Lore
The Crested Serpent’s Hydro-Plate 4421 was conceived during a rare diplomatic summit between the Crestharbor Sovereigns and the secretive ninjutsu clans of the Isle of Seryū. Faced with the threat of abyssal marauders that could phase through traditional defenses, master artisan Syrina Crestharbor collaborated with the contortionist Seryūka to fuse their legacies. They tempered the Sovereign’s coral alloy in the bioluminescent steam of the Seryū caverns, binding the heavy barding to the fluid essence of the serpentine medallion. The result is a Tier 2 masterpiece that grants a quadrupedal noble the unnatural suppleness of a reef snake, allowing them to guard the shifting tides with both unbreakable resolve and impossible grace.
Description
This Tier 2 artifact is a singular suit of articulated barding that seamlessly integrates a heavy, silver-white coral chestplate with a flexible, obsidian-scaled undersuit. A large, central tidal quartz is embedded in the gorget, acting as a focal point for the shimmering Aque-Script runes that wrap around the wearer’s torso and tail. The armor appears both solid and liquid; the coral plates provide a rigid defense, while the joints—bound by braided eel skin—allow the wearer to coil and twist their lower body with the fluidity of a serpent. When activated, a greenish-azure mist rolls off the scales, and the armor emits a harmonic hum that sounds like a deep-sea current rushing through a narrow cavern.
Stats
- Tier: 2
- Armor Class (AC): +6 (+4 base, +2 from physical displacement).
- Attribute Modifiers: Acrobatics +3, Stealth +2, Constitution Saves +2.
- Weight: 12 kg (The water magic in the eel skin negates the encumbrance of the heavy coral).
- Durability: 120/120
Skills Gained While Openly Worn
- Sovereign’s Coil: You gain the ability to contort your quadrupedal form into spaces designed for much smaller creatures without penalty.
- Hydromantic Fluency: You gain proficiency in Acrobatics and are considered a natural swimmer, moving through water at your full land speed.
- Serpentine Poise: You gain Advantage on all saving throws against being knocked prone or forcefully moved.
Tags
Tier 2, Heavy Barding, Apsaran Gear, Ninjutsu, Coral Alloy, Serpent-Grace, Water Magic, Submersible, Stealth, Stability, Reinforced, Worn-Item, Tidal-Plate, Serpent-Woven, Reef-Bound, Aque-Scripted, Hydro-Static, Seryū-Alloy, Flux-Barding, Crest-Coil, Oceanic-Absence, Shimmer-Scale, Phase-Tide
Multiple Passives Magic
- Veil of the Tidal Reef: The armor projects a constant, shimmering illusion of watery distortion. This grants the wearer a +2 bonus to Stealth checks in aquatic or misty environments and imposes a -1 penalty on ranged attacks made against them.
- Hydromantic Ward: The wearer has Resistance to water and ice damage. Additionally, the padding of the armor absorbs the first 5 points of physical damage from every non-magical strike.
- Regal Luminescence: The runes cast a 10-foot radius of dim azure light. You gain a +2 bonus to Charisma (Persuasion or Intimidation) checks against aquatic creatures or those who recognize the Crestharbor lineage.
Multiple Active Magics
- Slithering Tidal Barrier (2 charges/day): As a reaction, you can create a 15-foot radius dome of swirling, silty water. Allies inside gain Half-Cover (+2 AC), and the wielder can choose to swap places with an illusory duplicate within the dome once per activation.
- Waveform Contortion (3 charges/day): As a bonus action, you can cause your physical form to become briefly fluid. For the next minute, you ignore difficult terrain, can pass through openings as narrow as 6 inches, and gain a +4 bonus to Evasion.
- Coiling Insight (1 charge/day): You press the central quartz to sharpen your senses. For 10 minutes, you gain Blindsight 30 feet (detecting vibrations through air or water) and can identify structural weaknesses or hidden traps within that range.
Specific Slot
Worn Item (Barding; this single physical object replaces the need for separate barding and neck slots) may be worn as a Chest item or used on a mount with two or more legs. Also adds a functional tail to creatures that do not have one.
Structural Integrity and Restoration of the Crested Serpent’s Hydro-Plate 4421
The Crested Serpent’s Hydro-Plate 4421 is a unified Tier 2 artifact with a total of 160 Hit Points. This durability represents the combined resilience of the Sunstone coral alloy and the magically reinforced eel-skin binding.
- Disabling the Magic: If an attacker specifically targets the barding to neutralize its hydromantic and ninjutsu properties, they must deplete its 160 HP. In the world of Saṃsāra, the AC for a targeted strike against this Tier 2 item is the wielder’s AC plus 2 (the tier level), plus the result of a Tier 2 die roll (2d10). Once reduced to 0 HP, the tidal quartz cracks and the Aque-Script runes go dark. The item remains as a suit of heavy, mundane coral plates, but all active and passive magical effects—including the “Sovereign’s Coil” and “Slithering Tidal Barrier”—are disabled until the item is restored.
- Physical Degradation: As the item loses hit points, the silver-white coral begins to grey and fracture. The obsidian scales of the undersuit lose their luster, and the “Veil of the Tidal Reef” flickers, making the wearer’s true position easily discernible. The harmonic hum is replaced by a grating, metallic grind during movement.
