By Bill Kokolis (landis@srvr.third-wave.co)
When first put on, the gauntlet fuses itself to the mage's arm, effectively becoming the lower arm. It at first covers the lower arm, from the hand up to slightly below the elbow. As time passes and the wearer uses the gauntlet more and more, it will grow. In my campaign, the mage wearing it currently is up to his shoulder in the gauntlet. We still aren't sure what will happen when his entire body becomes covered.
Physically, the gauntlet seems to be made of a black metal with streaks of red in it that look like veins. They even pulse in color with the mage's heart rate, going from scarlet to bright red and back with each beat. At the tip of each finger, including the thumb, there is a razor-sharp claw. The claws on the fingers look like gold, while the one on the thumb looks like platinum.
When de-activated, sleepers will only see a normal human arm, but any awakened being (even werewolves and vampires) will be able to see the glove as it really is. Once activated, the relic becomes vulgar in the extreme and anyone can see it: it flares with Prime energy and causes double damage to all Nephandi. All other creatures take normal damage. All damage is aggravated.
By raising the gloved arm and thrusting it in the direction of the energy the mage can know the exact type and amount of energy present. As a side effect of the gauntlet being fused to the mage, she is also protected from the more harmful types of energy, such as gamma radiation.
System: Three successes are needed at a difficulty of 4 to know the type of energy present.
Invisibility (Forces 2)
In times of need, the gauntlet allows the mage to become invisible by warping all forms of electromagnetic radiation around himself. This effect also prevents the mage from being detected by thermographs, as the heat energy (infrared energy) is also warped. It is important to remember that sound and physical contact will still give away the mage's location.
System: To achieve total invisibility, 6 successes at difficulty 5 are needed. Fewer successes will permit some flaws, such as a shadow, to exist.
Lightning Discharge (Forces 3, Prime 2)
By clicking together the different claws of the gauntlet, an intense static electrical charge can be brought into being. Once built up, the energy can be hurled at a target like a ball. Damage incurred is 2x the number of successes on the magickal effect roll. It is possible to do additional damage if the target is standing near an electrical line, as the energy will attempt to jump into it. If this happens, another three points of damage is inflicted.
System: At least 2 successes are needed. The difficulty is 6 and the range is 10 yards.
Fly (Forces 4, Prime 2)
A straight-forward effect, fly allows the mage to circumvent gravity and fly. Another forces effect is employed to re-direct the mage's kinetic energy so that she is actually flying and not just levitating.
System: Difficulty 7, three successes. Note that this is probably the second most vulgar effect of the glove, so care should be taken to only use it in the Umbra or where there are a lot of drunks.
Anchor (Forces 5, Life 3, Prime 2)
Although similar to the power listed in the MAGE Storyteller's Guide, there are a few differences. In this case, the victim is held in place not by a correspondence effect, but by a strengthening in the gravity field. For each success on the magick roll, the gravity around the target is increased by a factor of one. So if five successes are rolled, a 100 pound kid is going to weigh 500 pounds. The conjunctional life effect allows two things: first it allows the mage to target living organisms, secondly, it provides enough bodily strength to live through the stronger gravity.
The total effect: Due to a stronger gravitational pull, the victim can no longer move from that spot until the effect is negated.
System: This effect has a difficulty of 8, and requires 3 successes.
Ball Of Abysmal Flames (Forces 5)
By means of this effect, huge ammounts of kinetic energy are siphoned into a target, causing its temperature to skyrocket. The air around the victim will explode as gases superheat and flammable materials near the target will most likely ignite.
System: Yes, this is as vulgar as hell. Damage to victims is a whopping 4x the number of successes rolled, and the difficulty is 8.
Recharge Gauntlet (Prime 3)
By simply meditating, the mage can channel quintessence back into the gauntlet. This becomes more and more valuable as time goes on, because 1 point out of every five put into the gauntlet leaks into the mage's pattern.
System: For every success rolled (difficulty 6), two points of quintessence are drawn into the gauntlet.
Healing Touch (Life 3, Prime 2)
Aside from the Ball Of Abysmal Flames, this is probably the most useful power of the gauntlet. Just by touching the wound on a person, his pattern is re-weaved and improved.
System: One health level (aggravated or not, even from paradox) is restored for every success rolled. The difficulty is 6.