Wavebreaker Cleaver 953

From: Lineage 317 of the Dream Tusked Nga Tara

Weapon Type: Heavy single-edged blade
Massive dream-steel cleaver balanced for one or two hands; its edge is etched with water-crest runes that channel vibration into bone-cracking force. The Wavebreaker was created for shipboard boarding actions and monster hunting — a strike that lands releases a shockwave of compressed steam, staggering even armored targets.

Advantages: devastating close-range strikes, can knock foes prone or break barriers, highly durable against monster hide or metal plating.
Drawbacks: extremely heavy, slower swing speed, can exhaust smaller steam reservoirs on gear if repeatedly used to generate shockwaves.

Lore
Forged in the Dreamtide foundries where sea mist fuses with volcanic steam, the first Wavebreaker was shaped for Yirra’s monster-hunters who guarded airship docks and deepwater caravans. Shipwright-mages etched its single, brutal edge with water-crest Vo-Run runes so each swing could split tide or hull. The earliest wielders were said to carve safe lanes through sea-serpents and coral krakens, their strikes ringing like drums that frightened predators away from floating cities. The cleaver’s name comes from the “wavebreak” effect—when the blade lands, it vents super-heated mist, creating a concussive shockwave strong enough to stagger even giant beasts or crack iron doors. Veterans tell that a Wavebreaker hums faintly if pointed toward a coming storm or a leviathan’s heart.


Tier One Values
Damage Base: +4 (massive strike)
Weight: 16–18 lb (requires Strength 15+ to wield one-handed, otherwise two hands)
Reach: melee, short arc sweep
Speed: slower than standard greatsword (–1 Initiative or equivalent)
Durability: exceptionally high; resistant to monster hide/metal claws

Skills Gained
• Monster Cleaving — bonus to checks when hacking through thick carapace or ship hulls
• Shockwave Strike — advantage on Athletics/Power checks to break, shove, or knock down after a hit
• Balance & Grip Training — reduces self-stagger on critical miss when fighting on decks or slick ground

Passive Magics
Tide Resonance: faint vibration alerts wielder to heavy movement through water or unstable deck sections (detect approaching creatures or breaches).
Steam Armor Bleed: each solid hit weakens enemy’s protective shell (minor reduction in physical resistance after repeated strikes).
Storm Hum: blade subtly resonates in high humidity or mist, giving +1 awareness for incoming weather or magical water surges.

Activatable Magics
Wavebreak Shock (3/day): after a successful strike, release stored steam; cone 10–15 ft, creatures must resist or be knocked prone/staggered.
Hull Rive (1/day): focus a single mighty cut; doubles damage to objects/constructs, ignores nonmagical hardness up to moderate thresholds.
Mist Veil Surge (1/day): on heavy cleave, bursts scalding mist around wielder for brief concealment and +1 defense for one round.

Slot
• Primary Weapon Slot — heavy melee

Tags
Wavebreaker, Dreamsteel, Monster-Hunter, Boarding-Blade, Steam-Shock, Ship-Cleave, Storm-Tuned, Heavy-Reach, Barrier-Breaker, Breaker-Edge, Leviathan-Bane, Steam-Ward, Deck-Sunder, Impact-Wave, Tide-Shock, Armor-Rend, Ship-Slayer, Cleave-Master

Shops and Trade for the Wavebreaker Cleaver-953

Dreamtide Dock Forges
At the sprawling floating port-city of Dreamtide, weapon foundries line the great mooring wharves where monster hunters and ship guards stock up before setting out into the Leviathan Straits. These forges specialize in enormous boarding and sea-beast slaying weapons and are known for folding dream-steel with coral dust and mist-etched runes. Master smiths there sell new Wavebreaker Cleavers for 1,000–1,400 gold depending on finish and rune complexity. Most sales are by commission; the buyer presents a proof of monster-hunting license or shipguard charter. Trading one back often earns partial credit toward a newer model.

