Lore: In the ancient and mysterious world of Saṃsāra, the Arm 53 of the Xenobiologist is a relic from a bygone era when scholars and adventurers sought to understand the myriad alien lifeforms that inhabit the land. Crafted by a legendary xenobiologist who traveled the furthest reaches of the world, this gauntlet is imbued with the essence of the alien flora and fauna he encountered. It is said that the wearer of this gauntlet can commune with alien species and harness their unique abilities.
Appearance: The gauntlet is a striking deep blue with iridescent patterns that shift colors depending on the light, mimicking the chameleon-like creatures of the unknown lands. Embedded within the leather are small, luminescent crystals that pulse with a gentle, otherworldly light. The inner lining is made from the soft hide of an alien beast, providing comfort and a snug fit.
Slot: Arm (Left or Right; only one side)
Skills:
- Xenobiology Knowledge: Grants the wearer the ability to identify and understand the behavior of alien creatures and plants.
- Alien Communication: Allows the wearer to communicate with non-hostile alien life forms.
Passives Magic:
- Adaptive Camouflage: The gauntlet automatically adjusts its color to blend with the environment, granting a +2 bonus to Stealth checks.
- Alien Resilience: Increases the wearer’s resistance to poisons and diseases by providing a +2 bonus to Constitution saving throws against such effects.
Active Magic:
- Alien Affinity: Once per day, the wearer can summon an alien creature to aid them for one hour. The summoned creature’s abilities vary depending on the environment (e.g., a creature with acidic spit in a toxic swamp, or a burrowing beast in a desert).
- Transfusion: The wearer can transfer some of their life force to an alien creature, healing it for 1d8 hit points. This ability can be used twice per day.
Partial repeat of Detailed Tier 1 Stats:
- Color: Deep blue with shifting iridescent patterns.
- Slot: Arm (Left or Right)
- Skills: Xenobiology Knowledge, Alien Communication
- Passives Magic:
- Adaptive Camouflage: +2 bonus to Stealth checks.
- Alien Resilience: +2 bonus to Constitution saving throws against poisons and diseases.
- Active Magic:
- Alien Affinity: Summon an alien creature for one hour (once per day).
- Transfusion: Heal an alien creature for 1d8 hit points (twice per day).
- Tags: Common, Tier 1, Xenobiology, Alien, Stealth, Resistance, Summoning, Healing
The Arm 53 of the Xenobiologist is a versatile and powerful item for those who seek to explore and understand the alien species of Saṃsāra. Its blend of skills and magic enhances the wearer’s ability to navigate and survive in alien environments while providing valuable bonuses in encounters with extraterrestrial life forms.
In the world of Saṃsāra, the Arm 53 of the Xenobiologist would be a unique and coveted item, found in specialized shops that cater to adventurers, scholars, and those with an interest in alien biology. Here are the types of shops where this item might be bought and sold, along with details on how such transactions might occur and the item’s cost:
- Arcane Emporiums
- Description: Arcane emporiums are mystical shops located in major cities and towns, known for their extensive collections of magical and enchanted items. These shops attract adventurers and magic users seeking rare artifacts.
- Appearance: These shops often feature grand storefronts with arcane symbols and shimmering displays. Inside, the air is filled with a faint magical hum, and items are displayed on plush velvet cushions under protective glass.
- Transaction: The item would be showcased prominently, and potential buyers might need to demonstrate their knowledge of xenobiology or magic to earn the shopkeeper’s trust. Negotiation is common, and the shopkeeper may require proof of the buyer’s intentions.
- Cost: Approximately 450 gold pieces, reflecting its rarity and enchantments.
- Description: Arcane emporiums are mystical shops located in major cities and towns, known for their extensive collections of magical and enchanted items. These shops attract adventurers and magic users seeking rare artifacts.
- Scholar’s Bazaars
- Description: Located near academies and institutions of learning, Scholar’s Bazaars are markets where scholars, researchers, and collectors trade rare and unique items related to their fields of study.
- Appearance: These markets are less flashy, with wooden stalls and tables laden with books, artifacts, and curiosities. The atmosphere is bustling with academic discourse and haggling.
- Transaction: Buyers may need to present their credentials or provide a compelling reason for acquiring the gauntlet. Barter is common, with rare books, research materials, or services offered in exchange.