- Repair Process: Mending the Hydro-Plate requires a specialized Coastal Flux Ritual. Because it combines two distinct lineages, a standard blacksmith cannot perform the repairs; it must be handled by an artisan familiar with both Crestharbor and Seryū techniques.
- Materials for Repair: Restoration requires 3 lbs of Sunstone Shallows Coral, 1 vial of Serpent Essence, and a fresh Tidal Quartz Crystal if the original was shattered (costing approximately 1,800 silver drakes in materials).
- Restoration Requirements: The item must be placed in a Ley Infusion Basin filled with tidal water. A master armorsmith must use a Coral Forge Hammer to reseal the cracks in the plates, while a ninjutsu practitioner uses a Runecarving Chisel to re-inscribe the damaged Aque-Script.
- Final Attunement: To re-awaken the magic, the repaired barding must be submerged in a coastal cave at high tide. The wielder must hiss the command word “Seryū-Crest” while the water in the basin begins to swirl rhythmically. The item is considered fully repaired when the runes resume their steady azure glow and the weightless sensation returns to the wearer.
Acquisition and Procurement of the Crested Serpent’s Hydro-Plate 4421
The Crested Serpent’s Hydro-Plate 4421 is a specialized Tier 2 hybrid artifact. It is rarely found as a naturally occurring relic; instead, it is primarily obtained through the intentional merging of the Barding of the Tidal Crest 873 and the Ninjutsu 19 of Serpent’s Grace.
- The Ritual of Fluid Sovereignty: An avatar possessing both Tier 1 items must bring them to a coastal forge where the currents of a water ley line are strong. A master armorsmith and a ninjutsu practitioner must perform a collaborative ritual, heating the coral alloy with bioluminescent steam while chanting Aque-Script hymns. The obsidian medallion is shattered and its essence is “grafted” into the coral plates, binding the two into a single physical object.
- Lineage Inheritance: Within the Crestharbor Sovereigns, this specific model is sometimes gifted to elite diplomatic-spies who operate in contested aquatic territories. It is seen as a symbol of the alliance between the coastal nobility and the island’s secretive ninjutsu sects.
- Recovery from Sunken Enclaves: Explorers may find the Hydro-Plate within the Battle of the Shattered Reefs wreckage or abandoned Seryū cavern outposts. In these cases, the item is often guarded by “Tide-Stingers” or protected by a pressurized water-lock that requires a “Serpentine” contortionist maneuver to open.
Venues for Purchase and Sale
In the high-magic, steampunk-influenced economy of Saṃsāra, a Tier 2 hybrid item is a mid-to-high-range commodity. It is found in establishments that bridge the gap between royal armories and secretive specialized shops.
- The Royal Tide-Forge (Crestharbor Enclave):
- Located in the ancestral spired forges of the Sovereigns.
- Buying/Selling Process: The transaction is highly regulated. Buyers must present a performance license or proof of lineage. The smiths here treat the sale as a “commissioning” and will only sell to those whose aura matches the armor’s stability runes.
- Cost: 4,500 to 5,500 Silver Drakes. (Due to the high-quality coral alloy and official lineage backing).
- Trade-In Value: 2,200 Silver Drakes (provided the runes are intact and authenticated).
- Seryū’s Hidden Grotto (Coastal Cave Market):
- Hidden within the bioluminescent caverns of the Isle of Seryū.
- Buying/Selling Process: These markets are less formal but more dangerous. Payment is made in silver drakes or through a “Test of Wit,” where the buyer must perform a successful contortionist act to prove they are worthy of the “Serpent’s Grace.”
- Cost: 3,800 to 4,200 Silver Drakes. The lower price reflects the clandestine nature of the trade and the absence of royal taxes.
- Trade-In Value: 1,800 Silver Drakes (often bartered for rare eel hides or water essences).
- The Aerolith Prime Artisan Quarter (Floating City Market):
- Found in high-end boutiques like “The Crested Ward” in levitating metropolises.
- Buying/Selling Process: The armor is displayed on Apsaran mannequins behind resonant glass. Sales are handled via market vaults with magical authentication. This venue is preferred by wealthy diplomats and collectors.
- Cost: 6,000 Silver Drakes. The markup accounts for the luxury experience and the transport costs of bringing heavy coral barding to a floating city.
- Trade-In Value: 2,500 Silver Drakes (after an appraisal fee deduction).
- The Shadowed Barge (Port Aqua-Vel Undercurrents):
- A clandestine floating market dealing in “recovered” or “disputed” artifacts.
- Buying/Selling Process: Transactions are quick and whispered. The seller may not verify the buyer’s identity, but the item’s runes may be slightly faded or “scarred” from previous battles.
- Cost: 3,000 to 3,500 Silver Drakes. This is the most affordable but riskiest option, as the item may be sought by its original owners.
- Trade-In Value: 1,200 Silver Drakes (instant cash, no questions asked).
Tactical Roleplay of the Crested Serpent’s Hydro-Plate 4421 in Saṃsāra
The Crested Serpent’s Hydro-Plate 4421 demands a roleplay style that merges the unyielding nobility of the Crestharbor Sovereigns with the fluid, unpredictable lethality of Seryū ninjutsu. The wielder moves with Serpentine Poise, a quadrupedal grace that defies the weight of heavy coral, using Hydromantic Fluency to turn every environment into a medium for their flow.
