Lore
This device was first crafted in the hill-clinics of the western uplands where elder avatars were cared for by wind-priests who believed aging was not weakness, but the body’s way of asking the world to move more slowly. The Wind 427 of the Gentle Ascent was created to ease the burden of motion, to prevent falls, and to allow those whose joints had stiffened or whose breath had shortened to continue walking the world with dignity. It is said the original was made after a healer watched an elder fall while carrying water uphill and whispered to the wind, asking it to remember kindness. The wind answered, softly.
Slot
• Waist harness or lower back mount
Appearance
• A light crescent-shaped frame of pale alloy worn at the lower back
• Inset with three small levitation filaments that shimmer faintly like heat-haze
• A thin circular lens of clouded crystal floats within the frame, gently oscillating
• When active, the air around the wearer subtly lifts dust and fabric as though the world itself were helping them stand
Stats
• Rarity: Common
• Tier: 1
• Weight: Negligible
• Attunement: Required
• Activation Time: Passive or minor action depending on effect
Skills Gained While Openly Worn
• +1 to Balance-based movement checks
• +1 to Endurance-related tests involving long walks, standing, or posture
• +1 to Awareness when detecting uneven ground or subtle elevation changes
Passive Magic Effects
• Reduces perceived body weight by a small but constant amount, easing strain on joints
• Automatically compensates for slight slips, slopes, or uneven surfaces
• Reduces fatigue accumulation from walking or standing for extended periods
• Stabilizes posture, preventing sudden loss of balance
Activatable Magic Effects
Gentle Lift
• Activation: Minor action
• Effect: The wearer becomes partially buoyant for up to one minute
• Reduces fall damage significantly
• Allows slow, controlled descent from small heights
• Can assist in standing up from prone without strain
Breath of Support
• Activation: Once per short interval or encounter
• Effect: Wind circulates around the chest and back
• Grants temporary relief from exhaustion or joint pain
• Removes minor movement penalties caused by age, injury, or stiffness
Steady Step
• Activation: Reaction
• Effect: When the wearer would stumble, slip, or fall, the device stabilizes them instantly
• Prevents knockdown once per activation window
Limitations
• Cannot grant true flight
• Effects weaken in heavy anti-magic zones
• Overuse may cause mild vertigo or disorientation
• Designed for support, not rapid movement or combat mobility
Tags
windbound, levitation-aided, balance-support, eldercraft, gentle-motion, stability-field, fatigue-reducing, posture-aligning, low-altitude, non-combat, restorative, mobility-aid, fall-prevention, joint-support, slow-travel, caretaker-crafted, breath-assist, low-impact, terrain-adaptive, comfort-gear, longevity-focused, subtle-magic
How the Item Is Obtained
• Crafted by elder-care wind artisans who specialize in stabilizing magic rather than propulsion
• Commissioned by families for aging avatars or by caravan guilds that value endurance over speed
• Occasionally granted as a community gift to respected elders or long-serving workers
• Recovered from low-altitude wind shrines where caretakers once practiced gentle levitation rites
• Earned through service to a healer, geomancer, or wind-tender who maintains balance wards
• Rarely found as inheritance items, passed down rather than sold
Types of Shops and How It Is Bought or Sold
Apothecaries and Healing Houses
• Usually stocked alongside mobility aids, salves, and restorative charms
• Sold after a brief assessment of the buyer’s condition
• Treated as a supportive medical tool rather than a weapon
• Typical cost: 6–10 silver
• Discounts common for elders, long-term residents, or caretakers
Windwright Stalls and Levitation Artisans
• Found near ports, airship moorings, or hill towns
• Sold as a stability device rather than flight equipment
• Often custom-fitted for comfort and balance
• Typical cost: 8–14 silver depending on craftsmanship
• May include minor tuning or adjustment at purchase
Temple Annexes and Spirit Clinics
• Provided as part of restorative rites or long-term care agreements
• Sometimes exchanged for service, donation, or labor instead of coin
• Often blessed or harmonized before sale
• Typical cost: 5–9 silver or equivalent service value
Traveling Caravan Markets
• Appears infrequently among practical magic goods
• Often sold by traders who cater to older travelers or long-route walkers
• Condition varies; usually unrefined but functional
• Typical cost: 7–12 silver depending on region and demand
Guild Supply Halls
• Issued to members working in surveying, escorting, or long-distance travel
• Sometimes leased rather than sold outright
• Replaced or reclaimed if damaged
• Typical cost: 6 silver with guild standing, higher without
How It Is Valued
• Considered a comfort and safety item rather than a combat tool
• Valued for reliability, not power
• Price increases slightly in mountainous or unstable regions
• Rarely hoarded or resold for profit
• Often gifted rather than bargained for
Cultural View
• Seen as a mark of respect toward age and endurance
• Wearing one publicly carries no stigma
• Common among elders, guides, and long-road travelers
• Associated with patience, wisdom, and careful movement rather than strength
Roleplay Use Across Environments
This item is not a weapon in the traditional sense. Its power expresses itself through positioning, stability, and the manipulation of momentum. In roleplay, its use is subtle, patient, and deliberate, favoring survival, control of space, and endurance rather than aggression.
