Merged Items: Philosophers Stone Fragment and Poisoned Dart Traps
Lore: The creation of the Stone-Fragment Viper Gauntlet 88 is attributed to the reclusive alchemist-artificer Master Varkos, who, in his later years, grew increasingly paranoid about rivals seeking to steal his research into the Philosopher’s Stone. Having acquired a legitimate, albeit small, fragment of the legendary stone, Varkos was not content with its traditional uses in transmutation or elixir brewing. He also possessed a morbid fascination with the elegant lethality of Whisperbloom venom and the intricate mechanics of dart traps. He envisioned a personal defense system that combined the regenerative and transformative powers of the Stone Fragment with the swift, debilitating effects of alchemically synthesized poisons. After many perilous experiments that nearly cost him his life several times over (and did cost his unfortunate apprentices dearly), Varkos succeeded in embedding the pulsating fragment into an armored gauntlet. This gauntlet was ingeniously designed to harness the Stone’s energy not only as an alchemical catalyst but also as a miniature internal laboratory, capable of synthesizing potent toxins and launching them through near-invisible dart projectors, or releasing them as defensive clouds. The “88” is believed to refer to the number of failed prototypes before this functional, if somewhat volatile, masterpiece was achieved.
Description: The Stone-Fragment Viper Gauntlet 88 is a Tier 2 worn item of exquisite, if somewhat unsettling, craftsmanship. It appears as an ornate, dark-मेटल gauntlet that covers the hand and forearm, with fine, almost organic-looking etchings across its surface. Prominently embedded near the wrist is a Philosopher’s Stone Fragment, which emits a soft, pulsating internal light, shifting between hues of pale blue and sickly green depending on its current energy state. The gauntlet feels cool to the touch, yet thrums with a subtle internal energy. It serves as a potent tool for alchemical analysis and enhancement, as well as a formidable personal defense weapon capable of synthesizing and deploying various alchemically-derived darts and noxious clouds. The gauntlet contains 5 Alchemical Energy Units (AEU) when fully charged.
Stats:
- Tier: 2
- Alchemical Energy Units (AEU): 5 (Regenerates 1d3 AEU daily at dawn if exposed to sunlight or strong ambient magical fields. Alternatively, a skilled alchemist can spend 1 hour in focused meditation and ritual with the gauntlet to regenerate 1 AEU, up to its maximum.)
- Weight: 2 lbs
- Required Attunement: Yes (Requires attunement by an individual with demonstrable knowledge of alchemy, poison-craft, or a natural sensitivity to mystical residues and catalysts. The attunement process involves allowing the gauntlet to sample the wearer’s bio-signature for 24 hours.)
Tags: Tier 2, Worn Item, Gauntlet, Alchemy, Poison, Defensive System, Catalyst, Mystical Energy, Personal Trap, Alchemical Synthesis, Debilitating Agent, Transmutation (Minor), Artifact Component, Toxin Generation, Alchemical Weapon, Relic-Powered, Precision Tool, Self-Contained System, Esoteric Armament, Reactive Guard, Infused Artifact
Multiple Passives Magic:
- Alchemical Acuity: While wearing the gauntlet, the user possesses an unnaturally keen sense for alchemical substances and their interactions. They gain advantage on Wisdom (Perception) or Intelligence (Investigation) checks made to identify potions, poisons, alchemical concoctions, residues, or to discern the purity and potential of alchemical ingredients by sight, smell, or careful touch.
- Fragment’s Enduring Touch: The gauntlet itself, and by extension the wearer’s hand covered by it, is exceptionally resistant to mundane corrosion, decay, and the harmful effects of common acids or weak poisons. The constant, subtle transmutative energies from the embedded fragment reinforce its structure and provide a minor protective field against such deterioration.
- Precision’s Artifice: The minute energies emanating from the Philosopher’s Stone Fragment aid in steadying the wearer’s hand and refining their motor control for delicate tasks. The wearer gains a +1 circumstance bonus to skill checks involving intricate manual work, such as crafting alchemical items, disarming complex mechanical traps, calligraphy, or performing delicate surgery.
Multiple Active Magics:
- Synthesized Venom Dart (1 Action, Costs 1 AEU): The gauntlet internally synthesizes and fires a tiny, almost invisible dart from a concealed projector towards a target the wearer can see within 30 feet. The wearer makes a ranged attack roll (using Dexterity + proficiency bonus). On a hit, the target takes 1d4 piercing damage and must succeed on a DC 14 Constitution saving throw or suffer an alchemical effect chosen by the wearer at the time of synthesis from the following list (the gauntlet can be ‘set’ to one effect, which it can produce repeatedly until reconfigured during a short rest):
- Whisperbloom Essence: The target is Poisoned for 1 minute. At the start of each of its turns while poisoned in this way, it takes 1d6 poison damage.
- Stone Stupor Toxin: The target is Paralyzed for 1 round.
- Algetic Flash Powder: The target is Blinded for 1 round.
- Numbing Agent: The target has disadvantage on its next attack roll or ability check made before the end of its next turn.
- Alchemical Catalyst Infusion (1 Action, Costs 1-3 AEU): The wearer touches an object or a willing creature with the gauntlet, channeling the Stone Fragment’s catalytic power:
- 1 AEU (Minor Enhancement): Imbue a single mundane, non-magical item (weapon, tool, piece of ammunition) with enhanced properties for 10 minutes. A weapon might deal an additional +1 damage of its type, a tool might provide a +1 bonus to skill checks made with it, or a shield might temporarily gain +1 to its AC.
- 2 AEU (Fleeting Transmutation): Temporarily alter the physical properties of a small, non-magical, unattended object (no larger than 1 cubic foot) for 1 minute. Examples include making a section of stone brittle, purifying a cup of tainted water, making a rope temporarily as strong as iron, or causing base metal to appear as gold (though this is an illusionary surface change and reverts).
- 3 AEU (Potency Surge): If the wearer is actively brewing a potion or poison using alchemist’s supplies, they can use the gauntlet to drastically reduce the remaining crafting time by half and grant the final concoction enhanced potency (e.g., extend its duration by 50%, increase its save DC by +1, or add an extra die to its damage/healing).
- Reactive Toxin Burst (Reaction, when the wearer is hit by a melee attack from an attacker they can see, Costs 2 AEU): The gauntlet instantly releases a 5-foot radius cloud of acrid, debilitating alchemical vapor centered on the wearer. The attacker and any other creature (excluding the wearer, who is prepared for the discharge) within the cloud when it appears must make a DC 14 Constitution saving throw. On a failed save, a creature suffers disadvantage on its attack rolls and Wisdom (Perception) checks due to severe coughing, stinging eyes, and waves of nausea until the end of its next turn. The cloud dissipates immediately after.
- Mystical Residue Analysis (1 minute of concentration, Costs 1 AEU): By maintaining physical contact between the gauntlet and an object, substance, or even a recently deceased creature for the full duration, the wearer can draw upon the Philosopher’s Stone Fragment to analyze its deeper alchemical or mystical residues. This can grant insights similar to a specialized identify spell, revealing information about any potent alchemical treatments, latent enchantments, recent contact with powerful magical or extraplanar energies, or the presence of rare or hidden ingredients. The information gained is often cryptic, relating to transformative processes or inherent energetic potentials.
Specific Slot: Engraved Alchemist’s Gauntlet (This item is worn on one hand and forearm, counting as a single worn magical item. It cannot be worn with other gauntlets or bracers on the same arm.)
The Stone-Fragment Viper Gauntlet 88, being a singular Tier 2 artifact born from the paranoid genius of Master Varkos and integrating a rare Philosopher’s Stone Fragment with complex alchemical weaponry, would not be an item found in any conventional marketplace in the world of Saṃsāra. Its acquisition or sale would be the subject of intricate quests, dangerous liaisons, or intensely secretive transactions within the hidden echelons of society.
Here are the types of channels and circumstances through which such an item might be bought, sold, or otherwise acquired:
- The Hidden Ateliers of Esoteric Alchemical Orders:
- Description: Deep within the bowels of ancient cities, perhaps concealed behind the facade of a legitimate apothecary or within a magically shielded wing of a reclusive academy, lie the sanctums of hermetic orders dedicated to the most profound and often perilous alchemical arts. These are not shops but centers of research and closely guarded knowledge, where masters like Varkos might have once shared fragments of their work, or where his surviving notes—or even his abandoned laboratory—might be discovered.
- Acquisition/Buying: One does not simply “buy” such an item here. A character seeking the gauntlet might first need to gain entry into the order’s trust, a feat requiring exceptional alchemical skill, the recovery of other lost alchemical texts or artifacts for the order, or undertaking a perilous journey to procure unique ingredients. If the gauntlet (or the means to reconstruct it, perhaps from Varkos’s schematics and a newly acquired Stone Fragment) were offered, it would be as a reward, a commission for an incredibly skilled member, or for a “contribution” to the order’s resources that would equate to 10,000 to 18,000 gold pieces, often supplemented by rare materials (like purified quintessence or perfectly stable Whisperbloom cultures) or binding magical pacts.
- Selling: Bringing an authenticated Stone-Fragment Viper Gauntlet to such an order would cause immense interest, and potentially suspicion. The masters would wish to study it, perhaps even attempt to replicate it (a dangerous proposition). They would offer a price reflecting its research value as much as its utility, likely in a mix of gold (perhaps 8,000 – 15,000 gold pieces), access to their restricted libraries, unique alchemical formulae, or exceptionally rare raw materials otherwise unobtainable. The seller would need to navigate the internal politics and potential desire of the order to simply “relieve” them of such a potent and unique device.
- The Midnight Auctions of the Unseen Hand:
- Description: In Saṃsāra’s shadowed corners, where immense wealth meets a thirst for the unique and the powerful, clandestine auctions are occasionally held. These are not advertised; attendance is by cryptic invitation only, passed through layers of intermediaries to vetted collectors, guild masters of less savory organizations, decadent nobles, and spymasters. Locations vary – a heavily warded private sky-yacht perpetually adrift in storm clouds, a temporarily repurposed and magically silenced opera house in a bustling metropolis, or a forgotten, deep-level vault beneath a city of industry. The “Unseen Hand” refers to the anonymous consortium that orchestrates these high-stakes events.
- Acquisition/Buying: To obtain the gauntlet here, one would need the means to first secure an invitation, then outbid a room full of formidable and often ruthless individuals. Bidding would be fierce, conducted through proxies or encoded signals. Payment would be demanded in forms that are hard to trace – chests of antique coinage, flawless giant pearls, deeds to remote, resource-rich islands, or even potent magical artifacts of equivalent value. The gold equivalent might range from 15,000 to 30,000 gold pieces, but often transcends simple currency.
- Selling: Consigning such an item to the Unseen Hand is a high-risk, high-reward endeavor. The auctioneers take a substantial cut and demand absolute proof of authenticity and functionality (often via a demonstration on a “volunteer” or a complex magical analysis). While it offers access to the wealthiest and most motivated buyers, the seller exposes themselves to the risk of being identified, targeted for the item, or cheated if they are not exceptionally careful.
- The Personal Trove of a Reclusive Collector or Defunct Artificer:
- Description: The Stone-Fragment Viper Gauntlet 88 might surface not in a place of commerce, but as a unique treasure within the hoard of a reclusive and eccentric collector of dangerous artifacts, or discovered within the sealed, trap-laden laboratory of a deceased (perhaps violently so) artificer or alchemist like Master Varkos himself.
- Acquisition/Buying: This path involves adventure and discovery rather than direct purchase. Should the new possessor wish to sell it, they would need to discreetly seek out individuals known for their interest in such unique pieces – perhaps a guildmaster of assassins with a penchant for alchemical tools, a sorcerer-king intrigued by its dual-energy nature, or a high-ranking official in a clandestine intelligence agency. The transaction would be a private negotiation, often involving a tense period of verification and haggling.
- Selling: The seller must prove the item’s worth and provenance (if known). The buyer would likely offer a sum reflecting their personal desire for the item and its perceived strategic or collectible value, potentially in the range of 9,000 to 20,000 gold pieces, or an exchange for other unique items, properties, or vital information. Secrecy would be paramount for both parties.
- Suppliers to Elite Clandestine Guilds (Assassins, Spies, Saboteurs):
- Description: Certain organizations that operate in the shadows rely on specialized tools that offer both defense and subtle offense. The “shops” that cater to them are rarely obvious; they might be a contact through an unassuming pawnbroker who deals in more than just trinkets, a specific artisan in a city’s under-district renowned for “bespoke security solutions,” or an emissary met only in pre-arranged, secure locations.
- Acquisition/Buying: The Gauntlet would likely not be on open display. A character would need to be a trusted member of such a guild or come with an undeniable recommendation and a specific, high-stakes need. The item might be “requisitioned” or “commissioned” through these channels, with the cost being less about gold and more about loyalty, successful completion of dangerous missions for the guild, or the exchange of vital secrets. If a gold value were assigned, it would be for internal accounting, perhaps 12,000 – 22,000 gold pieces, reflecting its utility to their specialized operatives.
- Selling: If a character were to offer such an item to these suppliers, the organization would be highly interested in its capabilities for their field agents. They would pay well for a functional, reliable model, but would also be intensely curious about its origins and whether more could be made. The transaction would be shrouded in secrecy, with payment potentially made in installments, through dead-drops, or in the form of services rendered by the guild.
In all cases, transactions involving the Stone-Fragment Viper Gauntlet 88 would be complex affairs, demanding more than mere wealth. Its unique blend of potent alchemical power, defensive capabilities, and the inherent rarity of its core component makes it a prize for those who operate in the highest echelons of power, secrecy, or arcane knowledge in Saṃsāra.
The Stone-Fragment Viper Gauntlet 88 is a versatile tool of alchemical artifice, lending itself to a wide array of defensive and offensive applications through clever roleplay across various environments. Its power lies not just in direct confrontation, but in preparation, subtle manipulation, and reactive countermeasures, all underscored by the constant, subtle thrum of the Philosopher’s Stone Fragment within.
