Lore: The Arm 15 of the Storm’s Embrace is a relic of the ancient Thunderclan, a tribe of warriors who revered the power of the storm. Crafted by the legendary artisan Kaelen Stormweaver, the bracer was designed for those who wielded thrown weapons with deadly precision. Kaelen infused the bracer with the essence of a captured storm elemental, ensuring that its wearer could harness the power of the tempest.
Appearance: The bracer is made of a sleek, dark grey metal with a faint, swirling pattern that seems to mimic storm clouds. Along its length are embedded shards of translucent blue crystal that occasionally spark with tiny bolts of lightning. The inner lining is made of soft, dark leather, ensuring a comfortable fit from wrist to armpit.
Slot: Arm Slot (Left or Right; only one side)
Tier 1 Stats:
- Defense: +1 to AC
- Magic Resistance: +1 to saves against electrical attacks
- Attack: +1 to hit with thrown weapons
Skills gained:
- Storm’s Aim: Grants proficiency with thrown weapons if not already proficient.
- Wind’s Grace: Increases the user’s Dexterity by 1.
Passives:
- Static Shield: Provides a constant, faint electric barrier around the wearer, reducing damage from ranged attacks by 1.
- Storm’s Call: Increases the range of thrown weapons by 10 feet.
Active Magic:
- Tempest Throw (3 charges): Once per long rest, the wearer can channel the power of the storm into a thrown weapon. For the next minute, thrown weapon attacks deal an additional 1d4 lightning damage and return to the wearer’s hand after hitting or missing their target.
- Lightning Dash (2 charges): Allows the wearer to teleport up to 20 feet to an unoccupied space they can see, leaving a trail of lightning that deals 1d4 lightning damage to all creatures within 5 feet of the path. Recharges after a long rest.
Tags: Arm, Bracer, Thrown Weapon Enhancement, Defense, Magic, Lightning, Teleportation, Storm’s Embrace
The Arm 15 of the Storm’s Embrace is a powerful item for any tier 1 avatar specializing in thrown weapons, blending the might of a storm with the finesse of a skilled warrior.
Shops and Acquisition: In the world of Saṃsāra, items like the Arm 15 of the Storm’s Embrace are typically found in specialty shops that cater to adventurers, hunters, and collectors of magical artifacts. These shops are often located in bustling trade hubs, ancient cities, and places of magical significance. Here are some types of shops and details on how such an item might be bought and sold:
- Hunter’s Lodge
- Location: Found in towns and cities near forests, mountains, or other wilderness areas.
- Description: These lodges cater to hunters and rangers, offering a wide variety of weapons, gear, and magical items suited for tracking and capturing prey. They are often run by experienced hunters who have retired from active hunting but still maintain connections with suppliers of rare items.
- Cost: 350 gold pieces
- Experience: Customers entering a Hunter’s Lodge will find themselves surrounded by mounted trophies, racks of weapons, and shelves filled with survival gear. The shopkeeper, usually a grizzled veteran of countless hunts, can provide detailed information about the item’s history and powers. The Arm 15 of the Storm’s Embrace might be displayed prominently, with protective wards to prevent theft or accidental activation.
- Arcane Emporiums
- Location: Major cities and magical academies.
- Description: Arcane emporiums are specialty shops run by experienced mages and scholars. These shops offer a wide variety of magical items, tomes, and enchantments. They are often found in areas with a high concentration of magic users, such as the city of Astralis, known for its grand magical academy.
- Cost: 400 gold pieces
- Experience: Customers entering an arcane emporium will find themselves surrounded by shelves filled with glowing artifacts, enchanted scrolls, and rare ingredients. The shopkeepers are usually knowledgeable wizards or sorcerers who can provide detailed information about the item’s history and powers. The item might be displayed in a glass case, with protective wards to prevent theft or accidental activation.
- Adventurer’s Guild Shops
- Location: Adventurer’s guild halls in various cities and towns.