Mountainous and Rocky Terrain
Defense
• The wearer instinctively feels when loose stone or shifting ground threatens collapse
• When attacked on slopes or ridges, the device stabilizes footing, preventing knockdowns or forced movement
• Gusts generated by the item can subtly counteract gravity, allowing the wearer to brace against impacts
• Falls become gliding descents rather than sudden drops, often saving the wearer from fatal missteps
Offense
• The wearer can reposition safely while enemies struggle with footing
• By stepping into precise positions, the user can cause opponents to overextend, slip, or lose balance
• In narrow paths or ledges, the user can use controlled airflow to unbalance foes without striking them
• Offensive use is indirect, turning terrain into the weapon
Urban and Structured Environments
Defense
• Provides stability on stairs, rooftops, scaffolds, and broken flooring
• Allows controlled drops from short heights to escape danger
• Helps maintain posture when shoved or crowded
• Reduces fatigue when standing for long periods during tense encounters
Offense
• Enables tactical repositioning during confrontations
• Allows the wearer to occupy elevated positions others cannot safely reach
• Can subtly alter airflow to disrupt an opponent’s stance or aim
• Often used to control space rather than deal damage
Plains, Roads, and Open Terrain
Defense
• Reduces strain during long travel, making exhaustion-based threats less dangerous
• Helps resist knockback from wind, creatures, or impacts
• Allows steady footing even during tremors or stampedes
Offense
• The wearer can advance while others tire
• Can maintain pressure by outlasting enemies
• Uses terrain awareness to guide foes into unfavorable ground
Underground, Caverns, and Ruins
Defense
• Detects subtle shifts in stone and structural weakness
• Helps avoid collapses, sinkholes, or unstable tunnels
• Allows careful movement through debris without triggering hazards
Offense
• Positions the wearer to avoid cave-ins while enemies are exposed
• Can bait opponents into unstable ground
• Maintains footing during tremors or subterranean disturbances
Combat Roleplay Tone
• Defensive use is calm, deliberate, and patient
• The wearer appears unhurried, as though the world moves slower around them
• Offense is indirect, environmental, and strategic
• The item rewards positioning, awareness, and restraint
Social and Narrative Use
• Often worn openly without fear or intimidation
• Signals wisdom, experience, or physical vulnerability rather than aggression
• In roleplay, others may instinctively give space to the wearer
• Elders, guides, and travelers are more readily trusted when seen using it
Behavioral Flavor
• The wearer moves as if listening to the ground
• Steps are measured, even during conflict
• Breathing often synchronizes with the hum of the device
• The item responds best when the wearer avoids panic or reckless motion
This item turns terrain into a partner rather than an obstacle, making defense about balance and offense about placement rather than force.

