Lore: Forged in the subterranean burghs of the Isle of Veyl, a coastal region in Saṃsāra known for its vibrant coral reefs and turbulent magical ley lines, the Sleih Beggey 472 of the Powderkin Ember is a small, enchanted gear crafted by the Little People. The Sleih Beggey, stocky and mischievous fairies native to Saṃsāra’s magical currents, imbued this item with their primal magic to aid avatars with a penchant for explosives. Legend tells of a Sleih Beggey artisan named Torkin, who, after observing an avatar’s reckless use of alchemical gunpowder, crafted this gear to channel explosive energy safely. The number “472” marks it as one of many unique creations from Torkin’s burgh, each tailored to a specific avatar’s spark of daring. This item is prized among adventurers who revel in the art of controlled destruction, its glow pulsing like a heartbeat when near volatile substances.
Description: The Sleih Beggey 472 of the Powderkin Ember is a palm-sized, brass gear etched with swirling runes that shimmer with a faint orange glow, resembling smoldering embers. A small crystal vial, filled with a swirling mist of magical essence, is embedded in its center, tethered by delicate copper wires. Worn as a belt buckle, it hums softly when near alchemical compounds, vibrating slightly as if eager to ignite. The gear’s surface is warm to the touch, and tiny sparks occasionally flicker across its runes, hinting at the explosive potential within. Despite its common rarity, its craftsmanship reflects the Sleih Beggey’s mastery of Saṃsāra’s magical flows, making it a reliable tool for tier 1 avatars who favor explosive roleplay.
Specific Slot: Belt Buckle
Rarity: Common
Tier: 1
Tags: Explosive, Magical, Sleih Beggey, Alchemical, Utility, Fire Magic, Artisanal, Ley Line Attuned, Mischievous, Burgh Crafted, Steam Enhanced, Coastal Origin
Detailed Stats:
- Durability: 50 (can withstand moderate wear before requiring repair)
- Weight: 0.2 pounds (light enough for easy wear)
- Magical Resonance: +1 to Explosive Crafting (enhances precision when crafting alchemical explosives)
- Stability: +2 to Explosive Handling (reduces risk of accidental detonation when using gunpowder-based items)
Passive Magic:
- Ember Sense: The gear attunes to nearby alchemical compounds, granting the wearer a +1 bonus to perception checks when detecting volatile substances within 10 feet. The gear emits a soft hum and glows brighter when near gunpowder or similar materials, aiding in locating hidden explosives or alchemical caches.
- Spark Shield: The gear projects a faint magical barrier that absorbs minor explosive backlash. When the wearer is caught in the blast radius of their own explosive (e.g., a misfired alchemical grenade), damage to themselves is reduced by 2 points. This does not protect against external explosions.
Activable Magic:
- Powderkin Burst (Cooldown: 1 minute)
- Effect: The wearer channels the gear’s magic to enhance a single-shot, gunpowder-based firearm or alchemical explosive (e.g., a flintlock pistol or thrown bomb). The next attack or throw within 10 seconds deals an additional 1d4 fire damage on impact, as the gear ignites a burst of magical embers. The enhanced explosive leaves a faint trail of glowing sparks, adding flair to the attack.
- Activation: The wearer taps the gear twice while focusing their Mind’s Eye on the explosive device.
- Cost: Consumes 1 charge (3 charges per day, recharged by exposure to a magical ley line for 1 hour).
- Flash Flare (Cooldown: 5 minutes)
- Effect: The gear releases a dazzling burst of light and heat, creating a 5-foot-radius flash that disorients foes. Enemies within the radius must succeed on a reflex save (difficulty 10) or be blinded for 1 round, suffering a -2 penalty to attack rolls. This is particularly effective in dark environments, such as Saṃsāra’s cave systems or during nighttime raids.
- Activation: The wearer spins the gear counterclockwise with a flick of their thumb, channeling their trained Explosive Handling skill.
- Cost: Consumes 2 charges (3 charges per day, recharged as above).
Roleplay Notes: The Sleih Beggey 472 of the Powderkin Ember is ideal for avatars who embrace the chaotic artistry of explosives, whether lobbing alchemical bombs in combat or rigging traps in Saṃsāra’s jungles and ruins. Its glowing runes and sparking effects make it a dramatic accessory for roleplay, drawing attention during tense negotiations or daring heists. Avatars might use it to impress a crowd at a zeppelin race by triggering a flashy explosion, or to intimidate foes in a megacity’s underbelly. The gear’s connection to the Sleih Beggey encourages roleplay interactions with these fairies, such as leaving offerings of copper coins (10 copper = 1 silver) at burgh entrances to gain their favor. Neglecting the gear’s maintenance (e.g., polishing it with alchemical oil, costing 2 silver coins) might prompt Sleih Beggey mischief, such as dimming its glow at inopportune moments.
The Sleih Beggey 472 of the Powderkin Ember, a common-rarity, tier 1 magical gear crafted by the Little People of Saṃsāra, is a specialized item tied to explosives and alchemical craftsmanship. In the high-magic, steampunk-inspired world of Saṃsāra, with its 73 island countries, sprawling trade networks, and population of over 7 billion souls, this item is traded in specific types of shops that cater to adventurers, alchemists, and those with a penchant for explosive artistry. Below is a detailed description of the types of shops where this item might be bought and sold, the methods of transaction, and the associated costs in Saṃsāra’s precious metal coin system, tailored to the item’s nature and the world’s economic and cultural framework.
Types of Shops and Their Characteristics
- Alchemical Emporiums (Megacity Markets)
- Description: Found in the towering skyscrapers of Saṃsāra’s megacities, alchemical emporiums are bustling shops filled with the hum of steam-powered machinery and the scent of sulfur and herbs. These stores specialize in alchemical supplies, including gunpowder, magical catalysts, and enchanted gear like the Sleih Beggey 472 of the Powderkin Ember. Shelves are lined with vials, gears, and glowing artifacts, while steam-driven conveyor belts move goods between display cases. Shopkeepers, often avatars with trained Craftsmanship or Explosive Handling skills, cater to adventurers and industrial workers.
- Location: Common in megacities like those on the central trade islands, such as Veylspire or Coralthron, where magical ley lines fuel commerce. These shops are typically located in busy market districts, near airship docks or zeppelin ports.
- How It’s Bought/Sold: The item is displayed in a locked glass case, its glowing runes drawing attention. Buyers must demonstrate a basic understanding of Explosive Handling (via a skill check or roleplay) to ensure safe use. Sales are straightforward, with coins exchanged directly, though haggling is common. Sellers may trade the item back to the shop for alchemical supplies or other gear, often at a reduced rate.