- Cost: Around 400 gold pieces or equivalent value in scholarly goods and services.
- Description: Located near academies and institutions of learning, Scholar’s Bazaars are markets where scholars, researchers, and collectors trade rare and unique items related to their fields of study.
- Adventurers’ Guild Halls
- Description: Guild halls are hubs for adventurers to gather, share information, and trade valuable items. These establishments often have well-stocked armories and enchanted item sections.
- Appearance: Guild halls are large, sturdy buildings adorned with banners and trophies. Inside, there are various sections for training, socializing, and trading.
- Transaction: Members of the guild can purchase items at a discounted rate, while non-members might need to pay a premium or complete a quest to gain access to certain items.
- Cost: Around 425 gold pieces for guild members and 475 gold pieces for non-members.
- Description: Guild halls are hubs for adventurers to gather, share information, and trade valuable items. These establishments often have well-stocked armories and enchanted item sections.
- Traveling Alienologists
- Description: Specialized merchants and scholars who travel between cities and remote locations, selling rare items related to alien life forms. They set up temporary shops or booths in markets.
- Appearance: These merchants set up colorful tents or portable booths, often decorated with alien artifacts and specimens. Their goods are displayed openly, attracting curious onlookers.
- Transaction: Haggling is common with traveling merchants, and buyers might be able to negotiate the price, especially if they have something valuable to offer in return.
- Cost: Initial asking price might be around 500 gold pieces, but skilled negotiators could bring the price down to around 450 gold pieces.
- Description: Specialized merchants and scholars who travel between cities and remote locations, selling rare items related to alien life forms. They set up temporary shops or booths in markets.
- Black Markets
- Description: For those willing to take risks, black markets in the underbellies of major cities might offer the Arm 53 of the Xenobiologist. These markets deal in stolen or otherwise unobtainable items.
- Appearance: Hidden in the shadows, these markets operate in secret, often in abandoned buildings or hidden underground passages. Security is tight, and the atmosphere is tense.
- Transaction: Transactions are swift and discreet, with little room for negotiation. Buyers need to be cautious, as counterfeit items are common.
- Cost: Approximately 375 gold pieces, reflecting the risk involved in acquiring items from such sources.
- Description: For those willing to take risks, black markets in the underbellies of major cities might offer the Arm 53 of the Xenobiologist. These markets deal in stolen or otherwise unobtainable items.
In any of these shops, the Arm 53 of the Xenobiologist would be a prized possession, and obtaining it would require a mix of wealth, reputation, and sometimes, luck.
Roleplay Use of the Arm 53 of the Xenobiologist in Different Environments
- Forest Environment
- Offense:
- Alien Affinity: In the dense forest, the wearer can summon an alien creature adapted to the environment, such as a creature with acidic spit that can attack enemies from a distance or a swift predator that can chase down foes. This creature’s unique abilities can turn the tide in battles against hostile creatures or bandits.
- Adaptive Camouflage: The gauntlet’s ability to blend with the surroundings allows the wearer to set up ambushes, striking from concealment and using the element of surprise to their advantage.
- Defense:
- Alien Resilience: The wearer benefits from increased resistance to the forest’s natural hazards, such as poisonous plants or insect bites, making them less vulnerable to environmental dangers.
- Transfusion: If the wearer or an allied creature is injured, the wearer can transfer life force to heal them, providing crucial support in the midst of battle or while navigating through dangerous areas.
- Offense:
- Urban Environment
- Offense:
- Alien Affinity: Summoning a small, stealthy alien creature can provide reconnaissance and disrupt enemy activities. For example, a creature that can climb walls and gather information or create distractions can be invaluable in urban skirmishes or heists.
- Adaptive Camouflage: Using the gauntlet’s camouflage ability, the wearer can blend into urban surroundings, such as alleyways and market stalls, allowing for surprise attacks or evasion.
- Defense:
- Alien Resilience: Increased resistance to toxins and diseases is beneficial in urban environments where the risk of exposure to pollutants or chemical attacks is higher.
- Transfusion: The ability to heal allies on the fly can be a lifesaver during street fights or when navigating the darker, more dangerous parts of the city.
- Offense:
- Mountainous or Rocky Terrain
- Offense:
- Alien Affinity: In rocky terrains, summoning a creature with burrowing abilities or a rock-climbing alien can help in combat by surprising enemies from unexpected angles or creating advantageous positions.
