Aether Forge Resonators 8193

by

in

Lore: The Aether-Forge Resonators 8193 were born from a dangerous and highly secretive exchange of knowledge between the Firetenders of Korra-Shar and the Obsidian Alchemist’s Conclave. Seeking to forge weapons that could strike at the very fabric of magic, master smiths and elite alchemists collaborated to miniaturize the massive, delicate architecture of the Occultic Resonator and embed its harmonic principles directly into the brutal, kinetic framework of the Obsidian Anvil gauntlets. The result is a pair of artifacts that treat raw magic as just another material to be heated, hammered, and shaped. They were originally designed for a specialized sect of warrior-alchemists tasked with hunting down rogue magical anomalies and shattering corrupted spell-wards with their bare hands.

Description: These heavy forearm guards are crafted from dense, dark obsidian glass, but their traditional brass conduits have been replaced by an intricate, raised web of fine silver-metallic threads. Suspended within these thread-lattices across the knuckles and forearms are small, freely spinning crystal spheres. The gauntlets emit a constant, melodious hum that shifts in pitch depending on the ambient magical frequencies, underscored by the rhythmic, heavy pulse of a beating forge-hammer. When striking a surface, the crystals flare with a blinding, multi-colored light, and the air smells sharply of ozone, sweet ash, and burning copper.

Stats

  • Tier: 2
  • Durability: 120/120
  • Attribute Modifiers: Strength +3, Endurance +2
  • Damage Modifier: Unarmed strikes deal an additional +1d6 force and +1d4 fire damage.
  • Resistances: Immunity to non-magical fire and resistance to force damage.

Skills Gained While Openly Worn

  • Aetheric Smithing: You gain an exceptional bonus to crafting, repairing, or reverse-engineering magical items, constructs, and enchanted armor.
  • Arcane Sight: You can passively perceive invisible magical auras, lingering spell effects, and the precise harmonic frequencies of wards within a 30-foot radius.
  • Harmonic Brawling: Your unarmed strikes bypass standard magical resistances, striking the energetic frequency of the target directly.

Tags: Tier 2, Obsidian, Arcane Detection, Forgecraft, Harmonic, Kinetic Echo, Magical Instrumentation, Unarmed Combat, Living Metal, Spell-Breaker, Artisan’s Relic, Aetheric-Conduit, Resonance-Core, Void-Hammer, Crystal-Lattice, Spell-Anchor, Molten-Frequency, Abyssal-Forge, Kinetic-Siphon, Harmonic-Breaker, Obsidian-Matrix, Warp-Tuned

Multiple Passives Magic

  • Kinetic-Arcane Synthesis: The gauntlets absorb ambient magical energy and kinetic force simultaneously. Every time you are struck by a magical attack or you strike a solid object, the gauntlets store the resonance, instantly cutting all forging and crafting times by half and keeping the obsidian comfortably warm to the touch.
  • Frequency Mapping Pulse: The spinning crystals continuously map the immediate area. You cannot be surprised by magically concealed entities, illusions, or invisible creatures within your immediate vicinity, as the gauntlets physically vibrate and pull your hands toward the hidden anomalies.

Multiple Active Magics

  • Harmonic Shatter (2 uses/day): Slam both fists into the ground or a magical barrier to release a 15-foot seismic and arcane shockwave. Enemies in range take bludgeoning, fire, and force damage, and any active spell effects or magical traps of Tier 2 or lower in the radius are immediately disrupted and dispelled.
  • Tune the Anvil (1 use/day): By twisting the central crystal on the left gauntlet, you attune your hands to the exact frequency of an incoming or ongoing spell. For one minute, you can physically grasp, grapple, or deflect magical energy (such as a stream of fire or a bolt of lightning) as if it were a solid, heated piece of metal, allowing you to redirect it or crush it into nothingness.

Specific Slot: Worn Item — Arm (Paired gauntlets; occupies both forearms)

Structural Integrity and Restoration of the Aether-Forge

The Aether-Forge Resonators 8193 possess a total of 120 Hit Points as a unified Tier 2 artifact. This durability represents the reinforced obsidian plating, the silver-thread webbing, and the internal stabilization of the Core-Spark and crystal spheres.

