Lore
• This tapa cloth was first created by island signal-keepers who needed controlled bursts of sound and force to warn fleets, collapse unsafe tunnels, or scatter swarms without open warfare.
• The symbols woven and painted into the bark-cloth are not prayers but interruptions—patterns meant to shock stagnant energies into release.
• Each marking represents pressure, timing, and directional intent rather than destruction for its own sake.
• Among artisans, it is said the cloth “does not explode until it is certain where the explosion belongs.”
Item Details
• Rarity: Common
• Tier: 1
• Slot: Waist (Sash) or Off-Hand (Wrapped, not held)
• Weight: Light
• Durability: Moderate; resistant to shock but vulnerable to prolonged fire
Skills Gained While Openly Worn
• +1 Demolitions or equivalent skill involving controlled blasts, charges, or shock effects
• +1 Engineering or Craft checks related to timing mechanisms, pressure release, or structural failure analysis
Passive Magics
• Stored Tension Weave: The cloth naturally absorbs minor ambient force, vibration, or kinetic buildup, stabilizing nearby volatile materials.
• Directional Instinct: The wearer gains an intuitive sense of how force will travel through nearby terrain, walls, or clustered objects.
• Shock-Ready Fibers: Minor accidental detonations near the wearer are subtly softened, reducing collateral effects in roleplay scenes.
Activable Magics
• Thunder-Tag (2/day): By snapping or sharply twisting the cloth and releasing it, the wearer creates a focused concussive burst at a nearby point. The effect emphasizes force and sound over heat, useful for breaching, scattering, or signaling.
• Patterned Detonation (1/day): The wearer traces a symbol in the air with the cloth, marking a surface or object. After a brief delay or trigger action, the mark releases a controlled explosive shock, shaped to avoid unnecessary spread.
• Reverberant Echo (1/day): When an explosion occurs nearby, the wearer may activate the cloth to redirect part of the shockwave outward, amplifying intimidation, clearing space, or collapsing weakened structures.
Tags
Explosive, Concussive, Symbolic, Barkcloth, Directional, Controlled-Blast, Shockwave, Ritual-Tech, Industrial-Magic, Signal-Rite, Pressure-Weave, Thunder-Marked, Structural-Breach, Kinetic-Control, Blast-Shaping, Vibration-Tuned, Warning-Cloth, Impact-Focused, Detonation-Safe, Force-Pattern
How This Item Might Be Obtained
• Signal Rite Commission: Crafted after the avatar assists signal-keepers, tunnel wardens, or demolition crews in safely clearing blocked passages, collapsing unstable structures, or coordinating large-scale warnings without loss of life.
• Controlled Detonation Trial: Earned by completing a supervised test where force must be applied precisely—breaching a sealed ruin door, triggering an avalanche safely, or dispersing dangerous swarms without fire.
• Industrial Apprenticeship: Granted at the end of a short training period with blast-artisans who specialize in pressure release rather than destructive warfare.
• Salvaged Pattern Transfer: Recreated from damaged or spent signal cloths recovered after major collapses, dock accidents, or failed mining expansions.
• Cultural Exchange: Given as a trust token to outsiders who prove they understand restraint, timing, and responsibility when working with explosive force.
Types of Shops, Where Found, and How Trade Works
Signal-Keepers’ Lodges
• Location: Coastal cliffs, harbor towers, mountain passes, and border watch stations.
• Nature of Trade: Items are issued rather than displayed; buyers must explain their intended use and demonstrate basic understanding of blast control.
• Cost: 14–20 silver, often reduced if the buyer agrees to return after use with a report on effectiveness and safety.
Industrial Supply Sanctums
• Location: Factory districts, mining hubs, and steamworks-adjacent neighborhoods in large cities.
• Nature of Trade: Sold alongside pressure valves, reinforced cords, and timing tools; the cloth is treated as specialized equipment, not ceremonial wear.
• Cost: 18–25 silver, reflecting demand, urban overhead, and regulation.
Demolition Guild Workshops
• Location: Near quarries, tunnel networks, megacity underworks, or cliffside construction zones.
• Nature of Trade: Sales often bundled with instruction; guilds prefer to sell only to known members or recommended avatars.
