Lore: The Celestial Tide-Reaver 492 is a legendary fusion of brute force and celestial grace, born from a desperate alliance between the Dreamtide monster hunters and the Moonlight Sages. Legend speaks of Captain Hallow, a heavy-handed leviathan slayer who found himself outmatched by a Sky-Kraken that dwelt in the high clouds. Too heavy to climb and too slow to strike the beast, Hallow sought out the last vial of Silvaria’s Acrobat’s Brew and a pair of Kael’s Boots of Agile Grace.
In a ritual forbidden by the Guild of Smiths, he poured the potion into the molten Dream-steel of his Wavebreaker Cleaver and threw the boots into the forge fire as fuel. The result was a weapon that defied physics—a massive slab of steel that floated on the air like a feather. With it, Hallow sprinted up the rain, danced across the Kraken’s tentacles, and delivered strikes that hit with the weight of a falling moon. The weapon now hums with a song that sounds like ocean waves crashing against silver chimes.
Description: At first glance, this appears to be a colossal Dream-steel cleaver, easily five feet long, with a spine thick enough to serve as an anvil. However, the steel is translucent and shimmering, swirling with internal starlight and liquid moonlight. The hilt is wrapped in midnight-blue griffon leather that feels warm and pulses gently. Instead of being heavy, the weapon drifts slightly in the hand, tugging upward as if trying to return to the sky. When swung, it leaves a trail of glowing blue steam and sparkling stardust. The blade edge does not just cut; it ripples the air, creating distortions that look like heat haze over water.
Stats
- Tier: 3
- Damage: Massive (equivalent to Tier 3 Heavy Weapon) + Hydro-Sonic Force.
- Weight: Negligible (Magically weightless to the attuned wielder; 20 lbs to others).
- Reach: Extended Melee (The shockwaves extend the effective range).
- Durability: Self-Repairing (Draws moisture from the air to knit cracks).
Tags: Dreamsteel, Celestial-Forged, Heavy-Agility, Aero-Hydro, Steam-Propulsion, Moon-Slayer, Gravity-Defiance, Shockwave-Dancer, Fluid-Strike, Leviathan-Bane, Aerial-Assault, Kinetic-Absorption, Stardust-Edge, Fluid-Motion, Impact-Dampening, Storm-Dancer, Moon-Forged, Breach-Blade
Multiple Passive Magics
- Lunar Weightlessness: Despite its size, this weapon possesses the Finesse property. The wielder gains a +5 bonus to Acrobatics and Dexterity saves while holding it, as the weapon physically pulls them into graceful evasions.
- Mist-Walker’s Stride: The wielder is constantly under a Feather Fall effect. Additionally, they can run across liquid surfaces (water, acid, lava) and thin clouds as if they were solid ground, provided they do not stop moving.
- Tidal Resonance: The blade hums when enemies move within 30 feet, even through walls or invisibility. This vibration runs through the wielder’s arm, granting the Blind-Fight capability.
Multiple Active Magics
- Steam-Jet Ascension (At Will): The wielder triggers the vents along the blade’s spine. Instead of an attack, they can use the weapon to fly up to 60 feet in a straight line, leaving a trail of scalding steam. If they end this movement adjacent to an enemy, they gain Advantage on their next strike.
- Crescent Moon Shockwave (3/Day): The wielder swings the cleaver, releasing the Wavebreaker’s stored power mixed with the Acrobat’s starlight. This projects a 30-foot cone of concussive force. Enemies take massive Thunder/Radiant damage and are knocked Prone. The wielder is propelled 15 feet backward by the recoil, landing gracefully.
- Starfall Gullotine (1/Day): The wielder leaps into the air (or drops from a height). The weapon absorbs the kinetic energy of the fall, glowing blindingly bright. Upon impact, the strike deals triple damage to the target and creates a shockwave that stuns all other enemies within 20 feet. The wielder takes no falling damage regardless of the height dropped.
Specific Slot
- Primary Weapon Slot (Held in one or two hands. When sheathed, it magically adheres to the user’s back without a strap, hovering slightly off the armor.)
Item Hit Points & Disabling the Magic:
- Hit Points: 75 (The weapon is reinforced by Dream-steel and celestial magic, making it incredibly resilient).
- Disabling: To disable the item’s magical properties, an attacker must target the weapon specifically with an intent to sunder or suppress it. The weapon has a Damage Threshold of 15 (it ignores the first 15 points of damage from any single hit). If the weapon is reduced to 0 HP, it does not shatter, but the “liquid moonlight” within the steel turns dull and grey, and the weightlessness enchantment fails. The weapon immediately becomes its full, non-magical weight (20+ lbs), making it nearly impossible to wield effectively for an agility-based user. All passive and active magics cease.
Repairing the Item:
- Minor Damage (1-74 HP): The item possesses a self-repairing passive trait. If left in moonlight or submerged in natural water for a Short Rest, it regains 1d10 HP. It does not require a smith for minor scratches or chips.
- Broken State (0 HP): If the magic is fully disabled, a simple mend is insufficient. The weapon must be taken to a high-altitude location (like a mountain peak or floating city) during a full moon.
