Stormcaller Gauntlets

by

in

The Stormcaller Gauntlets are a pair of intricately crafted leather gloves adorned with swirling patterns reminiscent of storm clouds. Embedded in the palms are small, translucent gemstones that faintly crackle with electric energy. When worn, the gauntlets emit a soft hum, resonating with the power of thunderstorms and the raw energy of the elements.

Lore: The Stormcaller Gauntlets were crafted by a legendary mage who sought to harness the fury of the storms and channel it through their fingertips. The mage spent years studying the secrets of the tempests, ultimately imbuing the gauntlets with the essence of lightning. Legends say that wearing these gauntlets allows the user to command the very power of thunder and lightning.

Stats:

  • Level: Tier 1
  • Rarity: Uncommon
  • Type: Magical Gloves
  • Tags: Elemental Fury, Tempest Channeling, Thunderstrike, Electromancy, Energy Conduction, Shockwave, Lightning Mastery, Stormborn, Thunderclap, Charged Impact
  • Requires: Attunement

Cost: The Stormcaller Gauntlets are highly sought after and typically carry a price tag of 600 gold pieces. The cost reflects the craftsmanship involved in their creation and the power they grant to the wearer.

Use: When attuned to the Stormcaller Gauntlets, the character gains the following benefits:

  • Lightning Strike: Once per long rest, as an action, the character can unleash a bolt of lightning from their fingertips. Make a ranged spell attack against a target within 60 feet. On a hit, the target takes an additional tier die of lightning damage. This ability taps into the gauntlets’ inherent power, allowing the wearer to unleash a surge of electricity upon their foes.
  • Electric Grasp: When the character successfully hits a creature with a melee weapon attack, they can use a reaction to release a jolt of electricity, dealing an additional tier die lightning damage. This ability represents the gauntlets’ ability to infuse the character’s attacks with electrical energy.
  • Shocking Resistance: The wearer gains resistance to lightning damage. The gauntlets’ enchantments provide a protective barrier against the destructive force of electricity.
  • Thunderous Strike: Once per long rest, as an action, the character can activate the gauntlets to create a burst of thunderous energy around themselves. Creatures of their choice within a 10-foot radius must make a Dexterity saving throw (DC 13). On a failed save, they take an additional tier die of thunder damage and are pushed 10 feet away from the character. On a successful save, they take half damage and are not pushed. This ability showcases the gauntlets’ capacity to unleash concussive soundwaves.

The Stormcaller Gauntlets, being a highly sought-after item with powerful magical properties, would typically be found in specialized shops across the world of Saṃsāra. These shops cater to adventurers, mages, and those attuned to elemental forces, and the price of the gauntlets would vary depending on the region and the nature of the establishment:

  • Arcane Emporiums: In larger cities and magical hubs, arcane emporiums run by experienced enchanters or magical scholars are common. These shops focus on selling rare and enchanted items, often with the option for customization or additional enchantments. The Stormcaller Gauntlets, priced around 750 gold pieces in these establishments, come with a guarantee of authenticity, along with detailed scrolls documenting their origin and capabilities. The shopkeepers may offer attunement services or enchantment adjustments for an extra fee.
  • Elementalist’s Sanctums: In regions where elemental forces are revered or studied, such as in Zephyrstone Islands or coastal cities prone to storms, sanctums dedicated to elemental magic are likely to sell the gauntlets. These sanctums are often visited by those who seek to harness the power of wind, lightning, and storms. Here, the Stormcaller Gauntlets would be priced around 700 gold pieces, slightly lower due to the prevalence of elemental-themed items. Purchases might come with lessons on storm magic, enhancing the buyer’s mastery over the elements.
  • Black Markets and Rogue Dealers: In less lawful areas, black markets thrive on trading rare and powerful items, including enchanted gear like the Stormcaller Gauntlets. Often sold by rogue dealers or mercenaries who have looted such items from ancient ruins or defeated foes, the gauntlets would be priced lower, around 500-600 gold pieces, depending on their condition. While cheaper, there’s always a risk of acquiring counterfeit goods or cursed versions, and shopkeepers will often be hesitant to reveal how they acquired such rare gear.
  • Traveling Merchants and Enchanted Caravans: In more remote areas or during large magical festivals, traveling merchants with enchanted caravans peddle rare and magical items, including gear like the Stormcaller Gauntlets. Due to the rarity of these items outside major cities, the price here would be higher, around 800 gold pieces. Merchants may require trade in rare resources or magical ingredients to balance the cost, and haggling is expected.
  • Guild-Run Armories: Large adventuring guilds and factions in Saṃsāra often have their own armories where members can purchase or exchange magical items. These guild-run armories maintain a strict selection of powerful gear for their members. The Stormcaller Gauntlets would be valued at around 600 gold pieces but may be sold at a discounted rate to loyal members who have earned guild favor. Non-members might have to pay a premium price of up to 850 gold pieces if allowed to buy at all.
  • Relic Auction Houses: In high-society cities or during grand magical auctions, rare items like the Stormcaller Gauntlets can be bought and sold at relic auction houses. These auctions are frequented by nobles, powerful mages, and wealthy adventurers, making the price range from 1000 to 1200 gold pieces, depending on bidding competition. These venues would often highlight the gauntlets’ history, crafting origin, and magical properties to justify the premium cost.

