TCM 842 of the Resilient Sinew

Lore: In the bustling trade hubs of Saṃsāra, where steam-powered looms and mechanical gears often strain the physical limits of the working class, the TCM 842 was developed. Crafted by a wandering physician who possessed memories of ancient athletic training from a distant, mountainous world, this item is a specialized compression wrap infused with alchemical silk and copper threading. It is designed for avatars who view their physical form as a temple of flow, ensuring that the “qi” or vital energy remains unobstructed during periods of intense physical exertion. It is commonly found in urban gymnasiums and training dojos where avatars push their limits to prepare for the dangers of the uncharted islands.


Detailed Stats

  • Tier: 1
  • Rarity: Common
  • Item Slot: Arms (Forearm) or Legs (Calf)
  • Material: Alchemical Silk, Copper-infused Linen, Jade-dust pigment
  • Weight: 0.5 lbs
  • Attunement: Required (1 minute)

Skills Gained (While Openly Worn)

  • Acupressure Precision: The wearer gains basic knowledge of pressure points on sentient humanoid avatars. This allows for more effective application of force when grappling or attempting to pin an opponent without causing permanent injury.
  • Rhythmic Breathing: The wearer learns to synchronize their breath with their movements, reducing the psychological feeling of fatigue during long-distance travel or prolonged labor.

Passive Magics

  • Qi Stabilization: While worn, the wrap gently vibrates against the skin, maintaining a steady flow of internal energy. This provides a minor buffer against magical effects that attempt to induce lethargy or unnatural exhaustion.
  • Tonic Circulation: The copper threads stimulate blood flow and energy movement through the limb it is attached to. This reduces the time needed for muscles to stop aching after a period of intense fitness training or combat.

Activable Magics

  • Burst of Vitality: Once per long rest, the wearer can tighten the wrap as an action, forcing a concentrated surge of energy through their meridians. This provides a temporary surge of speed, allowing the avatar to double their movement rate for one minute.
  • Meridian Shielding: As a reaction when targeted by a strike to a pressure point or a nerve-based attack, the wearer can channel magic into the wrap to harden the silk. This significantly increases the avatar’s AC against that specific strike by reinforcing the local energy field.

Tags: TCM, Fitness, Support, Buff, Medical, Alchemical, Arm-Slot, Leg-Slot, Common, Tier-1, Athletic, Qi-Refining, Steam-Era, Bio-Mechanical, Recovery, Vitality, Training-Tool, Kinetic, Holistic, Meridian-Bound, Resilient

In the world of Saṃsāra, obtaining an item like the TCM 842 of the Resilient Sinew involves navigating a “seller’s market” where the cost is rarely fixed and availability depends on the flow of trade between the 73 island countries.

How the Item is Obtained

The TCM 842 is typically obtained through three primary channels:

  • Commissioning: Avatars who frequent urban dojos or training metropolises often seek out “Resonance Tailors” or “Qi-Smiths.” You must provide the base materials—alchemical silk and copper-infused linen—and pay for the artisan’s time to weave the magic circuits into the fabric.
  • Trade Caravans: Because it is a Tier 1 item, it is frequently found in the cargo of steam-powered merchant ships or zeppelins traveling from industrial hubs to outlying islands.
  • Inheritance or Discovery: Given that Saṃsāra is an old world, these wraps are sometimes found in the ruins of “fitness temples” or abandoned training grounds in the backwoods, left behind by previous avatars who moved on to higher tiers.