- Description: These shops are specifically designed to cater to the needs of adventurers. They sell weapons, armor, potions, and magical items. Adventurer’s guild shops are a common sight in trade cities where many adventurers gather to take on quests and missions.
- Cost: 375 gold pieces (guild members may receive a discount)
- Experience: The atmosphere in an adventurer’s guild shop is lively, with adventurers of all kinds browsing the wares. The shopkeeper, often a retired adventurer, can provide practical advice on how to best use the item in various situations. Items like the Arm 15 of the Storm’s Embrace are kept secure but accessible for inspection by serious buyers.
- Mystical Markets
- Location: Floating markets and magical bazaars.
- Description: Mystical markets are vibrant and ever-changing, often appearing in locations rich in magical energy. These markets can be found on floating islands like the Zephyrstone Islands, where traders from across the world come to buy and sell rare magical items.
- Cost: 425 gold pieces (prices can vary due to haggling)
- Experience: A mystical market is a sensory overload of sights, sounds, and smells. Stalls are draped in colorful fabrics and enchanted lanterns. Traders, often skilled in the magical arts, showcase their items with small displays of their powers. Haggling is expected, and savvy buyers can sometimes negotiate a better price or trade other rare items in exchange.
- Hidden Curio Shops
- Location: Out-of-the-way alleys and hidden corners of ancient cities.
- Description: These shops are less known and often run by enigmatic proprietors who deal in rare and sometimes dangerous artifacts. They might be found in old cities with a long history of magic, such as the city of Elaria.
- Cost: 375 gold pieces (if you can find it)
- Experience: Hidden curio shops are often shrouded in mystery. The shop itself might be hidden behind a concealed door or accessible only by solving a riddle. The shopkeeper is usually an eccentric figure with deep knowledge of arcane lore. The Arm 15 of the Storm’s Embrace might be kept in a heavily warded back room, shown only to trusted customers or those who can prove their worth.
Buying and Selling: To buy an item like the Arm 15 of the Storm’s Embrace, a prospective buyer would need to visit one of these specialized shops. They might need to prove their ability to handle such a powerful artifact, either through a display of their magical or combat prowess or through a reference from a respected figure. Selling the item would follow a similar process; the seller would need to convince the shopkeeper of the item’s authenticity and power. Prices can vary based on the buyer’s and seller’s negotiation skills, the rarity of the item, and the shop’s location.
Roleplay Use of the Arm 15 of the Storm’s Embrace: The Arm 15 of the Storm’s Embrace offers significant defensive and offensive capabilities, providing rich roleplaying opportunities in various environments. Here’s how it can be used for both defense and offense in different scenarios:
- Urban Setting
- Defense: In a crowded city, the Arm 15 of the Storm’s Embrace can provide a discrete yet powerful defensive edge. Imagine an avatar navigating a bustling market when suddenly accosted by pickpockets or thugs. The Static Shield passive ability provides immediate protection, reducing the damage from any ranged attacks such as thrown knives or arrows. The faint electric barrier around the bracer can also act as a deterrent, subtly dissuading would-be attackers.
- Offense: During a rooftop chase across the city, the Lightning Dash active ability becomes invaluable. Leaping from building to building, the avatar can use Lightning Dash to teleport short distances, making them almost impossible to catch. The burst of lightning upon reappearing can disorient and injure any pursuers. In close combat, the Tempest Throw ability adds a potent electric charge to thrown weapons, ensuring that each projectile deals additional damage and returns to the user’s hand, allowing for rapid and continuous attacks.
- Dungeon or Chaos Dungeon
- Defense: While exploring the dark, treacherous halls of a chaos dungeon, the Magic Resistance provided by the bracer helps the avatar resist the myriad of magical traps and spells encountered. The Static Shield adds another layer of protection against the dungeon’s inhabitants, often using ranged attacks from the shadows.
