Lore
In the bustling foundries of the island nation of Tyrus, the heat of the steam-forges is often matched only by the temper of the smiths. Item 742 was forged during a period of civil unrest where the local miners felt the guild was not providing adequate protection against subterranean feral pests. The smiths responded by enchanting standard brass-knuckle guards with a minor magic virus known as “Vibrant Ire.” This virus does not harm the wearer but instead feeds on the adrenaline produced during confrontation, causing the metal to hum with a low, aggressive vibration. It is a tool for those who prefer to settle disputes with a forward-thinking, physical approach rather than through lengthy diplomatic parley.
Description
This item consists of a pair of heavy brass-and-iron knuckle guards designed to be worn over the fingers. The surface is etched with jagged, aggressive patterns that seem to catch the light even in dim environments. When the wearer’s pulse quickens, the metal transitions from a dull copper color to a glowing, heated orange. Large, industrial-style rivets are placed along the striking surface, and a small magic circuit is visible through a reinforced glass pane on the back of the hand, where a tiny, coin-sized Tier 1 magic crystal provides the necessary power for its enchantments.
Stats
- Tier: 1
- Rarity: Common
- Slot: Hand Slot (Right and Left)
- Armor Check (AC): 1 (Provides a minor defensive barrier when bracing for a strike)
- Weight: 2 lbs
- Resilience: 10
- Item Health Points: 30 (Based on the formula for a Tier 1 Common item)
Skills Gained While Openly Worn
- Intimidating Presence: While these knuckle guards are openly displayed, the character receives 1 temporary skill point in Intimidation. The aggressive humming and the visual heat of the metal act as a deterrent to those looking for an easy target.
- Crawl-Space Combat: The character gains 1 temporary skill point in CQC (Close Quarters Combat), representing the item’s design for tight, aggressive engagements.
Passive Magic
- Adrenaline Feedback: The knuckle guards sense the wearer’s intent. During the first turn of any combat cycle, the avatar gains a +1 bonus to their initiative roll (effectively subtracting 1 from the d20 result) as the magical vibration readies their muscles for immediate action.
- Weighted Momentum: When making a physical strike, the magic circuits slightly increase the gravity of the item at the moment of impact. This adds a +1 bonus to the damage output of the first action taken during a turn.
Active Magic
- Sunder Guard: As an action, the wearer can unleash a focused burst of steam and magic power into the striking surface. If the attack hits, it targets a held item of the foe. The target item’s AC calculation for this strike does not include the foe’s tier die roll, making it easier to deactivate the opponent’s weapon.
- Heated Threat: The wearer can spend a free action to cause the knuckle guards to vent excess steam and glow intensely. This does not require a die roll. For the next 6 seconds, any social skill check involving an aggressive or threatening stance receives an additional d4 bonus (tier die) added to the percentage calculation.
Tags
Aggressive, Steam-powered, Melee, Tyrus-forged, Metal, Tier 1, Hand-slot, Intimidating, Common, Magic-circuit, Vanguard, Kinetic, Brass, Industrial, Striker, Crystalline, Reinforced, Volatile, CQC, Resonant, Frontline
Acquisition of the Relentless Vanguard
The acquisition of this item typically occurs through three primary avenues within the island nations of Saṃsāra.
- Combat Rewards: Avatars may find these knuckle guards after a successful engagement with specialized guild enforcers or rogue miners in the industrial districts. If the defeated foe was a possessed avatar, the item will be dropped near the resulting soul crystal in a cloud of purple sparks. If the foe was a non-possessed entity, the item must be physically searched for and retrieved from the remains.
- Quest Rewards: Local Mayors or Guild Masters in manufacturing hubs often offer these items as compensation for resolving labor disputes or clearing feral infestations from the steam tunnels. Because these items are common and practical, they are frequently used as standard-issue equipment for entry-level security details.
- Commercial Exchange: A character may visit various urban centers to purchase the item. If a character lacks the immediate skill to utilize the aggressive nature of the guards, they can spend downtime or roleplay sessions learning the necessary close-quarters techniques from a veteran instructor before the item’s bonuses become fully accessible through their Mind’s Eye.
Retail Environments and Economic Exchange
In the world of Saṃsāra, the price of the Relentless Vanguard is not fixed. It is subject to the availability of the copper and iron used in its construction and the proximity to the mana springs that power the initial viral enchantment.
- Industrial Blacksmiths and Steam-Forges: In cities with a heavy industrial presence, such as the central hubs of Tyrus or Helmus, these items are found in shops characterized by the constant hiss of elemental steam and the rhythmic pounding of mechanical hammers. These vendors deal in volume and utility.
- Purchase Price: 80 to 120 Silver. The price leans toward the lower end if the shop is located near a mining district where supply is high.
- Sale Price: 40 to 60 Silver. Smiths in these areas are often overstocked and will only buy back items for their raw material value or for refurbishment.
- Specialized Adventurer Outfitters: Located in port cities and near state borders, these shops cater specifically to Isekai souls and high-tier travelers. The environment is cleaner, often featuring display cases powered by magic circuits that highlight the item’s aggressive glow.
- Purchase Price: 15 to 25 Electrum. The “buyer beware” principle is in full effect here, as outfitters often charge a premium for the convenience of having the item polished and pre-attuned for immediate handheld use.
