Lore: The Umbral Zephyr 714 is a fusion born from a clandestine pact between a fugitive khelkheuri descendant of Giorgi and a rogue shadow-wielder of the Umbral Brotherhood. Seeking to escape a relentless pursuit across the highland peaks, they merged the evasive winds of the Satsnakheli 295 with the corrupting darkness of the Dagger of Shadows in a ritual performed during a solar eclipse. The result is a weapon that does not just hide the wielder in shadow but transforms their very movement into a weaponized gust of twilight. It is said that the blade does not cut flesh, but severs the victim’s connection to the light, leaving them disoriented and vulnerable. The Umbral Zephyr is whispered about in the Thieves’ Guilds of floating cities, a prized tool for those who wish to strike like the wind and vanish like the night.
Description: A sleek, wrist-mounted blade mechanism (similar to a Katar or hidden blade) constructed from darkened, wind-scuffed leather and matte obsidian. The blade itself is a shard of pure shadowstone that seems to vibrate with a low, whistling hum. Intricate silver threads, now tarnished to a gunmetal grey, weave through the leather, pulsing with a rhythm that matches the wielder’s heartbeat. When inactive, the blade retracts into a bracer that looks like a storm cloud trapped in leather. When deployed, shadows swirl around the user’s arm, and the scent of ozone and stale crypt air fills the immediate vicinity.
Stats
- Tier: 2
- Durability: 15/15 (Regenerates 1 durability point after a successful stealth kill)
- Weight: 1.5 lbs
- Value: ~550 Gold Pieces
- Attunement: Requires proficiency in Stealth and the “Dodge” skill; must spend a night alone in a windstorm to bond.
Tags: Tier 2, Weapon (Wrist Blade), Shadow Magic, Wind Magic, Stealth, Evasion, Assassin’s Tool, Satsnakheli, Umbral, Corruption, Mobility, Critical Strike, Finesse, Light Weapon, Twilight-Infused, Gap-Closer, Cursed-Edge, Surprise Attack, Rogue-Gear, Silent-Killer
Passive Magics
- Predatory Gale: The Wind’s Instinct and Dark Empathy combine. The wielder gains a +2 bonus to Initiative and Perception checks. Furthermore, they can “smell” the fear of targets within 30 feet who are in dim light or darkness, granting Advantage on Insight checks against them.
- Phantom Weight: The Fleet Foot ability evolves. The weapon feels weightless when the user is moving. The wielder ignores the first level of Exhaustion and gains a +5 ft bonus to movement speed when in shadows.
- Eroding Grace: As the wielder successfully dodges attacks, the silver threads darken. For every consecutive attack dodged in combat, the wielder gains a temporary +1 bonus to damage rolls on their next strike (caps at +3), representing the gathering storm of dark momentum.
Active Magics
- Eclipse Strike (Shadow Step + Shadow Manipulation):
- Effect: As a bonus action, the wielder dissolves into a gust of dark wind and teleports up to 30 feet to an unoccupied space of dim light or darkness. If they immediately make a melee attack, they do so with Advantage.
- Cost: 1 Charge (Item has 3 Charges, regains 1d3 daily at dusk).
- Drawback: The user takes 1d4 necrotic damage as the shadows bite at their soul.
- Veil of the Storm (Wind Ward + Shadow Barrier):
- Effect: As a reaction to being hit by a ranged attack, the wielder can expend 1 Charge to summon a barrier of swirling black wind. This reduces the damage of the triggering attack to 0 and creates a 10-foot radius sphere of magical darkness and difficult terrain (strong winds) centered on the wielder for 1 round.
- Whisper of the Void:
- Effect: By crushing a wind-dried leaf mixed with shadow dust (consumable cost: 5 silver), the wielder can cast Invisibility on themselves for 1 hour. While invisible, they leave no footprints and make no sound, as the wind carries away the evidence of their passing.
Specific Slot: Weapon (Wrist-Mounted Blade) – Occupies the Wrist slot and counts as a Light, Finesse weapon.
Item Durability and Repair
Item Hit Points & Magic Disabling As a Tier 2 composite item made of magically treated leather and shadowstone, The Umbral Zephyr 714 possesses 35 Hit Points and a Damage Threshold (Hardness) of 10.
- Targeting the Item: Targeting a wrist-mounted weapon requires a Called Shot with a significant penalty (Disadvantage or -5 to hit).
- Magic Disruption Threshold (17 HP): If the item is reduced to 17 HP or lower, the obsidian blade develops a “Fracture of Light.”
- Consequence: The Passive Magics (Predatory Gale, Phantom Weight) cease to function as the wind bond is broken. Attempting to use Active Magics (Eclipse Strike, etc.) requires a DC 15 Arcana check; on a failure, the shadows backlash, dealing 2d6 necrotic damage to the wielder and failing to activate.
- Destruction (0 HP): If reduced to 0 HP, the shadowstone blade shatters into dust, and the leather burns away into grey ash. The item is destroyed.
Repairing the Item Repairing the Umbral Zephyr requires binding the physical materials back together while soothing the agitated shadow entity within.
