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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.-->
Hidden bracers (vambraces) were sought after minor service items sold at [[Return to Coraesine Field]] and [[Cessation of Coraesine Field]], there are currently five in the lands with the most recent going out during Duskruin Feb 2022 Testrun Mania. (3 currently in [[Platinum]]). They can be loaded with certain ammo, such as [[lockmastery]] trap components, smooth stones, sneezing vials, poison vials, [[scarab]]s, [[exploding mushroom]] spores, [[dart]]s and brimstone gems. They can also discreetly store a small metal-bladed weapon. Hidden bracers use a functional wrist spot in [[inventory]] and cannot be used against player characters. GM Wyrom was inspired to make these by Ezio's bracer in Assassin's Creed II.
Hidden bracers (vambraces) were sought after minor service items sold at [[Return to Coraesine Field]] and [[Cessation of Coraesine Field]], there are currently five in the lands with the most recent going out during [[Duskruin]] Feb 2022 Testrun Mania (3 currently in [[Platinum]]). They can be loaded with certain ammo, such as [[lockmastery]] trap components, smooth stones, sneezing vials, poison vials, [[scarab]]s, [[exploding mushroom]] spores, [[dart]]s and brimstone gems. They can also discreetly store a small metal-bladed weapon. Hidden bracers use a functional wrist spot in [[inventory]] and cannot be used against player characters. GM Wyrom was inspired to make these by Ezio's bracer in Assassin's Creed II.


A good [[dexterity]] is required to use hidden bracers, or else they can jam while loading ammunition. The ammunition will then need to be unloaded. Users can also unload a loaded bracer at any time, but it will result in destroying any ammunition. No ammunition can be recovered once loaded, including that which jammed.
A good [[dexterity]] is required to use hidden bracers, or else they can jam while loading ammunition. The ammunition will then need to be unloaded. Users can also unload a loaded bracer at any time, but it will result in destroying any ammunition. No ammunition can be recovered once loaded, including that which jammed.


Once '''load'''ed, the bracer can be '''point'''ed at a target to shoot the ammunition at it. The user will undergo a series of checks to [[perception]] and [[dexterity]], as well as taking the target creature's level into account. If successful, the target will be damaged. Failure will result in the bracer misfiring and/or backfiring. The ammunition is destroyed on contact and cannot be recovered.
Once {{boldmono|[[LOAD]]}}ed, the bracer can be {{boldmono|[[POINT]]}}ed at a target to shoot the ammunition at it. The user will undergo a series of checks to [[perception]] and [[dexterity]], as well as taking the target creature's level into account. If successful, the target will be damaged. Failure will result in the bracer misfiring and/or backfiring. The ammunition is destroyed on contact and cannot be recovered.


Each type of ammunition will cause the bracer to overheat at different levels; thus, different types of ammunition have different cool down periods. If the bracer isn't used for an hour and hasn't overheated, it will cool down. But once it overheats, its user will need to wait an hour before fixing it. Occasionally, the firing pin will break, requiring a steel spring to fix it.
Each type of ammunition will cause the bracer to overheat at different levels; thus, different types of ammunition have different cool down periods. If the bracer isn't used for an hour and hasn't overheated, it will cool down. But once it overheats, its user will need to wait an hour before fixing it. Occasionally, the firing pin will break, requiring a steel spring to fix it.


To fire the bracer, it will require an empty hand. It can switch which forearm it is worn on by '''turn'''ing it. A highly perceptive user will have much better success when using the bracer, as well as being able to aim a lot better. It also has a narrow slit at the base of the bracer where a small metal-bladed weapon can be stored. By '''prod'''ding and '''snap'''ping the bracer, its handler can quickly access this weapon.
To fire the bracer, it will require an empty hand. It can switch which forearm it is worn on by {{boldmono|[[TURN]]}}ing it. A highly perceptive user will have much better success when using the bracer, as well as being able to aim a lot better. It also has a narrow slit at the base of the bracer where a small metal-bladed weapon can be stored. By {{boldmono|[[PROD]]}}ding and {{boldmono|[[SNAP]]}}ping the bracer, its handler can quickly access this weapon.