• Cost: 12–18 silver, sometimes paired with a required demonstration or supervised first use.
Traveling Blast-Artisans
• Location: Temporary camps near large construction projects, road expansions, or ruin-clearing efforts.
• Nature of Trade: Highly situational; items may be traded rather than sold, exchanged for labor, materials, or future assistance.
• Cost: 10–15 silver or equivalent value in services or resources.
Restricted Curio Halls (Industrial Wing)
• Location: Major metropolises with strict control over explosive-capable items.
• Nature of Trade: Kept in locked sections; buyers are warned about misuse and collateral consequences before purchase.
• Cost: 22–30 silver, reflecting scarcity, oversight, and administrative control.
General Trade Notes
• Prices fluctuate sharply in regions experiencing construction booms, collapses, or recent disasters.
• Sellers may refuse transactions if the buyer intends uncontrolled destruction rather than precise application.
• These cloths are rarely shipped long distances without escort, as symbols can destabilize if mishandled during transport.
Roleplay Applications of Explosive Symbolism Across Environments
Urban Environments (Cities, Docks, Factory Districts)
• Defense: The cloth is worn openly to stabilize volatile situations such as riots, collapsing structures, or runaway machinery. Its presence discourages reckless force by signaling that controlled detonation, not chaos, is imminent. When activated defensively, it redirects shockwaves away from crowds, shattering obstacles while leaving surrounding areas intact.
• Offense: In narrow streets or industrial corridors, the cloth is used for precision breaches—blowing doors, barriers, or barricades without flattening adjacent buildings. The wearer asserts dominance through controlled force, using sound and pressure to scatter foes, disrupt formations, or force surrender without prolonged combat.
Rural Environments (Villages, Fields, Roads, Hills)
• Defense: The cloth is employed to divert avalanches, stampedes, or wild surges of magic by triggering pressure releases that redirect destructive energy into open ground. It serves as a mobile safety valve, protecting homes and farmland from sudden impact events.
• Offense: Against raiders or large creatures, the cloth creates concussive bursts that knock back, disorient, or collapse terrain underfoot. The emphasis remains on space control and deterrence rather than lethal destruction.
Wilderness Environments (Forests, Jungles, Mountains, Ruins)
• Defense: Used to clear unstable paths, drop dead trees safely, or collapse tunnels behind the party to prevent pursuit. The cloth helps prevent chain reactions by shaping blasts so that only intended materials are affected.
• Offense: In ancient ruins or dense growth, the wearer marks structural weak points and triggers controlled detonations to open sealed chambers or bring down hazardous overhangs onto enemies without triggering full collapse.
Underground and Enclosed Spaces (Mines, Tunnels, Caverns)
• Defense: The cloth dampens accidental shock buildup in confined spaces, preventing catastrophic cave-ins. Defensive use often involves releasing pressure gradually to stabilize tunnels during tremors or magical surges.
• Offense: The wearer directs concussive force into stone supports, creating localized collapses that block enemies or isolate sections of a cavern without trapping allies.
Maritime and Coastal Environments (Ships, Harbors, Reefs)
• Defense: Activated to counter wave impact, rogue currents, or hull stress by releasing kinetic pressure outward, preventing structural failure. On ships, it can be used to blast water away from breaches long enough for repairs.
• Offense: Used to rupture enemy rigging, scatter boarding parties, or shock the water around hostile creatures, forcing them to retreat without damaging the vessel itself.
Social and Psychological Context
• Defense: The cloth projects responsibility and expertise. Allies feel protected knowing force will be applied with intention, not recklessness. Civilians recognize the wearer as someone who understands consequences.
• Offense: Offense is expressed through precision and inevitability. The threat is not raw destruction but the certainty that pressure will be released exactly where it will hurt most, forcing enemies to yield or scatter.

Perception of Activation:
User’s Perspective
• Sight: The tapa’s symbols snap into sharp clarity, lines tightening and momentarily over-contrasting as if carved into light. A brief flash runs along the patterns, then collapses inward toward a single focal point.
• Hearing: A deep, compressed thump is felt more than heard, followed by a ringing hush similar to ears adjusting after a sudden pressure change.