- Stitching the Wind (Minor Damage – Above 17 HP):
- Method: A character with Leatherworking Tools must replace the severed silver threads and treat the leather.
- Cost: 25 Gold Pieces for refined silver thread and wind-infused oil.
- Time: 1 Hour.
- Shadow-Forging (Major Damage – Below 17 HP):
- Method: The obsidian fracture cannot be fixed with glue; it must be fused with darkness. A character must use Alchemist’s Supplies or Smith’s Tools combined with a ritual chant.
- Special Requirement: The repair must be performed in total darkness or during a new moon. The crafter must sacrifice a small amount of their own vitality (taking 1d4 necrotic damage) to “feed” the blade back to health.
- Cost: 120 Gold Pieces for Shadowstone dust and bonding resin.
- Restoration of the Void (0 HP):
- Method: If destroyed, the item is effectively gone. Recreating it requires finding a new core (Tier 1 Dagger of Shadows or raw Shadowstone) and performing the original binding ritual again.
In the world of Saṃsāra, the Umbral Zephyr 714 is a Tier 2 item that occupies a grey area between illicit contraband and elite specialist gear. It is sought after by assassins who need to bypass magical wards and scouts who operate in the dangerous twilight zones of the world. Because it carries the taint of the Umbral Brotherhood alongside the revered Satsnakheli wind magic, its sale is often restricted to markets that value effectiveness over morality.
Primary types of shops where this item is bought and sold:
1. The Sky-Blind Markets (Floating Cities Underside)
Shop Description: Located on the rusted, steam-venting undersides of the great floating cities, these markets are where sky-pirates and rogue khelkheuri trade. The shops are often suspended cages or platforms rigged with block-and-tackle systems. The wind howls constantly here, masking the sound of illegal deals. The Umbral Zephyr is usually kept in a lead-lined lockbox bolted to the floor to prevent it from reacting to the high-altitude winds. Buying & Selling:
- Buying: The merchant will likely be an exiled wind-mage or a retired blockade runner. They sell the item as a tool for “aggressive entry.” They will demand you demonstrate your ability to balance on a swaying beam before they even show you the goods; if you can’t handle the wind, you can’t handle the blade.
- Selling: They pay well for these, as they are prized by sky-thieves for boarding enemy ships silently. Cost: 550 Gold Pieces (1,100 Electrum). Prices here are standard, but they often accept trade in rare engine parts or stolen maps.
2. The Hush-House of the Silent Guild (Assassins’ Enclaves)
Shop Description: Found in the labyrinthine sewer systems of megacities or hidden behind false walls in high-end tailors. These are the logistical hubs for professional assassination guilds. The atmosphere is quiet, smelling of incense and poison. Weapons are displayed like jewelry on velvet cushions, but the Umbral Zephyr is kept in the “Restricted Section” due to its corrupting influence. Buying & Selling:
- Buying: Access is invitation-only. You must prove you have a contract that requires this level of stealth. The quartermaster will warn you: “The blade drinks light, but don’t let it drink your focus.” They view the item as a precision instrument, not a toy.
- Selling: They are suspicious of anyone selling one. “Who did you kill to get this?” is the first question. If you aren’t a member, they might just confiscate it as “dangerous contraband.” Cost: 600 Gold Pieces (60 Platinum) for outsiders; 450 Gold for Guild Members. The markup for non-members is a “silence tax.”
3. The Twilight Caravans (Roaming Shadow-Traders)
Shop Description: These are nomadic caravans that travel through the deep cave systems or the shadowy valleys of the surface world during eclipses. They are run by descendants of the Umbral Brotherhood or warlocks who deal in shadowstuff. The wagons are draped in heavy black cloth and lit by cold, blue magical lanterns. The air inside is always freezing. Buying & Selling:
- Buying: The transaction is a ritual. The merchant will make you touch the blade to see if the shadows accept you. If the silver threads pulse, they will sell. If the blade remains dormant, they will refuse service, claiming you lack the “dark empathy.”
- Selling: This is the best place to sell a damaged or heavily corrupted Zephyr. They value the shadowstone core above the leatherwork and will pay a premium if the blade has “tasted” a powerful soul. Cost: 500 Gold Pieces (50 Platinum). However, they may ask for payment in “favors” or specific memories rather than coin, fitting their occult nature.
4. The Relic-Hunters’ Exchange (Ruins & Excavation Sites)
Shop Description: Makeshift trading posts set up near recently discovered ruins or dungeons. These are populated by adventurers, archaeologists, and looters. The Umbral Zephyr might appear here not as a weapon of war, but as a recovered artifact. The seller might not fully understand its corrupting nature, mistaking it for a simple magical bracer. Buying & Selling:
- Buying: You might find a bargain here if the seller thinks it’s just a “Wind Bracer.” However, if they know it’s a fusion weapon, they will auction it off to the highest bidder among the gathered adventuring parties.