- Sale Price: 8 to 12 Electrum. These sellers have higher overhead due to city gate fees and property taxes, so they offer less for used gear.
- General Goods Merchants and Frontier Traders: In smaller towns or rural villages, these items may appear as “rare finds” in a general store that stocks everything from grain to basic steam-engine parts.
- Purchase Price: 2 to 4 Gold. Prices are higher in remote areas due to the 5% tax on goods crossing state borders and the 1% transit tax applied at every city gate the merchant passed through.
- Sale Price: 1 Gold. Rural merchants are often cash-poor and may prefer to barter for rations or other portable Tier 1 goods rather than paying in coin.
- The World Bank Influence: Any exchange of currency for these items at a bank location to move funds from a Mind’s Eye account to physical coin will incur the standard 1% transaction fee. Adventurers often prefer to pay merchants directly from their physical coin purses to avoid the bank’s administrative questions and fees for such low-tier transactions.
Tactical Application and Environmental Roleplay of the Relentless Vanguard
The use of the Relentless Vanguard is dictated by the environment and the level of safety established by local authorities. Because the item responds to the wearer’s physiological state, the roleplay of its defense and offense shifts significantly depending on whether the avatar is in a secure metropolis or a deathly wilderness.
- Metropolitan and Safe Areas: In a designated safe area, such as a guarded inn or a central government plaza, the AC of these knuckle guards is effectively tripled. Roleplaying defense in this environment involves a show of “aggressive deterrence.” An avatar might cross their arms, allowing the metal to hum loudly and glow a dull orange, signaling to potential agitators that any strike made against them will be met with a magically reinforced barrier. Offensively, using the item here is a grave social risk. An avatar might use a “Heated Threat” as a free action to lean into a conversation, letting the steam vent from the rivets to emphasize a point without actually throwing a punch. If combat does break out, the strike is often a single, decisive blow meant to end a brawl before the city guards—who are notified by the increased magical activity—can intervene.
- Industrial Districts and Steam Tunnels: These are typically somewhat safe or normal areas where AC is doubled or standard. In the cramped, echoing corridors of a foundry, the “Crawl-Space Combat” skill becomes essential. Offensively, an avatar utilizes the “Weighted Momentum” passive to slam their fists against the metallic walls or steam pipes to create disorienting clangs, using the echoes to mask their approach before delivering a heavy, gravity-augmented strike. Defensively, the avatar uses the guards to “parry” mechanical hazards or incoming feral beast attacks. The roleplay emphasizes the industrial grit of Saṃsāra, with the wearer using the “Sunder Guard” active ability to punch the reaching claws of a monster or the weapon of a rival miner, intending to unattune the foe’s gear and leave them vulnerable amidst the hissing steam.
- The Endless Ocean and Uncharted Islands: In unsafe areas where AC is cut in half, the Relentless Vanguard is used with a sense of desperate aggression. Defense is no longer about absorbing a blow but about pre-emptive strikes to “deactivate” a foe’s weaponry before it can land. An avatar might roleplay a frantic, high-speed series of blocks where they intentionally target the enemy’s items using the “Targeted Item” mechanic. Because every hit taken is more dangerous, the “Adrenaline Feedback” initiative bonus is vital. The roleplay focuses on the avatar’s Mind’s Eye tracking the vulnerabilities in the opponent’s Tier 1 gear, striking specifically at the mana-conduits of a foe’s blade to render it mundane and useless in the heat of a jungle or on the deck of a rain-lashed ship.
- High-Stakes Siege and Military Engagements: When used in the context of larger conflicts, perhaps alongside a “Group Powered Item,” the Relentless Vanguard serves as a personal focus for frontline pressure. Offensively, a character might lead a charge, their knuckle guards glowing at maximum intensity as they use the “Vibrant Ire” to fuel their resolve. They focus their domination—perhaps shifting 90% of their soul participation to the avatar in the thick of the fight—to ensure every strike is perfectly timed. Defensively, the wearer coordinates with their party, staying within the 100-yard radius to maintain their full Tier 1 die (1d4). They roleplay a “Relentless” stance, standing firm in the path of oncoming foes, using the “Intimidating Presence” to force enemies to hesitate, while the magic within the brass knuckles vibrates in sympathy with the distant thrum of steam-powered airships overhead.
- Deathly Areas and Magical Scars: In a deathly area where AC is cut completely and every attack hits, the defensive properties of the Vanguard are non-existent. Roleplay here is purely offensive and survival-oriented. The avatar knows that if they are struck, they will perish and leave behind a soul crystal. Therefore, the use of the item becomes a “race to the finish.” The wearer might use the “Heated Threat” not to intimidate, but to provide a brief flickering light in a magically darkened ruin, using the ultraviolet “True Sight” to see the glow of enemy magic. Every action is spent attempting to end the combat instantly. If the avatar has a “Mana Boost,” they might roleplay the internal struggle of holding onto that single point of “silver fire spell power” as a last-second reaction to prevent the avatar’s destruction, the knuckle guards glowing a blinding purple as the mana preserves their life at exactly one health point.