Perception of Activation:
User’s Perspective
• A sudden sensation of lightness spreads from the lower back upward, as if gravity loosens its grip
• The air feels thicker yet supportive, like standing in shallow water that gently holds the body upright
• A faint vibration travels through the spine and hips, steady and rhythmic
• Breath becomes easier and more even, as if the lungs are being quietly assisted
• The ground beneath the feet feels “mapped” in the mind — slopes, hollows, and pressure points become intuitively clear
• A soft, steady hum is felt more than heard, resonating in the bones rather than the ears
• Subtle awareness of balance improves, making micro-adjustments feel automatic
• A mild cooling sensation passes across the skin near the waist, like a calm breeze
Observer’s Perspective
• Dust, loose cloth, or debris near the wearer lifts slightly and drifts in slow spirals
• The air around the lower body ripples faintly, as if heat shimmer were present
• The wearer’s posture subtly straightens, even if they were previously hunched or unsteady
• Footsteps appear lighter, quieter, and more deliberate
• When moving, the wearer seems to glide rather than step
• A barely audible low hum can sometimes be heard during activation
• The wearer’s silhouette looks momentarily steadier, as if anchored by unseen force
Extra-Sensory Perceptions
• A pressure-map sensation spreads through the body, highlighting weight distribution
• Subtle awareness of underground density changes, such as hollow spaces or compact stone
• Sensation of slow-moving air currents brushing along the legs and lower torso
• A muted sense of elevation, even on flat ground
• An instinctive “pull” toward the most stable footing nearby
Positives
• Increased balance and stability
• Reduced strain on joints and muscles
• Enhanced awareness of terrain and footing
• Improved endurance during standing or walking
• Safer movement across uneven or shifting ground
• Calm, grounding sensation that reduces panic or disorientation
Negatives
• Slight disorientation when first activated, especially indoors
• Mild vertigo if the wearer moves too quickly or jumps
• Reduced sense of weight may make sudden movements feel delayed
• Overreliance can cause discomfort when the effect fades
• In very still environments, the hum and air movement may be noticeable to others
The Making of the Gentle Ascent Harness
Materials Needed
• One crescent-shaped frame of pale alloy, light enough to resonate with air currents
• Three levitation filaments grown or spun from mana-responsive crystal threads
• One clouded crystal lens, naturally flawed and never fully transparent
• Fine dust from wind-worn stone or cliff face sediment
• A vial of condensed ambient mana, stabilized for slow release
• Binding resin made from sap of high-altitude flora
• A strip of softened leather or woven cloth for the harness mount
• Pure water collected during steady wind conditions
Tools Required
• Precision metal shaper or fine artisan hammer
• Crystal alignment fork or tuning rod
• Mana-sensitive chisel or engraving tool
• Heat source capable of low, even temperature control
• Wind-harmonizing bell or tone chime
• Polishing cloth made from natural fibers
• Stable crafting surface exposed to open air
Skill Requirements
• Basic metal shaping and fitting
• Familiarity with levitation or wind-aspected magic
• Fine motor control and steady hands
• Ability to sense ambient mana flow
• Patience and calm focus
• Understanding of balance and weight distribution
• Optional: experience working with elder-support or restorative items
Crafting Steps
- Shaping the Frame
The pale alloy is gently heated and curved into a crescent that matches the natural curve of the lower back. The metal must never be struck sharply. Each bend is made slowly, allowing the alloy to “settle” into shape. During this stage, the crafter should maintain steady breathing to avoid uneven tension in the metal. - Preparing the Crystal Lens
The clouded crystal is polished only along its edges, never at its center. Imperfections are left intact, as they allow the lens to interact with airflow. The lens is then suspended briefly over moving air so it acclimates to motion before installation. - Engraving the Flow Channels
Fine channels are etched into the frame in curved, overlapping lines that mirror erosion patterns found in stone. These lines guide mana flow and must be continuous without sharp angles. - Binding the Levitation Filaments
The three filaments are anchored evenly around the inner frame. They must never touch the crystal directly. While binding them, the crafter rings the tuning bell softly to synchronize the filaments with ambient air currents. - Setting the Core
The crystal lens is placed within the frame, floating freely. A small amount of mana is introduced to stabilize it. If done correctly, the lens will hover without contact and rotate slowly. - Infusing the Mana
The condensed mana is introduced drop by drop while the item rests in open air. Wind must be present during this stage. The filaments will begin to shimmer faintly as the enchantment settles. - Harness Assembly
The finished frame is mounted to the leather or cloth harness. The mount must allow slight movement, never rigid attachment. This flexibility is essential for comfort and function. - Calibration
The crafter wears the item briefly and takes several slow steps. Minor adjustments are made until the device responds smoothly without resistance or pull. - Final Harmonization
The item is placed outdoors for one full cycle of natural wind. This allows the magic to stabilize and attune to ambient airflow patterns.
