:
    • Defensive Roleplay:
      • Within the lightless, echoing caverns and deep subterranean shafts beneath the island crusts, sensory perception is constantly assaulted by dampness, skittering echoes, and ambushing horrors.
      • The avatar secures the cicada counterweight firmly to the belt to prevent any loose rattling, allowing only a thin, controlled trickle of lavender-scented vapor to seep from the bronze slits.
      • This subtle aromatic perimeter masks the biological scent of blood, sweat, and rations from prowling blind predators that navigate via olfactory senses, forcing monstrous hunters to rely on inaccurate guesses.
      • When cornered in narrow tunnels by chitinous swarms, the avatar plants their stance and invokes the censer’s grounding ward, letting the fragrant smoke harden their shield face to deflect heavy burrowing mandibles and razor-sharp leg barbs.
    • Offensive Roleplay:
      • To flush out lurking adversaries clinging to high stalactites or recessed crevices, the avatar drops a pinch of pungent dried resin into the crucible and blows a sharp breath through the intake ports.
      • A thick, billowing plume of heavy sanctified soot surges forward into the recesses, stinging sensory antennae and driving subterranean stalkers into the open floor.
      • As an enemy drops into the passage, the avatar unsheathes a short sword, catches the censer’s vented spirit vapor along the full length of the fuller in a single fluid gesture, and strikes with an empowered sweep that cuts through supernatural gloom with vibrant purple sparks.
  • Open Ocean Voyages and Coral Barrier Reefs:
    • Defensive Roleplay:
      • Aboard sailing vessels battling the relentless westward oceanic currents, salt spray constantly threatens to corrode metal gear and rot leather straps.
      • The avatar stations themselves near the ship’s rail, swinging the censer rhythmically in time with the ocean swell while intoning invocations of elemental balance.
      • The aromatic smoke settles as an impervious lacquer over the party’s armor and rigging, preventing saltwater erosion and raising the defensive barrier of the vessel’s defenders against barbed aquatic harpoons and coral javelins.
      • If coastal raiders or predatory reef serpents attempt to board, the avatar smacks the side of the censer against their buckler, releasing a blinding wall of steam and incense across the boarding planks that strips the invaders of their footing and visibility.
    • Offensive Roleplay:
      • When engaging hostile aquatic beasts surfacing alongside the reef shallows, the avatar dips the tip of their spear or crossbow bolts through the fragrant vent holes just prior to release.
      • The weapon carries the crackling radiant energy of the ascetic mountain spirits, allowing projectiles to pierce through water resistance without losing kinetic impact or striking force.
      • In close shipboard skirmishes, the avatar swings the bronze vessel on its braided cords like a flail, splashing blinding sparks and sacred embers across boarding skirmishers before driving them backward into the churning sea.
  • Lush Jungle Lowlands and Toxic Mire Swamps:
    • Defensive Roleplay:
      • In humid jungle basins where carnivorous plant life and poisonous fungal spores choke the air, the censer serves as a mobile purification sanctuary.
      • The avatar continuously burns cedar chips and bitter dried roots within the core, enveloping the traveling line in an unbroken perimeter of crisp alpine scent.
      • This smoke actively repels parasitic swamp insects, neutralizes airborne biological spores, and deadens the natural scent trails that feral pack-hunters use to stalk travelers through dense underbrush.
      • When the party halts to establish camp amidst toxic bogs, the avatar conducts the ten-minute Rite of the Mountain Threshold, rolling thick white clouds of sanctified fog across the damp soil to suppress creeping vines and ensure safe, undisturbed rest.
    • Offensive Roleplay:
      • When facing aggressive swamp beasts or sentient animated flora, the avatar uses the censer to exploit organic vulnerabilities to holy flame and drying smoke.
      • The avatar coats their bladed weapons in the censer’s concentrated exhaust, speaking words of ascetic severance that cause the steel to sear through fibrous plant flesh and thick reptile scales like heated bronze through wax.
      • If surrounded by lurking swamp stalkers hidden within brackish waters, the avatar unleashes the Ascetic Ward Strike directly downward into the mire, throwing up an explosive cloud of scalding, sanctified ash that leaves the hidden creatures writhing, blinded, and exposed to decisive counter-strikes.
  • Sky Cities, Zeppelins, and High-Altitude Rotor Barges:
    • Defensive Roleplay:
      • High above the surface world, where the biting gale winds of the upper atmosphere howl past flying platforms and balloon gondolas, balance and mental equilibrium are vital for survival.
      • The avatar fastens the censer’s counterweight to the leeward side of their harness, letting the wind distribute the soothing herbal vapor across their face and gear.
      • The steady aroma keeps vertigo and fear from setting in, granting unwavering focus while traversing narrow rigging, icy suspension cables, or swaying gangplanks between air vessels.
      • When flying marauders or wild winged predators dive from above, the avatar uses the censer’s defensive wards to reinforce their armor against tearing talons and sudden altitude drops, maintaining their footing against violent crosswinds.
    • Offensive Roleplay:
      • During aerial boarding actions between zeppelins or copter barges, the avatar steps to the edge of the vessel and bathes their ranged weapons in the swirling smoke of the censer.
      • Arrows and throwing darts empowered by the vessel’s spiritual vapor cut cleanly through high-altitude turbulence, flying true toward hostile aviators without being deflected by propeller downdrafts.
      • In hand-to-hand combat across open flight decks, the avatar swings the censer overhead, releasing a blinding trail of white smoke into the slipstream that enters the flight goggles and eyes of opposing boarding crews, disabling their coordination before striking them down.

