Lore: In the mist-shrouded forges of Aboriginal’s Steamveil Epoch, where Nga-Tara trunks channeled river fury against rift-born horrors, the Phenomenon 677 Fanglash Vapor Conduit arose from a daring fusion of Trunk Bracer 87—Thara-Ka’s blue-glowing nozzles pulsing with Vo-Run precision—and the Fang of the Wild, that venom-fanged relic of Elarion’s beast-slaying legend. A Lineage 73 master-shaper, haunted by Isekai echoes of canal wars, merged the bracer’s hydromantic lash with the fang’s primal strike, birthing a trunk-bound gauntlet that whipped venomous steam across jungle rifts. Legends recount Khara-Vo, heir of the 87th binding, lashing a colossal rift-claw amid Dreamtide’s storm, the conduit’s droplets fusing fang-toxin with vapor fury to seal the tear, proving that wild beast and woven steam could guard Yirra’s balance against the void’s hunger.
Description: A sleek, curved brass bracer encircling the trunk (or arm), forged from lightweight alloy with river-droplet rivets and a razor-sharp fang-blade protruding from the primary nozzle. Adjustable crystal-tipped vents line its length, etched with glowing Vo-Run circuits pulsing blue near water, wrapped in supple green-dyed leather blending jungle flora motifs. The fang’s pulsating glow merges with steam bursts, forming venom-laced whips. Worn as a single gauntlet, it hums with feral precision, emitting scents of wild earth, oiled brass, and faint venom-mist, its frame sturdy yet agile for Nga-Tara trunks or adapted limbs.
Stats: Rarity: Very Rare; Cost: 1,500 gold coins; Slots: 5 attachment slots for badges, pins, or trinkets (plus 1 for each character tier); Elemental Affinity: Water, Poison, Mechanical; Magic Circuit Flow: 110 units/hour; Durability: Very High
Tags: Trunk Bracer 87, Steamveil Relic, Hydromantic Conduit, Vo-Run Circuits, Blue-Glow Nozzles, River Droplet Rivets, Lineage 73 Heirloom, Dreamtide Forgecraft, Water Whip Caster, Vapor Sense Enhancer, Crystal Harmony Ward, Jungle Harmony Straps, Isekai Canal Echoes, Steam-Powered Precision, Guardian’s Lash, Aboriginal Trade Protector, Mana Crystal Tips, Environmental Sentinel, Combat-Ready Vapor, Yirra’s Fluid Balance, Weapon, Magical Item, Poison Damage, Initiative Bonus, Stealth, Precision, Beast’s Fury, Quick Strike, Steamwild Heirloom, Primal Nozzle Fury, Rift Fang Conduit, Venom Steam Lash, Droplet Fang Sentinel, Brass Beast Whip, Fangvein Bracer, Jungle Vapor Gauntlet
Passive Magics: Vapor Sense Fury: +2 to Perception (humidity/chemical traces) and Initiative rolls; the fang’s primal edge quickens reflexes while nozzles detect threats.; Crystal Harmony Venom: Resistance to poison/disease from water/air; +1 AC vs. grapples/restraints, the bracer’s wards filtering toxins through steam vents.; Wild Precision Lash: Passive +1 to Dexterity for trunk/arm manipulations; environmental moisture enhances grip and sensing (+1 Survival in humid areas).; Merged Fangweave Bond: Circuits and fang synchronize, granting advantage on attacks vs. beasts/plants; no rust progression, maintaining feral resilience.
Active Magics: Fanglash Whip Lash: Once per round (1 mana boost), unleash 15-foot ranged steam-fang whip (1d4+1d6 poison bludgeoning, entangle on crit); narrate as trunk-snap channeling venom-vapor.; Steam Veil Burst: Once per short rest (2 mana boost), 10-foot radius steam cloud (-2 enemy attacks/Perception, 1 minute); fang’s glow pierces for allies (+1 to hit inside).; Unfaltering Rift Lash: Reaction to mobility hindrance (1/short rest), auto-succeed and counter with fang-whip (2d6 poison, push 10 feet).; Reverberant Wild Command: Once per long rest, rally up to 8 allies within 40 feet (advantage next attack/save or 3d8 heal); bracer’s nozzles project venom-mist emblem of unity.
