Tapa 812 of the Volatile Sigil

Lore: The 812th iteration of sacred bark-craft was developed by the “Fire-Scribes” of the volcanic reaches. Unlike traditional tapa used for history, this cloth is pounded from the fire-resistant inner bark of the Ash-Crowned Mulberry and soaked in unstable alchemical salts. The geometric symbols etched into the fabric are not mere stories; they are containment patterns for kinetic and thermal energy. Scholars of explosive alchemy wear these cloths to stabilize their volatile mixtures, as the symbols act as a sympathetic conduit that “bleeds off” premature sparks while preparing a larger blast.

Detail Stats

  • Tier: 1
  • Rarity: Common
  • Slot: Forearms (Wrapped around the dominant arm or both forearms)
  • Material: Alchemically Treated Ash-Bark
  • Weight: 0.3 lbs

Skills Gained While Openly Worn

  • Combustion Precision: The wearer gains an innate sense of the exact “flashpoint” of chemical substances, allowing for more precise placements of explosives.
  • Volatile Handling: The wearer can handle unstable alchemical components with reduced risk of accidental detonation due to tremors or sudden movement.

Passive Magic

  • Soot-Shield: The cloth naturally repels mundane soot, ash, and chemical residue, keeping the wearer’s arms and tools clean even in the center of a smoke-filled laboratory.
  • Thermal Regulation: The symbols draw excess heat away from the wearer’s skin, granting a minor resistance to non-magical singeing or heat-based discomfort while working near steam-boilers or open flames.
  • Kinetic Dampening: The weave of the bark absorbs micro-vibrations, ensuring that delicate alchemical glass held by the wearer remains steady during high-pressure reactions.

Activable Magic

  • Ignition Pulse: Once per short rest, the wearer can snap their fingers against the cloth, causing a specific sigil to glow bright orange and emit a concentrated spark. This is used to ignite fuses, torches, or alchemical primers without a flint and steel.
  • Flash-Dampen: As a reaction to an unintended chemical flare-up within 5 feet, the wearer can flare the mana in the cloth. The blue symbols turn white and briefly “freeze” the oxygen around the flare, reducing the immediate blast radius or snuffing out a small alchemical fire.

Tags: Forearm, Alchemy, Explosive, Fire-Resistant, Utility, Kinetic, Tier-1, Pyrotechnic, Reactive, Sigil-Bound, Stabilizer, Thermal, Bracer, Catalyst, Industrial, Volatile, Ash-Resistant, Precision

In the world of Saṃsāra, obtaining a Tapa 812 of the Volatile Sigil requires visiting regions where high-magic industry and volcanic resources meet. Because explosive alchemy is essential for mining and steam-boiler maintenance, these items are treated as essential safety gear for Tier 1 technicians.