- Ritual: A smith or mage must pour a fresh vial of Acrobat’s Brew (or equivalent Tier 1 agility potion) along the dull blade while tempering it with a hammer made of coral.
- Cost: Approximately 500-800 Gold in materials (mostly the potion and rare tempering oils).
- Time: 1 hour of continuous ritual work.
- Skill: Requires proficiency in Smithing and Arcana. Successfully completing the ritual restores the item to full HP and reactivates the starlight glow.
The Celestial Tide-Reaver 492 is a Tier 3 merged artifact. It is too rare and specialized to be found in common smithies or general stores. It appears only in high-end martial exchanges, elite monster-hunter conclaves, or the private collections of renowned sky-captains.
Locations where this item is bought and sold, the rituals of trade, and the associated costs in the currency of Saṃsāra.
1. The Spire of Weightless Steel (Floating City of Aerolith)
Location: Situated on the highest docking ring of the floating city, this shop is an open-air pavilion suspended by Aether-chains. There are no walls, only railings, allowing potential buyers to test aerial weaponry immediately. Atmosphere: The air is thin and cold. The sound of wind is constant. The shopkeeper is likely a retired Sky-Knight or a Silph-blooded smith who floats rather than walks. Buying Process: The weapon is not kept in a rack; it floats tethered to a pedestal by a silk ribbon. To buy it, one must prove they have the dexterity to wield it. The shopkeeper will toss the massive cleaver off the ledge; the buyer must dive after it, catch it in mid-air, and use its Steam-Jet Ascension to return to the platform. Cost: 550 Platinum (5,500 Gold).
- Note: They prefer payment in Platinum or refined Aether Crystals, as gold is considered “too heavy” for their tastes.
2. The Iron-Coral Exchange (Dreamtide Docks)
Location: A fortress-like armory built into the sea-wall where the great monster-hunting ships dock. The floor is constantly wet, and the air smells of brine, hot iron, and alchemical steam. Atmosphere: Industrial and aggressive. Steam hammers rhythmically pound in the background. The clientele are scarred leviathan hunters who value stopping power above all else. Buying Process: Here, the weapon is marketed differently—not as an agile tool, but as a “Breach-Maker.” The seller demonstrates the Crescent Moon Shockwave by obliterating a thick slab of monster carapace. Negotiations are blunt. Cost: 4,800 Gold.
- Note: They will offer a discount (down to 4,200 Gold) if the buyer trades in a pristine, non-merged Tier 1 Wavebreaker Cleaver as part of the deal.
3. The Alchemist’s Foundry (Hidden Academies)
Location: Found in the secluded laboratories of the Moonlight Sages or experimental Artificer Guilds hidden in the jungle ruins. Atmosphere: Quiet, filled with the bubbling of potions and the scratching of quills. The weapon is kept in a glass stasis tank filled with blue mist to feed its Self-Repairing properties. Buying Process: The sale is treated as a transfer of stewardship. The Alchemists care about the “recipe” stability. They will quiz the buyer on the maintenance of celestial magic (specifically regarding the Acrobat’s Brew component). They are selling it because they want to see field data on how the potion interacts with the dream-steel over time. Cost: 4,000 Gold + Rare Ingredients (e.g., a vial of Stardust Essence or a Leviathan’s Heart).
- Note: This is the cheapest coin price, but the material cost of the ingredients required to close the deal can be difficult to source.
4. The Black-Wind Auction (The Uncharted Isles)
Location: A roving black market that operates on a flotilla of lashed-together airships hiding in storm clouds. Atmosphere: Dangerous, chaotic, and high-energy. This is where stolen prototypes and looted lineage weapons end up. Buying Process: A silent auction. The weapon is displayed on a center stage. Bidders raise paddles enchanted to glow. The competition is fierce, often between rival pirate captains who want the weapon for boarding actions (Starfall Guillotine is prized for smashing through decks). Cost: Variable, usually closing between 600 and 800 Platinum (6,000 – 8,000 Gold).
- Note: Prices here are inflated due to the “no questions asked” policy. However, there is a risk: 1 in 10 items sold here has a hidden curse or a “tracker” spell on it.
5. The Guardian’s Repository (Government/Military Depots)
Location: In the capital city of Vara-Sul, inside the heavily guarded Royal Arsenal. Atmosphere: Bureaucratic and sterile. Rows of dangerous artifacts are cataloged and locked behind magic wards. Buying Process: You cannot simply buy this. It is issued to High-Ranking Officers or “Licensed Heroes” (Tier 3+ Adventurers) who have accepted a specific, high-risk commission from the Crown (e.g., “Slay the Sky-Kraken threatening the trade routes”). Cost: 0 Coin (Issued as Equipment).
- Note: The item remains property of the Crown. If the user dies or retires, it must be returned. If lost, the user owes the Crown 10,000 Gold in debt.
How the Celestial Tide-Reaver 492 can be roleplayed in various environments within Saṃsāra, showcasing its fusion of massive power and graceful agility.
Urban Environments (Rooftops & Narrow Alleys)
Defense:
- Scenario: Pursued by guards or assassins across the high wires connecting city spires.
- Mechanic: Lunar Weightlessness & Passive Finesse.