Hidden bracers can be hidden under clothing using '''push''' and revealed using '''pull'''. If for some reason the garment concealing your bracer is removed, the next action you do with your bracer will reveal it.
Hidden bracers can be hidden under clothing using {{boldmono|[[PUSH]]}} and revealed using {{boldmono|[[PULL]]}}. If for some reason the garment concealing your bracer is removed, the next action you do with your bracer will reveal it.


In Wrayth, the item's drop down menu provides all the commands to interact with the bracer (vambrace) in its own submenu. The bracers also have a short custom loresong.
In Wrayth, the item's drop down menu provides all the commands to interact with the bracer (vambrace) in its own submenu. The bracers also have a short custom loresong.
{{TOC limit|2}}

==Analyze==
;Status (look)
<pre{{log2}}>>look my guard
The leather forearm guard is set to be worn on the left forearm. It doesn't appear to be overheating. The guard's small chamber isn't currently loaded. A glint of steel can be seen in a narrow slit at the base of the leather forearm guard. There is a small lever on the side of the guard.</pre>

<pre{{log2}}>>l my guard
The leather forearm guard is set to be worn on the left forearm. '''It is completely overheated and should cool down in roughly 21 minutes.''' The guard's small chamber isn't currently loaded. A glint of steel can be seen in a narrow slit at the base of the leather forearm guard. There is a small lever on the side of the guard.</pre>

;Analyze
<pre{{log2}}>You analyze your leather forearm guard and sense that the item is largely free from merchant alteration restrictions.
<pre{{log2}}>You analyze your leather forearm guard and sense that the item is largely free from merchant alteration restrictions.


Line 40: Line 34:


You get no sense of whether or not the guard may be further lightened.</pre>
You get no sense of whether or not the guard may be further lightened.</pre>
==SHOW==
<pre{{log2}}>>look my guard
The leather forearm guard is set to be worn on the left forearm. It doesn't appear to be overheating. The guard's small chamber isn't currently loaded. A glint of steel can be seen in a narrow slit at the base of the leather forearm guard. There is a small lever on the side of the guard.</pre>

<pre{{log2}}>>l my guard
The leather forearm guard is set to be worn on the left forearm. '''It is completely overheated and should cool down in roughly 21 minutes.''' The guard's small chamber isn't currently loaded. A glint of steel can be seen in a narrow slit at the base of the leather forearm guard. There is a small lever on the side of the guard.</pre>
==Usage==
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For instructions on how to use this template, see Template:Verbtable. -->
|- {{verbtableheader}}
! scope="col" style="width:5em;"|Verb
! scope="col" style="width:5em;"|Ammunition
! scope="col"|First
! scope="col"|Third
|-
! scope="row" role="rowheader"|LOAD
! scope="row" role="rowheader"|
|<!--First Person View-->{{addmetext}}
|<!--Third Person View-->{{addmetext}}
|-
! scope="row" role="rowheader"|POINT
! scope="row" role="rowheader"|
|<!--First Person View-->{{addmetext}}
|<!--Third Person View-->{{addmetext}}
|-
! scope="row" role="rowheader"|PROD
! scope="row" role="rowheader"|
|You discreetly retract the dagger into your suede bracer, allowing easy access to the feras blade.
|<Character> makes a barely perceptible gesture with her left hand.
|-
! scope="row" role="rowheader"|PULL
! scope="row" role="rowheader"|
|You place a hand on your left forearm, exposing your suede bracer concealed by your blue cloak.
|<Person> places a hand on her left forearm, exposing her suede bracer concealed by her blue cloak.
|-
! scope="row" role="rowheader"|PUSH
! scope="row" role="rowheader"|
|You place a hand on your left forearm, concealing your suede bracer with your blue cloak.
|<Person> places a hand on her left forearm, idly tugging at her blue cloak.
|-
! scope="row" role="rowheader"|REMOVE
! scope="row" role="rowheader"|
|You slip the suede bracer off of your left forearm.
|<Person> slips the suede bracer off of her left forearm.
|-
! scope="row" role="rowheader"|SNAP
! scope="row" role="rowheader"|
|You discreetly arm yourself with the feras dagger within your suede bracer.
|<Person> makes a barely perceptible gesture with her left hand.
|-
! scope="row" role="rowheader"|TURN
! scope="row" role="rowheader"|
|You adjust the suede bracer to be worn on your <right/left> forearm.
|<Person> adjusts her suede bracer for her <right/left> forearm.
|-
! scope="row" role="rowheader"|WEAR
! scope="row" role="rowheader"|
|You slip the suede bracer over your left forearm and adjust the fit for easy use of all the mechanisms built into it.
|<Person> slips the suede bracer over her left forearm and adjusts the fit.
|}


