From: Archaicism The Faith of Vyrkan
Lore The god given 904 of The Vyrkan’s Root-Cracker is not a manufactured item but a grown blessing. According to Archaic legend, these tools appeared after the Wiltfall as a gift from Vyrkan to ensure no city would ever over-harvest the ley lines again. Each cracker is a single piece of Ironwood that has naturally entwined around a core of Brass, forming a tool that feels warm to the touch and vibrates softly near healthy forest roots. For a Tier 1 Avatar, possessing one signifies a soul that is anchored to the island’s resilience, marking them as a budding protector of the canopy.
Detailed Stats
- Item Tier: 1
- Rarity: Common
- Weight: 1.5 lbs
- Material: Ancient Ironwood, Polished Brass, Alchemical Sap
Passives Magic
- Vyrkan’s Steady Grip: While holding the tool, the avatar has Advantage on Athletics checks to climb trees or maintain balance on moving Steamships.
- Resilient Fiber: The item is immune to rot, rust, and non-magical fire. If broken, it will slowly knit itself back together over 24 hours if placed in forest soil.
- Ley Line Resonance: The brass fittings glow a faint green when the avatar is within 50 feet of a Rootshrine or a major forest ley line.
Activable Magics
- Steam Surge (Bonus Action): The user cranks the brass handle, releasing a small puff of magical steam. For the next minute, the user’s next physical attack deals an additional 1d4 Fire damage as the tool channels heat from the earth.
- Root-Anchor (Reaction): When the user is subjected to a forced movement effect (like a push or a fall), they can strike the ground with the tool. Spectral roots instantly sprout to anchor them, preventing the movement.
- Pulse of the Forest (Action): Once per long rest, the user can press the tool against a tree to sense the direction of the nearest source of fresh water or a safe subterranean burrow within 1 mile.
Specific Slot
- Belt Slot (Hand-held focus): Must be worn on a belt or held in one hand to grant its passives.
Tags High Magic, Steampunk, Geomancy, Rootcraft, Resilience, Archaicism, Tier 1, Common, Wood Magic, Vyrkan, Isekai Unity, Iron-Root, Steam-Pulse, Ancient-Canopy, Verdant-Resilience, Heart-Wood, Alchemical-Sap, Forest-Anchor, Tectonic-Growth, Wood-Weld, Sentinel-Fiber, Ley-Grip
Markets of the Ironwood: Acquiring the Root-Cracker
Methods of Acquisition
In the nation of Archaic, the god given 904 of The Vyrkan’s Root-Cracker is often gifted to those who demonstrate exceptional stewardship of the forest or rediscovered in long-abandoned groves. Because it is a “grown” blessing, it is rarely produced on a factory line, making its acquisition a significant narrative event:
- Rootshrine Pilgrimage: The most common way to obtain a Root-Cracker is as a reward for a successful pilgrimage. An avatar who spends a full moon cycle assisting a Rootwarden in tending a diseased ley line or repairing a damaged Rootshrine may find the tool “presented” to them—it literally grows out of the central altar’s wood during the final ritual of the Rootchant.
- Wiltfall Scavenging: Occasionally, specialized scouts or “Glade-Divers” venture into the ruins of cities destroyed by the legend of the Wiltfall. These tools are sometimes found clutched in the petrified hands of ancient defenders or buried in the nutrient-rich silt of a collapsed Canopy City.
- Divine Manifestation: For an Isekai avatar who arrives with a deep, inherent respect for the natural world, Vyrkan may grant the item as a miracle. The avatar might wake from their first night in Archaic to find the tool lying beside them, its brass components still warm from the earth’s core.
Trade and Commerce in Saṃsāra
Buying and selling “God-given” magic is a delicate business in a world of “buyer beware.” In Archaic and beyond, the price is dictated as much by the merchant’s faith as it is by the item’s mechanical utility.