  • Methods of Obtaining the Item:
    • Guild Certification: Many aspiring alchemists are issued these wraps upon joining a local demolition or mining guild. It serves as a badge of office and a basic safety requirement for entering high-risk work zones.
    • Scavenging Industrial Ruin: Abandoned steam-refineries and collapsed mining tunnels often contain these wraps. Because they are fire-resistant and soot-repelling, they often survive in conditions that destroy other organic materials.
    • Volcanic Harvesting: A character may harvest the Ash-Crowned Mulberry bark themselves. If they bring this raw material to a “Fire-Scribe” in a volcanic settlement, the scribe may pound the 812 sigils into the bark in exchange for a service or a small amount of “silver fire” mana.
    • Military Surplus: During periods of peace between the 73 Island countries, siege-engineers often sell off their forearm wraps to local markets to fund their travel to the next contract.
  • The Steam-Alchemist’s Apothecary (Industrial Specialist):
    • Description: These shops are characterized by copper pipes, hissing steam vents, and thick glass windows. They are found in the industrial districts of metropolises. The shopkeeper usually wears heavy leather and uses the Tapa 812 themselves while mixing blasting powders.
    • Buying Price: 14 to 18 Silver. The price includes a “safety guarantee” that the sigils have been freshly soaked in alchemical salts.
    • Selling Price: 7 Silver. The merchant will check the “Flash-Dampen” sigil for wear and tear before making an offer.
  • The Frontier General Store (Mining Town Hub):
    • Description: Located in smaller island settlements near dark cave systems or excavation sites. These shops sell everything from pickaxes to dried rations. The atmosphere is dusty and practical.
    • Buying Price: 12 Silver or 24 Nickel. In mining communities, these are considered “common” tools and are priced for the working avatar.
    • Selling Price: 6 Silver. Merchants here prefer “Electrum” for larger trades but will pay in Silver for Tier 1 gear.
  • The Wandering Tinker’s Zeppelin (Traveling Merchant):
    • Description: A small airship or hot air balloon that moors at various island docks. The inventory is eclectic and often includes “Rule Breaker” conduits and rare alchemical components.
    • Buying Price: 20 Silver. The price is higher due to the convenience of the merchant traveling to remote “Unsafe Areas.”
    • Selling Price: 9 Silver. The tinker values “Kinetic Dampening” gear because it prevents their fragile inventory from breaking during high-altitude turbulence.
  • The Black Market Munitions Dealer:
    • Description: Found in the shadows of large floating cities or underwater population centers. They deal in “Volatile” goods that may be restricted by local gods or city watchmen.
    • Buying Price: 25 Silver. You pay a premium for the lack of questions asked regarding why you need “Explosive Alchemy” stabilization.
    • Selling Price: 10 Silver. They are always in need of fire-resistant gear for their illicit laboratories.

Strategic Application of the Tapa 812 of the Volatile Sigil

The Tapa 812 is a specialized conduit that bridges the gap between raw elemental destruction and controlled industrial precision. While its primary function is stabilization, its roleplay applications in the world of Saṃsāra allow an avatar to manipulate the “Flashpoint” of an encounter.

Defensive Roleplay and Safety

  • Blast Shielding in Confined Spaces: In the “dark cave systems” or narrow corridors of a metropolis skyscraper, an explosion can be as lethal to the user as the target. An avatar can roleplay using the “Flash-Dampen” activation to create a temporary “safe pocket” of thinned oxygen. This allows them to detonate a charge to clear a path or collapse a tunnel while ensuring the immediate blowback does not kill the party or ignite nearby gas pockets.
  • Laboratory and Steam Safety: When working in “Normal areas” like a crowded refinery, a malfunctioning steam-boiler or a spilled alchemical vat can be a catastrophe. The wearer can use their “Volatile Handling” to calmly seize a vibrating, overheating pipe or a cracked jar of acidic salts. The “Kinetic Dampening” prevents the micro-tremors of fear or environmental vibration from causing a catastrophic failure, allowing for a controlled shutdown.
  • Protection Against Fire-Based Foes: During social or combat interactions with creatures from volcanic regions, the “Thermal Regulation” passive allows the avatar to remain composed. Roleplaying a character who can stand amidst a shower of sparks or near a roaring elemental forge without breaking a sweat can be used to intimidate NPCs or to navigate “Unsafe areas” filled with environmental heat hazards that would force other avatars to retreat.

Offensive Roleplay and Tactical Sabotage

  • Controlled Sabotage of Conduits: An avatar can use their “Combustion Precision” to identify the most vulnerable part of an opponent’s magical conduit or mechanical gear. Instead of a direct attack, they might roleplay flicking a small alchemical primer onto a foe’s belt. Using the “Ignition Pulse,” they can detonate that specific spot from a distance, destroying the enemy’s items or causing their mana crystals to “cook off” and explode.
  • Environmental Weaponization: In a “Deathly area” or an ancient ruin, the environment is often as dangerous as the monsters. The wearer can use their “Active” Mind’s Eye to find pockets of flammable “magic flow” or pockets of swamp gas. By using the Tapa 812 to precisely time an “Ignition Pulse,” they can turn the very air around a group of foes into a massive, one-time explosive trap.
  • Augmenting Alchemical Projectiles: When throwing alchemical flasks or using single-shot gunpowder firearms, the wearer can roleplay the Tapa cloth glowing bright blue. The “Kinetic Dampening” ensures a perfect arc for the throw, while the “Combustion Precision” allows them to strike the target at the exact millisecond when the internal chemicals are most reactive, maximizing the “silver fire spell power” damage.
  • Overwhelming the Senses: An avatar can intentionally cause a “Flash-Dampen” reaction to fail or flare, creating a blinding cloud of soot and ash (facilitated by the “Soot-Shield”). This creates a tactical smokescreen, allowing the avatar to reposition or escape while their opponents are blinded by the sudden alchemical fog.