Vara-Sul Monarch’s Arsenal Exchange
In the inland capital Vara-Sul, the Monarch’s Arsenal Exchange is a strictly regulated military auction hall. Retired monster hunters or naval officers sell their Wavebreakers here to fund new expeditions. Buyers must present permits to carry dream-steel weapons and pay the royal tax of 8%. Prices run 1,200–1,800 gold for finely maintained examples, though war-scarred but serviceable cleavers can go as low as 900 gold. These exchanges prefer registered citizens but will allow licensed Isekai adventurers with sponsorship.

Southflow Dominion Agricultural Guard Outposts
Along the Shimmering River trade routes, Southflow’s agrarian guard outposts sometimes stock battered, reconditioned Wavebreakers turned in by river beast trappers. They’re cheaper but heavier and less elegantly runed—650–900 gold is typical. Purchase is informal: barter with grain shipments, exotic hides, or refined magical water plus silver or gold coin. Many rural captains consider this the place to outfit river-going militias on a budget.

Ironheart Reach Siege and Hullbreaker Foundries
The siege engineers of Ironheart Reach adapt Wavebreakers for industrial use, giving them hardened edges for cutting metal or thick monster shell. These foundries prefer bulk sales to mercenary companies, but an individual might buy one at 1,000–1,300 gold if they have guild ties or proof of mining defense work. Buying secondhand here is risky: you may get a cleaver whose steam-shock runes have been overdrawn and need costly re-rune work.

Black Mist Market of the Uncharted Isles
Hidden coves on the shifting isles trade stolen or salvaged weapons. Here a Wavebreaker can go for as low as 400–600 gold if you risk uninspected dream-steel that could backlash or crack under its own wave shock. Payment is in mixed coinage (copper, silver, electrum), rare alchemical reagents, or monster trophies. Buyers beware: these markets carry no blessing seals, so magical stability isn’t guaranteed.


Roleplay Use of the Wavebreaker Cleaver-953

On Ships and Floating Docks
When standing watch aboard a sky-galleon or tide-barge, the Wavebreaker is both weapon and tool. For offense, you can roleplay your avatar bracing against the rail, feeling the ship sway beneath wide feet, and swinging a deep, deliberate cut that erupts with a pressurized steam shockwave — perfect for knocking boarding foes into the sea or breaking grappling lines that monsters have slung over the hull. The vibration can be described as resonating through deck timbers and into water, briefly stunning or driving back anything climbing aboard. For defense, it doubles as a ship-safe barrier; you can plant the flat of the blade and trigger the misted concussive burst to shield crew or civilians, blurring line of sight and forcing predators or raiders back long enough to regroup.

In Jungles and River Trails
When traveling unstable, root-bound jungle paths, the cleaver’s mass gives you controlled, mighty chops to clear thick vine and monster carapace alike. Offensively, each swing may be imagined as sending a compressed humidity-driven tremor into tree limbs where ambushers cling, knocking them down or cracking exoskeletons. Defensively, you can lean into the Wavebreaker’s broad spine as a shield substitute, triggering a shockwave to scatter poisonous swarms or to push dense foliage aside when retreating.

Urban Sieges and Dockside Alleys
In city fights, it’s less a wilderness blade and more a breaching tool. Offense might mean shattering barricades or knocking armored guards off balance with the steam pulse. In defense, you could narrate catching an opponent’s weapon on the thick spine and blasting steam to break their guard, or using its vibrating edge to warn of movement through mist-filled alleys and give yourself and allies an initiative edge.

Subterranean or Cave Hunts
When hunting in echoing caverns, describe the hum of the runes guiding your steps across wet stone. Offensively, one careful cleave can stagger a beast into a pit or off a ledge; the Wavebreaker’s mist covers retreat or masks ally repositioning. For defense, swing into a wall or stalactite to bring down loose debris, making barriers or traps to slow pursuit.

Monster Hunts in Open Water or Coastline
On reef and tidal flats, the Wavebreaker shines. Offense: wade or perch on coral, charge the edge with dream-steam, and deliver bone-splitting arcs at serpents, sea wolves, or krakens. Defense: the shockwave can disrupt onrushing waves or push back lunging tentacles; the mist veil buys breathing room to retreat to boats or cliffs.

