- Lore: In the bustling floating markets of Saṃsāra, where the wind carries the scent of spices and the clatter of jade coins, the “Magpie’s Shadow” is a whispered legend. These gloves were originally fashioned by rogue-shamans who observed the clever mountain magpies stealing shiny trinkets from the nests of sleeping drakes. The Tengrism 112 of the Magpie’s Shadow-Glove is woven from the iridescent neck-feathers of these birds and silk spun by spiders that live only in the silences of ancient shrines. It is said that the glove does not steal; it simply “persuades” an object that it would be happier in a new nest.
- Detail Stats:
- Slot: Hands (Single Glove, usually worn on the dominant hand)
- Rarity: Common
- Tier Requirement: Tier 1
- Material: Iridescent Magpie Feathers, Shrine-Spider Silk, Supple Kidskin
- Weight: 0.1 kg
- Durability: 30/30 (Delicate; loses 5 durability if used to punch or strike hard surfaces)
- Value: 15 Jade Coins
- Skills Gained While Openly Worn:
- Magpie’s Itch: The wearer gains an instinctual awareness of high-value, small objects within 3 meters, perceiving a faint “glint” even through fabric or leather.
- Feather-Touch: A supernatural increase in manual dexterity, allowing the wearer to feel the internal tumblers of a lock or the weight of a coin purse as if their skin were millimeters thinner.
- Passive Magic:
- Silent Pluck: The glove absorbs all acoustic vibrations caused by the hand’s movement. Picking a pocket or lifting a latch makes absolutely no sound, even if the wearer is clumsy.
- Weightless Acquisition: Any object held by the glove that weighs less than 0.5 kg has its weight reduced to near zero, preventing the “drag” or “dip” in a victim’s clothing that usually alerts them to a theft.
- Spirit-Grip: The interior of the glove produces a microscopic, shamanic adhesive. The wearer can palm smooth objects (glass, polished metal) with zero risk of them slipping or clattering.
- Activable Magic:
- Magpie’s Distraction (3/day): The wearer snaps their fingers, and the iridescent feathers on the glove flash with a sudden, hypnotic shimmer. Any creature looking at the hand must succeed on a focus check or be momentarily dazzled, providing a 3-second window for a “filch” attempt.
- Wing-Whirl Retreat (1/day): Upon a failed theft or if spotted, the wearer can activate the glove to release a burst of spectral feathers and a localized gust of wind. This creates a “Blur” effect around the wearer for 5 seconds, facilitating a quick escape.
- Tags: Tengrism, Shamanic, Filching, Stealth-Magic, Common Tier, Hands Slot, Magpie-Spirit, Dexterity, Iridescent, Thievery, Tier 1 Relic, Light-Fingered, Shrine-Silk, Glint-Sense, Shamanic-Snatch, Feather-Weight, Spectral-Pluck, Hypnotic-Shimmer, Wind-Blur, Avian-Grace, Invisible-Touch, Trickster-Spirit
Obtaining the Tengrism 112 of the Magpie’s Shadow-Glove
In the high-altitude world of Saṃsāra, these gloves are rarely found in plain sight. They are woven by those who live between the cracks of society, using a blend of nature-worship and street-smarts.
- The Magpie’s Nest Ritual: An avatar may obtain a glove by tracking a mountain magpie to its secret “spirit nest” high in the cliffs. By leaving a shiny tribute of high spiritual value (like a blessed silver ring), the avatar might find a “shed” feather-glove left behind by a Magpie-Spirit as a trade.
- The Shadow-Glove Apprenticeship: Many young filchers in the floating cities earn their first glove after completing a “Silent Mile” trial for a local Trickster-Shaman. The trial involves moving through a temple filled with wind-chimes without making a single sound.
- Inheritance of the Street: Because they are “common” tier items, these are often passed down through families of professional locksmiths or circus performers, hidden in false-bottomed trunks as “stage props.”
Market Dynamics and Shop Descriptions
The buying and selling of the Magpie’s Shadow-Glove is a delicate dance. Depending on where you are in Saṃsāra, the price and the risk vary significantly.
The Whispering Pavilions (Floating Night Markets) These markets appear only at night on the tethered rafts of the upper cities. They are lit by dim spirit-lanterns to avoid drawing the attention of the Sky-Guard.
- The Experience: You don’t ask for a “thief’s glove.” You ask for “apparel for sensitive fingers.” The glove is hidden beneath a pile of ordinary silk scarves.
- Buying Price: 15–20 Jade Coins.
- Selling Price: 7–9 Jade Coins.
- Method: These merchants prefer “shiny” barter. They will often drop the price if you trade them a rare gemstone or a piece of polished clockwork.