Sunstone Shallows and Coastal Reefs
In the ancestral home of the coral alloy, the armor reaches its peak resonance.
- Offense: The wielder utilizes Sovereign’s Coil to weave through jagged coral formations and narrow underwater crevasses that would snag ordinary barding. They roleplay “liquid momentum,” using the tail fluke to propel themselves into a Slithering Tidal Barrier swap. An observer sees the wielder in one place, only for a burst of silty water to reveal they have swapped with a duplicate and are now striking the enemy’s exposed flank from the shadows of the reef.
- Defense: When faced with harpoons or magical nets, the wielder activates Waveform Contortion. They describe their body becoming “merely a suggestion of water,” slipping through the mesh of a net or around a spear-tip as if their bones were made of silk. The Hydromantic Ward is narrated as the coral plates absorbing the chill of icy spells, turning the energy into a protective steam that masks their retreat.
Flooded Megacity Sub-Levels
In the dark, damp underbelly of cities like Aether’s Reach, where steam-pipes hiss and water drips from brass gratings.
- Offense: The wielder roleplays the Veil of the Tidal Reef, describing how the urban smog and leaking steam integrate with the armor’s distortion field. They use Coiling Insight to “feel” the vibrations of footsteps through the metal floor and water-filled pipes. The wielder narrates striking at structural weak points—bursting a steam pipe to scald a foe or collapsing a rotted support beam—all while maintaining the Regal Luminescence to intimidate those who recognize the Sovereign’s mark.
- Defense: Cornered in a narrow maintenance tunnel, the wielder utilizes the Sovereign’s Coil. They describe folding their quadrupedal frame with unnatural suppleness, squeezing into a 6-inch ventilation shaft or a drainage pipe that no armored beast should fit through. The wielder roleplays the sound of the “harmonic hum” echoing through the pipes, disorienting pursuers who cannot tell which direction the “ghost” has fled.
Open Battlefields and Shifting Sands
On the plains or in the deserts near Sunspire, the armor creates its own environment to survive.
- Offense: The wielder charges across the battlefield, but instead of a straight line, they describe a “Serpentine Gallop,” their lower body twisting and coiling to avoid incoming fire. Using Glimpse of the Uncaged, they narrate a moment of absolute clarity where they “see” the gap in an enemy’s phalanx. They strike with the weight of heavy barding but the precision of a needle, their tail fluke whipping out from the Slithering Tidal Barrier to trip charging cavalry.
- Defense: When besieged by arrows or projectiles, the wielder triggers the Slithering Tidal Barrier. They roleplay a 15-foot dome of swirling, gritty seawater erupting from the parched earth. Inside this dome, the wielder and their allies are protected by “Half-Cover,” as the water slows and deflects missiles. The wielder describes the Stability Aura keeping them upright even as the ground beneath them is churned into mud by the magical surge.
High-Altitude Airships and Floating Platforms
In the thin air and high winds of Aerolith Prime, the armor’s stability becomes a lifeline.
- Offense: During a boarding action, the wielder roleplays the Waveform Contortion to ignore the “difficult terrain” of swaying rigging and unstable decks. They describe coiling their body around a mast to gain a superior striking angle with their trident. The wielder narrates their strikes as being “fluid like a waterfall,” cascading over an enemy’s guard with the weight of the coral alloy plates.
- Defense: If a gust of wind or an explosion threatens to blow the wielder off a floating platform, the Serpentine Poise takes over. The wielder roleplays their hooves “locking” onto the surface with preternatural stability, their center of gravity shifting instantly to compensate for the force. They describe the Regal Luminescence flaring brightly against the clouds, a beacon of unyielding Crestharbor resolve that rallies disoriented allies back to the fight.

Perception of Activation: Crested Serpent’s Hydro-Plate 4421
User’s Perspective
- Sight: The silver-white coral plates before your eyes seem to lose their solid edges, becoming slightly translucent and fluid. A greenish-azure mist begins to roll off your obsidian scales, swirling around your limbs like a localized tide. The Aque-Script runes flare with a brilliant, pulsing light that synchronizes with your heartbeat.
- Sound: A deep, resonant harmonic hum fills your ears, mimicking the sound of a powerful sea current rushing through a narrow cavern. You hear a subtle, sibilant hiss—the voice of the serpent—underneath the crashing sound of the spectral waves.
- Touch: The 12 kg of coral armor suddenly feels weightless. You experience a sensation of unnatural suppleness in your spine and joints; your bones feel as flexible as silk, yet you remain anchored by a profound sense of terrestrial stability. A cool, briny moisture clings to your fur or skin.
- Smell: The sharp, clean scent of Sunstone Shallows salt air fills your lungs, accompanied by the damp, earthy aroma of the Seryū caves and a faint hint of ozone.
- Taste: A distinct saline tang manifests on the back of your tongue, followed by a refreshing coolness that tastes like pure, deep-well water.