- Urban Environments (Crowded Bazaars, Shadowy Alleys, Opulent Manors, Guild Strongholds):
- Defensive Roleplay:
- Sudden Ambush in an Alley: Your character, Elara, is cornered by back-alley toughs. As the first one lunges with a rusty dagger, she activates Reactive Toxin Burst. “A whiff of enlightenment for you, friend!” she hisses. The gauntlet expels a sudden, acrid cloud of shimmering green vapor. The thug chokes, eyes watering, his attack faltering. Elara describes the stinging sensation in her own nostrils (though she’s more prepared), using the momentary chaos to sidestep and perhaps fire a Synthesized Dart (set to Numbing Agent) at another assailant to dull their reaction time as she makes her escape.
- Protecting a VIP in a Noble’s Ball: During a tense social gathering, an assassin attempts to stab Elara’s charge. Elara, interposing herself, might take the blow on her Fragment’s Resilience-enhanced gauntlet (GM might allow it to negate a small amount of damage or prevent a hand injury). Simultaneously, she could use Reactive Toxin Burst. The opulent ballroom air is suddenly filled with a disorienting, perfumed-yet-irritating mist, sending nearby nobles into a coughing fit, creating a screen and chaos for her and her charge to reposition or for guards to intervene.
- Fleeing Across Rooftops: Pursued by city guards, Elara uses Alchemical Catalyst Infusion (Minor Enhancement) on a loose chimney brick, whispering, “Hold just a moment longer.” The brick glows faintly, becoming surprisingly solid as she uses it as a handhold. When a guard gets too close, she fires a Synthesized Dart (Stone Stupor Toxin) aiming for their climbing hand, hoping to make them lose their grip or pause their pursuit.
- Offensive Roleplay:
- Infiltrating a Guild Stronghold: Elara needs to disable a guard patrolling a stone corridor. Her gauntlet is pre-set to “Whisperbloom Essence.” From the shadows, she takes careful aim, her Steady Hand passive ensuring precision. “Sweet dreams,” she murmurs as the nearly invisible dart finds its mark in the guard’s neck. She watches, counting, as he starts to look pale, then stumbles, clutching his throat before collapsing. She then uses Mystical Residue Analysis on a strange stain near a locked door, the Stone Fragment pulsing as she deciphers traces of a rare alchemical warding agent.
- Creating a Diversion in a Market: Needing to cause a panic to allow an ally to slip away, Elara uses Alchemical Catalyst Infusion (Fleeting Transmutation) on a nearby fruit vendor’s cart, causing the metal axle to become incredibly brittle. “Apologies for the spillage,” she mutters as she gives it a subtle kick. The axle snaps, sending fruit tumbling everywhere, drawing shouts and attention, while her ally disappears into the throng.
- Subtle Poisoning at a Feast: Posing as a servant, Elara uses her Steady Hand and a carefully concealed Synthesized Dart mechanism (perhaps with a specific “delayed acting” toxin she researched) to introduce a non-lethal but incapacitating agent into a target’s wine from several feet away, the dart so small it’s mistaken for a mote of dust. Her Alchemical Acuity helps her identify the target’s wine from others by subtle differences in its bouquet, even from a distance.
- Defensive Roleplay:
- Natural Terrains (Dense Forests, Murky Swamps, Ancient Ruins, Subterranean Caverns):
- Defensive Roleplay:
- Ambush by Forest Predators: When a pack of dire wolves bursts from the undergrowth, Elara immediately triggers Reactive Toxin Burst. The unnatural, chemical scent and irritating cloud sends the lead wolves into a frenzy of sneezing and disorientation, buying her precious seconds. She might then use Alchemical Catalyst Infusion on her walking staff, making the wood temporarily as hard as iron to better parry their attacks.
- Navigating a Trapped Ruin: Her Alchemical Acuity makes the air around a suspicious patch of floor “taste” of old pressure-plate oil and faint metallic poison. “Varkos himself would appreciate this classic,” she might remark. If a hidden dart trap does fire, her Fragment’s Resilience might offer a slight chance to deflect a poorly aimed dart with the gauntlet itself if she reacts fast enough. If a companion triggers a poison gas trap, she might attempt to use Alchemical Catalyst Infusion (Fleeting Transmutation) on a nearby clay deposit to quickly try and fashion a crude, temporary filter or seal for a small vent.
- Lost in a Cave System: To mark her path, Elara uses Alchemical Catalyst Infusion (Minor Enhancement) on small stones, causing them to glow with a faint, chemiluminescent light for ten minutes, leaving a trail. When strange cave insects attack, her innate Whisperbloom Aura (Minor) (a passive flavor you could invent based on the gauntlet’s lore if not explicitly listed as a game mechanic) might cause the smaller ones to veer away from her gauntlet-hand.
- Offensive Roleplay:
- Hunting in a Swamp: Elara tracks a dangerous swamp creature. She uses Synthesized Darts (Algetic Flash Powder) to blind it when it charges from the murky water, the sudden flash reflecting off the water’s surface, giving her an opening to strike or retreat. She might use Mystical Residue Analysis on strange slime trails, the Stone Fragment helping her identify unique biological compounds that hint at the creature’s nature or vulnerabilities.
- Confronting a Ruin Guardian: Facing an ancient stone golem animated by forgotten magic, Elara uses Alchemical Catalyst Infusion (Fleeting Transmutation) to make sections of its stone hide temporarily brittle (costing 2 AEU), calling out “Target the cracked segment!” to her allies. She follows up with Synthesized Darts (Whisperbloom Essence) aimed at these weakened points, hoping the poison can seep into its internal mechanisms or magical core.
- Setting an Ambush in a Forest: Elara carefully coats several large leaves with a synthesized contact paralytic agent (a variant use of Synthesized Dart components, perhaps costing 1 AEU for several applications). Using her Steady Hand, she places them along a narrow game trail she knows her quarry will use. “Nature provides, and alchemy refines,” she muses, hiding to observe.
- Defensive Roleplay:
- Social & Investigative Encounters (Laboratories, Libraries, Interrogation Rooms):
- Defensive Roleplay (Subtle):
- Tense Negotiation: If a rival alchemist tries to intimidate Elara by subtly brandishing a vial of unknown liquid, Elara’s Alchemical Acuity allows her to recognize the faint, tell-tale shimmer of a fast-acting neurotoxin. She might casually rest her Viper Gauntlet on the table, the Stone Fragment giving a soft, knowing pulse, and remark, “Such fascinating… aromatics in this room. One must be so careful with one’s reagents, mustn’t one?” – a veiled warning of her own capabilities.
- Attempted Poisoning: If she suspects her drink has been tampered with, she could discreetly use Mystical Residue Analysis by letting the gauntlet briefly touch the cup (perhaps under the table), the fragment’s glow subtly shifting as it detects foreign alchemical agents. “This vintage has a rather… unexpected finish,” she might say, setting it aside.
- Offensive/Utility Roleplay:
- Sabotaging Rival Research: Infiltrating a rival alchemist’s lab, Elara uses Alchemical Catalyst Infusion (Fleeting Transmutation) to subtly corrode a key component in their distillation apparatus or to render a batch of their carefully prepared reagents inert, all while appearing to merely “examine” the equipment. Her Steady Hand ensures she leaves no obvious trace of tampering.
- Gathering Information: Elara uses Mystical Residue Analysis on a discarded alchemical stained rag found at a crime scene. The gauntlet hums, and she describes the “echoes” of the substances used – “Traces of nightshade, red phosphorus, and… something much rarer, a binder typically only used in the Shadowfen apothecaries.”
- Enhancing Tools for Investigation: Using Alchemical Catalyst Infusion (Minor Enhancement) on a set of lockpicks to make them temporarily more resilient against complex tumblers, or on a scholar’s quill to make its ink flow with preternatural clarity for a short while when transcribing vital, fading text.
- Defensive Roleplay (Subtle):
In all these scenarios, roleplaying the Stone-Fragment Viper Gauntlet 88 involves describing the subtle whirring or clicking from within the device as it synthesizes compounds, the faint scent of ozone or strange chemicals, the visual pulse of the Stone Fragment, and the character’s own focused intent as they channel its alchemical power. It’s a tool for the cunning and prepared individual, blending scientific precision with a touch of dangerous artistry.

Perception of Activation:
- Sight
- What is Perceived: The prominently embedded Philosopher’s Stone Fragment within the gauntlet visibly intensifies its soft, pulsating internal light. This light often shifts in hue: a clear, pale blue or a gentle gold when anlyzing substances or performing neutral catalyst infusions; a sickly, agitated green or a sharp, acrid yellow when synthesizing or deploying toxins. Fine, organic-looking etchings across the gauntlet’s dark metal surface may appear to faintly glow or have subtle motes of corresponding light tracing through them as energy is channeled. When a Synthesized Dart is launched, there’s rarely more than a momentary, almost imperceptible distortion at a tiny, concealed aperture, perhaps a pinprick of light or a minute puff of near-invisible propellant vapor. The dart itself is designed to be exceptionally difficult to see in flight. During Alchemical Catalyst Infusion, the fingertips of the gauntlet or the point of contact with the target object may shimmer with a soft, colored aura (e.g., a coppery glow for minor transmutation, a silvery sheen for enhancement). The Reactive Toxin Burst is a very visible effect: a sudden, roiling cloud of opaque vapor (often greenish-yellow or murky brown, depending on the synthesized irritant) erupts from multiple small vents across the gauntlet’s surface.
- User’s Perspective: The shifting glow of the Stone Fragment is a primary visual cue, indicating the gauntlet’s readiness and the type of alchemical process underway. They learn to read these hues like a language. The launch of a dart is more a confirmation felt through the gauntlet than a clearly seen event. The glow of catalyst infusion provides satisfying feedback of energy transfer. The Toxin Burst is a known, controlled explosion of vapor from their own arm.
- Observer’s Perspective: The pulsating, color-shifting light of the Stone Fragment is often mesmerizing, potentially hinting at the item’s power and nature. The synthesized darts are virtually impossible to spot in flight for an unaware observer. The soft glow of catalyst infusion on an object is noticeable if one is paying attention. The Reactive Toxin Burst is an unmistakable and often alarming cloud of colored vapor.
- Positives: The Stone Fragment’s glow provides clear, immediate feedback to the user about the gauntlet’s status and current function. The visible cloud of the Reactive Toxin Burst serves as a clear area-of-effect indicator and potential deterrent.
- Negatives: The conspicuous glow of the Stone Fragment can attract unwanted attention in stealth situations. The extreme stealth of the dart makes it difficult for allies to visually confirm a successful shot or its effects without other cues. The vapor cloud from the Toxin Burst can temporarily obscure vision for everyone in the immediate area, including the user if they are not prepared for it.
- Sound
- What is Perceived: A very faint, high-pitched internal whirring or a series of soft, almost organic clicks and gurgles can be heard if one listens very closely to the gauntlet, especially during the synthesis of compounds for darts or the more complex catalyst infusions. The launch of a Synthesized Dart is exceptionally quiet, often just a tiny phit or a near-silent hiss, like a miniature insufflator. Alchemical Catalyst Infusion may produce a soft, resonant hum or a faint crackling sound as energies interact with the target substance. The Reactive Toxin Burst is accompanied by a sharp, sudden hissSSSHHH or a pressurized WHOOMPH as the vapor is expelled rapidly from multiple vents. Mystical Residue Analysis is typically silent to the ear, focusing on other sensory inputs.
- User’s Perspective: The subtle internal sounds of the gauntlet – the whirring of micro-mechanisms, the faint bubbling of alchemical processes – become familiar, almost comforting, indicators of its readiness. The dart launch is so quiet it’s often confirmed by the slight internal mechanical sensation rather than sound. The hiss of the Toxin Burst is a distinct, sharp warning they control.
- Observer’s Perspective: Most of the gauntlet’s operational sounds are too faint to be noticed in anything but a completely silent environment, and even then, one would need to be very close. The sudden, sharp hiss or whoomph of the Reactive Toxin Burst, however, is clearly audible and often startling.
- Positives: The extreme quietness of the Synthesized Dart launch makes it an excellent tool for stealthy attacks or subtle incapacitation. The distinct sound of the Toxin Burst can act as an auditory warning or startle opponents. The subtle internal sounds provide constant assurance to the user that the device is operational.
- Negatives: The lack of significant auditory feedback for dart deployment makes it challenging for allies to coordinate attacks or confirm usage based on sound alone. The unfamiliar internal whirring, if somehow detected by a suspicious individual in a quiet setting, might arouse curiosity or alarm.
- Touch
- What is Perceived: The gauntlet itself maintains a constant, subtle coolness due to the Stone Fragment, but this can shift. When actively synthesizing complex toxins or performing potent infusions (Alchemical Catalyst Infusion), the Stone Fragment and surrounding conduits may grow noticeably warm, even hot to the touch for brief moments. Conversely, during Mystical Residue Analysis, the fragment might become significantly colder, drawing in ambient energy. The launch of a Synthesized Dart produces a very slight, sharp recoil or vibration within the gauntlet, almost like a muscle twitch. During Alchemical Catalyst Infusion, the user feels a distinct tingling or a flow of energy from their palm or fingertips into the target object, sometimes accompanied by a change in the object’s perceived temperature or texture. The Reactive Toxin Burst creates a brief, sharp pressure pulse against the user’s arm as the gases are expelled.
- User’s Perspective: The thrumming coolness of the gauntlet is its baseline state. The temperature shifts of the Stone Fragment become key intuitive indicators of the intensity and type of alchemical process underway – a warm pulse for creation, a cold drain for analysis. The minute recoil from a dart launch is precise feedback. The energy flow during infusion feels like directly manipulating the substance’s essence.