• Touch: The cloth vibrates violently for a fraction of a moment, then goes taut, pulling slightly against the body as stored force aligns. Heat is felt only at the symbols, not across the entire fabric.
• Smell: A dry scent of scorched bark and mineral dust appears briefly, sharp and clean rather than smoky.
• Taste: A metallic tang spreads across the tongue, like biting down on static-charged air.
Observer’s Perspective
• Sight: The cloth seems to buckle reality around it for an instant—air warps, dust jumps outward, and nearby loose objects rattle away from the activation point. The symbols flare, then dim abruptly.
• Hearing: A sharp concussive crack or pressure pop is heard, followed by a brief unnatural quiet before ambient sound returns.
• Environmental Reaction: Debris shifts, weak structures tremble, and hanging items sway outward as if pushed by a sudden invisible wave.
Extra-Sensory Perceptions
• Pressure Mapping: The avatar intuitively senses where force is traveling and where it will dissipate, like seeing invisible contour lines through space.
• Kinetic Resolution: A momentary certainty that stored energy has been “spent correctly,” leaving no lingering instability.
• Threat Awareness: The avatar can briefly feel which nearby structures or entities are most affected, even without direct line of sight.
Positives
• Heightened control over explosive or concussive outcomes, reducing unintended collateral effects.
• Increased confidence and decisiveness when applying force under pressure.
• Nearby allies often feel reassured, sensing that the blast was deliberate rather than chaotic.
Negatives
• Short-lived disorientation from sudden pressure release, especially in confined spaces.
• Repeated activations in quick succession can cause lingering vibrations in the hands or torso.
• Sensitive avatars may experience headaches or jaw tension after use, as if from internal overpressure.
Rite of Bound Pressure and Thunder Symbols
Materials Needed
• Inner bark from a resilient, fast-growing tree known to survive storms or landslides
• Mineral dust from fractured stone, collected from a controlled collapse or blast site
• Ash from burned signal flares, warning fires, or industrial incense
• Natural resin mixed with fine sand for shock-resistant binding
• Spring or rainwater gathered during a storm or high-wind event
• Reinforcement fibers made from tough grasses or sinew
• A small quantity of compacted soil or gravel taken from a site that has recently shifted or broken
Tools Required
• Smooth stone or wooden mallet for bark beating
• Flat stone or timber surface for cloth preparation
• Mortar and pestle for grinding mineral dust and ash
• Stiff-bristle brush or reed stylus for symbol application
• Heat-stable bowl for mixing binding compounds
• Tension frame or weighted cords to stretch the cloth during curing
Skill Requirements
• Bark-cloth preparation or textile crafting
• Structural or mechanical understanding of force and pressure
• Ritual symbolism focused on release and direction rather than destruction
• Steady hand and emotional discipline under stress
Crafting Steps
• Harvest the inner bark during unsettled weather, acknowledging the tree’s resilience before removal.
• Beat the bark evenly until it spreads into a dense, flexible sheet, stopping before fibers weaken.
• Rinse the cloth in storm-gathered water, then stretch it on the tension frame until fully dried.
• Grind mineral dust, ash, and compacted soil together, then bind with resin and sand to form a thick, gritty pigment.
• Apply explosive-symbol patterns deliberately, emphasizing directional lines and release points rather than central mass.
• Allow the symbols to cure under gentle heat, tightening the fibers as the binding sets.
• Reinforce edges with fibers or sinew to prevent tearing during sudden force release.
• Finalize the rite by striking the ground once near the cloth, then folding it tightly and allowing it to rest overnight before first use.
Cloth That Would Not Shatter Mountain
They say the words were wrong even when they were first written. They say the translator did not know the difference between “thunder,” “decision,” and “breaking,” because in the older tongue those were all the same sound, spoken with different breaths.
So the story is bent. But it is the story that remains.
In the time before the roads stayed where they were, there was a place where the cliffs leaned too far and the ground argued with itself. People built there anyway. They always do. The mountain moved slowly, as mountains prefer, and the people moved quickly, as people insist.
