Slots 338 of the Meridian Point Gauntlets

Lore: In the high-altitude monasteries of Saṃsāra, where the air is thin and the flow of vital steam within the body is easily disrupted, the Meridian Point Gauntlets were developed by the ascetic healers of the Jade Breath. These gauntlets are crafted from supple, conductive silk-leather, allowing a Tier 1 avatar to sense the “Pressure Rivers” of both allies and enemies. The gauntlets serve as a mobile apothecary, with specialized slots designed to keep needles and medicinal pins at a constant, magically-regulated temperature. By displaying these tools openly, the practitioner signals their intent to balance the humors of the world—or to puncture the hubris of those who disrupt it.

Description: A pair of elbow-length fingerless gauntlets made of dark, forest-green leather with bronze filigree. Four specialized needle-sheaths are vertically aligned along the outer forearm—two on each arm—designed to hold long acupuncture pins or thin medicinal darts. The palms feature etched diagrams of the human hand’s pressure points, which glow with a soft, amber light when the wearer’s hands are near a living being.

Stats

  • Tier: 1
  • Rarity: Common
  • Weight: 0.5 lbs
  • Specific Slot: Worn Item (Arms/Hands)
  • Storage Capacity: 4 Specialized Pin/Needle Slots.

Skills Gained While Openly Worn

  • Meridian Sight: +3 to Medicine and Insight checks when diagnosing physical ailments, fatigue, or the presence of toxins in a creature.
  • Steady Hand: +3 to Sleight of Hand and Precision-based attacks; the magical stabilization of the gauntlets prevents tremors.
  • Pressure Point Knowledge: +2 to Intimidation; by touching a nerve cluster, the wearer can cause a brief, intense sensation of localized paralysis or discomfort.

Passives Magic

  • Sterile Circulation: Any needle or pin stored in the 4 specialized slots is automatically cleansed of mundane bacteria and maintained at a temperature that minimizes pain upon entry.
  • Balanced Flow: The wearer is immune to the “Numbness” or “Cramp” conditions, as the gauntlets constantly stimulate the wearer’s own circulatory meridians.
  • Needle Magnetism: When a needle is drawn from a slot, it hovers slightly between the wearer’s fingers, ensuring it cannot be dropped or fumbled during a delicate procedure.

Activable Magics

  • Qi-Block (1 Mana): As an action, the wearer strikes a meridian point on an adjacent enemy with an empty hand or a needle. The target must succeed on a Tier 1 Fortitude save or lose the ability to use a specific limb for 1 minute.
  • Stimulate Vigor (2 Mana): The wearer inserts a needle from a slot into an ally. The ally immediately recovers from the “Fatigued” condition and gains a small burst of movement speed for the next 3 rounds.
  • Soothing Pulse (1/Day): The gauntlets emit a wave of amber light in a 5-foot radius. All allies within range gain a +2 bonus to their next saving throw against poison or disease.

Tags: Acupuncture, Healing, Precision, Tier-1, Common, Medicine, Vital-Flow, Meridian-Mapping, Combat-Medic, Dexterity, Sensory-Enhancement, Nerve-Stimulation, Point-Accuracy, Flow-Regulation, Needle-Honing, Anatomical-Anchor, Steam-Sedation, Harmonic-Healing, Puncture-Prestige, Vital-Vibration, Jade-Breath-Jurisdiction, Reflex-Restoration

In the world of Saṃsāra, the Slots 338 Meridian Point Gauntlets are respected as the mark of a skilled practitioner who understands the delicate balance between life and the ending of it.

Methods of Acquisition

  • Monastic Completion The most traditional way to obtain these gauntlets is through the “Jade Breath Monasteries” in the Jade Peaks. After a student demonstrates the ability to map the twelve primary meridians on a steam-driven practice mannequin without error, they are gifted these gauntlets to begin their journey as a wandering healer.
  • Inheritance of the Lineage Many gauntlets are passed down from master to apprentice. Because the leather is magically treated to resist age, a pair may have seen centuries of use. Acquiring a pair this way often involves a “Vow of Service,” where the new owner agrees to treat any member of the previous owner’s family or guild for free.
  • Frontier Recovery During the “Great Steam Expansions,” many meridian healers were sent to hazardous mining colonies. An avatar might find a pair among the forgotten medical supplies of a ghost colony or within the ruins of a high-altitude research station.