- Observer’s Perspective: An observer would not typically perceive these tactile sensations unless they were physically touching the gauntlet during an activation, in which case they might feel the temperature changes or vibrations. If caught in the Toxin Burst, they would feel the impact and pressure of the vapor cloud.
- Positives: Provides rich and nuanced tactile feedback to the user regarding the gauntlet’s various operations and energy states. The temperature changes can act as an intuitive warning system for over-channeling or when a process is complete.
- Negatives: Intense or prolonged alchemical reactions could make the gauntlet uncomfortably hot or cold, potentially causing minor discomfort or requiring the user to briefly pause its functions. The recoil from dart launches, though slight, could affect extremely delicate tasks if not accounted for.
- Smell
- What is Perceived: The scents produced by the Stone-Fragment Viper Gauntlet are varied and directly related to its current alchemical operation:
- Synthesized Dart (Toxin Synthesis): Depending on the chosen toxin, faint, often sharp and sterile chemical odors might be momentarily present around the gauntlet – a hint of bitter almonds, a metallic tang, or the sickly sweetness associated with certain neurotoxins. If based on Whisperbloom, a very faint, almost undetectable floral note might be present.
- Alchemical Catalyst Infusion: Often produces a clean, ozone-like smell, particularly when enhancing metals or purifying substances. Transmutations might release faint earthy or metallic scents as materials shift.
- Reactive Toxin Burst: This emits a potent, unmistakable, and highly irritating odor – often acrid, sulfurous, like rotten eggs mixed with powerful acids, or a pungent, eye-watering smell similar to concentrated ammonia or burnt exotic spices. The scent is designed to be as debilitating as its physiological effects.
- Mystical Residue Analysis: Typically produces no discernible smell, or at most, a faint scent of cold stone or dust, as if ancient residues are being disturbed.
- User’s Perspective: The user becomes intimately familiar with the subtle olfactory cues of their gauntlet. The faint aroma accompanying a specific dart synthesis confirms the correct toxin is brewing. The smell of the Reactive Toxin Burst is one they are braced for, a potent weapon in their arsenal.
- Observer’s Perspective: The odor from the Reactive Toxin Burst is overwhelmingly strong and affects anyone in its vicinity immediately. The more subtle scents from dart synthesis or catalyst infusion are usually too faint to be detected by observers unless they are extremely close to the gauntlet in an enclosed, still environment.
- Positives: The various scents can provide secondary confirmation to the user about the alchemical processes being undertaken. The powerful and noxious odor of the Reactive Toxin Burst is a significant component of its debilitating and deterrent effect.
- Negatives: Strong or persistent alchemical smells, even faint ones, could betray the user’s presence or the nature of their equipment to those with keen senses or alchemical knowledge. The scent of the Toxin Burst is indiscriminate and will affect allies if they are within its radius and unprotected. Some synthesized compounds might leave lingering, unpleasant odors on the gauntlet or user.
- What is Perceived: The scents produced by the Stone-Fragment Viper Gauntlet are varied and directly related to its current alchemical operation:
- Taste
- What is Perceived: Direct taste is generally not a factor in the gauntlet’s activation, and deliberately tasting any synthesized compounds would be extremely hazardous. However, individuals caught within the cloud of a Reactive Toxin Burst would likely experience an immediate, intensely unpleasant taste – acrid, metallic, burning, or profoundly bitter – accompanying the noxious smell and irritating effects. If Alchemical Catalyst Infusion is used on a liquid the user then consumes, a faint metallic tang or an unusual “energized” taste might be imparted to it.
- User’s Perspective: The user would primarily experience taste in the context of the after-effects of their own Reactive Toxin Burst if the cloud envelops them, even briefly. This would be a known, unpleasant consequence. They would likely avoid tasting anything directly produced unless it was a specifically designed (and safe) alchemical enhancer.
- Observer’s Perspective: Anyone caught in the Reactive Toxin Burst would experience its foul taste immediately, adding to their disorientation and discomfort.
- Positives: The horrible taste imparted by the Reactive Toxin Burst contributes significantly to its debilitating psychological and physiological impact on those affected.
- Negatives: The potential for unpleasant tastes is generally a side effect rather than a diagnostic tool. Accidental ingestion of any synthesized compound could be dangerous.
- Extra-Sensory Perceptions
- Alchemical Energy Attunement
- What is Perceived: The user experiences a direct, intuitive connection to the alchemical energies flowing within the gauntlet. They can sense the “charge level” (AEU) of the Stone Fragment like a familiar reservoir of power. When synthesizing a dart or preparing an infusion, they feel the energies shift, combine, and stabilize, almost like being able to “feel” the alchemical reaction occurring internally. During Mystical Residue Analysis, they sense the gauntlet “tasting” or “resonating with” the target’s intrinsic energetic signature.
- User’s Perspective: This feels like an extension of their own mind and will into the realm of alchemical processes. They can often intuitively gauge the remaining potency of the gauntlet, the “readiness” of a synthesized dart, or the subtle energetic receptiveness of a material they wish to infuse. The Stone Fragment feels like a vibrant, responsive heart of alchemical potential within their grasp.
- Observer’s Perspective (if alchemically or magically sensitive): A sensitive observer might perceive the gauntlet as a potent, localized nexus of fluctuating and highly complex alchemical energies. They might see faint, shifting auras around the gauntlet or the substances it interacts with – perhaps a sickly green shimmer during toxin synthesis or a bright, transformative glow during catalysis. The energy signature would feel both ancient (from the Stone Fragment) and actively manipulated (from the gauntlet’s mechanisms).
- Positives: Greatly enhances the user’s control, precision, and intuitive understanding of the gauntlet’s diverse functions. Allows for subtle adjustments and a “feel” for the alchemical processes that transcends purely mechanical operation.
- Negatives: The constant awareness of these potent, often volatile energies could be subtly draining or mentally taxing for some users over very long periods. An individual highly sensitive to specific alchemical resonances might find certain operations of the gauntlet energetically “noisy” or unsettling. There’s a slight risk of the user becoming overly reliant on this intuitive sense, potentially neglecting more mundane observations.
- Mystical Resonance of the Stone Fragment
- What is Perceived: Beyond the immediate alchemical energies, the user feels the ancient, profound, and almost timeless power anChored within the Philosopher’s Stone Fragment. This is a deeper, more fundamental energy. During activations, especially Mystical Residue Analysis or potent Alchemical Catalyst Infusions, this resonance can grant fleeting, intuitive insights into the fundamental nature of matter, transformation, and the hidden potentials within substances. It’s less about the process and more about the inherent “truth” of the materials.
- User’s Perspective: This sensation is often awe-inspiring, like touching an echo of creation itself. The Stone Fragment feels like a tiny, warm coal of immense, barely tapped potential. When analyzing residues, it’s not just about identifying components, but sometimes receiving a flash of understanding about the object’s history, its purpose, or its deepest magical affinities.
- Observer’s Perspective: This deep resonance is almost entirely internal to the user. However, an exceptionally perceptive observer, particularly one with profound mystical insight, might notice a moment of intense, distant focus in the user’s eyes during deep analysis, or a subtle shift in their personal aura as they connect with the fragment’s ancient power.
- Positives: Can lead to unexpected breakthroughs in alchemical research, enchanting, or understanding the lore and properties of unique substances or artifacts. Deepens the user’s connection to the fundamental principles of alchemy and the more esoteric magical arts.
- Negatives: The sheer depth and ancient nature of the fragment’s resonance can occasionally be overwhelming, leading to moments of distraction or a feeling of being a very small part of a vast, ancient puzzle. There’s a subtle temptation to delve too deeply, perhaps seeking to unlock more power from the fragment than the gauntlet (or the user) can safely handle. This profound energy might also passively attract the attention of ancient entities or beings who can sense such potent relics.
- Latent Venomous Instinct (The “Viper” Aspect)
- What is Perceived: When the gauntlet is primed for or actively engaged in synthesizing or deploying toxins (Synthesized Dart, Reactive Toxin Burst), the user may experience a subtle, almost primal sharpening of certain instincts. This isn’t a voice, but more a cold, clear focus, an intuitive understanding of vulnerability, timing, and the precise application of a debilitating agent. They might get a “feel” for the optimal moment to release a toxin or the exact point where a dart will have the most immediate effect.
- User’s Perspective: This is a slightly chilling but undeniably effective sensation. It feels like a part of their mind becomes hyper-focused on the “art” of incapacitation. There’s a cold clarity when selecting a toxin type or aiming a dart, a sense of detached precision. It’s not necessarily malicious, but rather an intense focus on the efficient delivery of the intended effect.
- Observer’s Perspective: An observer might notice a sudden, unnerving stillness or a look of predatory focus in the user’s eyes just before they deploy a toxic effect. Their movements might become more fluid and economical, every action honed towards the delivery of the poison.
- Positives: Significantly enhances the tactical effectiveness of the gauntlet’s poison-based abilities. Allows for more precise targeting and timing, potentially turning the tide in a dangerous encounter. May also grant an intuitive edge in identifying natural poisons or recognizing the symptoms of envenomation in others.
- Negatives: This latent instinct, if leaned into too heavily or too often, could have a subtle, corrosive effect on the user’s empathy or moral compass regarding the use of such debilitating agents. There’s a risk of becoming desensitized or even finding a grim satisfaction in the “perfect application” of a poison. It’s the “Viper” in the gauntlet, and it demands a strong will to ensure it remains a tool, not an influence.
- Alchemical Energy Attunement
Master Varkos’s Protocol: Forging the Stone-Fragment Viper Gauntlet — This intricate and perilous procedure details the creation of the Stone-Fragment Viper Gauntlet, a Tier 2 marvel of defensive and alchemical artifice. It requires the fundamental integration of an authentic Philosopher’s Stone Fragment with the core principles and refined essences of Whisperbloom-laced Poisoned Dart Traps, transformed into a wearable, self-sustaining system. Only those with supreme mastery in multiple esoteric and mundane arts should attempt this undertaking.
- Items Merged:
- 1 x Philosopher’s Stone Fragment (authenticated, stable, and of sufficient potency)
- 1 x Concentrated Whisperbloom Venom Distillate (a single vial, representing the refined toxicological essence and alchemical signature from multiple potent samples of Whisperbloom venom)
- Selected High-Quality Mechanical Components (sufficient precision gears, micro-springs, pressure sensors, actuators, and fine tubing, carefully salvaged and refined from at least three to five masterfully crafted Poisoned Dart Traps or equivalent new stock)
- Additional Materials Needed:
- Shadow-Steel or Void-Tempered Orichalcum Ingot (1): For forging the primary gauntlet chassis, chosen for its resilience to magical energies, alchemical corrosion, and its ability to be finely worked.
- Aetheric Resonance Capacitors (Miniature, 3): These specialized components are needed to temporarily store and regulate the Alchemical Energy Units (AEU) drawn from the Philosopher’s Stone Fragment for its active abilities.
- Alchemically Inert Crystal-Lattice Conduits (1 complete set): Extremely fine, flexible tubing crafted from spun quartz or specially treated, non-reactive precious metals (like gold or platinum) for the safe internal channeling of synthesized alchemical reagents and toxins.
- Multi-Faceted Focusing Crystal Array (1 small, intricate set): A collection of tiny, precisely cut and aligned crystals (e.g., diamond shards, sapphire slivers, or clear quartz points) to be integrated around the dart projector apertures and at the gauntlet’s fingertips to direct and focus alchemical energies and projectiles.
- Self-Replenishing Reagent Canisters (Miniature, 3): Three thimble-sized, internally complex canisters designed to be linked to the Philosopher’s Stone Fragment. The Fragment will slowly transmute trace ambient atmospheric particles and minute impurities into the basic alchemical precursors required by the gauntlet’s synthesis functions. This is the source of its “ammunition.”
- Runes of Binding, Warding, and Alchemical Harmony (Purest Silver or Gold Leaf): Sufficient material for the meticulous inscription of complex runes onto the gauntlet’s interior and exterior surfaces to stabilize the volatile energies of the Stone Fragment, protect the wearer, and harmonize the disparate alchemical processes.
- Philosopher’s Lapis Solvent (1 small vial): An exceptionally rare alchemical agent, essential for treating the internal surfaces of the gauntlet, making it highly receptive to the embedding of the Stone Fragment and preventing internal degradation from the potent compounds it will generate and channel.
- Powdered Basilisk Scale (a small pouch): Known for its incredible resilience, this is used as an admixture in the final sealing and reinforcement of key gauntlet components, contributing to the “Fragment’s Resilience” passive.
- Stabilized Quicksilver (1 drop): For creating a perfectly conductive and energetically responsive seating for the Stone Fragment within its housing.
- Tools Required:
- Master Artificer’s Workstation & Augmented Toolkit: This includes, but is not limited to, micro-manipulators, arcane energy calibrators, athermal soldering tools, jewelers’ precision loupes, and diagnostic apparatus for analyzing energy flows within complex magical-mechanical devices.
- Grand Alchemist’s Laboratory: Must be equipped with an arcane furnace capable of precise, extreme temperature control for treating exotic metals, reinforced alchemical glassware for handling highly concentrated distillates, secure containment units for volatile or toxic substances, and a magically shielded workspace.
- Runic Engraving & Inscription Kit (Adamantine or Diamond-Tipped Styluses): A set of exceptionally fine tools for the precise etching of magical runes onto hardened metals and crystalline structures.
- Miniature Component Assembly Frame with Inertial Dampening Field: A specialized rig designed for working on incredibly small and delicate mechanisms, providing stability and protection against accidental energetic discharge during assembly.
- High-Order Enchanter’s Focusing Rod or Attunement Scepter: Necessary for safely channeling the wearer’s will and magical energies during the critical process of embedding the Philosopher’s Stone Fragment and linking its power to the gauntlet’s matrix.