  • Disabling the Magic: To successfully disable the item’s magical properties, an attacker must specifically target the gauntlets and overcome their 120 HP. Damage dealt to the wielder does not affect the item’s integrity, but the gauntlets do not benefit from the wielder’s defensive bonuses if they are the primary target.
  • Physical Degradation: As hit points are lost, the effects are visible and audible: the metallic threads snap and fray, the melodious hum turns into a discordant, screeching grind, and the crystal spheres fracture, leaking erratic multi-colored light.
  • Total Failure: Upon reaching 0 HP, the crystals shatter and the obsidian plates crack, rendering the item a pair of mundane, broken arm-guards. All passive and active magics, stat bonuses, and sensory perceptions are immediately lost.
  • Repair Process: Standard mending or physical repairs by a general blacksmith are insufficient. Repairing the item requires a Synchronized Restoration Ritual involving both a master smith and a master alchemist.
  • Materials for Repair: Restoration requires refined obsidian shards, brass-vein wiring, and resonant crystal dust (costing approximately 1,200 GP in materials).
  • Restoration Requirements: The item must be placed within a Magi-Steam Crucible or a pressurized alchemical forge. The smith must re-forge the obsidian structure while the alchemist uses a Magical Inscription Pen to re-thread the silver-metallic lattice.
  • Final Attunement: Once physical repairs are finished, the wielder must strike a master-crafted anvil in a rhythmic cadence for one hour while an alchemist recalibrates the harmonic frequencies of the spheres. Only then will the Aether-Forge Resonators regain their pulse and full Tier 2 functionality.

Discovery and Trade of the Aether-Forge Resonators 8193

Obtaining a Tier 2 artifact like the Aether-Forge Resonators 8193 is a significant milestone, as these items are rarely found sitting on a shelf. In the world of Saṃsāra, they are typically acquired through high-stakes adventure, elite social maneuvering, or illegal back-room deals.

Methods of Acquisition

  • Ancient Vault Recovery: The most common way to find a pair of Resonators is by delving into the Veiled Meridian or the deep basalt vaults of Korra-Shar. They are often found locked in stasis fields or worn by the petrified remains of ancient warrior-alchemists who died defending these sanctums.
  • The Alchemist’s Trial: A Tier 2 avatar can earn a set by completing a Rite of Resonance for the Obsidian Alchemist’s Conclave. This involves traveling to a zone of extreme magical instability and using a tuning fork to stabilize a collapsing ley-line, proving they have the physical and mental fortitude to handle the gauntlets’ feedback.
  • Battlefield Salvage: You may obtain the gauntlets by defeating a Conclave Renegade or a Master Shield-Forger. Because the items are Tier 2, handle them with caution; if you are Tier 1, the resonant frequency will conflict with your aura, causing 2d4 internal force damage every minute you remain in contact with them.

Venues for Purchase and Sale

In Saṃsāra, shops that deal in Tier 2 hybrid artifacts are exclusive, well-guarded, and often require invitations or “proof of craft” before they reveal their true inventory.

Conclave High-Sanctum Exchange (Legal/Elite)

  • Description: Located within the floating spires of the Obsidian Alchemists, these “shops” look more like high-end galleries or laboratories. The walls are lined with humming crystal lattices, and the floor is made of polished dark iron.
  • Buying/Selling Process: You do not simply buy here; you are “vetted.” An Alchemist-Broker will test your resonance with a tuning crystal. To sell, you must provide a detailed “Arcane Provenance”—a history of the item’s previous uses—to ensure the harmonic spheres haven’t been corrupted.
  • Cost: 8,000 – 10,000 Gold Pieces (GP).
  • Trade-In Value: 4,000 – 5,500 GP (assuming the crystals are intact).

The Sunken Anvil Black Market (Illegal/Underground)

  • Description: Found in the flooded sub-levels of industrial forge-ports, these markets are lit by flickering brass lanterns and the orange glow of hidden magma vents. The air is thick with steam and the smell of ozone.
  • Buying/Selling Process: Transactions are conducted via “Silent Brass”—marked tokens representing debts and favors. Buying here is dangerous; there is a 10% chance the silver threads are counterfeit or the crystals are “cracked,” causing them to explode on their first active use. Selling is faster but less profitable, as the fences take a “risk tax.”
  • Cost: 6,500 – 7,500 GP (High risk of malfunction).
  • Trade-In Value: 2,500 – 3,500 GP (No questions asked).

Traveling “Void-Walker” Caravans (Neutral/Rare)

  • Description: These caravans consist of massive, steam-powered mechanical behemoths that move between the volcanic ridges and the coastal plains. They specialize in “Pre-Gap” tech and hybrid relics.
  • Buying/Selling Process: The traders value materials over coin. They may offer the gauntlets in exchange for rare Core-spark crystals, leviathan hearts, or forbidden alchemical formulas. Haggling is expected and often involves a rhythmic drumming contest to see who can best match the item’s pulse.
  • Cost: 8,500 GP (Negotiable through barter).
  • Trade-In Value: 4,000 GP in raw materials or trade credits.