Perception of Activation:

  • Visual Perception:
    • User’s Perspective:
      • When the activation begins, the interior crucible ignites with a low, concentrated lavender flame that does not generate blinding glare.
      • The etched cloud patterns and protective talismans along the hammered bronze surface illuminate from within, casting sharp, rotating geometric silhouettes through the rising smoke.
      • Tiny, weightless violet sparks crackle outward from the slotted vents, spiraling upward like miniature fireflies that linger in the air before dissolving into thin air.
      • As the sacred smoke touches a weapon or piece of armor, a visible, translucent pearlescent sheen coats the metal or leather, giving the equipment a polished, mirror-like finish that hums with soft light.
    • Observer’s Perspective:
      • Observers see a sudden billowing plume of dense, pale white mist pour from the top apertures of the suspended vessel.
      • The avatar holding or wearing the censer appears momentarily framed by a halo of swirling purple embers and glowing Sanskrit script reflecting off their silhouette.
      • The armaments treated by the user catch the ambient light with an unnatural, crystalline luster, making strikes and guards appear visibly fortified by a translucent barrier.
    • Positives:
      • The illumination provided by the glowing runes and embers produces a gentle ambient light sufficient to see dark footing without completely ruining night vision.
      • The visible adherence of the smoke lacquer provides immediate confirmation that an enchantment has properly bonded to the targeted gear.
    • Negatives:
      • The sudden release of violet light and luminescent vapor acts as an immediate beacon in dark wilderness environments, alerting distant foes to the party’s exact position.
      • The localized cloud can create a brief visual haze directly around the user’s face, slightly obstructing peripheral sightlines for a fleeting moment.
  • Auditory Perception:
    • User’s Perspective:
      • The moment the activation is sparked, a resonant, deep metallic hum reverberates directly into the user’s hands or waist through the braided cords.
      • The sound of rushing wind, similar to the distant gale whistling across high mountain caldera ridges, echoes softly within the hollow core of the bronze vessel.
      • Tiny, rhythmic popping sounds accompany the birth of every violet spark, creating a tranquil cadence that matches the user’s breathing.
    • Observer’s Perspective:
      • Surrounding companions hear a crisp, temple-bell strike that decays into a low, droning chant that seems to originate from the air itself rather than the user’s mouth.
      • As the smoke vents, it releases a sharp, pressurized hiss followed by the comforting crackle of burning dry mountain cedar and pine needles.
    • Positives:
      • The rhythmic drone creates a calming acoustic bubble that helps muffle distracting minor background noises like rustling branches or nervous party shuffling.
      • The distinctive tone serves as an audible confirmation to allies that the user’s defensive wards are successfully being deployed.
    • Negatives:
      • The metallic resonance and hissing steam vents carry remarkably well across quiet subterranean caverns and open plains, making total silence impossible while enchanting gear.
      • Close-range auditory commands from allies may be momentarily drowned out by the initial rush of the wind effect inside the censer.
  • Olfactory Perception:
    • User’s Perspective:
      • The user’s nostrils are immediately filled with the clean, sharp scent of sun-baked mountain cedar, dried cypress needles, and crushed alpine moss.
      • Underlying the wood smoke is a distinct, brisk aroma of ozone and ionized air, reminiscent of the atmosphere right after a lightning strike on high stone crags.
    • Observer’s Perspective:
      • Those standing within twenty feet are greeted by a heavy, temple-like fragrance of aged sandalwood and bitter monastic resins.
      • The heavy aroma rolls outward in a distinct wave, instantly overpowering stagnant swamp decay, damp cavern mold, or the metallic reek of fresh blood.
    • Positives:
      • The crisp scent masks the biological odors of sweat, flesh, and field rations, making it exceedingly difficult for scent-tracking feral creatures to detect the party.
      • The aromatic compounds provide a clear-headed sensation that helps suppress nausea caused by rotting swamp environments or putrid monster nests.
    • Negatives:
      • The potent herbal smell clings aggressively to cloaks and hair, lingering long after the activation ends and giving away the party’s nature as travelers to anyone with a keen nose.
      • In poorly ventilated indoor chambers or narrow tunnels, the density of the incense can cause mild throat tickling or coughing for those unaccustomed to temple smoke.
  • Gustatory Perception:
    • User’s Perspective:
      • A subtle, dry coolness coats the back of the mouth and tongue, tasting faintly of pulverized slate, peppermint leaves, and clean melting snow.
      • The air draws in with an astringent, mineral tang, as though the user were drinking directly from an icy volcanic spring.
    • Observer’s Perspective:
      • Observers who breathe in the drifting smoke notice a faint sweetness on the lips, balanced by the bitter, woody undertone of burned cedar resin.
    • Positives:
      • The cool, astringent taste acts as an invigorating sensory stimulant, rapidly quelling dry-mouth caused by combat fatigue or sudden fear.
    • Negatives:
      • Prolonged inhalation leaves an ashen, chalky residue along the palate, prompting a strong desire to consume extra drinking water from waterskins.
  • Tactile Perception:
    • User’s Perspective:
      • While the crucible inside glows with fire, the exterior bronze housing feels refreshingly cool, like a river stone pulled from an alpine brook.
      • As the smoke wraps around the user’s arms and armor, a light, tingling sensation spreads across the skin, feeling like microscopic needles knitting the fibers of cloth and steel tighter.
      • The weight of the censer on the belt feels momentarily buoyant, almost weightless, as though supported by an updraft of air.
    • Observer’s Perspective:
      • An observer touching an enchanted blade or cuirass immediately feels the surface temperature drop slightly, followed by an unnaturally smooth, friction-free texture.
      • If standing close enough to be brushed by the smoke, an observer feels a faint, pleasant breeze pushing gently against their clothing.
    • Positives:
      • The soothing, cool contact reduces physical chafing from heavy plate armor and leather undergarments during long tactical marches.
      • The vibration through the cords gives immediate tactile feedback on the censer’s fuel level and enchantment duration without requiring the user to look down.
    • Negatives:
      • If the avatar is already suffering in freezing arctic weather or icy high-altitude gales, the initial cold sensation across the skin can be temporarily jarring.
      • The slick, low-friction texture along enchanted surfaces requires the user to maintain a very firm, deliberate grip on the bare leather wraps of weapon hilts.
  • Extra-Sensory Perceptions:
    • Mind’s Eye Perception:
      • User’s Perspective: Looking through the Mind’s Eye, the user observes the numeric values of their gear dynamically shifting; the Armor Check threshold visually ticks upward, while weapon profiles gain a vibrant radiant damage tag in clear, glowing script.
      • Observer’s Perspective: Allied avatars scanning the user see their overall defensive threshold brighten, displaying the active presence of an ascetic spirit ward attached directly to their soul vessel.
      • Positives: Provides immediate, unambiguous numerical verification of all stat increases, duration limits, and operational integrity.
      • Negatives: Overloading the Mind’s Eye by attempting to inspect too many individual weapons and armor pieces bathed in the smoke at the same instant can trigger mental disorientation or a short-term processing headache.
    • True Sight (Ultraviolet Spectrum):
      • User’s Perspective: Through True Sight, the physical smoke disappears, replaced by an intricate lattice of blinding ultraviolet bands that physically wrap around the weapon’s edge, sealing microscopic structural imperfections in the metal.
      • Observer’s Perspective: Observers endowed with True Sight see the censer as a radiant beacon of brilliant purple illumination, with geometric talismans projecting several feet into the surrounding air.
      • Positives: Allows the user to detect unseen cracks or stress fractures in their equipment, as the ultraviolet energy pools heavily in damaged areas.
      • Negatives: The sheer brilliance of the magical ultraviolet radiance can be blinding to those scanning for subtle, hidden arcane runes in the immediate area.
    • Soul Sense / Spiritual Attunement:
      • User’s Perspective: The user senses the ancient, tranquil presence of past mountain ascetics, feeling their personal ego settle into a collective state of quiet stoicism that dampens emotional volatility.
      • Observer’s Perspective: Nearby possessed avatars feel a momentary spiritual ripple, recognizing that a disciplined, ordered soul presence has established dominance over the local ambient magical currents.
      • Positives: Creates an inner bastion of spiritual tranquility, making the mind exceedingly difficult to penetrate via fear-inducing or telepathic mental attacks.
      • Negatives: The intense spiritual grounding can cause a momentary feeling of emotional detachment, making spontaneous empathetic interactions or social banter feel alien and distant while the state persists.