- Offense: In the narrow confines of a dungeon, the Tempest Throw turns the avatar’s thrown weapons into deadly projectiles, effectively dealing with groups of clustered enemies. Lightning Dash allows for strategic repositioning, either to escape from being surrounded or to reach an advantageous position quickly, such as teleporting behind a line of enemies to strike at their leader or spellcaster.
- Wilderness or Open Battlefields
- Defense: In the wild, the avatar might face ambushes from bandits or wild creatures. The Static Shield provides a buffer against ranged attacks during initial assaults. The bracer’s Defense bonus to AC is crucial in fending off the physical attacks from beasts or enemy warriors in close quarters.
- Offense: On open battlefields, the Arm 15 of the Storm’s Embrace shines with its versatility. Tempest Throw can turn the tide in a prolonged melee, adding significant damage to the avatar’s attacks. When facing archers or spellcasters from a distance, Lightning Dash enables rapid closing of the gap, allowing the avatar to neutralize these threats before they can inflict too much damage on allies.
- Airborne or Floating Islands
- Defense: On the floating Zephyrstone Islands, where the battle can extend to aerial encounters, the defensive capabilities of the bracer are even more pronounced. The Magic Resistance aids in resisting wind-based spells and magical hazards unique to such environments. The Static Shield helps mitigate the dangers of long-range attacks from enemies on other floating platforms or airships.
- Offense: Aerial combat benefits greatly from the mobility provided by Lightning Dash. The avatar can teleport between platforms or onto enemy airships, using the element of surprise to their advantage. Enhancing their thrown weapons with Tempest Throw adds a significant edge in combat, especially when striking down foes precariously balanced on narrow ledges or small floating islands.
- Naval or Underwater Settings
- Defense: While on a ship or underwater, the Static Shield offers protection against projectiles launched from other vessels or aquatic creatures. The bracer’s Defense bonus is equally valuable in the close quarters of shipboard or underwater combat, where evading attacks is more challenging.
- Offense: In naval battles, the avatar can use Lightning Dash to move swiftly across the deck, avoiding enemy boarding parties or positioning themselves for a decisive strike. Tempest Throw is particularly useful against enemies vulnerable to electricity, such as aquatic creatures. The additional lightning damage can be a game-changer in these encounters, emphasizing the bracer’s power and versatility.
Roleplay Emphasis:
- The bracer not only provides mechanical benefits but also serves as a focal point for roleplaying. Its appearance and the story behind its creation offer rich narrative hooks. The avatar might be sought after by those who recognize its power or its connection to the legendary Thunderclan. Wearing the Arm 15 of the Storm’s Embrace marks the avatar as a formidable force, respected or feared by those aware of its capabilities.
- The roleplaying opportunities extend to how the avatar interacts with others, the tactical choices they make in combat, and the ways they utilize the bracer’s abilities to overcome challenges in the diverse environments of Saṃsāra.

Perception of Activation: When the Arm 15 of the Storm’s Embrace is activated, the experience engages all five senses and includes multiple extra-sensory perceptions. Below is a detailed description of what is perceived during activation, including both positives and negatives.
- Sight:
- Perception:
- The bracer emits a bright blue-white light that envelops the arm, radiating from the embedded Zephyrstone crystals.
- Small bolts of lightning arc along the surface of the bracer, creating a dazzling display of electric energy.
- The swirling patterns on the bracer glow with a soft, ethereal light, giving the appearance of a storm contained within the metal.
- Positives:
- The visual effect is stunning and intimidating, often causing enemies to hesitate or retreat.
- Allies are inspired and reassured by the display of power.
- Negatives:
- The bright light can temporarily blind the user and those nearby if not prepared.
- The light display can attract unwanted attention from enemies or curious onlookers.
- Perception:
- Sound:
- Perception:
- A sharp crackling and humming of electricity fills the air, accompanied by the low rumble of thunder.
- The sound of wind rushing through the bracer can be heard, as if a storm is brewing inside.