Types of Shops and Market Locations

The setting of Saṃsāra dictates several specific environments where such a specialized item is traded:

  • The Alchemical Apothecary (Urban Skyscrapers & Floating Cities)
    • Description: These shops are clinical and filled with the scent of ozone and dried herbs. Rows of magic crystals (batteries) power small steam-vents that keep the environment at an ideal humidity for silk preservation. The walls are lined with anatomical charts of various species showing meridian points.
    • The Buying Experience: You are greeted by an attendant who uses their Mind’s Eye to assess your avatar’s physical condition. They will “identify” the wrap for you to prove its Tier 1 status.
    • Cost: Approximately 15 to 20 Silver. In metropolises, the price is higher due to “convenience tax” and high demand from skyscrapers-dwelling athletes.
  • The Steam-Side Bazaar (Port Cities & Island Docks)
    • Description: A chaotic, loud marketplace near the docks where massive mechanical cranes unload goods. Steam whistles scream in the background. Vendors hawk their wares from stalls built into the ribs of old, beached ships.
    • The Buying Experience: This is a “buyer beware” environment. The item might be tossed in a bin with mundane bandages. You must use your own Mind’s Eye or an identification tool to ensure the magic circuits aren’t frayed.
    • Cost: 10 to 12 Silver. Prices are lower here because of the volume of trade, but the risk of buying a faulty or “unbalanced” TCM wrap is higher.
  • The Dojo Commissary (Specialized Training Grounds)
    • Description: Small, exclusive shops located inside or adjacent to martial arts labyrinths and racing pits. These are “sellers’ markets” at their peak; they know you need the item to continue your training or heal before a race.
    • The Buying Experience: The seller is often a retired avatar who understands the “Mind’s Eye” and will only sell to those they deem worthy of the “Resilient Sinew” lineage.
    • Cost: 2 to 3 Gold. The premium reflects the specialized “fitness” roleplay emphasis and the fact that the item is often pre-attuned to local “meridian frequencies” for immediate use.

Selling the Item

  • To a Merchant: If you are looking to offload a TCM 842, a merchant will typically offer you 5 to 8 Silver, citing the cost of “re-balancing the qi” for a new owner.
  • To a Peer: In the backwoods or ruins, you might trade it for a Tier 1 weapon or a high-capacity magic crystal (battery), as bartering is common where copper and silver are scarce.

In the world of Saṃsāra, the TCM 842 of the Resilient Sinew is more than just a piece of apparel; it is a tool for manipulating the flow of kinetic and magical energy. Because the item is attuned to the avatar’s meridians, its use in roleplay varies significantly depending on the tactical environment and the physical nature of the avatar using it.

Offense: Channeling the Flow

In offensive scenarios, the item is used to turn the avatar’s own fitness and “qi” into a weapon through precise energy redirection.

  • Labyrinths and Racing Events: During high-speed racing through mechanical labyrinths, an avatar can use the “Burst of Vitality” to physically overwhelm obstacles. Roleplay involves describing the copper threads in the wrap glowing a dull orange as steam-like vapor vents from the avatar’s pores. The character uses this surge to deliver a “heavy-handed” strike to a mechanical gate or a competitor, using the reinforced limb as a solid piston.
  • Urban Skyscrapers and Close Quarters: In the cramped corridors of a megacity, offensive roleplay focuses on “Acupressure Precision.” The avatar uses the Mind’s Eye to visualize the glowing “nodes” on a foe. The wrap vibrates, guiding the avatar’s strike toward a nerve cluster. The offense here is not about brute strength but about disrupting the target’s own magic circuits, causing their limbs to go momentarily numb or their steam-gear to misfire.
  • Wilderness and Jungle Ruins: When facing monsters in the backwoods, the avatar roleplays “Tonic Circulation.” As the fight progresses and muscles should be tiring, the avatar describes a feeling of “everlasting breath.” This allows for a relentless offensive pace—constantly attacking without pause—because the wrap is filtering out the lactic acid and “stagnant qi” that would normally slow a Tier 1 soul down.

Defense: Hardening the Vessel

Defensively, the item acts as a reactive barrier, turning the avatar’s physical training into a metaphysical shield.