There was a keeper of warnings. Or perhaps a breaker of warnings. The title does not survive. The marks on the tablet blur at that point. This one wore no armor and carried no blade. They carried rope, chalk, and a cloth made from the inside of a tree that had been struck by lightning but did not fall.
The tree had split and lived. This mattered.
The cloth was marked not with gods or ancestors, but with lines that showed where force wished to go if it were allowed. The symbols were not prayers. They were maps.
The keeper learned the language of pressure by listening. They pressed their ear to stone. They felt the tremor before it became sound. They knew when a cliff wanted to fall and when it only wanted to sigh.
The people asked for walls. The mountain refused.
So the keeper made the cloth.
The first time it was used, it did not explode. This disappointed many. They had expected fire and noise and a quick ending. Instead, the cloth tightened, the air struck outward like a held breath released, and a section of rock slid cleanly away, falling exactly where it had already decided to fall.
No one died. This angered those who had hoped to prove a point.
Word spread badly, as words do. Soon the cloth was blamed for things it did not do. Some said it caused collapses. Others said it prevented them. Both were true, depending on who was listening.
A war came later. Or earlier. The tablets argue. In that war, someone took the cloth and tried to make it shout louder than it wished. They wrapped it tight and snapped it hard, demanding more force than direction.
The mountain answered instead.
The cloth did not tear. The ground did.
When the dust cleared, the one who misused it was gone, and the path behind them was sealed forever. The keeper returned, slower now, and took the cloth back without speaking.
After that, the cloth was only used to open paths, never to erase them. It collapsed tunnels behind fleeing people. It scattered armies without killing them. It broke bridges only after the last foot crossed.
The final fragment of the story is damaged by heat. Only parts remain:
“…it does not explode because you are angry.
…it explodes because something must change.
…the cloth listens first.”
The rest is ash.
Moral of the story:
Force without direction destroys, but force that listens becomes a choice rather than an accident.
Suggested conversions to other systems:
Call of Cthulhu 7th Edition
Tapa 683, Cloth of Sudden Thunder
Type: Enchanted bark-cloth sash (worn)
Use: Concussive force, controlled breaching, signaling, blast shaping
Passive Effects
• Pressure-Sense: While worn openly, gain a bonus die on Spot Hidden or Mechanical Repair when identifying structural weak points, hidden voids, unstable masonry, or where force will travel in a collapse.
• Steady Hands Under Shock: After any nearby explosion, the wearer may ignore one penalty die on the next relevant action caused by ringing ears, dust, or panic (Keeper discretion).
Active Effects
• Thunder-Tag (2/day): Spend 2 Magic Points and snap/twist the cloth toward a point within close range. Make a POW test. On a success, a concussive burst occurs: it can blast open a stuck door, knock loose debris, scatter a small group, or deliver 1d6 damage (Keeper chooses the most fitting mechanical expression). On an extreme success, also disorient targets for one round (penalty die to their next action). On a failure, the burst misfires: the wearer takes 1d4 damage from backblast and must pass a CON roll or suffer a penalty die on hearing-based actions for the scene.
• Patterned Detonation (1/day): Spend 3 Magic Points and apply a mark to a touched surface/object. After one round (or when the wearer speaks a trigger word), it releases a shaped concussive blast. Treat as a controlled breaching charge: it opens a passage or collapses a small section as intended, with reduced collateral damage. If used against a creature at point-blank, it deals 1d8 damage but risks harming the wearer (Keeper may call for a DEX roll to avoid).
Limitations
• The cloth emphasizes sound and force, not flame. It is poor for setting fires or producing heat damage.
Blades in the Dark
Tapa 683, Thunder-Pattern Sash
Item: Fine Arcane Implement (1 load if carried; 0 load if worn as clothing)
Quality: Fine for breaching, shock control, and signaling
Passive Effects
• Directional Instinct: When you Survey or Tinker to identify how a structure will fail, take +1 effect.
• Shock-Ready: You take reduced effect from environmental concussion (nearby blasts, collapses) once per score (GM applies as a less severe consequence).