- Cost:
- Buy: 8 silver coins (equivalent to 80 copper or 4 nickel coins). The price reflects the item’s common rarity and utility for tier 1 avatars.
- Sell: 4 silver coins (50% of buying price, standard for common items in megacity markets).
- Sleih Beggey Burgh Markets (Subterranean Enclaves)
- Description: Hidden beneath Saṃsāra’s islands in underground burghs, these markets are run directly by the Sleih Beggey. Lit by glowing moss and magical circuits, they are labyrinthine bazaars where the Little People trade their crafted goods. Stalls are carved from stone, adorned with miniature gears and sparkling trinkets. Access is restricted, requiring avatars to locate a burgh entrance (often near ley lines) and gain the Sleih Beggey’s trust through offerings or diplomacy.
- Location: Found near ancient ruins or ley line convergences, particularly in rural regions like the Isle of Veyl’s coastal burghs or the jungle islands of Sylthar. These markets are secretive, known only to skilled adventurers or those with a trained Mind’s Eye.
- How It’s Bought/Sold: Transactions are barter-based, with Sleih Beggey favoring copper or nickel coins for their malleability, or alchemical ingredients like powdered coral (worth 2 silver coins per ounce). Avatars must offer a gift (e.g., 10 copper coins or a polished gear) to enter the market. Selling the item back requires a roleplay interaction, such as recounting its use in an explosive feat to impress the Sleih Beggey.
- Cost:
- Buy: 6 silver coins or equivalent barter (e.g., 12 nickel coins or 1 ounce of alchemical powder). The lower price reflects direct trade with the Sleih Beggey, bypassing middlemen.
- Sell: Equivalent of 3 silver coins in barter goods (e.g., 6 nickel coins or a small vial of magical steam essence).
- Traveling Tinker Caravans (Island Trade Routes)
- Description: These mobile shops, often aboard steam-powered wagons or small airships, travel between Saṃsāra’s islands, servicing smaller communities and adventurers on the move. Tinkers are eccentric avatars who collect magical gear, alchemical supplies, and oddities, trading them for coins or stories. Their caravans are cluttered with tools, steam valves, and enchanted trinkets, with the Sleih Beggey 472 of the Powderkin Ember displayed among explosive-focused items.
- Location: Common along trade routes connecting rural islands or near hot air balloon racing circuits. They frequent ports and temporary markets during festivals or zeppelin races.
- How It’s Bought/Sold: Tinkers prefer quick transactions, accepting coins or trade goods like alchemical bombs (worth 5 silver coins each). Buyers may need to share a tale of an explosive exploit to pique the tinker’s interest, adding a roleplay element. Selling the item back often yields a lower price unless the avatar offers a unique item, such as a rare gear from a forgotten ruin.
- Cost:
- Buy: 9 silver coins (slightly higher due to the caravan’s travel costs and limited stock).
- Sell: 3 silver coins or equivalent trade (e.g., a single-shot flintlock pistol worth 6 silver coins).
- Coastal Artisan Stalls (Port Towns)
- Description: In the vibrant port towns of Saṃsāra’s coastal islands, artisan stalls cater to sailors, airship crews, and adventurers. These open-air shops, often near docks or coral reefs, sell magically infused gear crafted by local artisans influenced by Sleih Beggey techniques. The stalls are decorated with seashells and glowing runes, with steam-powered fans cooling the air. The Sleih Beggey 472 of the Powderkin Ember is marketed as a sailor’s tool for signaling or combat.
- Location: Prevalent in port towns like Veyl’s Coralhaven or the floating markets of Aquilon. These stalls thrive in areas with strong Sleih Beggey influence due to nearby underwater burghs.
- How It’s Bought/Sold: Purchases are made with coins, though artisans may accept trade goods like fishbone carvings (worth 1 silver coin each) or magical steam vials. Roleplay involves negotiating with the artisan, who may test the buyer’s knowledge of explosives. Selling requires demonstrating the item’s condition, with artisans inspecting its runes for wear.
- Cost:
- Buy: 7 silver coins (moderate price due to local crafting and coastal trade networks).
- Sell: 3 silver coins or equivalent trade (e.g., 6 nickel coins or a small alchemical explosive).
- Adventurer’s Guild Outposts (Frontier Settlements)
- Description: Guild outposts in frontier settlements or near uncharted islands serve as hubs for adventurers exploring Saṃsāra’s ruins and jungles. These outposts are rugged, with steam-powered forges and racks of gear tailored for survival and combat. The Sleih Beggey 472 of the Powderkin Ember is sold as a practical tool for rigging traps or blasting through obstacles in ruins.
- Location: Found in frontier regions, such as the edge of Sylthar’s jungles or the cave systems of Nocturne Isle, where adventurers gather before expeditions.
- How It’s Bought/Sold: Guilds require buyers to be registered members (costing 1 gold coin annually) or to complete a minor quest, like clearing a monster from a nearby ruin. Payment is in coins, though guilds accept loot from ruins (e.g., ancient gears worth 2 silver coins each). Selling involves proving the item’s authenticity, often through a Mind’s Eye check to verify its magical resonance.
- Cost:
- Buy: 10 silver coins (higher due to the outpost’s remote location and demand among adventurers).
- Sell: 5 silver coins or equivalent loot (e.g., a monster’s crystal core worth 1 gold coin).
Transaction Dynamics and Cultural Context
- Roleplay Emphasis: Acquiring the Sleih Beggey 472 of the Powderkin Ember often involves roleplay tied to its explosive nature and Sleih Beggey origins. Buyers may need to demonstrate respect for the Little People, such as leaving an offering (e.g., 10 copper coins) at a burgh shrine or recounting a tale of explosive prowess. In burgh markets, avatars must navigate Sleih Beggey customs, like solving a riddle or performing a minor task (e.g., repairing a steam valve).
- Trade Networks: The item’s availability reflects Saṃsāra’s robust trade system, with airships and sailing vessels transporting Sleih Beggey goods across the endless oceans. Coastal artisan stalls and tinker caravans are key distributors, while megacity emporiums and guild outposts cater to high-demand areas.
- Sleih Beggey Influence: Shops near burghs or ley lines often have stronger ties to the Sleih Beggey, offering lower prices due to direct sourcing. However, these shops may require avatars to honor Sleih Beggey traditions, such as avoiding loud explosives near burghs to prevent mischief.
- Economic Factors: The item’s common rarity keeps costs low, accessible to tier 1 avatars. Prices vary based on location, with remote outposts charging more due to transport costs and megacities offering competitive prices due to high supply. Barter is common in rural or Sleih Beggey markets, aligning with Saṃsāra’s lack of advanced currency systems like online auctions.