  • Designated Safe Areas (Dojos and Guarded Inns): Even though AC is tripled here, the item is used for “defensive conditioning.” In roleplay, the avatar might be seen practicing slow, rhythmic movements where the wrap hums in a low frequency. If a sudden brawl breaks out, the “Meridian Shielding” is described as the fabric instantly stiffening into the hardness of tempered steel, catching a blade or a fist with a metallic clack rather than the sound of hitting flesh.
  • Unsafe and Deathly Areas (Uncharted Islands and Dark Caves): In areas where AC is halved or non-existent, defense becomes a matter of survival. The avatar roleplays the “Qi Stabilization” passive as a constant mental focus. When an attack is inevitable, the character describes “bracing the flow”—shifting their internal energy toward the limb wearing the TCM 842. The wrap acts as a grounded wire, absorbing the “silver fire” or magical impact of a foe’s spell and dissipating the energy safely into the ground through the avatar’s stance.
  • Industrial Factories and Steam-Zones: In environments filled with scalding steam and grinding gears, the defense is roleplayed as environmental resistance. The “Rhythmic Breathing” skill allows the avatar to defend against the environment itself. The character describes taking deep, measured breaths of hot, oily air, using the wrap’s magic to keep their internal temperature stable while they parry mechanical hazards or deflect steam-vent bursts.

The Gestalt Perspective (Tier 2 and Above)

For characters operating more than one avatar, the roleplay of defense and offense becomes a coordinated dance. One avatar might use the “Burst of Vitality” to draw a foe’s attention with a rapid offensive flurry, while the second avatar—sharing thoughts and senses—uses their own TCM wrap to provide a “Meridian Shielding” cover for the first, creating a seamless loop of attack and protection across multiple bodies.

Perception of Activation:

  • User’s Perspective
    • The moment of activation begins with a deep, resonant hum that originates within the bone marrow of the wrapped limb, vibrating upward toward the inner ear.
    • A sensation of “liquid warmth” flows rapidly through the meridians, feeling as though the blood has been replaced by pressurized steam that is both invigorating and slightly prickling.
    • Visually, the avatar’s peripheral vision sharpens, and the natural colors of the world take on a high-contrast sheen, making the physical “qi” or heat signatures of nearby objects faintly visible.
    • Extra-sensory: The character experiences a “pre-echo” of their own movements, feeling where their limb will be a fraction of a second before it arrives, creating a sense of perfect physical synchronization.
  • Observer’s Perspective
    • The copper threads within the TCM 842 transition from a dull metallic brown to a radiant, molten orange-gold hue that illuminates the immediate surroundings.
    • Small arcs of “silver fire” or magical static jump between the alchemical silk layers, accompanied by a faint scent of toasted herbs and ozone.
    • The air surrounding the avatar’s limb begins to shimmer and distort due to localized heat, similar to the mirage seen over a hot mechanical boiler.
    • Extra-sensory: Nearby sentient beings with a sensitive Mind’s Eye perceive a rhythmic “thumping” in the air, like the steady beat of a massive drum, synced perfectly with the avatar’s pulse.
  • Positives
    • An immediate surge of euphoria and physical confidence washes over the avatar, muting any existing dull aches or minor fatigue.
    • The limb feels weightless and incredibly responsive, as if the mechanical gears of the world and the avatar’s muscles are moving in the same clockwork rhythm.
    • The mental clarity provided by the activation allows the character to ignore minor environmental distractions, such as loud steam whistles or crowded market noise, focusing entirely on the task at hand.
  • Negatives
    • Once the activation ceases, the avatar experiences “meridian cooling,” a sudden sensation of intense cold in the limb that can cause temporary shivering.
    • The sensory sharpening can lead to a brief period of light sensitivity or “tunnel vision” immediately following the deactivation.
    • Extra-sensory: If the avatar is in a “Deathly” area, the activation feels “heavy” or “clogged,” as if the surrounding environment is trying to siphon the qi directly out of the wrap, causing a psychological sense of dread.