- Adaptive Camouflage: The wearer can use the gauntlet’s camouflage ability to blend into rocky landscapes, making it easier to evade enemies or launch surprise attacks from higher ground.
- Defense:
- Alien Resilience: The resilience provided by the gauntlet helps the wearer withstand the harsh conditions of high altitudes and rocky terrain, such as extreme cold and exposure to the elements.
- Transfusion: Healing abilities are particularly useful in rough terrains where medical help is not readily available, ensuring the survival of the wearer and their companions.
- Offense:
- Coastal or Aquatic Environment
- Offense:
- Alien Affinity: Summoning an aquatic alien creature, such as one that can manipulate water or navigate underwater effectively, provides a significant advantage in coastal or aquatic combat situations.
- Adaptive Camouflage: The ability to blend into the coastal environment helps in avoiding detection by pirates or hostile sea creatures, enabling the wearer to set up ambushes or escape pursuit.
- Defense:
- Alien Resilience: Enhanced resistance to poisons and diseases helps protect against harmful marine life and the risks associated with waterborne pathogens.
- Transfusion: The healing power of the gauntlet is invaluable in an aquatic setting, where injuries can be frequent and medical supplies scarce.
- Offense:
- Dungeon or Underground Environment
- Offense:
- Alien Affinity: Summoning a creature adapted to darkness, such as one with echolocation or night vision, can provide crucial assistance in navigating and fighting within the confined spaces of a dungeon.
- Adaptive Camouflage: The gauntlet’s camouflage ability allows the wearer to blend into the shadows and the rough stone surfaces of a dungeon, making it easier to avoid detection and set up surprise attacks.
- Defense:
- Alien Resilience: The resilience provided by the gauntlet helps protect against the toxic fumes, spores, and other environmental hazards often found in underground settings.
- Transfusion: The ability to heal injured allies is critical in dungeons, where danger lurks around every corner, and rest opportunities are limited.
- Offense:
Roleplay Emphasis: The Arm 53 of the Xenobiologist encourages roleplaying interactions with the environment and alien creatures within it. The wearer can showcase their expertise in xenobiology, using their skills to communicate with alien life forms and leverage their unique abilities in various scenarios. Whether blending into surroundings, summoning alien allies, or healing companions, the wearer demonstrates a profound connection with the otherworldly aspects of Saṃsāra, making them a valuable asset in any adventuring party.

Perception of Activation: Arm 53 of the Xenobiologist
- Sight:
- Perceived: Upon activation, the gauntlet’s iridescent patterns begin to shimmer and shift more rapidly, emitting a soft, pulsing light from the embedded luminescent crystals.
- Description: The shifting colors create a mesmerizing, almost hypnotic effect, as if the gauntlet is alive with alien energy.
- Positives: The light can provide illumination in dark environments, making it easier to navigate or identify threats.
- Negatives: The glow can make the wearer more visible to enemies, potentially compromising stealth.
- Sound:
- Perceived: A faint, otherworldly hum accompanies the activation, reminiscent of distant, melodic chimes mixed with the ambient sounds of an alien ecosystem.
- Description: The sound evokes the sensation of being in a lush, vibrant alien forest, filled with the calls of strange creatures.
- Positives: The hum can be soothing, helping the wearer focus and maintain calm in stressful situations.
- Negatives: The sound might attract attention or alert nearby creatures to the wearer’s presence.
- Smell:
- Perceived: The air around the wearer fills with a blend of unfamiliar, exotic scents, akin to a mix of alien flowers and rare, aromatic herbs.
- Description: This invigorating aroma enhances the wearer’s connection to the alien life forms the gauntlet represents.
- Positives: The scent can boost the wearer’s alertness and mental clarity.
- Negatives: The strong aroma might mask other important scents, such as those indicating danger or hidden threats.
- Touch:
- Perceived: The inner lining of the gauntlet becomes pleasantly warm, while the outer surface remains cool and firm.
- Description: The wearer feels a subtle tingling sensation, as if the gauntlet is syncing with their nervous system.
- Positives: The warmth provides physical comfort, while the tingling sensation can heighten the wearer’s reflexes.