Observer’s Perspective
- Sight: The avatar’s silhouette becomes a blurred, watery distortion. To an observer, it looks as though the warrior is standing behind a thick sheet of falling water. A thick, glowing mist erupts from the armor’s joints, and the central tidal quartz casts a predator’s emerald gaze across the battlefield.
- Sound: Nearby individuals hear a low-frequency thrum that vibrates in their own chests. The sound is unmistakably that of a rising tide, drowning out the smaller noises of the environment.
- Ambient Effect: Small loose objects near the wielder, like pebbles or dust, begin to swirl in a rhythmic, circular pattern as if caught in an invisible eddy.
Extra-Sensory Perceptions
- Hydro-Static Awareness: Through the Coiling Insight, you “feel” the world as a series of vibrations. You can perceive the exact density of walls, the rhythmic pulse of nearby hearts, and the structural “fault lines” in the floor beneath you as if you were touching them directly.
- Temporal Fluidity: Your Mind’s Eye perceives a ghostly duality. You can sense the “Slithering Mirage” duplicate as a physical extension of your own intent, allowing you to intuitively know when to swap positions to evade a strike.
- Lineage Resonance: You feel the lingering protective intent of Syrina Crestharbor and the agile cunning of Seryūka. This manifests as a calm, cold clarity that makes you immune to panic and exceptionally attuned to the tactical “flow” of the combat.
Positives
- Provides the rare combination of Tier 2 heavy defense with the total lack of movement penalties, allowing for high-speed “Serpentine Gallops” in any terrain.
- The Sovereign’s Coil grants massive tactical utility for unconventional movement, such as hiding a large quadruped in spaces meant for small humanoids.
- The Tidal Barrier provides a defensive “safe zone” that benefits the entire party, not just the wearer.
Negatives
- The Regal Luminescence and heavy mist make it impossible to remain truly hidden in dark or quiet areas once the magic is active; you are a beacon of light and sound.
- The sensation of “Waveform Contortion” can be physically disorienting for those not trained in contortionism, leading to temporary vertigo if the active magic is used for its full duration.
- The salt-air aroma and harmonic hum can alert creatures with heightened senses (like sharks or sound-based predators) from a significant distance.
The Ritual of Fluid Sovereignty: Forging the Crested Serpent’s Hydro-Plate 4421
Items Merged
- Barding of the Tidal Crest 873 (Tier 1): The heavy, Sunstone coral alloy armor of the Crestharbor Sovereigns.
- Ninjutsu 19 of Serpent’s Grace (Tier 1): The obsidian and tidal quartz contortionist’s medallion from the Isle of Seryū.
Additional Materials Needed
- 5 lbs of Raw Sunstone Coral Shards: To act as a bonding agent and reinforce the structural lattice of the plates.
- 1 Vial of Concentrated Serpent Essence: Harvested from a water ley line during a high tide to instill the “Sovereign’s Coil” fluidity.
- 3 Spools of Alchemical Eel-Skin Thread: To re-bind the articulated joints with magically enhanced tensile strength.
- 1 Jar of Bioluminescent Seryū Cave Moss: Used to create the steam catalyst required for the alloy tempering.
- 4 Ounces of Powdered Silver Drake Scales: To charge the Aque-Script runes with a conductive, magical glow.
Tools Required
- Coral Forge Hammer: A specialized, steam-heated tool for shaping enchanted alloys without fracturing the coral base.
- Ley Infusion Basin: A tidal-water-filled stone basin used for deep-layer magical quenching.
- Runecarving Chisel (Pearl-Tipped): A precision instrument for merging the Aque-Script of the barding with the sinuous runes of the medallion.
- Steam-Powered Pressure Crucible: To force the essence of the obsidian medallion into the pores of the coral alloy.
- Wind Chime Needles: For stitching the eel-skin undersuit to the heavy plates with surgical and magical precision.
Skill Requirements
- Master Armorsmithing (Tier 2 Proficiency): Expertise in the handling of Sunstone alloys and Apsaran barding geometry.
- Journeyman Runesmithing: Ability to harmonize coastal hydromantic scripts with secretive ninjutsu symbols.
- Ninjutsu Training (Serpent Style): Understanding of the “Fluidity” mechanics required to properly anchor the contortionist enchantments.
- Basic Alchemy: For the preparation of the bioluminescent steam and ley-essence catalysts.
Crafting Steps
- The Bioluminescent Tempering: Place the Barding of the Tidal Crest into the forge. Fuel the fires with Seryū Cave Moss to create a thick, glowing steam. Heat the plates until the silver-white coral turns a translucent, bruised azure.
- The Medallion Sacrifice: Place the Ninjutsu 19 of Serpent’s Grace medallion into the Steam-Powered Pressure Crucible. Increase the pressure until the obsidian shatters into a fine, magically-charged dust and the tidal quartz vibrates with a high-pitched hum.
- The Essence Grafting: Apply the crushed obsidian dust and the Serpent Essence to the heated coral plates. Use the Coral Forge Hammer to beat the essence into the grain of the armor, effectively “skinning” the heavy barding with a layer of serpentine magic.
- The Unified Inscription: Using the Pearl-Tipped Chisel and Silver Drake Powder, re-trace the Aque-Script runes. You must interweave the original wave motifs with the sinuous curves of the serpent runes, creating a single, unbroken circuit of power across the chest and tail plates.