Perception of Activation:
User’s Perspective
- Tactile Surge: As your adrenaline rises, you feel a rhythmic, aggressive thrumming against your knuckles that synchronizes with your heartbeat. The brass becomes uncomfortably warm, a simmering heat that vibrates through the bones of your hand and up your forearm.
- Magical Feedback: Through your Mind’s Eye, you perceive the internal magic circuit “closing.” The Tier 1 crystal feels like a tiny, heavy anchor point in your palm, drawing in ambient mana and converting it into a physical weight.
- Heightened Awareness: Your senses sharpen as the “Vibrant Ire” virus stimulates your nervous system. You feel a sudden, driving urge to close the distance between yourself and any perceived obstacle.
Observer’s Perspective
- Visual Warning: The jagged etchings on the knuckles begin to glow a fierce, molten orange. Faint wisps of elemental steam hiss from the rivets, and the surrounding air begins to shimmer with heat distortion.
- Auditory Cues: A low-frequency hum, similar to a pressurized steam boiler about to vent, emanates from the avatar. It is a sound of mechanical and magical tension that grows louder as the avatar becomes more aggressive.
- Atmospheric Shift: Nearby individuals feel a slight “prickle” on their skin—the static discharge of a localized magic field—and notice the avatar’s movements becoming more deliberate and forceful.
Extra-Sensory Perceptions
- True Sight (Ultraviolet): To anyone with True Sight, the knuckle guards erupt in a brilliant violet-red flare. The light is pulsed, matching the rhythmic “Ire” of the internal virus, and faint ley-line tendrils can be seen reaching out from the hand slot to the wearer’s torso.
- Blind Sight (Acoustic Imaging): The aggressive vibrations emitted by the item act as a passive sonar. Even in total darkness, you can “see” the outlines of nearby walls and foes as the hum echoes off their surfaces and is processed by your Mind’s Eye as a grayscale map.
- Soul Sight: The item’s activation causes the wearer’s soul signature to temporarily brighten and sharpen at the edges, appearing more “jagged” and assertive to those who can see the essence of a possessed avatar.
Positives
- Focusing Agent: The physical and magical feedback provides a clear focal point for your cognition, making it easier to direct your intent into a single, high-damage strike.
- Intimidation Factor: The combination of visible heat, steam, and the audible hum often causes non-possessed foes to hesitate, providing a tactical advantage in the first 6 seconds of engagement.
- Environmental Utility: The heat generated can serve as an emergency light source in dim industrial tunnels or a way to cauterize small wounds in an unsafe area.
Negatives
- Stealth Compromise: The constant humming and glowing orange light make it nearly impossible to remain hidden once the adrenaline-sensitive virus has been triggered.
- Physical Strain: The heat and vibration, while empowering, lead to a dull ache in the joints of the hand after prolonged activation, occasionally requiring more than 20 minutes of downtime to fully soothe.
- Targeting Vulnerability: The bright ultraviolet signature makes the item an easy target for foes using True Sight who wish to use the “Targeted Item” mechanic to deactivate your primary offensive tool.
Forging the Relentless Vanguard: Item 742 Replication Guide
The recreation of the Relentless Vanguard requires a synthesis of traditional metallurgy and the delicate handling of active magical pathogens. This process is typical of the Tyrus industrial guilds.
Materials Needed
- Base Metals: 1.5 lbs of high-grade yellow brass and 0.5 lbs of tempered pig iron for the striking rivets.
- Magic Catalyst: One Tier 1 Magic Crystal (coin-sized). The crystal should ideally be harvested from a creature that exhibited territorial or aggressive behavior to ensure high compatibility.
- Mana Conduit: 3 inches of fine silver wire to etch the magic circuits along the inner palm of the guards.
- Viral Strain: A dormant sample of the “Vibrant Ire” magic virus, typically stored in a lead-lined glass vial.
- Mechanical Components: A set of four miniature brass rivets and a small pane of reinforced alchemical glass for the circuit viewing port.
Tools Required
- Elemental Steam Forge: A forge capable of maintaining a consistent temperature through the mixture of elemental fire and water.
- Jeweler’s Etching Kit: For the precision placement of the silver magic circuits.
- Alchemical Infusion Chamber: A pressurized vessel used to introduce the magic virus into the cooling metal without infecting the crafter.
- Mechanical Power Transmission Lathe: A steam-powered lathe for shaping the knuckle guards to the specific hand-slot dimensions of the target avatar.
Skill Requirements
- Metalworking (Trained): Minimum level 3. Necessary for the structural integrity of the brass and iron bond.
- Alchemical Crafting (Trained): Minimum level 2. Required to safely handle and stabilize the “Vibrant Ire” virus.
- Magical Engineering (Temporary or Trained): Minimum level 2. Essential for the successful attunement of the Tier 1 crystal to the silver circuits.
Crafting Steps
- Phase 1: Casting and Shaping: Melt the brass in the elemental forge. Cast the main body of the knuckles using a sand-mold. Once cooled to a dull red, use the steam-powered lathe to refine the fit and hammer the iron rivets into the striking surface.
- Phase 2: Circuit Etching: Using the jeweler’s kit, carve the jagged patterns into the exterior. On the interior, etch a precise channel for the silver wire. Lay the silver wire to create a continuous loop that will eventually connect to the crystal housing.