Crafting Recipe: Weaving the Resilient Sinew (TCM 842)

Materials Needed

  • Alchemical Silk (3 Yards): Silk harvested from spiders raised in high-mana high-magic realms, treated with a stabilizing brine to prevent mana leakage.
  • Refined Copper Threading (50 Feet): Pure copper drawn into fine, flexible wires and annealed in a steam-kiln to ensure maximum conductivity for magic flow.
  • Jade-Dust Pigment (1 Ounce): Finely ground Grade-A Jade, used to scribe the meridian-mapping sigils that allow the wrap to interface with the avatar’s Mind’s Eye.
  • Medicinal Infusion (2 Vials): A concentrated liquid blend of Ginseng, Tiger-Lily extract, and powdered Griffin-bone, used to soak the silk for its restorative properties.
  • Low-Capacity Magic Crystal (1 Unit): Acts as the initial “primer” to jumpstart the magic circuits within the wrap during the final binding.

Tools Required

  • Mechanical Loom or Hand-Spindle: Used for the precision weaving of copper threads into the silk substrate.
  • Scribing Stylus: A fine-tipped tool, preferably tipped with silver or diamond, for applying the jade-dust meridian sigils.
  • Steam-Press: A mechanical device used to set the medicinal infusion into the fabric fibers using high-pressure elemental steam.
  • Identification Lens: To monitor the “qi” flow during the crafting process and ensure no circuits are crossed.

Skill Requirements

  • Textile Weaving (Basic): Essential for maintaining the structural integrity of the compression wrap so it does not unravel during physical fitness activities.
  • Alchemical Knowledge (Basic): Required to properly mix the medicinal infusion without causing a volatile reaction with the copper threads.
  • Mana Circuitry (Novice): The ability to understand the “Mind’s Eye” stats of the materials to ensure the copper is laid in alignment with standard humanoid meridian paths.

Crafting Steps

  1. Preparation of the Substrate: Soak the Alchemical Silk in the Medicinal Infusion for at least one hour within a sealed steam-chamber. The silk must absorb the fluid entirely until it takes on a slight emerald hue.
  2. The Copper Inlay: Using the loom or spindle, weave the Refined Copper Threading into the silk in a repeating “double-helix” pattern. This pattern is crucial as it mimics the natural flow of energy through an avatar’s limbs.
  3. Sigil Scribing: Lay the damp fabric flat. Using the Scribing Stylus and Jade-Dust Pigment, draw the activation sigils at the points where the wrap will meet the avatar’s primary pressure points (the wrist or ankle nodes).
  4. Steam Binding: Place the scribed wrap into the Steam-Press. Subject the item to a three-minute burst of magic-infused steam. This process “cements” the jade dust into the fibers and bonds the medicinal properties to the copper.
  5. Circuit Priming: While the item is still warm from the press, touch the Magic Crystal to the central sigil. Use your “Mind’s Eye” to visualize the energy spreading through the copper threads. Once the threads glow a dull orange and then settle into a resting state, the TCM 842 is ready for its first attunement.

Unbroken Breath and Weaver of Yellow Mountain

In the time before the Great Splitting, when the world-standing place was yet fresh with the dew of the multiverse, there walked a Great Exerciser named Han-Tu. It is written in the scrolls of the dust-eaters that Han-Tu possessed a heart like a steam-piston but limbs that were as brittle as the dry bamboo of the northern wastes. He sought to climb the Ladder of the Sky-Island, but his “qi” was like water in a cracked vase—it leaked away whenever his muscles grew weary.

Han-Tu traveled to the Hidden Grotto of the Great Weaver, a woman whose memories were not of this world, but of a place where mountains were yellow and the breath was a science. She sat at a loom made of lightning-wood and gears of solid jade. “I seek to move without the burden of the flesh,” Han-Tu cried, his voice like a rattling chain. The Weaver did not look up from her mechanical shuttle. She said, in a tongue that tasted of copper and ancient herbs, “The flesh is not a burden; it is a circuit. You are but a broken wire.”