Shops and Marketplaces

  • Apothecary Gardens (Upper Sanctuaries) Located in the lush, terraced gardens of the major cities, these shops are quiet, fragrant spaces where the gauntlets are displayed on pedestals of polished jade. Cost: 15 to 18 Gold Pieces. Acquisition: The shopkeepers here are often retired healers. They will not sell the gauntlets to anyone who cannot demonstrate a “Steady Hand.” A buyer may be asked to thread a needle through a moving steam-vent to prove their worthiness.
  • Steam-Tech Surgical Suites (Industrial Districts) In the busy, metal-clung sectors where accidents are frequent, these suites sell the gauntlets as “Precision Safety Equipment” for industrial medics. Cost: 20 to 25 Gold Pieces. Acquisition: These shops are noisy and smell of antiseptic. They rarely care about monastic vows and will sell to anyone with the currency. However, the gauntlets sold here are often ruggedized with extra bronze plating, making them less flexible but more durable.
  • Underground Herbalists (The Low-Vent Districts) Hidden behind tea houses in the lower, steam-saturated tunnels, these shops sell reclaimed or “off-license” gauntlets. Cost: 10 to 14 Gold Pieces. Acquisition: These items may have slight scuffs or have belonged to a practitioner who fell into debt. Buying here is a social gamble; the item works perfectly, but wearing it might attract the attention of the original owner’s creditors or rivals.
  • Traveling Silk-Road Caravans (The Great Plains) Nomadic traders who bridge the gap between the monasteries and the cities often carry a few pairs of gauntlets. Cost: 25 to 35 Gold Pieces. Acquisition: The high price is a result of the convenience and the rarity of finding such specialized tools far from the peaks. These traders often accept payment in rare medicinal herbs or “Captured Steam” rather than gold.

Strategic Application of the Meridian Point Gauntlets

The roleplay of the Slots 338 revolves around the concept of “Somatic Control.” The practitioner does not strike with the intention of crushing bone, but rather to disrupt the internal harmony of the target’s vital steam or to bolster the resilience of their companions through precise anatomical intervention.


Defense: The Shield of Internal Balance

  • Hazardous Environments and Toxic Fumes
    • Roleplay: When the avatar enters a zone filled with noxious swamp gas or industrial smog, they do not hold their breath. They roleplay tapping the meridian points along their own neck and chest. Using the Balanced Flow passive, the avatar roleplays their respiratory system “filtering” the air through sheer somatic discipline, maintaining a calm, steady heart rate while others cough and falter.
  • The Heat of Skirmish and Melee Combat
    • Roleplay: Defensively, the practitioner uses the gauntlets to “neutralize” incoming kinetic energy. When an enemy swings a club, the avatar roleplays a soft-palmed parry that strikes the attacker’s forearm. The avatar roleplays the enemy’s arm going momentarily limp or numb, turning a lethal blow into a harmless fumbled movement. This is roleplayed as “Deflecting the River” rather than blocking the mountain.
  • Protection of the Vulnerable
    • Roleplay: During a retreat, the avatar uses the Soothing Pulse. They roleplay slamming their palms together, releasing a wave of amber light. The avatar roleplays a sense of “Environmental Awareness” where they see the invisible threads of disease or fatigue trying to latch onto their allies, and they roleplay “cutting” those threads with the pulse of their gauntlets.

Offense: The Precision Puncture

  • Subduing Lawbreakers and Brutes
    • Roleplay: The avatar uses the Qi-Block magic to end a fight without spilling blood. They roleplay a lightning-fast strike—a single finger-tap to the enemy’s shoulder or hip. The avatar roleplays a clinical explanation: “Your femoral meridian is now closed; your leg will not obey you for sixty seconds.” The offense is roleplayed as a calm, terrifyingly efficient shutdown of the enemy’s nervous system.
  • Monster Hunting and Large Beasts
    • Roleplay: When facing a massive creature with thick hide, the avatar uses the Steady Hand skill to find the tiny gaps in the beast’s armor. They roleplay drawing a needle from the forearm sheath, the Needle Magnetism making it hum between their fingers. They roleplay a single, deep thrust into a nerve cluster behind the creature’s ear, roleplaying the beast’s massive muscles seizing or its breath hitching as its “Steam Flow” is momentarily diverted.
  • Interrogation and Social Coercion
    • Roleplay: Offensively in a social setting, the avatar uses Pressure Point Knowledge. They roleplay a friendly hand on a target’s shoulder that hides a sharp, localized nerve-pinch. The avatar roleplays the target suddenly breaking out in a cold sweat or losing their voice, roleplaying the “Physical Warning” that any further lies will result in a total somatic shutdown.