- Rootwarden Cooperatives: These are the most reputable places to find a Root-Cracker. Located near major Rootshrines, these shops operate on a Unified community model. They do not “sell” the items for profit but exchange them for Donations of Resilience. A Tier 1 artifact typically requires a donation of 85 to 110 Gold Crowns. They may also accept high-quality alchemical sap or refined steam-gears in trade.
- Canopy Megacity Emporiums: In metropolises like Rootspire, high-end industrial boutiques cater to wealthy avatars and engineers. These shops emphasize the Steampunk aesthetic and the tool’s precision. Here, a pristine Root-Cracker is a luxury good, often priced at 165 to 200 Gold Crowns. The markup reflects the “Renaissance creativity” and the polished finish of the brass.
- The Black Bazaars: In the shadier corners of the island nations, “unaffiliated” traders sell artifacts with no questions asked. These sellers often provide a “sellers’ market” experience where prices fluctuate wildly. A desperate traveler might find a Root-Cracker for 60 Gold Crowns, though it may be “clogged” with old sap or have a faint, ominous rattle. Conversely, a silver-tongued merchant might convince a newcomer that a common Root-Cracker is a legendary relic, charging as much as 350 Gold Crowns.
- Inter-Island Trade Ships: Merchants plying the routes between the 73 island nations occasionally carry Archaic goods. On a ship docked in a desert or mountain nation, a Root-Cracker is a rare curiosity. The price usually settles around 140 Gold Crowns, as the merchant must cover the cost of the griffon-riding scouts or airship fuel used to transport it across the endless ocean.
Suggested Value and Exchange
While there is no set price per tier, the suggested value for a functional, common-rarity Root-Cracker is 120 Gold Crowns.
- Resale: Avatars wishing to sell a Root-Cracker will find that Rootshrines rarely offer gold, instead providing spiritual credit or ritual services. General merchants in industrial hubs will typically offer 40% to 50% of the market value, roughly 50 to 60 Gold Crowns, as they must find a buyer willing to pay the premium for a religious tool.
Tactical Stillness: Roleplaying the Sifting Stillness
The god given 412 of The Sifting Stillness is an extension of Zephara’s patient and resilient nature. In roleplay, using this item involves a shift toward inner quiet and deliberate action, allowing the avatar to find clarity where others find only chaos.
Defensive Roleplay: The Unmoving Dune
When used defensively, the roleplay emphasizes resilience and the ability to remain unaffected by external turmoil.
- In Shifting Deserts or Sandstorms: As a sandstorm approaches, the avatar does not panic. The player narrates the avatar gripping the hourglass, their breathing slowing to match the rhythmic trickle of sand. By using Zephara’s Weight, they feel their center of gravity lower, their feet becoming one with the dunes. While others are blown off balance, the avatar stands firm, as unmoving as a buried mountain.
- Against Mental Intrusion: If a foe attempts to strike fear into the avatar, the player describes a soothing warmth spreading from the neck slot. The roleplay focuses on Enduring Patience—the avatar views the threat with detached curiosity, the magical sand acting as a mental anchor that prevents the “grains” of their mind from being scattered by magical confusion.
Offensive Roleplay: The Precision of the Sift
Offensively, the item is used to execute calculated strikes by perceiving what is hidden and stabilizing the avatar for the perfect moment.
- Revealing Hidden Weaknesses: The avatar uses Grains of Clarity to “sift” through the environment. The player describes the world turning to shades of sepia and gold, where hidden structural flaws in a wall or a concealed trapdoor beneath the sand glow with a soft, amber light. Instead of a wild assault, the avatar delivers a single, deliberate strike to a hidden pressure point they’ve discovered.
- Strategic Support: In a group fight, the avatar acts as the Oasis of Clarity. Using Serene Pulse, the player narrates the avatar tapping the glass, sending a visible ripple of golden light toward an ally. This clears the ally’s vision of “dust,” allowing them to ignore a distraction and land a decisive blow. The roleplay here is about Subtle influence—not overpowering the enemy, but ensuring the “tapestry” of the battle folds in the avatar’s favor.