Active Effects
• Thunder-Tag (2 uses per score): Snap the sash to create a focused concussive burst. Roll Tinker or Wreck (choose based on approach). On success, you breach or scatter with standard effect; on a partial, you do it but take a consequence (level 1 harm “Rung,” reduced effect, or complication); on a bad outcome, the backblast is severe (harm, lost opportunity, or heat/attention as appropriate).
• Patterned Detonation (1 use per score): Mark a surface/object and set a short delay. You may treat your next breach/collapse attempt as having increased effect. If you push yourself on this action, you may also reduce collateral damage by one step (fictional positioning).
Drawback
• Loud Signature: Unless you take special precautions, any use draws attention; the GM should add a complication clock or heat.
Dungeons & Dragons 5th Edition
Tapa 683, Sudden Thunder Sash
Wondrous Item (common), worn as a sash
Attunement: Required
Passive Benefits
• Structural Sense: You have advantage on Intelligence (Investigation) checks to locate weak points, seams, or supports in non-living structures (doors, walls, bridges, ruined masonry).
• Steady Aftershock: You have advantage on saving throws against being deafened or frightened by thunder damage.
Activations
• Thunder-Tag (2/day): As an action, choose a point you can see within 30 feet. Each creature within 5 feet of that point must make a Constitution saving throw (DC 13) or take 1d6 thunder damage and be pushed 5 feet away. On a success, a creature takes half damage and isn’t pushed. Unsecured objects may be knocked over. A nonmagical door, latch, or brittle barrier in the area may be blown open at the DM’s discretion.
• Patterned Detonation (1/day): As an action, you mark a surface or object you touch. At the end of your next turn (or immediately if you use a bonus action on your next turn to speak the trigger word), the mark detonates in a shaped concussive burst. Choose one:
– Breach: A 5-foot section of nonmagical, brittle material (rotted wood, weak masonry) is smashed open.
– Blast: Creatures in a 10-foot cone from the marked point must make a Con save (DC 13) or take 1d6 thunder damage and fall prone; on success, half damage and no prone.
Limitations
• The sash cannot create fire or ignite objects; it produces concussive pressure and sound only.
Knave (Second Edition)
Tapa 683, Thunder Sash
Item Type: Worn cloth (takes 1 inventory slot when carried; counts as worn when equipped)
Passive Effects
• Structural Reading: +1 to INT checks to assess weaknesses, props, and stress points in doors, walls, beams, and rubble.
• Aftershock Nerves: +1 to WIS saves versus fear or stun effects caused by sudden loud force.
Active Effects
• Thunder-Tag (2/day): Choose a point within near distance. Creatures within arm’s reach of that point make a CON save (typical target 12). Fail: take 1d6 damage and are shoved back; Success: take half damage and hold position. Loose debris scatters.
• Patterned Detonation (1/day): Touch a surface/object and mark it. On your next turn, you may trigger a shaped blast: either open a passage through weak material or blast a near-distance cone for 1d6 damage (CON save halves).
Drawback
• Noise: Using either power creates a loud report; nearby creatures are likely to notice unless the referee rules otherwise.
Fate Core / Fate Condensed
Tapa 683, Mantle of Sudden Thunder
Item Type: Enchanted Gear with Aspects
Scale: Personal, environmental force control
Aspects
• Pressure Listens Before It Breaks
• Controlled Force, Not Chaos
• Thunder That Knows Where to Go
Passive Benefits
• While worn openly, gain a situational bonus when Creating an Advantage related to structural weakness, controlled explosions, shockwaves, or dispersing groups through force rather than harm.
• Once per scene, the wearer may invoke Pressure Listens Before It Breaks for free when assessing how force will travel through terrain, walls, or clustered enemies.
Stunts
• Thunder-Tag (2 uses per session): When you Create an Advantage or Overcome an obstacle using concussive force, gain +2 to the roll. On a success with style, you may also place an aspect such as “Scattered by Shockwave” with one free invoke.
• Patterned Detonation (1 use per session): You may Overcome a barrier or environmental obstacle that would normally require extended effort by releasing a shaped blast. On a tie, the obstacle is breached but a new complication appears, such as instability, noise, or attention drawn.
Consequences
• If used recklessly or for indiscriminate destruction, the GM may compel Controlled Force, Not Chaos to temporarily disable all stunts until the wearer performs a scene emphasizing restraint or repair.