- Roleplay: The user runs across a thin washing line, the massive cleaver held effortlessly in one hand like a balancing pole. When an arrow is shot, they don’t block; they simply tilt. The weightless blade pulls their center of gravity, allowing them to pivot around the projectile with a dancer’s grace.
- Narrative: “You step onto the wire, the street dizzying miles below. The Cleaver drifts upward, holding you steady against the wind. An arrow whistles—you let the blade guide you, spinning on your heel, the massive steel moving faster than the eye can follow to deflect the shaft with a chime-like ring.”
Offense:
- Scenario: Ambushing a target in a crowded market square below.
- Mechanic: Starfall Guillotine.
- Roleplay: The user drops from a rooftop. Instead of a heavy thud, they accelerate, the blade glowing white-hot as it absorbs the fall. They strike the ground, unleashing a shockwave that knocks the guards flat without hurting the civilians, then spring back to a defensive stance instantly.
- Narrative: “You fall like a star. The air screams around the blade. You hit the pavement—BOOM—a ring of white light expands. The guards are thrown back, stunned, but you land softly, the weapon already raised, steam hissing from the vents.”
Open Ocean (Ship-to-Ship Combat)
Defense:
- Scenario: A cannonball or ballista bolt is fired at the user’s ship.
- Mechanic: Crescent Moon Shockwave.
- Roleplay: The user steps onto the railing, timing the incoming projectile. They swing the cleaver empty-handed at the air. The resulting cone of force detonates the projectile in mid-air or slows it enough to fall harmlessly into the sea.
- Narrative: “The cannon flashes. You wait a heartbeat, then swing. The air ripples—a wall of translucent force meets the iron ball. It shatters momentum, dropping the shot like a stone into the froth.”
Offense:
- Scenario: Boarding an enemy vessel that is trying to flee.
- Mechanic: Steam-Jet Ascension & Mist-Walker’s Stride.
- Roleplay: The user triggers the steam vents, launching themselves across the gap between ships. They land on the water’s surface, sprinting across the waves alongside the enemy hull, before leaping up to slash the rudder or hull with a Hydro-Sonic strike.
- Narrative: “You blast off the deck, trailing steam. You hit the water, but you don’t sink—you run, footsteps chiming on the waves. You catch the enemy rudder, swinging the Tide-Reaver. The Dream-steel shears through the wood like it’s mist, leaving the ship dead in the water.”
Subterranean/Caves (Monster Dens)
Defense:
- Scenario: Surrounded by swarm creatures in pitch darkness.
- Mechanic: Tidal Resonance.
- Roleplay: The user closes their eyes. The blade hums, vibrating with the location of every scurrying foe. They fight defensively, the blade moving to intercept attacks from the dark before they even launch, creating a zone of safety for allies.
- Narrative: “The darkness is absolute, but the blade sings to you. Hum-left. Hum-low. You parry a claw you can’t see. Hum-right. You sidestep a lunge. You are a calm island in a sea of chittering madness.”
Offense:
- Scenario: Breaking the shell of an armored burrower (like an Ankheg or Bulette).
- Mechanic: Heavy Damage + Shockwave.
- Roleplay: The user utilizes the weapon’s massive size (which is usually too heavy for agile fighters) to deliver a two-handed overhead smash. The Acrobat’s Brew magic allows them to flip over the monster’s lunge and strike the vulnerable plating from behind with pinpoint precision.
- Narrative: “The beast charges. You vault over its horns, using the Cleaver as a pivot point. At the apex of your flip, you drive the weapon down. The Moon-Slayer edge cracks the carapace with a sound like a breaking glacier.”
High-Altitude (Sky-Islands & Airships)
Defense:
- Scenario: Knocked off the deck of an airship during a storm.
- Mechanic: Mist-Walker’s Stride & Self-Repairing.
- Roleplay: As the user falls into the clouds, they don’t panic. They orient their feet and land on a passing cloud bank. The weapon draws moisture from the storm to repair nicks in the blade while the user runs back up the cloud-slope to rejoin the fight.
- Narrative: “The wind tears you from the deck. You plummet. But the mist catches you. You stand on the thunderhead, the lightning reflecting in your translucent blade. You charge back up the rain, an avenging angel returning to the fray.”
Offense:
- Scenario: Dogfighting a flying monster (Wyvern or Griffon).
- Mechanic: Steam-Jet Ascension.
- Roleplay: The user uses the weapon not just to hit, but to fly. They zigzag through the air, using short bursts of steam to outmaneuver the beast, delivering passing slashes until the monster is grounded.
- Narrative: “You are not falling; you are dancing. Hiss-crack! A burst of steam throws you left, dodging the talons. Hiss-crack! You shoot upward, slashing the wing. You and the Cleaver are a single blur of blue steel and white mist.”

Perception of Activation:
User’s Perspective
- Sight: The massive steel blade does not just glow; it becomes semi-transparent, revealing a swirling galaxy of captured starlight and liquid moonlight within the metal. The air around the edge ripples like heat rising from asphalt, and when swung, the blade leaves a lingering, glowing contrail of blue steam and sparkling dust that marks the arc of the strike for seconds after.