Perception of Activation:

User’s Perspective:
As the Wavebreaker Cleaver awakens, the wielder feels a deep vibration begin in the hilt and run up the arms, like the tremor of a distant quake but contained and obedient. Steam hisses faintly along the blade’s etched runes, and the water-crest symbols glow a shifting, liquid blue. The weight suddenly feels both heavier and steadier — gravity seeming to deepen, yet bones and tendons feel braced by unseen currents. A low rushing fills the ears, echoing as if one stands beside an underground river. Extra-sensory vision blooms at the edge of the Mind’s Eye: faint outlines of enemy weak points shimmer like heat haze, and invisible arcs of force ripple outward to map the space ahead. A quiet pull toward the nearest source of moisture or steam makes orientation sharper.

Observer’s Perspective:
To onlookers, the Wavebreaker’s activation is dramatic yet fluid. The air around the blade seems to distort and shimmer like heat above a black road. Blue runes blaze alive with soft aquatic light, and mist coils from the edge, trailing tiny droplets that hover for a breath before falling. A deep, bass hum issues from the cleaver — not a shriek but a grounded resonance felt in the chest. The wielder’s silhouette seems momentarily enlarged, their strikes preceded by a faint pressure wave that ruffles hair and cloaks.

Positives:
• Heightened spatial and structural awareness — the wielder can sense where to strike to stagger or break.
• Stronger grip and stance stability from the vibrational feedback; reduces recoil fatigue.
• Deterrent aura — foes hesitate as they feel the air quiver with each swing’s potential shockwave.
• Steam condensation subtly cools the wielder, delaying exhaustion in humid combat zones.

Negatives:
• Sudden vibration can cause brief numbness in the hands or trunk if unprepared, risking poor follow-through.
• The hum draws attention; stealth becomes nearly impossible once activated.
• Prolonged activation may blur vision slightly due to shockwave shimmer and moisture rising in the air.
• Steam backflow can make breathing harsh in tight quarters, especially underwater or in dense jungle mist.

Recipe Title: Forging the Wavebreaker Cleaver

Materials Needed
• Dream-steel ingot (minimum 40 lbs, water-quenched and pre-attuned to Ngara-Vo resonance)
• Coral spine of a leviathan-class sea beast, dried and infused with Dreampool essence
• Three vials of compressed jungle steam (sealed in copper phials)
• Vo-Run rune plates etched with water-crest patterns (6 plates for full channel lattice)
• Salted kelp resin for grip binding and moisture control
• Crushed pearl powder mixed with basalt dust for edge reinforcement
• Ribbon of moonlit leather for hilt wrapping and shock dampening

Tools Required
• Steam-forge with precision water-feed control
• Coral saw and shaping chisels tipped with diamond or dream-steel
• Rune etching stylus capable of Ngara-Vo tonal infusion
• High-pressure steam hammer for vibration bonding
• Tempering trough filled with enchanted river water and pearl dust
• Resonance tuning frame to align the blade’s vibration harmonics

Skill Requirements
• Expert smithing with dream-steel and aquatic materials
• Rune-smithing proficiency in Ngara-Vo and Vo-Run sigil carving
• Hydromantic crafting (tier 1+) to bind Dreampool essence into metal
• Steam control and boiler safety training
• Basic monster harvesting for coral spine preparation