In each of these shops, the process of buying the Stormcaller Gauntlets might involve attuning to the gauntlets under supervision, receiving specialized care instructions, and discussing potential upgrades.

In the world of Saṃsāra, the Stormcaller Gauntlets offer a versatile blend of offense and defense, and their usage can vary greatly depending on the environment. These environments present different challenges and advantages, allowing wearers to adapt their strategies in creative ways. Here’s how the gauntlets might be role-played in various settings:

  • Open Battlefield
    • Defense: On an open battlefield, where there’s little cover and multiple enemies are in view, the wearer can leverage the Shocking Resistance to mitigate incoming lightning-based attacks or any environment-related electricity hazards. As storms or enemy mages summon lightning, the wearer remains unfazed, with the gauntlets absorbing much of the power. Additionally, the gauntlets’ lightning resistance allows them to wade through dangerous areas like electrical traps or cursed storm-touched zones while maintaining their strength.
    • Offense: The wearer can call upon Lightning Strike to deliver a devastating ranged attack, shooting bolts of lightning across the battlefield at enemies trying to keep their distance. This allows for strategic targeting of spellcasters or archers hiding behind frontline combatants. The Thunderous Strike ability could also be used to scatter groups of enemies trying to rush the wearer, creating distance and forcing foes to break their formations.
  • Urban Warfare (Streets and Rooftops)
    • Defense: In narrow streets or alleyways, the wearer of the gauntlets might use their Electric Grasp in hand-to-hand combat to overwhelm foes quickly. When surrounded or ambushed by thugs or rival factions, they could strike with physical weapons and immediately follow up with bursts of electricity, turning simple strikes into deadly blows. The gauntlets can also help avoid traps set by gangs or thieves that involve lightning or electricity, thanks to the resistance they offer.
    • Offense: Scaling buildings and taking high-ground positions, the wearer can unleash Lightning Strike on targets below, striking rooftop archers or hidden enemies across urban environments. Using Thunderous Strike in crowded streets or small alleys would allow the wearer to push back multiple attackers at once, possibly sending them crashing into walls or other obstacles, buying time for escape or repositioning.
  • Dense Forests or Jungles
    • Defense: In forested environments where enemies may use guerrilla tactics, the Shocking Resistance makes the wearer a formidable force, particularly in tropical jungles where storms are common. If the environment itself turns hostile, such as during an electrical storm or if traps utilize lightning, the wearer’s resistance to electricity protects them from natural and artificial hazards.
    • Offense: In close-quarters environments like thick forests, Electric Grasp becomes particularly useful in ambush scenarios, where the wearer can strike an opponent from the shadows and follow up with a jolt of electricity, incapacitating the target before they can call for reinforcements. When facing a larger number of enemies in a tight space, the Thunderous Strike can blow apart foliage and underbrush, disorienting hidden foes and clearing a path for retreat or counterattack.
  • Mountains or Cliffside Battles
    • Defense: In high-altitude, storm-prone areas, the gauntlets’ natural affinity for lightning helps in both protection and combat. If a storm brews, the wearer can draw strength from the environment, enhancing their resistance to storm-related hazards. The gauntlets’ abilities are especially useful in scenarios where falling debris or lightning strikes are a threat, making the wearer less vulnerable to the dangers of mountain passes or unstable cliffs.
    • Offense: In a mountainside confrontation, the gauntlets’ Thunderous Strike could create an avalanche by sending a wave of concussive force through the mountainside. This would scatter enemies or force them into more vulnerable positions. Additionally, Lightning Strike can be used to strike enemies at range, sending bolts of energy through narrow passages or across cliffs where movement is restricted.
  • Underground Caverns and Dungeons
    • Defense: In enclosed environments like caverns or dungeons, the wearer of the Stormcaller Gauntlets can use Shocking Resistance to defend against any traps or monsters that rely on lightning magic. Since many dungeons in Saṃsāra feature mechanical or magical traps involving electricity, the gauntlets allow the wearer to avoid most of the damage these traps would otherwise inflict. The gauntlets also protect the wearer in case of electrical discharges from underground crystals or malfunctioning devices that may emit dangerous energy.
    • Offense: In a confined space, Thunderous Strike is particularly devastating. The concussive force generated within the tight walls of a cavern or dungeon amplifies the attack, pushing enemies back and potentially causing structural damage. The shockwaves from Thunderous Strike could collapse sections of the dungeon, trapping enemies or opening new pathways. Electric Grasp works well in tight corridors, allowing the wearer to incapacitate close-ranged attackers with swift, deadly strikes.
  • At Sea or Coastal Environments
    • Defense: While on a ship or battling along a coast, the gauntlets protect the wearer from natural lightning strikes during sea storms or magical lightning assaults by rival vessels or sea-bound enemies. Their resistance to lightning damage makes them valuable in stormy weather, reducing the risk posed by electric discharges that could otherwise strike the ship and its crew.
    • Offense: Lightning Strike and Thunderous Strike are particularly thematic in this environment, allowing the wearer to call upon the storm’s power as they battle on the high seas. Lightning Strike could be used to strike down enemy sailors from a distance or disable key components of rival ships, such as the mast or sails. Thunderous Strike could be used in close-quarters combat to knock enemies overboard or create shockwaves that disrupt enemy formations.
  • Desert or Arid Environments
    • Defense: In deserts where natural storms are rare but fierce, the gauntlets’ resistance to lightning might not play a significant defensive role, but their offensive capabilities remain valuable. The gauntlets may help the wearer fight off enemies in desolate environments where lightning or thunder is less common, but still present in magical storms.
    • Offense: The Thunderous Strike could kick up sandstorms or send concussive blasts through desert dunes, destabilizing the ground and disorienting enemies in vast, open landscapes. Lightning Strike allows the wearer to strike at foes over great distances, compensating for the lack of cover and using the open horizon to their advantage.