- Selling: A quick way to offload the item for fast cash, though you won’t get top dollar. These buyers are looking for gear to use immediately in the dungeon next door. Cost: 400 – 650 Gold Pieces. The price fluctuates wildly based on the seller’s Knowledge (Arcana) skill. A naive seller might let it go for 400; a savvy one knows what it’s worth.
Maintenance Costs
- Shadowstone Polish: The obsidian blade needs to be treated with oil of dusk (crushed black lotus and graphite) to maintain its edge. Cost: 5 Gold per vial.
- Silver Thread Weaving: If the threads fray from overuse, they must be re-silvered by a silversmith familiar with enchantment. Cost: 25 Gold.
Roleplay Guide: The Umbral Zephyr 714
Roleplaying with the Umbral Zephyr 714 requires balancing two opposing forces: the liberating freedom of the wind (Satsnakheli heritage) and the suffocating hunger of the dark (Umbral heritage). You are not just a fighter; you are a storm front—unpredictable, elusive, and hitting with sudden, catastrophic pressure.
How to roleplay the Zephyr in various environments:
1. The Floating Cities (High Altitude & Verticality) In the domain of the sky, the item feels most alive. The wind magic sings here, but the shadow magic craves the shade of the airships’ hulls.
- Offensive Roleplay (The Sky-Eater):
- Scenario: Boarding an enemy airship or chasing a target across suspension bridges.
- The Play: You utilize Eclipse Strike not just for damage, but for impossible mobility.
- Action: You sprint toward the edge of a platform. Instead of jumping, you vanish into a gust of black mist (Eclipse Strike), reappearing mid-air on the enemy’s deck. You describe the strike not as a stab, but as the wind slamming them into the railing. “The wind doesn’t knock, it enters,” you whisper, as the blade retracts with a hiss.
- Defensive Roleplay (The Aero-Anchor):
- Scenario: A sniper takes a shot at you from a clocktower while you are exposed on a walkway.
- The Play: You trigger Veil of the Storm.
- Action: You don’t duck; you flick your wrist. The shadows around your arm explode outward into a sphere of violent, swirling air. The bullet is slapped out of the air by a solid tendril of wind. You describe the sphere as a “miniature hurricane” that obscures you from follow-up shots, while you stand perfectly still in the calm eye of the vortex.
2. The Megacities (Urban Sprawl & Crowds) Here, the item is a predator’s tool. It feeds on the contrast between the bright neon/magical lights and the deep alley shadows.
- Offensive Roleplay (The Alley-Ghost):
- Scenario: Stalking a target through a busy market to eliminate them quietly.
- The Play: You rely on Predatory Gale and Whisper of the Void.
- Action: You describe the “scent” of the target’s fear hitting you like a physical odor (Insight check). You crush the shadow-leaf (Whisper of the Void), and instead of just turning transparent, you describe yourself becoming a silhouette that the eye slides off of. You move through the crowd like smoke; people shiver as you pass, feeling a sudden draft. The kill is a single, silent puncture, the blade severing the light from their eyes before they hit the ground.
- Defensive Roleplay (The Rhythm of Evasion):
- Scenario: Cornered in a dead-end by three thugs.
- The Play: You engage Eroding Grace.
- Action: You don’t block. You weave. With every dodge, the silver threads on your bracer pulse darker and darker. You taunt them, “You’re just feeding the storm.” When the third attack misses, you unleash the accumulated power. You describe the counter-attack as a release of tension—a snap of the wrist that hits with the force of a falling anvil (the damage bonus).
3. The Cave Systems (Total Darkness & Ruins) In the dark, the Umbral heritage takes over. The item feels heavier, hungrier, and the wind sounds like a funeral dirge.
- Offensive Roleplay (The Void-Walker):
- Scenario: Ambushing a monster that has darkvision.
- The Play: You utilize Phantom Weight to move faster than physics should allow.
- Action: In the pitch black, you are faster than on land (+5 ft speed). You describe your movement as “sliding” through the dark, the obsidian blade vibrating in harmony with the cavern’s gloom. You strike from the ceiling or the wall, the blade making no sound, only a low thrum that the monster feels in its bones rather than hears.
- Defensive Roleplay (The Shadow-Wall):
- Scenario: A cave-in or a blast of dragon fire in a narrow tunnel.
- The Play: You use Veil of the Storm to plug the tunnel.
- Action: You slam your fist into the ground. The darkness doesn’t just block the attack; it eats the light and heat. The fire hits your barrier and vanishes into the void. You describe the cost—the 1d4 necrotic damage—as the shadows taking their tithe from your own warmth to fuel the wall. You shiver visibly afterward, your skin pale and cold to the touch.
4. The Highlands (Open Plains & Grasslands) Where Giorgi’s ancestors ran. Here, the item feels nostalgic but corrupted, like a beautiful memory that hurts to recall.
- Offensive Roleplay (The Grass-Cutter):
- Scenario: Hunting a target hiding in tall grass.
- The Play: You use Predatory Gale to sense the disturbance in the wind.
- Action: You don’t look with your eyes; you watch the grass move. The silver threads on the bracer flutter, pointing toward the enemy like a compass needle. You engage Eclipse Strike, crossing the 30-foot distance instantly, appearing out of a sudden dust devil right next to them.