Cost Summary
- Alchemical Emporiums (Megacities): Buy: 8 silver (80 copper, 4 nickel); Sell: 4 silver.
- Sleih Beggey Burgh Markets (Subterranean): Buy: 6 silver or equivalent barter; Sell: 3 silver in barter goods.
- Traveling Tinker Caravans (Trade Routes): Buy: 9 silver; Sell: 3 silver or equivalent trade.
- Coastal Artisan Stalls (Port Towns): Buy: 7 silver; Sell: 3 silver or equivalent trade.
- Adventurer’s Guild Outposts (Frontier): Buy: 10 silver; Sell: 5 silver or equivalent loot.
The Sleih Beggey 472 of the Powderkin Ember is thus a versatile item, traded across Saṃsāra’s diverse markets, from bustling megacities to hidden burghs, each shop adding its own flavor to the transaction process while reflecting the world’s magical and industrial character.
The Sleih Beggey 472 of the Powderkin Ember, a common-rarity, tier 1 magical gear in the high-magic, steampunk-inspired world of Saṃsāra, is a belt buckle imbued with the explosive magic of the Sleih Beggey, designed for avatars with a roleplay emphasis on explosives. Its passive and activable magical properties—Ember Sense, Spark Shield, Powderkin Burst, and Flash Flare—make it a versatile tool for both defensive and offensive applications. Below is a detailed exploration of how this item can be used for defense and offense in various environments across Saṃsāra’s diverse landscapes, emphasizing roleplay opportunities in combat, exploration, and social interactions. Each environment reflects the world’s unique characteristics, such as its magical flows, steam-powered technology, and scattered island nations, while adhering to the setting’s rules and the item’s stats.
1. Megacity Underbelly (Urban Environment)
- Description: Saṃsāra’s megacities, with their towering skyscrapers, steam-powered factories, and labyrinthine alleyways, are hubs of trade, intrigue, and conflict. The underbelly—shady districts filled with thieves, smugglers, and monsters—offers a chaotic backdrop for explosive roleplay.
- Defensive Use:
- Scenario: An avatar navigating a dark alley is ambushed by a gang of cutthroats wielding alchemical daggers. The Ember Sense passive hums, alerting the avatar to a hidden explosive trap (e.g., a crude bomb worth 5 silver coins) set by the gang. With a successful perception check (+1 bonus), the avatar avoids triggering it, using the trap’s location to lure enemies into its blast radius.
- Roleplay: The avatar might taunt the gang, feigning clumsiness near the trap while subtly activating Flash Flare (2 charges, 5-minute cooldown) by spinning the gear counterclockwise. The blinding burst disorients foes (reflex save, difficulty 10, or -2 to attack rolls for 1 round), allowing the avatar to escape through a steam-vented alley. Roleplay involves quick-witted banter, emphasizing the avatar’s cunning use of the environment, such as kicking over a steam pipe to create cover while retreating.
- Mechanics: Spark Shield reduces damage by 2 points if the avatar accidentally triggers a minor explosion (e.g., a misfired bomb from a nearby smuggler), ensuring they survive the encounter with minimal harm.
- Offensive Use:
- Scenario: During a skirmish in a crowded market, the avatar uses a single-shot flintlock pistol to fend off a monster—a skittering ember beetle. Activating Powderkin Burst (1 charge, 1-minute cooldown) by tapping the gear twice, the avatar enhances the pistol shot, adding 1d4 fire damage. The shot ignites with a trail of glowing sparks, striking the beetle and scattering nearby onlookers.
- Roleplay: The avatar plays up their explosive flair, shouting a dramatic warning to clear the crowd before firing, enhancing their reputation as a daring adventurer. They might toss a handful of copper coins (10 copper = 1 silver) to appease Sleih Beggey watching from nearby burghs, ensuring the gear’s magic remains potent. The glowing sparks add a theatrical element, drawing gasps from market-goers, which could lead to future job offers from guild leaders.
- Mechanics: The +1 Explosive Crafting and +2 Explosive Handling bonuses ensure precise aim and safe handling, reducing the risk of misfire in the chaotic urban setting.
2. Jungle Ruins (Wilderness Environment)
- Description: Saṃsāra’s uncharted islands and jungles are dotted with ancient ruins, overgrown with magical flora and inhabited by monsters like vine serpents. These areas pulse with wild magical flows, making them ideal for explosive tactics in untamed settings.
- Defensive Use:
- Scenario: While exploring a crumbling temple, the avatar is stalked by a pack of crystal moles burrowing through the undergrowth. Ember Sense detects traces of volatile alchemical residue in the soil (e.g., natural gas pockets worth 2 silver coins in trade), signaling danger. The avatar uses this knowledge to avoid unstable areas, guiding their party safely.
- Roleplay: The avatar might kneel to inspect the soil, muttering thanks to the Sleih Beggey for their guidance, and leave a nickel coin (2 nickel = 1 silver) as an offering at a nearby burgh shrine. If cornered, they activate Flash Flare to blind the moles, creating a distraction to flee through the jungle. The roleplay focuses on the avatar’s reverence for the Sleih Beggey and their survivalist instincts, perhaps narrating how the gear’s hum feels like a protective spirit.
- Mechanics: Spark Shield mitigates 2 points of damage if the avatar triggers a small explosion while rigging a defensive trap, such as igniting a gas pocket to deter the moles.
- Offensive Use:
- Scenario: To clear a blocked ruin entrance guarded by a sentient vine serpent, the avatar crafts an alchemical bomb (using +1 Explosive Crafting) and enhances it with Powderkin Burst. The bomb explodes with 1d4 extra fire damage, burning through the serpent’s vines and opening the path.
- Roleplay: The avatar performs a ritualistic preparation, polishing the gear with alchemical oil (2 silver coins) to ensure its effectiveness, and chants a Sleih Beggey rhyme for luck. They might boast to their party about their explosive prowess, cementing their role as the group’s demolitions expert. The fiery explosion draws the attention of nearby Sleih Beggey, who may offer a minor trinket (worth 3 silver coins) if approached respectfully.
- Mechanics: The +2 Explosive Handling bonus ensures the bomb is thrown accurately, avoiding harm to allies in the dense jungle terrain.
3. Coastal Coral Reefs (Maritime Environment)
- Description: Saṃsāra’s coastal regions, like the Isle of Veyl, feature vibrant coral reefs and underwater burghs where Sleih Beggey thrive. These areas are bustling with trade ships, airships, and aquatic monsters, ideal for explosive roleplay during naval skirmishes or exploration.