In all these environments, the gauntlets’ ability to harness the power of thunderstorms through a combination of offensive lightning attacks and defensive electricity resistance allows them to be both destructive and protective. Role-playing with the Stormcaller Gauntlets offers strategic depth, allowing players to creatively leverage their environment and adapt to different challenges.

Perception of Activation:

  • User’s Perspective
    • Sight: The gauntlets glow brightly with electric blue light as soon as they are activated, and arcs of lightning crackle from the translucent gemstones embedded in the palms. The light is so intense it causes a momentary blurring of peripheral vision, with flashes sparking off to the sides like mini lightning strikes.
    • Sound: A deep, resonating hum emerges from the gauntlets, echoing like the distant roll of thunder. The electrical arcs crackle loudly, mimicking the sound of raw power being harnessed. It’s both a comforting and intimidating noise, reminiscent of controlling a storm.
    • Touch: A tingling, buzzing sensation runs through the wearer’s fingers and arms as the gauntlets surge with energy. The static causes the hair on the wearer’s arms to stand up, and the gauntlets themselves feel lighter, almost weightless, as if charged with ethereal force.
    • Smell: There is a faint but distinct smell of ozone, much like the air before a lightning storm, sharp and metallic. This electric scent lingers around the wearer as the energy builds and concentrates within the gauntlets.
    • Taste: A metallic tang fills the mouth, possibly from the interaction of the body’s energy field with the gauntlets, akin to touching a battery with your tongue.
    • Extrasensory Perception: The gauntlets seem to heighten the user’s awareness of nearby energy fields. The wearer feels a connection to the surrounding elements, particularly air and storm, sensing shifts in weather or magical forces that could affect the power flow. Time might feel slightly slowed in moments of extreme concentration, allowing the wearer to react faster.
    • Positives:
      • Enhanced sense of power, confidence, and control over lightning and thunder.
      • A deeper connection to the elemental forces around the user.
      • The activation boosts reflexes and sensory awareness, helping the wearer perceive dangers faster.
    • Negatives:
      • The intensity of the light and electrical noise can be overwhelming, causing brief sensory overload.
      • The constant hum and tingling can become uncomfortable, leading to fatigue if used for extended periods.
      • The metallic taste and smell of ozone may be unsettling or nauseating for prolonged use.
  • Observer’s Perspective
    • Sight: The gauntlets glow with an electric blue aura, and arcs of lightning leap from the palms, wrapping around the wearer’s hands and extending a few inches outward. To an observer, this is a striking, almost mesmerizing display. The entire space around the wearer seems brighter and more energized, with occasional flashes of light reflecting off surfaces nearby.
    • Sound: Observers hear a sharp crackling of electricity, punctuated by a low, continuous hum, almost like distant thunder. This noise fills the air, making the environment feel charged and alive. It draws attention from anyone nearby, acting like a beacon.
    • Touch (at a distance): Standing near the wearer, one might feel a slight static in the air, as if standing near a high-voltage device. Objects in proximity could react to the electrical energy, creating a tingling sensation on the skin or causing hair to rise from static buildup.
    • Smell: A noticeable scent of ozone fills the space around the wearer, strong enough that those nearby would also perceive it as the smell of a coming storm.
    • Extrasensory Perception: To those sensitive to magic or the elements, the activation of the gauntlets causes a noticeable shift in the elemental balance. The air becomes heavier, charged with latent power, as if the environment itself is responding to the gauntlets’ presence. Some may feel a pull towards or repelled by the energy, depending on their affinity with elemental forces.
    • Positives:
      • Spectacular and awe-inspiring to witness, giving the impression that the wearer is wielding immense power.
      • Creates an intimidating atmosphere, possibly causing fear or respect from allies and enemies.
      • An unmistakable display of magical prowess, drawing admiration from onlookers.
    • Negatives:
      • The intense light and electric energy can be distracting or even blinding to those nearby, especially in darker environments.
      • The constant crackling sound can create discomfort or nervousness among companions, causing tension.
      • Observers might feel the static charge building in the air, which could become uncomfortable or unsettling after prolonged exposure.