- Hearing: A complex harmony fills your ears: the deep, bass-heavy thrum of the Wavebreaker’s power serves as a rhythm section, while the melodic, wind-chime notes of the Acrobat’s Brew and Boots play over the top. When the steam vents fire, it sounds not like a mechanical hiss, but like a whale breaching the surface—a wet, powerful exhalation.
- Touch: The weapon feels paradoxically weightless, like holding a balloon underwater that wants to float to the surface. You feel a constant, gentle tugging at your shoulders as the blade tries to lift you. Upon impact, there is no jarring shock; instead, the hilt absorbs the kinetic energy, converting it into a warm pulse that flows up your arms and settles in your chest.
- Smell: A sharp, invigorating blend of ozone and high-altitude air mixes with the salty tang of deep ocean brine and the faint, sweet perfume of night-blooming jasmine (a remnant of the Moonlight Petals).
- Taste: The air around you tastes crisp and electrified, like snow melting on the tongue, with a subtle metallic aftertaste of copper and salt.
Extra-Sensory Perceptions
- Lunar Gravity: You feel a shift in your personal gravity. The ground feels less insistent, and the sky feels more welcoming, as if the moon itself is offering a helping hand to lift you.
- Tidal Flow: You do not just see enemies; you sense them as displacements in a fluid medium. You can feel the “current” of their movements pushing against your awareness, allowing you to anticipate attacks like a fish sensing a predator in the water.
- Steam-Pressure Sense: You have an innate, internal gauge of the weapon’s pressure. You “know” exactly how much propulsion is available in the vents without looking, felt as a tightening in your diaphragm.
Observer’s Perspective
- Sight: To an onlooker, the wielder appears to be dancing with a beam of solid moonlight. The massive cleaver looks impossibly heavy, yet it is swung with the speed of a rapier. The distortions around the blade make the wielder’s position hard to pin down, as if viewing them through a waterfall.
- Hearing: The swing of the blade produces a “whoosh” that sounds like a crashing wave. Impacts sound like thunder cracking inside a glass cathedral—loud, but strangely musical.
- Touch: A spray of cold, spectral mist hits anyone within 10 feet. The shockwaves from the strikes can be felt in the teeth and bones, a deep vibration that rattles armor.
- Smell: The area fills with the scent of a sudden sea storm—wet rain, ozone, and salt.
Positives
- Fluid Dominance: The combination of reach, power, and agility allows the user to control the battlefield completely, dictating the pace of the fight.
- Environmental Mastery: The ability to walk on water or clouds opens up tactical avenues that most enemies cannot counter.
- Sensory Clarity: The Tidal Resonance provides a massive advantage against stealthy or invisible foes.
Negatives
- Visual Noise: The glowing trails and shimmering distortions can obscure the user’s own vision if they spin or attack too rapidly, creating a “blinded by glory” effect.
- Stealth Impossibility: The weapon sings, glows, and smells of the sea. There is no hiding while it is drawn.
- Motion Sickness: The sensation of disconnected gravity (the weapon pulling up while the user stays down) can cause vertigo or nausea in those not trained in aerial acrobatics.
Recipe: The Moon-Tide Ascension Rite
Items Merged
- Wavebreaker Cleaver 953: Must be of Masterwork quality and fully pressurized with enchanted steam.
- Acrobat’s Brew: A fresh, sealed vial of the potion, brewed under a full moon.
- Enchanted 839 of Agile Grace (Boots): A matching pair, worn in at least one aerial race to imprint kinetic memory.
Additional Materials Needed
- Quicksilver-infused Dream-steel (5 lbs): To act as a binding agent that accepts both metal and liquid properties.
- Feather of a Sky-Kraken: A rare reagent to bridge the thematic gap between the ocean (Cleaver) and the sky (Boots).
- Vial of Captured Lightning: To energize the Steam-Jet propulsion system.
- Dust of a Gravity-Stone: Harvested from floating islands, used to invert the massive weight of the cleaver.
Tools Required
- Aetheric Steam-Hammer: Forging requires impact force that also injects magical vapor.
- Moonlight Crucible: A vessel that can hold liquid starlight without melting.
- Resonance Tongs: To hold the vibrating blade without shattering the smith’s bones.
- Alchemist’s Distilling Coil: To gasify the potion for infusion.
Skill Requirements
- Grandmaster Smithing: To fold a potion and leather into steel without destroying them.
- Master Alchemy: To stabilize the volatile reaction between Dream-steel and the brew.
- Expert Aeromancy: To bind the wind-magic of the boots into a solid object.
- Hydromancy (Tier 2): To control the water/steam aspects of the weapon.
Crafting Steps
- The Boots’ Sacrifice: Place the Boots of Agile Grace into the Moonlight Crucible. Heat them not with fire, but with the Captured Lightning until they disintegrate into a fine, blue ash of pure kinetic potential.
- The Potion Vaporization: Pour the Acrobat’s Brew through the Distilling Coil, heating it until it becomes a glowing, violet gas. Pipe this gas directly into the Aetheric Steam-Hammer.
- The Steel’s Opening: Heat the Wavebreaker Cleaver to a white-hot critical temperature. Sprinkle the Gravity-Stone Dust along the spine. This will cause the steel to “relax” its bond with gravity, making the metal porous and receptive.