Numenera / Cypher System
Tapa 683, Barkcloth of Directed Thunder
Artifact Type: Wearable Subtle Artifact
Level: 3
Form: Sash or wrapped cloth
Passive Effects
• The wearer gains an asset on Intellect tasks involving demolition, structural analysis, blast control, or predicting shockwave behavior.
• Minor explosions or concussive effects near the wearer deal 1 less damage (to a minimum of 1), representing directional dampening.
Active Abilities
• Thunder-Tag (2/day): As an action, the wearer releases a focused concussive pulse at a point within short range. Make an Intellect task against level 3. On success, deal 4 points of ambient damage to objects or creatures in immediate range of the point and push them back a short distance. On failure, the wearer takes 2 points of Speed damage from backlash.
• Patterned Detonation (1/day): The wearer marks a surface or object they touch. At the end of the next round, the mark releases a shaped blast that automatically breaches a weak barrier or knocks prone all creatures in an immediate cone (no damage, but movement and disruption).
Depletion
• Roll for depletion (1 in 20) after any day the artifact is used more than once for uncontrolled destruction rather than precise application.
Pathfinder Second Edition
Tapa 683, Sudden Thunder Sash
Item Level: 1
Item Type: Worn Item (Common)
Usage: Worn (waist or shoulder)
Bulk: L
Passive Effects
• The wearer gains a +1 item bonus to checks to Identify structural weaknesses, hazards, or unstable terrain.
• The wearer gains resistance 1 to sonic or thunder effects caused by environmental hazards (not spells or weapon attacks).
Activate
• Thunder-Tag (2/day) — One action, manipulate
You snap the sash, releasing a concussive pulse at a point within 20 feet. Creatures in a 5-foot burst must attempt a Fortitude save against DC 14.
– Critical Success: No effect.
– Success: The creature is pushed 5 feet.
– Failure: The creature takes 1d6 sonic damage and is pushed 5 feet.
– Critical Failure: The creature takes 1d6 sonic damage, is pushed 10 feet, and falls prone.
• Patterned Detonation (1/day) — Two actions, manipulate, concentrate
You mark a surface or object you touch. At the start of your next turn, it releases a shaped blast that automatically destroys a non-reinforced object of low durability or creates difficult terrain in a 10-foot area.
Savage Worlds Adventure Edition
Tapa 683, Cloth of Sudden Thunder
Item Type: Worn Relic (Common)
Activation: Action
Power Source: Symbolic kinetic magic
Passive Effects
• The wearer gains +1 to Notice or Repair rolls when identifying weak points, structural stress, or blast paths.
• The wearer gains +1 to Vigor rolls made to resist being Shaken by environmental explosions or concussive force.
Powers
• Thunder-Tag (2/day): As an action, the wearer makes a Spirit roll. On a success, a Small Burst Template centered within 6 inches inflicts 2d4 damage as concussive force and pushes affected targets 1 inch away from the center. On a raise, affected targets are also Shaken.
• Patterned Detonation (1/day): The wearer marks a surface and triggers a shaped blast on their next action. Treat this as a Breach effect that automatically destroys weak barriers or creates rubble that counts as difficult terrain in a Medium Burst Template.
Hindrance
• Loud Signature: Any activation automatically produces significant noise. The GM may immediately introduce attention, reinforcements, or environmental complications if appropriate.
Shadowrun Sixth World
Tapa 683, Thunder-Sever Signal Cloth
Item Type: Magical Focus (Wearable, Non-Weapon)
Bonding: Requires attunement to a single user; attunement breaks immediately if another bonds to it
Tradition: Functional in any magical tradition that recognizes force, sound, or disruption
Passive Effects
• Directional Pressure Sense: While worn openly, the user gains +1 die on tests involving Demolitions, Engineering, or Perception when assessing blast paths, structural weaknesses, or shockwave propagation.
• Astral Shock Dampening: The first time each scene the wearer would suffer secondary effects from a nearby explosion (disorientation, knockdown, ringing), reduce the effect by one step (GM discretion).