The activation of the Stormcaller Gauntlets creates a palpable shift in the environment, affecting the wearer and anyone within range. While the wearer is infused with power, increased awareness, and a sense of control over the elements, the gauntlets may overwhelm their senses or drain their stamina. For observers, the display is both awe-inspiring and unnerving, but can create discomfort due to the sensory intensity of the gauntlets’ electrical power.

Crafting Recipe: Stormcaller Gauntlets

  • Materials Needed:
    • Leather of a Thunderclaw Beast – 2 square feet (This leather comes from a rare, storm-infused creature that roams stormy mountain ranges. It has natural resistance to electricity.)
    • Storm Crystal Shards – 4 shards (These translucent blue crystals, naturally infused with lightning energy, must be harvested during an electrical storm from high mountain peaks or floating islands.)
    • Lightning Conductor Wire – 3 feet (A silver and copper alloy wire, enchanted to channel electrical energy. Found in workshops specializing in elemental constructs.)
    • Windsteel Thread – 2 spools (Fine metal thread made from lightweight, magically conductive steel, used for reinforcing the leather and enhancing its connection to elemental forces.)
    • Etheric Essence – 1 vial (A vial of liquid magic drawn from the Weave, purchased from arcane suppliers or distilled by powerful enchanters.)
    • Arcane Runes of the Tempest – Set of runes engraved on small stone tablets (Collected from ancient ruins where weather mages once practiced.)
    • Skyborn Feather – 2 feathers (Plucked from a bird of prey that flies among storm clouds, usually found in regions where storms are frequent.)
  • Tools Required:
    • Enchanted Needle – A needle crafted from a Thunderclaw Beast’s fang, imbued with magic to sew enchanted materials.
    • Runic Engraving Set – A set of chisels and hammers designed for inscribing magical runes onto materials.
    • Alchemical Forge – An advanced forge capable of channeling elemental energies, necessary for binding lightning-based magic into the materials.
    • Binding Gauntlet Frame – A metallic framework used to hold the gauntlet in place during the final stages of enchantment, designed to channel and bind energy through the materials.
    • Inscription Pen – A magically enhanced quill used to write out the final inscriptions and runes that lock the magic into the gauntlets.
  • Skill Requirements:
    • Leatherworking (Master Level) – Crafting the gauntlets requires skill in working with rare and magical hides, such as the Thunderclaw Beast’s leather.
    • Arcane Enchantment (Journeyman Level) – The crafter must know how to infuse items with elemental energies, specifically lightning and thunder, using the Etheric Essence and Storm Crystal Shards.
    • Runic Inscription (Advanced Level) – The runes of the Tempest must be engraved with precision and knowledge of ancient languages to properly invoke their powers.
    • Elemental Affinity (Moderate) – A natural or trained sensitivity to storm magic and the ability to safely work with lightning-infused materials.
  • Crafting Steps:
    • Prepare the Leather:
      • Cure and treat the Thunderclaw Beast leather to make it flexible yet durable. During the curing process, mix in small amounts of Etheric Essence to bind magical properties directly into the material. This leather must retain its natural resilience to electrical energy.
    • Weave the Conductor Threads:
      • Using the Windsteel Thread, stitch conductive paths into the leather using the Enchanted Needle. These threads will help channel the electrical energy throughout the gauntlet when it is activated. Reinforce the seams with Lightning Conductor Wire, ensuring they follow the swirling storm patterns.
    • Set the Storm Crystals:
      • Carve out two small receptacles in the palms of the gauntlets, just wide enough to fit the Storm Crystal Shards. Using a combination of Runic Engraving tools and an Inscription Pen, carefully etch the inner side of the gauntlets with the Arcane Runes of the Tempest. This will link the shards to the gauntlets and enable the crystals to channel lightning energy through the gloves.
    • Bind the Skyborn Feathers:
      • Sew the Skyborn Feathers into the inner lining of the gauntlets, ensuring that they are positioned at the wrist and fingertips to enhance the user’s reflexes and sensitivity to nearby electrical energy. These feathers also act as a stabilizer for the magic within the gauntlets, ensuring it doesn’t overwhelm the wearer.
    • Infuse the Gauntlets with Etheric Essence:
      • Place the gauntlets within the Binding Gauntlet Frame inside the Alchemical Forge. Pour the Etheric Essence into the gauntlets and activate the forge. This will imbue the leather and crystals with raw magical energy, making them responsive to the wielder’s commands. The essence must be channeled slowly to prevent overloading the materials with too much power at once.
    • Final Inscription and Activation:
      • Using the Inscription Pen, carefully write the last lines of runes on the wrist area of the gauntlets. These runes finalize the enchantment and allow the gauntlets to be attuned to a specific wearer. As the inscription is completed, the gauntlets will emit a faint glow, signaling that they are ready for use.
    • Attunement Process:
      • To fully activate the gauntlets, the wearer must undergo a brief attunement ceremony. This involves standing outside during a storm or a location heavy with elemental magic and holding the gauntlets aloft as they draw in natural lightning energy. The gauntlets will recognize the wielder and bind themselves to them, completing the crafting process.
  • Crafting Time: Approximately 5 days, with rest intervals between magical infusions to prevent material burnout or accidents.
  • Cost: The materials and tools required, along with the high level of skill involved, make this a costly endeavor, likely running around 1,500 gold pieces for all the components.