- Defensive Use:
- Scenario: While aboard a trade ship, the avatar is attacked by a swarm of coral crabs. Ember Sense detects gunpowder barrels (worth 1 gold coin each) stored below deck, warning of potential catastrophic explosions. The avatar uses this to avoid igniting them during combat. If a crab’s attack triggers a small spark, Spark Shield reduces damage by 2 points, protecting the avatar.
- Roleplay: The avatar might shout warnings to the crew, earning their trust, and toss a copper coin (10 copper = 1 silver) overboard to honor the Sleih Beggey of nearby underwater burghs. Activating Flash Flare disorients the crabs, allowing the crew to regroup. The roleplay emphasizes the avatar’s quick thinking and connection to maritime Sleih Beggey lore, perhaps weaving a tale of how the gear was a gift from a coastal burgh.
- Mechanics: The +1 perception bonus from Ember Sense aids in navigating the chaotic deck, while Flash Flare’s blinding effect (reflex save, difficulty 10) is amplified in the reflective water environment.
- Offensive Use:
- Scenario: To repel boarders from a rival ship, the avatar fires a single-shot alchemical flare gun enhanced by Powderkin Burst, dealing 1d4 fire damage and igniting a rival’s sail. The glowing sparks create a dramatic display, intimidating the enemy crew.
- Roleplay: The avatar stands at the ship’s bow, spinning the gear to activate its magic, and shouts a defiant challenge, rallying their crew. They might offer a prayer to the Sleih Beggey for a steady aim, enhancing their reputation as a bold sailor. Post-battle, they could trade the tale for a round of drinks (costing 2 silver coins) at a port tavern, boosting their social standing.
- Mechanics: The +2 Explosive Handling ensures the flare is fired safely, avoiding backlash in the humid, salty environment.
4. Dark Cave Systems (Subterranean Environment)
- Description: Saṃsāra’s megacities in dark cave systems, like those on Nocturne Isle, are illuminated by magical circuits and inhabited by monsters and Sleih Beggey burghs. These enclosed spaces amplify explosive effects, making the gear a double-edged tool.
- Defensive Use:
- Scenario: Trapped in a cave by a burrowing shadow wraith, the avatar uses Ember Sense to detect a nearby vein of volatile crystal dust (worth 5 silver coins). They avoid disturbing it, preventing an explosion. If the wraith’s attack triggers a minor blast, Spark Shield absorbs 2 points of damage, keeping the avatar alive.
- Roleplay: The avatar whispers thanks to the Sleih Beggey, leaving a polished gear (worth 1 silver coin) at a burgh entrance. Activating Flash Flare in the dark cave blinds the wraith (reflex save, difficulty 10), allowing escape. The roleplay focuses on the avatar’s cautious navigation and respect for the subterranean Sleih Beggey, perhaps narrating a vision of their guidance through the gear’s glow.
- Mechanics: Flash Flare is highly effective in total darkness, increasing the difficulty of the reflex save by 1 due to the environment.
- Offensive Use:
- Scenario: To collapse a tunnel and trap pursuing monsters, the avatar rigs a small alchemical charge and enhances it with Powderkin Burst, adding 1d4 fire damage to ensure the collapse. The explosion’s sparks illuminate the cave, revealing hidden paths.
- Roleplay: The avatar carefully sets the charge, invoking Sleih Beggey blessings for precision, and polishes the gear post-explosion to maintain its magic. They might carve a rune of thanks into the cave wall, earning favor from local Sleih Beggey, who could guide them to a hidden cache (worth 1 gold coin). The dramatic explosion enhances their reputation as a cunning tactician.
- Mechanics: The +1 Explosive Crafting ensures the charge is stable, while +2 Explosive Handling prevents misfires in the confined space.
Roleplay Dynamics Across Environments
- Defensive Roleplay: The gear’s Ember Sense and Spark Shield encourage roleplay centered on caution and foresight, with avatars using their trained Mind’s Eye to sense danger and avoid catastrophic explosions. Interactions with Sleih Beggey, such as offerings or rituals, add depth, reinforcing the item’s cultural significance. Defensive uses highlight the avatar’s survival instincts and respect for Saṃsāra’s magical balance.
- Offensive Roleplay: Powderkin Burst and Flash Flare enable flashy, theatrical combat, with avatars leveraging the gear’s sparks and bursts to intimidate foes or impress allies. Roleplay involves bold actions, like shouting challenges or performing rituals to honor the Sleih Beggey, enhancing the avatar’s reputation as an explosive artist. The gear’s effects shine in social scenarios, such as zeppelin races or market disputes, where dramatic displays draw attention.
- Environmental Influence: Each environment shapes the gear’s use. Urban settings emphasize quick, crowd-pleasing tactics; jungles reward survivalist cunning; coastal areas highlight naval flair; and caves amplify precision and stealth. The gear’s Sleih Beggey connection ties roleplay to Saṃsāra’s magical lore, encouraging avatars to engage with the Little People through offerings (e.g., 10 copper coins) or stories.
The Sleih Beggey 472 of the Powderkin Ember thus offers rich roleplay opportunities for defense and offense, adapting to Saṃsāra’s diverse environments while reinforcing the avatar’s identity as an explosive specialist within the world’s high-magic, steampunk framework.

Perception of Activation:
User’s Perspective:
- Sight: As the gear is tapped twice to activate Powderkin Burst, the swirling runes on the Sleih Beggey 472 of the Powderkin Ember flare with a vivid orange glow, intensifying into smoldering embers. Tiny sparks leap from the runes, tracing arcs through the air, while the crystal vial at the center pulses with a swirling mist that mirrors the fire’s rhythm. The gear vibrates subtly, aligning with the magical flow, creating a mesmerizing dance of light and heat.
- Sound: A soft, rhythmic hum emanates from the gear, rising to a sharp crackle as the magic ignites, like the snapping of dry twigs in a fire. The air carries a faint whistle as sparks fly, blending with the low thrum of the alchemical compound’s reaction, evoking the sound of a distant steam engine revving up.
- Touch: The gear warms significantly against the belt, its brass surface radiating heat that tingles on the fingertips. The vibration intensifies, feeling like a heartbeat pulsing through the hand, while the copper wires seem to quiver with energy, adding a slight prickling sensation.
- Smell: A sharp, acrid scent of burning metal and alchemical residue fills the nostrils, mixed with a subtle earthy aroma, reminiscent of a Sleih Beggey burgh’s mossy depths. The air grows faintly smoky, hinting at the explosive potential about to be unleashed.
- Taste: A metallic tang lingers on the tongue, as if the magic has stirred iron dust into the air, accompanied by a faint bitterness from the alchemical mist, urging caution with each breath.