Active Effects
• Thunder-Tag (2 uses per session): As a Complex Action, snap or twist the cloth toward a point within short range. Roll Willpower + Magic opposed by the object’s Structure or a target’s Body + Willpower. On success, a concussive shock occurs, dealing Stun damage equal to net hits and pushing targets back 1 meter per net hit. Objects instead take Structure damage. On failure, the user takes Stun damage equal to the highest opposing hits.
• Patterned Detonation (1 use per session): As a Complex Action, mark a touched surface or object. At the start of the user’s next Action Phase, the mark releases a shaped concussive blast. Treat as a controlled breaching charge with reduced collateral damage; nearby non-targets gain +2 dice to resist secondary effects.
Limitations
• The cloth cannot be used to cause fire, incendiary damage, or chemical detonation. It produces force and sound only.
Starfinder
Tapa 683, Sash of Sudden Thunder
Item Level: 1
Item Type: Hybrid Item (Magic), Worn
Usage: Worn (waist or shoulder)
Passive Effects
• Structural Insight: The wearer gains a +1 insight bonus to Engineering checks made to identify weak points, blast seams, or pressure vulnerabilities in structures and vehicles.
• Shock Mitigation: Once per combat, the wearer reduces damage taken from an environmental explosion or sonic effect by 2.
Active Effects
• Thunder-Tag (2/day): As a standard action, the wearer releases a concussive pulse at a point within 30 feet. Creatures in a 5-foot radius must succeed at a Fortitude save (DC 11) or take 1d6 sonic damage and be pushed 5 feet away; on a success, they take half damage and are not pushed.
• Patterned Detonation (1/day): As a standard action, the wearer marks a surface or unattended object they touch. At the end of their next turn, the mark detonates in a shaped burst, automatically breaching a fragile barrier or knocking creatures in a 10-foot cone prone unless they succeed at a Fortitude save (DC 11).
Restrictions
• The sash has no effect on purely technological explosives or energy weapons unless they rely on concussive force.
Traveller (Mongoose 2nd Edition)
Tapa 683, Thunder-Pattern Control Cloth
Item Type: Cultural Ritual Equipment
Tech Level: Low (with psionic resonance)
Passive Effects
• Force Awareness: The wearer gains DM+1 on Engineer (Demolitions), Recon, or Psionics checks when predicting blast effects, tunnel collapse risks, or shockwave travel.
• Shock Conditioning: The wearer ignores the first point of damage caused by secondary concussive effects each scene.
Active Effects
• Thunder-Tag (2/day): As a Major Action, the wearer directs a concussive release at a point within Close range. Make an Engineer (Demolitions) or Psionics (Telekinesis) check opposed by the target’s END or the structure’s difficulty. On success, targets take 1d6 damage and are pushed back; objects instead suffer structural damage.
• Patterned Detonation (1/day): The wearer marks a surface or object and triggers a shaped concussive release on the following round, automatically opening a controlled breach or collapsing a limited section without full cave-in.
Notes
• The cloth is prized for safe demolition and is rarely issued to untrained users.
Warhammer Fantasy Roleplay 4th Edition
Tapa 683, Cloth of Directed Thunder
Item Type: Enchanted Clothing (Common)
Encumbrance: 0
Availability: Scarce outside industrial or coastal regions
Passive Effects
• Sense the Fault Line: The wearer gains +10 to Perception or Trade (Engineer) tests to detect structural weaknesses, stress points, or imminent collapse.
• Braced Against Shock: The wearer gains +10 to Endurance tests to resist being knocked Prone or Stunned by explosions or loud concussive effects.
Active Effects
• Thunder-Tag (2/day): As an Action, the wearer snaps the cloth toward a visible point. All creatures in a small area must pass an Endurance Test or take Damage equal to the wearer’s Willpower Bonus and be pushed back several yards. On a critical failure, targets are also Prone.
• Patterned Detonation (1/day): As an Action, the wearer marks a surface or object. At the start of the next round, a controlled concussive blast destroys weak barriers or creates rubble that counts as Difficult Terrain.
Drawback
• Any activation is loud and unmistakable. The GM is encouraged to apply immediate consequences such as attention, panic, or structural instability where appropriate.