- Defensive Roleplay (The Phase-Shift):
- Scenario: Surrounded by a pack of wolves or bandits in the open.
- The Play: You use the Eroding Grace mechanic to turn defense into offense.
- Action: You are a blur. You describe the wind howling around you, kicking up dust that blinds your enemies (flavoring the dodge). You roleplay the temptation of the Dagger of Shadows—with every successful dodge, you feel a growing urge to stop playing with your food and end them brutally. You have to roleplay the struggle to keep your empathy intact while the blade whispers for blood.

Perception of Activation:
The User’s Perspective
- Sight: As the blade extends, the world seems to lose saturation, turning into shades of grey and high-contrast black. The silver threads on the bracer flare with a “negative light”—glowing like veins of void-matter rather than metal. You see your own arm blur, appearing in two places at once due to the vibrating speed of the wind magic.
- Sound: The low, whistling hum of the Satsnakheli magic drops an octave into a predatory hiss, sounding exactly like a sword being drawn rapidly from a sheath, even though the mechanism is silent. The “whoosh” of air is internal, roaring in your ears like a gale in a canyon.
- Touch: The activation feels like plunging your hand into ice water. A numbing cold shoots up from the wrist to the shoulder (the Shadowstone), immediately followed by a sensation of weightlessness (the Wind). You feel a phantom “pulse” against your skin that is not your own—it is the blade beating in time with your heart, but slightly faster, urging you to violence.
- Smell: The sharp, electric tang of ozone hits the back of the throat first, followed immediately by the dry, cloying scent of undisturbed dust and stale air found in ancient tombs. It is the smell of a storm brewing in a graveyard.
- Taste: The air tastes thin and metallic, like sucking on a copper coin. There is a faint aftertaste of ash.
- Extra-Sensory: Your empathy is instantly dampened; the fear or pain of your target feels distant and irrelevant, mere data points to be processed. You gain a “Wind-Sense,” feeling the displacement of air caused by enemy movement as physical pressure on your skin, allowing you to react before your eyes register the threat.
The Observer’s Perspective
- Sight: The user’s silhouette appears to flicker and tear. Shadows around the user lengthen unnaturally and seem to reach toward the bracer. When the blade is deployed, it doesn’t just pop out; it coalesces from a sudden swirl of black mist. The user looks like a sketch that has been smudged by a thumb—indistinct and hard to focus on.
- Sound: A sudden drop in ambient noise, as if the wind has sucked the sound out of the room. This is punctuated by a rhythmic “thrum-thrum-thrum” that radiates from the user, sounding like a heavy heartbeat amplified by a storm.
- Extra-Sensory: Magic users feel a “cold spot” moving rapidly through the Weave. Animals (dogs, horses) will whine or pull away, sensing the predator-like aura of the shadow magic.
Positives
- Psychological Warfare: The sudden temperature drop and the visual “smudging” of the user make them terrifying to behold, often causing weaker enemies to hesitate.
- Hyper-Mobility: The user feels unburdened by gravity or friction, making acrobatic maneuvers feel effortless and natural.
- Clinical Focus: The erosion of empathy clears the mind of hesitation, allowing for brutal efficiency in combat.
Negatives
- Soul-Chill: The necrotic cold of the shadowstone causes the user’s arm to ache with a deep, bone-weary pain after the blade retracts.
- Dissociation: The user may struggle to reconnect with their own emotions immediately after combat, feeling hollow or alien to their allies.
- Tunnel Vision: The “Wind-Sense” can be overwhelming in chaotic environments (like a crowded tavern), causing sensory overload where every movement feels like a physical touch.
Crafting Recipe: The Ritual of the Eclipsed Gale
Description: A forbidden technique that binds the tangible weight of obsidian shadowstone to the intangible velocity of Satsnakheli wind magic. This process transforms a handheld weapon into a part of the user’s own silhouette.
Items Merged:
- Dagger of Shadows (Tier 1 Weapon)
- Satsnakheli 295 of Evasive Grace (Tier 1 Wondrous Item/Wristgear)
Additional Materials Needed:
- Void-Salts (1 Vial): Crystalline residue from a shadow-rift, used to soften the shadowstone blade so it can be reshaped.
- Storm-Charged Quicksilver (2 oz): Mercury exposed to a lightning storm at high altitude. This acts as the hydraulic fluid for the retraction mechanism.
- Night-Bloom Leather Dye: A pigment made from flowers that only bloom in total darkness, used to stain the bracer and bind the shadow affinity to the leather.
- Platinum Wire (Fine): To reinforce the silver threads of the Satsnakheli bracer, allowing them to conduct the heavier necrotic energy of the dagger.
Tools Required:
- Alchemist’s Retort: For preparing the Void-Salt solution.
- Obsidian Carving Stylus: To re-etch the runes on the shadowstone blade.
- Silver Needle & Thimble: For weaving the conductive threads.
- Darkroom / Lightless Chamber: The final assembly must be done in absolute darkness to prevent the shadow magic from evaporating.