- Air-Tight Alchemical Ventilation Hood: For safely handling the Whisperbloom distillate and any fumes produced during the synthesis or treatment processes.
- Skill Requirements:
- Grandmaster Alchemist (Specialization: Esoteric Synthesis, Transmutation Theory, and Energetic Catalysis): Crucial for understanding how to integrate the Philosopher’s Stone Fragment as a power source for on-demand alchemical synthesis, and for programming the self-replenishing reagent canisters through controlled micro-transmutations.
- Master Artificer or Clockwork Engineer (Specialization: Miniaturized Pneumatic/Hydraulic Systems, Arcane Weaponry Design, and Micro-Mechanisms): Essential for designing, constructing, and integrating the gauntlet’s internal dart synthesis chambers, high-speed silent projectors, the reactive toxin burst dispersal system, and ensuring all mechanical components function flawlessly with the infused energies.
- Expert Enchanter (Specialization: Artifact Binding, Runic Warding, and Crystal Attunement): Required to safely embed the Philosopher’s Stone Fragment within the gauntlet, inscribe the necessary protective and harmonizing runes, and to link its potent energies to the gauntlet’s manifold functions without catastrophic failure.
- Adept Toxicologist & Poison Lore (Specialization: Volatile Venom Handling & Alchemical Replication): This knowledge is non-negotiable for safely handling the Concentrated Whisperbloom Venom Distillate, understanding its core principles for the gauntlet’s replication routines, and for designing effective yet contained safety protocols within the device.
- Unwavering Focus, Impeccable Dexterity, and Profound Patience: The crafting process is extraordinarily intricate, demanding months, if not years, of dedicated, meticulous effort.
- Crafting Steps:
- Chassis Forging and Runic Preparation:
- The Shadow-Steel or Void-Tempered Orichalcum ingot is meticulously forged into the primary shell of the gauntlet (hand and forearm sections), incorporating channels for the micro-conduits and a secure, insulated housing for the Philosopher’s Stone Fragment. This requires Master Artificer skills and the arcane furnace.
- The interior surfaces of the gauntlet shell are carefully coated with Philosopher’s Lapis Solvent, creating an energetically receptive and non-corrosive lining.
- Using the Runic Engraving Kit, the exterior and key internal surfaces are inscribed with the Runes of Binding (to secure the Stone Fragment), Warding (to protect the wearer from energy leaks or alchemical mishaps), and Alchemical Harmony (to facilitate the smooth operation of its synthesis functions). This is an Expert Enchanting task.
- Mechanism Integration and Conduit Network Assembly:
- The Alchemically Inert Crystal-Lattice Conduits are painstakingly threaded throughout the gauntlet’s structure, forming a network from the Reagent Canisters to the internal synthesis chambers, dart projector sites, and the vents for the Reactive Toxin Burst.
- The salvaged (or newly crafted) high-quality mechanical components (gears, springs, micro-actuators, pressure sensors) are adapted, miniaturized, and integrated into the gauntlet to form the dart projection system, the loading mechanisms for synthesized darts, and the rapid dispersal system for the toxin burst. This is done on the Miniature Component Assembly Frame.
- The three Miniature Aetheric Resonance Capacitors are installed and linked via micro-circuitry to the designated housing for the Stone Fragment, prepared to store and discharge the Alchemical Energy Units.
- Philosopher’s Stone Fragment Embedding and Core Attunement:
- This is the most critical and dangerous phase. Under the protection of the magically shielded workspace and utilizing the Enchanter’s Focusing Rod, the Philosopher’s Stone Fragment is carefully placed onto the drop of Stabilized Quicksilver within its prepared housing.
- A complex ritual (Master Alchemy and Expert Enchanting) is performed to gently coax the Fragment to attune to the gauntlet’s matrix, the Aetheric Capacitors, and the Reagent Canisters. The Concentrated Whisperbloom Venom Distillate is introduced into its dedicated micro-reservoir, not as a fuel, but as an energetic ‘template’ or ‘seed’ which the Fragment will learn to alchemically mimic and synthesize variations of.
- The Reagent Canisters are then activated via the Fragment, which begins the incredibly slow, continuous process of transmuting trace ambient elements into the fundamental alchemical precursors needed for the gauntlet’s abilities. This establishes its self-sustaining “ammunition” supply for the AEU.
- Final Assembly, Fortification, and System Calibration:
- The Multi-Faceted Focusing Crystal Array is meticulously installed around the dart projector apertures and at designated points on the gauntlet’s fingers (for the catalyst infusion ability), aligned to ensure precision.
- All internal mechanisms are sealed. Key structural points and conduit junctions are reinforced using an alchemical epoxy infused with Powdered Basilisk Scale for enhanced durability and resilience.
- A lengthy period of calibration and testing begins. Each function – the synthesis of different dart types (Poison, Paralyze, Blind, Numbing), the Alchemical Catalyst Infusion at varying AEU expenditures, the Reactive Toxin Burst’s dispersal pattern and intensity, and the Mystical Residue Analysis function – must be meticulously tested and fine-tuned. This involves careful adjustment of energy flow from the Stone Fragment through the AEU capacitors to each specific system.
- Chassis Forging and Runic Preparation:
The successful completion of this protocol results in the creation of the Stone-Fragment Viper Gauntlet 88, a unique and formidable artifact, forever bearing the mark of its creator’s genius and paranoia.
Parable of Varkos, and the Serpent-Hand of Hidden Fire
Hear now, ye who seek after forgotten things, the telling of Varkos, a Master of Alchemies, whose wisdom was as a deep well, yet whose spirit was troubled by the turning of keys in locks not his own, and the whisper of feet where no man trod. Great was his learning in the ways of transmutation and the essences of strange blooms, but greater still grew the shadow of his fear, a fear that clung to him as rust to old iron. He saw in every colleague a thief of thoughts, in every apprentice a spy upon his hidden workings.
It is passed down, though the words are now like smoke and their shapes ill-defined, that Varkos came upon a Shard, a little piece of that First Stone which is the dream of all who boil and blend. This Fragment, it pulsed with a light as of captured dawn, sometimes blue as the high heavens, sometimes green as the deepest sea-slime, holding within its smallness the echo of All-Making. Yet Varkos, his mind did not turn it only to the making of gold, which is dross, nor to the stretching of life’s thin thread. Nay, his thought was for a Guardian, a sleepless watcher, a hand that might strike unseen.
For many cycles of the moon, as the old tales have it (though which moon, and of what length its cycle, these things are not set down with surety), Varkos toiled in his deep-dug sanctum, a place of bubbling concoctions and the smell of strange fires. The Shard he took, and blackest metal, harder than dragon-scale, and the distilled tears of the Whisperbloom, whose breath is silence. It is recounted, though perhaps this is but a saying, that eighty-and-eight times did his engines fail, or his mixtures turn to ash, or his constructs writhe with unmeant life, before the true making was achieved. Some say his apprentices, they vanished in these trials, their cries unheard beyond the thick, warded doors.
At the last, from the forge and the crucible, Varkos brought forth the Hand, a gauntlet of cunning artifice, into whose very heart the living Stone-Fragment was set, there to pulse and lend its ancient power. And this Hand, it was no common armor. Within its dark shell, it could, by the will of Varkos and the Shard’s endowment, brew essences of swift effect. It could spit forth tiny, near-unseen darts, messengers of sleep, or of burning ague, or of the mind’s sudden fogging. If a foe came too near, with ill intent made plain, the Hand could breathe forth a cloud of choking vapor, a green and yellow bitterness that stole the sight and twisted the gut. Yea, and it could touch a common thing, and for a space, lend it virtue beyond its nature, or reveal the hidden taints within. Varkos named it not, but others, later, called it the Serpent-Hand, or the Viper Gauntlet, for its sudden, quiet sting.
And Varkos, he donned this creation upon his arm, and it was as a part of him. The fear in his heart did not lessen, nay, it found a new focus. He trusted no lock, no guard, no dog, only the cool metal upon his skin and the ready power of the pulsing Shard. His sanctum became a fortress, yet he was its only prisoner. If a rat but scurried in the walls, Varkos would start, his gauntlet-hand twitching, ready to unleash a dart against the imagined spy. If a merchant knocked too loudly, the Master would peer through his spy-hole, his other hand hovering near the mechanism that would fill the entryway with the incapacitating cloud. The Shard, it showed him residues of all who had passed, the lingering trails of their intent, and often he saw malice where perhaps there was only curiosity, or need.
The common folk, they saw him no more. His knowledge, once shared in learned scrolls (though guardedly), now turned inward, feeding only his engines of defense and the gauntlet’s strange appetite for alchemical readiness. He grew thin, it is said, and his eyes held the shifting, suspicious light of the Stone Fragment itself. The tales of these years are few, and murky, like water at the bottom of a long-unused well. Did he perfect his transmutations? Did he find the elixir of endless days? The scrolls are silent on these triumphs, speaking only of his deepening solitude, and the ever-watchful presence of the Serpent-Hand.
How Varkos met his end, or if indeed his end has yet been met, this is the greatest riddle. Some scribes have put forth that a rival, one of equal cunning but lesser fear, devised a way to turn the gauntlet’s own powers against its master, perhaps by some alchemical counter-agent that Varkos, in his paranoia of external threats, had not foreseen. Others say that the constant brewing of toxins within the gauntlet, so close to his own flesh, did work a slow corruption upon Varkos himself, his own defensive venom seeping into his soul until he became as cold and suspicious as the device he wore.
There is one fragmented account, most difficult to decipher, which hints that Varkos, in a fit of ultimate paranoia, believed the very Stone Fragment within the gauntlet had developed a will of its own, that it was watching him. In this telling, he sought to dismantle the Serpent-Hand, to free himself from its constant, potent vigilance. But the Artifice, having become so much a part of him, resisted, and in that final, internal struggle, his sanctum was filled with lights and sounds most terrible, and then a great silence.
When next that hidden laboratory was breached, many years having passed, Varkos was not found. Only the gauntlet lay upon a workbench, the Stone Fragment within it pulsing with a calm, indifferent light, its AEU charges full, as if awaiting a new hand to serve, or to ensnare. Its mechanisms were still perfect, its potential undiminished, a testament to its maker’s fearful genius.
Moral of the Story: The wall built too high to keep out enemies becomes a cage for the builder; and the guardian forged from fear may, in the end, stand watch over an empty chamber, its truest master having become suspicion itself.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Varkos’s Alchemical Servitor-Hand
- This baroque, dark-metal gauntlet covers the wearer’s hand and forearm, with a disturbingly organic throb emanating from a crystalline fragment embedded near the wrist. It is a relic of Master Varkos, an alchemist whose genius was matched only by his profound paranoia. Prolonged study or use of this artifact invariably imparts some of Varkos’s obsessive traits and may attract unwanted attention from entities intrigued by its unique blend of energies.
- Alchemical Energy Units (AEU): The gauntlet holds 5 AEU. It regains 1D3 AEU per 24-hour period if the wearer dedicates at least 4 hours to its careful maintenance and “feeding” with trace alchemical components (this may require a Regular Chemistry or Pharmacy roll at the Keeper’s discretion; failure means no AEU are regained).
- Passive – Alchemical Acuity: The wearer gains a Bonus Die on all Spot Hidden, Chemistry, Pharmacy, or Occult rolls when specifically examining or attempting to identify alchemical substances, poisons, unusual residues, or potion-like concoctions.
- Passive – Fragment’s Resilience: The gauntlet itself is unnaturally resistant to corrosion, acids, and common forms of decay. Physical attacks directed specifically at the gauntlet (e.g., an attempt to smash it while worn) suffer a Penalty Die to their damage roll. This offers no additional Hit Points or direct armor to the wearer.
- Passive – Steady Hand of Varkos: The subtle energies of the gauntlet steady the wearer’s hand. The wearer gains a Bonus Die on any skill roll involving exceptionally delicate manual tasks, such as Fine Manipulation, Sleight of Hand (for precise placement of small objects), Mechanical Repair on intricate devices, or even surgical procedures.
- Synthesized Dart (Costs 1 AEU, requires an action): The wearer can cause the gauntlet to silently project a minuscule, almost invisible dart at a target within 10 yards. This requires a successful Firearms (Specialized Projector) or DEX x5 roll to hit. If the dart hits, the target must immediately make a Hard CON roll or suffer one of the following effects (the wearer must choose which toxin is “brewed” by the gauntlet, a process taking 1 minute of concentration per different toxin type, with only one type active at a time):
- Debilitating Venom: Target suffers 1D4 points of damage and receives a Penalty Die on all physical skill rolls for 1D6 rounds.
- Paralytic Agent: Target is physically paralyzed, unable to take physical actions, for 1D3 rounds. They may attempt another Hard CON roll at the end of each of their turns to end the effect prematurely.
- Sensory Scrambler: Target is effectively blinded and deafened (two Penalty Dice on all actions relying on sight or sound) for 1D4 rounds.
- Sanity Cost: Intentionally using this ability to grievously harm or incapacitate another human being may cost the user 0/1D2 Sanity points.
- Alchemical Catalyst Infusion (Costs 1-3 AEU, requires 1D3 rounds of delicate work and an action):
- 1 AEU (Enhance Mundane Object): The wearer touches a small, mundane tool or simple weapon. For 1 hour, the object functions with enhanced efficacy (e.g., a knife becomes unnaturally sharp, granting a Bonus Die on its next damage application; a lockpick seems to intuitively find tumblers, granting a Bonus Die on the next Locksmith attempt; a rope becomes temporarily stronger).
- 2 AEU (Minor Transmutation): The wearer touches a small (up to 1 kg) inanimate, non-magical object. With a successful Hard Chemistry or Occult roll, they can temporarily alter one of its fundamental physical properties for 1D10 minutes (e.g., make a section of metal brittle, purify a cup of water, turn a stone soft as clay, briefly make lead appear as gold though it remains lead). Uncontrolled transmutations may have unpredictable side effects. Sanity Cost: Successfully performing a significant, unnatural transmutation costs 0/1 Sanity points.