Slot: Worn Item (trunk or arm)
As a Tier 2 item of Very Rare quality with Very High Durability, the Phenomenon 677 Fanglash Vapor Conduit has 76 hit points. If targeted directly and reduced to 0 hit points, its magic becomes fully disabled, rendering it an inert brass gauntlet with no passive or active effects until repaired.
Repairing the Conduit requires specialized expertise reflecting its merged hydromantic-venomous nature. For a Damaged state (1-38 HP remaining), circuits dim and nozzles clog intermittently; a Journeyman Steamcrafter mends the brass/rivets (DC 16 skill check, 60 gold in lightweight alloy/river essence, 1 day), followed by a Journeyman Enchanter/Beastbinder realigning Vo-Run fang infusion (DC 19 check, 120 gold in mana crystals/venom vials, 2 days)—passives become unreliable (50% activation chance) until fixed.
For a Disabled state (0 HP), full restoration demands Masters: a Master Steamcrafter/Blacksmith deconstructs/reinforces brass frame and nozzles (DC 26 check, 220 gold in enchanted alloy/beast fang shards, 4 days); a Master Hydromancer/Enchanter reforges Vo-Run circuits and rebinds primal venom (DC 29 check, 450 gold in Dreampool essence/phoenix venom, 5 days total). The process takes 1 week, with a final binding ritual (DC 32 Arcana/Mechanics check using Mind’s Eye Focus Crystal) to fuse vapor precision, beast fury, and quick strike. Success revives all magics; failure risks permanent degradation (reduce max HP by 10).
Dreamtide Steamforge Emporium Location & Atmosphere: Perched on floating platforms above Aboriginal’s Shimmering River in Dreamtide’s industrial docks, amid roaring vapor vents and pulley cranes. Brass halls echo with hammer-clangs and Vo-Kara chants; Lineage 73 artisans test bracers on rift dummies. Buying: Lineage oath or Isekai provenance required. Seller demonstrates fanglash on a water-serpent effigy, trunk-snapping venom-steam. Attunement ritual seals the deal. Cost: Buy 1,900–2,300 gold (kin 10% discount); Sell 1,200–1,400 gold.
Riverine Artisan Caravans Location & Atmosphere: Steam-barges plying Ironflow and coastal loops, docking at Coralis harbors or jungle outposts. Mist-shrouded stalls lit by blue Vo-Run lanterns, scented with river herbs. Buying: Hands-on trunk trial lashes practice vines; barter with rift trophies. Quick Vo-Kara binding amid barge-sways. Cost: Buy 1,700–2,000 gold; Sell 1,000–1,200 gold (nomad flux).
Aerial Riftgear Fairs Location & Atmosphere: Zeppelin-anchored bazaars over uncharted islets, guarded by griffon patrols. Vapor tents showcase gear amid rift-wind howls. Buying: Auction-style demos—lash mid-air beasts. Multilingual bids, sealed with ley oaths. Cost: Buy 1,800+ gold (exceeds 2,700 in wars); Sell hammer minus 25% (net 1,100–1,600).
Wandering Gearweaver – “Thara’s Echo” Location & Atmosphere: 72-hour pavilions in sky-ports or cave-forges, entry by vapor-riddle. Brass looms hum with Dreampool visions. Buying: Projects conduit’s history; trades gold for rift-venom or favors (e.g., seal a tear). Cost: Buy 2,000 gold or quest; Sell 1,300–1,500 gold (provenance premium).
Black-Market Rift Caravans Location & Atmosphere: Shadowy steam-wagons in undercity tunnels or lawless docks, warded against matriarchs. Fang-scarred guards; blue-lit silos. Buying: Cash/shin-platinum; lash-test on chained rift-claws. Anonymous oaths. Cost: Buy 1,500–1,700 gold (salvaged); Sell 800–1,000 gold (seizure risk).