Perception of Activation:
User’s Perspective
As you engage the mechanical release of the Vyrkan’s Root-Cracker, a surge of intense, dry heat radiates from the brass core into your palm. You feel a rhythmic, low-frequency thrumming that synchronizes with your own heartbeat, creating a sensation of being physically bolted to the world beneath your feet. Your vision shifts slightly, causing the “pulse” of nearby vegetation to appear as veins of emerald light flowing through the bark of trees and the soil itself.
Observer’s Perspective
Witnesses see the tool’s brass fittings suddenly glow with a bright, amber light as the internal magic circuits ignite. A sharp, audible hiss of pressurized steam escapes from the side vents, smelling faintly of toasted cedar and ozone. If you are standing on soft earth, the ground around your boots visibly undulates and hardens, while small, ghost-like root tendrils momentarily flicker into existence to wrap around your ankles.
Extra-Sensory Perceptions
- Tectonic Hearing: You can hear the “groans” of the island’s crust, interpreting shifting tectonic plates as a deep, slow melody that indicates structural stability.
- Sap-Flow Empathy: You perceive the “thirst” or “health” of the surrounding flora as a localized humidity on your skin, allowing you to sense water deep underground.
- Vibration Mapping: Through the ironwood handle, you receive a mental map of all movement within thirty feet that is in contact with the ground or tree canopy.
Positives
- Unwavering Balance: You gain a supernatural sense of equilibrium, making it impossible for external forces to knock you over while the tool is active.
- Environmental Awareness: The ability to sense ley lines and water sources provides a significant survival advantage in the uncharted wilds of Archaic.
Negatives
- Root-Lock: The anchoring effect is so potent that it requires a deliberate mental effort to move again, making quick retreats difficult if the user is surprised.
- Heat Exhaustion: The steam-powered core generates significant heat; prolonged activation can lead to minor blistering of the hands or localized sweating that attracts biting insects.
The Forge of Ancestral Grit: Reconstruction of The Stonegrower’s Steady Hand
Materials Needed
- Dormant Granite Core: A dense, vein-cut piece of mountain granite roughly the size of a human fist, chosen for its ability to hold a geomantic charge.
- Forged Brass Plates: Two pounds of industrial-grade brass, intentionally sand-blasted to provide a high-friction, non-slip surface.
- Alchemical Bonding Slurry: A mixture of powdered quartz and refined evergreen sap that acts as a magical and physical adhesive.
- Reinforced Hide Straps: Thick leather from an alpine beast, cured to withstand high-pressure steam and extreme cold.
- Miniature Steam Valves: Two brass pressure-release valves calibrated to vent at exactly eleven bars of pressure.
Tools Required
- Pneumatic Chisel: A steam-driven tool used to etch complex magic circuits into the granite core without cracking the stone.
- Geothermal Smelter: A forge built over a natural volcanic vent to provide the consistent, intense heat required for industrial brass casting.
- Pressure-Calibration Tank: A heavy iron vessel used to test the item’s steam seals and ensure the “Calking Pressure” does not cause a catastrophic rupture.
- Engraving Burin: A fine-tipped tool used to hand-carve the sacred Grain Spiral and Stone Spire sigils into the brass exterior.
Skill Requirements
- Industrial Smithing (Level 1): Necessary for casting the brass housing and ensuring all mechanical joints are steam-tight.
- Geomancy (Level 1): Required to “awaken” the granite core and synchronize it with the mountain’s natural ley lines.
- Steam Engineering (Level 1): Essential for installing the internal magic-to-steam conversion circuits and safety valves.
Crafting Steps
- Chassis Casting: Smelt the brass in the geothermal forge and cast it into the tool’s signature rectangular housing. Use coarse sand to blast the surface once the metal has reached a dull red heat.