- Phase 3: Crystal Integration: Construct the housing for the Tier 1 Magic Crystal on the back-of-hand section. Place the crystal within and seal it with the alchemical glass. Ensure the silver wire makes direct contact with the crystal’s facets to allow for immediate magic flow.
- Phase 4: Viral Infusion: Place the completed assembly into the Alchemical Infusion Chamber. Release the “Vibrant Ire” virus while the metal is still warm but not molten. The virus will “set” into the crystalline structure of the brass, forming the magic crystalline cells necessary for the item’s passive effects.
- Phase 5: Calibration and Attunement: Power the forge to maximum pressure to jump-start the crystal’s charge. Hold the item to perform an instant handheld attunement. If the item begins to hum in sequence with your pulse and the etchings glow orange, the replication is successful. If the crystal shatters, the fragments must be reclaimed and the process restarted at Phase 3.
First Striking-Brass of Unstopping Front-Walker
In the days of the very old past, when the island of Tyrus was only beginning to make the breathing of the water-fire, there lived a man of the heavy hammer named Kaelen. Kaelen did much hitting of the yellow metal in the deep under-dirt places. In those times, the deep under-dirt was full of the feral tooth-beasts. The tooth-beasts possessed many sharp mouth-bones and no thinking in their heads. They frequently ate the rock-diggers who worked in the dark. Kaelen had a great boiling of the water-fire in his chest regarding this eating of his brothers.
He walked to the upper-dirt to speak to the masters of the labor-gathering. He made loud sounds from his throat, asking for the protective coverings. The masters of the labor-gathering gave him only the empty wind. They said the rock-diggers were many and the protective coverings required too much of the flat wealth-circles. Kaelen returned to the deep under-dirt with a heavy spirit and a mind full of the red thoughts. He decided he must forge the hitting-metal for his own grasping appendages.
Kaelen took the yellow metal, which is known to the wise as brass, and he took the hard pig-metal, which is known as iron. He bent them with the fire and the hammer until they took the shape of the mountain-peaks over the bending-bones of his fingers. But Kaelen knew that dead metal is only dead metal. Dead metal does not cause the feral tooth-beasts to feel the great fear. He needed the metal to possess the anger of the living.
Kaelen walked into the deepest hole where the mana-water leaks from the stones. He waited for the arrival of the alpha tooth-beast, the one with the most redness in its eyes. This beast suffered from the sickness of the angry glowing, a disease of the magic that makes the blood run with violence. Kaelen did not do a killing to the beast with a sharp stick. Instead, he trapped the beast in a cage of the alchemical glass and waited for it to expire from its own furious breathing. When it ceased its moving, Kaelen cut into its center and removed the power-stone of the first measure, which was the size of a flat wealth-circle. The stone was vibrating with a very bad feeling. He also took the invisible sickness of the angry glowing into a jar of lead.
Returning to his place of the hammers, Kaelen placed the power-stone into the back part of the yellow metal. He used the fine strings of the silver metal to tie the power-stone to the striking-peaks. Then, he poured the sickness of the angry glowing upon the hot yellow metal. A strange thing of great wonder occurred. The yellow metal drank the sickness and did not melt. Instead, it became alive with the aggressive vibrating. It made a sound like a giant flying insect trapped in a small cavern. The metal changed its skin color to the color of the sun going into the ground.
Kaelen put his hands inside the metal. Immediately, his mind’s seeing was filled with the redness of action. His own life-water pumped with great speed. The metal understood his intention to do violence to the tooth-beasts.
He walked back into the deep under-dirt. The tooth-beasts smelled his coming and ran toward him with open mouth-bones. Kaelen did not step backward. He made his hands into the tight stone-shapes. The yellow metal hummed with a loud song of the crushing. He threw his arm toward the front. When the iron peaks touched the face of the first tooth-beast, the magic strings made the gravity of the whole world sit upon the yellow metal. The hit was of a magnificent heaviness.
The water-fire screamed out of the small holes in the yellow metal. The unseen light of the deep purple color flared brightly, blinding the eyes of the other beasts. Kaelen did the hitting again and again. With every hitting, the power-stone ate his fast heartbeats and gave back the heavy momentum. He broke the items of the beasts, he broke their bones, and he broke their fighting spirits. He sundered the alpha of the new pack, stripping it of its life-force until it became only a power-stone on the ground.
When the quietness returned to the deep under-dirt, Kaelen stood among the non-living beasts. He breathed much air into his lungs. The yellow metal on his hands was still glowing with the angry sun-color. It refused to stop its vibrating. The masters of the labor-gathering came down and saw Kaelen standing with the intimidating presence. They felt the cold water in their spines. They named his creation the Unstopping Front-Walker, for he did not stop and he walked in the front. They commanded the making of many copies of this item, but the copies were never as angry as the first yellow metal that drank the sickness.
The moral of the story: The sickness of the angry mind can be bound into the unfeeling metal to become a tool of great crushing, but the one who wears the angry metal must always carry the heavy burden of the violent vibrating within their own spirit.
Suggested conversions to other systems:
Call of Cthulhu
The Crystalline Ire Apparatus
Within the investigative and horror-driven mechanics of this system, the aggressive nature of the item is tied directly to the wielder’s mental stability and the unnatural science of its construction. The apparatus is treated as a strange, arcane device likely unearthed from a forgotten industrial cult or a mad alchemist’s workshop.