==Additional Information==
===Combat Messaging===
;[[Brimstone]]
;[[Brimstone]]
(Note: all combat samples were performed with a sorcerer not exactly optimized to use the bracer.)
<pre{{log2}}>>load guard with diamond
<pre{{log2}}>>load guard with diamond
You load an eye-shaped diamond into a small chamber on your leather forearm guard, where it securely fits into place.
You load an eye-shaped diamond into a small chamber on your leather forearm guard, where it securely fits into place.
Line 75: Line 129:
The leather forearm guard begins to overheat.
The leather forearm guard begins to overheat.
Roundtime: 3 sec.</pre>
Roundtime: 3 sec.</pre>

;Dark Crystal
<pre{{log2}}>H>You come out of hiding.
You point your open right hand at a siren and pull down on a small lever on the side of your brushed eahnor bracer. With a roar, a small dark crystal comes firing out of the bracer and hits the siren in the head! The crystal explodes on contact.
... 15 points of damage!
Just like a brick to the head, without the imprint.
The brushed eahnor bracer begins to overheat.
Roundtime: 2 sec.</pre>

;Slender Steel Needle
<pre{{log2}}>H>You come out of hiding.
You point your open right hand at a siren and pull down on a small lever on the side of your brushed eahnor bracer. With a roar, a slender steel needle comes firing out of the bracer and hits the siren in the head! The siren appears to be poisoned with that shot.
... 10 points of damage!
Nice shot to the head gouges the siren's cheek!
The siren is stunned!
The brushed eahnor bracer continues to overheat.
Roundtime: 5 sec.</pre>

;Sea-Green Scarab (Poisoning)
<pre{{log2}}>You come out of hiding.
You point your open right hand at a triton executioner and pull down on a small lever on the side of your brushed eahnor bracer. With a roar, a sea-green glaes scarab comes firing out of the bracer and hits the triton executioner in the right eye! The scarab burrows into the triton executioner, poisoning him.
... 20 points of damage!
Upward slash gouges the triton executioner's cheek!
Right eye lost!
Pity.
The brushed eahnor bracer begins to overheat.
Roundtime: 5 sec.</pre>

;Clear glass vial of light yellow acid
<pre{{log2}}>You come out of hiding.
You point your open right hand at a triton dissembler and pull down on a small lever on the side of your brushed eahnor bracer. With a roar, a clear glass vial comes firing out of the bracer and hits the triton dissembler in the right eye! The vial shatters on the triton dissembler, releasing its contents.
... 10 points of damage!
Acid splash near the eye causes blisters that almost swell it shut!
The triton dissembler is stunned!
... 15 points of damage!
Acid gets in eye. An unscheduled flush!
... 40 points of damage!
Burn exposes the spine (from the front)!
The triton dissembler collapses to the floor with a splash, gurgling once with a wrathful look on her face before expiring.
The deep blue glow leaves a triton dissembler.
A triton dissembler loses its focused look.
A shadow seems to detach itself from a triton dissembler, swiftly dissipating into the air.
The dull golden nimbus fades from around a triton dissembler.
The brushed eahnor bracer begins to overheat.
Roundtime: 4 sec.</pre>