- Core Preparation: Use the pneumatic chisel to shape the dormant granite core so it sits flush within the brass housing. The fit must be airtight to prevent energy leakage.
- Inscribing the Circuits: Etch a series of magic circuits onto the inner surface of the brass plates. These circuits are designed to convert ambient magical “flow” into rotational mechanical power.
- Seal and Bind: Apply the alchemical bonding slurry to the granite core and press it into the chassis. Bolt the plates together using reinforced brass rivets.
- Valve Integration: Drill and tap two ports for the miniature steam valves. These serve as the “exhaust” for the item’s defensive pulse, preventing back-pressure from damaging the user’s hand.
- Sigil Consecration: Carefully engrave the Grain Spiral on the handle and the Stone Spire on the face. This final step “grounds” the item, allowing it to tap into the Kawsay Resonance of the earth.
Brass-Wood-Biter That Stops Falling-Down
In the very-before-times, when the sky-water was angry and the tall-green-pillars reached up to touch the night-lights, the people of the sky-falling-meat lived in the place of too-many-leaves. They were the builders of the loud-spinning-wheels. They drank the green-blood of the under-dirt. The green-blood is the magic-path that feeds the tall-green-pillars. The sky-falling-meat were full of the fast-wanting. They made the city of Syrveth, which means “the-place-where-the-wood-screams.”
The people of the-place-where-the-wood-screams forgot the slow-breathing of Vyrkan. Vyrkan is the Great-Standing-Wood who holds the world-dirt together. The people built the giant-iron-mouth called Korvyl. They fed Korvyl too much of the green-blood to make the hot-wet-breath. The hot-wet-breath made their wheels spin very fast. They thought they were the masters of the under-dirt. They thought the Great-Standing-Wood was sleeping and deaf to the crying-roots.
But Vyrkan does not sleep. Vyrkan is the slow-watcher. When the green-blood was pulled too hard, the Great-Standing-Wood pulled back. This was the time of the Brown-Leaf-Death, the Wiltfall. The under-dirt became like cooked-ash. The tall-green-pillars forgot how to stand. They fell down with the noise of a thousand thunder-claps. The giant-iron-mouth broke its own teeth. The hot-wet-breath burned the sky-falling-meat. The-place-where-the-wood-screams became the-place-where-everything-is-quiet-and-dead.
In the middle of the cooked-ash, there was one sky-falling-meat known as the Man-Who-Waits-For-Rain. He did not run with the fast-panic when the Brown-Leaf-Death came. He sat on the cooked-ash and put his face-hole to the ground. He pushed a slow-thought into the deep-down. He did not ask for the fast-legs to run away. He asked for the heavy-feet to stay and fix the broken-dirt. He sang the apology-song to the crying-roots.
Deep in the under-dark, the Great-Standing-Wood heard the slow-thought. Vyrkan was pleased by the Man-Who-Waits-For-Rain because he had the stubborn-heavy inside his chest-meat. Vyrkan decided to give a grown-gift, a piece of the slow-breathing. Vyrkan reached into the center-place where the yellow-hard-dirt sleeps. The yellow-hard-dirt is the brass-metal. Vyrkan squeezed the yellow-hard-dirt and wrapped it in the never-breaking-wood.
This never-breaking-wood with the yellow-hard-dirt inside pushed up through the cooked-ash. It looked like a biting-tool, but it was alive. It was the Brass-Wood-Biter. The Man-Who-Waits-For-Rain took it in his meat-hands. The yellow-hard-dirt was very warm. It pushed the slow-breathing into his arm-meat. He felt his leg-bones become the deep-anchors of the world. The shaking-sickness of the ground tried to throw him down, but he hit the cooked-ash with the Brass-Wood-Biter.