- 3 AEU (Catalyze Concoction): If the wearer is actively brewing a potion or poison using appropriate supplies, expending 3 AEU can reduce the remaining brewing time by half and improve its Potency by +10% or extend its duration by 50%. Requires a successful Chemistry or Pharmacy roll.
- Reactive Toxin Burst (Costs 2 AEU, may be used as a Reaction when the wearer is successfully struck by a melee attack): The gauntlet instantly releases a 2-yard radius cloud of acrid, multicolored vapor centered on the wearer. All individuals within the cloud (excluding the wearer, who is somewhat prepared) must make an immediate CON roll or suffer violent coughing, stinging eyes, and severe nausea, resulting in a Penalty Die on all actions for 1D3 rounds. The cloud disperses in 1 round. Sanity Cost: Using this in a situation that harms innocent bystanders may cost 0/1D3 Sanity points.
- Mystical Residue Analysis (Costs 1 AEU, requires 1 minute of uninterrupted concentration while touching an object or location): The wearer can attempt a Hard Cthulhu Mythos or Hard Occult roll. Success grants a cryptic vision, sensation, or intuitive understanding related to significant alchemical, mystical, or otherworldly events or residues connected to the target. These insights are often fragmentary and unsettling. Sanity Cost: Receiving a particularly disturbing or alien insight invariably costs 1/1D4 Sanity points.
- Varkos’s Legacy (Long-Term Effect): The Keeper should track the wearer’s reliance on the gauntlet. Frequent or prolonged use, especially of its more aggressive or reality-bending functions, should gradually inflict Varkos’s paranoia. This might manifest as new phobias, delusional thoughts about being watched or persecuted, or an increasing obsession with personal security and esoteric alchemical research, leading to penalties on social interactions or requiring specific behaviors.
Blades in the Dark
The Alchemist’s Viper Hand
- (A singular, masterfully crafted gauntlet of blackened metal and strange, pulsating crystal. It feels cold and alive. It takes up 1 Load normally, or 2 Load if you want to emphasize its bulk and the array of small tools/reagents you carry to maintain it.)
- This artifact is of Quality Tier IV. It has an internal reservoir for 5 Aetheric Energy Units (AEU). You can regain 1 AEU by:
- Spending one Downtime activity carefully tending to its needs with access to an alchemy lab (no roll needed if you have the lab).
- Consuming 1 relevant alchemical reagent or rare ingredient (these might be acquired as loot or through other scores).
- Pushing Yourself (suffer 2 Stress instead of 1) in a desperate moment to force 1 AEU into it.
- Passive Qualities (These primarily grant fictional positioning and opportunities, but can translate to mechanical benefits like +1d, improved Effect, or setting up an action for another player when a good opportunity is described by the player and accepted by the GM):
- Alchemical Acuity: You have an almost supernatural ability to discern the nature of chemicals, poisons, potions, and residues. When you Study such things, you always get good details, and the GM might offer you an additional, unexpected insight.
- Resilient Grasp: The gauntlet itself is incredibly durable and can absorb or deflect minor impacts. Once per score, you can describe how the gauntlet takes the brunt of a consequence that would have harmed your hand or arm (e.g., from a failed roll, a minor attack).
- Steady Artifice: Your hand, when encased in the gauntlet, possesses uncanny stability. When you perform a delicate action with that hand (e.g., Tinker with a complex mechanism, Finesse a subtle manipulation), you can claim improved Effect or Position due to this precision.
- Special Abilities (When you use an ability, describe your action, state the ability, and mark off the AEU):
- Launch Synthesized Dart (Costs 1 AEU): You silently project a tiny dart at a target within a short distance (e.g., across a room). This is typically a Skirmish (if in combat) or Hunt (if used for assassination) action. Before firing, you must state the alchemical effect you’ve “brewed” in the dart (you can have one type active; changing it requires a moment of concentration or a quick Tinker action if in a score, or is easily done during downtime):
- Venomous Prick: Inflict harm (level 2, or level 3 if you Push Yourself or spend +1 AEU).
- Paralytic Agent: The target is frozen or severely hampered for a short duration (e.g., they can’t act for a few moments, or a clock is started if it’s a longer paralysis). This is excellent for a Setup action.
- Sensory Blight (Flash/Silence): The target is momentarily blinded or deafened, granting improved Effect or Position to subsequent actions against them.
- Debilitating Touch: The target suffers a penalty (e.g., -1d) to a specific type of action for a short while.
- Alchemical Catalyst (Costs 1-3 AEU): You touch an object or substance, channeling the Stone Fragment’s power through the gauntlet. This is usually a Tinker or Wreck action.
- 1 AEU (Imbue/Enhance): For a scene, grant a mundane item a temporary magical or enhanced quality (e.g., a blade cuts easier [+1 harm], a lock becomes brittle and easier to break [Potency], a rope becomes stronger).
- 2 AEU (Minor Transmutation): Briefly alter the state of a small amount of mundane material (e.g., turn water to weak acid, make stone soft, cause metal to rapidly rust and weaken). This can overcome an obstacle or create an opportunity.
- 3 AEU (Instant Concoction/Infusion): If you have access to even basic raw materials, you can instantly brew a single dose of a common potion, poison, or alchemical solution, or significantly boost the potency/duration of one you already possess.
- Reactive Toxin Burst (Costs 2 AEU, use as a Reaction when you are successfully attacked in melee or a similar close threat appears): The gauntlet expels a dense cloud of acrid, irritating vapor in your immediate vicinity (e.g., fills a small enclosed space or affects everyone engaged with you). All others in the cloud suffer a significant penalty (e.g., -1d or reduced Effect) to their actions for the next few moments due to coughing, stinging eyes, and nausea. You are mostly prepared for it and less affected, or completely unaffected if you spend 1 Stress. This creates an opportunity to disengage or counter.
- Residue Analysis (Costs 1 AEU): When you carefully examine an object or location by touching it with the gauntlet, you can Study it to perceive its alchemical or mystical history. Ask the GM one precise question about its alchemical composition, recent magical influences, the nature of any poisons or potions that have contacted it, or its creator’s intent if alchemically crafted. The GM will answer truthfully and in detail.
- Launch Synthesized Dart (Costs 1 AEU): You silently project a tiny dart at a target within a short distance (e.g., across a room). This is typically a Skirmish (if in combat) or Hunt (if used for assassination) action. Before firing, you must state the alchemical effect you’ve “brewed” in the dart (you can have one type active; changing it requires a moment of concentration or a quick Tinker action if in a score, or is easily done during downtime):
Dungeons & Dragons (5th Edition)
Varkos’s Serpentile Alembic
- Wondrous item, very rare (requires attunement by a character proficient with alchemist’s supplies or the poisoner’s kit)
- This ornate, dark-metal gauntlet covers one hand and forearm. A multifaceted crystal, pulsating with an internal light that shifts between pale blue and sickly green, is embedded near the wrist. The gauntlet has 5 Alchemical Energy Units (AEU). It regains 1d3 expended AEU daily at dawn. As long as it has at least 1 AEU, you gain the following passive benefits:
- Alchemical Acuity: You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks made to identify potions, poisons, or other alchemical substances, or to determine their purity or subtle effects.
- Fragment’s Resilience: The gauntlet itself is immune to acid damage and poison damage. If an effect would damage only the gauntlet (not via an attack against you), that damage is negated if 5 points or less, or halved if greater.
- Steady Hand: You have advantage on Dexterity (Sleight of Hand) checks made for delicate tasks such as handling volatile substances, disarming intricate traps, or performing fine inscription. You also gain a +2 bonus to any ability checks made using alchemist’s supplies or a poisoner’s kit.
- Abilities (using AEU):
- Synthesized Dart (1 Action, Costs 1 AEU): You cause the gauntlet to magically create and fire a tiny, envenomed dart at one creature you can see within 30 feet. Make a ranged spell attack against the target (using your spellcasting ability modifier if you have one; if not, use your Intelligence modifier. Your attack bonus is your chosen modifier + your proficiency bonus). On a hit, the target takes 1d4 piercing damage and must succeed on a DC 16 Constitution saving throw or suffer one of the following effects (you choose the effect when you fire the dart; you can have one type of effect “primed” at a time, and changing the primed effect requires 1 minute of concentration):
- Debilitating Poison: The target is poisoned for 1 minute. At the start of each of its turns while poisoned in this way, it takes 1d8 poison damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Paralytic Agent: The target is paralyzed until the end of your next turn.
- Blinding Venom: The target is blinded for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Hindering Spasm: The target has disadvantage on its next attack roll or saving throw made before the end of its next turn.
- Alchemical Catalyst Infusion (1 Action):
- Enhance Object (Costs 1 AEU): You touch one nonmagical weapon, shield, or set of tools. For 1 hour, that item becomes a +1 magical version of itself (e.g., a +1 weapon, +1 shield, or it grants a +1 bonus to ability checks made with it if it’s a set of tools).
- Minor Transmutation (Costs 2 AEU): You touch one nonmagical object that is no larger than a 1-foot cube and is not being worn or carried by a hostile creature. You transmute it into another nonmagical object of similar size and mass and of equal or lesser value. You choose the new object, which can be made of any common material (wood, stone, iron, copper, etc.). The transmutation lasts for 1 hour or until you use this feature again. This cannot create items of intricate complexity like clockwork devices or art.
- Rapid Concoction (Costs 3 AEU): If you have alchemist’s supplies or a poisoner’s kit on your person, you can spend 1 minute using this feature to instantly create one dose of any common potion (such as a potion of healing or potion of climbing) or a single application of a common poison (such as basic poison or serpent venom). Alternatively, if you are in the process of crafting a magical or alchemical item, you can expend 3 AEU to reduce the remaining crafting time by 8 hours.
- Reactive Toxin Burst (Reaction, when you are hit by a melee attack from a creature within 5 feet of you, Costs 2 AEU): The gauntlet emits a 10-foot radius sphere of acrid, debilitating vapor centered on you. Each creature in that area, other than you, must make a DC 16 Constitution saving throw. On a failed save, a creature has disadvantage on attack rolls and Wisdom (Perception) checks until the end of its next turn due to severe coughing fits and stinging eyes. The cloud then disperses.
- Mystical Residue Analysis (Costs 1 AEU): As an action, you can touch an object or creature with the gauntlet and concentrate for up to 10 minutes (as if concentrating on a spell). During this time, you gain detailed information about any alchemical substances, poisons, potions, or residues affecting or present on the target. You learn their properties, approximate age or time since application, and any lingering magical enchantments related to their creation or use. This functions like the identify spell but is specialized for alchemical and residual mystical traces.
- Synthesized Dart (1 Action, Costs 1 AEU): You cause the gauntlet to magically create and fire a tiny, envenomed dart at one creature you can see within 30 feet. Make a ranged spell attack against the target (using your spellcasting ability modifier if you have one; if not, use your Intelligence modifier. Your attack bonus is your chosen modifier + your proficiency bonus). On a hit, the target takes 1d4 piercing damage and must succeed on a DC 16 Constitution saving throw or suffer one of the following effects (you choose the effect when you fire the dart; you can have one type of effect “primed” at a time, and changing the primed effect requires 1 minute of concentration):
Knave (1st or 2nd Edition)
Varkos’s Alchemic Gauntlet
- (1 Inventory Slot, worn on one arm. Heavy and complex, encumbers as light armor if not used to such contraptions, or 2 slots if emphasizing its bulk.)
- Quality: Masterfully crafted from dark, strange metal, with a central crystal that pulses faintly (blue/green). It feels cool and thrums with barely contained energy.
- Alchemical Charges (AEU): Holds 5 AEU. Regain 1d3 AEU when you rest for a full day in a settlement or a location with access to basic alchemical ingredients (herbs, minerals, clean water) which the gauntlet seems to subtly draw upon.
- Passive Qualities (active if worn and has at least 1 AEU):
- Alchemist’s Sense: You have advantage (roll two d20s, use the higher) on any saving throws or ability checks made to identify, resist, or discern the nature of potions, poisons, strange substances, or their lingering effects.
- Hardened Grip: The gauntlet is exceptionally tough. Once per day, you can declare that the gauntlet intercepts a blow or damaging effect that would have struck your hand or arm, negating that instance of damage to you (the gauntlet itself is unharmed).
- Steady Fingers: You gain a +1 bonus to any d20 roll involving extremely delicate manual tasks that require precision (e.g., disarming traps, picking intricate locks, fine surgery, careful inscription).
- Active Abilities (Declare your action, spend the AEU, and describe the effect. The GM will adjudicate):
- Launch Hidden Dart (Costs 1 AEU): You silently fire a minuscule dart at a target you can see within shouting distance (approx. 30-40 feet). Make a ranged attack roll (DEX save for target to dodge if preferred by GM). If it hits, the target takes 1 point of damage and must make a CON save. If the save fails, choose one effect (you must “prime” the gauntlet for a specific dart type, taking about a minute of tinkering; it stays primed for that type until you change it):
- Weakening Toxin: The target has disadvantage on their next physical action (attack, move, strength-based task).
- Numbing Agent: The target drops one held item of your choice.
- Flash Spore: The target is blinded for their next action.
- Imbue/Alter (Costs 1-3 AEU): You touch an object or a small amount of raw material with the gauntlet.
- 1 AEU (Enhance): For about 10 minutes, a mundane weapon gains +1 to its damage, a shield improves Armor by 1, or a tool makes a related task significantly easier (GM may grant advantage or an automatic success on a minor task).
- 2 AEU (Minor Shift): Temporarily change one basic physical property of a small, unattended object (e.g., make a section of rope brittle, purify a cup of fouled water, turn a common stone into a lump of soft clay, make iron rust rapidly). The effect lasts for about a minute or until the object is significantly disturbed.