Crafting Recipe: Shugendo 742 of the Mountain Ascetic’s Censer

Materials Needed:

  • Hammered Bronze Ingot (2 pounds) – Refined copper and tin alloy, free of mineral slag, to form the hexagonal chassis and vented lid.
  • Braided Hemp Rope (6 feet) – Triple-plied cord soaked in salt water and dried under the noon sun to withstand heat and tension.
  • Carved Wooden Prayer Beads (12 beads) – Turned from seasoned highland cypress or cedar wood, drilled through the core.
  • Cast Brass Cicada Counterweight (1 unit) – Small solid counterweight fitted with a belt clip to balance the suspended cords.
  • Tier 1 Magic Crystals (2 units, coin-sized) – Sourced from slain Tier 1 creatures, utilized as sacrificial catalytic reagents to permanently channel the enchantment into the metalwork.
  • High-Altitude Mountain Cedar Shavings (1 ounce) – Dried aromatic wood chips harvested from volcanic ridge flora.
  • Powdered Alpine Moss and Lichen (1 ounce) – Ground botanical reagent used as an alchemical binding agent for the interior crucible lining.
  • Refined Tree Sap (2 fluid ounces) – Pure botanical sap extracted via fluid collector to act as an adhesive and magical suspension base.

Tools Required:

  • Metalworking Hammer and Small Anvil – For shaping, planishing, and folding the bronze sheeting into the hexagonal profile.
  • Fine Chisel and Graver Set – Precision steel carving tools for engraving the exterior talismans, cloud motifs, and serial numbering.
  • Crucible and Bellows Hearth – Charcoal- or steam-fed miniature furnace capable of reaching bronze-brazing temperatures.
  • Fluid Collector (Syringe Extractor) – Precision extractor for measuring and introducing liquid tree sap into the reagent slurry.
  • Sanding Files and Polishing Pumice – Fine abrasive stones for smoothing ventilation apertures and cord feed holes.

Skill Requirements:

  • Blacksmithing / Metalcrafting: Level 6 or higher (Minimum level 5 required for base crafting, plus 1 additional level to match the Tier 1 item outcome).
  • Alchemical Crafting / Herbalism: Level 2 or higher – For blending sacred wood shavings, extracted sap, and catalytic crystal dust without combusting the mixture.
  • Inscription / Calligraphy: Level 1 or higher – For accurately scribing esoteric Sanskrit talismans and geometric vents to ensure proper magical airflow.