- Extra-Sensory Perceptions:
- Mind’s Eye: The avatar senses a surge of magical energy flowing through the gear, visualized as golden threads weaving into the alchemical explosive, enhancing its power. A faint whisper, possibly from the Sleih Beggey, brushes the mind, urging precision.
- Telepathic Echo: If the avatar has telepathy, they might detect a distant approval or mischief from nearby Sleih Beggey, their presence felt as a playful tug on their thoughts, guiding the explosive’s aim.
- Intuitive Balance: A gut instinct warns of the gear’s charge limit (3 per day), suggesting rest near a ley line to recharge, while also hinting at the explosive’s optimal trajectory.
- Positives: The heightened sensory input boosts confidence, making the avatar feel in tune with Saṃsāra’s magical flows. The visual and auditory flair enhances intimidation or leadership, while the Mind’s Eye guidance improves accuracy. The warmth and vibration provide a tactile reward, reinforcing the gear’s reliability.
- Negatives: The intense heat and acrid smell can be disorienting, risking a -1 penalty to concentration if overwhelmed. The telepathic echo might distract, requiring a focus check (difficulty 10) to avoid misdirection. The metallic taste and vibration could signal overuse, hinting at potential durability strain (reducing it by 5 points if activated excessively without repair).
Observer’s Perspective:
- Sight: From a distance, the gear transforms into a miniature spectacle—a brass wheel glowing with orange runes, spitting sparks like a firework’s first burst. The crystal vial glows brightly, its mist swirling visibly, while the copper wires seem to writhe with energy. The enhanced explosive, if triggered, leaves a trail of glowing embers, illuminating the scene dramatically.
- Sound: Observers hear a rising hum followed by a sharp crack and sizzle, like a blacksmith’s forge igniting. The explosion, if it occurs, echoes with a muffled boom, accompanied by the tinkling of falling debris, drawing all eyes to the avatar.
- Touch: Those nearby feel a wave of warm air rush past, carrying a faint tingle from the magical discharge. If close to the blast, the ground trembles slightly underfoot, a reminder of the gear’s power.
- Smell: A pungent mix of scorched metal and alchemical smoke wafts toward onlookers, tinged with a strange, earthy undertone that hints at Sleih Beggey influence. The scent lingers, marking the avatar’s presence.
- Taste: The air carries a faint metallic aftertaste to those downwind, blending with the smoky bitterness, leaving a lingering unease about the explosive’s aftermath.
- Extra-Sensory Perceptions:
- Mind’s Eye: Observers with this skill perceive a ripple of magical energy radiating from the gear, forming a web of golden light that connects to the explosive. It suggests the avatar’s control over Saṃsāra’s magic, inspiring awe or envy.
- Telepathic Echo: Sensitive individuals might sense a faint, mischievous laughter or approval from unseen Sleih Beggey, felt as a light pressure on their thoughts, hinting at the gear’s origins.
- Intuitive Balance: A vague sense of the gear’s charge depletion (e.g., 2 charges left) might be intuited by skilled observers, suggesting the avatar’s reliance on ley line recharges.
- Positives: The visual and auditory display captivates, potentially rallying allies or intimidating foes, adding a +1 bonus to morale or intimidation checks. The magical ripple enhances the avatar’s mystique, attracting attention from guilds or traders. The warm air adds a thrilling atmosphere to the encounter.
- Negatives: The smoke and smell can obscure vision, imposing a -1 penalty to perception checks for observers within 10 feet. The telepathic echo might unsettle untrained minds, causing a -1 to initiative if distracted. The trembling ground risks destabilizing footing, requiring a reflex save (difficulty 10) to avoid stumbling if near the blast.
Sleih Beggey 472 of the Powderkin Ember Crafting Recipe
Materials Needed:
- 1 Brass Gear (small, palm-sized, 2 silver coins)
- 1 Crystal Vial (small, 1 silver coin)
- 2 feet of Copper Wire (thin, 1 silver coin)
- 1 ounce of Alchemical Powder (coral-derived, 2 silver coins)
- 1 pinch of Ember Essence (harvested from a magical fire source, 3 silver coins)
- 1 unit of Magical Steam Essence (distilled from elemental water and fire, 2 silver coins)
Tools Required:
- Steam-Powered Forge (common in artisan workshops, access costs 1 silver coin per hour)
- Precision Engraving Tool (magically enhanced, 1 gold coin to rent)
- Alchemical Mixing Vat (steam-heated, 1 silver coin per use)
- Gear Alignment Calipers (for precise assembly, 2 silver coins to borrow)
Skill Requirements:
- Craftsmanship (Level 2, trained to shape and engrave the brass gear)
- Explosive Handling (Level 1, to safely manage alchemical powder and ember essence)
- Mind’s Eye (Level 1, to channel magical flows into the gear)
Crafting Steps:
- Heat the brass gear in the steam-powered forge for 30 minutes until it glows a dull red, softening the metal for engraving.
- Use the precision engraving tool to etch swirling runes across the gear’s surface, focusing the Mind’s Eye to infuse the runes with a faint orange glow. This requires a successful Craftsmanship check (difficulty 12) to ensure clarity.
- Prepare the alchemical mixture by combining the alchemical powder, ember essence, and magical steam essence in the mixing vat. Stir for 10 minutes over steam heat, maintaining a steady hand to avoid ignition (Explosive Handling check, difficulty 10).
- Carefully pour the alchemical mixture into the crystal vial, sealing it with a cork and wrapping the copper wire around it to secure the vial’s position. The wire should be coiled tightly, requiring a Craftsmanship check (difficulty 10) to avoid damaging the vial.
- Embed the wrapped crystal vial into the center of the brass gear, using the gear alignment calipers to ensure a snug fit. Channel the Mind’s Eye to bind the vial’s magical essence to the runes, creating a faint hum (Mind’s Eye check, difficulty 11).
- Allow the gear to cool for 1 hour, monitoring it for vibrations or sparks as the magic settles. Polish the surface with a cloth to enhance its warmth and glow, completing the belt buckle’s form.
- Test the gear’s activation by tapping it twice near an alchemical compound, verifying the Powderkin Burst effect with a controlled spark (Explosive Handling check, difficulty 10). Adjust the copper wiring if the effect is weak.
Tale of Sleih Beggey 472 of Powderkin Ember
In days olden, when mists did shroud Saṃsāra’s isles and souls from beyond worlds first trod upon her soil, there come a tale most sung by fires of burgh and hall. This yarn, writ in tongues lost to time, speak of Sleih Beggey 472 of Powderkin Ember, gear of might and mischief, born from hands tiny yet wise. From ancient script, half-faded, we glean its telling, as if voices of old whisper through cracks of stone.