- The Kinetic Infusion: Begin hammering the blade with the Aetheric Steam-Hammer. With each strike, the hammer injects a burst of the vaporized Acrobat’s Brew directly into the molecular lattice of the steel. The metal will scream—this is normal.
- The Binding of Elements: Mix the Quicksilver-infused Dream-steel with the ash of the boots and the Sky-Kraken Feather. Apply this paste to the hilt and the spine of the blade. It will act as the new nerve system for the weapon.
- The Lunar Tempering: Plunge the red-hot blade not into water, but into a vat of cold moonlight (collected water reflecting a full moon). The thermal shock will lock the “weightlessness” enchantment into the steel. The blade should turn translucent and shimmer.
- Harmonic Alignment: The weapon will be vibrating uncontrollably. Use the Resonance Tongs to hold it steady while you chant the Song of Silvaria. You must sync your breathing with the blade’s hum. When the humming stops and changes to a sound like ocean waves, the merger is complete.
Heavy-Light and Sky-Swimming Iron
It is written on the stone that weeps salt, from the time before the moons were two, regarding the man named Hallow—he of the hands like anchors, he of the feet like stones.
In the season when the ocean was angry and climbed into the sky, there came the Great Beast of Many-Arms, the Kraken-Who-Breathes-Clouds. It swam not in the deep black water, but in the white high water of the air. It laughed at the ships of wood. It ate the wind.
Hallow, he was the breaker of waves. He carried the Iron-That-Splits-Tides (Wavebreaker 953). It was a good iron. It sang the song of the heavy deep. But Hallow was bound by the Earth-Hunger (gravity). When he swung the great iron, the Earth-Hunger pulled him down. The Kraken-Who-Breathes-Clouds floated high, mocking him. “Come up, little stone,” the Beast sang. “You are too fat with gravity to touch me.”
Hallow was filled with a fire of shame. He looked at his feet, which wore the Skins-of-Agile-Grace (Boots), the leather that remembers the wind. He looked at his flask, which held the Liquor-of-the-Star-Jump (Acrobat’s Brew), the drink that makes the body forget to fall.
He went to the Place of Fire-Making. The Hammer-Men screamed, saying, “Stop! You cannot mix the water-iron with the wind-leather! The world will break!”
Hallow did not listen. His ears were closed by anger.
He took the Skins-of-Agile-Grace. He did not wear them. He fed them to the red mouth of the furnace. The fire turned blue. The fire tasted of feathers. He took the Liquor-of-the-Star-Jump. He did not drink it. He poured the stars-in-water onto the Iron-That-Splits-Tides while it was red and screaming.
The Iron became confused. It drank the stars. It breathed the smoke of the wind-leather. The Iron asked, “Am I a stone? Or am I a bird?” Hallow hammered the question into the answer. “You are the heavy thing that floats. You are the mountain that flies.”
The Celestial Tide-Reaver was born. It was big as a door, but light as a wish.
Hallow ran. He did not run on the deck. He ran on the rain. He stepped on the drops of water falling down, and went up. The Iron pulled him. It wanted to go back to the moon.
The Kraken-Who-Breathes-Clouds saw him coming. It was afraid. It struck with arms of storm. Hallow swung the Iron. It did not cut the flesh; it cut the space where the flesh was. It made a sound like a bell drowning.
The Beast fell. The sky bled starlight. Hallow stood on the clouds, holding the Iron that shimmered like oil on water. The Earth-Hunger had forgotten his name.
But the text says Hallow never came down. He walks still on the high wet paths, for the Iron loves the sky too much to return to the mud.
Moral of the Story: To hunt the thing that flies, the stone must be willing to burn its own feet and forget the ground.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Star-Tide Cleaver (Artifact)
Description: A massive blade of translucent, impossible metal that feels lighter than air. It hums with a sound that nauseates terrestrial animals.
Weapon Class: Exotic Melee (Great Cleaver) Damage: 2D8 + DB (Slashing/Magic) Range: Touch (Extended Reach) Malfunction: 98-00 (The blade becomes temporarily heavy, crushing the user’s foot for 1D6 damage).
Mechanics:
- Lunar Weightlessness: The wielder uses DEX instead of STR to determine chance to hit, though Damage Bonus is still calculated normally. The weapon grants a bonus die to Jump checks.
- Mist-Walker (Active): Spend 2 Magic Points (MP) per round to walk on water or thin air. If the user runs out of MP, they fall immediately.
- Crescent Shockwave (Active): Cost: 1D6 Sanity + 5 MP. The user swings at the air, projecting a cone of force. All targets in a 10-yard cone take 1D10 damage and are blown back 5 yards.
- Starfall Strike (Active): Cost: 1D8 Sanity + 10 MP. The user leaps from a height. Upon landing, the weapon releases kinetic energy. All entities within 5 yards take 3D6 damage. The user takes no falling damage.
Drawback: The weapon vibrates with alien geometry. Carrying it for more than 24 hours causes the user to suffer mild vertigo (-10% to Navigate and Spot Hidden).
Blades in the Dark
Name: The Moon-Sever Glaive
Item: Tier III Arcane Implement / Weapon (Load 2)
Description: A massive dream-steel blade that drifts in the hand like smoke. It leaves trails of blue steam and starlight.