1. Grand Noble Court or Diplomatic Summit Proactive “Offense” (Social/Intimidation): The wearer—Khara-Vo or adapted limb—enters the chamber, bracer pulsing blue. They invoke Reverberant Wild Command, trunk snapping as the fang-blade extends into a 15-foot venom-steam whip that cracks overhead without striking, projecting holographic rift-claws dissolving in vapor. The Fanglash Whip Lash deals 1d4+1d6 poison to a rival’s ego (narrative harm), allies gaining advantage on next social roll. The offense is dominance through primal spectacle.
Reactive “Defense” (Assassination): A poisoned dart arcs. Unfaltering Rift Lash auto-succeeds, the bracer’s nozzles lashing a venom-mist counter (2d6 poison, push 10 ft.), fang-blade parrying mid-air. Steam Veil Burst erupts, -2 enemy attacks in 10-ft. cloud; spectral beast-eyes glare from mist, granting +1 AC.
2. Dense Jungle Patrol Proactive “Offense” (Ambush): Sensing rift-claws via Vapor Sense Fury (+2 Perception/Initiative), Khara-Vo lashes Fanglash Whip Lash through vines—15-ft. venom-steam entangling a beast (1d4+1d6 poison, crit entangle). Wild Precision Lash (+1 Dexterity) guides trunk-precision to strike vitals.
Reactive “Defense” (Vine Serpent): Serpent grapples. Unfaltering Rift Lash phases trunk free, counter-lashing 2d6 poison. Steam Veil Burst cloaks party in humid fog (-2 enemy attacks), green straps blending with flora.
3. Riverine Barge Defense Proactive “Offense” (Boarders): Pirates leap aboard. Fanglash Whip Lash arcs over water, 15-ft. range striking two foes (1d4+1d6 poison each). Reverberant Wild Command rallies crew (+advantage attacks/heal 3d8).
Reactive “Defense” (Cannon): Cannon fires. Crystal Harmony Venom resists splash-poison; Steam Veil Burst shrouds deck (-2 accuracy), nozzles drawing river moisture for extended cloud.
4. Subterranean Rift Cave Proactive “Offense” (Shadow Lurkers): Vapor Sense Fury detects chemical traces (+2 Initiative). Fanglash Whip Lash lashes through darkness, venom-steam illuminating with blue glow (1d4+1d6 poison).
Reactive “Defense” (Soul Trap): Glyph triggers. Unfaltering Rift Lash auto-succeeds, fang countering 2d6 poison. Steam Veil Burst fills tunnel (-2 enemy Perception), echoing off walls.
5. Sky-Ship Rift Assault Proactive “Offense” (Sky Beasts): Beasts dive. Fanglash Whip Lash extends mid-air (15 ft.), venom-steam trailing (1d4+1d6 poison). Reverberant Wild Command inspires gunners (+advantage).
Reactive “Defense” (Void Bolt): Bolt arcs. Unfaltering Rift Lash deflects, pushing caster 10 ft. Steam Veil Burst cloaks deck in cloud-vapor (-2 attacks), nozzles pulling altitude moisture.
Perception of Activation (Universal):
- Sight: Blue circuits blaze, fang extends in venom-steam; spectral beast-form flickers.
- Sound: Hiss of venom + trunk-snap + steam roar.
- Smell/Touch: Wild earth, venom-mist, warm brass pulse.
- Mind’s Eye: Aura of primal rift-guardian fused with steamcraft.
The Conduit is not worn—it is unleashed, a trunk-bound predator that turns defense into untouchable ferocity and offense into venomous precision.

Perception of Activation:
Sight User’s Perspective: The bracer erupts in a feral symphony. Vo-Run circuits blaze electric blue, racing like lightning across brass veins. The fang-blade extends with a predatory hiss, its pulsating glow merging into venom-green steam that coils from crystal nozzles in razor-thin whips. Rivets shimmer like river droplets catching starlight, leather straps flexing as jungle flora motifs seem to breathe. A spectral rift-claw silhouette flickers around the trunk, eyes glowing sapphire. Observer’s Perspective: A blinding blue-green flash erupts from the bracer, steam whipping outward in venom-laced tendrils. The fang-blade snaps forward, trailing mist that forms holographic beast-jaws mid-lash. The air warps—jungle shadows dance across the vapor, circuits projecting feral runes on nearby surfaces. Positives: Allies feel primal courage surge; enemies recoil from the display. Negatives: Flash is a 100-ft. beacon—stealth impossible.