Item Classification: Melee Weapon and Arcane Artifact Skill Used: Fighting (Brawl) Base Damage: 1D3 plus Damage Bonus, plus an additional 1D4 thermal burn damage when activated. Range: Touch Attacks per round: 1 Cost to Activate: 1 Magic Point and 1 Sanity Point per combat encounter.
Mechanics and Usage: The apparatus is worn over the knuckles and is fueled by a volatile, crystalline power source. To awaken the dormant properties of the crystal and the aggressive virus within the metal, the investigator must expend 1 Magic Point and take a Sanity loss of 1 point. This represents the mental toll of the adrenaline feedback loop connecting the device directly to the user’s nervous system.
Once activated, the device hums and glows with an intense heat for the duration of the encounter. The investigator gains a bonus die on their next initiative sequence order, allowing them to act much faster than their standard Dexterity would permit. Furthermore, the intense heat and aggressive venting of steam grant a bonus die on any Intimidate skill rolls made against human or humanoid opponents who can comprehend the threat of the glowing metal.
The sunder ability is adapted as a specialized combat maneuver. If the investigator achieves a Hard success or Extreme success on their Fighting (Brawl) roll against an armed opponent, they may choose to target the opponent’s weapon instead of dealing physical damage to the entity. A Hard success will break standard wooden or fragile weapons, while an Extreme success will shatter metal weapons or firearms, rendering them completely useless. However, relying on the apparatus causes the user to become increasingly belligerent; failing a Sanity roll while the item is active may result in a bout of madness characterized by uncontrollable violence.
Blades in the Dark
Sparkwright’s Ire-Knuckles
In the shadows of Doskvol, this item is a piece of experimental electroplasm-fueled technology, likely stolen from a secretive faction of Sparkwrights or forged in the illegal workshops of the underground. It relies on the game’s narrative positioning and effect mechanics to bring its aggressive nature to life.
Item Type: Fine Melee Weapon Load: 1 (can be concealed under a heavy coat, but the glowing and humming make it difficult to hide when active).
Mechanics and Usage: The Ire-Knuckles are considered a Fine quality weapon. When engaging in a Skirmish action in close quarters, the exceptional craftsmanship and the weighted momentum of the item grant increased Effect. If your standard effect would be Standard, it becomes Great, allowing you to inflict more severe harm or achieve your goals with overwhelming force.
The adrenaline feedback is represented mechanically during the action roll phase. If you choose to push yourself for extra effort during a Skirmish or Command roll using the knuckles, you may choose to take 1 Stress instead of the usual 2 Stress, reflecting the magical virus fueling your aggression and reducing your physical hesitation.
The intimidating presence of the venting steam and glowing rivets provides narrative permission to roll Command in situations where it might normally be ignored. When rolling Command to intimidate a rival gang member or a terrified citizen, you gain +1d to your pool, provided the item is openly venting and glowing.
To utilize the sunder mechanic, you may declare the breaking of an opponent’s weapon as your primary goal during a Skirmish. By succeeding on the roll and spending 1 Stress to activate the focused burst of steam, you achieve the specific outcome of destroying the enemy’s blade or firearm. If you roll a complication, the enemy’s weapon is broken, but the feedback from the impact causes your Ire-Knuckles to lose their glow, rendering them a standard (non-Fine) weapon until you can spend downtime repairing and recharging the electroplasmic crystal.
Dungeons & Dragons
Gauntlets of the Relentless Vanguard
Adapted for a high-fantasy setting, this item functions as a magical weapon and a wondrous item that enhances the wielder’s combat reflexes and intimidation capabilities. The mechanics are balanced for a lower-level adventurer but remain useful as the character progresses.
Item Rarity: Uncommon Item Type: Wondrous Item, Weapon (Simple, Melee) Requirements: Requires Attunement by a character proficient with simple weapons.
Mechanics and Usage: While attuned to and wearing these brass knuckle guards, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can roll a d4 in place of the normal damage of your unarmed strike. When you hit with an attack using these gauntlets, the target takes an additional 1d4 fire damage from the supernatural heat radiating from the metal.
The adrenaline feedback enchantment grants you a supernatural edge at the start of a battle. While wearing the gauntlets, you have advantage on initiative rolls.
You can use a bonus action to cause the gauntlets to vent a thick, hissing cloud of hot steam and glow with a bright orange light. The light provides bright light in a 10-foot radius and dim light for an additional 10 feet. For the next minute, you have advantage on Charisma (Intimidation) checks made to influence creatures that can see and hear you. Once you use this property, you cannot use it again until you complete a short or long rest.
The sunder ability is translated into a targeted strike action. As an action, you can make a single melee weapon attack against a nonmagical weapon or spellcasting focus held by a creature within your reach. The target’s armor class for this attack is equal to 10 plus their Dexterity modifier. If the attack hits, the held item takes bludgeoning and fire damage equal to 2d4 plus your Strength modifier. If this damage exceeds the object’s hit points (as determined by the rules for object durability, typically 5 to 10 hit points for a resilient small object), the item is shattered and destroyed.
Knave
Boiler-Fist Brass
In the deadly, minimalist, and classless mechanics of this system, items are defined by the inventory slots they consume and the mechanical advantages they provide to the player’s ability checks.