- 3 AEU (Swift Brew): If you have access to some very basic natural ingredients (common herbs, minerals, etc.), you can use the gauntlet to instantly (in 1 Turn, ~10 minutes) create one dose of a simple, known potion (like a healing salve that restores 1d4 HP) or a mild poison (target makes CON save or suffers a minor penalty for an hour).
- Defensive Vapor Puff (Reaction when you are successfully hit by a melee attack, Costs 2 AEU): A cloud of acrid, irritating vapor (about 5-foot radius) erupts from the gauntlet. The attacker and anyone else right next to you (excluding yourself) must make a CON save or spend their next turn coughing, eyes watering, unable to effectively attack or concentrate. The vapor disperses quickly.
- Stone’s Insight (Costs 1 AEU): By carefully touching an object or a specific area (like a stain on the floor) with the gauntlet and concentrating for one minute, the GM will tell you one significant truth about any alchemical substances, poisons, potions, or potent magical residues that have recently affected it or are part of its composition. This might reveal what poison was used, what potion was spilled, or what kind of creature left a particular magical trace.
- Launch Hidden Dart (Costs 1 AEU): You silently fire a minuscule dart at a target you can see within shouting distance (approx. 30-40 feet). Make a ranged attack roll (DEX save for target to dodge if preferred by GM). If it hits, the target takes 1 point of damage and must make a CON save. If the save fails, choose one effect (you must “prime” the gauntlet for a specific dart type, taking about a minute of tinkering; it stays primed for that type until you change it):
Fate Core System
Varkos’s Alchemic Fist
- This device is an Extra, represented by a set of interconnected aspects and stunts, likely requiring a significant discovery or the completion of a character arc to acquire.
- Core Item Aspect: Gauntlet of the Whispering Stone (This aspect is fundamental, granting permission for its specialized functions and can be invoked for alchemical feats or compelled to represent its inherent dangers or the attention it attracts.)
- Supporting Item Aspects:
- Alchemical Savant’s Touch (Can be invoked for precision in delicate tasks, identifying substances, or enhancing alchemical creations.)
- Venomous Retribution (Relevant when its defensive or offensive toxic capabilities are employed; can be invoked by the user for effectiveness or compelled by the GM to represent unintended consequences or the item’s sinister reputation.)
- Alchemical Vials (Charges): The Gauntlet internally prepares and holds up to 5 Vials of potent synthesized compounds (representing its charges or AEU). The wearer can replenish 1 Vial per scene where they have access to minor reagents and a few moments to focus, or all Vials can be restored during a significant period of downtime dedicated to its maintenance and allowing the embedded Stone Fragment to transmute ambient essences.
- Stunts / Abilities:
- Passive – Alchemical Acuity: Because you wear Varkos’s Alchemic Fist, you gain a +2 bonus to Overcome obstacles or Create an Advantage using skills like Lore or Investigate when the task involves identifying alchemical substances, poisons, mystical residues, or understanding complex chemical interactions.
- Passive – Steady Hand of the Artificer: Thanks to the stabilizing energies of the Gauntlet of the Whispering Stone, you gain a +1 bonus to Overcome actions with Crafts, Burglary, or similar skills when performing tasks that demand extreme manual precision and fine motor control.
- Synthesized Dart (Costs 1 Vial): As an action, you can make an Attack using Shoot or Crafts (representing either precise aim or the alchemical potency of the dart) against a target in your zone or an adjacent one. On a success (hit), instead of inflicting standard stress, you choose one of the following temporary Aspects to inflict upon the target (with one free invoke for you or an ally): Alchemically Poisoned, Momentarily Paralyzed by Neurotoxin, Flash-Blinded by Chemical Irritant, or Muscles Seized in Agony. These aspects last until the target has a chance to Overcome them (typically a Physique or Will roll, difficulty based on the attack’s success).
- Alchemical Catalyst Infusion (Costs 1-3 Vials): As an action, you touch an object or willing recipient, channeling the gauntlet’s power:
- 1 Vial (Enhance): Create an Advantage by bestowing a temporary situational Aspect like Alchemically Hardened Surface, Corrosively Enhanced Blade, or Tool of Superior Craftsmanship on an item for a scene, granting it one free invocation.
- 2 Vials (Minor Transmutation): You can Overcome a minor physical obstacle or create a useful alteration by temporarily changing the fundamental properties of a small, unattended object (e.g., making Rusted Hinges Fall Apart, Brittle Stone Underfoot, or Tainted Water Made Potable). The GM sets the difficulty based on the scope of the change.
- 3 Vials (Rapid Concoction/Potentiation): If you have access to at least some basic raw ingredients, you can instantly create one dose of a common potion or poison by succeeding on a Crafts roll (difficulty determined by complexity). Alternatively, you can use this to add a +2 bonus or a free invoke to an alchemical item you or an ally is currently using or has just created.
- Reactive Toxin Burst (Costs 2 Vials): As a reaction when you are successfully hit by a melee attack or are the target of a similarly close-quarters aggressive action, you can cause the gauntlet to release a dense cloud of noxious, debilitating vapor. This immediately creates a hazardous situation Aspect like Acrid Debilitating Cloud in your current zone for one full exchange. You are prepared and largely unaffected (perhaps suffering a minor, temporary inconvenience), but all other characters in the zone must immediately Overcome with Physique (against a Good (+3) or Great (+4) opposition, depending on the cloud’s intensity) or they gain a temporary negative Aspect such as Coughing and Spluttering uncontrollably or Eyes Burning, Vision Impaired.
- Mystical Residue Analysis (Costs 1 Vial): By spending several minutes in concentration while touching an object or specific area with the gauntlet, you can Create an Advantage using Lore or Investigate to uncover significant alchemical or mystical traces. This reveals a relevant situational Aspect like Lingering Traces of Shadowfell Poison, Resonant Necromantic Energy Infusion, or Signature of a Fire Elemental Binding with one free invoke.
Numenera & Cypher System
Alchemist’s Transmuting Hand
- Level: 6 (Artifact)
- Form: An ornate, dark-metal gauntlet designed to cover one hand and forearm. A crystalline fragment, likely a piece of a far more potent artifact, is embedded near the wrist and pulses with a soft, internal light that shifts between pale blue and a sickly, ominous green.
- Effect: The gauntlet serves as a miniature alchemical laboratory and defensive tool, allowing the wearer to analyze substances, synthesize and project potent alchemical darts, temporarily transmute materials, and release defensive clouds of toxic vapor by channeling energy from its core fragment.
- Charges: The gauntlet possesses an internal energy matrix, effectively granting it 5 Units of alchemical potential.
- Depletion: 1 on 1d6 (The GM should determine if this check is made per activation of a charged ability, or perhaps once per day of significant use if preferred for simpler tracking). If depleted, the gauntlet becomes inert and its Stone Fragment goes dark. It requires exposure to a significant source of exotic energies (such as a concentrated iotum deposit like responsive synth, a powerful thermoluminescent fungus patch, or the energies within a functioning prior-world laboratory) and a successful Intellect-based task at difficulty 6 (representing several hours of delicate recalibration and absorption) to reactivate and regain its Units.
- Abilities:
- Passive – Alchemical Acuity: All tasks performed by the wearer that involve identifying or analyzing alchemical substances, poisons, strange residues, or numenera with chemical properties are eased by one step.
- Passive – Steady Artifice: All tasks performed by the wearer requiring fine manual dexterity and precision primarily using the gauntleted hand (such as intricate repairs on numenera, delicate surgery, or crafting small, complex items) are eased by one step.
- Synthesized Dart (Action; Speed-based task to aim, difficulty determined by GM based on range [up to short] and target’s defenses or agility; Costs 1 Unit): The gauntlet silently fires a tiny, almost invisible dart. On a success, the target takes 2 points of Speed damage (ignores Armor) from the alchemically potent impact. Additionally, the wearer chooses one of the following immediate effects:
- Neurotoxin: The target also suffers 2 points of Intellect damage (ignores Armor) as their thoughts become muddled.
- Paralytic Agent: The target is stunned, losing their next action.
- Corrosive Tinge: If the target is an object or wearing armor, it suffers 2 points of ambient damage (potentially reducing armor value or degrading the object).
- Alchemical Infusion (Action; Costs 1-3 Units):
- 1 Unit (Enhance Material): The wearer touches a weapon, tool, or piece of armor. For one hour, that item functions as if it were one level higher (e.g., a level 3 weapon deals damage as a level 4 weapon; a task performed with an enhanced tool is eased by one step; armor provides +1 Armor).
- 2 Units (Minor Transmutation): The wearer touches a small volume of mundane, non-living material (approximately 1 cubic foot or an object of similar mass). For one minute, they can alter one of its fundamental physical properties (e.g., turn stone into soft clay, wood into brittle glass, common iron into lead, or purify tainted water). This is a Level 6 effect for purposes of affecting existing structures or resisting alteration.
- 3 Units (Catalyze Creation/Potentiation): If the wearer is attempting to craft or repair a cypher, chemical compound, or piece of numenera using appropriate skills and components, spending 3 Units reduces the time required for one stage of that task by half. Alternatively, if used on a beneficial consumable cypher (like a healing salve or a temporary stat booster) as it’s being activated, its effect is increased by 2 points or its duration is doubled.
- Reactive Venom Cloud (Reaction, activated when the wearer suffers damage from a creature within immediate range; Costs 2 Units): The gauntlet instantly releases a cloud of swirling, noxious vapor in an immediate radius around the wearer. All other creatures within the cloud suffer 4 points of Intellect damage (ignores Armor) due to severe coughing, disorientation, and nausea. The cloud disperses at the beginning of the wearer’s next turn.
- Residue Analysis (Action, requires 1 minute of uninterrupted concentration while touching an object or specific area; Costs 1 Unit): The wearer makes an Intellect-based task (difficulty determined by the age and subtlety of the residue, typically 4 or 5). Success reveals detailed information about any alchemical substances, poisons, potions, significant numenera energies, or potent magical effects that have recently affected or are inherently part of the target. This might include identifying their origin, primary effects, or any active enchantments or curses.
Pathfinder (2nd Edition)
Varkos’s Viperhand Alembic
- Item 9
- Rare, Alchemical, Magical, Invested, Evocation, Transmutation, Worn Gauntlet
- Price 650 gp
- Usage worn gauntlet (covers one hand and forearm); Bulk L
- You must Invest this item for 1 hour, during which the embedded stone fragment attunes to your personal alchemical and vital energies. This process is often accompanied by fleeting sensations of warmth, cold, and tingling in the arm.
- The Viperhand Alembic holds 5 Alchemical Charges. It regains 1d3 Charges daily at dawn as the embedded stone fragment slowly transmutes ambient energies into usable power. While wearing and Invested in the Alembic, you gain the following passive benefits:
- Alchemical Acuity: You gain a +2 item bonus to Perception checks to Sense Motive related to alchemical items and to Crafting checks to Identify Alchemy or learn alchemical formulae. You can also attempt to Identify Alchemy on a substance by carefully touching it with the gauntlet for 1 minute, even without alchemist’s tools.
- Steady Hand of the Artificer: You gain a +1 item bonus to Crafting checks when creating alchemical items or poisons, and to Thievery checks made to Disable Device on traps that have alchemical or complex mechanical components.
- Fragment’s Resilience: The gauntlet itself is remarkably durable. It gains Hardness 5 and 20 Hit Points. Additionally, you gain a +1 item bonus to saving throws against effects with the poison trait, and you gain resistance 2 to persistent acid damage and persistent poison damage.
- Activations:
- Synthesized Dart ([one-action] Interact) Cost 1 Charge; Range 30 feet; Requirements You have a free hand covered by the gauntlet. Effect You cause the gauntlet to synthesize and fire a tiny, envenomed dart at a creature you can see within range. Make a spell attack roll against the target’s AC. Use your class DC for this spell attack roll if you have one, or a trained spell attack modifier of +17 (based on a presumed key ability score of +4, Level 9 proficiency, and item bonus) if you don’t. On a hit, the target takes 1d4 piercing damage and must attempt a DC 25 Fortitude save (a common DC for a Level 9 item) against one of the following effects chosen by you when you activate this ability (you can have one effect type “loaded” at a time; changing the loaded effect requires a 1-minute Interact activity to recalibrate the synthesis chamber):
- Debilitating Poison: The target is Drained 1 for 1 minute (on a critical failure, Drained 2 for 1 minute).
- Paralytic Venom: The target is Slowed 1 for 1d4 rounds (on a critical failure, Paralyzed for 1 round then Slowed 1 for 1d4 rounds).
- Blinding Agent: The target is Dazzled for 1 minute (on a critical failure, Blinded for 1 round then Dazzled for 1 minute).
- Numbing Toxin: The target takes a -2 status penalty to its attack rolls and AC until the end of its next turn (on a critical failure, -3 status penalty).
- Alchemical Infusion ([one-action] to [three-actions] Interact) Cost 1 to 3 Charges; Requirements You are touching an unattended object or a willing creature with the gauntlet.
- (1 Action, 1 Charge – Enhance): Target one weapon you are wielding, an adjacent ally’s weapon, or a shield. For 1 minute, that weapon gains the effects of a +1 weapon potency rune (increasing its attack bonus by 1 and damage by one additional weapon damage die on a critical hit). If a shield, it grants an additional +1 circumstance bonus to AC. This does not stack with existing potency runes.
- (2 Actions, 2 Charges – Transmute Matter): Target an unattended, non-magical object with a Bulk no greater than 1. You temporarily alter its primary material composition for 10 minutes (e.g., turn a section of a stone wall into soft clay, a wooden door into brittle ice, an iron bar into lead, or purify a container of water). This changes its properties (Hardness, HP, BT, and any weaknesses or resistances as determined by the GM based on the new material).