Perception of Activation: Tapa 812 of the Volatile Sigil

  • User’s Perspective
    • Tactile: Upon activation, the wearer feels a sharp, static prickle across their forearms, as if the air itself is becoming pressurized. The bark cloth tightens significantly, providing a restrictive but bracing support. When a combustion is nearby, the cloth vibrates with a low-frequency hum that resonates in the user’s bones, indicating the exact direction of the kinetic force.
    • Visual: The geometric sigils etched in the bark transition from a dull, charcoal black to a vibrant, searing orange. A thin, heat-shimmer haze rises from the forearms, distorting the user’s view of their own hands but sharpening the outlines of flammable gases or unstable liquids in their periphery.
    • Extra-Sensory: The user experiences “Chronometric Expansion.” Time appears to slow down slightly during the moment of a chemical reaction, allowing the user to sense the “intent” of the molecules before they ignite. There is a profound sense of “Kinetic Calm,” a mental dampening that prevents the natural startle reflex from occurring during loud blasts.
  • Observer’s Perspective
    • Visual: The avatar’s forearms appear to be wreathed in a contained, flameless fire. The blue sparks of mana dancing between the fibers create a strobe-like effect. As the “Flash-Dampen” activates, a visible ripple in the air—similar to a shockwave in reverse—sucks inward toward the cloth.
    • Auditory: A sound like a sudden intake of breath followed by the crackle of dry leaves underfoot. If “Ignition Pulse” is used, a sharp crack like a whip-snap echoes, often accompanied by the smell of ozone and burnt mulberry.
    • Environmental: The temperature in the immediate vicinity (within 2 feet) drops noticeably as the cloth leeches thermal energy from the air to charge its sigils.
  • Positives
    • Reflexive Mastery: The “Kinetic Dampening” allows for absolute steadiness, making it impossible for the user to fumble an item due to surprise or environmental tremors.
    • Hazard Awareness: The extra-sensory perception of flashpoints provides an early warning system for hidden dangers, such as gas leaks or overheated steam pipes, before they become visible to the Mind’s Eye.
    • Blast Mitigation: The ability to snuff out small flares prevents minor accidents from cascading into total avatar death or the destruction of valuable gear.
  • Negatives
    • Thermal Exhaustion: While the cloth protects the skin, the “Thermal Regulation” passive dumps the excess heat into the surrounding air. In a closed room, the user can quickly become dehydrated or suffer from heatstroke as the ambient temperature rises.
    • Static Interference: The intense electrical and kinetic field generated by the sigils can interfere with delicate magical circuits or sensitive “Mind’s Eye” readings of nearby allies.
    • Odor Signature: The distinct scent of alchemical salts and scorched bark is pungent and lingers on the avatar for hours, making it impossible to hide from creatures with a keen sense of smell.