Item Slots: 1 Quality: 3 (Represents the durability of the item before it breaks). Damage: d6 bludgeoning damage.
Mechanics and Usage: The Boiler-Fist Brass takes up one inventory slot and must be equipped in the hands to be utilized. When you roll for initiative at the beginning of combat, you may add +2 to your initiative roll, representing the magical virus accelerating your reflexes and heart rate.
When you attack an enemy, you roll your standard d20 against the target’s armor defense. Upon a successful hit, the knuckles deal d6 bludgeoning damage. If you roll a natural 20 on your attack roll, the brutal momentum and magical heat of the brass completely destroy the armor or weapon of the target, reducing its quality by 1 immediately.
You may perform a stunt to explicitly break an enemy’s weapon. To do so, you must describe the aggressive maneuver and make an opposed Strength or Dexterity check against the opponent. Because the Boiler-Fist Brass is designed for this exact purpose, you gain Advantage on this stunt roll. If you succeed, the opponent’s weapon is knocked from their grasp or severely damaged, lowering its quality by 1.
Outside of combat, the venting steam and glowing metal can be used to threaten others. When attempting to coerce, frighten, or command an NPC through fear, you gain Advantage on your Charisma check. However, the loud hissing and bright light make it impossible to gain surprise on enemies, automatically causing any stealth attempts to fail while the item is actively glowing. If the Boiler-Fist Brass ever takes damage or loses its quality points down to 0, the crystal shatters, dealing d4 damage directly to the wearer and leaving behind only useless, twisted brass.
Fate
Vibrant Ire Brass-Knuckles
Within the narrative and aspect-driven mechanics of this system, items are best represented by the narrative permissions they grant, the Aspects attached to them, and the specific Stunts that break the standard rules of the game. This item acts as an Extra that a character can acquire, tying directly into their physical and social approaches to conflict.
Item Aspect: Steam-Venting Aggressive Brass-Knuckles This aspect can be invoked when the character needs to apply brute force, push through physical hesitation, or intimidate someone with the glowing heat and hissing steam of the weapon. It can be compelled by the Game Master when the character needs to remain stealthy, as the loud humming and bright orange glow make hiding nearly impossible, or when the adrenaline virus causes the character to act too aggressively in a delicate social situation.
Stunt: Adrenaline Feedback Loop Because the knuckles are infused with a magic virus that reacts to combat tension, you gain a +2 bonus to your Notice or Athletics skill when rolling to determine the turn order at the beginning of a physical conflict.
Stunt: Sunder Guard Because the weapon is designed with supernatural weighted momentum, once per conflict, when you succeed with style on a Fight attack against an armed opponent, you may choose to shatter their weapon instead of taking a boost or inflicting additional stress. This creates a situation aspect such as Disarmed or Shattered Blade on the opponent with two free invokes.
Stunt: Heated Threat Because the knuckles vent scalding steam and glow with an intimidating heat, you gain a +2 bonus to Provoke rolls when you actively use the threat of physical violence to coerce or frighten an opponent who can clearly see and hear the weapon.
Numenera and Cypher System
Thermal-Vibratory Striking Apparatus
In this system, this item is classified as an Artifact, a piece of retained technology or magic from prior worlds that can be used multiple times but carries the risk of eventual failure. It integrates seamlessly with the Effort and Asset mechanics.
Level: 1d6 + 2 Form: A heavy pair of metallic knuckle guards featuring a transparent, reinforced viewing pane that houses a glowing, vibrating crystalline power source. Usage: Worn on both hands.
Mechanics and Usage: When worn and activated, the apparatus functions as a medium melee weapon, inflicting 4 points of damage upon a successful melee attack.
The device possesses a neural-sympathetic link that pumps adrenaline into the wearer. During the first round of any combat encounter, the wearer is granted an Asset on all Speed defense tasks, including the initial Speed task to determine initiative order against NPCs.
The venting of hot steam and the aggressive, low-frequency hum emitted by the crystal provide a psychological advantage. The wearer gains an Asset on all intimidation-based interaction tasks while the apparatus is actively glowing and venting.
To utilize the sunder ability, the wearer can attempt a specialized melee attack specifically targeting a foe’s held weapon or shield. This requires the wearer to apply at least one level of Effort to the attack task. If the attack is successful, instead of dealing damage to the NPC, the targeted weapon or shield is violently shattered and rendered useless. The Game Master determines the level of the item being struck, which is typically equal to the level of the NPC wielding it.
Depletion: 1 in 1d20. The depletion roll should be made at the end of any combat encounter in which the apparatus was used to strike a foe or sunder an item. If the roll results in a 1, the internal crystal shatters, destroying the item permanently.
Pathfinder Second Edition
Gauntlets of the Relentless Vanguard
Adapted for a highly structured, tactical roleplaying system, these gauntlets function as a specific magic item with invested traits. The mechanics rely on the action economy and the item bonus systems inherent to the ruleset.
Item Level: 4 Usage: Worn gloves; Bulk: L Traits: Magical, Evocation, Fire, Invested.