Guild Bounty Auctions (Formal/Public)

  • Description: Held once every lunar cycle by the Firetenders’ Guild, these are grand events where captured or reclaimed relics are sold to the highest bidder to fund city defenses.
  • Buying/Selling Process: Bidding is public and highly competitive. The gauntlets are showcased on a vibrating basalt plinth to demonstrate their resonance. Selling to the guild is considered a patriotic act but rarely pays as well as the private market.
  • Cost: 12,000+ GP (Depends on the attendance of wealthy patrons).
  • Trade-In Value: 3,500 GP (Plus a “Guild Commendation” which grants social perks).

Roleplay of the Aether-Forge Resonators 8193 in Saṃsāra

Arcanum Sanctuaries and Mage-Spire Laboratories

  • Offensive Roleplay: When infiltrating a rival laboratory or confronting a corrupted alchemist, the gauntlets act as the ultimate spell-breaker. An avatar can roleplay the Harmonic Shatter by slamming their fists into the floor, causing the very air to ripple as the silver threads pull magic out of the atmosphere. The user describes the multi-colored crystal spheres spinning into a blur, physically “cracking” the opponent’s defensive wards like glass.
  • Defensive Roleplay: Against a barrage of arcane missiles or a concentrated beam of raw mana, the avatar uses Tune the Anvil. They roleplay the tactile sensation of the magic solidifying into a glowing, molten “ingot” in their hands. The user describes their avatar physically catching a lightning bolt, feeling the heat through the obsidian plates, and then crushing the spell into harmless sparks or reshaping it into a temporary barrier of force.

Subterranean Basalt Vaults and Volcanic Mines

  • Offensive Roleplay: In the echoing depths of a basalt vault, every strike is amplified. The avatar roleplays the Kinetic-Arcane Synthesis by punching through reinforced stone doors or iron-plated guardians. The user describes the rhythmic “thrum-thrum” of the gauntlets syncing with the tremors of the earth, each blow producing a concussive shockwave that sounds like a massive hammer hitting a masterpiece on the anvil.
  • Defensive Roleplay: When a cavern ceiling begins to collapse due to seismic instability or a rogue explosion, the avatar uses their Aetheric Smithing skill to “repair” the environment. They roleplay pressing their hands against the cracking stone, the silver threads glowing as they weave a temporary lattice of force to hold the weight. The user describes the smell of ozone and ash rising as the gauntlets absorb the kinetic energy of the falling debris.

Coastal Floating Cities and Steam-Powered Docks

  • Offensive Roleplay: During a harbor raid or a boarding action on a steamship, the avatar uses the gauntlets to disable heavy machinery. The user roleplays reaching into the heart of a steam engine or a magical turret, the crystals flaring as they identify the exact frequency of the device’s power source. With a single, measured strike, they describe the gauntlets “de-tuning” the machine, causing it to stall or backfire with a hiss of superheated steam.
  • Defensive Roleplay: Amidst the spray of salt water and the roar of cannons, the avatar relies on Arcane Sight to protect the crew. They roleplay tracking the invisible shimmering trail of an incoming invisible scout or a cloaked saboteur. The user describes the gauntlets vibrating violently, pulling their arms toward an empty patch of air, allowing the avatar to intercept the threat before it can strike.

Wildwood Thickets and Blighted Marshes

  • Offensive Roleplay: Against nature-warping monstrosities or blight-born spirits, the avatar uses Harmonic Brawling. The user roleplays the silver threads vibrating at a pitch that matches the “wrongness” of the blight. Each punch doesn’t just hit the creature’s hide; it describes the sensation of the gauntlets shattering the creature’s internal energetic structure, making the spirit or beast dissolve into a shower of inert, non-magical soot.
  • Defensive Roleplay: In a forest where the trees are enchanted to ensnare travelers, the avatar roleplays a “field diagnosis.” As the roots or vines attempt to grab them, the user describes the crystals on their knuckles glowing a calming blue as they find the frequency of the enchantment. By simply touching the wood, the avatar roleplays the spell “unraveling” beneath their fingers, the trees returning to their natural, dormant state.