Crafting Steps:

  1. Smelt and shape the bronze chassis:
    • Heat the bronze ingot in the hearth until workable, then hammer it flat into uniform plates.
    • Cut the plates into six equal trapezoidal side walls and a hexagonal base plate.
    • Punch perforated ventilation patterns through the upper register of each side panel using a hardened drift punch.
    • Braze the seams of the panels together over the anvil to assemble the hollow, hexagonal burner body.
  2. Inscribe the protective talismans:
    • Secure the assembled body in an engraving vise.
    • Using the gravers, hand-carve the Sanskrit-derived mantras, curling cloud patterns, and the numerical registry mark along the lower exterior facets.
    • File the edges of all pierced vent holes to prevent snags and ensure unobstructed airflow during active smoke release.
  3. Prepare the catalytic interior crucible:
    • Grind one of the Tier 1 magic crystals into a fine crystalline powder using an iron pestle.
    • Combine the crushed crystal with the measured tree sap and powdered alpine moss to create an alchemical conductive slurry.
    • Coat the inner floor and bottom walls of the bronze burner with this mixture, firing it briefly over the hearth until the slurry vitrifies into a smooth, heat-resistant, spark-catching enamel.
  4. Form and rig the suspension cords:
    • Cut the braided hemp cord into three equal two-foot lengths.
    • Thread four carved wooden prayer beads onto each cord, tying overhand stop knots beneath each bead to lock their positions.
    • Affix the upper ends of the three cords to the top mounting ring of the censer’s lid.
    • Anchor the trailing ends through the cast brass cicada counterweight, securing the assembly with double-looped knots.
  5. Final magical transference and awakening:
    • Place the second, intact Tier 1 magic crystal into the interior crucible alongside a bed of dried cedar shavings.
    • Stoke the hearth and pass the entire suspended vessel through the heat while focusing active concentration on the item’s intended enchantments.
    • The intact crystal will dissolve, sacrificing its physical form to pass its latent arcane resonance permanently into the bronze and venting apertures.
    • Inspect the censer as the talismans illuminate; test the draft with a pinch of herbal incense to ensure that smoke flows evenly from all six facets.

Bronze Vapor-Pot of Mountain-Walking 742

In that day which was early before the suns were counted by three times three thousands of seasons, the ground of the world-moon had not yet grown cold, and the great fire-belly of the land was coughing red stone into the sky. It came to pass that the great mother-person of the stars looked down and scattered the small seeds of the thinkers who were dead in the other skies. One among them who had no name that can be spoken by teeth of meat was called the High-Ridge Walker, because his legs did not tire when climbing upon the steep teeth of the earth.

This man had in his mind the great confusion of a past life that was gone like vapor from a bowl of hot broth. He remembered the tall trees of needles and the little huts where men sat on their legs and did not speak words for moons and moons. Yet on this land where the great mother of all beasts was still playing with wings and paws, he found only the roaring things that had teeth on both sides of their heads. The monsters walked upon the sulfur stones and had anger because they had died once and had come back as the very same ugliness with no peace in their livers.

The High-Ridge Walker said to his own soul: “Behold, the hide of my body is soft like an unripe melon, and when the great scaled cats of the mountain strike at me, the juice of my life pours upon the dust. I have no iron of thick weight, nor do I possess the great spells of the high tower mages who sit upon floating bowls.” Therefore, he went into the deep cleft where the earth was split like a torn garment. From that cleft came the yellow smoke that stinks of rotten eggs, but also from that cleft grew the ancient gray moss that only feeds upon the tears of the stone.

He took a stone of heavy copper and a stone of gray tin which were sleeping near the hot magma vents. He had no furnace of high craft, so he placed them upon the open mouth of a fire-spout. With two round rocks he struck the red metal until his ears were without hearing and his fingers were covered with black blisters. Six times he struck the sides, making six flat faces, because six was the number of the directions that a fool looks when an eagle dives upon his head.

When the metal pot was made hollow, it was ugly like the shell of a dead river-beetle. The High-Ridge Walker saw that the smoke within it was too hot and would burn the hands of a man. Thus he climbed to the highest spruce-tree that had survived the fall of the sky-ice. He broke the branches that smelled of frost and the bitter oils of the mountain. He placed within the belly of the bronze vessel the green cedar, the white hair of the rocks, and a very small shining glass that had fallen out of the head of a horned serpent he had killed with a pointed stick.

Now it is written in the clumsy scribing that he had no words of this world, so he shouted into the bronze pot the names of the old spirits that lived across the big void where carts move without oxen. He shouted until his spit dried like salt upon his chin. The bronze vessel became very angry with heat, but then it became very cold like water drawn from a winter hole. The purple sparks that have no mother danced out of the holes he had poked with a thorn.

Then descended from the high crags the Great Devourer of Goats, which was a beast having the face of an owl, the claws of an ox, and four arms of thick hair. The beast was hungry with the hundred-year hunger of those who die and wake again with empty bellies. It made a great noise of tearing brass and rushed down the scree to crush the walker into mush.

The High-Ridge Walker did not run, because to run down a volcanic hill is to break both knees and become food while rolling. He took his small hunting knife, which was rusted and had three notches in the cutting edge from opening hard clams. He held the blade over the open throat of the bronze pot. The thick white smoke that smelled of sweet cedar and bitter stone did not go up into the sky; it crawled upon the iron like hungry worms. The iron became white like frost on a grave, and the rust fell off like dried mud.

When the Great Devourer of Goats swung its thick arm of bone and gristle, the Walker did not lift a shield, for he had no shield but his hemp apron. The smoke from the censer sprang out and wrapped his chest and his thighs like a shirt made of boiled leather. The great paw struck him, and lo, the sound was not the breaking of ribs, but the sound of an iron hammer hitting a granite boulder in the deep mines. The beast howled because its knuckles were pushed back into its wrist, and it looked with stupid eyes upon the man who did not break.

Then the High-Ridge Walker spoke one syllable that has the shape of a crooked lightning fork. He swung the bronze pot by its three strings of hemp, and the ash that was inside flew into the seven eyes of the monster. The ash was not hot to burn the flesh, but it was holy with the clean silence of the high peaks where no flies live. The beast could not see the sun; it could not see the rocks; it saw only the great gray emptiness of nothingness. It beat its own head against the cliff until the stone was cracked.