- Negatives: The sudden warmth might cause discomfort in already hot environments.
- Taste:
- Perceived: There is a faint, refreshing taste of mint with a hint of something sweet and floral, as if the air itself carries an essence that can be tasted.
- Description: This subtle taste enhances the wearer’s sense of freshness and alertness.
- Positives: The taste can refresh and revitalize the wearer, improving focus.
- Negatives: The taste might clash with other flavors, leading to slight distraction.
- Extra-Sensory Perceptions:
- Magic Sense:
- Perceived: The wearer senses a flow of alien magical energy coursing through the gauntlet, akin to a gentle stream of light connecting them to an otherworldly source.
- Description: This awareness of alien magic enhances the wearer’s ability to detect other magical presences and influences.
- Positives: Improved ability to sense magical traps, enchantments, and hidden spells.
- Negatives: The heightened magical awareness can be overwhelming, causing a sense of vulnerability if too many magical sources are nearby.
- Alien Empathy:
- Perceived: The wearer feels an emotional connection to nearby alien creatures, experiencing their emotions and instincts.
- Description: This empathy allows for better communication and understanding with alien life forms, enhancing control and cooperation.
- Positives: Increased ability to tame, calm, and command alien creatures.
- Negatives: The constant influx of alien emotions can be distracting or distressing, especially in chaotic environments.
- Temporal Awareness:
- Perceived: The wearer experiences brief flashes of future events or imminent dangers, like glimpses into potential timelines.
- Description: These flashes provide crucial foresight, allowing the wearer to anticipate attacks or opportunities.
- Positives: Enhanced ability to react to threats and take advantage of fleeting chances.
- Negatives: The sporadic nature of these visions can be disorienting, and relying too much on them might cause the wearer to second-guess their instincts.
- Magic Sense:
The activation of the Arm 53 of the Xenobiologist provides a rich multi-sensory experience that enhances the wearer’s abilities while also presenting challenges. The shimmering light, otherworldly hum, exotic scents, comforting warmth, and refreshing taste all contribute to a heightened state of alertness and connection to alien life. However, these perceptions can also make the wearer more visible, mask important environmental cues, and cause sensory overload in certain situations. The extra-sensory perceptions of magic sense, alien empathy, and temporal awareness further enhance the wearer’s capabilities but come with their own set of positives and negatives that must be carefully managed.
Crafting Recipe: Arm 53 of the Xenobiologist
- Materials Needed:
- Alien Beast Hide: 1 large piece of deep blue leather hide, harvested from an alien beast.
- Iridescent Thread: 10 yards of thread that changes color with the light.
- Luminescent Crystals: 5 small, high-quality crystals that emit a soft, pulsing light.
- Enchanted Fur: 1 yard, harvested from a rare, alien creature known for its comfort and warmth.
- Alien Flora Essence: 1 vial, distilled from exotic alien plants.
- Magic Binding Crystal: 1 crystal, used to infuse the item with magical properties.
- Tanning Solution: 1 gallon, made from natural ingredients to treat the hide.
- Tools Required:
- Enchanted Needle and Thread: Specifically designed for sewing magical materials.
- Leatherworking Kit: Includes knives, punches, and other tools for working with leather.
- Jeweler’s Kit: Includes tools for setting and securing gemstones.
- Alchemist’s Kit: For preparing the Alien Flora Essence and tanning solution.
- Enchantment Altar: To infuse the item with magical properties.
- Skill Requirements:
- Leatherworking (Expert Level): Proficiency in handling and crafting with leather.
- Jewelry Setting (Intermediate Level): Ability to set and secure gemstones.
- Alchemy (Intermediate Level): Knowledge of preparing and handling magical ingredients.
- Enchanting (Expert Level): Skill in infusing items with magical properties.
- Herbalism (Intermediate Level): Understanding of harvesting and using natural materials.
- Crafting Steps:
- Prepare the Alien Beast Hide:
- Soak the hide in the tanning solution for 24 hours.
- Stretch and treat the hide until it becomes supple and durable.
- Cut and Shape the Leather:
- Cut the hide into the desired shape for the gauntlet, ensuring it fits comfortably on the arm.
- Use the leatherworking tools to punch holes for stitching and shaping the gauntlet.
- Sew the Gauntlet:
- Use the enchanted needle and iridescent thread to sew the pieces of the gauntlet together, following the intricate alien patterns.