Perception of Activation:

User’s Perspective

  • Sight: The glossy obsidian of the gauntlets appears to deepen into a void-like black, drinking in the light. Simultaneously, the silver-metallic web of threads blazes with a brilliant, shifting white-blue glow, illuminating the geometric lattice. The crystal spheres across your knuckles and forearms begin to spin with blurring speed, each igniting with a distinct, multi-colored arcane flare.
  • Sound: A profound, melodious hum vibrates through your body, oscillating in pitch to match the frequency of the nearest magical source. Beneath this harmony, you hear the heavy, rhythmic thrum-thrum of a massive forge-hammer striking stone, echoing as if from deep within your own chest.
  • Touch: Your forearms feel a sudden, invigorating surge of kinetic pressure. The weight of the gauntlets vanishes, replaced by a tingling, weightless sensation. A stable, intense warmth—reminiscent of a living hearth—radiates from the brass conduits, but the outer obsidian remains smooth and cool to the touch.
  • Smell: A sharp, immediate scent of ozone and sweet coal ash fills your lungs, followed by a metallic tang of heated copper and the bitter, herbal aroma of steeped medicinal tea.
  • Taste: A persistent metallic taste, like licking a cold iron plate, lingers on the tongue, accompanied by a dry, astringent finish at the back of the throat.

Observer’s Perspective

  • Sight: To onlookers, your hands seem to vanish into patches of moving shadow, save for the blindingly bright silver threads and the strobing, prismatic light of the spinning spheres. The air around the gauntlets visibly ripples and distorts as if from extreme heat, and a faint blue-violet vapor curls upward in elegant spirals.
  • Sound: Nearby individuals experience a sudden dampening of ambient noise, as if the space around the wielder has been submerged in deep water. This eerie silence is periodically broken by the ringing sound of a hammer on an anvil and a low-frequency hum that vibrates in the listener’s teeth.
  • Touch: Those standing close to you feel a sudden drop in temperature and a rise in barometric pressure, making the air feel thick and heavy, like the atmosphere before a massive electrical storm.
  • Smell: The scent of a coastal storm—salt, iron, and damp earth—rolls off the wielder, clashing with the clinical, pungent smell of a traditional apothecary’s clinic.

Extra-Sensory Perceptions

  • Aetheric Resonance Mapping: Your “Mind’s Eye” is flooded with a geometric visualization of all magic within 30 feet. You perceive invisible wards as glowing, humming barriers of color, and lingering spell effects as shimmering threads of ink hanging in the air.
  • Lithic Awareness: You gain a sympathetic vibration with the ground. You can sense the density of the stone beneath you, the hollows of hidden chambers, and the rhythmic tremors of footsteps or machinery from hundreds of yards away.
  • Flesh-Memory Echo: When you strike a living foe, you receive a fleeting sensory flash of their physical condition—a phantom cough, a surge of adrenaline, or a hidden injury—allowing you to “diagnose” their weaknesses in real-time.

Positives

  • You experience a state of absolute focus and rhythmic synchronization. The fusion of arcane detection and forge-born strength allows you to treat combat like a precise craft, where every movement feels deliberate and empowered by the very heartbeat of Saṃsāra.

Negatives

  • The sensory input can be overwhelming; the “Symptom Echo” may cause you to momentarily experience a target’s pain. Furthermore, the light-absorbing properties of the obsidian can cause a sense of emotional detachment or “chilling” of the soul if the item is used for too long outside of a warm forge environment.

Rite of the Harmonic Anvil: Crafting the Aether-Forge Resonators 8193

Items Merged

Additional Materials Needed

  • 5 lbs of Refined Silver-Metallic Thread: A high-conductivity alloy used to replace the brass conduits for arcane frequency transmission.
  • 3 Phials of Liquid Aether: High-potency magical fuel used to sensitize the obsidian to non-physical vibrations.
  • 1 Resonant Tuning Fork (Cold-Forged): Used to synchronize the heartbeat of the wearer with the frequency of the crystal spheres.
  • 1 Pint of Leviathan Oil: Used as a cooling agent during the high-pressure binding process to prevent the obsidian from shattering.
  • Volcanic Salt & Bitter Tea Extract: Used for a ritual quenching to bond the medicinal whitegut roots of the original lineage into the new matrix.

Tools Required

  • The Magi-Steam Crucible: A specialized forge capable of maintaining both high-intensity heat and stabilized vapor pressure.
  • Etching Needle of Va-Lin: A precision tool for inscribing micro-runes into the silver thread lattice.
  • Resonance Bellows: An air-delivery system that pulses in time with the “First Tone” of Saṃsāra.
  • Soul-Temper Basin: A stone vat for the final, rhythmic quenching ritual.