Skill Requirements:
- Leatherworking (Expert): To modify the bracer to house a hidden blade mechanism without ruining its flexibility.
- Arcana (Proficient – Shadow/Necromancy): To safely handle the Dagger of Shadows without succumbing to its corruption during the process.
- Alchemy (Basic): To mix the stabilization fluids.
- Sleight of Hand: The internal mechanism requires a thief’s touch to assemble; a heavy hand will jam the gears.
Crafting Steps:
- The Shadow Dissolution: Place the Dagger of Shadows into the Alchemist’s Retort with the Void-Salts. Heat gently over a smokeless flame until the blade softens into a semi-solid state, resembling thick tar.
- Preparation of the Host: While the blade softens, dismantle the Satsnakheli Bracer. Dye the leather with Night-Bloom Dye until it absorbs no light. Re-thread the existing silver embroidery with Platinum Wire, changing the pattern from “spiraling winds” to “jagged lightning,” creating a path for the shadow magic to flow.
- The Mechanized Vein: Construct the retraction mechanism using the Storm-Charged Quicksilver tubes. Install this onto the underside of the bracer. The mechanism should trigger not by a button, but by the specific muscle flex used in the Satsnakheli “Fleet Foot” technique.
- The Dark Casting: In the Lightless Chamber, pour the softened shadowstone into the mechanism mold. It must be shaped into a flat, triangular blade (Katar style) rather than a traditional dagger shape to fit the wrist mount.
- The Whispering Bind: As the blade cools and hardens, the crafter must recite the Oath of the Umbral Zephyr. This chant combines the Georgian-style evasion mantras of Giorgi with the silent curses of the Umbral Brotherhood. The words must be spoken in a singular breath—if the crafter inhales before finishing, the magic fails.
- The First Draw: Once solid, the crafter must equip the bracer in the dark and flick their wrist. If the blade extends with a hiss of ozone and the silver threads glow grey, the merge is successful. If the blade sticks, the shadowstone shatters.
Hollow-Wind and Tooth-of-Night
Recorded in the Year of the Cracking Sky, translated from the High-Glyphs of the Dead Stone Tribes.
Listen, you who have ears of flesh. This is the telling of the Unholy Marriage.
In the long-ago, when the mountains were sharp like new teeth, there were two tribes of blood. One was the People-of-the-Darting-Step (Satsnakheli). They worshipped the Great Giorgi, he who stepped on air. They wore the Leather-Cloud-Bracer. They sang to the wind, and the wind hid them. They ran from the heavy things of the earth.
The other was the Brotherhood-of-the-Blind-Eye (Umbral). They lived in the belly of the world, in Umbravia. They held the Stone-That-Drinks-Light. They made the Knife of Weeping Shadow. They did not run; they waited in the dark corners where the candle dies.
The Wind and the Shadow did not speak. The Wind said, “You are cold.” The Shadow said, “You are weak.”
But then came the Eaters-of-Sound. We do not know their true name, for the tablet is broken here. They hunted both. They hunted the runner and the hider.
Two souls met on the Peak of the Grey Storm. One was Kaza, daughter of the Wind-Step. She wore the Bracer of Silver-Thread. One was Vok, son of the Night-Forge. He carried the Obsidian-Tooth. They were trapped. The Eaters were climbing the mountain. The sun was being eaten by the moon (Eclipse).
Kaza said, “I cannot run; the air is too thin.” Vok said, “I cannot hide; the snow is too bright.”
Vok looked at the knife. It was hungry. Kaza looked at the bracer. It was fast. They made the Pact of Grey Blood.
They put the Knife into the fire of the lightning-strike. The Knife did not melt; it screamed. It became soft, like mud made of hate. Kaza took her bracer. She pulled the silver threads. She stitched the hate-mud into the leather. They mixed the Wind that pushes with the Shadow that pulls.
It was wrong. The sky groaned. The mountain shook.
The weapon was born. The Umbral Zephyr. It was not held in the hand. It was the hand.
The Eaters-of-Sound arrived. They were many. Kaza put on the weapon. She did not run. She did not hide. She became the Storm-That-Bites. When she moved, she was not there. She was a smudge of smoke. She was a gust of black air. The blade jumped from her wrist like a snake of stone. It did not cut skin; it cut the light out of the eyes. Thwip. One Eater fell. Hiss. Two Eaters fell.
Vok watched. He saw Kaza move. She was fast, yes. But she was empty. The Wind usually laughs. Kaza did not laugh. The Shadow usually weeps. Kaza did not weep. She killed them all. The Eaters were gone. The snow was black.
Vok walked to her. He said, “Sister of the Pact, we are saved.” Kaza looked at him. Her eyes were flat. Like the obsidian. She felt no joy for the living. She felt no sorrow for the dead. The weapon hummed on her arm. It ate her warmth. She said, “The wind does not care what it breaks. The shadow does not care who it swallows. I am both. I am nothing.”
She walked into the sky-mist. She became the Ghost-of-the-High-Pass. The weapon stays with her. It waits for the one who wishes to run so fast they leave their soul behind.