Long afore nine thousand winters, when avatars knew naught of Saṃsāra’s magic veins, there dwelt a Sleih Beggey craftsman, name Torkin, stout of limb and bright of eye. In burgh deep ‘neath Isle of Veyl, where coral sing and ley lines hum, Torkin toiled with kin, shaping brass and wire. One dusk, as steam rose from elemental fire and water blend, a soul new-arrived, avatar Kael, stumble into burgh, face ash-smeared from failed powder blast. Kael, from world of iron and thunder, bore memory of strange tools, yet here found only magic’s flow. Torkin, seeing spark in Kael’s gaze, take pity, offer craft to aid.
Days pass, and Torkin labor with gear small, etching runes that glow like ember’s heart. Into center, he set vial of mist, caught from ley line’s breath, bound by copper thread. Kael watch, learn, yet impatience grow. One night, Kael snatch gear half-made, seek to test with powder crude. Boom shake burgh, walls crack, and Sleih Beggey scatter in fright. Torkin, wroth, banish Kael, yet pity linger. With magic’s touch, Torkin finish gear—Sleih Beggey 472 of Powderkin Ember—imbue it with burst of flame and flare of light, hope Kael learn wisdom.
Kael wander isles, gear at belt, seeking redemption. In jungle thick, vine serpent rise, and Kael, with Powderkin Burst, strike true, sparks fly like stars. Yet pride swell, and in cave dark, Kael misuse Flash Flare, blind self and kin, stumble into shadow wraith’s grasp. Near death, Kael hear Torkin’s whisper through gear, “Balance fire with care.” With Spark Shield, Kael survive, crawl to burgh, offer copper coin—ten for one silver—beg forgiveness.
Torkin, moved, teach Kael art of crafting, how to honor ley lines with Mind’s Eye. Together, they mend burgh, Kael’s hands steady with Explosive Handling. Gear number 472 become legend, passed to adventurers bold, each bearing Torkin’s mark. Kael, now sage, sail endless ocean, gear humming, teaching others its power and peril.
Through ages, tale twist, words blur. Some say Torkin ghost in gear, others claim Kael ascend to Sleih Beggey kin. Script old speak of number 472 as sign of trial, gear a test of heart. In megacity hall, bards sing of sparks and smoke, while burgh elders nod, knowing truth half-lost.
Moral of the story: Fire’s might serves he who wields it with wisdom, lest it consume both maker and made.
Suggested conversions to other systems:
Call of Cthulhu – Sleih Beggey 472 of the Ember Shard
- Description: A palm-sized brass gear with glowing orange runes, embedded with a crystal vial of swirling mist, crafted by the Sleih Beggey. Worn as a belt buckle, it enhances explosive endeavors with magical resonance.
- Sanity Loss: 0/1 (initial sight of activation); 1/1d6 (if misused, triggering a Sanity roll due to its otherworldly nature).
- Skill Bonus: +10% to Explosive Handling (a custom skill or adapted from Demolitions, if available) and +5% to Spot Hidden when detecting volatile substances within 10 feet.
- Magic Points: 3 per day, replenished by resting near a ley line (treated as a ritual site) for 1 hour.
- Powers:
- Passive – Ember Sense: Grants +5% to Spot Hidden checks for alchemical compounds or explosives within 10 feet, activated automatically.
- Passive – Spark Shield: Reduces damage from self-inflicted explosive mishaps by 2 hit points, applied after a successful Luck roll (50% base).
- Active – Powderkin Burst: Costs 1 Magic Point, adds 1d4 damage to a single explosive attack (e.g., dynamite or improvised bomb) within 10 seconds of activation, requiring a successful Explosive Handling roll. Cooldown: 1 minute (6 turns).
- Active – Flash Flare: Costs 2 Magic Points, creates a 5-foot-radius flash blinding foes (POW vs. POW roll, difficulty 10, blinds for 1 round on failure, -20% to attacks). Cooldown: 5 minutes (30 turns).
- Durability: 50 hit points, reduced by 5 per major misuse (e.g., failed Explosive Handling roll causing backlash).
- Encumbrance: 0.2 (negligible weight).
- Cost: 8 silver dollars (converted to 1920s currency equivalent, adjusted by Keeper).
- Notes: Requires a Sanity roll (1/1d6) if the gear’s activation attracts unintended Sleih Beggey attention, potentially summoning a minor entity (Keeper’s discretion).
Blades in the Dark – Sleih Beggey 472 of the Ember Trigger
- Type: Gear Item (Fine Quality)
- Load: 1 (worn as a belt buckle)
- Effect: A mystical brass gear with a glowing vial, crafted by the Sleih Beggey, enhancing explosive operations.
- Stress Cost: 0 (passive effects); 1 Stress per active use (mitigated by crew quality or downtime).
- Special Abilities:
- Ember Sense: +1d to Insight rolls when detecting traps or explosives within Near range, always active.
- Spark Shield: Reduce harm level by 1 (e.g., Severe to Moderate) when caught in your own explosive blast, triggered by a successful Resistance roll.
- Powderkin Burst: Spend 1 Stress to add +1d6 damage to an explosive attack (e.g., alchemical bomb) within a few seconds, requiring a Prowl or Skirmish roll to aim. Limit: 3 uses per score.
- Flash Flare: Spend 2 Stress to create a blinding flash in Close range, imposing -1d on enemy action rolls for the next exchange (Fortune roll, difficulty 2, to resist). Limit: 1 use per score.
- Quality: +1d to rolls involving explosives (e.g., Wreck, Study) due to Fine quality.
- Flaw: If overused (more than 3 activations without downtime), roll a Fortune die (1-3: gear jams, -1d to next explosive roll; 4-6: no effect).
- Value: 8 coin (standard market price, adjustable by faction).
- Notes: Can be upgraded with a crew Tinker to increase durability or add a custom effect during downtime, reflecting Sleih Beggey craftsmanship.
Dungeons & Dragons 5e – Sleih Beggey 472 of the Ember Fuse
- Wondrous Item, Common (Requires Attunement by a Tier 1 Character)
- Description: A brass gear belt buckle with etched runes and a central crystal vial of swirling mist, imbued with Sleih Beggey magic for explosive prowess.
- Attunement: 1 hour, worn on a belt.
- Properties:
- Ember Sense: You have advantage on Wisdom (Perception) checks to detect alchemical substances or explosives within 10 feet, active at all times.
- Spark Shield: When you take damage from an explosive you created (e.g., alchemist’s fire), reduce the damage by 2, usable once per short or long rest.