- Positives:
- The sound enhances the intimidating effect, causing fear and hesitation in enemies.
- The hum can be comforting to the user, signaling that the power is active and ready.
- Negatives:
- The noise can be distracting in stealth situations, making it difficult to remain undetected.
- The sound might draw attention from nearby creatures or adversaries.
- Perception:
- Touch:
- Perception:
- A tingling sensation spreads from the bracer through the arm, akin to mild static electricity.
- The arm feels lighter, as if the bracer is lifting it slightly.
- Positives:
- The sensation can be invigorating, providing a sense of heightened awareness and readiness.
- The lightness in the arm can enhance agility and reduce fatigue during prolonged use.
- Negatives:
- The tingling can be uncomfortable or even painful if the user is not accustomed to it.
- Prolonged exposure to the sensation might cause muscle fatigue or numbness.
- Perception:
- Smell:
- Perception:
- The air around the bracer smells faintly of ozone, similar to the scent after a lightning strike.
- A subtle, metallic tang accompanies the ozone scent.
- Positives:
- The smell of ozone can sharpen the senses, enhancing alertness.
- The metallic tang is often associated with power and strength, bolstering the user’s confidence.
- Negatives:
- The scent might be overwhelming or unpleasant to some, causing distraction.
- Prolonged exposure to the ozone smell can lead to headaches or nausea.
- Perception:
- Taste:
- Perception:
- A metallic taste might be perceived in the mouth, reminiscent of biting on tin foil.
- There is a faint aftertaste of ozone, adding a sharp edge to the metallic taste.
- Positives:
- The unusual taste can serve as a reminder of the bracer’s activation, keeping the user focused.
- Negatives:
- The metallic taste can be unpleasant and distracting, especially during combat.
- It can linger in the mouth, affecting the taste of food or drink.
- Perception:
- Extra-Sensory Perceptions:
- Arcane Awareness:
- Perception:
- The user feels a surge of arcane energy coursing through their body, heightening their magical senses.
- A faint outline of magical auras becomes visible, revealing the presence of hidden spells or enchanted objects nearby.
- Positives:
- Enhanced perception of magical energies can aid in identifying threats and opportunities.
- The ability to see magical auras provides strategic advantages in combat and exploration.
- Negatives:
- The influx of arcane energy can be overwhelming, causing disorientation or dizziness.
- Prolonged exposure to heightened magical senses can lead to sensory overload.
- Perception:
- Empathic Resonance:
- Perception:
- The user feels a deep connection with the elemental forces of the storm, sensing their raw power and unpredictability.
- Emotional states of nearby beings, especially those influenced by the storm, become more apparent.
- Positives:
- The empathic connection can provide insights into the intentions and emotions of allies and enemies.
- The bond with elemental forces can enhance the user’s control over lightning and storm-based magic.
- Negatives:
- The intense emotional resonance can be overwhelming, leading to mood swings or emotional exhaustion.
- Negative emotions from nearby beings can adversely affect the user’s own emotional state.
- Perception:
- Temporal Awareness:
- Perception:
- Time seems to slow down momentarily, allowing the user to perceive events with heightened clarity and precision.
- The user can sense the flow of time around them, predicting immediate future movements of allies and enemies.
- Positives:
- Enhanced perception of time provides a significant advantage in combat, improving reaction times and accuracy.
- The ability to anticipate movements can prevent ambushes and increase tactical effectiveness.
- Negatives:
- The sensation of slowed time can be disorienting, causing a sense of detachment from reality.
- Misinterpreting the flow of time can lead to overconfidence and tactical errors.
- Perception:
- Arcane Awareness:
The activation of the Arm 15 of the Storm’s Embrace is a multi-sensory experience that provides significant advantages but also presents challenges. Balancing the positives and negatives is crucial for the effective use of this powerful artifact.