Crafting Steps

  1. Harvest & Cure Coral Spine:
    Retrieve and clean a leviathan coral spine, soak it in Dreampool water for seven nights under full moons. Dry in misted jungle air until resonant tapping yields a deep aquatic hum.
  2. Forge Dream-Steel Core:
    Smelt the dream-steel ingot within a steam-forge at precisely tuned pressure; add crushed pearl and basalt dust as the metal becomes malleable to seed vibration channels. Shape into an over-long cleaver blank.
  3. Integrate Coral Spine:
    Carve a channel along the blade’s spine and insert the cured coral, bonding it with molten dream-steel. Use the high-pressure steam hammer to fuse and temper, alternating strikes with bursts of mist to lock in aquatic resonance.
  4. Etch & Inlay Vo-Run Runes:
    Using the rune stylus, carve six water-crest Vo-Run glyph plates into both sides of the blade. Infuse each with spoken Ngara-Vo Vo-Kara while low steam hum surrounds the workspace.
  5. Shockwave Core Tempering:
    Submerge the blade in the enchanted river water trough while reciting balancing mantras. Withdraw and reheat three times to bind the shockwave potential without destabilizing the metal’s magical lattice.
  6. Hilt & Grip Finishing:
    Bind the tang with salted kelp resin, then wrap the hilt in moonlit leather for vibration absorption and user comfort. Seal ends with pearl dust lacquer to resist moisture intrusion.
  7. Resonance Tuning:
    Place the finished cleaver in a resonance tuning frame, feed a slow stream of magical steam while gently striking the flat with coral mallets until the vibration matches the chosen wielder’s Mind’s Eye signature.
  8. Final Blessing & Test:
    Perform a minor hydromantic invocation to Yirra for safe current and dream balance. Test swing in water-dense mist; verify shockwave emission and steam discharge stability.

A fully realized Wavebreaker Cleaver born of these steps carries both ancestral echo and practical monster-slaying power, but if the sequence or tonal rites are rushed, the blade will hum off-key and may fracture its own shockwave channels under strain.

Song of Splintered Tide

Long ago, before the high airships cross sky and before steam speak loud in jungle night, there was ship of brave ones, tide-hunters they call, who chase great sea leviathans where dream and deep water meet. Among them sailed Hara-Vuun, mighty Nga-Tara smith and warrior. His arms were strong as river roots; his heart heavy from city sunk long before, the tale of Mirravane that mothers still whisper when mist comes.

It said Hara-Vuun wished to break no tide but to guard the soft boats of traders and fisher kin. Yet monsters come — not whales gentle but bone-jaw things, ancient, born when Yirra wept flood for Mirravane. These beasts crack planks, drag crews below dark foam. One by one ships vanish, and trade lanes grow silent.

Hara-Vuun walk alone to black coral shoal where water sings secret and forge may be coaxed from boiling vents. There he pray in broken speech — words half lost, half found: “Yirra, dream me edge to cut tide but not world.” He feed forge with coral and dream-steel, hammer under moonlight and mist. Steam rise with hiss like mourning. Some say seven nights he strike, some say seventy; no tongue agree.

When he done, blade wide as wave and long as two men lay before him, runes cut rough yet bright blue as deep lagoon. He call it something old: Wavebreaker. He swing once and sea foam split, making road clear through surf.

Soon beasts come, anger scent in tide. He fight alone, deck awash in storm. Each blow thunder like cracked drum, steam roar leaps out and throw monsters back. Spine break, hide split; some say even sea itself retreat small before him. But weight of blade and boil of steam burn him; arms tear, breath fail. Yet he stand until last beast sink and water fall calm.

Hara-Vuun lay down cleaver, veins seared from heat. Crew find him morning after, face gentle, eyes misted. Blade still sang soft wave hum. They bring it home and shrine built where forge smoke rise. Through years tale told many way — sometimes he smith, sometimes fisher turned hero, sometimes lost prince. Words twist but core stays: blade made not for conquest but safe current, heavy yet right when cause is just.

Moral: Strike great force only to guard safe passage, and temper power with purpose, lest the tide you break return to drown your own shore.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition) — Wavebreaker Cleaver-953
Type: Exotic heavy melee (great cleaver)
Skill: Fighting (Brawl) or a dedicated “Heavy Blade” specialty (base 25%)
Damage: 1D10+DB slashing; on an impale, add 1D6 concussive (steam)
Reach: Close
Armor/Material: Counts as dream-steel; ignores 2 AP from natural armor, resistant to corrosion
Wavebreak Shock (1/encounter or 5 MP): After a successful hit, release a concussive steam burst in a 3 m cone. Targets must succeed a CON roll or be Knocked Prone/Stunned for 1 round (Keeper’s choice by creature type); on a Hard CON failure, also take 1D4 additional damage.
Hull Rive (2 MP, objects only): Treat as a crowbar/axe with Advantage: double damage vs. inanimate barriers; ignores up to 8 HP of structural armor on doors, chests, and thin bulkheads.
Strain & Backlash: Each time Wavebreak Shock is used, make a CON×5 roll; failure inflicts 1 HP burn to the wielder and imposes a Hard penalty on the next action due to vibration numbness.
Mythos Resonance: First attunement requires a POW×5 test; failure causes 0/1 SAN from the blade’s tidal hum.
Notes/Drawbacks: Heavy and slow—apply a –10 penalty to Dodge in rounds you attack with it.