- Ensure the stitching is tight and secure, with no loose ends.
- Set the Luminescent Crystals:
- Carefully place and secure the crystals in the designated spots on the gauntlet using the jeweler’s kit.
- Ensure each crystal is firmly in place and properly aligned with the design.
- Attach the Enchanted Fur:
- Line the inside of the gauntlet with the enchanted fur, ensuring it is evenly distributed and securely attached.
- The fur should provide comfort and warmth without bunching or shifting.
- Infuse with Alien Flora Essence:
- Using the alchemist’s kit, prepare the Alien Flora Essence by distilling the magical properties of exotic alien plants into a concentrated vial.
- Carefully apply the essence to the gauntlet, allowing it to soak into the leather and enhance its natural properties.
- Enchant the Gauntlet:
- Place the gauntlet on the enchantment altar.
- Use the magic binding crystal to channel magical energy into the gauntlet, infusing it with the desired enchantments.
- Perform the enchantment ritual, focusing on imbuing the gauntlet with the powers of Alien Affinity, Transfusion, Adaptive Camouflage, and Alien Resilience.
- Final Inspection and Testing:
- Inspect the gauntlet for any imperfections or weak points.
- Test the gauntlet’s fit, comfort, and magical properties to ensure they meet the desired standards.
- Blessing and Activation:
- Take the completed gauntlet to a place of power, such as an ancient alien ruin or a sacred grove.
- Perform a blessing ritual to activate and finalize the enchantments, calling upon the spirits of the alien world to empower the gauntlet.
- Prepare the Alien Beast Hide:
The Arm 53 of the Xenobiologist is now ready for use, a powerful and beautifully crafted item that embodies the harmony between alien nature and magic.
Legend of Arm 53 of the Xenobiologist
In the days long forgotten, in the land of Saṃsāra, there existed a curious man named Zalo who roamed the lands. Zalo, the seeker of the unknown, ventured into places where no light touched, where the sky kissed the earth in mysterious ways. He was not like other men, for he spoke the tongues of the creatures from beyond the stars.
One day, Zalo found himself in a forest that whispered with voices not of this world. The trees were tall and twisted, their leaves shimmering in colors unseen by human eyes. As he walked, he felt the ground beneath him hum with life, a strange and alien melody.
In the heart of this forest, Zalo discovered a creature, wounded and dying. Its skin was blue like the night sky, its eyes gleaming with a light from distant worlds. Zalo, moved by compassion and curiosity, tended to the creature. In return for his kindness, the creature revealed to him the secret of its kind, the essence of its existence.
Zalo crafted a gauntlet from the hide of the creature, weaving into it threads that shimmered with the colors of the cosmos. He adorned it with crystals that pulsed with a gentle, otherworldly light. The gauntlet became known as the Arm 53 of the Xenobiologist, a relic of power and mystery.
With this gauntlet, Zalo could speak to the creatures of the stars, understand their ways, and harness their strengths. He roamed the lands, helping those in need, guiding them with the wisdom he gained from the alien creatures. The gauntlet allowed him to blend into his surroundings, summon allies from the stars, and heal the wounds of both man and beast.
But with great power came great burden. The gauntlet whispered to Zalo, filling his mind with the voices of countless alien worlds. The scents of distant planets filled his nostrils, and the sights of unknown galaxies danced before his eyes. The weight of the knowledge was heavy, and Zalo often found himself lost in the vastness of the cosmos, even as he walked the familiar paths of Saṃsāra.
In time, Zalo disappeared, becoming one with the creatures he so loved. The gauntlet, the Arm 53 of the Xenobiologist, remained, a testament to his journeys and his bond with the unknown. It is said that those who find the gauntlet can still hear Zalo’s voice, guiding them, teaching them the secrets of the stars.
Moral of the Story: With the pursuit of knowledge and power comes great responsibility and the burden of understanding. Embrace the unknown, but be wary of losing oneself in the vastness of the mysteries beyond.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: Arm 53 of the Xenobiologist
- Description: A deep blue leather gauntlet with iridescent patterns and small luminescent crystals, providing a mystical connection with alien life.
- Stat Block:
- Armor Points: 2
- Skills: Xenobiology +10%, Animal Handling +20%
- Powers:
- Adaptive Camouflage: Grants +20% to Stealth rolls in natural environments.