;[[Sneezing powder]]
;[[Sneezing powder]]
Line 138: Line 237:
Roundtime: 2 sec.</pre>
Roundtime: 2 sec.</pre>


;Backfire
<pre{{log2}}>You come out of hiding.
You point your open right hand at a triton radical and pull down on a small lever on the side of your brushed eahnor bracer. With a roar, the bracer backfires, causing a small dark crystal to damage you!
... 1 point of damage!
Your arm twists oddly but snaps right back.
... 1 point of damage!
Your wrist is twisted slightly.
Roundtime: 4 sec.</pre>
===Loresong===
===Loresong===
<pre{{log2}}>This is a small item, under a pound. In your best estimation, it's worth about 1,000,000 silvers.
<pre{{log2}}>This is a small item, under a pound. In your best estimation, it's worth about 1,000,000 silvers.
Line 152: Line 259:


This is an item of war, and was created to do the work of an assassin.</pre>
This is an item of war, and was created to do the work of an assassin.</pre>
</td><td>

{{iteminfo
[[category:Legendary Items]]
|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" -->
|itemclass= Weapon<!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" -->
|itemclass2=Accessory
|itemtype= <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". -->
|alter= Yes<!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. -->
|ld= Unknown<!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. -->
|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". -->
|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. -->
|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".-->
|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.-->
|releasevenue= <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. -->
|releaseyear= <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. -->
|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. -->
|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. -->
|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). -->
|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.-->
|legendary= Yes<!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). -->
|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. -->
|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. -->
|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= -->
|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. -->
|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". -->
|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. -->
|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. -->
|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. -->
|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. -->
|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. -->
|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. -->
}}
{{itemverb
|verb=LOAD <!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with "verb2=" - "verb28=". Verbs should be listed in alphabetical order, not by tier.-->
|verb2=POINT
|verb3=PROD
|verb4=PULL
|verb5=PUSH
|verb6=REMOVE
|verb7=SNAP
|verb8=TURN
|verb9=WEAR
}}
</td></tr></table>

Latest revision as of 07:48, 11 April 2023

Hidden bracers (vambraces) were sought after minor service items sold at Return to Coraesine Field and Cessation of Coraesine Field, there are currently five in the lands with the most recent going out during Duskruin Feb 2022 Testrun Mania (3 currently in Platinum). They can be loaded with certain ammo, such as lockmastery trap components, smooth stones, sneezing vials, poison vials, scarabs, exploding mushroom spores, darts and brimstone gems. They can also discreetly store a small metal-bladed weapon. Hidden bracers use a functional wrist spot in inventory and cannot be used against player characters. GM Wyrom was inspired to make these by Ezio's bracer in Assassin's Creed II.

A good dexterity is required to use hidden bracers, or else they can jam while loading ammunition. The ammunition will then need to be unloaded. Users can also unload a loaded bracer at any time, but it will result in destroying any ammunition. No ammunition can be recovered once loaded, including that which jammed.

Once LOADed, the bracer can be POINTed at a target to shoot the ammunition at it. The user will undergo a series of checks to perception and dexterity, as well as taking the target creature's level into account. If successful, the target will be damaged. Failure will result in the bracer misfiring and/or backfiring. The ammunition is destroyed on contact and cannot be recovered.

Each type of ammunition will cause the bracer to overheat at different levels; thus, different types of ammunition have different cool down periods. If the bracer isn't used for an hour and hasn't overheated, it will cool down. But once it overheats, its user will need to wait an hour before fixing it. Occasionally, the firing pin will break, requiring a steel spring to fix it.

To fire the bracer, it will require an empty hand. It can switch which forearm it is worn on by TURNing it. A highly perceptive user will have much better success when using the bracer, as well as being able to aim a lot better. It also has a narrow slit at the base of the bracer where a small metal-bladed weapon can be stored. By PRODding and SNAPping the bracer, its handler can quickly access this weapon.