Crafting Recipe: Arm 15 of the Storm’s Embrace
- Materials Needed:
- Stormforged Steel Ingot (1) – A rare, dark grey metal known for its strength and ability to channel lightning.
- Zephyrstone Crystals (3 small crystals) – Translucent blue crystals infused with elemental air and lightning magic.
- Silver Filigree Wire (5 feet) – High-quality silver wire for intricate patterns and inlays.
- Elemental Essence (Lightning) (1 vial) – Distilled essence of a lightning elemental.
- Arcane Gemstone (1) – A gemstone capable of storing magical energy.
- Leather Straps (2) – Durable leather for securing the bracer to the arm.
- Enchanted Ink (1 vial) – Used for inscribing magical runes and symbols.
- Tools Required:
- Arcane Forge – A specialized forge capable of working with magical metals and infusing them with energy.
- Jeweler’s Kit – Tools for setting crystals and working with fine details.
- Enchanter’s Table – A surface used for inscribing runes and imbuing items with magical properties.
- Smithing Hammer – For shaping the Stormforged Steel.
- Inscribing Tools – For detailed rune work and silver inlay.
- Tongs and Anvil – Standard blacksmithing tools.
- Leatherworking Kit – For attaching and adjusting the leather straps.
- Skill Requirements:
- Smithing (Advanced) – Proficiency in working with rare and magical metals.
- Jewelry Crafting (Intermediate) – Skill in setting delicate crystals and creating intricate designs.
- Enchanting (Advanced) – Ability to infuse items with magical properties and inscribe runes.
- Leatherworking (Basic) – Basic skill in working with leather to create secure straps.
- Crafting Steps:
- Preparation:
- Gather all materials and tools.
- Set up the Arcane Forge and Enchanter’s Table in a well-ventilated workspace.
- Forging the Bracer:
- Heat the Stormforged Steel Ingot in the Arcane Forge until it becomes malleable.
- Using the Smithing Hammer and Anvil, shape the steel into a bracer form that covers the arm from wrist to armpit. Ensure it fits comfortably and securely.
- Allow the steel to cool slowly, maintaining its structural integrity and magical conductivity.
- Embedding the Zephyrstone Crystals:
- Use the Jeweler’s Kit to create small, precisely measured settings along the bracer for the Zephyrstone Crystals.
- Carefully set the Zephyrstone Crystals into the prepared settings, ensuring they are secure and evenly spaced.
- Inlaying Silver Filigree:
- Heat the Silver Filigree Wire to a workable temperature.
- Using Inscribing Tools, intricately inlay the silver wire into the bracer, creating patterns that will channel magical energy. Ensure the patterns are symmetrical and cover the bracer uniformly.
- Infusing Elemental Essence:
- Place the bracer on the Enchanter’s Table.
- Carefully pour the Elemental Essence (Lightning) over the bracer, allowing it to seep into the metal and crystals. Use a controlled method to ensure even distribution.
- Setting the Arcane Gemstone:
- Create a central setting for the Arcane Gemstone in the bracer, ideally near the wrist for optimal energy flow.
- Securely set the Arcane Gemstone using the Jeweler’s Kit.
- Inscribing Runes:
- Using Inscribing Tools and Enchanted Ink, carefully inscribe runes along the inside and outside of the bracer. These runes will govern the flow of magic and activate the bracer’s abilities.
- Allow the ink to dry and set, ensuring the runes are clear and precise.
- Attaching Leather Straps:
- Measure and cut the Leather Straps to the appropriate length.
- Using the Leatherworking Kit, attach the straps to the bracer, ensuring they are secure and allow for adjustable fitting.
- Final Enchantment:
- Place the completed bracer back on the Enchanter’s Table.
- Perform a final enchantment ritual, channeling magical energy into the bracer to activate its passive and active abilities. This may require chanting incantations and using additional arcane symbols.
- Testing:
- Once the bracer is completed and fully enchanted, conduct a series of tests to ensure all abilities function correctly.