Sound User’s Perspective: A deep, resonant snap of trunk muscle, layered with the fang’s venomous hiss and steam’s crystalline roar—like a predator’s breath through brass lungs. Observer’s Perspective: A whip-crack of steam + feral growl cuts through all noise within 60 ft., echoing like a beast’s challenge. Positives: Intimidates foes; rallies allies. Negatives: Reveals position even through walls.
Smell User’s Perspective: Wild earth after rain, oiled brass, and sharp venom-mist—like standing in a predator’s den during a storm. Observer’s Perspective: Those within 10 ft. catch a brief whiff: jungle loam, hot metal, and acrid poison. Positives: Invigorating for user. Negatives: Trackable by scent-sensitive creatures.
Touch User’s Perspective: A warm, feral pulse surges through the trunk—brass heating like living bone, leather gripping like beast-hide, steam tingling with venom’s bite. Observer’s Perspective: Allies in contact feel a brief, electric warmth—like touching a storm-charged predator. Positives: Empowering; enhances grip. Negatives: No tactical info unless in contact.
Taste User’s Perspective: A psychosomatic burst: metallic venom + jungle sap sweetness. Observer’s Perspective: Not applicable. Positives/Negatives: Internal only.
Extra-Sensory Perception 1: Primal Rift Harmony User’s Perspective: The world sharpens—every heartbeat, every rift-tear, every venom-drop laid bare. The user knows where to strike, when to lash, when to vanish. Observer’s Perspective: Allies feel synchronized with the wild; enemies sense an ancient predator’s gaze. Mind’s Eye users see the wearer’s aura as a coiled rift-beast fused with steamcraft. Positives: +1 initiative; tactical omniscience. Negatives: Attracts rift entities drawn to primal resonance.
Extra-Sensory Perception 2: Venom-Steam Bond User’s Perspective: A feral bond floods the mind—user feels the fang’s hunger, the steam’s flow, the jungle’s pulse. Doubt vanishes; the trunk is the weapon. Observer’s Perspective: The bracer projects a spectral beast-form around the user, venom-mist forming claws. Allies gain +1 to hit; enemies -1 to saves vs. fear. Positives: Morale boost; psychological disruption. Negatives: Overuse risks “beast frenzy” (user attacks randomly).
Rite of the Fanglash Vapor Conduit
Items Merged
- Trunk Bracer 87 (Tier 1)
- Fang of the Wild (Tier 1)
Additional Materials Needed
- Rift-Venom Essence (1): Distilled from a rift-claw’s fang-glands, binds primal toxin to steam.
- Vo-Run Alloy Ingot (1): Brass infused with ley-line vapor, reinforces conduit structure.
- Jungle Flora Resin (1): Sap from bioluminescent vines, dyes and protects leather.
- Mana Crystal Dust (1): Ground from Glimmerstream shards, amplifies vapor precision.
- Eldertree Binding Thread (1): Spider-silk treated with Eldertree sap, weaves fang to bracer.
- Dreamtide Steam Catalyst (1): Captured vapor from Dreampool vents, fuses hydromantic flow.
Tools Required
- Steamforge Anvil: For shaping brass and fang integration.
- Crystal Engraver: For etching Vo-Run circuits into fang-blade.
- Hydromantic Tester: To calibrate venom-steam streams.
- Dreampool Infuser: For attuning merged magics.
- Alchemist’s Crucible: For venom and resin infusion.
Skill Requirements
- Master Steamcrafter: To fuse bracer’s nozzles with fang’s edge.
- Master Enchanter: To bind hydromantic and primal magics.
- Journeyman Beastbinder: To handle rift-venom safely.
- Adept Hydromancer: To align vapor flow with fang’s fury.
- Lore (Rift & Jungle): Understanding of rift threats and flora harmony.
Crafting Steps The process takes eight days of intensive, uninterrupted work.
Day 1: Ritual Deconstruction
- Place Trunk Bracer 87 in the Alchemist’s Crucible. Disassemble nozzles, preserving Vo-Run circuits in warded vial.