Hidden bracers can be hidden under clothing using PUSH and revealed using PULL. If for some reason the garment concealing your bracer is removed, the next action you do with your bracer will reveal it.

In Wrayth, the item's drop down menu provides all the commands to interact with the bracer (vambrace) in its own submenu. The bracers also have a short custom loresong.

Analyze

You analyze your leather forearm guard and sense that the item is largely free from merchant alteration restrictions.

The creator has also provided the following information:

This item can be altered, keeping in mind parts of the show description are part of the script and cannot be changed.  This also supports having both a long and a show description.

Usage Instructions:

The leather forearm guard can be loaded with certain ammo, such as lockmastery trap components, smooth stones, poison vials, sneezing vials, darts, mushroom spores and brimstone gems.  It can also discreetly store a small metal-bladed weapon.  If the user is not very dexterous, they can jam the ammo while loading it.  It will then need to be unloaded.  The user can also unload a loaded guard at any time, but it will result in destroying any ammo.  No ammo can be recovered once loaded, included jammed ammo.

Once loaded, the guard can be pointed at a target to fire the ammo at it.  The user will undergo a series of checks to perception and dexterity, as well as the target creature's level and user's stance.  If successful, the target will be damaged.  Failure will result in the guard misfiring and/or backfiring.  All ammo is destroyed after usage and cannot be recovered.

Each type of ammo will cause the guard to overheat at different levels.  If the guard isn't used for an hour and hasn't overheated, it will cool down.  But once it overheats, the user will need to wait an hour before fixing it.  Occasionally, the firing pin will break, requiring a steel spring to fix it.

To fire the guard, it will require an empty hand.  It can switch which forearm it is worn on by turning it.  A highly perceptive user will have much better success when using the guard, as well as being able to aim a lot better.  It also has a narrow slit at the base of the guard where a small metal-bladed weapon can be stored.  By prodding and snapping the guard, its handler can quickly access this weapon.  And finally, you can conceal the guard by pushing it, as long as you're wearing a cloak or armor.  Pulling it will expose it from being hidden.  If for some reason you find yourself losing your cloak or armor after the guard has been hidden, the next action you perform on the guard will reveal it.

Wrayth users will have a drop down menu on the guard for all commands.

You get no sense of whether or not the guard may be further lightened.

SHOW

>look my guard
The leather forearm guard is set to be worn on the left forearm.  It doesn't appear to be overheating.  The guard's small chamber isn't currently loaded.  A glint of steel can be seen in a narrow slit at the base of the leather forearm guard.  There is a small lever on the side of the guard.
>l my guard
The leather forearm guard is set to be worn on the left forearm.  It is completely overheated and should cool down in roughly 21 minutes.  The guard's small chamber isn't currently loaded.  A glint of steel can be seen in a narrow slit at the base of the leather forearm guard.  There is a small lever on the side of the guard.

Usage

Verb Ammunition First Third
LOAD This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
POINT This section has not been added yet; please add to it now! This section has not been added yet; please add to it now!
PROD You discreetly retract the dagger into your suede bracer, allowing easy access to the feras blade. <Character> makes a barely perceptible gesture with her left hand.
PULL You place a hand on your left forearm, exposing your suede bracer concealed by your blue cloak. <Person> places a hand on her left forearm, exposing her suede bracer concealed by her blue cloak.
PUSH You place a hand on your left forearm, concealing your suede bracer with your blue cloak. <Person> places a hand on her left forearm, idly tugging at her blue cloak.
REMOVE You slip the suede bracer off of your left forearm. <Person> slips the suede bracer off of her left forearm.
SNAP You discreetly arm yourself with the feras dagger within your suede bracer. <Person> makes a barely perceptible gesture with her left hand.
TURN You adjust the suede bracer to be worn on your <right/left> forearm. <Person> adjusts her suede bracer for her <right/left> forearm.
WEAR You slip the suede bracer over your left forearm and adjust the fit for easy use of all the mechanisms built into it. <Person> slips the suede bracer over her left forearm and adjusts the fit.