Tactical Synergy: The Harmonic Strike

In any environment, the avatar can roleplay the “Restoration of Order.” By utilizing the Stimulate Vigor magic, they can roleplay “jump-starting” an exhausted ally. They roleplay the act of placing a pin into the ally’s “Gate of Vitality,” roleplaying the ally’s eyes snapping open as their fatigue is magically converted into a temporary surge of adrenaline. This is roleplayed not as a gift of strength, but as the removal of the “Clutter” that was holding the ally back.

Perception of Activation:

User’s Perspective

  • Sight: The etched diagrams on my palms flare into brilliant, geometric honey-amber light. The air around a patient or enemy suddenly becomes filled with “Vibrant Threads”—a glowing, turquoise map of their circulatory and nervous systems that pulses in time with their heart.
  • Sound: I hear a high-pitched, harmonic “singing” from the needles as they slide out of their sheaths. When I strike a meridian, there is a soft, muffled “pop” sound, like a bubble bursting under water, followed by a resonant hum that vibrates through my marrow.
  • Touch: My fingertips become hypersensitive; I can feel the microscopic “heat-bloom” of an inflamed organ or the “cold-void” of a paralyzed nerve through the air itself. The leather of the gauntlets tightens around my forearms, providing a stabilizing pressure that eliminates even the slightest muscle tremor.
  • Extra-Sensory – Somatic Empathy: I feel a ghostly reflection of the target’s physical state. If they are exhausted, I feel a phantom heaviness in my own limbs; if they are in pain, I feel a sharp tingle in my corresponding meridian. This allows me to “feel” the blockage before I ever touch it.

Observer’s Perspective

  • Sight: The practitioner’s hands appear to move in a blurred, liquid motion, leaving behind faint trails of amber light. The patient’s body momentarily glows with a web of teal lines wherever the gauntlets make contact.
  • Sound: A rhythmic, metallic chiming—similar to wind bells in a storm—emanates from the gauntlets’ filigree.
  • Smell: A sudden, sharp scent of crushed eucalyptus and hot copper fills the immediate area during a successful puncture.

Positives

  • User: I gain absolute precision. The Needle Magnetism makes it feel as though the pins are being pulled into the correct points by the body itself. I feel a deep, meditative calm as the Balanced Flow magic aligns my own internal steam.
  • Observer: The patient feels an immediate, cooling sensation that washes away pain or fatigue. To an ally, the practitioner looks like a pillar of focused, restorative energy.

Negatives

  • User: “Feedback Sting”—if I strike a meridian that is heavily corrupted or magically cursed, I feel a sharp, electrical backlash that can leave my own fingers numb for several minutes.
  • Observer: To an enemy, the sight of the glowing meridian map is terrifying, as it reveals that their physical form is being read like an open book of vulnerabilities.

Extra-Sensory Perceptions

  • Steam-Pressure Sight: I perceive the “Pressure” of a creature’s soul. I can see the steam building up behind a blockage like a dam about to burst, allowing me to predict when a creature is about to “Overload” or collapse.
  • Harmonic Resonance: I can “hear” the health of an organ. A healthy lung sounds like a deep, steady drum, while a poisoned liver sounds like a discordant, scraping violin. I simply move my hands until the “Music of the Body” returns to harmony.
  • Kinetic Anticipation: By seeing the way the teal meridian lines shift and gather in a limb, I know exactly which muscle is about to contract. This allows me to sidestep an attack before the enemy has even consciously decided to swing.

The Weaver’s Anatomy: Crafting the Meridian Point Gauntlets

This Tier 1 crafting ritual focuses on “Somatic Conductivity.” The goal is to create a garment that acts as an extension of the nervous system, allowing the crafter to bridge the gap between their own intent and the patient’s vital flow.