- Alien Resilience: +20% to Constitution rolls against poisons and diseases.
- Alien Affinity: Once per day, summon an alien creature to assist for one hour.
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
- Magic Points: 5 to activate powers (refreshes daily)
- Sanity Cost: 1d4 each time Alien Affinity is activated (due to the overwhelming nature of summoning an alien being).
Blades in the Dark
Item Name: Arm 53 of the Xenobiologist
- Description: A leather gauntlet with intricate iridescent patterns and luminescent crystals, providing a mystical bond with alien life.
- Stat Block:
- Load: 2
- Effect:
- Adaptive Camouflage: +1d to Prowl rolls in natural environments.
- Alien Resilience: +1d to resistance rolls against poisons and diseases.
- Alien Affinity: Once per score, summon an alien ally for one scene (use the Gang cohort rules for Tier I).
- Transfusion: Once per score, heal yourself or an ally for 1d8 stress.
- Special Armor: Can absorb harm equivalent to Tier I armor for one encounter when activated.
Dungeons & Dragons (5th Edition)
Item Name: Arm 53 of the Xenobiologist
- Wondrous Item (Gauntlet), uncommon (requires attunement)
- Stat Block:
- AC: +1 to AC while worn
- Skills: Proficiency in Nature and Animal Handling if not already proficient. If proficient, double proficiency bonus.
- Powers:
- Adaptive Camouflage: Advantage on Stealth checks made in natural environments.
- Alien Resilience: Advantage on Constitution saving throws against poisons and diseases.
- Alien Affinity: Once per day, you can cast Conjure Animals (summons one beast of CR 1 or lower) without using a spell slot.
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
- Charges: 3 charges, regains 1d3 charges daily at dawn. Spend 1 charge to activate Alien Affinity.
Knave
Item Name: Arm 53 of the Xenobiologist
- Description: A blue leather gauntlet with iridescent patterns and luminescent crystals, granting a bond with alien life.
- Stat Block:
- Defense: +1 Defense while worn.
- Skills: +2 to Nature and Animal Handling rolls.
- Powers:
- Adaptive Camouflage: +2 to Stealth checks in natural environments.
- Alien Resilience: +2 to Constitution checks against poisons and diseases.
- Alien Affinity: Once per day, summon a creature to assist (use appropriate creature stats).
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
Fate Core
Item Name: Arm 53 of the Xenobiologist
- Description: A deep blue leather gauntlet with iridescent patterns and small luminescent crystals, providing a mystical connection with alien life.
- Stat Block:
- Aspects:
- High Concept: Enchanted Gauntlet of the Xenobiologist
- Invoke: Gain advantages related to animal handling, nature, and stealth in natural environments.
- Skills:
- Adaptive Camouflage: +2 to Stealth rolls in natural environments.
- Alien Resilience: +2 to Physique rolls against poisons and diseases.
- Stunts:
- Alien Affinity: Once per session, spend a Fate Point to summon an alien ally for one scene.
- Transfusion: Once per session, spend a Fate Point to heal an alien creature or yourself for 2 Stress.
- Aspects:
Numenera & Cypher System
Item Name: Arm 53 of the Xenobiologist
- Description: A gauntlet made from deep blue leather with iridescent patterns and small luminescent crystals, providing a mystical bond with alien life.
- Stat Block:
- Level: 3
- Effect:
- Adaptive Camouflage: +1 to Stealth rolls.
- Alien Resilience: +1 to Might defense rolls against poisons and diseases.
- Alien Affinity: Once per day, summon a level 2 creature to assist for one hour.
- Transfusion: Heal an alien creature or yourself for 1d6 points, twice per day.
- Activation: Costs 1 Intellect point to activate Alien Affinity and Transfusion.
- Special Abilities:
- Alien Affinity: Summon an alien creature for assistance.
- Transfusion: Heal an alien creature or yourself.
Pathfinder (2nd Edition)
Item Name: Arm 53 of the Xenobiologist
- Wondrous Item, uncommon (requires attunement)
- Stat Block:
- AC Bonus: +1 item bonus to AC.
- Skills: +2 item bonus to Nature and Survival checks.