- Adjust any components as necessary based on the testing results.
- Preparation:
Outcome: Upon successful completion, the crafter will have created the Arm 15 of the Storm’s Embrace, a powerful and aesthetically stunning bracer capable of enhancing attacks, defense, and magical abilities.
Tale of the Arm 15 of the Storm’s Embrace
Long, long ago, in the times when sky roared and earth whispered, there was a people called Thunderclan. Thunderclan people, they say, were masters of storm and wind, and among them, a great maker named Kaelen Stormweaver. Kaelen, wise and skilled, sought to capture the power of storm in a thing of beauty and strength.
On a night when sky cracked with light and earth trembled, Kaelen went to highest peak, where the storm was wild and fierce. There, he found the hidden metal, Stormforged Steel, and the rare stones, Zephyrstones, glowing like trapped sky. With these, he made a bracer, strong and beautiful, to cover the arm from wrist to armpit. He poured the essence of storm into it, and the bracer became alive with power.
The bracer, Arm 15 of the Storm’s Embrace, was given to the warrior named Elaria, who was swift as lightning and fierce as thunder. With the bracer, Elaria could throw weapons with the force of storm, and she could move like the wind. In battle, she was unstoppable, a force of nature.
But power, as it often does, comes with a price. The storm within the bracer grew wild, and Elaria found herself at the mercy of its fury. She could no longer control the power she wielded, and it began to consume her. Realizing the danger, Elaria took the bracer back to the peak where it was made, sealing it away with powerful wards to keep it safe from those who might seek its power.
As ages passed, the tale of the bracer was told and retold, becoming legend. Many sought the Arm 15 of the Storm’s Embrace, hoping to harness its power. Few found it, and those who did often fell to its wild magic, unable to master the storm within. Yet, some who succeeded became legends themselves, their names remembered for their deeds.
Moral of the Story: Power, like the storm, is a thing of beauty and danger. To seek it is to invite its wrath. True strength lies not in the wielding of power, but in the wisdom to know its cost and the courage to walk away when its price is too high.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Arm 15 of the Storm’s Embrace
- Description: A sleek, dark grey bracer with swirling patterns and embedded Zephyrstone Crystals that occasionally spark with tiny bolts of lightning.
- Game Mechanics:
- Armor: Adds 1 point to the wearer’s Armor rating.
- Electric Resistance: Reduces electrical damage by 2 points.
- Storm’s Aim: Provides a +10% bonus to the Throw skill.
- Tempest Throw (Magic): Allows the wearer to channel electrical energy into a thrown weapon. Deals an additional 1d6 electrical damage (costs 5 Magic Points, usable once per day).
- Sanity Cost: Wielding the bracer may cause the user to become more susceptible to madness due to its connection to elemental forces. Each use of its active abilities may require a Sanity check (1/1d4 loss).
Blades in the Dark
Arm 15 of the Storm’s Embrace
- Description: A finely crafted bracer made of dark grey metal, adorned with Zephyrstone Crystals that hum with electric energy.
- Game Mechanics:
- Quality: Tier 3, Fine Item
- Special Ability – Static Shield: Gain +1d to resist rolls against ranged attacks.
- Special Ability – Tempest Throw: Push yourself to activate. For one action, your thrown weapon attacks gain potency and deal +1d6 electrical damage.
- Special Ability – Lightning Dash: Spend 2 Stress to instantly teleport up to 20 feet, leaving a trail of electrical discharge that can harm enemies (+1 Harm).
- Usage: Arm Slot: Counts as a single load item when equipped.
Dungeons & Dragons (5th Edition)
Arm 15 of the Storm’s Embrace
- Wondrous Item, uncommon (requires attunement)
- Description: A bracer made of dark grey Stormforged Steel with silver inlay and embedded Zephyrstone Crystals, sparking with latent energy.
- Game Mechanics:
- Armor Class: +1 bonus to AC while worn.