For ninety days and ninety sun-falls, the Weaver gathered the silk of the Mana-Spider and the hair-thin wires of the earth’s red metal. She boiled these in a cauldron filled with the soup of the Tiger-Lily and the bones of the sky-beasts. The steam from this pot was so thick that it turned the surrounding forest into a place of eternal health. She sang songs that had no words—only flourishes of the throat that sounded like the humming of a thousand magic crystals.

When the wrap was finished, it was not merely cloth, but a skin that knew the secrets of the body. She bound it to Han-Tu’s arm. The ancient translation says: “The copper did bite the skin with the kiss of a hundred bees, and the heat was as the belly of the Great Boiler.” Han-Tu screamed, but as the “silver fire” of the wrap entered his meridians, his scream turned into a roar of a mechanical lion.

Han-Tu ran. He ran across the 183 billion acres of Saṃsāra. He did not stop to eat the three meals, for the wrap fed his “qi” directly from the air-weather of the magic ebbs. He climbed the Sky-Island, his limbs moving like the shafts and pulleys of a grand factory. When he reached the summit, the gods looked down and saw that he was no longer a man of meat, but an avatar of the Resilient Sinew. But Han-Tu grew proud. He thought the magic was his own and forgot the training of the breath. He removed the wrap to wash in a cold mountain stream, and the “meridian cooling” was so sudden that he turned into a statue of jade, forever frozen in a pose of great fitness.

The original TCM wrap was found by a scavenger thousands of years later, its copper still glowing with the memories of Han-Tu’s last heartbeat. It was copied many times by the steam-smiths, but the number 842 remains as a mark of the many failed attempts to reach the Weaver’s perfection.

The Moral of the Story: The strongest machine is useless if the circuit is broken, and even the most powerful magic wrap cannot protect the avatar who forgets that the body is the first conduit.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Alchemical Brace of Han-Tu

  • Item Type: Artifact / Medical Aid
  • Game Mechanics:
    • Qi Stabilization: When worn, the user gains a Bonus Die on CON rolls made to resist exhaustion or physical fatigue from long-term exertion.
    • Acupressure Precision: If the user has at least 40% in the Fighting (Brawl) skill, they may choose to inflict “Stun” instead of damage. The target must succeed on a Hard CON roll or be incapacitated for 1D4 rounds.
    • Meridian Shielding (Active): Spend 1 Magic Point to brace for an impact. The wearer gains 3 points of Armor against a single physical blunt-force attack.
  • Sanity Cost: None initially; however, witnessing the “Observer’s Perspective” (the molten glowing veins and ozone scent) for the first time requires a 0/1D2 Sanity check to process the unnatural biological alteration.

Blades in the Dark

Unique Name: Spark-Craft Meridian Wrap

  • Item Type: Arcane Implement (1 Load)
  • Game Mechanics:
    • Fitness Roleplay: This item counts as Fine Quality when performing Prowl or Skirmish actions involving feats of endurance or athletic precision.
    • Burst of Vitality: You may push yourself to activate the wrap’s copper circuits. In addition to the normal benefits of pushing yourself (+1d, +1 effect, or acting despite injury), you gain Potency on physical maneuvers for the duration of the obstacle.
    • Tonic Circulation: During the Downtime Phase, if you choose the Recover activity while wearing the wrap, you get +1 segment of healing on your healing clock.
  • Flavor: The wrap emits a low hum and the smell of ozone when the user is under stress.

Dungeons & Dragons (5th Edition)

Unique Name: TCM 842 Wraps of the Resilient Sinew

  • Item Type: Wondrous Item, Common (Requires Attunement)
  • Game Mechanics:
    • Athletic Prowess: While wearing these wraps, you have advantage on Strength (Athletics) checks made to climb or jump.
    • Burst of Vitality (1/Day): As a bonus action, you can activate the wraps to increase your walking speed by 10 feet for 1 minute.
    • Meridian Shielding: When you are hit by a melee weapon attack, you can use your Reaction to add +2 to your AC against that attack, potentially causing it to miss.
    • Slow Recovery: Because avatars in Saṃsāra gain nothing from a short rest, these wraps allow the user to roll one additional Tier Die (the avatar’s current Hit Die) when calculating HP regained during a Long Rest.
  • Syntax: Requires a limb slot (arm or leg).