Additional Information

Combat Messaging

Brimstone
>load guard with diamond
You load an eye-shaped diamond into a small chamber on your leather forearm guard, where it securely fits into place.

You point your open left hand at a jungle troll and pull down on a small lever on the side of your leather forearm guard.  With a roar, an eye-shaped  diamond comes firing out of the guard and hits the jungle troll in the left arm!  The diamond explodes on contact.
  ... 20 points of damage!
  Minor burns to left arm.  That hurts a bit.
The jungle troll howls in agony as the flames dance over his body!
  ... 20 points of damage!
  Minor burns to back.  Looks uncomfortable.

  ... 25 points of damage!
  Minor burns to left arm.  That hurts a bit.
The jungle troll howls in agony as the flames dance over his body!
  ... 25 points of damage!
  Minor burns to back.  Looks uncomfortable.

  ... 30 points of damage!
  Burst of flames to neck chars skin.  Yuck!
  The jungle troll is stunned!
The jungle troll bellows in agony as the fire toasts his body!
  ... 30 points of damage!
  Burst of flames to head catches ears on fire!  Yeeoww!

The leather forearm guard begins to overheat.
Roundtime: 2 sec.
Sphere
You point your open left hand at a jungle troll and pull down on a small lever on the side of your leather forearm guard.  With a roar, a tiny wavering sphere comes firing out of the guard and hits the jungle troll in the neck!  The sphere explodes on contact.
  ... 25 points of damage!
  Veins in neck stand out briefly!
The leather forearm guard begins to overheat.
Roundtime: 3 sec.
Dark Crystal
H>You come out of hiding.
You point your open right hand at a siren and pull down on a small lever on the side of your brushed eahnor bracer.  With a roar, a small dark crystal comes firing out of the bracer and hits the siren in the head!  The crystal explodes on contact.
   ... 15 points of damage!
   Just like a brick to the head, without the imprint.
The brushed eahnor bracer begins to overheat.
Roundtime: 2 sec.
Slender Steel Needle
H>You come out of hiding.
You point your open right hand at a siren and pull down on a small lever on the side of your brushed eahnor bracer.  With a roar, a slender steel needle comes firing out of the bracer and hits the siren in the head!  The siren appears to be poisoned with that shot.
   ... 10 points of damage!
   Nice shot to the head gouges the siren's cheek!
   The siren is stunned!
The brushed eahnor bracer continues to overheat.
Roundtime: 5 sec.
Sea-Green Scarab (Poisoning)
You come out of hiding.
You point your open right hand at a triton executioner and pull down on a small lever on the side of your brushed eahnor bracer.  With a roar, a sea-green glaes scarab comes firing out of the bracer and hits the triton executioner in the right eye!  The scarab burrows into the triton executioner, poisoning him.
   ... 20 points of damage!
   Upward slash gouges the triton executioner's cheek!
   Right eye lost!
   Pity.
The brushed eahnor bracer begins to overheat.
Roundtime: 5 sec.
Clear glass vial of light yellow acid
You come out of hiding.
You point your open right hand at a triton dissembler and pull down on a small lever on the side of your brushed eahnor bracer.  With a roar, a clear glass vial comes firing out of the bracer and hits the triton dissembler in the right eye!  The vial shatters on the triton dissembler, releasing its contents.
   ... 10 points of damage!
   Acid splash near the eye causes blisters that almost swell it shut!
   The triton dissembler is stunned!
   ... 15 points of damage!
   Acid gets in eye.  An unscheduled flush!
   ... 40 points of damage!
   Burn exposes the spine (from the front)!
The triton dissembler collapses to the floor with a splash, gurgling once with a wrathful look on her face before expiring.
The deep blue glow leaves a triton dissembler.
A triton dissembler loses its focused look.
A shadow seems to detach itself from a triton dissembler, swiftly dissipating into the air.
The dull golden nimbus fades from around a triton dissembler.
The brushed eahnor bracer begins to overheat.
Roundtime: 4 sec.
Sneezing powder
>point guard at chief
You point your open left hand at a jungle troll chieftain and pull down on a small lever on the side of your leather forearm guard.  With a roar, a hazy glass vial comes firing out of the guard and hits the troll chieftain in the chest!  The vial shatters on the troll chieftain, releasing its contents.
  ... 10 points of damage!
  Strike glances off the chest.
The leather forearm guard begins to overheat.
Roundtime: 4 sec.
R>
A jungle troll chieftain's flesh wounds regenerate slowly.
A jungle troll chieftain's chest regenerates and looks fully healed.