Tale of the First Caller of Storm

In days long before time was counted, before sun and moon yet danced their eternal steps, there lived a mage named Surnashakla, whose name carried no meaning, and whose deeds none did tell. He was wanderer of sky and cloud, who traveled far across the lands where earth did not yet meet sea, and all was still chaos and wind. Surnashakla sought, but none knew what. His heart held the hunger of storms, and his eyes were said to follow lightning, not men.

In a far place, where mountains touched the vaults of heavens and winds howled in words not spoken, there was Storm That Never Ceased. There it was, ancient and fierce, a place of loud wrath and sky-fire, feared by all. Men did say no creature could step into the storm and not be torn apart, for it cared not for flesh nor bone, and its breath was destruction. Yet, Surnashakla, whose name none would repeat, was said to have laughed at such words and wandered into the storm with only bare hands and silent thoughts.

For nine and nine turns of the moonless sky, Surnashakla walked within the Storm That Never Ceased. He spoke not, but the wind told him things, and the thunder sang to his heart. In the center of the storm, where all was stillness but not peace, he found the heart of lightning itself, glowing like fire not born of this world. The light was too bright, and the sound too fierce, but Surnashakla did not flee. With hands unburned by flame, he reached into the storm’s heart, grasping its very essence, and it was thus he forged the Hands of Sky-Rage, which today they call the Stormcaller Gauntlets.

With these new hands, Surnashakla was no longer of the earth, for he held power of storm within him. Where he walked, clouds gathered. When he spoke, thunder followed. In battles, his enemies saw not his blade, but the lightning that struck from his very fingers. His strength was not flesh, but the storm itself, tamed by his will. Yet those who saw him did not cheer, for the storm brings not only victory but also fear, and men knew not whether to call him friend or curse.

One tale tells how in a time of great war between kings of the dry lands, Surnashakla was called by those who knew of his power. “Come,” they begged, “make the storms fight for us and let thunder break our enemies.” And so Surnashakla did come, standing in the middle of their armies. But on the eve of battle, when the sky turned dark and the air tasted of storm, his eyes saw far beyond the armies. He raised his hands to the heavens, and the sky answered his call. Yet the storm, once loosed, heard not only his will but remembered its own wrath. It came crashing down, not only upon those he opposed but also upon the lands of those who summoned him.

None were spared, for the storm knows no sides. In the end, the kings were gone, their lands drowned in rain and flame, and Surnashakla walked away, never again to be seen by men. They say the storm that came that day still lives in the skies, waiting for a new master to call it forth.