Effect:
- Heavy Finesse: Counts as a Heavy Weapon for impact and damage, but can be wielded with Finesse actions due to its weightlessness.
- Mist-Walker: The user can traverse liquids and gaps as if they were solid ground. This does not cost stress but may require a Prowl roll in turbulent conditions.
- Shockwave (Special Armor): You may tick this item’s box to resist a “Group” or “Area” consequence, or to instantly clear a room of minions by unleashing a sonic boom.
- Jet-Propulsion: Spend 2 Stress to fly for a short burst (one action), gaining superior position or escaping a desperate situation.
Drawback: Glowing Beacon. The weapon shines with moonlight and hums. It is impossible to conceal and adds +2 Heat to any score where it is drawn.
Dungeons & Dragons (5th Edition)
Name: Celestial Tide-Reaver Weapon (Greatsword), Legendary (Requires Attunement)
Description: A five-foot cleaver of translucent dream-steel that floats gently when released. It smells of ozone and the sea.
Properties:
- Sentient Drifting: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
- Lunar Finesse: Despite being a Heavy weapon, this weapon has the Finesse property.
- Mist-Walker: While holding this weapon, you are under the effect of the Water Walk and Feather Fall spells.
- Tidal Resonance: You have Blindsight out to a range of 30 feet.
Active Abilities (Charges): The weapon has 5 charges and regains 1d4+1 at midnight (under moonlight).
- Steam-Jet Ascension (1 Charge): As a bonus action, you fly up to 60 feet in a straight line. If you end this movement within 5 feet of a creature, you have Advantage on your first attack against them this turn.
- Crescent Moon Shockwave (2 Charges): As an action, you sweep the blade. Each creature in a 30-foot cone must make a DC 17 Constitution saving throw. On a failure, they take 4d8 Thunder damage and are knocked Prone. On a success, they take half damage and remain standing.
- Starfall Guillotine (3 Charges): As an action, you leap into the air (up to 30 feet) and slam down. Make a melee weapon attack against a target. On a hit, the target takes an extra 6d6 Radiant damage. All other creatures within 20 feet of the target must succeed on a DC 17 Strength save or be pushed 10 feet away.
Knave (2nd Edition / Latest)
Name: Sky-Cleaver of the Tide
Slots: 3 (Due to sheer size, though it feels light).
Qualities:
- Durability: 10 (Self-repairing over time).
- Damage: d10 damage.
- Hands: 2 (Required for leverage, not weight).
Features:
- Weightless: If the wielder has at least 11 Dexterity, they roll attacks with Advantage.
- Sky-Path: The wielder can walk on water or clouds. If they stop moving, they sink.
- Thunder-Cleave (1/Day): The wielder blasts a wave of steam. All enemies nearby (Short range) must save vs. STR or fall down and drop their weapons.
- Comet Strike (1/Day): The wielder leaps and strikes. Deal triple damage to one target. The weapon glows brightly for the rest of the day.
Repair: This item repairs 1 point of Durability if left in moonlight overnight. If broken (0 Durability), it becomes heavy (4 slots) and loses all magic until bathed in a potion of flight during a full moon.
Fate (Core & Condensed)
Name: The Tide-Reaver of the Starless Sea
Permissions: Requires the Aspect Attuned to the Lunar Tide or similar High Concept. Cost: Extreme (Requires 2 Refresh and a dedicated Aspect).
Aspects:
- Massive Blade, Light as Moonlight
- Song of the Ocean and Sky
Weapon Rating: Weapon: 3 (Legendary Dream-steel)
Stunts & Extras:
- Lunar Weightlessness (Passive): The wielder may use Athletics (Agility) instead of Fight (Strength) for melee attack rolls with this weapon. Additionally, gain +2 to Defend actions when engaging in aerial or acrobatic maneuvers.
- Mist-Walker’s Stride (Passive): The wielder ignores all obstacles related to difficult terrain caused by liquids (water, acid, mud) or precarious footing. They can traverse liquid surfaces and thin clouds as if they were solid stone.
- Steam-Jet Ascension (Active): Once per scene, the wielder can move up to two zones instantly, ignoring barriers that can be flown over. If they enter a zone with enemies, they gain a Boost Steam-Momentum on their next attack.
- Crescent Moon Shockwave (Active): Spend a Fate Point. Make a single Attack roll using Athletics against every enemy in your zone. If successful, in addition to stress, place the Situation Aspect Knocked Prone on them with one free invoke.
- Starfall Guillotine (Active): Spend a Fate Point when attacking from an elevated position (or after a Steam-Jet Ascension). The attack gains Weapon: 6 for this single strike. If the attack succeeds with style, the target is Stunned.
Drawback: Tidal Pull. The weapon wants to return to the sky. If the wielder is Taken Out, the weapon flies upward and drifts away, requiring a recovery scene to retrieve.
Numenera & Cypher System
Name: The Moon-Tide Cleaver
Level: 8
Form: A massive, translucent blade that hums with a sound like crashing waves. It has an internal gyroscope of liquid light.
Effect:
- Passive (Weightless): This weapon is considered a Light Weapon for attack difficulty modification (easing attacks by one step) but deals damage as a Heavy Weapon (6 points).