Skill Requirements

  • Master Blacksmithing (Tier 2 Proficiency): To safely reshape the obsidian glass and integrate the silver thread without compromising structural integrity.
  • Advanced Alchemical Harmonics: To calibrate the thirteen crystal spheres so they resonate with magical frequencies rather than exploding under pressure.
  • Rhythmic Chanting (Kwe-Va tradition): Essential for maintaining the “Pulse of Korrath” during the critical binding phase.

Crafting Steps

  1. The Stripping of the Shell: Place the Obsidian Anvil Gauntlets into the Magi-Steam Crucible. Heat them until the brass conduits begin to weep from the obsidian channels. Carefully remove the brass and replace it with the Silver-Metallic Thread, securing it with liquid aether.
  2. The Sphere Miniaturization: Deconstruct the 7-foot Occultic Resonator. Using the Etching Needle, down-scale the harmonic matrices of the crystal spheres. These must be shrunk and “anchored” into the silver webbing now covering the knuckles and forearms of the gauntlets.
  3. The Weaving of the Lattice: Intricately weave the silver threads over the obsidian plates, creating a web that mimics the “Orr’a Vetharal” (the network of the original Resonator). Every intersection of thread must be sealed with a drop of Leviathan oil and a whispered Va-Shar rune.
  4. The Heartbeat Alignment: Strike the cold-forged tuning fork against the central crystal of the gauntlet. While it vibrates, the crafter must use the Resonance Bellows to force aether-rich air into the forge, matching the pitch of the fork to the “thrum” of the gauntlet’s internal pulse.
  5. The Harmonic Quench: Once the obsidian is glowing a deep, bruised purple, plunge the entire item into the Soul-Temper Basin filled with Volcanic Salt and Bitter Tea Extract. The crafter must perform a continuous Kwe-Va chant for exactly sixty seconds as the steam rises.
  6. The First Strike: To finish the merge, the wielder must don the gauntlets while they are still steaming and strike a master-crafted anvil three times. If the third strike produces a multi-colored flash from the spheres and a scent of ozone, the synthesis into the Aether-Forge Resonators 8193 is complete.

Scratch-Scrawls of Heavy-Hands and Singing-Stone

In the time when the sky was a different color of blue-sickness, and the mountains had not yet learned to be silent, there was a Great-Shaking. The people of the Hammer-Beat, who lived in the Korra-Shar of the ash-breath, and the people of the Glass-Water, who sat in the Conclave of the Hidden-Smell, were both in the shadow of the Un-Made. A Great-Rot of the stars was falling, and the magic-winds were screaming in a tongue that broke the ears of the wise.

The Forgemaster of the Obsidian-Skin, whose name is like the sound of a stone falling in a deep well, spoke to the Alchemist of the Many-Spheres, whose name is like the light moving on a spider’s web. The Forgemaster said, “My hands are strong, but they only hit the things I can see. The star-rot is a thing I cannot hit.” The Alchemist said, “My spheres can hear the star-rot singing, but they have no teeth to bite it. They are like a glass-eye in a world of hammers.”

So they walked to the place where the fire-blood of the mountain meets the cold-breath of the abyss. They brought the Heavy-Forearms of the Anvil-Beat, numbered Two-Two-Four, and they brought the Great-Ear of the Crystal-Spheres, the Resonator of the Old-Listening.

The translation-stones say the merging was a long-suffering. They did not use the normal fire. They used the “Fire-That-Is-Also-Water,” which we now call the Steam-Magi. The Forgemaster took his hammer of the First-Tone and hit the gauntlets until the brass-veins cried and ran away like yellow-snakes. In their place, the Alchemist laid the silver-hair of the stars, weaving a net across the obsidian-glass.

Then came the “Time of the Small-Making.” The Alchemist took the seven-foot listening-tower and whispered to it until it became small enough to sleep on the knuckles of a man. The spheres fought. They did not want to live on the heavy-hands. They sang in a pitch that made the stone walls bleed salt. But the Forgemaster hit the resonance-bellows with a rhythm so steady it was like the heartbeat of the world’s mother. He forced the spheres into the silver-net.

For many moons and many suns, they hammered. The Alchemist poured the oil of the great-sea-beast to keep the obsidian from screaming until it broke. They quenched the metal in the “Bitter-Water-of-Fever-Roots.” When the steam rose, it was not white, but purple like a bruise on the sky.

A Great-Shadow-Beast of the Star-Rot came to the gates. It was a creature made of “Magic-That-Is-Not-Magic,” a frequency that un-made everything it touched. The warriors of the city fell because their swords went through the beast like wind through a ghost.