Alchemy of the Ash-Crowned: Tapa 812 Fabrication

  • Materials Needed
    • Ash-Crowned Mulberry Bark: Two strips of inner bark, harvested from trees growing within five miles of an active volcanic vent.
    • Unstable Alchemical Salts: Four ounces of a volatile mixture containing sulfur, saltpeter, and pulverized mana-crystals.
    • Fire-Water Elemental Condensate: Six ounces of the fluid produced by a steam-boiler’s cooling cycle to bind the salts.
    • Magnesium-Infused Charcoal: Used to etch the sigils; provides the initial “spark” for the Ignition Pulse.
    • Quicksilver Thread: A small spool of alchemically treated mercury-silk to reinforce the edges against kinetic fraying.
  • Tools Required
    • Heat-Treated Bronze Mallet: A heavy beater that can withstand the friction-heat generated during the pounding process without melting.
    • Obsidian Anvil Slab: A volcanic glass base that naturally resists thermal transfer and provides a perfectly smooth surface for fiber alignment.
    • Alchemist’s Retort and Coil: A glass distillation set used to refine the salts into a liquid “ink.”
    • High-Pressure Steam-Stamp: A mechanical press powered by a magic circuit to fuse the alchemical salts into the deep fibers of the bark.
    • Safety Goggles (Tinted): Essential for protecting the eyes against the blue-orange flares during the mana-binding phase.
  • Skill Requirements
    • Kinetic Stabilization: The ability to keep one’s hands perfectly still despite the micro-explosions caused by pounding unstable salts into wood fiber.
    • Pyrotechnic Theory: Understanding the relationship between oxygen flow and alchemical ignition to properly set the “Flash-Dampen” sigil.
    • TTRPG Tier-1 Engineering: Familiarity with the basic mechanical transmission systems of Saṃsāra to operate the steam-stamp.
    • Thermal Management: The skill to regulate the temperature of the bark during the “Soot-Shield” infusion so it does not incinerate prematurely.
  • Crafting Steps
    • Bark Desiccation: The Ash-Crowned Mulberry bark must be dried in a steam-oven for four hours to remove all organic moisture, leaving only the fire-resistant cellulose.
    • Salt Distillation: Combine the alchemical salts with the elemental condensate in the retort. Boil the mixture until it becomes a viscous, glowing orange syrup.
    • The Saturation Pound: Lay the dry bark on the obsidian slab. Pour the orange syrup over the fibers and immediately begin pounding with the bronze mallet. The friction will cause minor sparks; the crafter must use their “Kinetic Dampening” skill to prevent a full detonation.
    • Sigil Etching: While the bark is still hot from the pounding, use the magnesium charcoal to draw the 812th sigil. The pattern must be a closed kinetic loop to ensure the “Volatile Handling” passive functions.
    • High-Pressure Fusion: Place the saturated, etched bark into the steam-stamp. Release the rotational power of the boiler to compress the bark to 25% of its original thickness. This traps the alchemical energy within the fiber matrix.
    • Edge Binding: Hand-stitch the quicksilver thread around the perimeter of the forearm wraps. This creates a “grounding” circuit that prevents the kinetic energy from leaking out and causing “Overwhelm.”
    • Priming the Pulse: The crafter must trigger a controlled “Ignition Pulse” using a single point of Mana. If the sigils glow orange without burning the bark, the item is considered stabilized and ready for attunement.

Great Flare and Binder of Ash

In the epoch when the mountains did cough the black-blood and the sky-sails were but a dream in the mind of the first soul, there existed the being known as Kraz-Tak. The scrolls of the Under-Deep, translated with many errors by the monks of the Copper-Cistern, describe Kraz-Tak not as a man, but as a “Gestalt of Smoldering Thoughts.” It is written that Kraz-Tak possessed a Mind’s Eye so sharp it could see the “potential fire” inside a bucket of cold river water.

Kraz-Tak did labor in the “Unsafe Areas” where the earth breathes the stink of sulfur. In those times, the alchemy was “Explosive and Without Tether.” When a scholar did mix the salts, the salts did often decide to become a “Deathly Area” without warning, turning the avatar into a “Cloud of Sparks” and leaving only a crystal in the soot. Kraz-Tak did grow weary of losing their brothers to the “Unintended Flash.”