- The Focal Setting: Embed the tidal quartz from the medallion into the central gorget of the armor. Secure it with the raw Sunstone coral shards, fusing them together until the quartz becomes the “eye” of the entire suit.
- The Eel-Skin Binding: Using the Wind Chime Needles and Alchemical Thread, stitch the flexible undersuit to the internal padding of the barding. This step requires the smith to move the joints through their full range of “Sovereign’s Coil” motion while the thread is still wet with ley water.
- The Tidal Quench: Submerge the completed 4421 Hydro-Plate into the Ley Infusion Basin. The smith and a ninjutsu practitioner must recite the Hymn of the Shifting Tide until the water begins to swirl in a rhythmic eddy.
- Final Attunement: The item is complete when the water in the basin is fully absorbed into the runes and the armor emits its first harmonic hum, signaling that the two Tier 1 spirits have become a single Tier 2 physical object.
Carvings of Hard-Water-Snake-Skin 4421
In the days when the big-water was still learning to speak to the shore-dirt, the four-legs-walkers of the high-white-cliffs held a great heavy-sadness in their heart-meats. These walkers-of-four-legs, who the old-tongues call the Crest-Harbor-Blood, built great nests of the sun-stone-bone. The sun-stone-bone was the white-rock that grows in the shallow-water, and it was very hard, stopping the sharp-sticks of the surface-enemies. But the new-danger did not come from the surface-air. The new-danger came from the deep-dark-no-light-water. The deep-enemies were the Abyssal-Mouth-Walkers. They possessed bodies of the cold-jelly and teeth of the black-ice. When the four-legs-walkers wore their heavy-white-stone to fight, the Abyssal-Mouth-Walkers did not hit the stone. They became the ghost-water and swam straight through the hard-stone-bone, biting the warm-blood inside.
Syrina, the high-mother of the four-legs-walkers, wept the salt-water from her eye-holes. Her warriors were too stiff in their heavy-white-stone. They could not bend. They could not become the nothing-water. Syrina made her four-legs to walk across the great-wet-bridge to the island of the shadow-caves, the place of Seryū. She sought the bendable-ones, the shadow-dancers who possessed the black-stone-eye of the water-snake.
In the damp-dark of the shadow-caves, Syrina met Seryūka. Seryūka was the master of the not-bone-bending. Her body flowed like the spilled-water over the round-rocks. Seryūka wore the thin-rope of the eel-flesh, holding the black-stone-eye that made the lookers see two-things when there was only one-thing. Syrina spoke with the voice of the crashing-wave. She said, “My blood-kin die in the heavy-white-stone because the deep-enemies swim through the solid-wall. We need the soft-bending of the water-snake, but we must keep the hard-hitting of the sun-stone-bone. Your black-stone-eye makes the soft-bending, but it shatters when the big-hurting comes.”
Seryūka made her head to move up and down. She spoke with the voice of the hissing-grass. “The soft-water breaks the hard-rock over the many-many sun-turns. But the Abyssal-Mouth-Walkers do not wait for the many-many sun-turns. We must make the hard-rock and the soft-water become the same-thing-now.”
The two mothers of the different-peoples walked their feet down into the belly of the shadow-cave, where the earth-fire meets the under-water to make the glowing-hot-fog. Syrina carried the heavy-white-stone of the four-legs-walker chest-cover. Seryūka carried the black-stone-eye of the water-snake. They stood before the hitting-rock of the hot-fog. They knew that the two-things must not remain the two-things. They must become the one-thing, covering only the single-place on the body of the four-legs-walker.
Syrina placed the heavy-white-stone into the glowing-hot-fog until it became the color of the bruised-sky. Seryūka placed the black-stone-eye into the crushing-box of the high-pressure until it shattered into the fine-dust-of-the-night. Seryūka took the night-dust and the juice of the water-snake and poured it over the hot bruised-sky-stone. Syrina took the hitting-hammer and struck the stone with the anger of the falling-mountain. She hit the night-dust deep into the pores of the white-stone. They did not stop the hitting for three turns of the moon-face.
When the hitting was finished, Seryūka took the eel-flesh-ropes and the needles of the singing-wind. She pushed the needles through the heavy-white-stone, pulling the eel-flesh-ropes to connect the pieces of the stone. She sang the song of the twisting-river, tying the bending-magic directly into the stiff-rock. Finally, they took the green-center-crystal of the black-stone-eye and pushed it into the neck-place of the white-stone, sealing it with the hot-water-magic.
The hot-fog blew away, and upon the hitting-rock sat the one-thing. It was the Hard-Water-Snake-Skin 4421. It was not a chest-cover and a neck-rope. It was completely the one-thing-only, a single-body-wrap for the four-legs-walker that gave the no-tail a tail of the hard-water. It was heavy like the dead-whale, but when Syrina placed it upon her four-legs-body, the heavy-weight became the floating-bubble.
Syrina made her feet to walk back to the high-white-cliffs. The Abyssal-Mouth-Walkers came rising from the deep-dark-no-light-water, clacking their black-ice-teeth. They saw the heavy-white-stone on Syrina and laughed the bubble-laughs, thinking they would swim through the solid-wall again.