Mechanics and Usage: These heavy brass knuckles are etched with jagged runes and feature a small, enclosed crystal on the back of the hand. While invested and worn, they function as +1 striking brass knuckles. They deal 1d4 bludgeoning damage, plus an additional 1d4 fire damage on a successful melee Strike, owing to the extreme heat generated by the magical virus within.
Passive Benefit: Intimidating Glow. While the gauntlets are worn and visible, the continuous venting of steam and the aggressive orange glow grant the wearer a +1 item bonus to Intimidation checks.
Free Action Activation: Adrenaline Surge. Trigger: You roll initiative. Effect: The magical virus within the gauntlets detects the onset of hostility and stimulates your nervous system. You gain a +2 circumstance bonus to your initiative roll.
Two-Action Activation: Sunder Guard. You channel the entirety of the crystal’s momentum into a single, devastating strike aimed at an opponent’s gear. Make a melee Strike against a weapon or shield held by a creature within your reach. You do not take the normal penalty for attacking an item in a creature’s possession. If the Strike is a success, you automatically bypass 5 points of the item’s Hardness when calculating the damage dealt to the item. If the attack is a critical success, you bypass 10 points of the item’s Hardness.
Savage Worlds
Relentless Vanguard Knuckle Dusters
In this fast, furious, and fun system, the item operates as a Relic or Magic Item that modifies Edges, damage output, and specific combat maneuvers like called shots.
Item Type: Wondrous Relic Weight: 2 lbs Damage: Str+d4+1
Mechanics and Usage: These are heavy, rune-etched knuckle dusters that glow with internal heat and vent steam when the wielder is engaged in combat. They are treated as a melee weapon that grants a +1 bonus to Parry due to their heavy brass construction, which aids in deflecting incoming blows.
The aggressive magical virus within the metal mimics the Quick Edge during the opening moments of a fight. During the first round of combat, if the wielder is dealt an Action Card of 5 or lower, they may immediately discard it and draw a new Action Card until they receive a card higher than 5.
The glowing heat and hissing steam serve as a powerful deterrent. While the knuckles are openly worn and active, the wielder receives a +2 bonus to all Intimidation rolls.
The sunder mechanic is applied through the system’s Called Shot rules. When the wielder declares a Called Shot against an opponent’s melee weapon or firearm, the standard penalty for targeting a held item (usually -4) is reduced to -2. If the attack hits, the knuckles deal their standard damage (Str+d4+1) directly to the weapon’s Toughness. Most standard melee weapons have a Toughness of 10. If the damage roll equals or exceeds the weapon’s Toughness, the weapon is shattered and destroyed. Furthermore, if the wielder scores a Raise on the attack roll against the weapon, they deal an additional d6 bonus damage to the item, ensuring its destruction.
Shadowrun
The Vibrant Ire Hardliner Gloves
Within the gritty, awakened cyberpunk dystopia of the Sixth World, this item is categorized as a highly specialized, magically infused melee weapon, blurring the line between physical adept foci and alchemical engineering. It operates as a Weapon Focus, requiring the user to be Awakened to unlock its full potential, though the physical impact remains brutal even for mundane users.
Item Classification: Melee Weapon and Weapon Focus (Force 2) Skill Required: Unarmed Combat Damage Value: STR + 2 Physical Armor Penetration: -1 Availability: 12F Cost: 8,000 Nuyen
Game Mechanics and Usage: These reinforced gloves are lined with a brass-alloy striking surface and embedded with a Force 2 alchemical preparation that generates localized heat and physical kinetic resonance. To bond with the item, an Awakened character must spend 4 Karma. Once bonded, the character adds the focus’s Force (2) to their Unarmed Combat dice pool.
The Adrenaline Feedback manifests through the item’s magical connection to the user’s nervous system. During the first Combat Turn of an encounter, if the weapon focus is active, the user gains a +2 bonus to their Initiative Score. This represents the sudden surge of aggressive magical energy accelerating their reaction time.
The Heated Threat ability acts as a psychological and physiological deterrent. By spending a Simple Action to channel mana into the gloves, the brass knuckles begin to vent a localized, hissing steam and glow with a dull, threatening heat. For the remainder of the scene, the character gains a +2 dice pool modifier to any Intimidation skill tests where the threat of physical violence is heavily implied.
The Sunder Guard maneuver utilizes the specific Called Shot rules. A character wielding the Vibrant Ire may declare a Called Shot: Disarm or a Called Shot: Break Weapon. When declaring a Called Shot to break an opponent’s weapon, the user takes a -4 penalty to their Unarmed Combat dice pool. If the attack is successful, the damage is not applied to the target’s Condition Monitor. Instead, the weapon’s Structure Rating and Armor Rating must resist the damage. The magical heat and extreme kinetic force generated by the gloves reduce the targeted weapon’s Armor Rating by half for the purpose of this damage resistance test. If the weapon’s Structure Rating is exceeded, it is severely damaged or completely destroyed.
Starfinder
Vanguard Resonance Battleglove
In a galaxy blending advanced technology and potent mysticism, this item is classified as a Hybrid item. It marries conventional pneumatic gauntlet engineering with an aggressive, magically charged resonant crystal harvested from territorial alien fauna.