The legend—translated from the tongue of the Old-Cores—says Kraz-Tak went to the Ash-Crowned Mulberry, a tree that drinks the heat of the lava-veins. Kraz-Tak did not ask for the bark; they did “Command the Fiber to Remember the Stillness.” With a stone of obsidian and a heart full of “Silver Fire,” Kraz-Tak did begin the First Pounding.

The text becomes murky here, suggesting that Kraz-Tak pounded for “eight hundred and eleven sun-sets,” and each time the cloth did vanish in a roar of orange light. The “Overwhelm” was great. Kraz-Tak’s forearms were black as the void, and their “Soul Domination” was frayed like an old rope. But on the 812th attempt, Kraz-Tak did not use water to wet the bark. They did use the “Sweat of a Dying Fire-Elemental” and the “Dust of a Shattered Mana-Battery.”

As the bronze mallet fell, the 812th Sigil did etch itself not on the surface, but “Into the Very Ghost of the Fabric.” The world did hold its breath. The “Kinetic Dampening” was so profound that the nearby volcanoes did cease their shaking for a full minute. Kraz-Tak did wrap the Tapa 812 around their scorched limbs, and for the first time in the history of Saṃsāra, a being did hold a “Maximum Volatile Charge” without the fear of the “Irregular Interval of Death.”

It is said Oun—from the story of the 742—did once meet Kraz-Tak in a “Somewhat Safe Area.” Oun did look with the Mind’s Eye and saw that Kraz-Tak’s forearms were not made of flesh, but of “Stabilized Destruction.” Kraz-Tak did help the first miners to dig the dark-caves, using the “Ignition Pulse” to carve the skyscrapers of the deep, and the “Flash-Dampen” to save the millions of souls when the “Magic Flow” did turn to fire.

The ancient story concludes with a mistranslated passage that suggests Kraz-Tak eventually “became the spark,” ascending to a Tier beyond the five known to the gods, leaving the Tapa 812 behind as a “Safe-Guard for the Reckless.” The scholars argue if Kraz-Tak died or merely “Unfolded into the Industrial Age.”

The Moral of the Story: He who seeks to harness the power of the sun must first teach his hands how to embrace the ash, for without the sigil of stillness, the fire of progress is but a short road to a lonely crystal.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Item Name: Bracers of the Pyrotechnic Sigil Item Type: Wondrous Item, Common (Requires Attunement)

  • Game Mechanics: While wearing these bark-wrapped bracers, you have advantage on Dexterity (Sleight of Hand) checks made to handle, prime, or disarm explosives and alchemical fire.
  • Active Ability (Ignition Pulse): You can use a bonus action to touch a flammable object or fuse, causing it to ignite instantly.
  • Flash-Dampen (Reaction): When you or a creature within 5 feet of you takes fire damage from an explosion or alchemical source, you can use your reaction to reduce that damage by 1d6. Once used, this property cannot be used again until the next dawn.
  • Syntax: Wondrous item, common (requires attunement). Grants resistance to fire damage from non-magical explosions.

Call of Cthulhu (7th Edition)

Item Name: The Ash-Crowned Vambraces Item Type: Modern/Industrial Artifact

  • Game Mechanics: A wearer of these treated wraps gains a Bonus Die on Demolitions rolls and Science (Chemistry) rolls involving reactive or unstable compounds.
  • Stabilize: By spending 1 Magic Point, the wearer can automatically prevent a “fumble” on a Demolitions check from resulting in a premature detonation, though the task still fails.
  • Flash-Dampen: If the wearer is caught in a blast radius, a successful DEX roll allows the cloth to absorb the worst of the heat, reducing damage taken by 2 points.
  • Syntax: Artifact. Increases the success threshold for handling volatile substances. DEX check to reduce blast damage.