Materials Needed

  • 2 Sq. Feet of Forest-Green Silk-Leather: Harvested from cattle raised in high-altitude tea groves, ensuring the hide is accustomed to thin air and high steam-pressure.
  • 4 Ounces of Conductive Bronze Filigree: Drawn into wires as thin as hair to act as the “Nerve-Leads” for the gauntlets.
  • 1 Vial of Jade-Breath Lacquer: A medicinal resin used to etch the palm diagrams and hold the amber glow.
  • 4 Micro-Sheaths of Polished Bone: Taken from the wing-bones of a Great-Owl to house the needles.
  • 1 Pint of Distilled Eucalyptus Oil: Used to treat the leather so it remains supple and non-reactive to toxins.
  • Crushed Amber Dust: Mixed into the lacquer to provide the color and focus for the Soothing Pulse.

Tools Required

  • Engraving Burin (Fine-Point): For etching the pressure-point maps into the palms with microscopic detail.
  • Precision Jewelers’ Pliers: To weave the bronze filigree into the leather without puncturing the structural fibers.
  • Steam-Heated Press: To bond the jade-lacquer into the leather, ensuring the diagrams remain permanent.
  • Harmonic Tuning Fork: To “frequency-match” the gauntlets to the standard human meridian vibration.

Skill Requirements

  • Leatherworking (Apprentice): Proficiency in handling high-grade, conductive hides and creating seamless joints.
  • Medicine (Level 1): The crafter must have a functional knowledge of the 12 primary meridians to ensure the palm maps are accurate.
  • Arcana (Minor Attunement): Needed to bind the Needle Magnetism to the bone sheaths.

Crafting Steps

  1. Curing the Conduit: Soak the Silk-Leather in the Eucalyptus Oil for twenty-four hours. This makes the material “biologically receptive,” allowing it to mimic the feel of human skin.
  2. Etching the Meridian Map: Using the Engraving Burin and the Jade-Breath Lacquer, painstakingly carve the pressure-point diagrams into the palms of the gauntlets. Every line must connect to the bronze filigree channels to ensure the Meridian Sight functions.
  3. Weaving the Bronze Lattice: Thread the Bronze Filigree through the interior of the leather. These wires must run from the fingertips back to the four needle slots on the forearm, creating a circuit that will eventually power the Qi-Block magic.
  4. Setting the Bone Sheaths: Insert the four Great-Owl bone sheaths along the outer forearm. Secure them with the bronze wire and a drop of jade lacquer. These sheaths must be perfectly vertical to prevent the needles from jamming during an Instant Draw.
  5. The Harmonic Attunement: Strike the Tuning Fork and hold it against the gauntlets while they are in the Steam-Press. As the leather warms and the lacquer sets, the vibration “programs” the gauntlets to recognize the frequency of healthy vital steam.
  6. The First Puncture (Final Bind): The crafter must wear the gauntlets and perform a “self-alignment,” touching three specific points on their own arm. If the gauntlets flare with amber light and the Needle Magnetism pulls a test-pin into a sheath with a crisp “click,” the bind is complete.

Finger-Pokes and Arm-Skins of Correct-River

In the age when the 73 islands were but tiny crumbs on the “Blue-Plate-of-Water,” and the “Healer’s-Bag” had not yet been sewn from the belly of the Cloud-Sheep, there was a walker of the “Body-Maps” named Ni-Del. This Ni-Del was a seeker of the “Hidden-Plumbing.” In the ancient bark-peels (mostly chewed by the “Time-Beetles” of the high peaks), it is sung that Ni-Del could look at a man’s skin and see the “Hot-Steam” running beneath like red and blue snakes.

At that turning of the stars, the world was “Full-of-Lumps.” A woman would walk and her knee would “Be-Angry-and-Stiff.” A warrior would fight and his arm would “Go-to-Sleep-and-Not-Wake.” The “Bad-Air” blew into the chests of the children, making them “Bark-Like-Dogs” (the cough). The people lived in the “Pain-of-the-Blocked-Gate,” for they had no “Small-Keys” to open the “Lid-of-the-Blood.”