Blades in the Dark — Wavebreaker Cleaver-953
Load: 3 (heavy)
Quality: Fine + Brutal (counts as both for increased effect and extra harm on a great hit)
Positioning & Effect: When you Wreck or Skirmish in tight quarters, you gain increased effect against armor, scales, and barricades.
Special — Wavebreak Shock: Push yourself (2 stress) or spend a special armor use to unleash a concussive steam pulse after a hit. You may either knock a group back and down (momentarily disoriented), or blast a barrier (treat as +1 effect tier on that obstacle).
Special — Hull Rive: Spend 1 stress to treat the cleaver as demolition gear for a single cut against doors, rails, or rigging.
Consequences/Devil’s Bargain: Overpressure scalds your hands and leaves you Shaken; take level 1 harm “ringing bones” unless you resist. On a bad outcome the shock drains nearby steamwork—mark a segment on your crew’s gear clock or lose a use of a steam-related item.


Dungeons & Dragons (5e) — Wavebreaker Cleaver-953
Weapon (martial melee, cleaver), rare (requires attunement)
Damage: 1d12 slashing; if your Strength is 15 or higher you may wield it one-handed for 1d10 slashing, otherwise it must be wielded two-handed
Properties: Heavy, Special (see below)
Bonus: You gain a +1 bonus to attack and damage rolls made with this weapon.
Steam Shock: The cleaver stores steam charges equal to your proficiency bonus. When you hit a creature, you can expend 1 charge to unleash a concussive wave. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and pushed up to 10 feet. Large or bigger creatures have advantage on the save. You regain all expended charges when you finish a short or long rest.
Wavebreak Cone (1/short rest): Immediately after hitting a creature, you may emit a 15-foot cone of compressed steam. Creatures in the cone must make a Constitution saving throw against the same DC or take 2d6 thunder damage and fall prone; on a success they take half damage and are not knocked prone.
Hull Rive (1/long rest): Your next hit against an object or structure deals double damage and ignores up to 15 points of damage threshold/hardness.
Storm Hum: While in rain, mist, or aboard a vessel, you have advantage on Strength (Athletics) checks to shove or break objects.
Drawback — Overpressure: Each time you use Wavebreak Cone before finishing a rest, make a DC 13 Constitution saving throw. On a failure you take 1d4 fire damage and have disadvantage on your next attack with the cleaver as your grip numbs.


Knave — Wavebreaker Cleaver-953
Type: Heavy cleaver (two slots)
Damage: d12 (d10 if used one-handed; requires STR 15+ to use one-handed at all)
Tags: Heavy, Brutal, Barrier-Breaker, Steam-Shock
Wavebreak Shock: When you deal damage, you may expend 1 steam charge to also shove the target 10’ and test STR: on a success the target is knocked prone; Large+ creatures roll with advantage.
Wavebreak Cone (1/turn, costs 2 charges): Eject a 15’ cone of concussive steam; creatures in the cone take d6 damage and must save STR or be knocked prone.
Hull Rive (1/day): Double damage vs. objects and ignore armor from materials up to thick wood/soft metal.
Charges: Starts each delve with charges equal to your STR modifier (min 1). You can spend 1 turn and a waterskin at a fire/boiler to recover 1 charge (max equal to STR mod).
Drawback: When you expend a charge on a failed attack, you take d3 self-damage from recoil or scald unless you drop the weapon or retreat 5’.