The Shrine-Spider Weaveries (Religious Artisan Districts) Located near the great mountain temples, these shops belong to honest weavers who occasionally create “specialty” items for those who pay in devotion as well as coin.
- The Experience: A quiet, serene shop smelling of incense. The merchant is a master weaver who views the glove as a masterpiece of manual grace rather than a tool for crime.
- Buying Price: 12–15 Jade Coins (The most honest price).
- Selling Price: 10 Jade Coins (They value the craftsmanship).
- Method: Direct Jade Coin transaction, often accompanied by a small blessing for the buyer’s hands.
The Rust-Cutter Pawnshops (Lower-Level Slums) Deep in the industrial vents of the megacities, these shops are cluttered cages filled with “lost” items.
- The Experience: Grime-streaked windows and a shopkeeper who doesn’t ask questions. The glove is usually thrown into a bin of mismatched gauntlets and work-gloves.
- Buying Price: 8–10 Jade Coins (Low price because they don’t know it’s magical).
- Selling Price: 3–5 Jade Coins.
- Method: Hard currency only. The merchant likely thinks it’s just a “fancy bird-feather glove” for a failed actor.
Antiquarian Vaults (Affluent Trade Hubs) In the wealthy districts where merchants trade in high-tier relics, a Tier 1 item like this is seen as a “charming curiosity” or a beginner’s training tool.
- The Experience: High-end, velvet-lined display cases and guards at the door. The glove is marketed as a “Historical Shamanic Artifact of the Steppe Markets.”
- Buying Price: 25–35 Jade Coins (Inflated “collector” price).
- Selling Price: 12 Jade Coins.
- Method: Formal contracts and official Jade Coin transfers.
Dexterous Subterfuge and Environmental Roleplay of the Magpie’s Shadow-Glove
The Tengrism 112 of the Magpie’s Shadow-Glove transforms the avatar’s hand into an instrument of ghostly precision. Roleplaying with this item requires a focus on tactile sensations, the “itch” of nearby riches, and the sudden, frantic bursts of an avian escape.
Floating Markets and Crowded Bazaars (Normal Areas)
- Offense (Filching): In the press of a crowd, use the Spirit-Grip and Weightless Acquisition to roleplay a “ghost-handed” thief. Describe how your hand moves through the air like a bird riding a thermal—unseen and unfelt. You can lift a merchant’s master key or a noble’s signet ring, and even as you pull it away, the victim feels no change in the weight of their pockets.
- Defense: If a suspicious guard grabs your wrist, activate Magpie’s Distraction. Roleplay the sudden, blinding flare of iridescent light from your palm, causing the guard to shield their eyes. This provides the split second needed to slip your hand free—aided by the slick, frictionless feel of the Shrine-Silk—and vanish into the throng.
Temple Vaults and Silent Shrines (Normal to Unsafe Areas)
- Offense (Infiltration): In environments where the slightest click could mean death, the Silent Pluck is your primary tool. Roleplay the process of picking a lock or sliding a bolt; describe the absolute absence of sound as the glove’s magic swallows the vibrations of metal on metal. You perceive the “glint” of internal gears through the leather, moving your fingers with the confidence of someone who can see through the iron.
- Defense: When a trap is triggered—such as a dart wall or a falling cage—use the Feather-Touch to roleplay a hyper-reflexive reaction. Describe your fingers catching a flying projectile mid-air with the Spirit-Grip, or snagging a tiny ledge to keep from falling, the glove’s adhesive properties acting as a safety tether against the cold stone.
Industrial Megacities and Smog-Choked Hubs (Somewhat Safe Areas)
- Offense (Sabotage): Use the glove to “filch” critical components from machinery without shutting them down. Roleplay reaching into a whirring clockwork engine, the Silent Pluck muffling the sounds of your interference. You can pluck a small gear or a copper wire out of a steaming pipe, the Weightless Acquisition ensuring you don’t accidentally pull the entire assembly toward you.
- Defense: In the murky visibility of the slums, use Wing-Whirl Retreat to roleplay a getaway. As the spectral feathers erupt from your hand, they catch the ambient neon and smog, creating a chaotic, strobing silhouette that makes it impossible for pursuers to track which direction you jumped.
High-Altitude Airships and Sky-Docks (Normal to Unsafe Areas)
- Offense: On a swaying ship, the Spirit-Grip is essential for offensive maneuvering. Roleplay “filching” items from the belts of crewmembers while hanging upside down from a rigging line. Your hand stays glued to the surface until you choose to release it, allowing for daring thefts that defy gravity and the pitching of the vessel.
- Defense: If cornered on a catwalk, use the Magpie’s Distraction to dazzle a foe, followed immediately by a shove. The Feather-Touch allows you to sense the exact center of gravity on an opponent’s chest, ensuring your push is perfectly placed to send them stumbling back while you make your exit.