The translation becomes “Sticky-Like-Old-Honey” here, but it says that Ni-Del climbed the “Mountain-of-the-First-Breath.” There, she found the “Spider-of-the-Nerves,” a spirit who wove the “Strings-of-Feeling” that connect the toe to the ear. Ni-Del asked the Spider for a tool that could “Find-the-Knot.” The Spider took the “Silk-of-the-Pulse”—a thread made from the “Echo-of-the-Heart”—and made two “Hand-Sheaths” (the gauntlets).

The Spider said: “These hand-skins have four-hiding-holes (the slots). If you put a ‘Silver-Thorn’ (the needle) in the hole, the thorn will ‘Become-Smart.’ It will know where the ‘Steam-is-Stuck.’ When you poke the thorn into the ‘River-Point,’ the knot will ‘Un-Tie’ and the life will ‘Flow-Fast.’”

The poorly-translated scroll says: “And the green-leather was ‘Thirsty-for-Touch.’ Ni-Del took the ‘Stinger-of-the-Jade-Bee’ and put it in the first-hole. She took the ‘Whisker-of-the-Mountain-Cat’ and put it in the second-hole. She took the ‘Sliver-of-the-Morning-Star’ and put it in the third and fourth holes.”

But the gauntlets were “Too-Strong-with-Seeing.” When Ni-Del wore them, she saw every “Ache-and-Itch” in the world. She saw the “Sore-Foot” of the ant and the “Sour-Stomach” of the mountain. It was a “Storm-of-Sickness.”

To “Quiet-the-Seeing,” Ni-Del took the “Amber-of-the-Sun-Sap” and drew “Circles-of-the-Palm” (the meridian maps). She placed the “Bronze-of-the-Quiet-Sound” (the filigree) inside the leather so the sight would only “Speak” when she wished to “Hear.” She made the “Magnet-of-the-Needle” so the thorns would “Fly-True” to the “Point-of-the-Hurt.”

The translation says: “The Great-King-of-Iron had a ‘Heart-of-Ice.’ He could not move his ‘Sword-Hand,’ for the ‘Steam-was-Frozen’ in his neck. He called for Ni-Del. She did not use a ‘Big-Hammer’ or a ‘Sharp-Axe.’ She used the ‘Single-Touch-of-the-Amber-Palm.’ She took a ‘Silver-Thorn’ from her arm-skin. It did ‘Hum-the-Song-of-the-Water.’ She poked the ‘Ice-Gate’ (the pressure point). The King’s hand did ‘Jump-with-Life.’ The Ice did ‘Melt-to-Steam.’ The King cried, for his ‘River-was-Running’ again.”

The story tells of a “Man-of-Stone-Skin” (a titan) who tried to crush Ni-Del. Because the titan was “Hard-Outside,” it thought it was “Safe-Inside.” But Ni-Del used the “Qi-Block” magic. She did not punch the stone; she touched the “Small-Joint-of-the-Spirit.” The titan fell like a “Bag-of-Wet-Sand,” for even the mountain has a “Point-that-Makes-it-Fold.”

For a hundred-hundred turnings, the Meridian Point Gauntlets were the “Mercy-of-the-Needle.” They allowed the healer to “Fix-the-Broken” without the “Screams-of-the-Knife.” But as the world became “Hard-with-Iron-Thoughts,” the gauntlets hid themselves in the “Secret-Gardens-of-the-Jade-Peaks,” waiting for one who has a “Soft-Hand” and a “Seeing-Eye” to “Unlock-the-Life” of the world once more.

Moral of the Story: The one who uses a “Great-Log” to move a “Small-Stone” is a fool, for the “Smallest-Pin” placed in the “Correct-Gate” can move the “Weight-of-the-Whole-World” with but a “Gentle-Push.”