Moral of the story: To marry the dark with the wind is to create a storm; the storm is strong, but it has no heart, and it cannot feel the cold it brings.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Zephyr-Blade of Umbravia Type: Mythos Artifact / Weapon Era: Any (Often associated with the Tcho-Tcho or ancient subterranean cults)
Description: A wrist-mounted mechanism of alien leather and a blade made of a glass-like substance that casts no reflection. It feels freezing cold to the touch and hums when the wind blows.
Stats:
- Skill: Fighting (Brawl) or Fighting (Garrote)
- Damage: 1D6 + db (Impaling)
- Malfunction: 99 (The mechanism jams)
Mechanics:
- Passive (Predatory Gale): The wielder gains a Bonus Die on all Stealth and Dodge rolls. However, they suffer a Penalty Die on Psychoanalysis or Charm rolls as their empathy withers.
- Active (Eclipse Strike): Cost: 4 Magic Points + 1 Sanity Point.
- The user vanishes in a blur of grey mist and reappears instantly behind a target within 10 yards. The attack roll is made with a Bonus Die and the target cannot Dodge unless they have Sixth Sense or similar magic.
- Active (Whisper of the Void): Cost: 6 Magic Points + 1D4 Sanity Points.
- The user becomes Invisible for 1 hour. They can be heard or smelled, but not seen. Violent action breaks the invisibility.
- The Cost: If the user fails a Sanity roll caused by the dagger’s use, they gain the temporary insanity “Hollow-Heart,” rendering them incapable of understanding human emotion for 1D10 hours.
Blades in the Dark
Unique Name: The Night-Vortex Katar Load: 1 (Concealed Weapon) Tier: III (Fine Shadow/Sparkcraft Weapon)
Description: A masterpiece of illegal engineering. A hidden blade that pulls the user through the ghost field like a leaf in a storm.
Mechanics:
- Fine Weapon: When used in combat, you have increased Effect against standard armor due to the shadowstone phasing through matter.
- Special Ability (Eclipse Step): You may mark 1 Stress to push yourself for a maneuver. You traverse the distance to your target instantly, bypassing obstacles, guards, or gaps by stepping through the shadows.
- Special Armor (Wind-Ward): You may mark the item’s Load box as used (armor) to resist a consequence related to Ranged Attacks or Detection. Describe how the shadows swallowed the bullet or the wind carried your scent away.
- Drawback (Cold Soul): When you use this weapon to kill, take +1 Heat for the score. The killing is so unnatural that it leaves a spiritual scar on the area, attracting the attention of Spirit Wardens or Ghost-Eaters.
Dungeons & Dragons (5th Edition)
Unique Name: Umbral Zephyr Type: Weapon (Dagger/Wrist Blade), Rare (Requires Attunement by a Rogue, Monk, or Ranger)
Description: This wrist-mounted blade is crafted from matte obsidian and dark leather interwoven with tarnished silver threads. It feels weightless on the arm.
Stats:
- Damage: 1d4 Piercing + 1d4 Necrotic
- Properties: Finesse, Light, Special (Cannot be disarmed)
Properties:
- Predatory Gale (Passive): You gain a +2 bonus to Initiative rolls. While you are in dim light or darkness, your movement speed increases by 10 feet.
- Eroding Grace (Passive): If you take the Dodge action on your turn, your next weapon attack deals an additional 1d6 Necrotic damage.
- Active (Charges): The weapon has 3 Charges and regains 1d3 charges daily at dusk.
- Eclipse Strike (1 Charge): As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You then have Advantage on the first melee attack you make before the end of the turn.
- Veil of the Storm (1 Charge): As a Reaction when you are hit by a ranged attack, you summon a 10-foot radius sphere of magical darkness and swirling wind centered on yourself. The darkness lasts until the start of your next turn. The triggering attack misses, and the area counts as difficult terrain.
Knave (2nd Edition)
Unique Name: The Shadow-Wind Bracer Slot: 1 (Weapon) Durability: 4 points
Description: A dark leather bracer with a retractable obsidian spike. It smells of ozone and old graves.
Mechanics:
- Damage: d6 damage (Finesse).
- Trait (Silent): Attacks made with this weapon make absolutely no sound.
- Ability: Shadow-Jump (1 Durability). The wielder teleports to a shadow within 30 feet. If they attack immediately after, the target cannot block or dodge (Automatic Hit, roll damage).
- Ability: Void-Cloak (1 Durability). The wielder becomes invisible and silent for 1 Turn (10 minutes). The effect ends if they attack or take damage.
- Curse: Each time a Durability point is spent, the wielder loses 1 point of Charisma until they sleep. Their skin grows cold and grey.
Fate Core / Fate Condensed
Unique Name: The Umbral Zephyr Bracer Permissions: Requires an Aspect related to Stealth, Assassination, or the Umbral Brotherhood. Cost: 2 Stunt Slots (or treated as a Signature Extra with its own Aspect).
Aspect: The Blade of Eclipsed Wind
- Invoke: To move silently, strike from the shadows, or perform acrobatic feats of evasion.