Knave (2nd Edition)

Unique Name: Copper-Stitched Sinew-Binder

  • Item Type: Gear (1 Slot)
  • Game Mechanics:
    • Quality: 3/3 (Uses a point of Quality when “Meridian Shielding” is used).
    • Passive: The wearer gains a +1 bonus to all Saves involving physical constitution or endurance.
    • Acupressure: Once per day, if the wearer successfully hits an unarmored or lightly armored foe in melee, they may choose to deal no damage and instead force the target to make a STR Save. On a failure, the target is paralyzed in that limb for 1 turn.
    • Healing: If the wearer eats a meal (20 minutes) while the binder is active, they regain 2 HP instead of the standard 1 HP.
  • Restriction: If the user’s inventory is full, the binder cannot be activated as the magical “flow” is constricted by the weight of other items.

Fate Core / Fate Condensed

Unique Name: The Loom-Spun Meridian Brace

  • Item Type: Extra (1 Refresh or Stunt)
  • Aspect: Flow of the Resilient Sinew
  • Game Mechanics:
    • Qi Stabilization: You get a +2 to Create an Advantage or Overcome actions using Physique when resisting exhaustion, environmental heat from steam machinery, or magical lethargy.
    • Burst of Vitality: Once per scene, you may check a physical stress box to move an extra zone for free, even through difficult terrain, as the copper threads surge with light.
    • Acupressure Precision: When you succeed with style on a Fight attack against a living opponent, you may forgo the extra shift to create the Aspect Pinched Nerve on the target with one free invoke.
  • Cost: If the item is taken as a Stunt, it provides these benefits permanently. If found as a temporary Extra, it has 3 “Charge” boxes; when used to trigger a benefit, check a box.

Numenera & Cypher System

Unique Name: Saṃsāran Bio-Flux Wrap

  • Item Type: Artifact (Level 1d6)
  • Depletion: 1 in 1d20
  • Game Mechanics:
    • Internal Battery: This artifact acts as a conduit for the wearer’s Effort. When the wearer applies Effort to a physical task (climbing, running, jumping), the first level of Effort costs 1 less point from their Might Pool.
    • Meridian Shielding (Action): The wearer can spend 2 points from their Might Pool to activate the jade-dust sigils. For the next ten minutes, they gain +1 to Armor against physical attacks.
    • Tonic Circulation: While worn, any recovery roll made to regain points in the Might Pool receives a +2 bonus.
  • User Perspective: The wrap feels like a warm, second skin that pulses in time with the user’s heartbeat.

Pathfinder (2nd Edition)

Unique Name: TCM 842 Copper-Lined Compression Wrap

  • Item Type: Item 1 (Magical, Abjuration, Invested)
  • Usage: Worn (Arm or Leg); Bulk: L
  • Game Mechanics:
    • Athletic Enhancement: You gain a +1 item bonus to Athletics checks.
    • Burst of Vitality (Frequency: Once per Day): Trigger: You take a Stride action. Effect: You gain a +10-foot status bonus to your Speed until the end of your turn.
    • Acupressure Precision: Your unarmed strikes gain the Nonlethal trait if they didn’t already have it. When you make a nonlethal unarmed strike, you do not take the standard –2 circumstance penalty to the attack roll.
    • Meridian Shielding (Reaction): Frequency: Once per hour. Trigger: An adjacent creature hits you with a melee attack. Effect: You gain Resistance 2 against physical damage for that attack as the wrap hardens.
  • Syntax: This item follows the standard rules for Invested magic items in the Pathfinder system.