Moral of the Story: To hold the power of the storm is to call upon that which cannot be tamed. The hand that beckons lightning must know that it serves not the will of men, but its own eternal fury.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • Description: The Stormcaller Gauntlets are ancient, lightning-infused artifacts rumored to be linked to arcane knowledge that predates human civilization. They hum with raw energy and can be devastating if properly controlled, but also dangerous to the wielder’s sanity.
  • Game Stats:
    • Artifact Powers:
      • Lightning Strike: Once per day, the wielder may unleash a bolt of lightning at a target within 30 yards. The wielder must roll against POW. On success, deal 1D10 electrical damage. On a failure, the gauntlets backfire, causing the wielder to lose 1D4 HP from the shock.
      • Thunderous Boom: The gauntlets can create a concussive blast of sound in a 10-foot radius, forcing all within range to make a CON roll or be knocked prone for 1D3 rounds. Usable once per day.
      • Shocking Resistance: The wearer gains resistance to electrical damage, reducing any electrical attacks or hazards by half damage.
    • Sanity Cost: Wearing or using the gauntlets gradually erodes the wearer’s sanity. Each use of an active ability requires a SAN loss of 1D2 points.
    • Mythos Knowledge: The wearer gains a +10% bonus to Occult rolls involving weather or ancient storm-related mythos.
    • Drawbacks: Extended use leads to electrical burns and hallucinations involving storms or cosmic forces beyond comprehension.

Blades in the Dark

  • Description: These gauntlets are imbued with volatile storm energy, originally created by an ancient electroplasmic practitioner. They are highly illegal and dangerous, but offer immense power to those who dare wield them.
  • Game Stats:
    • Stormcaller Gauntlets (Arcane Item, 3 Load):
      • Electroplasmic Strike: Once per score, the wearer can discharge a bolt of lightning at a target within near range. This counts as a Ranged Attack (requires an Attune roll). On a success, the target takes 3 harm (electroplasmic). On a failure, the gauntlets short-circuit, dealing 2 harm to the wearer.
      • Thunderous Pulse: Once per score, create a shockwave that forces all targets in close range to make a Resolve resistance check or be knocked down.
      • Storm Protection: The wearer gains 1 armor against electrical or lightning-based attacks, usable once per score.
    • Special Armor: The gauntlets count as special armor in situations involving electroplasmic energy or electricity-based threats.
    • Devil’s Bargain: The energy within the gauntlets can become unstable. Overusing them may result in drawing unwanted attention from the city’s electroplasmic ghosts or malfunctioning catastrophically.

Dungeons & Dragons (5th Edition)

  • Wondrous Item (Rare, requires attunement)
  • Description: These finely crafted leather gauntlets have translucent gems in the palms that crackle with storm energy. Imbued with elemental power, the gauntlets allow the wearer to control the forces of lightning and thunder, but only after attuning to them.
  • Game Stats:
    • Lightning Strike: Once per long rest, as an action, you can hurl a bolt of lightning at a target you can see within 60 feet. Make a ranged spell attack. On a hit, the target takes 3d8 lightning damage.
    • Thunderous Strike: Once per long rest, as an action, you can create a burst of thunderous energy around you. All creatures of your choice within a 10-foot radius must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away. On a successful save, the creature takes half damage and isn’t pushed.
    • Electric Grasp: When you hit a creature with a melee attack, you can use your reaction to deal an additional 1d8 lightning damage. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • Shocking Resistance: You have resistance to lightning damage while wearing these gauntlets.

Knave

  • Description: These ancient gauntlets hum with storm power and can be dangerous in the hands of those not familiar with elemental forces. They offer both offensive and defensive capabilities for those willing to master their power.
  • Game Stats:
    • Stormcaller Gauntlets:
      • Lightning Bolt: Once per day, you may fire a lightning bolt at an enemy up to 60 feet away. The bolt deals 1d8 damage. Roll an additional d6. On a result of 1, the gauntlets overcharge, dealing 1d4 damage to you.
      • Thunder Clap: Once per day, you may clap your hands together, creating a thunderous shockwave. All creatures within a 10-foot radius must pass a Dexterity save or take 1d6 damage and be knocked prone.
      • Shock Resistance: You take half damage from lightning-based attacks or effects.
    • Drawbacks: Wearing the gauntlets for long periods may cause static burns (1 damage per day of continuous wear). They may also attract storms or electrical hazards, especially in areas with volatile weather.