- Compel: To have the user act with cold ruthlessness (losing empathy), or to have the shadow magic react violently to bright light or holy ground.
Stunts:
- Predatory Gale: You gain +2 to Notice when determining turn order (Initiative). Additionally, physical barriers (like crowds or rough terrain) do not hinder your movement if you are in a zone with the Darkness or Shadows aspect.
- Eclipse Strike: Once per scene, you can move up to two zones and make a Fight attack in the same action, provided you end your movement in a zone with shadows. If you succeed, you inflict +2 shifts of damage.
- Veil of the Storm: When you defend against a Shoot attack and succeed with style, you may spend a Fate Point to completely negate the attack and create a Swirling Darkness situational aspect in your zone with one free invoke.
Extra Mechanics:
- The Hollow Heart: At the end of any session where the Eclipse Strike was used to kill, the character takes a mild mental consequence named Cold Detachment.
Numenera & Cypher System
Unique Name: The Void-Wing Blade Level: 7 Form: A wrist-mounted projector of hardened shadow-matter and pressurized air. Depletion: 1 in 1d20 (Check each time an active ability is used)
Description: A device that phases the user partially out of the dimension, allowing for rapid transit and lethal strikes.
Effect:
- Weapon: Counts as a Medium Weapon that deals 4 points of damage (ignores 2 points of Armor due to phasing).
- Passive: The user has an Asset on all Stealth and Speed defense tasks.
- Active (Eclipse Strike): The user can expend 3 Speed Points to teleport to an immediate location and make an attack as a single action. This attack is eased by two steps.
- Active (Invisibility): The user can expend 4 Intellect Points to wrap light around themselves, becoming invisible for 10 minutes or until they attack.
- Active (Wind Ward): The user can expend 2 Speed Points as a reaction to a ranged attack. A gust of black wind deflects the projectile, easing the defense roll by two steps.
- GM Intrusion: The shadowstone hungers. The user must make an Intellect defense roll or become unable to feel positive emotions for the next day, increasing the difficulty of all social interactions by one step.
Pathfinder (Second Edition)
Unique Name: Zephyr of the Eclipse Usage: Worn (Wrist); Bulk: L Base Item: Katar (Punching Dagger) Category: Specific Magic Weapon Level: 9 Price: 650 gp Traits: [Uncommon], [Magical], [Necromancy], [Shadow], [Agile], [Finesse]
Description: This wrist-blade is formed of matte obsidian and wind-scuffed leather. It hums with a predatory desire.
Stats:
- Base Damage: 2d4 Piercing + 1d6 Negative (Necrotic)
- Runes: +1 Striking
Passive: While wielding this weapon in dim light or darkness, you gain a +10-foot status bonus to your Speed. You also gain a +2 item bonus to Initiative rolls.
Activate [one-action] (Envision, Teleportation); Frequency: Once per hour; Effect (Eclipse Strike): You dissolve into shadowy wind and teleport to an unoccupied space within 30 feet that you can see. If you make a Strike with the Zephyr immediately after this movement, the target is flat-footed against the attack.
Activate [reaction] (Command); Trigger: You are targeted by a ranged attack; Cost: You take 1d4 negative damage; Effect (Veil of the Storm): You summon a swirling barrier of dark wind. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the area within 10 feet of you becomes magical darkness for 1 round.
Curse: The weapon is possessive. You take a -2 circumstance penalty to Diplomacy checks as your demeanor becomes cold and distant.
Savage Worlds (Adventure Edition)
Unique Name: Umbral Zephyr Type: Enchanted Wrist Blade Weight: 1.5 lbs
Description: A fused weapon of wind and shadow. It grants supernatural mobility at the cost of the user’s warmth.
Stats:
- Damage: Str+d6 + 2 (Magical sharpness and momentum)
- AP: 2 (Shadowstone ignores armor)
- Notes: Finesse (Uses Agility for Fighting rolls if higher than Strength).
Powers:
- Predatory Gale: The wielder is dealt one additional Action Card during initiative and keeps the best (equivalent to the Quick Edge).
- Phantom Weight: The wielder gains +2 Pace and ignores Difficult Terrain penalties when in dim light or darkness.
- Eclipse Strike: The wielder can spend 2 Power Points (the item holds 10 PP, recharges 1 per hour) to use the Teleport power (Range: Smarts, Self only). If they successfully teleport adjacent to an enemy, they gain The Drop (+4 to hit and damage) on their next attack that turn.
- Veil of the Storm: If hit by a Ranged attack, the user can spend 1 Power Point to use the Deflection power as an immediate reaction, applying a -2 penalty to the attacker’s roll.
- Hindrance (Cold Soul): While the weapon is worn, the user suffers the Mean Hindrance (-1 to Persuasion rolls) as their empathy is dampened by the shadow magic.
Shadowrun (Sixth World)
Unique Name: Shiawase “Kage-Kaze” Monofilament Katar Category: Exotic Melee Weapon (Weapon Focus) Availability: 12F (Forbidden) Cost: 28,000¥ Bonding Cost: 12 Karma
Description: A prototype weapon focus blending Awakened materials (Shadowstone) with corporate wind-spirit tech. The blade is a retractable obsidian shard honed to a monofilament edge, housed in a stealth-coated bracer.