- Powderkin Burst: As an action, expend 1 charge to add 1d4 fire damage to a single explosive attack (e.g., thrown bomb or firearm) within 1 minute. Requires a successful Dexterity (Sleight of Hand) check (DC 10) to activate. 3 charges, regained after a long rest near a ley line (DM discretion).
- Flash Flare: As an action, expend 2 charges to create a 5-foot-radius burst of light, blinding creatures within (Dexterity saving throw, DC 10, blinded for 1 round on failure). 3 charges, regained as above.
- Durability: AC 15, 50 hit points, reduced by 5 per failed activation check (repaired with a DC 12 Intelligence (Investigation) check and 2 gp).
- Weight: 0.2 lb.
- Value: 8 sp (80 cp, adjustable by DM).
- Special: If attuned for over a week without maintenance (polishing with alchemical oil, 2 sp), roll a d20 (1-5: gear dims, -1 to damage rolls until repaired).
Knave – Sleih Beggey 472 of the Ember Spark
- Item Type: Gear (Belt Buckle)
- Description: A brass gear with glowing runes and a mist-filled crystal vial, crafted by the Sleih Beggey, enhancing explosive skills.
- Slot: Belt
- Weight: 0.2 slots
- Value: 8 sp (80 cp)
- Abilities:
- Ember Sense: +1 to Search rolls when detecting explosives or alchemical items within 10 feet, always active.
- Spark Shield: Reduce damage from your own explosive mishaps by 2 HP, usable once per day or until rested.
- Powderkin Burst: Spend 1 Gear Die (d6) to add +1d4 fire damage to an explosive attack (e.g., alchemical bomb) within 1 turn, requiring a successful Dexterity check (target 10). 3 uses per day, regained after 8 hours rest near a ley line.
- Flash Flare: Spend 2 Gear Dice to create a 5-foot flash, blinding foes (Dexterity save, target 10, blinded for 1 round on failure). 1 use per day, regained as above.
- Durability: 50 HP, loses 5 HP per failed activation (repaired with a Tinker roll, target 10, and 2 sp).
- Tags: Explosive, Magical, Sleih Beggey, Alchemical
- Notes: If used more than 3 times without rest, roll a d6 (1-2: gear malfunctions, -1 to next explosive roll; 3-6: no effect).
Fate – Sleih Beggey 472 of the Ember Pulse
- Aspect: A Vibrant Gear of Explosive Potential
- Description: A palm-sized brass gear with glowing orange runes and a crystal vial of swirling mist, crafted by the Sleih Beggey as a belt buckle, channeling explosive magic.
- Skills Affected: +2 to Crafts when crafting explosives, +1 to Notice for detecting alchemical substances within a zone.
- Stunts:
- Ember Sense: Once per scene, gain a +2 to Notice to detect traps or explosives within the same zone, representing the gear’s attunement.
- Spark Shield: Once per session, reduce stress from an explosive mishap by 2 shifts, requiring a successful Physique roll to activate.
- Powderkin Burst: Spend 1 Fate Point to add a +2 to an Attack roll with an explosive (e.g., alchemical bomb) within the next exchange, enhancing damage with 1d4 fire (converted to 2 stress shifts).
- Flash Flare: Spend 2 Fate Points to create a zone effect, imposing a -2 to enemies’ next action rolls due to blindness (Overcome with Physique, difficulty 2), usable once per scene.
- Cost: 1 Refresh to attune, or 8 fate points worth of bargaining with Sleih Beggey (e.g., offering 8 silver coins’ worth of goods).
- Stress/Consequences: If overused (more than 3 activations without a scene break), take a mild consequence (e.g., “Overheated Gear”) until repaired with a Crafts roll (difficulty 3) and 2 silver coins.
- Notes: Encourages roleplay with Sleih Beggey, offering aspects like “Favored by the Little People” if respected with gifts.
Numenera & Cypher System – Sleih Beggey 472 of the Ember Shard
- Level: 2 (adjustable for balance)
- Form: Light Gear (worn as a belt buckle)
- Description: A brass gear with etched runes and a mist-filled crystal vial, crafted by the Sleih Beggey, enhancing explosive capabilities in a high-magic world.
- Depletion: 1 in 1d20 (after 3 uses without recharging near a ley line for 1 hour).
- Effects:
- Ember Sense: Adds +1 to perception tasks to detect explosives or alchemical items within immediate range, always active.
- Spark Shield: Reduces damage from self-inflicted explosions by 2 points, usable once per 10 hours or until recharged.
- Powderkin Burst: Adds +2 damage to an explosive attack (e.g., cypher bomb) for up to 10 seconds, requiring a Speed task (difficulty 2). 3 uses per recharge.
- Flash Flare: Creates a level 2 area effect, blinding foes in immediate range (Might defense roll, difficulty 2, blinded for 1 round on failure). 1 use per recharge.
- Modification: Can be upgraded to level 3 with a crafting task (difficulty 4) using alchemical materials (2 shins).
- Value: 8 shins (standard trade value).
- Notes: If depleted, roll 1d6 (1-2: malfunctions, -1 to next explosive task; 3-6: no effect). Reflects Saṃsāra’s magical flow with ley line recharge.
Pathfinder 2e – Sleih Beggey 472 of the Ember Igniter
- Item Level: 2
- Price: 8 sp
- Usage: Worn (belt buckle); Bulk: L
- Description: A brass gear with glowing runes and a central crystal vial of mist, crafted by the Sleih Beggey, designed for explosive roleplay.
- Accessories: Requires attunement (1 hour).
- Effects:
- Ember Sense: Gain a +1 item bonus to Perception checks to detect alchemical substances or explosives within 10 feet, always active.
- Spark Shield: Reduce damage from your own explosive effects by 2 (persistent damage), usable 1/day or until the next daily preparations.
- Powderkin Burst: Activate (1 action) to add 1d4 fire damage to an explosive attack (e.g., alchemist bomb) within 1 minute, requiring a DC 15 Dexterity check. 3 charges, regain all after a long rest near a ley line.
- Flash Flare: Activate (2 actions) to create a 5-foot emanation, blinding creatures (Reflex save DC 17, blinded for 1 round on failure). 1 charge, regain as above.
- Hardness: 5; HP: 20 (BT 10); Reduced by 5 per failed activation (repaired with Crafting, DC 15, and 2 sp).
- Traits: Magical, Explosive, Alchemical
- Notes: If neglected (no maintenance for a week), roll a DC 11 flat check (1-5: -1 item bonus to damage until repaired).
Savage Worlds Adventure Edition – Sleih Beggey 472 of the Ember Blast
- Type: Enchanted Gear
- Cost: 8 silver coins
- Weight: 0.2 lbs
- Description: A brass gear belt buckle with glowing runes and a mist-filled vial, crafted by the Sleih Beggey, boosting explosive skills.