- Extract Fang of the Wild’s venom essence, isolating “Beast’s Fury” in a sealed flask; consume leather handle.
Day 2: Venom-Fang Preparation
- Coat fang-blade in Rift-Venom Essence, enhancing toxin potency.
- Forge Vo-Run Alloy Ingot around fang’s base on the Steamforge Anvil, creating conduit core.
Day 3–5: Conduit Reassembly
- Reattach bracer’s brass frame to fang-core, using Eldertree Binding Thread to secure.
- Reinstall crystal nozzles, infusing with Mana Crystal Dust for venom-steam synergy.
- Wrap with Jungle Flora Resin-dyed leather, blending flora motifs.
Day 6: Circuit and Catalyst Infusion
- Etch new Vo-Run circuits into fang-blade with Crystal Engraver, linking to bracer’s originals.
- Infuse Dreamtide Steam Catalyst in Dreampool Infuser, binding hydromantic flow to primal strike.
Day 7: Venom-Steam Calibration
- Test Fanglash Whip Lash in Hydromantic Tester, ensuring 15-ft. range and 1d4+1d6 poison.
- Calibrate Steam Veil Burst, verifying 10-ft. radius and -2 enemy attack penalty.
Day 8: Final Binding
- Perform ritual in Dreampool Infuser, channeling Mind’s Eye to fuse Quick Strike, Vapor Sense Fury, and Crystal Harmony Venom.
- On success, circuits blaze blue-green, fang pulses venom-glow, and conduit binds into Phenomenon 677 Fanglash Vapor Conduit.
Fang That Breathed Steam and Cut Sky
In the time when rivers spoke and the jungle had no name, there was a beast whose roar was thunder and whose fang dripped death. The tablets call it Vara-Thuul, which means Hunger-That-Walks. It lived in the deep green, where light forgot to go.
The people, those with trunks that tasted the wind and feet that remembered every root, feared Vara-Thuul. It ate the young. It ate the old. It ate the songs.
There was one, named Ka-Vo, which means He-Who-Sniffs-the-Storm. Ka-Vo was small, his trunk scarred, his heart loud. He said, “I will take the fang and make it sing.”
He went to the one who shaped brass with breath. This one had no name, only a sound like steam on stone. Ka-Vo gave a price of three tears and a dream that had not yet come true. The shaper began to hammer.
He went to the one who wove water into metal. This one had a name like rain on leaf. Ka-Vo gave a price of seven memories and a drop of his own blood. The weaver began to twist.
The shaper and the weaver met beneath a sky that had no stars. The shaper said, “My brass is hard. It cuts.” The weaver said, “My water is soft. It binds.” They could not make one thing from two.
But Ka-Vo, He-Who-Sniffs-the-Storm, spoke. “Make me a fang that breathes. Make me a storm that cuts.”
They labored. The shaper took brass light as breath and shaped it round for the trunk’s curve. Into it he put holes that spoke, tipped with crystal that pulled mist. The weaver took fang of Vara-Thuul and laid it along the brass, wrapping it in green hide dyed with leaf-blood. With thread of spider and sap of elder, she bound fang to brass, water to cut. At the heart she set a drop of storm-blood, bright enough to blind hunger.
When it was done, they called it a Wonder-That-Cannot-Be-Named, but the tablets say Fang-That-Breathed-Steam.
Ka-Vo put the Fang-That-Breathed-Steam around his trunk, and the jungle held its breath.
Vara-Thuul came. It came with roar like sky breaking. Ka-Vo stood. The fang extended. Steam hissed. The lash cracked—fifteen steps far, cutting air, cutting hunger. Vara-Thuul fell. Its blood steamed. Its roar became silence.
Ka-Vo walked. He walked through green, through river, through sky. The fang breathed with him. It tasted the wind. It tasted the rift. When hunger came from the tear, the lash spoke. When storm came from the cloud, the veil answered.
The people followed. They followed the blue glow, the hiss of steam, the crack of fang. They learned to walk without fear. They learned to cut without hate.
But the tablets end crooked. Some say the fang walked away after, becoming the Breath-That-Cut-the-Sky. Some say it sleeps in a cave of green fire, waiting for another hunger. Some say it was broken by a later hand that forgot the balance.