- Powers:
- Adaptive Camouflage: +2 circumstance bonus to Stealth checks.
- Alien Resilience: +2 circumstance bonus to Fortitude saves against poisons and diseases.
- Alien Affinity: Once per day, you can cast Summon Animal (1st level) without using a spell slot.
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
- Charges: 3 charges, regains 1d3 charges daily. Spend 1 charge to activate Alien Affinity.
Savage Worlds (Adventure Edition)
Item Name: Arm 53 of the Xenobiologist
- Description: A deep blue leather gauntlet with iridescent patterns and luminescent crystals, granting a bond with alien life.
- Stat Block:
- Armor: +1 Armor
- Skills: +2 to Survival and Animal Handling rolls.
- Powers:
- Adaptive Camouflage: +2 to Stealth rolls.
- Alien Resilience: +2 to Vigor rolls against poisons and diseases.
- Alien Affinity: Once per day, summon an alien ally for one encounter.
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
- Power Points: 5 Power Points, regains all points after a long rest. Spend 1 Power Point to activate Alien Affinity.
Shadowrun (6th Edition)
Item Name: Arm 53 of the Xenobiologist
- Description: A deep blue leather gauntlet with iridescent patterns and small luminescent crystals, providing a mystical connection with alien life.
- Stat Block:
- Armor Rating: +1
- Skills:
- Enhanced Perception: +2 dice to Perception tests.
- Animal Empathy: +2 dice to Animal Handling tests.
- Powers:
- Adaptive Camouflage: +2 dice to Stealth tests in natural environments.
- Alien Resilience: +2 dice to Body tests against poisons and diseases.
- Alien Affinity: Once per day, summon an alien creature (use stats for an appropriate Paracritter) for one hour.
- Transfusion: Heal an alien creature or yourself for 1d6 Physical damage, twice per day.
- Essence Cost: 0.5
Starfinder
- Item Name: Arm 53 of the Xenobiologist
- Description: A gauntlet made from deep blue leather with iridescent patterns and luminescent crystals, providing a mystical bond with alien life.
- Stat Block:
- Item Level: 4
- Armor Bonus: +1 EAC, +1 KAC
- Skills:
- Enhanced Perception: +2 insight bonus to Perception checks.
- Animal Empathy: +2 insight bonus to Life Science checks related to alien creatures.
- Powers:
- Adaptive Camouflage: +2 insight bonus to Stealth checks in natural environments.
- Alien Resilience: +2 insight bonus to Fortitude saves against poisons and diseases.
- Alien Affinity: Once per day, you can cast Summon Creature (level 1, alien creature only) without using a spell slot.
- Transfusion: Heal an alien creature or yourself for 1d8 hit points, twice per day.
- Charges: 3 charges, regains 1d3 charges daily. Spend 1 charge to activate Alien Affinity.
Traveller (Mongoose 2nd Edition)
Item Name: Arm 53 of the Xenobiologist
- Description: A gauntlet made from deep blue leather with iridescent patterns and small luminescent crystals, providing a mystical bond with alien life.
- Stat Block:
- Armor Bonus: +1
- Skills:
- Enhanced Perception: Grants DM+1 to Recon checks.
- Animal Empathy: Grants DM+2 to Animals skill checks.
- Powers:
- Adaptive Camouflage: DM+2 to Stealth checks in natural environments.
- Alien Resilience: DM+2 to Endurance checks against poisons and diseases.
- Alien Affinity: Once per day, summon an alien creature for one hour (use appropriate creature stats).
- Transfusion: Heal an alien creature or yourself for 1d6 points, twice per day.
Warhammer (4th Edition)
Item Name: Arm 53 of the Xenobiologist
- Description: A gauntlet made from deep blue leather with iridescent patterns and luminescent crystals, providing a mystical bond with alien life.
- Stat Block:
- Encumbrance: 1
- Skills:
- Enhanced Perception: +10 to Perception tests.
- Animal Empathy: +10 to Charm Animal tests.
- Powers:
- Adaptive Camouflage: +10 to Stealth tests in natural environments.
- Alien Resilience: +10 to Toughness tests against poisons and diseases.
- Alien Affinity: Once per day, summon an alien creature (use appropriate creature stats) for one encounter.
- Transfusion: Heal an alien creature or yourself for 1d8 Wounds, twice per day.