- Powers:
- Ember Sense: +1 to Notice rolls to detect explosives or alchemical items within 10” (yards), always active.
- Spark Shield: Soak 2 points of damage from your own explosive mishaps, usable once per encounter or until rested.
- Powderkin Burst: Spend 1 Power Point to add +1d4 fire damage to an explosive attack (e.g., dynamite) within 1 round, requiring a Shooting or Throwing roll. 3 Power Points max, regain after 1 hour rest near a ley line.
- Flash Flare: Spend 2 Power Points to create a MBT (Medium Burst Template) flash, blinding foes (Agility roll vs. TN 4, -2 to attacks for 1 round on failure). 1 use per encounter.
- Durability: Toughness 6, 10 wounds, loses 2 wounds per failed activation roll (repaired with Repair skill, TN 4, and 2 silver coins).
- Edges/Requirements: Requires Explosives d6 to use effectively.
- Notes: If used 3+ times without rest, roll a d6 (1-2: malfunctions, -1 to next explosive roll; 3-6: no effect). Reflects Saṃsāra’s steam-magic theme.
Shadowrun 6th Edition – Sleih Beggey 472 of the Ember Charge
- Category: Gear (Magical Focus)
- Description: A palm-sized brass gear with glowing orange runes and a crystal vial of swirling mist, crafted by the Sleih Beggey, worn as a belt buckle, enhancing explosive magic.
- Cost: 8,000¥ (adjusted for magical rarity and availability).
- Availability: 12F (restricted, requires magical contacts).
- Essence: 0.2 (minimal Essence cost for attunement).
- Stats:
- Perception Boost: +1 dice pool to Perception tests to detect explosives or alchemical substances within 10 meters, always active.
- Damage Resistance: +2 dice pool to resist damage from self-inflicted explosive effects, usable once per combat turn.
- Powderkin Burst: Add 2P damage to an explosive attack (e.g., grenade) within 1 Combat Turn, requiring a successful Demolitions + Magic [Force 2] test (Threshold 2). 3 uses, recharge 1 hour near a mana line.
- Flash Flare: Create a 5-meter-radius flash, imposing -2 dice pool penalty on enemy Perception tests for 1 turn (Opposed Willpower + Intuition test, Threshold 3). 1 use, recharge as above.
- Durability: Device Rating 5, 10 Structure, loses 2 Structure per failed test (repaired with Hardware + Logic [4], 200¥).
- Gear Qualities: Magical, Alchemical
- Notes: Overuse (4+ activations) risks a Glitch on next test. Roleplay with spirits or Sleih Beggey contacts may enhance recharge.
Starfinder – Sleih Beggey 472 of the Ember Flare
- Level: 2
- Price: 800 credits
- Bulk: L (light, worn as a belt buckle)
- Description: A brass gear with etched runes and a mist-filled crystal vial, crafted by the Sleih Beggey, boosting explosive capabilities in a high-magic setting.
- Capacity: 10 (3 charges for Powderkin Burst, 1 for Flash Flare, recharges 1/hour near a magical nexus).
- Usage: 1 charge per activation
- Effects:
- Ember Sense: +1 to Perception to detect explosives or alchemical items within 10 feet, always active.
- Spark Shield: Reduce damage from self-inflicted explosions by 2, usable 1/rest or until recharged.
- Powderkin Burst: Add 1d4 fire damage to an explosive weapon attack (e.g., grenade) within 1 round, requiring a successful Engineering or Mysticism check (DC 12). 3 charges.
- Flash Flare: Create a 5-foot-radius burst, blinding foes (Reflex save DC 13, blinded 1 round on failure). 1 charge.
- Upgrade Slots: 1 (can add a minor magical effect with a Crafting check, DC 15).
- Hit Points: 10; Hardness: 5 (reduced by 2 per failed activation, repaired with Engineering, DC 12, 50 credits).
- Notes: If depleted, roll d20 (1-5: -1 penalty to next explosive roll until recharged). Reflects Saṃsāra’s magical flow.
Traveller – Sleih Beggey 472 of the Ember Strike
- Tech Level: 8 (magical adaptation)
- Cost: Cr800 (adjusted for trade value)
- Weight: 0.1 kg (negligible, belt buckle)
- Description: A brass gear with glowing runes and a mist-filled vial, crafted by the Sleih Beggey, enhancing explosive skills in a steam-magic world.
- Effects:
- Ember Sense: +1 DM to Recon checks to detect explosives or alchemical items within 10 meters, always active.
- Spark Shield: Reduce damage from self-inflicted explosions by 2 points, usable 1/encounter or until rested.
- Powderkin Burst: Add 1d4 damage to an explosive attack (e.g., grenade) within 1 minute, requiring a successful Demolitions check (DM 0). 3 uses, recharge 1 hour near a magical site.
- Flash Flare: Create a 5-meter-radius flash, blinding foes (Dexterity check, DM -1, blinded 1 round on failure). 1 use, recharge as above.
- Durability: 5 Structure Points, loses 1 per failed activation (repaired with Mechanics check, DM 0, Cr50).
- Notes: If used 3+ times without rest, roll 2d6 (8+: malfunctions, -1 DM to next explosive roll). Encourages trade with Sleih Beggey for maintenance.
Warhammer 40,000 Roleplay (Wrath & Glory) – Sleih Beggey 472 of the Ember Wrath
- Tier: 1
- Cost: 80 Throne Geld
- Weight: 0.2 kg (belt buckle)
- Description: A brass gear with etched runes and a mist-filled crystal vial, crafted by the Sleih Beggey, enhancing explosive prowess in a grim setting.
- Attributes:
- Ember Sense: +1 bonus to Awareness tests to detect explosives within 10 meters, always active.
- Spark Shield: Reduce damage from self-inflicted explosions by 2, usable 1/encounter or until rested.
- Powderkin Burst: Add 1d4 Mortal Wounds to an explosive attack (e.g., grenade) within 1 round, requiring a Ballistic Skill or Tech test (DN 3). 3 uses, recharge 1 hour near a warp rift.
- Flash Flare: Create a 5-meter-radius flash, imposing -1 penalty to enemy Perception tests for 1 round (Opposed Willpower test, DN 3). 1 use, recharge as above.
- Durability: 5 Wounds, loses 1 per failed activation (repaired with Tech test, DN 3, 20 Throne Geld).
- Keywords: Magical, Explosive, Xenos (Sleih Beggey origin)
- Notes: Overuse (4+ activations) risks a Wrath Point expenditure to avoid a Complication. Roleplay with xenos lore may influence recharge.