The Walker then took his knife that was kissed by the smoke and pressed it into the neck of the monster. The blade did not catch upon the thick leather or the gray fur; it entered smoothly like an oily finger into soft bean-paste. The beast made a small sigh, its knees folded like a broken stool, and its body vaporized into many little purple sparks, leaving behind only its curved teeth and a stone of clear white glass that was the size of a pigeon egg.

The Walker took the new crystal and put it into the pot, and the pot made a low singing noise like a bee trapped inside a bamboo tube. He numbered the bottom with three scratches and a circle, which the scribes of old have said means seven hundred and forty-two, though whether this was the count of the days he had eaten no bread, or the count of the pots that had cracked in the fire before this one held the spirit, the ancient leather scroll does not say.

Many kings of the island nations came to him in later times when the towns were built with walls of mud and logs. They brought him wagons of dry grain and daughters with gold rings in their noses, saying: “Give to us the pot of sweet-smelling fog that makes our copper coats hard like the carapace of the great sea-turtle.” But the High-Ridge Walker only sat upon his mat and pointed his finger up toward the cold clouds where the wind blows both ways at once.

He would not sell the pot to the king who had fifty ships, nor to the merchant who had two jars of black pepper, because he said: “The smoke belongs only to the man who carries his own bed upon his back. If a fat man who sits upon cushions uses this smoke, the smoke will smell like roasted grease, and the spirits of the mountain will laugh until the pot splits into two halves.”

Moral of the Story: The protection that comes from holy discipline cannot be purchased by the gold of the lowlands, and he who seeks to make his skin as hard as iron must first be willing to swallow the bitter smoke of the wilderness and walk upon the high stones alone.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Yamabushi Censer of the High Ridge

  • Description: An archaic, six-sided bronze thurible etched with Sanskrit characters and cloud motifs, suspended by rough cords threaded with wooden prayer beads. When loaded with consecrated pine shavings and lit, it vents thick, pungent white smoke laced with faint ultraviolet sparks.
  • Type: Mythos/Spiritual Artifact
  • Weight: 2 lbs
  • Cost: Invaluable; generally held by secluded ascetic sects or found in private collections of oriental antiquities.
  • Sanity Loss: 1/1D4 Sanity points upon attuning or directly witnessing the spirit sparks manifest from the burner.

Game Mechanics:

  • Consecration of Arms (Spell-like Effect): Loading the censer requires a supply of dried cedar, alpine moss, and a pinch of powdered crystalline mineral, taking 10 minutes to light. By expending 3 Magic Points and making a successful Occult or Art/Craft (Blacksmithing) roll, the user draws an edged weapon or garment through the billowing smoke.
  • Weapon Enchantment: A weapon passed through the smoke becomes temporarily aligned against otherworldly entities for 1 hour. It gains the property to bypass mundane physical immunities, allowing the weapon to inflict full standard damage against creatures that can only be harmed by enchanted or magical attacks. Once per combat encounter, on an Extreme Success with the enchanted weapon, the strike flares with incandescent spiritual fire, inflicting an additional +1D4 damage.
  • Smoky Mantle: An investigator wearing heavy clothing or armor treated by the smoke gains +1 point of natural armor protection against physical impacts for 1 hour.
  • Blinding Ward: Once per encounter, the investigator may swing the censer in a wide arc against an adjacent aggressor. The user rolls Throw or Fighting (Brawl). If successful, the target is engulfed in a burst of choking, consecrated soot and must succeed on an Extreme CON roll or be blinded and suffer 1 penalty die on all actions for 1D3 combat rounds.
  • Scent Masking: Non-humanoid monsters relying on olfactory tracking or scent-based detection suffer 1 penalty die on their search and tracking rolls against individuals enveloped in the censer’s fragrance.

Blades in the Dark

The Ascetic’s Bronze Vapor-Vessel

  • Classification: Arcane Implement / Rare Oddity
  • Load: 1 Load (Heavy bronze vessel worn on a belt loop or sash)
  • Quality: Tier I fine item

Item Features:

  • Fine Craftsmanship: A six-sided bronze burner adorned with sacred talismans, fueled by refined ghost-field electroplasm infused with dried alpine herbs.
  • Infused Cloud: Vents a dense vapor that muffles sensory profiles in both the physical world and the ghost field.

Game Mechanics:

  • Hardened Ward: When you push yourself or expend 1 Stress while igniting the censer before a dangerous clash, the vapor clings to your garments and equipment. You gain +1 Armor against physical damage or supernatural harm for the duration of the immediate engagement. This functions like standard armor and can be ticked on your sheet to reduce harm severity by one level.
  • Ghost-Smoke Edge: Spend 1 Stress to pass a blade, firearm nozzle, or impact tool through the venting embers. The weapon gains potency against spirits, hollows, or entities tethered to the arcane realm. When attacking such targets, the engagement or action roll gains improved effect (from Standard to Great, or Limited to Standard).
  • Soot Flash: In close quarters, you can whip the censer by its cords to spray blinding sanctified ash into an enemy’s face. Treat this as a Consort, Skirmish, or Finesse action with Potency to control an opponent’s position, temporarily shifting your position from Desperate to Risky, or Risky to Controlled, on a 4/5 or 6 result.
  • Masked Presence: When rolling Prowl to evade detection by predators, supernatural hounds, or entities that track by vital warmth or scent, you receive +1d to your action roll.

Dungeons & Dragons (5th Edition)

Censer of the Ascetic Peak

  • Wondrous Item, uncommon (requires attunement)
  • Item Category: Worn (waist or held)
  • Weight: 2 lbs

Item Properties:

  • Armor Check Bonus: While wearing and attuned to the censer, you gain a +1 bonus to Armor Class, provided you are wearing light armor, medium armor, or no armor.
  • Steeled Mind: You have advantage on saving throws against being frightened or charmed.
  • Wild Camouflage: Beasts have disadvantage on Wisdom (Perception) checks made to locate or track you by scent.