But Syrina did not stand like the solid-wall. She touched the green-center-crystal and hissed the word of the shadow-caves. Suddenly, a great green-mist rolled from the white-stone. The air hummed with the noise of the trapped-ocean. When the deep-enemies lunged to bite her warm-blood, Syrina folded her large-four-legs-body like the wet-leaf. She contorted through the empty-air between the teeth, her spine bending in ways the bone should not bend. The Abyssal-Mouth-Walkers bit only the empty-mist and the ghost-water-duplicate that slithered beside her.
Then, while the deep-enemies were confused by the not-thereness of the four-legs-walker, Syrina unfolded her body with the snapping-whip of the snake-strike. The soft-bending instantly became the heavy-white-stone. She struck the deep-enemies with the unbreaking-rock of the coral-plates. The Abyssal-Mouth-Walkers shattered into the broken-jelly. They could not fight the warrior who was the flowing-river when defending and the falling-mountain when attacking. The deep-enemies swam away to the bottom of the no-light-water in great-fear, and the high-white-cliffs were made safe.
The rock-carvings say Syrina wore the single-thing-of-two-magics until her hair became the winter-frost, guarding the shore-dirt with the impossible-grace. She never stumbled, for the water-snake-magic held her hooves to the earth, and she never broke, for the white-stone-magic held her blood in her veins.
Moral of the story: To be the unbreaking-rock that shatters the enemy, one must first learn to flow like the uncatchable-river that the enemy cannot hold.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) Unique Name: The Seryū-Crest Abyssal Harness 4421
- Item Type: Mythos Artifact (Heavy Barding/Armor)
- Armor Points (AP): 6 (Physical and Magical)
- Sanity Cost: 1/1D4 SAN to activate “Waveform Contortion.”
- Passive (Serpentine Poise): The wearer gains a +20% bonus to Build or DEX rolls made to resist being knocked down or forcibly moved.
- Passive (Hydromantic Ward): The armor reduces damage from water, ice, or fluid-based Mythos attacks by half.
- Active (Slithering Tidal Barrier): Spend 8 Magic Points. A 5-yard radius of churning seawater erupts. Allies inside gain a Bonus Die to Dodge rolls. The wearer may swap positions with a misty double as a reaction.
- Active (Waveform Contortion): Spend 5 Magic Points. For 1D6 rounds, the wearer can compress their body to fit through any opening at least 6 inches wide and gains a Bonus Die on all Stealth and Dodge rolls.
Blades in the Dark Unique Name: The 4421 Fluid-Hull Rig
- Item Type: Fine Heavy Barding / Arcane Plate
- Tier: II
- Load: 2 (The water magic makes this “Fine” quality and easier to bear).
- Quality: Fine (+1 Quality for Resistance rolls against physical force or entrapment).
- Special Armor: You may expend your Special Armor use to resist any consequence involving physical restraint, drowning, or being knocked off balance.
- Passive (Sovereign’s Coil): You gain Potency when Sneaking or Prowling through cramped, “impossible” architectural spaces like vents or narrow pipes.
- Active (Slithering Tidal Barrier): Spend 1 Stress to create an “Obscured” zone of mist for the scene. You may teleport a short distance within the mist once per activation.
- Active (Waveform Contortion): Spend 2 Stress to treat your physical form as “Fluid” for a single maneuver, allowing you to bypass physical obstacles or walls as if you were water.
Dungeons & Dragons (5th Edition) Unique Name: Crested Serpent’s Hydro-Plate 4421
- Item Type: Wondrous Item (Plate Barding), Rare (Requires Attunement)
- Armor Class: 18 (This item replaces the need for a separate Chest or Neck slot).
- Slot: Torso / Barding (Equippable by quadrupeds or humanoids; provides a functional tail if the wearer lacks one).
- Passive (Sovereign’s Coil): You can move through a space as narrow as 6 inches wide without squeezing. You have advantage on Dexterity (Acrobatics) checks.
- Passive (Hydromantic Ward): You have resistance to cold damage and non-magical bludgeoning, piercing, and slashing damage.
- Active (Slithering Tidal Barrier): As a reaction to being targeted by an attack, you create a 15-foot radius of swirling water. You and allies inside have half cover. You can immediately teleport to an unoccupied space within the dome. (2 charges/day).
- Active (Waveform Contortion): As a bonus action, you gain a +4 bonus to AC and Dexterity saving throws for 1 minute. During this time, you ignore difficult terrain. (3 charges/day).
Knave (2nd Edition) Unique Name: The 4421 Serpent-Scale Plate
- Item Type: Relic (Torso/Barding)
- Slots: 1 (Despite its size, the magical weightlessness reduces its inventory footprint).
- Defense: +6
- Passive (Serpentine Poise): You cannot be knocked prone or moved against your will unless the effect is from a creature at least two Tiers higher than you.
- Passive (Sovereign’s Coil): You may pass through any gap large enough for a house cat.
- Active (Slithering Tidal Barrier): 2/day. Create a zone where ranged attacks against you and your allies are made at a disadvantage. You may instantly move to any point within the zone as part of the activation.
- Active (Waveform Contortion): 3/day. For 1 turn, your Defense increases by +4 and you are immune to damage from falling or environmental hazards.