Completion Result
When finished correctly, the device hums softly when worn, the crystal floats without wobble, and the air around it subtly responds to movement. The item should feel supportive rather than forceful.
Failure Signs
• Excess vibration or rattling
• Crystal drifting erratically
• Sudden heaviness instead of lightness
• Sharp temperature changes around the frame
If any of these occur, the item must be dismantled and reforged, as imbalance can cause instability or discomfort to the wearer.
Weight That Learned to Breathe
In the days before the hills remembered their names, when wind still wandered without purpose and stone had not yet learned to settle, there lived a people who counted time by footsteps rather than stars. They believed the world was not fixed, only resting, and that everything which stood still too long would eventually sink into sorrow.
Among these people was an elder called Iru-Sha, whose back bent like a bow drawn too long. Iru-Sha had walked farther than any of her kin, yet in her later years she could no longer cross the shallow valley to greet the dawn. Her bones trembled. Her breath came uneven. And the earth, which had once welcomed her steps, now felt heavy beneath her feet.
It is said that one morning, before the sun rose, she sat upon a stone and asked the ground a question that had no words. She did not beg. She did not curse. She only rested her hand upon the soil and waited.
The wind, hearing this silence, paused.
The ground, feeling this touch, listened.
And something beneath both of them shifted.
That night, the elders say, the wind learned to slow itself. It curled not as a storm, but as a hand might curl beneath another’s arm. The air grew careful. The dust rose without anger. The ground itself lifted, not in rebellion, but in kindness.
When Iru-Sha stood again, the earth did not press so hard against her bones.
She walked.
Others saw this and asked how it was done. Iru-Sha answered only, “I stopped asking the world to move for me.”
They followed her steps. They traced her path. They gathered the pale metal that sings when bent and the crystal that fogs instead of shines. They shaped a frame that did not bind but listened. They left space where power might have gone, for they had learned that fullness was not strength.
When the first harness was finished, it did not glow. It did not roar. It did not fly.
But when worn, the air remembered how to hold.
Those who bore it could walk longer. They stumbled less. They felt the ground before it betrayed them. And when they fell, the fall did not rush to meet them.
Some tried to force it to lift them high. The harness would not answer. Some tried to run faster than their years allowed. The harness grew heavy.
It was said that the device knew the truth of its bearer’s intent, for it had been shaped by listening, not command.
As centuries passed, copies were made by hands that did not fully understand. Some were clumsy. Some were greedy. Some worked only when the wearer was calm, and failed when fear took hold. The oldest among them still functioned best, for they were made before haste had learned to speak.
And in the oldest fragment of stone text, translated and mistranslated a dozen times, these words remain:
“The wind does not lift the proud.
The ground does not serve the strong.
Only those who walk in agreement with the world
are carried when they can no longer carry themselves.”
Moral of the story:
Strength that listens endures longer than strength that commands.
Suggested conversions to other systems:
—
Call of Cthulhu (7th Edition)
Wind 427 – Gentle Ascent Harness
Item Type: Enchanted Support Harness (Wind/Levity Stabilizer)
Slot: Waist harness or lower back mount (must be openly worn)
Rarity/Availability: Common in healing circles, caravan guilds, elder-care clinics
Core Effects (while openly worn)
• Sure Footing: Gain +10% to Climb and Jump when terrain is uneven, slick, or unstable.
• Fall-Sense: Gain +10% to Dodge when the incoming danger is a shove, trip, forced movement, or loss of footing.