Active Properties:

  • Smoke-Wreathed Armament: As an action, you can swing the censer over a sheathed melee weapon or a piece of armor while speaking a command word. For 1 hour, that weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it deals an extra 1d4 radiant damage on a hit. Alternatively, when applied to a suit of armor, it grants an additional +1 bonus to Armor Class for 1 hour. Once used, this property cannot be used again until you finish a long rest.
  • Ascetic Ward Strike: When you hit a creature within 5 feet of you with a melee weapon attack, you can use a bonus action to vent an explosive blast of blinding soot from the censer into the target’s face. The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn. You can use this feature twice per long rest.
  • Sanctuary Mist: Over the course of 10 minutes, you can conduct a ritual with the censer to envelop a 20-foot-radius sphere centered on the vessel in protective, pine-scented mist. The mist lasts for 8 hours. Any friendly creature that spends a short rest within the mist and consumes a meal regains an additional 1d6 hit points at the end of the rest.

Knave (Second Edition)

Mountain Ascetic’s Thurible

  • Item Slots: 1 Slot
  • Item Quality: 3/3 Durability
  • Hands Required: 1 Hand to swing, or 0 Hands when hitched to a belt loop or pack frame
  • Base Value: 150 copper coins (subject to regional scarcity)

Item Mechanics:

  • Passive Protection: While hitched to your belt and lit with charcoal and dried moss, the drifting smoke hardens soft leather and cloth. The wearer gains +1 Armor, but this bonus cannot raise total Armor above the system cap for Tier 1 gear.
  • Enchanting Gear: During a 10-minute exploration turn, you may spend 1 unit of incense or aromatic herbs to pass a weapon through the thurible’s exhaust. For the next dungeon turn (or combat encounter), the weapon counts as enchanted, dealing direct damage to spirits, specters, and monsters immune to mundane bronze or iron. On an attack roll that matches the exact Armor value of the target or lands on a natural 20, the attack inflicts +1d4 bonus damage as radiant embers flare along the wound.
  • Soot Blinding: In combat, you may spend your combat action to whirl the burner around your head and release an ash cone at a nearby enemy. The target must make a Wisdom or Constitution saving throw. If the target fails, it cannot make attack rolls until the end of its next turn due to watering eyes and choking lungs.
  • Scent Masking: Wandering monsters and subterranean beasts that rely on smell must roll with disadvantage when checking to detect or surprise the party, provided the thurible remains smoking.
  • Durability Degradation: Whenever the user rolls a critical failure on an action involving the thurible, or when the bearer takes direct area damage from a fire or crushing effect, the thurible loses 1 point of Quality. At 0 Quality, the bronze chassis splits along its brazed seams and ceases to function until repaired by an armorer or blacksmith.

Fate Core

Shugendo Thurible of the Ascetic Ridge

  • Aspect: Bronze Vessel of the Mountain Hermit
  • Aspect: Billowing Veil of Consecrated Cedar Smoke
  • Aspect: Purifying Edge of the Mountain Spirits

Stunts:

  • Smoke-Hardened Raiment: Because you are attuned to and openly wear this smoking bronze censer, you gain a +2 to defend with Physique or Athletics against physical melee strikes while you are in an active conflict and moving.
  • Consecration of the Blade: Once per session, you may spend a Fate Point and invoke the censer during a moment of preparation to pass your weapon through the aromatic smoke. For the rest of the scene, your weapon gains the temporary aspect Spirit-Touched Edge with one free invoke, allowing your physical attacks to affect ethereal, spiritual, or supernatural beings that normally possess immunity to mundane weapons.
  • Blinding Soot Flurry: Once per conflict, when you make a Create an Advantage action using Fight or Athletics by whipping the censer around to fling burning ash into an opponent’s eyes, you gain a +2 to the roll. If you succeed, you create the situational aspect Blinded by Sacred Ash on the target with one free invoke (or two free invokes on a style).
  • Mask of the Alpine Ridges: The persistent herbal odor of cedar and bitter lichen thoroughly conceals your natural biological scent. You gain a +2 to Stealth rolls made to bypass or hide from beasts, predators, or monstrous creatures that rely on scent tracking.

Cypher System / Numenera (Discovery & Destiny)

Ascetic’s Smoldering Chime

  • Level: 3
  • Form: A six-sided bronze thurible etched with stylized cloud geometric patterns, suspended by braided fiber cords threaded with wooden prayer beads and counterweighted by a brass insect clasp.
  • Kind: Artifact (Depletion: 1 in 1d20, checked per active empowerment or blinding discharge)

Game Mechanics:

  • Passive Scent Screen: The heavy cedar and moss vapor passively masks the wearer’s natural scent. Any task to detect the bearer through olfactory senses by wild beasts or hounds is hindered by two steps.
  • Passive Ward: While worn openly on a belt or pack loop and continually smoldering, the ambient smoke tightens around clothing and armor, providing +1 to Armor against physical attacks.
  • Consecrate Armament (Action): The user expends 1 point from their Intellect Pool to pass a weapon or garment through the thick smoke exhaust. For the next ten minutes, a treated weapon deals 2 additional points of ambient energy damage and treats spiritual, out-of-phase, or phase-shifting entities as fully physical targets. If applied to a garment or armor instead, it increases Armor by an additional +1 for ten minutes. Roll for Depletion at the end of the ten-minute duration.
  • Ash Burst (Action): The user swings the censer on its braided cords to project a concentrated cone of burning sanctified soot at an adjacent target within immediate range. The user makes a Speed attack roll. On a success, the target suffers 3 points of damage and is blinded (all tasks are hindered by two steps) until the end of the subsequent round. Roll for Depletion upon use.