Fate — Wavebreaker Cleaver-953
Aspect: Titanic Dream-Steel Boarding Blade
Skill: Use Fight or Physique to wield effectively.
Weapon Rating: Weapon:3 (counts as a heavy edge weapon delivering massive impact)
Invoke: Spend a Fate point to create a shockwave on a successful hit; all foes in a zone must overcome a Physique roll vs. your Attack result or be Knocked Prone/Off Balance.
Stunt — Steam Break (1/session): Once per session, release the cleaver’s stored steam to destroy a barrier or breach ship hulls; treat as automatic Overcome with +4 to break an obstacle.
Stunt — Wavebreak Sweep (2 FP/day or GM refresh): You may attack everyone in your zone with Physique instead of Fight; each extra target costs 1 FP.
Drawback/Compel: “Crushingly Heavy & Steam Hungry.” The GM may compel exhaustion or boiler lock if you overuse shockwaves — suffer the Hindered or Burned consequence until cooled and refilled.


Numenera & Cypher System — Wavebreaker Cleaver-953
Level: 6 (powerful dream-steel artifact)
Form: Massive single-edged cleaver with etched water-crest runes
Damage: 8 points (melee, slashing)
Shockwave Burst: Spend 2 Intellect points to cause a concussive blast when you hit; all creatures within short range of the target must make a Might defense roll or be knocked prone and take 3 additional damage.
Hull Rive: Spend 2 Might points to ignore up to 10 Armor from an object or creature’s shell/hide for one strike.
Monster Breaker: Against creatures of level 5 or lower, you inflict an immediate Intimidation/Speed asset for the next ally’s action.
Depletion: 1 in 1d20 when using Shockwave Burst; when depleted, the cleaver’s runes go dark until refilled with steam or water infusion (1 hour of downtime and a Mechanics or Crafting task at difficulty 4).
Special: Wielder gains +1 Armor while aboard ships or in heavy rain from the blade’s stabilizing tide magic.


Pathfinder (2e) — Wavebreaker Cleaver-953
Item Level: 7
Price: 360 gp
Bulk: 2
Damage: 1d12 slashing; Versatile B (can bludgeon with broad flat)
Traits: Heavy, Reach, Forceful, Magical, Tideforged, Shove
Activation (2 actions — Steam Shockwave): Strike a creature and trigger a 15-foot cone of compressed steam. All creatures in the cone take 3d6 bludgeoning damage (Basic Fortitude save DC 21). Those failing are knocked prone. Can be used 3/day; regains charges at dawn or after 8 hours of water/steam infusion.
Tideforged Power: You gain a +1 item bonus to Athletics checks to Shove or Break Objects. When in contact with abundant moisture or standing in water, add +2 circumstance bonus to damage rolls.
Drawback: Each time you use Steam Shockwave more than twice in a day, attempt a DC 15 Fortitude save; on a failure you take 1d6 fire damage from boiler backlash.
Craft Requirements: Dream-steel ingot, deep-sea coral, water crest rune scribing.


Savage Worlds (Adventure Edition) — Wavebreaker Cleaver-953
Category: Heavy Melee Weapon
Damage: Str+d10
Weight: 15 lb
Reach: 1
Parry: –1 (cumbersome)
AP: 2 vs. armor/hide
Special Ability — Steam Shock: Once per encounter (or by spending 1 Power Point if Arcane Background), unleash a shockwave on a successful hit. Targets in a Medium Burst Template must make a Strength roll at –2 or be knocked prone and Shaken; those already Shaken become Wounded.
Special Ability — Hull Rive: Treat as having the “Breaker” quality — +2 damage against structures, rigging, and vehicles.
Edge Synergy: Strong synergy with Brawny and Giant Killer Edges; counts as Heavy Weapon against vehicles/large monsters.
Drawback: Clumsy Swing — on a natural 1 Fighting die, wielder must make a Vigor roll or suffer Fatigue from steam backblast.
Notes: Refueling steam reservoir between scenes with water and fire magic or Mechanic roll (–2 if improvised).