- (3 Actions, 3 Charges – Catalyze Crafting): If you are using the Craft activity to create an alchemical item or poison, you provide a surge of catalytic energy. This reduces the remaining crafting time for that batch by up to 8 hours (to a minimum of 1 hour for that day’s work) and grants you a +2 item bonus to the Crafting check.
- Reactive Venom Cloud ([reaction]) Trigger You are damaged by a melee attack from an adjacent creature; Cost 2 Charges; Effect A 5-foot emanation of acrid, debilitating vapor erupts from you. Each creature in the emanation (including the triggering creature, but excluding you) must attempt a DC 25 Fortitude save.
- Critical Success: The creature is unaffected.
- Success: The creature is Sickened 1.
- Failure: The creature is Sickened 1 and is Frightened 1 (or Stupefied 1, GM choice based on vapor type).
- Critical Failure: The creature is Sickened 2 and is Frightened 2 (or Stupefied 2).
- Residue Analysis ([one-action] Interact, variable concentration up to 1 minute) Cost 1 Charge; Requirements You are touching an object or the ground in an area. Effect You concentrate for up to 1 minute. For each uninterrupted round you concentrate after the first (up to 10 rounds total), you learn one piece of information about alchemical substances, poisons, potions, or significant magical residues affecting the target. This functions similarly to Detect Magic or Read Psychometric Resonance but is focused on revealing alchemical properties, origins, recent potent effects, or the nature of lingering enchantments related to its composition. The GM provides details based on the complexity and age of the traces.
- Synthesized Dart ([one-action] Interact) Cost 1 Charge; Range 30 feet; Requirements You have a free hand covered by the gauntlet. Effect You cause the gauntlet to synthesize and fire a tiny, envenomed dart at a creature you can see within range. Make a spell attack roll against the target’s AC. Use your class DC for this spell attack roll if you have one, or a trained spell attack modifier of +17 (based on a presumed key ability score of +4, Level 9 proficiency, and item bonus) if you don’t. On a hit, the target takes 1d4 piercing damage and must attempt a DC 25 Fortitude save (a common DC for a Level 9 item) against one of the following effects chosen by you when you activate this ability (you can have one effect type “loaded” at a time; changing the loaded effect requires a 1-minute Interact activity to recalibrate the synthesis chamber):
Savage Worlds Adventure Edition (SWADE)
Varkos’s Serpent Gauntlet
- Description: An ornate, dark-metal gauntlet, intricately etched, covering one hand and forearm. A strange crystal near the wrist pulses with an unnatural light, shifting between pale blue and sickly green. It feels cool to the touch but thrums with a life of its own.
- Weight: 3 lbs; Notes: This is a powerful Artifact. Wearing it openly in civilized areas is likely to cause fear, suspicion, or unwanted attention from alchemists, wizards, or authorities. Initial attunement requires the character to spend a Benny and successfully make a Smarts roll at -2 during a quiet hour of contemplation with the device; failure means they cannot use its active powers until they try again after gaining an Advance.
- Alchemical Charges (AEU): The Gauntlet holds 5 AEU. It naturally recharges 1d3 AEU per 24-hour period if the wearer makes a point to expose it to diverse environmental energies (e.g., sunlight, moonlight, areas rich in unusual flora or minerals, or near magical phenomena). Alternatively, a character with the Alchemy or Weird Science Edge can attempt to recharge 1 AEU by spending an hour and making an Alchemy/Weird Science roll at -2; success recharges 1 AEU, a raise recharges 2 AEU.
- Passive Abilities (active while worn, attuned, and the Gauntlet has at least 1 AEU):
- Alchemical Acuity: The wearer gains a +1 bonus to Common Knowledge, Notice, or relevant Knowledge skill rolls (like Alchemy, Healing, or even Survival for natural poisons) when dealing with or attempting to identify potions, poisons, alchemical residues, or their effects.
- Steady Hand of the Artificer: The wearer ignores the -1 multi-action penalty when performing a delicate task with the gauntleted hand (such as Repairing fine machinery, Thievery for picking complex locks, or using the Healing skill for surgery) if that task is part of a multi-action.
- Fragment’s Resilience: The gauntlet itself is exceptionally durable (Hardness +4 if targeted directly). Furthermore, the wearer gains +2 Armor against specifically acid-based or poison-based attacks that would primarily affect the arm wearing the gauntlet.
- Active Abilities (All cost an action and AEU as specified, unless noted otherwise):
- Synthesized Dart (Costs 1 AEU): The wearer makes a Shooting roll (or an arcane skill roll like Alchemy or Weird Science if the GM feels it’s more appropriate for the “magical” nature of the attack) to fire a tiny, almost invisible dart at a target up to 12″ (24 yards) away. If it hits, it inflicts 2d4 damage (this is a combination of piercing and potent alchemical energy). Additionally, the target must make a Vigor roll (at -1 if the attack roll was a Raise) or suffer one of the following effects. The wearer “primes” the gauntlet for one specific effect type at a time; changing the primed effect takes an action and a successful Alchemy or Weird Science roll.
- Debilitating Poison: Target is Fatigued. If already Fatigued, they become Exhausted. (This Fatigue can be removed by standard means or after an hour).
- Paralytic Venom: Target is Shaken and Stunned (as per the core rule, cannot act or move). If already Shaken, they suffer an additional level of Fatigue from the strain.
- Blinding Agent: Target is Distracted and Vulnerable for 1d4 rounds due to temporary blindness.
- Numbing Spasm: Target suffers a -2 penalty to Pace and skills linked to Agility or Strength for 1d4 rounds.
- Alchemical Catalyst Infusion (Costs 1-3 AEU):
- 1 AEU (Enhance Item): The wearer touches a mundane weapon, shield, or tool. For 5 rounds, that item gains a beneficial property: a weapon gains +1 damage, a shield provides +1 Parry or +1 Armor (wearer’s choice when activated), or a tool grants a +1 bonus to relevant Trait rolls made using it.
- 2 AEU (Minor Transmutation): The wearer touches a small mundane object (roughly human-sized or smaller, unattended). For 1 minute, its basic material properties can be significantly altered (e.g., make a section of a wooden door brittle as old parchment, turn solid iron temporarily to soft lead, purify a small container of water of mundane contaminants, or make stone crumble easily). This might allow bypassing an obstacle, creating a minor hazard, or providing a useful material. If used against a barrier, it might reduce its Hardness or grant a bonus to break through it.
- 3 AEU (Infuse Potency / Quicken Brew): If the wearer is using an arcane skill like Alchemy or Weird Science to create a potion, poison, or other alchemical compound, spending 3 AEU either reduces the normal time required by half and grants a +1 to the roll, OR it enhances the final effect of a successfully created item (e.g., +1 to Trait buffed by a potion, +1 to damage/healing, imposes a -1 penalty to resist a poison, extends duration).
- Reactive Toxin Burst (Reaction, activated when the wearer is successfully hit by a melee attack from an adjacent foe, Costs 2 AEU): A 5″ (10 yard) radius cloud of acrid, debilitating vapor erupts from the wearer (use a Small Burst Template centered on the user). All other characters (friends and foes) within the template must make a Vigor roll at -2 or become Distracted and Vulnerable for 1d3 rounds due to severe coughing, watering eyes, and waves of nausea. The wearer is prepared for the discharge and is unaffected.
- Residue Analysis (Costs 1 AEU): The wearer touches an object or a specific area (like a stain or patch of ground) and concentrates for 1 minute. They then make a Notice or relevant Knowledge skill roll (Alchemy, Healing, Occult). Success reveals significant information about any alchemical substances, poisons, magical residues, or potent energies that are present or have recently affected the target. A Raise on the roll may provide more detailed insights, such as the specific type of poison, the approximate time of application, or even brief, cryptic visions related to its use or origin.
- Synthesized Dart (Costs 1 AEU): The wearer makes a Shooting roll (or an arcane skill roll like Alchemy or Weird Science if the GM feels it’s more appropriate for the “magical” nature of the attack) to fire a tiny, almost invisible dart at a target up to 12″ (24 yards) away. If it hits, it inflicts 2d4 damage (this is a combination of piercing and potent alchemical energy). Additionally, the target must make a Vigor roll (at -1 if the attack roll was a Raise) or suffer one of the following effects. The wearer “primes” the gauntlet for one specific effect type at a time; changing the primed effect takes an action and a successful Alchemy or Weird Science roll.
Shadowrun (6th World)
Varkos’s “Alkahest Viper” Gauntlet
- Type: Complex Gizmo (Likely incorporating biotech, nanites, and a magically resonant fragment; too unique for standard cyberware or a simple focus).
- Device Rating: 5 (Represents its charge capacity and complexity for interfacing/repair).
- Availability: 20F (Forbidden – unique, dangerous prototype or artifact).
- Cost: Not typically purchasable; if a shadow broker somehow acquired it, upwards of 250,000¥. Acquiring it would be a major run reward or plot device.
- AEU (Alchemical Energy Units): 5 Charges. Recharges 1 charge per 2 hours when connected to a specialized alchemical-electrical converter (requiring a Chemistry + Logic [Mental] (4) test to operate safely), or by absorbing potent magical background count (GM discretion, potentially in a high-Force magical lodge or an area aspected to alchemy/transmutation).
- Mechanics:
- Passive – Alchemical Acuity: Gain +2 dice to Perception tests to identify chemicals, toxins, potions, or unusual residues. Gain +1 Edge when making a Chemistry or Biotechnology test related to analysis.
- Passive – Fragment’s Resilience: The gauntlet itself has Armor Rating 12 against damage specifically targeting it. The wearer gains +2 dice to resist toxins or chemical attacks that directly affect the gauntleted hand.
- Passive – Artificer’s Steady Hand: Gain +1 Edge when performing actions requiring extreme manual precision with the gauntleted hand (e.g., using Mechanics on small devices, Demolitions for disarming, some Biotech procedures).
- Synthesized Venom Dart (Complex Action, Costs 1 AEU): Make an Exotic Ranged Weapon (Gauntlet Dart) + Agility [Accuracy 5] test. Range 20m. If it hits, target takes 6P DV (AP -2, from piercing and chemical action) and must make a Body + Willpower (3) test or suffer one of the following effects (chosen by the user when “loading” the synthesis chamber, which takes a Complex Action and a Chemistry + Logic [Mental] (2) test to switch):
- Neurotoxin: -2 dice pool penalty to all actions for 1D3 Combat Turns.
- Paralytic Agent: Target is Immobilized (cannot take Move actions) for 1 Combat Turn.
- Flash-Blind Compound: Target suffers Blinded I status for 1D3 Combat Turns.
- Spasm Inducer: Target suffers -1 to Agility and Reaction attributes for 1D3 Combat Turns.
- Alchemical Catalyst Infusion (Complex Action, Costs 1-3 AEU):
- 1 AEU (Enhance Gear): Touch one piece of mundane gear (weapon, armor, tool). For 10 minutes, it gains a +1 bonus to its primary function (e.g., +1 DV for a weapon, +1 Armor Rating for armor, +1 die to relevant skill tests for a tool).
- 2 AEU (Minor Material Alteration): Touch a small volume of mundane material (approx. 1 cubic meter). Temporarily alter one key property for 1 minute (e.g., make a section of plasteel brittle [reduce Structure Rating by half], purify a container of polluted water, make synth-leather as tough as armor jacket material for a small patch). Requires a Chemistry + Intuition [Mental] (3) test.
- 3 AEU (Accelerate Synthesis): If using the Chemistry or Biotechnology skill to create a compound, this reduces the required time interval by one step (e.g., hours to minutes) or grants +3 dice to the crafting test.
- Reactive Toxin Cloud (Interrupt Action, when hit by a melee attack, Costs 2 AEU): Release a 2-meter radius cloud of acrid vapor. The attacker and anyone else within the cloud (except the wearer, who has micro-filters) must make a Body + Willpower (3) test or suffer -2 dice pool penalty to all actions and -1 to initiative for 1D3 Combat Turns due to coughing and irritation. The cloud disperses at the end of the next Combat Turn.
- Residue Analysis (Complex Action, requires 1 minute of contact and concentration, Costs 1 AEU): Make a Chemistry + Intuition [Astral or Mental] (Threshold based on subtlety of residue, typically 3-5) test. Success reveals detailed information about alchemical substances, magical residues, toxins, or recent potent energy signatures on an object or in an area. A Net Hit may reveal age, origin, or specific magical links.
Starfinder
Varkos’s Viperous Alembic Gauntlet
- Level: 10; Price: 18,500 credits; Bulk: L (worn on one forearm, integrated system)
- Type: Hybrid Item (Technology and Magic); Hands: — (gauntlet itself)
- Capacity: 5 AEU (Alchemical Energy Units); Usage: As specified by abilities.
- Recharge: The gauntlet’s embedded Philosopher’s Stone Fragment slowly transmutes ambient particles and energies, regaining 1d3 AEU every 24 hours of normal activity. This process can be accelerated (regain all AEU) by spending 1 hour in a dedicated alchemical laboratory (requiring a DC 20 Mysticism or Engineering check) or by expending 1 UPB of a rare transmutative material (e.g., Inubrix, Horacalcum).
- Description: This ornate, dark-alloy gauntlet covers the hand and forearm. A multifaceted crystal near the wrist pulses with an internal light, shifting between pale blue for utility functions and a sickly, venomous green when offensive systems are active. It thrums with contained power.
- Abilities:
- Passive – Alchemical Savant: You gain a +2 insight bonus to Mysticism and Physical Science checks to identify chemicals, potions, poisons, or analyze alchemical residues.
- Passive – Resilient Construction: The gauntlet itself has Hardness 5 and 20 HP. While wearing it, you gain Acid Resistance 5 and Poison Resistance 5 for effects that would directly affect your gauntleted arm.
- Passive – Artificer’s Precision: You gain a +1 insight bonus to Engineering checks for tasks requiring fine manipulation and to Sleight of Hand checks.