Fate Core

  • Description: The Stormcaller Gauntlets are ancient, lightning-infused items that allow the wearer to manipulate and harness storm-based energies. These gauntlets are a potent tool for any character with an affinity for weather or elemental control, but their power comes at a cost.
  • Game Stats:
    • Aspect: Bound by Lightning – The gauntlets grant the wearer the ability to summon and control lightning and thunder:
      • Stunt 1: Lightning Strike – Once per session, you may spend a Fate Point to unleash a bolt of lightning at a target within two zones. Make a Shoot roll. If successful, deal 4 shifts of electrical damage.
      • Stunt 2: Thunderous Boom – Once per scene, you may create a burst of concussive sound in your zone. Roll Athletics to knock everyone in the zone back by one zone, forcing them to succeed on an Athletics roll or be knocked prone.
      • Stunt 3: Electric Resistance – You gain +2 to rolls to defend against any lightning or electricity-based attacks or hazards.
    • Drawbacks: The gauntlets are highly unstable, and overuse can lead to accidental discharges or feedback shocks. Compel the Bound by Lightning aspect to cause a malfunction or attract unwanted attention from environmental forces.

Numenera & Cypher System

  • Description: These ancient gauntlets are infused with storm energy, allowing the wearer to summon lightning and thunder at will. The energy within them can be both a blessing and a curse, as the power is volatile and unpredictable.
  • Game Stats:
    • Level: 5
    • Effect: The Stormcaller Gauntlets allow the wearer to unleash powerful lightning-based attacks, defend against electrical hazards, and create concussive blasts of thunder.
    • Lightning Strike: Once per day, unleash a bolt of lightning at a target within long range. Make an Intellect roll against a difficulty of 5. On success, the target takes 8 points of electrical damage.
    • Thunderous Strike: Once per day, create a shockwave of thunder. All creatures within immediate range must make a Might defense roll against difficulty 5 or be knocked prone and take 4 points of damage.
    • Electric Resistance: While wearing the gauntlets, you reduce all electrical damage by 2.
    • GM Intrusion: The gauntlets occasionally overload, discharging electrical energy randomly, either damaging the wearer or affecting nearby electronics.

Pathfinder (2nd Edition)

  • Wondrous Item (Rare, requires attunement)
  • Description: These finely crafted leather gauntlets are imbued with elemental storm magic. They grant the wearer command over lightning and thunder, making them a powerful weapon for both offense and defense.
  • Game Stats:
    • Lightning Strike: Once per day, you can cast Lightning Bolt as a 5th-level spell with a spell DC of 20. The bolt deals 6d12 electricity damage.
    • Thunderous Blast: Once per day, you can cast Thunderburst as a 4th-level spell. All creatures within a 10-foot radius take 4d6 sonic damage on a failed Fortitude save (DC 20), or half as much on a success.
    • Electric Grasp: When you hit with a melee attack, you can deal an additional 1d6 electricity damage. You can do this three times per day.
    • Shock Resistance: While wearing the gauntlets, you gain resistance 10 to electricity damage.
  • Drawbacks: Overuse of the gauntlets may cause them to malfunction, requiring a DC 20 Arcana check to prevent the user from being shocked (taking 1d12 damage).

Savage Worlds (Adventure Edition)

  • Description: The Stormcaller Gauntlets are powerful, arcane gloves capable of harnessing the power of lightning and thunder. They grant the wearer potent electrical abilities, making them a dangerous force on the battlefield.
  • Game Stats:
    • Stormcaller Gauntlets (Artifact)
      • Lightning Bolt: The wearer can fire a bolt of lightning as a ranged attack (Range: 12/24/48). On a successful hit, the bolt deals 3d6 electrical damage. This power costs 2 Power Points (PP), usable once per encounter.
      • Thunderous Strike: As an action, the wearer can create a shockwave of thunder that forces all targets in a Medium Burst Template to make an Agility roll at -2 or be knocked prone and suffer 2d6 damage. This ability costs 3 PP and is usable once per day.
      • Shock Resistance: The wearer gains +2 armor against electrical damage or attacks involving lightning.
    • Drawbacks: The gauntlets are unpredictable. Whenever the wearer rolls a critical failure using the gauntlets’ abilities, the gauntlets backfire, dealing 2d6 damage to the wearer and knocking them prone.