• Terrain Read: Gain +10% to Spot Hidden to notice hazards like loose stones, slick floors, sudden drop edges, or uneven steps.
Passive Support Magic
• Weight-Easing: The wearer feels subtly lighter; reduce penalty die effects from fatigue-like movement strain at the Keeper’s discretion in long travel scenes.
• Posture-Set: The wearer gains a steadying body-awareness; minor tremors or crowd jostling are less likely to knock them down.
Activated Abilities
• Gentle Lift
– Cost: 1 Magic Point
– Time: 1 round (or immediate if standing from prone)
– Duration: 1 minute
– Effect: The wearer becomes partially buoyant: reduce falling damage by 1d6 and gain a bonus die on one movement test involving careful descent or standing up safely.
– Use: Once per day.
• Steady Step
– Cost: 1 Magic Point
– Time: Reaction
– Trigger: You would slip, fall prone, or be knocked down
– Effect: Negate the prone result or reduce forced movement by half (Keeper adjudicates).
– Use: Once per day.
• Breath of Support
– Cost: 1 Magic Point
– Time: 1 round
– Duration: 10 minutes
– Effect: Reduce one level of movement penalty from pain, stiffness, or exhaustion-like effects; gain +10% to CON-related rolls involving endurance during the duration.
– Use: Once per day.
Drawbacks / Risks
• Overload: If two activations are used in the same hour, make a CON roll. Failure: vertigo and nausea impose a penalty die on Dex-based tasks for 1d10 minutes.
• Not Flight: It cannot hover indefinitely or rise upward without a surface step or natural descent.
—
Blades in the Dark
Wind 427 – Gentle Ascent Harness
Item: Arcane Implements (Load 1, worn openly)
Keywords: Balance Aid, Levity Catch, Breath Support, Caretaker Craft
Always-On (when worn)
• You have potency on Prowl to keep footing, avoid slips, and traverse poor ground slowly and safely.
• You have potency on Resist rolls against being knocked down, shoved off-balance, or forced into hazardous footing.
• Once per score, you may take +1d on an Action roll when your approach relies on patience, careful movement, or assisted posture (walking with dignity through danger).
Special Uses (activate in the fiction)
• Gentle Lift
– Spend 0 stress to improve position for controlled descent, climbing down, or standing from prone.
– Spend 1 stress as a reaction to reduce harm from a fall or impact by one level.
• Steady Step
– Spend 0 stress to negate a slip or stumble consequence once.
– Spend 1 stress to resist being knocked prone with +1d beyond normal.
• Breath of Support
– Spend 0 stress to ignore fatigue complications for one scene of travel or a prolonged stand-off.
– Spend 1 stress to create an advantage: “Supported Breath” or “Unshaken Posture,” with one free benefit.
Limit / Consequence
• If you activate two effects in a score, start a 4-segment clock: Vertigo. When filled, take level 1 harm “Dizzy” until you recover.
—
Dungeons & Dragons (5e compatible)
Wind 427 of the Gentle Ascent
Wondrous Item (common), requires attunement
Slot/Use: Worn at waist harness or lower back mount; must be openly worn to function
Passive Benefits (while attuned and openly worn)
• Balance Aid: You have advantage on Dexterity (Acrobatics) checks made to keep your footing, avoid being knocked prone, or move across uneven ground at normal speed.
• Careful Endurance: You have advantage on Constitution checks made to resist exhaustion from forced marches or prolonged standing (DM discretion).
• Fall Awareness: You have advantage on Wisdom (Perception) checks to notice tripping hazards, sudden drops, slick surfaces, or unstable steps.
Activated Features
• Gentle Lift (1/day)
– As a bonus action, you become partially buoyant for 1 minute. During this time, you reduce falling damage you take by 1d6 + your proficiency bonus (minimum 1) and you have advantage on checks to climb down or descend safely.
• Steady Step (1/day)
– As a reaction when you would be knocked prone, you can remain standing instead.
• Breath of Support (1/day)
– As an action, for 10 minutes you ignore difficult terrain caused by rubble, loose stone, or uneven ground, and you gain advantage on Constitution checks made to maintain steady breathing or posture during the duration.