Shadowrun (6th World) — Wavebreaker Cleaver-953
Type: Heavy Melee Weapon (Exotic)
Reach: 2
Damage: 9P
AP: –3
Accuracy: 5
Availability: 10R
Cost: 4,000¥
Special — Steam Shockwave: After a successful melee attack, you may spend 1 Minor Action and 1 Edge to unleash a steam-driven concussive blast. All enemies in a 2-meter radius must resist 6S Stun damage (Body + Willpower) or be knocked prone.
Special — Hull Rive: As a Major Action, spend 2 Edge to ignore 8 Armor DV when attacking vehicles, drones, or hardened materials.
Power Feed: Each Shockwave consumes one charge of condensed water-steam fuel. The weapon holds 4 charges; refilling requires an hour and an Industrial Mechanics test (Threshold 2).
Drawback: Weighty and loud; add +2 to Sneaking Threshold when carried activated. Glitches while Shockwave is active inflict 2P recoil damage on the user.


Starfinder — Wavebreaker Cleaver-953
Item Level: 8
Price: 9,500 credits
Damage: 2d12 slashing
Critical: Knockdown
Bulk: 3
Special: Reach, Analog, Unwieldy
Wavebreak Shock (2 charges): When you hit, you can spend 2 charges to create a 15-foot cone of steam; creatures in the cone take 4d6 sonic damage (Reflex DC = 10 + half level + STR mod for half) and are knocked prone on a failed save.
Hull Breach: Once per 10 minutes you can deal double damage to unattended objects, ship hulls, or structural barriers.
Capacity: 6 charges; Usage 1 per Wavebreak Shock. Can be recharged by infusing water and heat over 10 minutes (Engineering DC 18).
Special Property: Moisture Resonance — when used in a watery or humid environment, its crit range expands by 1 (19–20).
Drawback: Unwieldy trait — –2 to attack rolls for those without Powered Frame or STR 16+.


Traveller (Mongoose 2e) — Wavebreaker Cleaver-953
Type: Advanced Heavy Blade
TL: 12
Mass: 7 kg
Cost: Cr16,000
Damage: 5D+2 (melee)
Traits: Reach 2 m, AP 4, Bulky
Special — Steam Shockwave: As a Reaction after hitting a foe, expend 1 steam charge to force all adjacent creatures to make an END check (8+) or be knocked Prone and suffer 1D extra damage from concussive force.
Special — Hull Rive: Attacks against inanimate objects ignore up to 10 points of armor and double rolled damage.
Power: Steam cell, holds 6 charges; recharging requires 1 hour of mechanical work and water source (Mechanic or Engineer 8+).
Drawback: Fatigue — Each use of Steam Shockwave forces wielder to roll END 8+ or take –1 DM on next melee attack from numbness.


Warhammer (Age of Sigmar: Soulbound) — Wavebreaker Cleaver-953
Weapon Group: Heavy Melee / Boarding Blade
Damage: 2 + Successes + SL (Slashing)
Qualities: Impact, Damaging, Two-Handed, Reach 2, Tideforged
Steam Shockwave: Once per Encounter, spend 1 Mettle to release concussive steam after a successful hit. All enemies in Medium range Oppose with Reflexes or be Knocked Prone and take +2 Damage.
Hull Splitter: When targeting barriers, doors, or ship hulls, gain +2 Dice and treat Armour as 0.
Special Resonance: If fighting aboard a vessel or near a large body of water, add +1 SL to all Melee (Heavy) tests.
Risk — Boiler Backlash: Each Shockwave forces an Average (DN 4:2) Fortitude Test; failure deals 1 Wound and inflicts the Fatigued condition until you catch your breath.
Encumbrance: 3
Rarity: Rare — found mainly among Dreampool marines and river beast hunters.


Comments

2 responses to “Wavebreaker Cleaver 953”

  1. […] Wavebreaker Cleaver-953Weapon Type: Heavy single-edged bladeMassive dream-steel cleaver balanced for one or two hands; its edge is etched with water-crest runes that channel vibration into bone-cracking force. The Wavebreaker was created for shipboard boarding actions and monster hunting — a strike that lands releases a shockwave of compressed steam, staggering even armored targets. […]

  2. […] Wavebreaker Cleaver 953: Must be of Masterwork quality and fully pressurized with enchanted steam. […]