When the tool hit the dirt, the ghost-vines jumped out. The ghost-vines grabbed his feet and the cooked-ash, sewing them together. The wind of the Brown-Leaf-Death blew hard, but he was the mountain-tree. He did not move. He was the stay-put.
Then, the Man-Who-Waits-For-Rain squeezed the yellow-hard-dirt of the tool. The tool made the hot-wet-breath, but it was a good hot-wet-breath, not the angry one of the giant-iron-mouth. It made a thick-cloud that pushed away the bad-air. He looked through the yellow-hard-dirt and saw the glowing-lines of the green-blood that were hiding deep below the cooked-ash. He saw where the wet-water was sleeping.
He walked with the slow-heavy-steps. He used the Brass-Wood-Biter to dig the holes in the right places, where the green-blood was not broken. He planted the new-seeds. He told the other sky-falling-meat who crawled back from the edge of the cooked-ash that they must never feed the giant-iron-mouths too fast again. He taught them to hold the Brass-Wood-Biter and listen to the slow-song of the Great-Standing-Wood.
The people learned to make the small-spinning-wheels that only sip the green-blood, never gulping. The Brass-Wood-Biter became the promise-stone of the new tall-green-pillars. It showed them that to be strong is not to spin fast, but to refuse to fall down when the sky is angry.
The moral of the story is that the fast-mouth drinks the poison quickly, but the slow-root drinks the deep-water and lives to see the next sun.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Resilient Pneuma of Vyrkan
- Item Type: Artifact / Occult Device
- Description: A heavy ironwood handle entwined with brass circuits that hiss with ancient steam when gripped.
- Skill: Mechanical Repair or Occult
- Vyrkan’s Steady Grip: Provides a Bonus Die on all Climb and Track rolls made within dense forest or mountainous terrain.
- Steam Surge: Once per encounter, the user may spend 1 Magic Point to vent scalding steam. This grants a Bonus Die to the next Fighting (Brawl) roll; on a success, it adds +1D4 fire damage and ignores 1 point of armor.
- Root-Anchor: As a reaction to being forcibly moved or falling, the user may spend 2 Magic Points. Spectral roots instantly bolt the user to the surface. This requires a POW roll to resist the “stubborn weight” of the artifact after the effect ends, or the user is immobilized for 1D3 rounds.
Blades in the Dark
Unique Name: The Vyrkan Silt-Weld
- Item Type: Fine Industrial Tool (1 Load)
- Description: A brass-plated wood-cracking tool that vibrates with the “slow-song” of the deep earth.
- Quality: Fine (+1 Tier level for Wreck or Tinker actions involving wood or stone).
- Vyrkan’s Resolve: You may check this item’s box to Resist a consequence related to physical impact, falling, or fatigue. This does not count against your normal armor.
- Ley Line Resonance (Potency): When you Study a location for hidden paths or structural weaknesses in a forest or underground setting, you have Potency due to the tool’s sensory connection to Vyrkan’s network.
- Steam Surge: Spend 1 Stress to trigger a steam-boosted strike or action. This grants Increased Effect on your next action involving brute force or mechanical destruction.
Dungeons & Dragons (2024 Edition)
Unique Name: god given 904 of The Vyrkan’s Root-Cracker
- Item Type: Wondrous Item, Common (Requires Attunement)
- Description: A sturdy ironwood club-like tool with rotating brass gears and a small steam vent.
- Vyrkan’s Steady Grip: While holding this item, you have Advantage on Strength (Athletics) checks made to climb or resist being Shoved.
- Root-Anchor (Reaction): When an effect would move you against your will, you can use your reaction to anchor yourself. You are not moved, and you have Advantage on the saving throw against being knocked Prone by that effect.
- Steam Surge (Bonus Action): Once per Short Rest, you can activate the internal boiler. For 1 minute, your next successful melee attack deals an extra 1d4 Fire damage.
- Pulse of the Forest (Action): You can cast the Detect Magic or Locate Animals or Plants spell once per day, but it only detects forest ley lines or sources of fresh water.