Item Level: 3 Price: 1,400 Credits Damage: 1d4 Bludgeoning and Fire Critical: Burn 1d4 Bulk: L Special Properties: Analog, Sunder, Powered (Capacity 20, Usage 1)
Game Mechanics and Usage: The Vanguard Resonance Battleglove is a basic melee weapon that covers the hand and forearm, featuring heavy brass-colored alloy knuckles and a reinforced viewing port over the central resonant crystal. Although it has a battery capacity to power its thermal and pneumatic features, it retains the Analog property, meaning it functions as a standard club dealing bludgeoning damage even if the power is depleted or subjected to an EMP.
When powered, the battleglove consumes 1 charge per minute of continuous activation. Activating the glove’s power is a swift action. Once active, the adrenaline-stimulating frequencies of the crystal interact with the wearer. The wearer gains a +2 circumstance bonus to Initiative checks, provided the glove was powered prior to the start of combat.
The hissing steam vents and the menacing glow of the crystal provide a distinct social advantage. While the glove is powered and openly displayed, the wearer gains a +2 circumstance bonus to Intimidate checks.
The Sunder Guard ability synergizes directly with the combat maneuver system. The glove is built with the Sunder special property, which specifically aids in breaking objects. When the wearer attempts a Sunder combat maneuver against an opponent’s held weapon or shield, they gain a +4 equipment bonus to the melee attack roll required to hit the target’s KAC + 8. Furthermore, the combined bludgeoning and fire damage bypasses the first 5 points of the targeted object’s Hardness.
Traveller
TL 12 Thermal-Vibe Knuckledusters
In a universe defined by hard science fiction and interstellar travel, magic is replaced by advanced psionic resonance and high-level technology. This item is an advanced, illegal brawling enhancement utilized by enforcers and high-threat boarding parties across the sector.
Tech Level: 12 Weapon Type: Melee (Unarmed) Damage: 2D Weight: 0.5 kg Cost: 1,500 Credits Traits: Smasher, Sunder (Custom)
Game Mechanics and Usage: These knuckledusters are machined from dense, heat-resistant alloys and incorporate a micro-fusion battery that powers a localized thermal-vibratory field. Using them requires the Melee (Unarmed) skill.
The Adrenaline Feedback is simulated through a mild neural-stimulator built into the inner lining of the knuckles, reacting to the user’s bio-rhythms. At the start of a combat encounter, the user receives a +1 modifier to their Initiative roll, representing the chemical and vibratory stimulation pushing them into immediate action.
The Heated Threat serves as a highly effective negotiation tool in the underworld. When the knuckledusters are activated, venting waste heat as a visible, hissing distortion, the user is granted a Boon on all Persuade or Administer checks that rely on intimidation, coercion, or the immediate threat of violence.
The Sunder Guard mechanic is a specialized application of the weapon’s destructive potential. A Traveller may declare they are attempting to destroy an opponent’s equipment, such as a firearm or melee weapon. This is an attack with a -2 penalty to the Melee (Unarmed) roll. If the attack succeeds, no damage is dealt to the enemy’s Endurance or physical characteristics. Instead, the damage is rolled and applied directly to the targeted item. Due to the Smasher trait and the intense vibratory field, the knuckledusters inflict an automatic critical hit against the mechanical structure of the targeted weapon, rendering it broken and useless until extensive repairs can be made.
Warhammer Fantasy Roleplay
Gromril-Forged Steam-Fists of Aqshy
Adapted for a dark, perilous fantasy world, this item represents a rare and highly dangerous collaboration between the engineering genius of the Dwarfen Guilds and the volatile magic of the Bright College of Magic. It is a weapon of extreme aggression, prone to drawing the attention of the authorities and Witch Hunters.
Item Group: Brawling Encumbrance: 0 Availability: Exotic Reach: Personal Damage: SB + 3 Qualities: Hack, Defensive, Shieldbreaker
Game Mechanics and Usage: These brass and Gromril knuckles are inscribed with the Runes of the Bright College and incorporate miniature, pressurized steam vents. To wield them effectively, the character must use the Melee (Brawling) skill. The weapon adds the character’s Strength Bonus (SB) plus 3 to the damage dealt.
The Adrenaline Feedback is a direct result of the Aqshy magic bleeding into the wielder’s mind, filling them with the fiery passion and rage of the Red Wind of Magic. During the first round of any combat in which the Steam-Fists are drawn and active, the wielder gains a +10 bonus to their Initiative characteristic, determining the turn order.
The Heated Threat is deeply unsettling to ordinary citizens and beasts alike. When the wielder consciously activates the vents, the fists glow with a searing heat and emit sharp blasts of steam. The character gains a +10 bonus to all Intimidate skill tests. Furthermore, while the weapon is actively venting steam, the wielder causes Fear (1) in animals and beasts that are susceptible to fire.
The Sunder Guard translates into the weapon’s brutal structural damage capabilities. Because the weapon possesses the Hack and Shieldbreaker qualities, it is exceptionally good at destroying enemy defenses. If the wielder achieves an Impressive Success (a margin of success of +6 or more) on a Melee (Brawling) test against an armed opponent, they may choose to forgo dealing wounds to the opponent. Instead, the immense kinetic force and searing magical heat immediately destroy the opponent’s non-magical weapon or shield, leaving them completely disarmed. If the targeted weapon is of Fine quality or Magical, it is not destroyed but the opponent is immediately Disarmed and the item is dropped.