Drawback
• If you use two activated features before finishing a long rest, make a DC 10 Constitution saving throw. On a failure, you suffer vertigo for 1 minute (disadvantage on Dexterity checks).
—
Knave (latest edition compatible)
Wind 427 – Gentle Ascent Harness
Type: Worn harness (waist/lower back)
Slots: 1 slot
While Worn (openly)
• Balance Aid: Advantage on checks to balance, avoid slips, and resist being knocked down.
• Careful Endurance: Advantage on checks to endure long walks, prolonged standing, or steep descents.
• Fall Awareness: Advantage on checks to notice tripping hazards, slick ground, loose rubble, and sudden drop edges.
Activations
• Gentle Lift (1/day)
– For one exploration turn, reduce fall harm and gain advantage on careful descent/climb-down checks.
• Steady Step (1/day)
– Reaction: negate being knocked prone or slipping once.
• Breath of Support (1/day)
– For one exploration turn, ignore terrain penalties from rubble/uneven ground and resist fatigue-like complications.
Risk
• If you use two activations in the same day, you gain “Vertigo” until a long rest: disadvantage on balance and careful footing checks.
—
Fate Core / Fate Condensed
Wind 427 of the Gentle Ascent
Type
• Aspect-Based Magical Item (Common)
• Requires Attunement Slot
Item Aspects
• “The Ground Helps Me Stand”
• “The Wind Bears What Age Cannot”
Passive Benefits
• Gain +1 to Overcome actions involving balance, careful movement, or resisting falls.
• Once per scene, you may invoke the item for free to ignore a minor movement-related complication (slippery ground, fatigue, uneven terrain).
Stunts
Gentle Lift
• Once per scene, you may treat a failed Athletics or Physique roll related to falling, stumbling, or standing as a success with a minor cost.
Steady Step
• Gain +2 when defending against attempts to knock you prone, shove you, or unbalance you.
Breath of Support
• Once per session, you may clear a mild consequence related to exhaustion, stiffness, or strain after a short rest.
Drawback
• If you invoke the item twice in the same scene, you gain the temporary aspect “Vertigo” with one free invoke against you.
—
Numenera / Cypher System
Wind 427 of the Gentle Ascent
Level
• 2
Type
• Wearable Artifact (waist or lower back mount)
Passive Effects
• Asset on Might defense rolls against being knocked down or shoved.
• Asset on Speed tasks involving balance, careful movement, or descent.
Usable Abilities
Gentle Lift
• Action: Intellect
• Cost: 1 Intellect point
• Effect: For one minute, you reduce fall damage by 3 points and ignore difficult terrain caused by uneven ground.
Steady Step
• Action: Reaction
• Cost: 1 Speed point
• Effect: Cancel a knockdown or forced movement effect.
Breath of Support
• Action: Intellect
• Cost: 1 Intellect point
• Effect: Remove one level of movement-based hindrance or fatigue for 10 minutes.
Depletion
• 1 in 20
—
Pathfinder (2E Compatible)
Wind 427 of the Gentle Ascent
Item Level 1
Worn Item, Invested
Traits
• Magical, Transmutation, Air
Passive Effects
• +1 item bonus to Acrobatics checks to Balance or avoid falling.
• You treat falls as 10 feet shorter for damage purposes.
Activated Abilities
Gentle Lift
• Frequency: once per day
• Action: 1 action
• Effect: For 1 minute, you gain a +2 status bonus to Reflex saves against being knocked prone or pushed.
Steady Step
• Trigger: You would fall prone
• Reaction
• Effect: Ignore the prone condition.
Breath of Support
• Frequency: once per day
• Action: 1 action
• Effect: Reduce fatigue penalties or difficult terrain effects for 10 minutes.
Drawback
• If two activations are used within 10 minutes, you become flat-footed for 1 round.
—
Savage Worlds Adventure Edition
Wind 427 of the Gentle Ascent
Type
• Worn Relic (Minor)
Passive Effects
• +1 to Athletics rolls involving balance or climbing.
• Ignore 1 point of movement penalty from difficult terrain.