Knave (2nd Edition)
Unique Name: Vyrkan’s Brass-Biter
- Item Slots: 1
- Description: A brass-bound ironwood rod that emits a low hum. It is warm to the touch and smells of toasted cedar.
- Passive (Vyrkan’s Resolve): You cannot be knocked down or moved by non-magical winds or tremors while standing on solid earth or wood.
- Active (Steam Surge): Once per day, you may trigger a steam-blast. Your next attack deals +1d6 damage and the target is pushed back 10 feet.
- Active (Root-Anchor): You may spend an Exploration Turn to magically “weld” a wooden door or chest shut using steam and spectral vines. Breaking this seal requires a Strength check (DC 15).
- Quality: 5. If the Quality drops to 0, the brass core cracks and must be repaired at a Rootshrine.
Fate Core
Unique Name: The Vyrkan Root-Anchor Item Type: Extra (Artifact)
- Aspect: Uprooting Resilience of the Forest
- Stunt (Vyrkan’s Steady Grip): Because I possess the Root-Anchor, I gain a +2 to Overcome with Athletics when climbing or navigating unstable terrain like swaying canopy bridges.
- Stunt (Root-Anchor): Once per scene, I can spend a Fate Point to instantly create a Firmly Rooted aspect on myself with two free invokes. This prevents any forced movement or being knocked prone.
- Stunt (Steam Surge): When I use Crafts to create an advantage by superheating the tool’s brass core, I gain an additional free invoke if the roll is a success.
Numenera / Cypher System
Unique Name: Ironwood Ley-Tapper Item Type: Artifact (Level 1d6 + 1)
- Form: A heavy ironwood rod with brass internal gears that hiss and vent steam when gripped.
- Effect: The user is Trained in climbing and balancing tasks. While held, the user can sense the presence of active ley lines or significant water sources within short range.
- Depletion: 1 in 1d20.
- Active Power (2 Intellect): Activate the Pulse of the Forest. For the next hour, the user can track the “vitality” of plants and earth, granting an asset to all tracking and foraging tasks.
- Active Power (2 Might): Engage the Steam Surge. For the next minute, the user’s melee attacks inflict an additional 2 points of fire damage from the scalding steam vents.
Pathfinder (2nd Edition)
Unique Name: god given 904 of The Vyrkan’s Root-Cracker Item 2 Usage: Held or Worn (Belt); Bulk: L Traits: Abjuration, Earth, Invested, Magical, Plant
- Vyrkan’s Steady Grip: You gain a +1 item bonus to Athletics checks to Climb. You also gain a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
- Ley Line Resonance: You gain a +1 item bonus to Nature checks to identify plants or find a path through dense forest.
- Activate [One-Action] (Envision, Fire, Steam): Frequency once per hour; Effect You vent steam from the brass core. For 1 minute, your successful strikes with the tool deal an additional 1d4 fire damage.
- Activate [Reaction] (Focus, Plant): Trigger An effect would move you or knock you prone; Effect You strike the ground. Spectral roots anchor you. You are not moved and ignore the prone condition from the triggering effect.
Savage Worlds (Adventure Edition)
Unique Name: Vyrkan’s Steam-Grip Item Type: Enchanted Gear
- Vyrkan’s Steady Grip: The user gains a +1 bonus to all Athletics (Climbing) rolls and a +2 bonus to resist being Pushed or knocked down.
- Resilient Fiber: The item has the Toughness +4 property and is immune to fire and rot.
- Power (Steam Surge): As a limited action, the user can activate the brass core. For the next 3 rounds, the tool acts as a weapon dealing Str+d4 damage and provides the Heat trapping (adding +2 damage against cold-based creatures).
- Power (Pulse of the Forest): The user can cast the Detect Path power at will, but only to find natural landmarks, water, or burrows within a forest environment.