Moral of the Story: A thing made of two truths—fang that cuts and steam that binds—can silence the greatest hunger, but only if the maker remembers to keep both truths alive. Forget one, and the wonder turns on you, or fades, or becomes the hunger it was meant to end. True strength is not in the fang or the steam, but in the breath that holds them together.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Fanglash Vapor Conduit
This sleek brass bracer, etched with glowing blue Vo-Run circuits and protruding fang-blade, wraps trunks or arms, channeling venom-steam whips. Attuning requires 1 week and Hard POW roll (lose 1/1D6 SAN).
Vapor Sense Fury (Passive): +15% to Spot Hidden or Survival for humidity/chemicals; +10% Initiative. Crystal Harmony Venom (Passive): +10% to resist poison/disease from air/water. Fanglash Whip Lash (Active): Spend 5 Magic Points; 3m ranged attack (1D4+1D6 poison damage). Steam Veil Burst (Active): Spend 7 Magic Points; 2m radius mist (-15% enemy attacks/Spot Hidden, 1 min). Erratic Malfunction (10% per activation): D100: 1-5 stall; 6-9 random lash (1D6+2); 10 explosion (1D8 damage, 2m radius). Repair: Mechanics roll. SAN Loss: 0/1D4 attune; 1/1D8 malfunction summons rift entity.
Blades in the Dark
Fanglash Vapor Conduit
(Fine Item, Worn, Mystical, Mechanical) Brass trunk/arm bracer with fang-nozzle, blue circuits, green leather. [1 Load]
Aspects: Primal Steam Lash; Rift-Venom Fury; Overheated Circuits. Venom Precision: +1d Skirmish/Tinker vs. beasts/plants; +1d Initiative. Fanglash Whip: Action; ranged lash (3d, Level 2 Harm: Poisoned Lash). Steam Veil Burst: Action; 10-ft. cloud (+1d Prowl allies, -1d enemy attacks). Erratic Malfunction (10%): d6: 1-3 stall; 4-5 random lash (Level 2 Harm); 6 explosion (Level 3 Harm MBT). Repair: Tinker roll (Risky) + 3 Coin; removes malfunction, +1d lash.
Dungeons & Dragons (5th Edition, 2024)
Fanglash Vapor Conduit
Wondrous item (very rare), requires attunement
Brass bracer with fang-blade nozzle, blue circuits, green leather. +2 Perception (humidity/chemicals), +2 Initiative; resistance poison (water/air). +1 AC vs. grapples; advantage attacks vs. beasts/plants. Fanglash Whip Lash (1/round, no action cost): Ranged attack (15 ft.) 1d4+1d6 poison bludgeoning.* Steam Veil Burst (1/short rest): 10-ft. radius steam (-2 attacks/Perception vs. enemies, 1 min).* Unfaltering Rift Lash (Reaction, 1/short rest): Succeed failed save vs. mobility; 2d6 poison, push 10 ft.* Erratic Malfunction (10% DC 10 activation): 1-5 stall; 6-9 random lash 2d6 poison; 10 explosion 4d6 poison (10 ft., Con DC 15 half).* Repair: DC 23 Arcana (smith’s tools) + 600 gp.
Knave (2nd Edition)
Fanglash Vapor Conduit
(1 slot, Worn, Magical, Mechanical) Brass trunk/arm gauntlet with fang-nozzle, blue circuits, green leather.
Vapor Fury Sense: +2 Perception/Initiative (humidity/chemicals); +1 saves vs. poison.* Wild Lash Precision: Advantage attacks vs. beasts/plants.* Fanglash Whip: Ranged attack (15 ft.) 1d4+1d6 poison (1/short rest).* Steam Veil Burst: 10-ft. cloud (-2 enemy attacks) 1 min (1/short rest).* Erratic Malfunction (10%): d6: 1-3 stall; 4-5 random 2d6 poison; 6 explosion 3d6 poison (10 ft.).* Repair: DC 17 Intelligence (tinker’s tools) + 350 coins.