Savage Worlds (Adventure Edition)

Unique Name: Alchemical Meridian Binder

  • Item Type: Weird Science Gear
  • Game Mechanics:
    • Qi-Infused Constitution: The wearer gains a +1 bonus to all Vigor rolls made to resist Fatigue or the effects of environmental Hazards (Heat, Cold, Pressure).
    • Burst of Vitality: As a free action once per encounter, the wearer may increase their Pace by +2 and their Running Die by one die type (e.g., from a d6 to a d8) for five rounds.
    • Meridian Shielding: By spending a Benny, the wearer can trigger the “Meridian Shielding” as a reflex. This acts exactly like the Deflection power (minus the range penalty) until the end of the current round, representing the hardened energy field.
    • Minor Skill Bonus: Provides a +1 bonus to Fighting rolls when attempting a Called Shot to an opponent’s limbs.
  • Weight: 1 lb.

Shadowrun (6th World Edition)

Unique Name: Mana-Circuit Bio-Compressor

  • Item Type: Qi Focus (Level 1)
  • Game Mechanics:
    • Magic Flow Integration: This item functions as a Force 1 Qi Focus. When bonded, it provides its Force as a bonus to Athletics Tests.
    • Bio-Feedback Shielding (Active): The wearer can spend a Minor Action to “harden” the mana-circuits. This provides +1 Tactical Advantage when defending against physical melee attacks for the remainder of the combat round.
    • Tonic Circulation: During the post-run recovery period, the wearer reduces the time required for Natural Healing by 10% (cumulative with other medical aids).
  • Syntax: Bonding requires Karma equal to twice the Force (2 Karma). In the Sixth World, this is often mistaken for “Bioware,” but its lack of Essence cost reveals its true Awakened nature.

Starfinder (2nd Edition / Playtest)

Unique Name: TCM 842 Kinetic-Meridian Sleeve

  • Item Type: Magic Item (Worn)
  • Level: 1; Price: 250 credits
  • Game Mechanics:
    • Stamina Reinforcement: While worn and invested, the sleeve grants a +1 item bonus to Fortitude saves against effects that cause the Fatigued or Exhausted conditions.
    • Active Surge (1/Day): As a Move Action, the user can overcharge the copper threading. This grants the Haste condition (as per the spell, but only providing an extra Move Action) for 2 rounds.
    • Pressure Point Strike: When the wearer makes an Unarmed Strike, they can choose to deal Nonlethal damage without taking the usual -2 penalty to the attack roll.
  • Slot: All-day wear (Arm or Leg).

Traveller (Mongoose 2nd Edition)

Unique Name: Alchemical Bio-Inducer Wrap

  • Item Type: Specialized TL 12 Medical/Athletic Gear
  • Game Mechanics:
    • Augmented Endurance: The wrap monitors the user’s “Qi” (interpreted as bio-electrical signals). The wearer gains a +1 DM to any END check made to resist the effects of high-gravity, exhaustion, or physical labor.
    • Reflexive Hardening: As a reaction to a melee attack, the user can trigger the wrap’s internal charge. This provides Armor +2 against that specific blow. This ability can be used 3 times before the internal magic crystal (battery) requires a 10-minute recharge via a steam-station or portable power pack.
    • Skill Bonus: Provides a +1 DM to Melee (Unarmed) checks when the user is attempting to Grapple or Subdue an opponent.
  • Weight: Negligible.

Warhammer (Age of Sigmar: Soulbound)

Unique Name: Ghyran-Infused Sinew Binder

  • Item Type: Artefact (Common)
  • Game Mechanics:
    • Vitality of Saṃsāra: The Binder pulses with the Life-magic of Ghyran. When the wearer takes the Rest Action (or the Saṃsāra equivalent of a Long Rest), they recover an additional 1 Wound.
    • Burst of Vitality: Once per combat, as a Free Action, the wearer can increase their Speed by one step (e.g., Normal to Fast) for a single round.
    • Meridian Shielding: When the wearer is targeted by an attack, they may spend 1 Mettle to double their Armor against that attack as the copper threads glow with protective light.
  • Lore: Often found in the pockets of wandering Excelsior Warpriests or athletes of the Free Cities who specialize in “unarmed” physical discipline.