The Forgemaster-Alchemist stepped forth, wearing the Eight-One-Nine-Three. As the beast screamed its un-making song, the gauntlets began to hum. The spheres on the knuckles spun so fast they became circles of multi-light. The user did not hit the beast’s body; he hit the beast’s sound.

With a strike of the Harmonic Shatter, the user hit the air itself. A ripple of blue-violet force went out and “de-tuned” the beast. The creature of rot became solid, its frequency forced into the shape of a common dog. Then, using the Tune the Anvil, the user reached into the beast’s mouth, caught its fiery breath like it was a piece of hot iron, and hammered it into a shield of glowing glass.

The Star-Rot was broken because the user could finally “hold the un-holdable.” The gauntlets drank the ozone and the ash, and the user stood in the center of a cooling mist while the world stopped screaming.

But the story-scratches say the user was changed. His ears could never again hear the words of men, only the singing of the spheres. He walked into the volcanic dark, forever seeking the perfect chord that would forge the world into a shape that never breaks.

Moral of the story: To shape the invisible, one must have the strength to hold the hammer and the wisdom to hear the song; for power without a pulse is only noise, and a song without a strike has no shadow.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

The Resonant Obsidian Smashers 8193 Item Type: Artifact (Tier 2 Equivalent)

Skill Bonuses: +10% to Mechanical Repair, +10% to Science (Physics), and +15% to Medicine (for diagnosis only).

Stat Block:

  • Skill: Fighting (Brawl)
  • Damage: 1D4+2 + 1D6 (Force) + 1D4 (Fire) + DB
  • Build: 1
  • HP: 25

Special Mechanics:

  • Harmonic Shatter: Spend 10 Magic Points to slam the ground. All entities within 5 yards must succeed at a DEX roll or be knocked prone. All active magical effects or Mythos-related barriers are subjected to a contest of the item’s Power (75) vs. the effect’s Power.
  • Aetheric Sight: The user can see through magical illusions and detect active Mythos gates.
  • Sanity Cost: 1/1D4 SAN upon activation due to the overwhelming “Symptom Echo” of nearby suffering.

Blades in the Dark

The Volcanic Tuner 8193 Item Type: Fine Heavy Tool/Weapon (2 Load)

Qualities: Fine, Heavy, Arcane, Potent (against magical barriers).

Game Mechanics:

  • Kinetic-Arcane Synthesis: When you use a Wreck or Skirmish action to strike a magical construct or ward, you gain Potency.
  • Tune the Anvil: Spend 1 Stress to parry or “catch” an arcane attack. You may reduce the effect of the incoming magic by one level or redirect the energy to create a temporary “Wall” (Cover) on the position.
  • Special Ability (Aetheric Smithing): During downtime, you may count this item as a Workshop for any long-term project involving the manipulation of ghost-field energy or artifacts.

Dungeons & Dragons (5th Edition)

Aether-Forge Resonators 8193 Wondrous Item (Gauntlets), Very Rare (Requires Attunement by a Tier 2 Avatar)

Stat Block:

  • Armor Class: While wearing these gauntlets, you gain a +1 bonus to AC.
  • Attribute Modifiers: Your Strength score increases by 2, and your Constitution score increases by 1.
  • Damage: Your unarmed strikes deal 1d6 + STR force damage plus 1d4 fire damage.

Special Mechanics:

  • Aetheric Sight: You have truesight out to a range of 30 feet, but only for the purpose of seeing magical auras, illusions, and wards.
  • Harmonic Shatter (2/Day): As an action, you slam your fists. Each creature within 15 feet must make a DC 16 Strength saving throw or take 3d6 force damage and be knocked prone. This effect automatically ends any spell of 4th level or lower on targets or areas hit.
  • Tune the Anvil (1/Day): As a reaction when you are targeted by a spell that deals damage, you can attempt to “catch” it. Reduce the damage by 2d10 + your character level. If you reduce the damage to 0, you can reshape the energy into a protective shield, gaining +2 AC for 1 minute.

Knave (2nd Edition)

Aether-Forge Resonators 8193 Relic (2 Slots)

Stat Block:

  • Armor: +2 Defense
  • Attack: d8 (Unarmed) + d4 (Fire)
  • Durability: 120 HP

Game Mechanics:

  • Arcane Perception: You automatically detect all magical items, traps, and spells within 30 feet.
  • Shatter: Once per day, you may destroy any Tier 2 or lower magical barrier or lock instantly by striking it.
  • Smith’s Speed: Any downtime activity spent repairing gear or crafting items takes half the normal time.
  • Tuning: You may use your reaction to negate a magical attack aimed at you. Make a WIS save; on a success, the spell is canceled. On a fail, you take half damage.