- Special: If the wearer has no tail, the armor manifests a prehensile coral-alloy tail that can be used to hold one additional light item.
Fate Unique Name: Crested Serpent’s Hydro-Plate 4421
- Item Type: Legendary Extra / Artifact
- Aspects:
- High Concept: Heavy Coral Barding of Serpentine Grace.
- Trouble: Destabilized by Arid Environments.
- Extra Aspect: Fluid Sovereignty of the Shifting Tide.
- Weapon and Armor Ratings: Armor: 3 (Reinforced Coral), Weapon: 2 (Tail Swipe/Serpentine Strike).
- Stunts:
- Sovereign’s Coil: Because you possess the Hydro-Plate, you gain a +2 to Athletics or Stealth rolls to move through cramped or “impossible” physical barriers.
- Slithering Tidal Barrier: Twice per session, you may spend a Fate Point to create a “Swirling Silt Dome” zone aspect with two free invokes. While inside, you may instantly move to any other point in the zone as a free action.
- Waveform Contortion: Three times per session, you may activate this armor as a bonus action to gain the “Fluid Form” benefit. For the rest of the scene, you gain Armor:4 and may ignore any difficult terrain or physical bonds.
- Serpentine Poise: You gain a +2 to Defend against any attempt to move you or knock you prone.
Numenera & Cypher System Unique Name: The 4421 Crested Hydro-Chassis
- Item Type: Artifact
- Level: 6
- Form: A massive suit of silver-white coral barding with a glowing emerald quartz focal point and an obsidian-scale undersuit.
- Passive Effects:
- The wielder gains two assets on all Acrobatics, Balance, and Swimming tasks.
- The armor provides 4 points of Armor.
- The wielder is immune to the “Dazed” and “Prone” conditions from physical force.
- Active Effect (Slithering Tidal Barrier): Deplete 3 Intellect points. The wielder creates a short-range dome of water for one minute. The wielder and all allies inside gain +2 to Speed Defense. Once per activation, the wielder may teleport to any spot within the dome.
- Active Effect (Waveform Contortion): Deplete 4 Might points. For ten minutes, the wielder becomes fluid, allowing them to pass through any opening at least 6 inches wide. During this time, all Speed Defense tasks are eased by two steps.
- Active Effect (Coiling Insight): Deplete 2 Intellect points. The wielder gains a specialized asset for ten minutes to perceive hidden traps, structural flaws, or vibrations through solid or liquid surfaces.
- Depletion: 1 in 1d20.
Pathfinder (2nd Edition) Unique Name: Crested Serpent’s Hydro-Plate 4421
- Item Level: 12 (Unique, Abjuration, Conjuration, Invested, Magical, Water)
- Usage: Worn Barding or Armor (Plate); Bulk: 3 (Weightless property reduces this to 1 for the wearer).
- AC Bonus: +6; Dexterity Modifier Cap: +2; Armor Check Penalty: -1 (Reduced from -3 due to serpentine flexibility).
- Passive Mechanics:
- Sovereign’s Coil: You gain a +2 item bonus to Acrobatics checks. You can move through spaces as if you were two sizes smaller without squeezing.
- Serpentine Poise: You gain a +4 item bonus to your Reflex DC against being Tripped or Shoved.
- Hydromantic Ward: You gain Resistance 10 to Cold and Resistance 5 to non-magical physical damage.
- Slithering Tidal Barrier [Two-Actions] (Aura, Water): Twice per day. 15-foot aura. You and allies in the aura gain a +2 status bonus to AC against ranged attacks. As a reaction while the barrier is active, you may teleport to any unoccupied space within the aura.
- Waveform Contortion [One-Action] (Transmutation): Three times per day. For 1 minute, you gain the “Concealed” condition as your form blurs, and you ignore all difficult terrain.
- Coiling Insight [One-Action] (Divination): Once per day. You gain Blindsight 30 feet for 10 minutes.
Savage Worlds (Adventure Edition) Unique Name: 4421 Hydro-Plate Barding
- Item Type: Relic Barding / Armor
- Protection: +6 Armor (Heavy Armor).
- Weight: 24 lbs. (Weightless property: functionally 0 lbs. for Encumbrance).
- Passive Mechanics:
- Serpentine Poise: The wielder is immune to being “Knocked Prone” and receives a +4 to resist any Push or Grapple attacks.
- Sovereign’s Coil: The wearer ignores all “Squeezing” penalties and gains a +2 to Athletics (Climbing or Balance) checks.
- Hydromantic Ward: The wearer takes half damage from Water, Ice, and Cold-based attacks.
- Slithering Tidal Barrier (Action): Twice per session, create a Medium Burst Template centered on the wielder. Allies inside have “Cover” (-2 to be hit by ranged attacks). The wielder may use a free move to “teleport” anywhere within the template.
- Waveform Contortion (Bonus Action): Three times per session, the wielder becomes “Insubstantial” for 3 rounds, allowing them to pass through small openings and granting +2 to Parry.
- Coiling Insight (Action): Once per day, the wielder gains the “Detection” power (as per the spell) for 10 minutes, specifically sensing vibrations and structural weaknesses.