Shadowrun (6th Edition)

  • Description: These gauntlets, infused with elemental lightning, are a relic of a time when magic was young and untamed. They have been adapted for the modern world, allowing those with an affinity for magic to harness storm energy in combat. However, the tech-magic interface is unstable, and misfires can be dangerous.
  • Game Stats:
    • Device Rating: 6
    • Lightning Strike: The wearer can channel a bolt of electricity. As a Complex Action, the user makes a ranged Spellcasting Test (Magic + Willpower, target’s Defense Test). On a hit, deal 8S electrical damage (AP –4). The attack can be sustained up to 2 rounds, costing 1 Drain each round.
    • Thunderous Shockwave: As a Complex Action, the gauntlets create a concussive burst of energy in a 10-meter radius. All targets must make a Body + Strength Test (Threshold 3). On failure, they take 5P damage and are knocked prone.
    • Electric Defense: The gauntlets offer the wearer a +2 bonus to resist electricity-based attacks and hazards.
    • Glitch Consequence: On a glitch or critical glitch during any attack, the gauntlets backfire, dealing 4P electrical damage to the wearer and causing a -2 dice pool penalty on subsequent actions until repaired.
  • Availability: 15R
  • Cost: 75,000¥
  • Repair: The gauntlets require a Hardware or Arcana check (Threshold 5) to fix after any malfunction.

Starfinder

  • Description: The Stormcaller Gauntlets are powerful relics of an ancient culture that harnessed elemental forces. They allow the wearer to control lightning and thunder with precision, making them a valuable asset in battle, though the energy they channel can be difficult to control.
  • Game Stats:
    • Level: 10
    • Price: 18,000 credits
    • Bulk: L
    • Lightning Bolt: Once per day, the wearer can release a lightning bolt as a standard action. The bolt deals 8d6 electricity damage in a 60-foot line (Reflex save DC 18 for half damage).
    • Thunderous Strike: Once per day, the gauntlets can release a concussive burst of sound as a standard action. All creatures within a 20-foot radius must succeed on a DC 18 Fortitude save or take 4d6 sonic damage and be pushed 10 feet away.
    • Shocking Grasp: As a reaction, the wearer can deal an additional 1d6 electricity damage when hitting with a melee attack. Usable three times per day.
    • Electric Resistance: While wearing the gauntlets, the wearer gains energy resistance 10 against electricity.
  • Drawback: Extended use of the gauntlets requires a Fortitude save (DC 15) after each use of an active ability. On a failed save, the wearer becomes fatigued from the strain of channeling such power.

Traveller (Mongoose 2nd Edition)

  • Description: The Stormcaller Gauntlets are ancient relics rumored to be from a pre-spacefaring civilization that mastered the control of elemental forces. These gauntlets allow the wearer to harness electricity and thunder, giving them immense destructive power but at the cost of safety.
  • Game Stats:
    • Tech Level: 14
    • Traits: Electrical Attack, Energy Defense
    • Lightning Blast: The wearer can discharge a bolt of electricity as a ranged attack. Roll 2D + Dexterity vs. target’s armor. On a hit, the bolt deals 6D damage (armor applies at half value).
    • Thunderwave: The gauntlets create a thunderous shockwave in a 10-meter radius. All creatures must roll Endurance (8+) or be knocked prone and take 2D damage (armor applies fully).
    • Energy Shield: The gauntlets provide +3 protection against electrical-based attacks. This protection applies both to physical and energy-based electrical damage.
  • Cost: Cr 250,000
  • Availability: Extremely rare, usually found only on ancient artifact worlds or in the hands of wealthy collectors.
  • Failure Risk: Every use of the gauntlets requires a roll (2D + Intelligence 8+). On a failure, the gauntlets overload and deal 1D damage to the wearer, shorting out until repaired.

Warhammer 40k: Wrath & Glory

  • Description: The Stormcaller Gauntlets are a relic from an ancient age, infused with elemental power. These gauntlets allow the wielder to summon the forces of the storm, channeling both lightning and thunder into destructive attacks. However, they can be unpredictable, and misuse often results in dire consequences for the wielder.
  • Game Stats:
    • Rarity: Near Unique
    • Keywords: Relic, Arcana, Power Field
    • Lightning Strike: As an action, the wearer can launch a bolt of electricity at a target within 24 meters. Roll Ballistic Skill (DN 3). On a hit, deal 12+1ED electrical damage (AP –2).
    • Thunderclap: Once per encounter, the gauntlets release a thunderous burst that forces all targets within 10 meters to pass a Toughness Test (DN 4) or be knocked prone and take 8+1ED sonic damage.
    • Electrical Resistance: The wearer gains a +2 bonus to defense against electrical or energy-based attacks while wearing the gauntlets.
    • Corruption: The gauntlets are imbued with strange, forbidden energies. Each time the wearer uses their active abilities, they must roll a Corruption Test (DN 4). Failure results in 1 Corruption point.
  • Value: 500 (Extremely Rare)
  • Influence: +5 when dealing with ancient tech seekers or collectors.