- Nurturing Weight: The user gains a +1 bonus to Vigor rolls made to resist the effects of Fatigue from travel.
Shadowrun (6th Edition)
Unique Name: The Vyrkan Root-Focus (Force 2)
- Item Type: Sustaining Focus (Manipulation)
- Availability: 6(R)
- Cost: 8,000¥
- Vyrkan’s Steady Grip (Passive): While the focus is active, the wearer gains a +2 dice pool bonus to all Athletics tests involving climbing or maintaining balance.
- Ley Line Resonance (Passive): The user gains a +2 dice pool bonus to Perception tests to detect magical ley lines, hidden forest paths, or structural weaknesses in wooden structures.
- Steam Surge (Active): As a Minor Action, the user can vent a burst of stabilizing steam. For the next Force rounds, the user ignores any modifiers from the Prone status and melee attacks gain +1 Damage Value.
- Root-Anchor (Active): By spending a Major Action, the user can anchor themselves to a natural surface. This provides a +4 dice pool bonus to resist any forced movement or knockback.
Starfinder (2nd Edition Playtest)
Unique Name: god given 904 of The Vyrkan’s Root-Cracker
- Level: 2; Price: 450 Credits; Bulk: L
- Traits: Abjuration, Earth, Invested, Magical, Plant
- Usage: Held or Worn (Belt)
- Vyrkan’s Steady Grip (Passive): You gain a +1 item bonus to Athletics checks to Climb and a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
- Ley Line Resonance (Passive): You gain a +1 item bonus to Perception checks to notice architectural traps in wooden structures, hidden forest doors, or unstable terrain.
- Pulse of the Forest [One-Action] (Envision, Plant): Frequency: Once per day. You gaze through the brass aperture. For 1 minute, you gain Tremorsense (Imprecise) with a range of 30 feet, but only while touching living plants or wood.
- Steam Surge [Bonus Action] (Fire, Steam): Frequency: Once per Short Rest. You vent a burst of stabilizing steam. For 1 minute, your next successful melee attack deals an extra 1d4 Fire damage.
Traveller (Mongoose 2nd Edition)
Unique Name: The Vyrkan Kinetic Calibrator
- TL: 12; Weight: 1kg; Cost: Cr 2,500
- Vyrkan’s Steady Grip (Passive): The user receives a DM+2 to all Dexterity (Athletics) checks made while climbing or operating in high-vegetation environments.
- Ley Line Resonance (Passive): The user receives a DM+2 to all Sensors or Investigate checks made to locate biological energy signatures, structural flaws in organic buildings, or hidden compartments within wood structures.
- Steam Surge (Action): The user can trigger the device’s internal steam-boost. For the next 1D6 rounds, the user adds +2 to damage on all successful Melee (Unarmed or Bludgeoning) attacks.
- Root-Anchor (Action): By activating the magnetic-organic anchors, the user is treated as having an effective Strength of 15 for the purpose of resisting being moved or knocked down by external forces.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: Vyrkan’s Biting Ironwood
- Price: 15 Gold Crowns; Enc: 1; Availability: Rare
- Traits: Durable, Religious (Vyrkan)
- Vyrkan’s Steady Grip (Passive): The wearer gains a +10 bonus to all Climb Tests. Additionally, you are considered to have the Sturdy Talent. If you already have it, you gain +1 Toughness Bonus for the purpose of calculating Wounds.
- Ley Line Resonance (Passive): You gain a +10 bonus to Perception Tests made to notice unstable forest canopies, pitfalls, or secret doors in wooden structures.
- Steam Surge (Active): Once per encounter, you may spend 1 Advantage to unleash a steam-blast. Your next successful Melee attack deals +2 Damage and the target receives a 1 Blinded Condition from the scalding vapor.
- Root-Anchor (Active): As a Reaction, you may spend 1 Fortune Point to automatically pass any Test to avoid being knocked Prone or pushed back.