- Magic Resistance: Advantage on saving throws against electrical attacks.
- Static Shield (Passive): Reduces damage from ranged attacks by 1.
- Tempest Throw (Active): As a bonus action, imbue your thrown weapon with lightning energy. Your thrown weapon attacks deal an additional 1d6 lightning damage for 1 minute. Can be used once per long rest.
- Lightning Dash (Active): As a bonus action, teleport up to 20 feet to an unoccupied space you can see. Each creature within 5 feet of the space you left takes 1d4 lightning damage. Can be used twice per long rest.
- Attunement: Requires attunement by a character with proficiency in Dexterity-based weapons.
Knave
Arm 15 of the Storm’s Embrace
- Description: A powerful bracer crafted from dark grey Stormforged Steel and adorned with Zephyrstone Crystals, emanating electrical energy.
- Game Mechanics:
- Defense: Grants +1 Defense while worn.
- Magic Resistance: Grants a +2 bonus to saves against electrical attacks.
- Static Shield (Passive): Reduces damage from ranged attacks by 1.
- Tempest Throw (Active): Once per day, you can activate the bracer to add 1d6 lightning damage to your thrown weapon attacks for 1 minute.
- Lightning Dash (Active): Once per day, teleport up to 20 feet to a visible location, dealing 1d4 lightning damage to all creatures within 5 feet of your departure point.
- Usage: Takes up one item slot when worn.
Fate
Arm 15 of the Storm’s Embrace
- Description: A sleek, dark grey bracer with swirling patterns and embedded Zephyrstone Crystals that occasionally spark with tiny bolts of lightning.
- Aspects:
- High Concept: Bracer of Storm’s Fury
- Invoke: For enhancing thrown weapon attacks or evading with electric speed
- Compel: When the storm’s power becomes uncontrollable or attracts unwanted attention
- Game Mechanics:
- Static Shield: Gain +2 to defend against ranged attacks.
- Tempest Throw (Active): Once per scene, spend a Fate point to add +2 to your attack roll and deal an additional 2 stress with a thrown weapon.
- Lightning Dash (Active): Once per session, spend a Fate point to teleport up to 2 zones away, causing 2 shifts of damage to everyone in the zone you leave.
Numenera & Cypher System
Arm 15 of the Storm’s Embrace
- Description: A finely crafted bracer made of dark grey metal, adorned with Zephyrstone Crystals that hum with electric energy.
- Level: Level 4 Artifact
- Game Mechanics:
- Effect: Grants +1 Armor.
- Static Shield: Reduces damage from ranged attacks by 2 points.
- Tempest Throw (Active): Three times per day, you can activate the bracer to deal 4 points of electrical damage with your next thrown weapon attack.
- Lightning Dash (Active): Twice per day, you can teleport up to 100 feet to a location you can see, dealing 2 points of electrical damage to all creatures within immediate range of the space you left.
- Depletion: Roll 1d20. On a result of 1, the bracer loses its power until recharged or repaired.
Pathfinder (1st Edition)
Arm 15 of the Storm’s Embrace
- Aura: Moderate evocation; CL: 7th
- Slot: Wrist; Price: 8,000 gp; Weight: 1 lb.
- Description: A bracer made of dark grey Stormforged Steel with silver inlay and embedded Zephyrstone Crystals, sparking with latent energy.
- Game Mechanics:
- Armor Bonus: +1 enhancement bonus to AC.
- Static Shield: Provides DR 2/- against ranged attacks.
- Tempest Throw (Active): Once per day, the wearer can activate the bracer to add 1d6 points of electrical damage to thrown weapon attacks for 1 minute.
- Lightning Dash (Active): Twice per day, as a swift action, the wearer can teleport up to 30 feet. Upon teleporting, the wearer deals 1d4 points of electrical damage to all creatures within 5 feet of the space they left.