Blades in the Dark

Item Name: Volatile Scribe’s Wraps Item Type: Utility Item (1 Load)

  • Game Mechanics: This item provides +1 Effect when you Tinker with alchemical explosives, volatile oils, or spark-craft devices.
  • Special Ability (Controlled Blast): When you use explosives to achieve an objective, you may expend a Special Armor use to ensure the collateral damage is minimized (e.g., the door is blown, but the evidence inside remains untouched).
  • Passive (Heat Sink): The wraps provide resistance to heat and fire. If you take Level 1 Harm from a fire or heat source, you may reduce it to a lesser effect or ignore it by marking 1 Stress.
  • Syntax: Fine utility item. +1 effect for alchemical sabotage. Provides resistance to heat-based harm.

Knave (2nd Edition)

Item Name: The 812th Tapa of Spellsnuff Item Type: Wearable (1 Item Slot)

  • Game Mechanics: The wearer gains Advantage on all Saves versus fire-based hazards and explosions.
  • Ignite: The wearer can produce a spark from their fingertips at will to light torches or fuses.
  • Dampen: Once per day, the wearer may completely negate the damage from a single alchemical or fire-based attack that hits them.
  • Volatile Burden: If the wearer takes any lightning damage while the sash is active, they must make a CON Save or the sash releases a kinetic pulse, knocking the wearer and everyone within 5 feet Prone.
  • Syntax: 1 Slot. Advantage on Fire Saves. Daily: Negate 1 fire attack.

Fate Core / Condensed

Item Name: Bracers of the Volatile Sigil Item Type: Unique Extra / Stunt-Granting Item

  • Aspect: Alchemical Fire-Scribe. This aspect can be invoked to enhance any roll involving the creation, placement, or stabilization of explosives. It can be compelled by the GM to represent the dangerous attraction of the sigils to open flames or static-rich environments.
  • Game Mechanics: This item provides the stunt Flash-Dampen. Once per session, you can use your Notice skill to defend against a physical attack caused by an explosion or fire for yourself or someone in your zone. If you succeed with style, you don’t gain a boost, but you effectively snuff out the source of the fire.
  • Passive Bonus: You gain a +2 bonus to Create an Advantage with Crafts when preparing alchemical mixtures or setting demolition charges.
  • Syntax: Extra: Tapa Forearm Wraps. Cost: 1 Refresh. Provides the Flash-Dampen stunt and +2 to explosive preparation.

Numenera & Cypher System

Item Name: Kinetic Stabilizer Wrap Item Type: Artifact (Level 1d6 + 1)

  • Game Mechanics: While worn, this artifact grants the user an Asset on all Intellect-based tasks involving the handling of volatile substances or the repair of pressurized steam systems.
  • Active Power (Depletion: 1 in 1d10): When an explosion occurs within immediate distance, the wearer can trigger the wrap to absorb the energy. This reduces the damage of the blast by an amount equal to the Artifact Level for everyone in immediate range.
  • Ignition Pulse: The wearer can spend 1 Intellect point to ignite any flammable object within immediate range with a touch.
  • Syntax: Artifact: Level 1d6+1; Depletion: 1 in 1d10. Asset for volatile handling and blast mitigation.

Pathfinder (2nd Edition)

Item Name: Sigil-Stitched Alchemist’s Tapa Item Type: Item 1, Invested, Magical, Transmutation

  • Game Mechanics: You gain a +1 item bonus to Crafting checks to create alchemical items with the “Fire” or “Bomb” trait. You also gain Fire Resistance 2.
  • Activate (Ignition Pulse): One Action (Manipulate). You touch a fuse, candle, or flammable liquid. It ignites immediately.
  • Activate (Flash-Dampen): Reaction (Concentrate). Trigger: A chemical or non-magical fire explosion occurs within 5 feet. Effect: You attempt a Crafting check against the DC of the effect. On a success, you reduce the fire damage dealt by the explosion by 1d6 + your Crafting proficiency bonus.
  • Syntax: Item 1. Usage: worn (bracers); Bulk: L. Fire Resistance 2.