Pathfinder (Second Edition)

Mountain Hermit’s Thurible – Item 3

  • Traits: Uncommon, Abjuration, Evocation, Magical
  • Price: 55 gp
  • Usage: worn belt or held in 1 hand; Bulk: L

Description:

  • This hexagonal bronze censer is suspended from three braided hemp cords adorned with twelve carved prayer beads and anchored by a cast brass cicada counterweight. When loaded with charcoal, cedar shavings, and crushed crystal fragments, it vents continuous, aromatic white smoke flecked with tiny violet sparks.

Passives:

  • Ascetic’s Stride: The heavy herbal fragrance clings to you and your allies within 10 feet. Survival checks made by creatures to track you using scent have a –2 item penalty.
  • Tempered Fabric: While worn and lit, the swirling smoke weaves through your garments, granting a +1 item bonus to AC if you are unarmored or wearing light armor.

Activate:

  • Smoke-Wreathed Armament (Single Action – Manipulate): Requirements: The thurible is lit and burning fuel. Effect: You draw an adjacent sheathed weapon or piece of worn armor through the venting smoke. For 1 minute, the targeted weapon counts as a magic weapon and deals an additional 1d4 spirit damage on a successful strike; this damage bypasses non-magical physical resistances. If armor is chosen instead, the wearer gains a +1 status bonus to AC for 1 minute (subject to standard maximum bonuses). You can use this activation once per hour.
  • Ascetic Ward Strike (Two Actions – Attack, Manipulate): Frequency: Once per 10 minutes. Effect: You whirl the thurible by its cords, hurling a localized burst of choking sacred ash at a creature within 10 feet. The target must attempt a DC 19 Fortitude save:
    • Critical Success: The target is unaffected.
    • Success: The target is dazzled for 1 round.
    • Failure: The target is blinded for 1 round and dazzled for 1 minute.
    • Critical Failure: The target is blinded for 1 minute.

Savage Worlds (Adventure Edition)

Ascetic’s Bronze Censer

  • Type: Minor Arcane Relic
  • Weight: 2 lbs
  • Cost: $300 (rare / trade-only in frontier regions)

Special Abilities:

  • Aromatic Camouflage: Wild beasts, predators, and creatures relying on scent tracking suffer a –2 penalty on Notice rolls to detect or track the bearer.
  • Spirit Smoke Armor: When worn on a belt or sash and actively smoking, the spiritual residue bolsters the wearer’s defenses, granting +1 Toughness against physical impacts.
  • Weapon Blessing: As an action, the user passes a melee weapon through the censer’s exhaust and makes an Occult roll at –2. With a success, the weapon deals +2 damage and counts as a magical attack for bypassing supernatural Invulnerability or damage resistance for the duration of the encounter (up to 5 minutes). On a raise, the weapon also illuminates a small radius and causes enemies vulnerable to holy or radiant effects to catch fire or suffer +4 damage instead.
  • Blinding Cinders: Once per encounter as an action, the user can whirl the burner on its hemp cords to fling glowing ash into an adjacent opponent’s face. The user makes an Athletics roll opposed by the target’s Agility. On a success, the target is Distracted. On a raise, the target is Distracted and momentarily blinded (suffering an additional –2 penalty to all vision-based trait rolls and Pace halved) until the end of their next turn.

Shadowrun (Sixth World Edition)

Yamabushi Purifying Focus (Force 2 Qi / Weapon Focus Hybrid)

  • Item Classification: Enchanted Qi Focus / Alchemical Implement
  • Force: 2
  • Karma Cost to Bind: 6 Karma
  • Availability: 4 (R)
  • Cost: 9,000 Nuyen (plus recurring expense for consecrated herbal reagents)
  • Form: A six-sided bronze thurible etched with protective talismans and suspended from braided cords weighted by a brass cicada clasp. It must burn an alchemical blend of dried cedar, moss, and refined reagent oils to remain active.

Game Mechanics:

  • Smoldering Shroud (Passive): While worn openly and burning consecrated incense, the drifting vapor partially masks the user’s biological signature. Guard critters, paracritters, and tracking drones relying on Olfactory Sensors or chemical sniffers suffer a -2 dice pool penalty on Perception Tests to detect or track the bearer. Additionally, the smoke forms a protective spirit haze around the user, granting a +1 Defense Rating bonus against physical attacks.
  • Astral Edge Coating (Active): By taking a Minor Action to sweep an edged or impact weapon through the censer’s venting smoke, the user temporarily attunes the weapon’s striking surface to the astral plane for 10 combat turns (30 seconds). While this effect persists, the weapon deals damage directly to materialized spirits, astral entities, and dual-natured beings, ignoring their Immunity to Normal Weapons power. On a successful melee strike against an astral form or spirit, add +1 to the weapon’s base Damage Value (DV).
  • Ash Discharge (Active): Once per combat encounter as a Major Action, the user can whip the burner around to cast a blinding cone of incandescent ash into the face of an adjacent target within Close range. The user rolls Close Combat + Agility opposed by the defender’s Defense Test. If the user scores net hits, the target suffers the Blinded status effect for 1 combat turn, increasing by 1 turn per 2 additional net hits.
  • Reagent Maintenance: The censer requires 1 dram of alchemical reagents per hour of continuous smoke venting. If starved of prepared fuel, all passive and active abilities cease functioning until refueled and relit.