Shadowrun (6th Edition) Unique Name: The 4421 Hydro-Resonance Rig
- Item Type: Mystic Armor / Power Focus (Rating 2)
- Armor Rating: +6 (Reinforced Coral Alloy)
- Capacity: 4 (Integrated into the torso/barding slot)
- Availability: 6R
- Cost: 45,000¥
- Passive (Sovereign’s Coil): The wearer gains +2 dice to Gymnastics tests for contorting or moving through tight spaces. The “Weightless” enchantment reduces the effective Burden of this heavy armor to zero.
- Passive (Hydromantic Ward): The armor provides +4 dice to resist Cold or Water-based elemental damage and reduces the damage of all non-magical physical attacks by 2.
- Active (Slithering Tidal Barrier): Minor Action (2/day). Create a 10m radius mana-barrier of swirling water. This provides Cover II to allies and allows the user to spend 1 Edge to instantly swap positions with a “Mirror Image” within the zone.
- Active (Waveform Contortion): Major Action (3/day). For 1 minute, the user gains the “Insubstantial” status, allowing passage through gaps as narrow as 15cm and adding +3 to Defense Rating.
- Active (Coiling Insight): Major Action (1/day). For 10 minutes, the wearer gains +3 dice to Perception tests and ignores visibility modifiers caused by smoke, mist, or darkness within 10 meters.
Starfinder (2nd Edition / Playtest) Unique Name: 4421 Crested Hydro-Frame
- Item Level: 12 (Unique, Hybrid, Magical, Water)
- Price: 35,000 credits
- Bulk: 1 (Integrated eel-skin binding reduces typical heavy bulk)
- EAC Bonus: +14; KAC Bonus: +16
- Max Dex Bonus: +4; Armor Check Penalty: -1; Speed Adjustment: 0 ft.
- Passive (Sovereign’s Coil): You gain a +3 status bonus to Acrobatics checks. You are treated as one size category smaller for the purpose of squeezing through tight spaces.
- Passive (Serpentine Poise): You gain a +4 circumstance bonus to KAC against Trip or Shove combat maneuvers.
- Active (Slithering Tidal Barrier): Two Actions (2/day). Spend 1 Resolve Point. Create a 15-ft. radius dome of water. Allies inside gain Concealment. As a reaction, the wearer can teleport to any unoccupied square within the dome.
- Active (Waveform Contortion): Single Action (3/day). For 1 minute, you gain the “Blurred” condition and can pass through any opening 6 inches or wider. You ignore all difficult terrain.
- Active (Coiling Insight): Single Action (1/day). You gain Blindsight (vibration) 30 ft. for 10 minutes.
Traveller (Mongoose 2nd Edition) Unique Name: TL 14 Serpentine Battledress 4421
- Item Type: Artifact / Specialized Barding
- Protection: +14 (Coral-Alloy reinforcement)
- Weight: 2 kg (Ethereal eel-skin binding negates standard heavy mass)
- Required Skill: Vacc Suit 0 or Athletics (Dexterity) 1
- Passive (Sovereign’s Coil): DM+2 to all Athletics (Dexterity) checks involving balance or tight spaces. The wearer ignores all penalties for “Squeezing” through ship access hatches or vents.
- Passive (Serpentine Poise): The wearer cannot be knocked prone by gravity shifts or explosive decompression unless the force is from a weapon of TL 16+.
- Active (Slithering Tidal Barrier): Significant Action (2/day). Deploy a 6-meter radius mist field. Attacks through the mist suffer a DM-2 penalty. The wearer may move to any location within the mist as a Free Action once per turn.
- Active (Waveform Contortion): Significant Action (3/day). For 10 rounds, the wearer’s physical form becomes semi-liquid. They can bypass locked iris valves or damaged bulkheads as long as there is a gap of 15cm.
- Active (Coiling Insight): Minor Action (1/day). The internal sensors provide DM+3 to Recon checks for 10 minutes, specifically detecting hidden wiring or lurking bio-signs.
Warhammer (WFRP 4th Edition) Unique Name: 4421 Vexatious Tide-Plate
- Item Type: Arcane Relic (Barding/Torso)
- Encumbrance: 2 (Magical weightlessness reduces this from a typical 6)
- Armor Points (AP): 4 (Body, Legs, Tail)
- Qualities: Flexible, Magical, Practical (No Agility penalties)
- Passive (Sovereign’s Coil): The wearer gains +2 SL to all Dodge or Athletics (Contortion) tests. The armor manifests a prehensile coral tail if the wearer lacks one.
- Passive (Serpentine Poise): The wearer gains a +20 bonus to all tests made to resist being knocked prone or moved against their will.
- Active (Slithering Tidal Barrier): Action (2/day). Spend 1 Resolve. Place a Large Template centered on the wearer. All allies inside gain +1 AP to all locations and attackers suffer -2 SL to hit them.
- Active (Waveform Contortion): Action (3/day). The wearer gains the “Ethereal” and “Amorphous” traits for 1D10 rounds, allowing passage through small cracks and granting immunity to non-magical weapons.
- Active (Coiling Insight): Action (1/day). For 10 minutes, the wearer gains the “Second Sight” talent, perceiving structural flaws and hidden traps within 15 yards.