A jungle troll chieftain quickly snaps her head to the side and gives a loud sneeze.

>
A jungle troll chieftain quickly snaps her head to the side and gives a loud sneeze.
>
A jungle troll chieftain's flesh wounds regenerate slowly.
A jungle troll chieftain grunts, pointing at you!
You feel no effect from the sounds.
>
A jungle troll chieftain sneezes loudly.
>
A jungle troll chieftain lets out a great honking sneeze!
>
A jungle troll bellows, "Sr'krans tsrat 'kr'ramri s'r'v'lar'!"
A jungle troll swings a bamboo-hilted machete at you!
  AS: +209 vs DS: +395 with AvD: +28 + d100 roll: +32 = -126
  A clean miss.
>get via in bag
A jungle troll chieftain gives a couple of short sniffles, appearing more relaxed.
>
You remove a hazy glass vial containing fine white powder from in your leather plunder bag.
>load my guard with my via
You load a hazy glass vial containing fine white powder into a small chamber on your leather forearm guard, where it securely fits into place.
>
A jungle troll swings a bamboo-hilted machete at you!
  AS: +209 vs DS: +395 with AvD: +28 + d100 roll: +35 = -123
  A clean miss.
>
A jungle troll swings a bamboo-hilted machete at you!
  AS: +209 vs DS: +395 with AvD: +28 + d100 roll: +26 = -132
  A clean miss.
>off
You are now in an offensive stance.
>point guard at troll
A jungle troll chieftain utters a harsh, guttural phrase.
>
You point your open left hand at a jungle troll and pull down on a small lever on the side of your leather forearm guard.  With a roar, a hazy glass vial comes firing out of the guard and hits the jungle troll in the left leg!  The vial shatters on the jungle troll, releasing its contents.
  ... 10 points of damage!
  Blow grazes left leg.
The leather forearm guard is completely overheated!
Roundtime: 3 sec.
R>
A jungle troll sneezes.
>
A jungle troll gives a couple of short sniffles, appearing more relaxed.
Wrong stance
R>point guard at troll
You point your open left hand at a jungle troll and pull down on a small lever on the side of your leather forearm guard.  With a roar, a miniature emerald sphere comes firing out of the guard, but you miss the jungle troll altogether.  The sphere explodes on the ground.
Roundtime: 2 sec.
Backfire
You come out of hiding.
You point your open right hand at a triton radical and pull down on a small lever on the side of your brushed eahnor bracer.  With a roar, the bracer backfires, causing a small dark crystal to damage you!
   ... 1 point of damage!
   Your arm twists oddly but snaps right back.
   ... 1 point of damage!
   Your wrist is twisted slightly.
Roundtime: 4 sec.

Loresong

This is a small item, under a pound.  In your best estimation, it's worth about 1,000,000 silvers.

Roundtime: 6 sec.

From the pitch of the vibration you determine that the purpose of the guard is as a decorative one, perhaps.  You are not sure exactly.

Roundtime: 6 sec.

This is a mechanical device of some sort.

Roundtime: 6 sec.

This is an item of war, and was created to do the work of an assassin.
Hidden bracer Information
Type Mechanical
Item Classification Weapon
Accessory
Item(s) Applied to
Alterable Yes
Light/Deep Unknown
Legendary Yes
Item Verbs
LOAD POINT PROD PULL
PUSH REMOVE SNAP TURN
WEAR