Activated Powers
Gentle Lift
• Cost: 1 Power Point
• Duration: 5 rounds
• Effect: Reduce falling damage by half and gain +2 to Agility checks to avoid falling.
Steady Step
• Cost: 1 Power Point
• Reaction
• Effect: Ignore being Shaken from knockback or falling.
Breath of Support
• Cost: 1 Power Point
• Duration: 10 minutes
• Effect: Ignore Fatigue penalties caused by movement or strain.
Limitations
• Using more than two powers in a scene causes Fatigue until a short rest is taken.
—
Shadowrun (Sixth World)
Wind 427 of the Gentle Ascent
Item Type
• Wearable Support Focus (Waist / Lower Back Mount)
• Availability: Low–Restricted
• Legality: Legal in most zones, restricted in high-security corp facilities
Device Rating
• Rating 2
Passive Effects
• +1 dice to Athletics tests involving balance, climbing, or resisting knockdown
• +1 dice to Perception tests related to terrain instability, footing, or elevation changes
• User ignores minor movement penalties caused by uneven or unstable surfaces
Active Functions
Gentle Lift
• Action: Minor Action
• Cost: 1 Edge
• Effect: Reduce fall damage by 2 boxes and ignore the prone condition if caused by terrain or impact
• Duration: Instant
Steady Step
• Action: Reaction
• Cost: 1 Edge
• Effect: Cancel one knockdown or forced movement effect
Breath of Support
• Action: Major Action
• Cost: 1 Edge
• Effect: Ignore fatigue or movement-based penalties for 1 minute
Drawbacks
• Using more than one active function in a single combat turn inflicts –1 dice to Physical actions for one round due to vertigo
• Nonfunctional in mana-dead or heavily dampened zones
—
Starfinder
Wind 427 of the Gentle Ascent
Item Level
• 1
Type
• Hybrid Technomagical Worn Item
Slot
• Worn (waist or harness)
Passive Benefits
• +1 insight bonus to Acrobatics checks to balance or avoid falling
• Reduce falling damage by 5 feet when calculating damage
Activated Abilities
Gentle Lift
• Activation: Move Action
• Frequency: 1/day
• Effect: Gain a +2 circumstance bonus to Reflex saves and Acrobatics checks for 1 minute
Steady Step
• Activation: Reaction
• Frequency: 1/day
• Effect: Negate being knocked prone
Breath of Support
• Activation: Standard Action
• Frequency: 1/day
• Effect: Ignore difficult terrain caused by rubble, slopes, or uneven ground for 10 minutes
Drawback
• Using two abilities within one hour causes the user to be flat-footed for 1 round
—
Traveller (Mongoose 2e)
Wind 427 – Gentle Ascent Harness
Tech Level
• TL 10 (magitech hybrid)
Type
• Environmental Support Device
Weight
• Negligible
Effects
• DM +1 to Athletics (Dexterity) for balance and climbing
• DM +1 to Recon when detecting unstable terrain or hidden drops
Special Functions
Gentle Lift
• Once per day
• Reduces fall damage by one damage die
Steady Step
• Reaction
• Prevents being knocked prone
Breath of Support
• Once per day
• Negates movement penalties from fatigue or rough terrain for 10 minutes
Drawback
• Repeated activation causes disorientation: DM –1 to all physical actions for 1d6 minutes
—
Warhammer Fantasy Roleplay (4th Edition)
Wind 427 of the Gentle Ascent
Item Type
• Enchanted Trinket
• Encumbrance: 0
• Rarity: Scarce
Passive Effects
• +10 to Athletics tests involving balance or climbing
• +10 to Perception tests to detect unstable footing or structural weaknesses
Activated Powers
Gentle Lift
• Use: Once per day
• Effect: Reduce falling damage by half and ignore being knocked prone
Steady Step
• Use: Reaction, once per day
• Effect: Automatically pass one test to resist being knocked down
Breath of Support
• Use: Once per day
• Effect: Ignore fatigue penalties for 10 minutes
Drawback
• If more than one ability is used in the same scene, the wearer gains Fatigued until resting