Fate Condensed
Fanglash Vapor Conduit
A brass trunk/arm gauntlet with fang-nozzle, blue Vo-Run circuits, green leather. Aspect: Feral Steamfang Lash.
Skills: Fight Great (+4), Notice Good (+3), Athletics Fair (+2). Stunts:
- Vapor Fury Sense: +2 Notice/initiative for environmental threats (humidity/chemicals).
- Fanglash Whip Lash: Create advantage “Venom-Steam Entangle” (2 free invokes) as ranged Fight attack.
- Steam Veil Burst: Once per scene, place Obscuring Rift-Mist aspect in zone (-2 enemy attacks/Notice).
- Unfaltering Rift Lash: Once per session, succeed at cost on failed Athletics defense vs. grapples.
- Wild Precision: Advantage attacks vs. beasts/plants. Flaw: Overheated Fangveins (GM compel: 10% malfunction—stall, random lash, or venom backfire). Stress: [1] [1] [1] [1]; Minor Consequence.
Numenera & Cypher System
Fanglash Vapor Conduit
(Artifact, Level 6) Form: Brass gauntlet for trunk/arm with fang-nozzle, blue circuits, green leather. Constant Effect: +1 asset Perception (humidity/chemicals/initiative); +1 Armor vs. grapples/poison (water/air). Action Effect 1: Fanglash Whip Lash—ranged attack (short range, 6 damage + level 4 poison, entangle on minor effect). Action Effect 2: Steam Veil Burst—10-ft. radius cloud (enemies -1 step attacks/Perception, 1 min). Action Effect 3: Unfaltering Rift Lash—auto-succeed defense vs. mobility/poison; level 5 damage counter. Depletion: 1 in 1d10 (action effects). Repair: Intellect task level 6 + rare materials (600 shins).
Pathfinder (2nd Edition Remaster)
Fanglash Vapor Conduit
Item 10, Uncommon, Invested, Conjuration, Necromancy, Transmutation Price 1,400 gp Usage worn (trunk/arm gauntlet); Bulk 1
Brass gauntlet with fang-nozzle, blue circuits, green leather. Activate [one-action] command; Frequency proficiency mod/day; Effect Fanglash Whip Lash: ranged Strike (15 ft.) 1d4+1d6 poison bludgeoning. Activate [two-actions] command; Frequency once per hour; Effect Steam Veil Burst: 10-ft. emanation (-2 status to enemy attacks/Perception, 1 min). Activate [reaction] command; Trigger Fail save vs. grabbed/poisoned; Frequency once per day; Effect Succeed; 2d6 poison, push 10 ft. Passive: +2 item bonus Perception (environment) and Reflex/Initiative; resistance poison (water/air); +1 circumstance AC vs. grapples. Erratic Malfunction: 10% (1d10=1) on activation: stall, random lash 2d6 poison, or explosion 5d6 poison (10-ft. burst, Ref DC 28 half).
Savage Worlds (Adventure Edition – SWADE)
Fanglash Vapor Conduit
Brass trunk/arm gauntlet with fang-nozzle, blue circuits, green leather. Weight: 2 lbs.
Vapor Fury Sense: +2 Notice/Initiative (humidity/chemicals); +2 Vigor vs. poison. Wild Precision: +1 Fighting vs. beasts/plants. Fanglash Whip Lash: Ranged attack (Str+d6 +1d6 poison, range 5/10/15). Steam Veil Burst (Action): 10-ft. MBT (-2 attacks/Notice enemies, 1 min, 2 PP). Unfaltering Rift Lash: 1/session auto-negate grapple/poison (Benny). Erratic Malfunction (10%): d10: 1-3 stall; 4-5 random Str+d6 poison; 6 explosion 3d6 poison (MBT). Repair: Repair -2 (600 credits materials); removes malfunction, +1 die attacks.
Shadowrun (6th World)
Fanglash Vapor Conduit
Type: Cyberware (Trunk/Arm Augmentation, Magical/Tech) Availability: 16F Cost: 90,000¥ Essence: 0.4
Brass gauntlet with fang-nozzle, blue circuits, green leather. Handling: 3 Speed: 3 Accel: 1 Body: 6 Armor: 8 Pilot: 4 Sensor: 3
Attributes: Agility 6, Reaction 5, Strength 8, Charisma 3, Intuition 5, Logic 4, Willpower 6 Skills: Close Combat 7, Perception 6, Engineering 5
Powers:
- Vapor Fury Sense: +3 dice Perception/Initiative (humidity/chemicals).