Fate Core

Aether-Forge Resonators 8193 Unique Tier 2 Extra

Aspects:

  • High Concept: Harmonic Spell-Breaker Gauntlets
  • Trouble: Discordant Feedback from the Void
  • Passive Property: Master of Magic and Metal

Stunts:

  • Aetheric Smithing: You gain a +2 to Crafts rolls when repairing or creating magical artifacts. Furthermore, these tasks take half the usual time.
  • Tune the Anvil: Once per scene, you can use your Physique skill to defend against a magical attack. If you succeed with style, you can spend a Fate Point to redirect that energy as a new attack or create a Hardened Energy Shield aspect with two free invokes.
  • Harmonic Shatter: You may use Physique to attack every target in your zone by slamming your fists. If you target a magical barrier or ward, you gain Potency (Weapon:4) against that specific object.

Mechanics:

  • Weapon Value: 2 (Unarmed Strikes)
  • Armor Value: 1 (Reinforced Obsidian)

Numenera & Cypher System

Aether-Forge Resonators 8193 Level 6 Artifact

Form: Heavy obsidian forearm guards with spinning crystal nodes and silver wiring.

Mechanics:

  • Passive Assets: The wielder has an asset (+1 step) in all Stealth tasks (due to the light-drinking obsidian) and all Intellect tasks related to identifying or analyzing magical or high-tech energy.
  • Aether-Smithing: Any crafting task involving metal or energy-based components is eased by one step.
  • Harmonic Shatter (3 Intellect points): The wielder slams the ground. All creatures within immediate range must make a Might defense roll or be knocked prone and take 6 points of damage. This action automatically dispels any Level 5 or lower energy barriers in the area.
  • Tune the Anvil (4 Intellect points): As a defense action, the wielder can attempt to catch a magical or energy-based projectile. If successful, the wielder can reshape that energy into a shield that provides +2 Armor for one hour.

Depletion: 1 in 1d20


Pathfinder (2nd Edition)

Aether-Forge Resonators 8193 Item 10 (Unique, Abjuration, Evocation, Magical)

Stat Block:

  • Usage: Worn (Gauntlets); Bulk: 1
  • Base Weapon: Fist (1d6 Piercing or Bludgeoning)
  • AC Bonus: You gain a +1 item bonus to AC.
  • Attribute Boost: +2 item bonus to Athletics checks to Force Open or Grapple.

Mechanics:

  • Aetheric Sight: You gain a +2 item bonus to Perception checks to sense magic. You can see through magical illusions of 4th level or lower.
  • Harmonic Shatter (Two Actions): You slam your fists together. Each creature in a 15-foot emanation must attempt a DC 28 Fortitude save. On a failure, they are knocked Prone and take 4d6 Force damage. This effect attempts to Counteract any magical wards or active spells in the area with a counteract modifier of +20.
  • Tune the Anvil (Reaction): Trigger: You are targeted by a spell that deals damage. Effect: You attempt to catch the spell. Roll a counteract check. If successful, the damage is negated, and you gain a +2 circumstance bonus to AC until the start of your next turn.

Savage Worlds (Adventure Edition)

Aether-Forge Resonators 8193 Legendary Relic

Stat Block:

  • Damage: Str+d6 (AP 2) + 1d4 Fire
  • Weight: 8 lbs
  • Properties: Parry +1, Armor +2 (Arms only)

Mechanics:

  • Aetheric Smithing: The wielder gains a +2 bonus to Repair and Science checks involving magical or high-tech equipment.
  • Harmonic Shatter: As an action, the wielder slams their fists. This acts as the Burst power (using Strength as the arcane skill) dealing 2d6 damage. It also acts as a Dispel against any magical barriers within the Large Burst Template.
  • Tune the Anvil: If the wielder is targeted by a ranged magical attack, they may use their Parry score as the Target Number. If the attack is parried, the wielder can choose to “catch” the energy, granting them the Deflection power until the end of their next turn.
  • Drawback: Every time an Active Magic is used, the wielder must make a Spirit roll. On a failure, they suffer a level of Fatigue from the intense sensory “Symptom Echo.”

Shadowrun (6th Edition)

Aether-Forge Resonators 8193 Artifact Focus (Tier 2 Equivalent)

Weapon Stats:

  • Attack Rating: 12/—/—/—/—
  • Damage Value: (STR/2 + 3)P
  • Reach: 0 (Unarmed)
  • Notes: Fire damage, Force damage, Dual Natured (interacts with Astral Space).