Savage Worlds (Adventure Edition)

Item Name: Fire-Scribe’s Vambraces Item Type: Enchanted Gear

  • Game Mechanics: The wearer adds +2 to all Science (Alchemy) rolls and Repair rolls involving steam-powered machinery or explosive devices.
  • Active Power: As a reaction, the wearer can spend 1 Power Point (if they have a Power Pool) or make a Smarts roll at -2 to trigger the Flash-Dampen. This acts as the deflection power against a single explosive-based attack or reduces the damage from a fire-based Area of Effect attack by 4.
  • Soot-Shield: The wearer is immune to the effects of smoke inhalation and gains a +2 bonus to Agility rolls to avoid “Catching Fire.”
  • Syntax: Minor Artifact. +2 Alchemy/Repair (Explosives). Smarts roll (-2) to mitigate blast damage.

Shadowrun (6th World Edition)

Item Name: Ash-Bark Alchemical Stabilizer Item Type: Alchemical Focus (Manipulation)

  • Game Mechanics: This forearm wrap functions as a Force 1 Manipulation Focus. It specifically aids in the stabilization of chemical reactions. The wearer gains a +1 dice pool bonus to Demolitions and Biotechnology (Compounding) tests.
  • Active Ability (Flash-Dampen): When the user is at risk of a mishap while mixing chemicals or setting a charge, they may spend 1 Edge to automatically negate the “glitch” effect, though the action still counts as a standard failure.
  • Passive (Thermal Regulation): The focus provides 1 point of Fire Resistance. Additionally, the “Soot-Shield” property ensures the user never suffers environmental visibility penalties due to smoke or ash generated by their own devices.
  • Syntax: Manipulation Focus (Force 1). Bonus: +1 Demolitions/Compounding. Provides 1 point of Fire Resistance.

Starfinder (2nd Edition / Playtest)

Item Name: Volatile Sigil Bracers Item Type: Magic Item (Lvl 1)

  • Game Mechanics: The bracers grant a +1 item bonus to Crafting checks to create alchemical items or explosives, and Reflex saves against effects with the “fire” descriptor.
  • Activable Magic (Ignition Pulse): As an interact action, you can cause a spark to leap from the bracers, igniting a flammable object or fuse within reach.
  • Flash-Dampen (Reaction): When an explosion occurs within 5 feet, you can use your reaction to reduce the fire damage dealt by the blast by 1d6. This reduction applies only to you.
  • Slot: Arms.
  • Syntax: Level 1 Magic Item. Bulk L. Price: 20 credits. +1 Item bonus to explosive-related Crafting.

Traveller (Mongoose 2nd Edition)

Item Name: Kraz-Tak’s Industrial Wrap Item Type: TL 11 Protective Gear

  • Game Mechanics: The user gains a +1 DM to all Explosives and Engineer (Power) checks. The “Kinetic Dampening” allows the user to treat any “Effect” of a failure on an Explosives check as being 1 higher (less severe).
  • Thermal Regulation: This item acts as specialized armor against heat. It provides Protection 2 against fire-based attacks or environmental heat hazards but provides 0 protection against physical impacts or vacuum.
  • Ignition: The wrap can be used to trigger electronic or chemical detonators without a remote, provided the user is in physical contact with the fuse or terminal.
  • Syntax: TL 11, 0.2kg, Cr 450. +1 DM to Explosives/Engineer. Fire Protection 2.

Warhammer Fantasy Roleplay (4th Edition)

Item Name: Vambraces of the Fire-Scribe Item Type: Magical Artefact (Common)

  • Game Mechanics: The wearer gains a +10 bonus to all Trade (Alchemist) and Trade (Engineer) tests involving blackpowder or volatile chemicals.
  • Volatile Handling: When rolling on the Blackpowder Misfit or Experimental Weapon tables, the wearer may add or subtract 10 from the result to achieve a less disastrous outcome.
  • Active Activation: By spending 1 Advantage, the wearer can use the “Flash-Dampen” ability to automatically extinguish a small fire (no larger than a torch) within 2 yards.
  • Soot-Shield: The wearer never gains the Blinded Condition from smoke or soot.
  • Syntax: Common Magic Item. +10 to Trade (Alchemist/Engineer). Modify misfire rolls by 10.