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) The Gauntlets of the Somatic Gateway

  • Item Type: Medical Artifact / Physical Aid
  • Sanity Cost: 0 to wear; 1 point to activate Qi-Block against a human; 1D4 points to attempt a Qi-Block on a Mythos entity (due to the alien nature of their anatomy).
  • Skills: +20% to Medicine (specifically for treating paralysis, tremors, or shock), +15% to First Aid, +10% to Psychology (by reading physical tells).
  • Specialized Slots: Provides 4 slots for needles/pins. When utilizing these, the investigator gains a Bonus Die on Medicine rolls to stabilize a dying patient.
  • Qi-Block: Spend 5 Magic Points. Make a Fighting (Brawl) roll. If successful, the target’s limb is rendered useless for 1D10 minutes. If used on a Mythos entity, it requires an Extreme success and only stuns the creature for 1 round.
  • Stimulate Vigor: Spend 3 Magic Points and use a needle. The target ignores all penalties from the “Major Wound” or “Exhaustion” status for 1D6 rounds.
  • Soothing Pulse: Once per day, the user can emit a pulse that grants a Bonus Die to all nearby allies on their next CON roll to resist poison or infection.

Blades in the Dark Fine Meridian Vambraces

  • Item Quality: Fine (Tier I)
  • Load: 1 (Worn). Provides 4 “Needle” slots that do not count toward your Load limit.
  • Steady Hand: Gain +1d to Physick or Sleight when performing delicate manual tasks or medical procedures.
  • Qi-Block: Spend 1 Stress to perform a “Somatic Strike” as a combat action. On a successful roll, you inflict a “Paralyzed Limb” or “Stunned” consequence on a human-sized target in addition to any standard effect.
  • Stimulate Vigor: Spend 1 Stress and use a needle to allow an ally to ignore the effects of a Level 1 or Level 2 Harm for the duration of the current scene.
  • Pressure Point Knowledge: You can use Physick instead of Consort or Sway when threatening someone’s physical well-being through “applied discomfort.”

Dungeons & Dragons (5th Edition) Slots 338 of the Meridian Point Gauntlets

  • Wondrous item, common
  • Specialized Slots: This item has 4 needle slots. While needles are in these slots, they are considered magical for the purpose of overcoming resistances.
  • Steady Hand: You have advantage on Dexterity (Sleight of Hand) checks and Wisdom (Medicine) checks that require fine motor control.
  • Activable Magic (3 Charges):
    • Qi-Block (1 Charge): When you hit a creature with an unarmed strike or a needle, you can force the target to make a DC 13 Constitution saving throw. On a failure, the creature is Poisoned (representing nerve disruption) until the end of its next turn.
    • Stimulate Vigor (1 Charge): As an action, you can touch a creature and use a needle to remove one level of Exhaustion or end the Paralysed condition on that creature.
    • Soothing Pulse (3 Charges): As an action, you emit amber light. All friendly creatures within 10 feet gain a +2 bonus to their next saving throw against a disease or the poisoned condition.
  • Recharge: The gauntlets regain all charges at dawn.

Knave (2nd Edition) The Healer’s Pressure-Grips

  • Item Slots: 1 (Worn). Provides 4 “Needle” slots.
  • Quality: Tier 1 (Common)
  • Meridian Sight: You gain a +4 bonus to any check made to diagnose a disease, poison, or physical injury.
  • Balanced Flow: You are immune to any effect that would cause your limbs to become numb or paralyzed.
  • Qi-Block: Once per day, after hitting an enemy in melee, you may force them to make a CON save. If they fail, they drop whatever they are holding in one hand and cannot use that hand for 1 turn.
  • Stimulate Vigor: Once per day, you may use a needle to allow an ally to immediately move their full speed as a free reaction.
  • Needle Magnetism: You can never be disarmed of needles or pins held while wearing these gauntlets.

Fate Condensed The Meridian Point Gauntlets (Slots 338)

  • Item Type: Tier 1 Restorative/Control Bracers
  • Aspects: High Concept: “Precision Healer’s Steady Grip”; Passive: “The Body is a Map of Rivers.”
  • Stunt: Meridian Sight: I gain a +2 bonus to Create an Advantage or Overcome actions using Crafts or Lore when diagnosing internal injuries, biological toxins, or physiological blockages.
  • Stunt: Qi-Block: Once per scene, when I successfully use a Fighting action to Create an Advantage on an opponent by striking a pressure point, I can spend a Fate Point to make that Aspect (e.g., Paralyzed Arm) a persistent obstacle that requires a Great (+4) Lore or Physique roll to overcome.
  • Stunt: Stimulate Vigor: I can use a needle from a slot to assist an ally in overcoming a “Fatigued” or “Exhausted” Aspect. When I do, I provide a +2 bonus to their roll, and if they succeed, they gain a Boost representing their sudden adrenaline surge.
  • Specific Slot: This item provides 4 specialized Needle Slots. These allow the user to carry and utilize acupuncture needles as part of their “Healer’s Kit” without increasing their Load or occupying additional hands during use.