Special Mechanics:

  • Arcane Surveillance: While active, the wearer gains +3 dice to Assensing tests. They can perceive the “beat” of active spells, wards, and mana anomalies within 20 meters, even through physical barriers.
  • Harmonic Shatter (Complex Action): The user slams their fists against a surface or magical barrier. Spend 2 Edge to release a resonant pulse. This deals damage to all targets within a 5-meter radius and acts as a Dispelling attempt against any active spells or astral barriers, using the user’s Magic + Willpower + Focus Rating.
  • Tune the Anvil (Interrupt Action): When targeted by a combat spell, the user may spend 1 Edge to attempt to “catch” the mana. Roll Strength + Willpower against the caster’s Spellcasting + Magic. If the user wins, the damage is negated, and the user gains a +2 bonus to their next Defense Rating.

Starfinder (2nd Edition)

Aether-Forge Resonators 8193 Item 10 (Unique, Hybrid, Magical)

Stat Block:

  • Level: 10; Price: 18,500 Credits
  • Bulk: 1; Hands: 2 (Worn)
  • Weapon Type: Advanced Melee (Unarmed)
  • Damage: 3d6 Force + 1d4 Fire

Game Mechanics:

  • Passive (Aetheric Sight): The wielder gains Blindsight (Magic) 30 ft. and a +2 insight bonus to Mysticism checks to identify magic or technological anomalies.
  • Aetheric Smithing: When using Craft to repair or build items with the “Magical” or “Tech” traits, the time required is reduced by 50%.
  • Harmonic Shatter (Two Actions): Spend 1 Resolve Point. The wielder slams the ground. Every creature in a 15-foot emanation must succeed on a Fortitude save (DC = 10 + half level + STR) or take 6d6 Force damage and be knocked Prone. This automatically attempts to Dispel any magical effect of 4th level or lower in the area.
  • Tune the Anvil (Reaction): Trigger: The wielder is hit by a spell or energy attack. Effect: Spend 1 Resolve Point to reduce the damage by an amount equal to your level + STR. If the damage is reduced to 0, you gain a +2 circumstance bonus to AC for 1 minute.

Traveller (Mongoose 2nd Edition)

The 8193 Resonance Bracers Tech Level: 15 (Ancient/Psionic Hybrid)

Stat Block:

  • Weapon: Unarmed (Brawling)
  • Damage: 3D+3 (Force/Heat)
  • Weight: 2 kg
  • Traits: AP 5, Resonant (Ignores energy shields)

Game Mechanics:

  • Passive Sensors: Provides a DM+3 to all Science (Physics), Electronics (Sensors), and Medic checks. The user can “feel” energy leaks, hidden power sources, and biological ailments within 10 meters.
  • Environmental Shield: The wearer is immune to extreme heat (up to 350°C) and takes half damage from vacuum or cold-based hazards.
  • Harmonic Shatter: Once per encounter, the user can slam a surface to create a localized shockwave. All targets within 3 meters must make a DEX check (8+) or be knocked down. Any electronic or psionic shielding in the area is disabled for 1D6 rounds.
  • Psionic Tuning: If the user has a Psionic Strength Rating, they may add their PSI DM to any parry or defense roll against energy-based weaponry.

Warhammer (WFRP 4th Edition / Wrath & Glory)

The Aether-Forge Resonators 8193 Item Type: Unique Relic (Tier 2)

WFRP 4e Stat Block:

  • Price: 600 GC
  • Encumbrance: 2
  • Reach: Personal
  • Damage: SB+5 (Impact, Pummeling)
  • Qualities: Magical, Ward (AP 2 on Arms), Precise.

Specific Mechanics:

  • Arcane Surveillance: The wielder gains a +20 bonus to all Second Sight and Intuition tests. They can “hear” the Winds of Magic humming within 20 yards.
  • Harmonic Shatter: Spend 1 Resilience Point or 2 Advantage to slam the ground. All enemies within 4 yards must pass a Challenging (+0) Athletics test or gain 1 Prone Condition. This strike automatically dispels any Petty Magic or Arcane Spells (SL 4 or less) currently affecting the area.
  • Tune the Anvil: As a Reaction, the wielder may attempt to “Oppose” an incoming spell using their Melee (Brawl) skill. If the wielder wins the Test, the spell is nullified, and the wielder gains the Enthused talent for the next 2 rounds.
  • Wrath & Glory Note: [RESONANCE] Keyword. Adds +2 bonus dice to Tech and Medicae tests. On a successful parry of a psychic power, the wielder may immediately spend 1 Glory to reflect the power back at the caster.