- Synthesized Venom Dart (Standard Action, Costs 1 AEU): You target one creature or object within 30 feet. Make a ranged attack roll (1d20 + your Dexterity modifier + your character level or BAB, whichever is lower; this attack targets EAC). On a hit, the target takes 2d4 piercing damage and must succeed on a DC 19 Fortitude save or suffer one of the following effects for 1d4 rounds (chosen by you when you activate this ability; you can “prime” one effect type, changing it requires a move action to adjust internal synthesizers):
- Neurotoxin: The target is Flat-Footed and Off-Target.
- Paralytic Spores: The target is Staggered. On a failed save by 5 or more, it is instead Paralyzed for 1 round.
- Corrosive Agent: The target takes an additional 1d6 acid damage at the start of its next turn. If it’s an object or construct, it takes 2d6 acid damage instead.
- Debilitating Venom: The target takes a -2 penalty to attack rolls.
- Alchemical Catalyst (Standard Action, Costs 1-3 AEU):
- 1 AEU (Infuse Gear): Touch one weapon, suit of armor, or tool. For 10 minutes, the item gains a +1 enhancement bonus (to attack and damage rolls for weapons, AC for armor, or skill checks for tools). This does not stack with existing enhancement bonuses.
- 2 AEU (Minor Transmutation): Touch an unattended object no larger than 1 bulk. You temporarily alter its fundamental material properties for 1 minute (e.g., change common metal to wood, stone to sand, plastic to brittle crystal). This can be used to overcome obstacles or create minor hazards. The object retains its general shape.
- 3 AEU (Accelerate/Potentiate Crafting): If you are using the Engineering or Mysticism skill to craft an item (especially alchemical, chemical, or hybrid), using this ability reduces the remaining crafting time for that specific work period by half or grants you a +4 circumstance bonus to the crafting check.
- Reactive Toxin Burst (Reaction, when you take damage from a melee attack by a creature within 10 feet, Costs 2 AEU): A 10-foot-radius burst of noxious alchemical vapor erupts from you, centered on your space. Each creature in the area (except you) must succeed on a DC 19 Fortitude save or be Sickened for 1d4 rounds and suffer a -1 penalty to attack rolls while sickened from this effect. The cloud disperses immediately.
- Mystical Residue Analysis (Costs 1 AEU): You can spend 1 minute concentrating while touching an object or location with the gauntlet. At the end of this time, you gain insights as if you had cast identify on the target, but specifically focused on revealing its alchemical composition, any imbued poisons or potions, recent contact with potent magical or technological energies, or its most prominent mystical properties and origins.
Traveller (Mongoose 2nd Edition)
Varkos’s ‘Serpent’s Kiss’ Artifice Gauntlet (TL16)
- Tech Level (TL): 16 (This represents unique, almost legendary Precursor-level biotech or a singular breakthrough by an eccentric genius far ahead of common Imperial technology.)
- Skill (for understanding, repair, advanced use): Science (xenobiology or advanced chemistry) TL16, or Mechanic (robotics/cybernetics) TL16 for the intricate mechanisms.
- Weight: 1 kg (for the single gauntlet); Cost: Not commercially available. If discovered as an artifact, its value would be MCr 2-5 or higher to specialized collectors or research institutes.
- Power: Integrated exotic power cell utilizing a micro-Singularity tap or similar, holding 5 “Alchemical Synthesis Charges” (ASC). Recharges 1 charge per 12 standard hours by slowly converting atmospheric gases and trace particulates into usable energy. This process can be accelerated at a high-TL facility.
- Description: A singular, exquisitely crafted gauntlet of an unknown dark, iridescent alloy, fitting over the hand and forearm. A pulsating crystalline shard (shifting blues and greens) is visibly embedded near the wrist. It emits a faint coolness and almost inaudible hum.
- Abilities:
- Passive – Analytical Augmentation: The wearer gains DM+1 to all relevant skill checks (e.g., Science (chemistry), Medic (forensics), Investigate) when attempting to identify unknown substances, poisons, biological agents, or analyze complex chemical residues.
- Passive – Micro-Manipulator Suite: The gauntlet incorporates advanced micro-tools. The wearer gains DM+1 to relevant skill checks (e.g., Mechanic, Electronics (intricate), Admin (forgery involving fine script)) for tasks requiring extreme manual dexterity with the gauntleted hand.
- Passive – Reinforced Structure: The gauntlet itself is exceptionally resilient (treat as having Armour +4 against attacks specifically targeting it). It protects the wearer’s hand/arm from environmental extremes of temperature and common corrosive agents.
- Synthesized Dart Projector (Significant Action, Costs 1 ASC): The user makes a Dexterity-based skill roll (e.g., Athletics (coordination) DM+1 or a specific Exotic Ranged Weapon skill if trained) against a target within 20m. On a success (Effect 0+), a tiny, near-invisible dart hits. The target must make a Difficult (10+) Endurance check or suffer one of the following (chosen by user when activating; the gauntlet can be primed for one effect, changing it takes 1 minute of adjustment):
- Neuro-Inhibitor: Target suffers DM-2 to all physical actions for 1D6 minutes.
- Spasmodic Agent: Target is effectively stunned (cannot take actions) for 1D3 rounds.
- Sensory Disruptor: Target suffers DM-4 to all sight and hearing-based perception checks for 1D6 minutes.
- Minor Tissue Corruptor: Target suffers 1D6 damage, bypassing normal armour (treat as radiation or specific chemical damage).
- Alchemical Catalyst Field (Significant Action, Costs 1-3 ASC):
- 1 ASC (Material Enhancement): Touch a mundane tool, weapon, or piece of armor (up to personal scale). For 1 hour, its effectiveness is enhanced (e.g., a blade is sharper, DM+1 to damage; armor is more resilient, +1 protection; a tool functions more efficiently, DM+1 to relevant skill checks).
- 2 ASC (Localized Transmutation): Touch an unattended object no larger than 1 cubic meter. For 10 minutes, alter one basic physical property (e.g., make metal brittle, purify a small volume of water, make rock easily friable, make plastic temporarily super-adhesive). This requires a Difficult (10+) Science (chemistry or materials) check from the user to control precisely.
- 3 ASC (Rapid Synthesis/Analysis): If using laboratory equipment and appropriate skills (Science, Medic) to create a chemical compound, drug, or analyze a substance, this ability halves the time required for one step of the process or provides DM+2 to the relevant skill check for that step.
- Reactive Toxin Emitter (Reaction, when user is hit by a melee attack, Costs 2 ASC): A 3m radius cloud of iridescent, irritating vapor erupts from the gauntlet. The attacker and any others in the cloud (except the user, who has sealed filters) must make an Average (8+) Endurance check or suffer DM-2 to all actions for 1D3 rounds due to severe coughing, eye irritation, and nausea. The cloud disperses in one round.
- Residue Scanner (Significant Action, requires 1 minute of contact and concentration, Costs 1 ASC): The user makes an Average (8+) Investigate or Science (any relevant) check. Success provides detailed information about any unusual chemical compositions, biological agents, poisons, or exotic energy residues on an object or in a small area. An Exceptional success (Effect 4+) might reveal age, origin, or specific creator signatures if exceptionally advanced.
Warhammer Fantasy Roleplay (4th Edition)
Varkos’s Hand of Mercurial Venom
- Encumbrance: 40 (surprisingly light for its robust appearance, due to exotic materials and internal workings)
- Price: Unique Artifact (Beyond mere gold; acquiring it would involve recovering it from a perilous ruin tied to Varkos, a dark pact, or the spoils of defeating a powerful, secretive cult that might have possessed it.)
- Availability: Unique
- Qualities & Flaws: Magical, Alchemical Marvel, Complex, Unsettling, Corrupting Influence (Minor), Unreliable (if AEU are exhausted).
- Description: This singular gauntlet of blackened, oddly resilient metal covers the hand and forearm, its surface chased with disturbing, almost chymical etchings. Near the wrist, a multifaceted crystal pulses with an internal light that shifts unpredictably between a cold, analytical blue and a venomous, sickly green. It is said to have been the masterwork of the infamous and heretical Alchemist-Artificer Varkos, who sought to make his own flesh an instrument of his perilous art. Attuning to this gauntlet requires not only an understanding of alchemy (Lore (Alchemy) or Trade (Alchemist)) but also a strong will (successful Challenging (+0) Cool Test) to resist its subtle, unsettling influence. Failure to attune properly might result in a temporary Condition or minor psychological quirk.
- Alchemical Energy Units (AEU): The gauntlet holds 5 AEU. It regains 1d3-1 (minimum 0) AEU at dawn if its wearer has spent the night in a place with significant ambient magical energy (any Wind, though Ghur or Ulgu are particularly resonant) or near a working alchemical laboratory. Alternatively, the wearer can attempt a Dangerous Trade (Alchemist) Test during an Endeavour to coax 1 AEU back into it, risking minor alchemical burns or strange side effects on a failure.
- Passive Abilities (while worn, attuned, and holding at least 1 AEU):
- Alchemical Savant: The wearer gains a +10 bonus to Lore (Alchemy) Tests and to Perception Tests made to identify poisons, potions, strange ingredients, or the tell-tale signs of alchemical workings.
- Steady Hand of the Master: The wearer gains a +1 SL to relevant Skill Tests requiring fine manual dexterity with the gauntleted hand (e.g., Trade (Engineer) for delicate mechanisms, Sleight of Hand for subtle manipulations, Heal for surgery, even Trade (Calligrapher)).
- Fragment’s Enduring Ward: The gauntlet itself is immune to mundane corrosion and acid. The wearer gains +1 Armour Point to their gauntleted arm and has a +10 bonus to Toughness Tests made to resist non-magical poisons or diseases contracted via that arm.
- Active Abilities (All require an Action and AEU expenditure unless otherwise noted):
- Launch Synthesized Dart (Costs 1 AEU): The wearer makes a Challenging (+0) Ranged (Dart Gauntlet) Test (this is a special Ranged skill used only with this item; if untrained, use Agility -10) to fire a tiny, almost invisible dart at a target within 8 yards. If successful, the target suffers 1 Wound (ignores 1 AP due to precision) and must make a Hard (-20) Toughness Test or suffer one of the following effects for 1d3 rounds (the wearer must spend 10 minutes “brewing” a specific toxin type within the gauntlet to prime it; only one type can be primed at a time):
- Varkos’s Bile (Poison): Target gains the Poisoned Condition with a value equal to the SL of their failed Toughness Test.
- Stonefoot Ague (Paralysis): Target suffers -2 Movement and gains the Entangled Condition.
- Blackout Brew (Blinding): Target gains the Blinded Condition.
- Numbing Miasma (Debuff): Target suffers a -10 penalty to all Tests.
- Alchemical Catalyst Infusion (Costs 1-3 AEU): The wearer touches an object or a willing (or helpless) creature.
- 1 AEU (Imbue Quality): For 1d10 rounds, grant a mundane weapon the Damaging or Impact Quality, or a shield the Defensive Quality. Alternatively, a tool used for a Trade gains a +1 SL to its next use.
- 2 AEU (Lesser Transmutation): For 1 minute, temporarily alter the basic material nature of a small, unattended object (e.g., turn a section of wooden door brittle as old parchment, make iron soft as lead, purify a tankard of water of mundane filth). This might grant a bonus to overcome an obstacle or create a minor advantage.
- 3 AEU (Accelerate Philter/Poison): If the wearer is using the Trade (Alchemist) skill to craft a potion or poison, this ability halves the remaining time for the current stage of crafting and adds +1 SL to the final crafting Test.
- Reactive Venom Cloud (Reaction, triggered when the wearer is successfully struck by a melee attack from an adjacent opponent, Costs 2 AEU): A 2-yard radius cloud of acrid, greenish-yellow vapor (Obscuring Mist quality) erupts from the gauntlet, centered on the wearer. The attacker and any other creature (excluding the wearer, who is prepared) within the cloud when it appears must make a Difficult (-10) Toughness Test. Failure results in gaining the Surprised Condition (if not already in combat) and suffering a -10 penalty to all Tests for 1d3 rounds due to violent coughing, stinging eyes, and nausea. The cloud disperses at the end of the wearer’s next turn.
- Mystical Residue Scrutiny (Costs 1 AEU): The wearer touches an object or area and concentrates for 1 minute (requiring a Challenging (+0) Intuition Test). On a success, they gain one significant piece of information regarding any potent alchemical substances, lingering magical energies, poisons, or enchantments that have recently affected or are inherent to the target. Success by multiple SLs may yield more detailed or older information. Using this on items or places touched by strong Dhar or Chaos incurs a risk of gaining 1 Corruption point.
- Launch Synthesized Dart (Costs 1 AEU): The wearer makes a Challenging (+0) Ranged (Dart Gauntlet) Test (this is a special Ranged skill used only with this item; if untrained, use Agility -10) to fire a tiny, almost invisible dart at a target within 8 yards. If successful, the target suffers 1 Wound (ignores 1 AP due to precision) and must make a Hard (-20) Toughness Test or suffer one of the following effects for 1d3 rounds (the wearer must spend 10 minutes “brewing” a specific toxin type within the gauntlet to prime it; only one type can be primed at a time):
- Varkos’s Paranoia (Persistent Minor Flaw): The longer one is attuned to and relies upon the gauntlet, the more its creator’s mindset may seep in. After each full month of continuous attunement, the wearer must make a Challenging (+0) Willpower Test. Failure means they gain a temporary, then potentially permanent, minor psychological quirk related to suspicion, secrecy, or an obsession with personal defense (GM’s discretion, e.g., “Always checks for poison,” “Distrusts new acquaintances,” “Must have escape routes planned”).

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[…] Stone-Fragment Viper Gauntlet 88: A Tier 2 ornate dark-metal gauntlet featuring an embedded Philosopher’s Stone Fragment and complex alchemical dart delivery systems. […]