Numenera & Cypher System The Gauntlets of Somatic Realignment

  • Level: 3 (Artifact)
  • Form: Elbow-length dark green leather gauntlets with bronze filigree and four integrated needle-sheaths.
  • Depletion: 1 in 1d100 (Check only when using Soothing Pulse).
  • Passive: Steady Hand: The wearer is trained in tasks requiring high manual dexterity and precision, including surgery and picking delicate locks.
  • Passive: Balanced Flow: The wearer is specialized in Defense rolls against effects that cause paralysis, numbness, or limb-specific impairment.
  • Active: Qi-Block (2 Intellect Points): As a combat action, the wearer strikes a pressure point. The target must make a Might defense roll. On a failure, the target’s next action is hindered by two steps as their nervous system misfires.
  • Active: Stimulate Vigor (2 Intellect Points): As an action, the wearer uses a needle on an ally. The ally immediately ignores the effects of the “Impaired” state on the damage track for one hour.
  • Active: Soothing Pulse (4 Intellect Points): The gauntlets emit an amber wave. All allies within immediate range gain an asset on their next Might defense roll against poison or disease.

Pathfinder (2nd Edition) Slots 338 Meridian Point Gauntlets

  • Item 1: Common, Invested, Magical, Transmutation
  • Usage: worn (arm/hand); Bulk: L
  • Passive: Steady Hand: You gain a +1 item bonus to Medicine checks and Thievery checks that require precision.
  • Passive: Needle Magnetism: You gain a +2 circumstance bonus to your Reflex DC against attempts to Disarm you of a needle or thin medicinal dart you are holding.
  • Passive: Specialized Storage: The gauntlets have 4 slots for needles or medicinal pins. These items have negligible Bulk and can be drawn as part of a Medicine action.
  • Activate: Qi-Block [One-Action] (Attack, Somatic): You attempt an unarmed Strike against a creature’s meridian. On a hit, the creature must succeed on a DC 15 Fortitude save or become Clumsy 1 for 1 minute.
  • Activate: Stimulate Vigor [One-Action] (Manipulate, Medicine): Frequency: Once per hour. You use a needle to clear a blockage. You end the Fatigued condition on a willing creature you can touch.
  • Activate: Soothing Pulse [Two-Actions] (Abjuration, Aura, Visual): Frequency: Once per day. You emit amber light in a 10-foot aura. You and all allies in the aura gain a +1 status bonus to Saving Throws against poisons and diseases for 10 minutes.

Savage Worlds (Adventure Edition) The Meridian Point Gauntlets

  • Type: Tier 1 Minor Artifact
  • Attributes: The wearer gains a +1 bonus to Healing and Thievery rolls.
  • Passives: Steady Hand: The user ignores the first 1 point of multi-action penalties if one of the actions is a Healing or Thievery roll.
  • Passives: Balanced Flow: The wearer gains a +2 bonus to rolls made to recover from being Shaken or Stunned.
  • Powers: Qi-Block: The user can cast the slumber power (limited to Touch range and representing nerve-sleep) using Healing as their arcane skill.
  • Powers: Stimulate Vigor: The user can cast the relief power using a needle from a slot.
  • Powers: Soothing Pulse: Once per day, the user can cast the environmental protection power (Self plus 1 ally) centered on biological toxins and diseases.
  • Tags: Acupuncture, Healing, Precision, Tier-1, Common, Medicine, Vital-Flow, Meridian-Mapping, Combat-Medic, Dexterity, Sensory-Enhancement.