- Passive (Fluid Stride): The wielder can move across water, sludge, or open air (hovering) as part of their normal movement.
- Active (Shockwave): The user swings the blade in a wide arc. All creatures within immediate range must make a Might defense roll (Difficulty 8) or take 6 points of ambient damage and be knocked prone.
- Active (Steam-Jet): The user flies a Long distance in a straight line.
- Active (Starfall): The user drops from a height or dives from the air. The attack deals 12 points of damage to a single target and ignores Armor.
Depletion: 1 in 1d20. (Check only when using Active abilities).
- Recharge: If depleted, the blade turns grey and heavy. It must be left submerged in water under a starry sky for ten hours to recharge.
Pathfinder (Second Edition)
Name: Celestial Tide-Reaver Item 17
Traits: [Unique], [Magical], [Evocation], [Transmutation], [Water], [Air], [Finesse] Price: 14,000 gp Usage: Held in 2 hands; Bulk: L (Light, due to magic) / 2 (if magic is suppressed)
Description: This +3 Major Striking Greater Thundering Dream-steel Greatsword defies gravity. It looks heavy but handles with the grace of a rapier.
Base Weapon: Greatsword (But gains the Finesse trait). Damage: 4d12 Slashing + 1d6 Sonic.
Passive Benefits:
- Mist-Walker: You are constantly under the effects of Water Walk and Air Walk. You take no falling damage.
- Tidal Resonance: You gain Imprecise Scent (Water/Steam) 60 feet.
Activations:
- Steam-Jet Ascension: (One Action, Manipulate). You Fly up to your Speed. You must end this movement on a solid surface (or liquid surface via Mist-Walker), or you fall.
- Crescent Moon Shockwave: (Two Actions, Interact). You unleash a wave of force. All creatures in a 30-foot cone take 6d8 Sonic damage and 4d8 Radiant damage (DC 38 Basic Reflex save). On a critical failure, they are knocked Prone and pushed 10 feet. Frequency: Once per hour.
- Starfall Guillotine: (Three Actions). You Leap up to 30 feet vertically and 15 feet horizontally, then Strike a target. This Strike deals double weapon damage dice. If the Strike hits, a shockwave emanates from the target; all other creatures within 15 feet take 3d10 Sonic damage (DC 38 Basic Fortitude save). Frequency: Once per day.
Savage Worlds (Adventure Edition)
Name: The Celestial Tide-Reaver
Type: Relic (Legendary) Weight: 1 lb (Magically Light) / 20 lbs (Inert)
Description: A massive shimmering cleaver that feels lighter than a feather. It leaves trails of stardust.
Weapon Stats:
- Damage: Str+d12 (Heavy Weapon)
- AP: 6
- Parry: +1
- Min Str: d4 (Due to Lunar Weightlessness)
Powers & Abilities:
- Lunar Finesse: The wielder uses Athletics (Agility) instead of Fighting for attack rolls with this weapon.
- Mist-Walker: The wielder ignores difficult terrain and can walk on water or across gaps (treating air as solid ground as long as they keep moving). They are immune to Falling damage.
- Steam-Jet (Active): The wielder can spend 1 Power Point (or Benny) to gain Flight (Pace 24) for 3 rounds.
- Crescent Shockwave (Active): Spend 2 Power Points (or Benny). The wielder casts Havoc in a Cone Template. This requires no arcane skill roll; use Athletics.
- Starfall Guillotine (Active): Spend 3 Power Points (or Benny). The wielder makes a single melee attack. If successful, add +1d6 damage and the attack counts as Heavy Weapon damage (if it didn’t already). On a hit, a Large Blast Template centered on the target deals 2d6 non-lethal damage to everyone else.
Drawback: The Call of the Sky. If the wielder rolls a Critical Failure on an attack, the weapon yanks them 10” straight up into the air and drops them (Mist-Walker does not negate this specific fall damage).
Shadowrun (6th World Edition)
Name: The “Moon-Tide” Monofilament Cleaver
Category: Weapon Focus (Force 4) / Exotic Melee Weapon Availability: 16F (Forbidden) Cost: N/A (Unique/Priceless – Estimated 75,000¥+) Essence Cost: 0 (Requires Bonding: 12 Karma)
Description: A massive, translucent blade that registers as a dual-natured entity on the Astral Plane. It hums with a sonic frequency that causes nausea in non-attuned targets.
Stats:
- Damage: 6P (Physical) + Net Hits (Uses Agility for Damage Value calculation instead of Strength due to weightlessness).
- Attack Rating (AR): 14 / 6 / – / – / –
- AP: -5
Game Mechanics:
- Lunar Finesse (Passive): The wielder uses Agility + Exotic Melee Weapon (Tide-Reaver) for attack tests. The weapon is perfectly balanced by magic, ignoring the “Unbalanced” penalty usually associated with heavy weapons.
- Mist-Walker (Sustained Power): While the weapon is drawn and bonded, the wielder gains the effects of the Levitate and Water Walk spells (Force 4) automatically. They can run across water or hover over gaps.
- Steam-Jet Ascension (Minor Action): The wielder can fly up to 20 meters in a single movement action by venting magical steam.