- Construction Requirements:
- Craft Wondrous Item
- lightning bolt
- dimension door
- Cost: 4,000 gp
Savage Worlds
Arm 15 of the Storm’s Embrace
- Description: A powerful bracer crafted from dark grey Stormforged Steel and adorned with Zephyrstone Crystals, emanating electrical energy.
- Game Mechanics:
- Armor Bonus: +2 Toughness.
- Static Shield: Gain +2 Armor against ranged attacks.
- Tempest Throw (Active): Once per day, you can activate the bracer to add +1d6 electrical damage to thrown weapon attacks for 3 rounds.
- Lightning Dash (Active): Once per day, spend 2 Power Points to teleport up to 12″ (inches), dealing 1d4 electrical damage to all creatures within 1″ (inch) of your starting position.
Shadowrun (6th Edition)
Arm 15 of the Storm’s Embrace
- Description: A sleek, dark grey bracer embedded with Zephyrstone Crystals that crackle with faint arcs of electricity.
- Game Mechanics:
- Armor: Provides +1 Armor.
- Static Shield: Adds +2 to defense rolls against ranged attacks.
- Storm’s Aim: Provides a +2 dice pool bonus to thrown weapon skill checks.
- Tempest Throw (Active): As a Simple Action, once per encounter, add 1d6 electrical damage to all thrown weapon attacks for 1 minute.
- Lightning Dash (Active): As a Simple Action, twice per day, teleport up to 10 meters, dealing 2S electrical damage to all within 1 meter of your starting position.
- Essence Cost: 0.5 Essence
- Availability: 8R
- Cost:
- 10,000¥
Starfinder
Arm 15 of the Storm’s Embrace
- Description: A bracer crafted from dark grey Stormforged Steel and adorned with Zephyrstone Crystals, emitting a faint electrical hum.
- Game Mechanics:
- EAC Bonus: +1
- KAC Bonus: +1
- Static Shield: Gain DR 2/- against ranged attacks.
- Tempest Throw (Active): Once per day, as a standard action, add 1d6 electrical damage to all thrown weapon attacks for 1 minute.
- Lightning Dash (Active): Twice per day, as a move action, teleport up to 30 feet, dealing 1d4 electrical damage to all creatures within 5 feet of your starting position.
- Level: 5
- Price: 4,750 credits
Traveller (Mongoose 2nd Edition)
Arm 15 of the Storm’s Embrace
- Description: A finely crafted bracer made of dark grey metal, adorned with Zephyrstone Crystals that hum with electric energy.
- Game Mechanics:
- Armor: Provides +1 to Armor.
- Static Shield: Grants +1 DM to resist ranged attacks.
- Storm’s Aim: Provides a +1 DM to thrown weapon skill checks.
- Tempest Throw (Active): Once per day, the wearer can add 1d6 electrical damage to thrown weapon attacks for 10 minutes.
- Lightning Dash (Active): Twice per day, the wearer can teleport up to 10 meters as a Minor Action, causing 1d4 electrical damage to all within 1 meter of the starting position.
- Tech Level: 12
- Cost: 25,000 Credits
Warhammer (4th Edition)
Arm 15 of the Storm’s Embrace
- Description: A powerful bracer crafted from dark grey Stormforged Steel and adorned with Zephyrstone Crystals, emanating electrical energy.
- Game Mechanics:
- Armor Points: 2 (Arm)
- Static Shield: Grants +10% to Dodge tests against ranged attacks.
- Storm’s Aim: Grants +10% to Ballistic Skill when using thrown weapons.
- Tempest Throw (Active): Once per day, the wearer can add +1d6 electrical damage to all thrown weapon attacks for 1 minute.
- Lightning Dash (Active): Twice per day, as a Move action, the wearer can teleport up to 10 yards, dealing 1d4 electrical damage to all creatures within 1 yard of the starting position.
- Encumbrance: 1
- Availability: Rare
- Price: 300 Gold Crowns