Stats:
- Attack Rating: 10 (Strength/Agility)
- Damage: (STR + 3)P
- AP: -4 (Monofilament + Shadow Phase)
Mechanics:
- Passive (Predatory Gale): When bonded, the user gains +1 Major Action on any turn where they successfully use the Stealth skill to hide or sneak.
- Passive (Astral Mask): The weapon’s shadow aura acts as a dampener. The user gains +2 dice to oppose Astral Perception tests trying to spot them.
- Active (Eclipse Strike): The user can cast a localized Shadow Step (Physical Spell) as a Major Action.
- Test: Melee Weapons + Agility [Physical] vs. Defense.
- Effect: If successful, the user teleports up to 10 meters to a shadow and immediately attacks. The target defends with a -4 dice pool penalty due to the sudden appearance.
- Drain: 3S (Stun damage) resisted by Willpower + Logic.
- Drawback (Cold Soul): The user suffers a -2 dice pool penalty on all Social Tests (except Intimidation) while the weapon is bonded, as their aura becomes cold and jagged.
Starfinder (1st Edition)
Unique Name: Zephyr-Void Wristblade Item Level: 9 Price: 13,500 Credits Type: Advanced Melee Weapon (One-Handed) Bulk: L
Description: A hybrid weapon utilizing entropy-magic and graviton-wind technology. The blade is a singularity shard that absorbs light.
Stats:
- Damage: 2d6 Slashing + 1d6 Cold (Necrotic/Entropy)
- Critical: Bleed 1d6 & Staggered
- Special Properties: Operative, Powered (Capacity 40, Usage 2/action)
Mechanics:
- Predatory Gale (Passive): While the weapon is powered, you gain a +4 insight bonus to Stealth checks in dim light or darkness.
- Eclipse Strike (Standard Action): Expend 5 Charges. You teleport up to 30 feet to a space you can see. If you end this movement adjacent to a foe, you can make a single melee attack against them. If you hit, the target is Flat-Footed for 1 round.
- Veil of the Storm (Reaction): Expend 2 Charges when hit by a ranged attack. You create a localized gravity-wind shear. You gain Concealment (20% miss chance) against that attack and all subsequent ranged attacks until the start of your next turn.
- Curse (Hollow): While attuned, you take a -2 penalty to Sense Motive checks, as you struggle to read emotions through the void.
Traveller (Mongoose 2nd Edition)
Unique Name: TL-12 “Night-Wind” Phase Blade Type: Melee Weapon (Blade) Tech Level: 12 (Psionic/Advanced Tech) Cost: Cr 75,000 Weight: 0.5 kg
Description: A wrist-mounted weapon using psionic-reactive crystals (Shadowstone) and magnetic wind-generators. It is illegal in most Law Level 8+ systems.
Stats:
- Damage: 3D + Effect (Ignores 4 points of Armor)
- Traits: AP 4, Psionic (Teleportation)
Mechanics:
- Stealth Assist: The magnetic dampeners grant DM+2 to Stealth checks involving movement.
- Eclipse Module: The user can make a Psionics (Teleportation) check (Average 8+).
- Success: The user blinks 10 meters instantly. If used to close distance for an attack, the attack gains DM+4 to hit.
- Cost: 2 Psi Points.
- Wind-Wall: As a reaction, the user can activate the magnetic repulsors. This grants +4 Armor against primitive projectiles (arrows, thrown weapons) and +2 Armor against bullets for one round.
- Cost: 1 Psi Point.
- Side Effect: Extended use causes Psionic Cold. The user cannot recover Psi Points naturally for 24 hours after using the Eclipse Module more than three times in a day.
Warhammer Fantasy Roleplay (4th Edition)
Unique Name: The Katar of the Grey Wind Availability: Exotic (Unique) Encumbrance: 1 Price: Priceless (Approx. 600 GC on the black market)
Description: A cursed blade of Ulgu (Shadow) and Ghur (Beasts/Wind) magic. It is a tool of Khaine assassins or dark sorcerers.
Stats:
- Weapon Group: Brawling / Katar
- Damage: +SB + 4
- Qualities: Fast, Precise, Magical, Undamaging (The blade passes through armor, dealing direct Wounds)
Mechanics:
- Predatory Gale: The wielder gains +20 to Stealth (Silent Move) tests.
- Eclipse Strike: By spending a Fortune Point, the wielder can vanish into a shadow and reappear next to a target within Charge distance. This counts as a Surprise attack (Opponent cannot defend).
- Veil of the Storm: If the wielder is targeted by a missile attack, they can make an Opposed Agility test against the attacker’s Ballistic Skill. If the wielder wins, the wind knocks the projectile aside.
- The Curse of the Void: Every time the wielder kills with this weapon, they must make a Challenging (+0) Willpower Test. Failure means they gain 1 Corruption Point and lose the ability to feel warmth for d10 days.