Starfinder (Second Edition)

Ascetic’s Solarian Thurible – Item 2

  • Traits: Tech, Magical, Solarian, Consumable-Carrier
  • Price: 80 credits
  • Bulk: Light
  • Hands: 1 or 0 (worn on tactical belt or gear harness)
  • Form: A hexagonal bronze burner containing a tiny integrated micro-crucible, supported by synthetic braided fiber cords and a cast alloy counterweight. It burns bio-resins and powdered crystalline minerals to produce dense, purple-sparked vapor.

Game Mechanics:

  • Atmospheric Diffusion (Passive): The dense aromatic cedar smoke acts as an olfactory scrambler. Alien beasts and predators using the scent sense suffer a -2 item penalty to Perception checks made to detect or track the wearer. In addition, the swirling vapor forms a micro-barrier that grants a +1 item bonus to Kinetic Armor Class (KAC) against physical kinetic attacks, provided the wearer is in light armor or unarmored.
  • Weapon Consecration (Single Action – Manipulate): The user draws a melee weapon or the emitter of a solar weapon through the exhaust ports. For 1 minute, the empowered weapon gains the Ghost Touch property, allowing it to inflict full damage against incorporeal aberrations, planar entities, and energy-based lifeforms without standard incorporeal damage reductions. Once per encounter, a critical hit delivered with the weapon while this effect is active deals an additional 1d4 spirit damage.
  • Strobe-Ash Vent (Two Actions – Attack, Concentrate): Frequency: Once per 10 minutes. The user swings the thurible, releasing a pressurized blast of burning ash at a creature within 15 feet. The target must attempt a DC 18 Reflex saving throw:
    • Critical Success: The target is unaffected.
    • Success: The target is Dazzled for 1 round.
    • Failure: The target is Blinded for 1 round and Dazzled for 1 minute.
    • Critical Failure: The target is Blinded for 1 minute.
  • Power Requirement: The burner requires a standard miniature chemical battery or 1 dram of aromatic resin per 24 hours of field operation.

Traveller (Mongoose 2nd Edition)

High-Caldera Atmospheric Smoke-Generator

  • Tech Level: TL 4 (Primitive / Low-Tech Indigenous Artifact)
  • Weight: 1 kg
  • Cost: Cr 450 (specialty trade goods on agricultural or low-tech worlds)
  • Description: A six-sided cast bronze censer supported by three hemp lines and an ornate counterweight clip. The unit houses a mechanical draft crucible burning localized alpine pine, sulfurous ash, and resin compounds, producing a heavy, aerosolized particulate smoke.

Game Mechanics:

  • Pheromone and Olfactory Masking: The aerosol cloud emitted by the censer disrupts chemical detection. Native predators, guard beasts, or biological trackers relying on olfactory senses suffer a DM-2 penalty on Recon or Survival checks made to track the traveler.
  • Particulate Vapor Screen: When hung from a vac-suit belt loop or field harness, the smoke envelops the wearer in a dense micro-cloud. Anyone firing a weapon through or at the wearer at Personal or Close range suffers a DM-1 penalty due to visual distortion and thermal scattering.
  • Chemical Soot Flash: In close-quarters combat, the bearer may use an attack action to swing the thurible directly into an opponent’s face (Melee (unarmed) check). If successful, the target is engulfed in choking ash and must succeed on an Average (8+) END check (modified by suit filters or respirators). Failure inflicts the Blinded condition (DM-4 on all actions involving sight) for 1D rounds.
  • Weapon Tempering: Drawing a low-tech melee weapon (such as a blade, machete, or spear) through the pressurized sulfur-cedar smoke coats the metal in an acidic, abrasive carbon residue. For the next combat encounter (up to 10 minutes), the blade inflicts +1 damage against unarmored biological beasts and soft-skinned indigenous fauna.

Warhammer Fantasy Roleplay (Fourth Edition)

Yamabushi Thurible of the Craggy Peak

  • Item Category: Magical Artefact / Trappings
  • Availability: Exotic (imported via eastern merchant caravans or secluded mountain monasteries)
  • Encumbrance: 1
  • Location: Belt or Carried in 1 Hand
  • Cost: 5 GC (trade value depends heavily on local cults and witch hunters)

Item Properties:

  • Aromatic Shroud: While the burner is stoked with dried pine chips, mountain moss, and incense, it produces a heavy white smoke laced with faint ultraviolet embers. Feral creatures, Chaos hounds, and beasts using the Tracker or Olfactory Senses suffer a -20% penalty to all Perception Tests to locate or pursue the bearer.
  • Ascetic’s Ward: The dense spirit-smoke adheres to the user’s clothing and leathers. When actively burning, the wearer gains +1 Armour Point on all locations covered by non-metal armor (such as leather or cloth) against physical melee attacks.
  • Spirit-Blade Purification: The bearer may spend 1 Action to pass an edged or bludgeoning melee weapon through the censer’s venting smoke and make an Average (+20) Channelling Test. On a success, the weapon counts as a Magical Weapon for the duration of the combat encounter, allowing it to inflict full normal damage against Daemons, Undead, and Ethereal creatures, completely bypassing mundane damage immunities. If the test succeeds with 2 or more SL (Success Levels), the weapon’s strikes inflict an additional +2 Damage against Daemonic entities.
  • Soot in the Eyes: In hand-to-hand combat, the bearer may use their action to swing the censer on its braided cords to cast a cloud of burning embers into an adjacent foe’s face. The bearer rolls Melee (Brawling) opposed by the opponent’s Dodge. If successful, the opponent gains 1 Blinded Condition and must pass a Challenging (+0) Toughness Test or gain 1 Stunned Condition from the choking smoke.
  • Fuel Consumption: The thurible requires 1 measure of incense or dried resin per hour of combat or continuous travel. If allowed to go cold, all benefits immediately dissipate until the unit is rekindled.