Shadowrun (6th Edition) The 338th Meridian-Flow Vambraces

  • Item Type: Qi Focus (Rating 1) / Biometric Stimulator
  • Availability: 3
  • Cost: 4,800¥
  • Armor Rating: +0
  • Steady Hand: The user gains a +1 dice pool modifier to all Biotech and Precision Engineering tests. This also applies to any attack made with a needle or dart.
  • Balanced Flow: The user gains +1 die to resist any effects that cause the Numbed or Paralyzed status.
  • Activable: Qi-Block (Minor Action): The user makes an Unarmed Combat test against a target’s Defense. On a success, the target suffers the Numbed I status for a number of Combat Rounds equal to the Net Hits.
  • Activable: Stimulate Vigor (Minor Action): The user spends 1 Edge and uses a needle on an ally. The ally immediately ignores 2 points of Wound Penalties for the duration of the current encounter.
  • Activable: Soothing Pulse (Major Action): Once per day, the user emits a biometric wave. All allies within 5 meters gain a +1 dice pool modifier to resist any ongoing Toxin or Pathogen effects for 1 minute.

Starfinder (1st Edition) Slots 338 Meridian Gauntlets

  • Item Level: 1
  • Price: 325 Credits
  • Bulk: L
  • Specific Slot: Worn (Arms)
  • Capacity: 4 Specialized Slots (Needles or medicinal pins only).
  • Passive: Meridian Sight: You gain a +2 insight bonus to Life Science and Medicine checks to diagnose biological conditions.
  • Passive: Steady Hand: You gain a +2 insight bonus to Sleight of Hand checks and to Medicine checks to stabilize a dying creature.
  • Active: Qi-Block (Standard Action): Once per day, you may make a melee attack against a creature’s EAC. On a hit, the creature must succeed at a DC 12 Fortitude save or be staggered for 1 round.
  • Active: Stimulate Vigor (Standard Action): Once per day, you can expend 1 Resolve Point and use a needle on a willing creature to remove the fatigued condition.
  • Active: Soothing Pulse (Reaction): When you or an ally within 10 feet makes a saving throw against poison or disease, you can grant that creature a +2 circumstance bonus to the roll.

Traveller (Mongoose 2nd Edition) The 338th Neuro-Pressure Gauntlets

  • TL: 12
  • Weight: 0.25 kg
  • Cost: Cr900
  • Skills: Meridian Sight: The user receives a DM+1 to all Medic and Science (Biology) checks when diagnosing humanoids.
  • Passives: Steady Hand: The user receives a DM+2 to any check involving micro-surgery or the handling of delicate chemical samples.
  • Passives: Needle Magnetism: Any needle or dart retrieved from a forearm slot is secured by a localized magnetic field; the user cannot be disarmed of these items unless the gauntlets are deactivated.
  • Active: Qi-Block (Significant Action): The user makes a Melee (Unarmed) check (8+). On a success, the target must pass an END check (8+) or suffer a DM-2 to all physical actions for 1d6 rounds due to localized nerve shock.
  • Active: Stimulate Vigor (Significant Action): By using a needle on an ally, the user can remove the effects of one level of Fatigue. This can only be done once per ally per day.
  • Active: Soothing Pulse (Significant Action): The gauntlets emit a frequency that bolsters the immune system. All allies in Close range receive a DM+1 to any END checks against biological agents for 1 hour.

Warhammer Fantasy Roleplay (4th Edition) The 338th Gauntlets of the Jade Breath

  • Item Type: Healer’s Accoutrement
  • Encumbrance: 0 (Provides 4 “Needle” slots).
  • Price: 2 Gold Crowns, 15 Silver Shillings
  • Traits: Fine, Lightweight, Ward
  • Meridian Sight: The wearer gains a +10 bonus to all Heal Tests and Lore (Medicine) Tests.
  • Passives: Balanced Flow: The wearer is Immune to the Ablaze (minor heat) and Numb Conditions as long as the gauntlets are active.
  • Passives: Steady Hand: The wearer ignores the “Difficulty” penalty of any Heal Test up to Challenging (+0).
  • Active: Qi-Block (Action): The user makes a Melee (Brawling) Test. If successful, the target receives 1 Stunned Condition that can only be removed with a successful Endurance Test.
  • Active: Stimulate Vigor (Action): Once per day, the user may spend a Fortune Point to remove a Fatigued Condition from an ally using a needle.
  • Active: Soothing Pulse (Action): Once per day, the user emits a glow. All allies within 2 yards gain a +10 bonus to their next Test to resist a Disease or Poison.