- Crystal Harmony Venom: +2 dice resist poison (water/air).
- Fanglash Whip Lash: Complex Action, 1/run; ranged attack (DV 6P + 2P poison, AP -2, range 5/10/15).
- Steam Veil Burst: Complex Action; 3m radius cloud (-2 dice enemy attacks/Perception, 1 min).
- Unfaltering Rift Lash: 1/run auto-succeed resist grapple/poison; 3d6 poison (AP -2).
- Erratic Malfunction (10%): d6: 1-3 stall; 4-5 random 3d6 poison; 6 explosion 5d6 poison (3m radius).
Repair: Engineering + Logic (7) + 8,000¥ materials.
Starfinder (2nd Edition)
Fanglash Vapor Conduit
Item Level 10; Price 18,000; Bulk L; Worn Hybrid Item
Brass trunk/arm gauntlet with fang-nozzle, blue circuits, green leather. Capacity: 20; Usage 1/10 min
+3 insight bonus Perception (environment) and Initiative; resistance poison (water/air). Fanglash Whip Lash [standard] (proficiency mod/day): Ranged Strike (15 ft.) 1d4+1d6 poison bludgeoning.* Steam Veil Burst (1/hour): Two-action; 10-ft. burst (-2 attacks/Perception vs. enemies, 1 min).* Unfaltering Rift Lash [reaction] (1/day): Trigger fail save vs. grabbed/poisoned; succeed, 3d6 poison, push 10 ft.* Erratic Malfunction (10% DC 10): 1-5 stall; 6-9 random 3d6 poison; 10 explosion 5d6 poison (10 ft., Ref DC 19 half).*
Repair: DC 28 Engineering + 7,000 credits materials.
Traveller (Mongoose 2nd Edition, 2022 Update)
Fanglash Vapor Conduit
TL 12; Mass 1 kg; Cost 120,000 Cr
Brass trunk/arm gauntlet with fang-nozzle, blue circuits, green leather. STR 12, DEX 9, END 10, INT 5, EDU 4, SOC 3 DM +3 STR, +1 DEX Skills: Melee (blade) 3, Survival 2, Gun Combat (energy) 2
Vapor Fury Sense: DM +3 Perception/Initiative (humidity/chemicals); +2 Endurance vs. poison. Fanglash Whip Lash: Ranged attack (damage 3D + 2D poison, range 5/10/15). Steam Veil Burst: Minor action; 3-hex mist (-2 attacks/Notice enemies, 2 turns). Unfaltering Rift Lash: 1/day auto-succeed resist grapple/poison. Erratic Malfunction (10%): d10: 1-4 stall; 5-7 random 3D poison; 8-10 explosion 4D poison (3 hexes).
Repair: Mechanics 11+ + 25,000 Cr materials.
Warhammer Fantasy Roleplay (4th Edition)
Fanglash Vapor Conduit
Type: Magical Item Encumbrance: 1
Brass trunk/arm gauntlet with fang-nozzle, blue circuits, green leather. Traits: Magical, Mechanical, Poisonous
Characteristics: M —, WS 50, BS —, S 50, T 50, I 40, Ag 35, Dex 40, Int 25, WP 45, Fel 15 Wounds: — (augment)
Vapor Fury Sense: +20 Perception/Initiative (environment); +10 Endurance vs. poison. Fanglash Whip Lash: Action; melee/ranged (reach 2) +1D10 +1D10 poison damage. Steam Veil Burst: Action; Small Area mist (-20 WS/BS enemies, 1D10 rounds). Unfaltering Rift Lash: 1/day auto-succeed Test vs. Entangled/poisoned. Erratic Malfunction (10%): d10: 1-4 stall; 5-7 random +1D10 poison; 8-10 explosion 2D10 poison (3 yards, +1 Corruption).
Repair: Trade (Engineering) DN 9 + 500 gc materials.

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