- Crescent Shockwave (Major Action): Cost: 2 Edge. The wielder swings the blade, releasing a wave of sonic force. Treat this as casting a Manaball spell (Force 6) with a Sonic elemental effect. All targets in a Near radius resist with Body + Willpower.
- Starfall Strike (Major Action): Cost: 3 Edge. The wielder drops from at least 5 meters up. The attack gains +4 Damage Value and the Knockdown status effect is automatically applied to the target and anyone within 2 meters.
Drawback: Astral Beacon. When active, the weapon shines like a flare in the Astral Plane. The wielder cannot use Stealth against Astral Perception.
Starfinder (1st Edition)
Name: Celestial Tide-Reaver
Level: 16 Hybrid Weapon (Magic/Tech) Price: 175,000 Credits Hands: 2 Bulk: L (Light – while active), 2 (inactive)
Description: A jagged slab of transparent Dream-steel infused with graviton-dampeners and a hydro-sonic generator.
Weapon Stats:
- Damage: 8d10 E & So (Electricity and Sonic)
- Critical: Knockdown
- Special Properties: Analog (Inactive only), Powered (Capacity 80, Usage 4), Reach, Stun.
Mechanics:
- Lunar Weightlessness: This weapon has the Operative special property (you can use Dexterity for attack rolls) despite being a two-handed advanced melee weapon.
- Mist-Walker Module: While holding this weapon, you function as if wearing Hydrojets (Swim speed) and a Jetpack (Fly speed), but you can only fly in short bursts (must end movement on a solid or liquid surface or fall).
- Active: Steam-Jet (Move Action, 4 Charges): You Fly 60 feet in a straight line. Movement does not provoke attacks of opportunity.
- Active: Crescent Shockwave (Standard Action, 10 Charges): You unleash a blast of force in a 30-foot cone. Creatures in the area take 6d8 Sonic damage (Reflex DC 22 for half).
- Active: Starfall Guillotine (Full Action, 10 Charges): You charge a foe from an elevation. Make a single melee attack with a +4 bonus to hit. If you hit, deal weapon damage + 4d6 sonic damage, and the target must succeed at a Fortitude save (DC 22) or be Stunned for 1 round.
Traveller (Mongoose 2nd Edition)
Name: TL-15 Grav-Assisted “Moon” Blade
Type: Advanced Melee Weapon (Exotic) Mass: 0.5 kg (Active) / 15 kg (Inactive) Cost: MCr 2.5 (Prototype) Traits: AP 8, Bulky (Inactive only)
Description: A sword utilizing localized gravitic-repulsion technology and a psionic-resonant crystal core. It appears as a slab of glass but cuts like a starship hull.
Weapon Stats:
- Damage: 5D (Superdense/Energy)
- Required Skill: Melee (Blade) 2 or Athletics (Dexterity) 2.
Mechanics:
- Grav-Finesse: When active, the blade has negligible mass. The wielder uses DEX instead of STR for all attack and damage modifier calculations.
- Environment Shield (Passive): The blade projects a grav-bubble allowing the user to walk on liquids or soft gases (like clouds) as if they were paved road.
- Steam-Jet Thruster (Minor Action): The blade pulls the user. The wielder may fly to any adjacent Range Band (up to Medium range) instantly.
- Shockwave Emitter (Significant Action): The wielder sweeps the blade. All targets in a cone (Short Range) must make a Dexterity/Athletics (Diff 10) check. Failure results in 3D damage and being knocked Prone.
- Starfall (Reaction): If the wielder falls from a height, they may use the blade to absorb the impact. Reduce falling damage by 20D. Upon landing, create a blast (Close Range) dealing 2D damage to all adjacent foes.
Power: Internal Zero-Point Battery. Operates indefinitely unless damaged.
Warhammer (Age of Sigmar: Soulbound)
Name: The Tide-Reaver of Hallow
Type: Artifact (Greatsword) Requirement: Body 3 or Soul 3 Encumbrance: 1 (Magically Light)
Description: A legendary weapon forged from dream-steel and starlight. It sings when swung and weeps fresh water when still.
Combat Stats:
- Damage: 3 + S (Slashing)
- Qualities: Cleave, Rend, Magical, Two-Handed.
Artifact Traits:
- Aetheric Weight: The wielder adds their Reflexes to their Attack Pool instead of Body when wielding this weapon.
- Walker of the Mist: The wielder gains a Fly Speed and Swim Speed equal to their Normal Speed. They can stand on water or clouds.
- Miracle: Crescent Shockwave: Spend 1 Mettle. The wielder unleashes a wave of force. All enemies in a Medium Zone take 3 Damage and must make a Body (Might) Test (DN 4:1) or be knocked Prone.
- Miracle: Starfall Guillotine: Spend 1 Soulfire. The wielder leaps and crashes down on a target. The Attack deals +3 Damage. If the attack causes a Wound, the shockwave creates a Hazard in the target’s Zone (Blindness/Stun) until the start of the wielder’s next turn.
Curse: The Sky’s Jealousy. If the wielder takes the Dodge action and fails, the weapon pulls them 10 feet upward, leaving them Restrained in the air until they pass a Body (Might) test to pull it back down.