Ruined Spires and Blighted Zones (Deathly Areas)
- Offense: In areas where the “Dread” makes direct combat suicidal, filching becomes a survival strategy. Use the Magpie’s Itch to locate vital spirit-shards or ancient medicine hidden within the blighted rubble. Roleplay the glove “pulling” your hand toward the object, its iridescent feathers shivering in warning as they sense the corruption nearby.
- Defense: When stalked by a blighted predator, use the Wing-Whirl Retreat defensively. The burst of wind and spectral feathers isn’t just a visual blur; in these zones, the “Wind-Blur” acts as a momentary spiritual shield, obscuring your life-sign from the monster’s supernatural senses just long enough for you to find a crevice to hide in.

Perception of Activation: Tengrism 112 of the Magpie’s Shadow-Glove
User’s Perspective
The moment the glove is activated, the kidskin leather seems to dissolve, becoming a second skin that is cooler and far more sensitive than your own flesh. A strange, phantom “itch” begins in your palm, pulling your hand toward objects of value like a needle to a lodestone. Your heartbeat slows, and your breathing becomes shallow and silent. The most striking sensation is the absolute loss of tactile resistance; when you reach into a pocket or brush against silk, it feels as though your hand is passing through mist. You feel “lighter,” as if the gravity of the world has less hold on your dominant arm.
Observer’s Perspective
To an onlooker, your hand appears to undergo a subtle, supernatural shift. The iridescent feathers of the glove begin to ripple and flow like liquid oil on water, casting tiny, dancing reflections of light even in near-darkness. Your movements become eerily fluid and bird-like—rapid, precise, and devoid of the micro-tremors common to human hands. When you activate the “Distraction” or “Retreat,” observers see a sudden, blinding flash of peacock-blues and violet-purples that leaves “ghost spots” in their vision, making it impossible to pin down your exact location for several heartbeats.
Extra-sensory Perceptions
- Glint-Sight: You do not just see objects; you perceive their “lustre” or “desirability” as a glowing aura. A common copper coin hums with a dull brown light, while a high-tier jade relic pulses with a rhythmic, emerald radiance that you can see through wood, leather, or stone.
- Vibration Mapping: Through the “Feather-Touch,” you perceive sound as physical textures. You can “feel” a conversation happening in the next room as a series of prickles on your fingertips, or detect the movement of a guard’s boots two hallways away through the vibrations in the floorboards.
- The Magpie’s Compass: You gain a localized sense of “ownership.” You can intuitively feel who an object “belongs” to, perceiving a faint tether of spirit-energy between a purse and its owner, allowing you to know exactly when that tether is most slack.
- Aerodynamic Intuition: You feel the “weight” of the air. This allows you to move your hand in the specific arcs that minimize wind resistance and noise, effectively seeing the invisible currents of the room.
Positives
- Mechanical Intuition: The glove grants an instinctive understanding of how things fit together, making you an expert at dismantling small mechanical devices or locks on sight.
- Thermal Insulation: The shamanic silk protects the hand from extreme temperatures; you can lift a boiling metal ladle or a frozen key without feeling pain or sustaining injury.
- Confidence of the Trickster: The glove’s spirit provides a mental calm that prevents your hands from shaking even in high-stress life-or-death thefts.
Negatives
- The Kleptomanic Urge: The “Magpie’s Itch” can be distracting. In high-society settings, you may find your hand moving toward a noble’s jewelry of its own accord if you do not maintain strict mental discipline.
- Sensory Overload: In a treasure vault or a jewelry shop, the “Glint-Sight” can become deafeningly bright, causing a temporary “light-head” sensation or vertigo.
- Physical Fragility: While active, your hand is optimized for touch, not force. Attempting to punch or grip something with crushing strength can cause the delicate feathers to tear, temporarily deactivating the magic.
The Weaving of the Ghost-Hand: Crafting the Magpie’s Shadow-Glove
Materials Needed
- 100 Iridescent Magpie Neck-Feathers: Must be gathered from birds that have nested within the eaves of a Shamanic temple.
- 1 Skein of Shrine-Spider Silk: Harvested from spiders that dwell in the “Quiet Zones” of holy sites; this silk naturally dampens sound.
- 1 Sheet of Virgin Kidskin: Softened for forty days in mountain spring water to ensure maximum tactile sensitivity.
- 3 Drops of Magpie-Spirit Essence: Obtained by tricking a wild magpie into trading a shiny bauble for a vial of sweetened dew.
- Finely Ground Silver Dust: Used to trace the “Glint-Sight” runes on the interior lining.
Tools Required
- Silver Sewing Needle: Steel is too “heavy” and grounds the magic; silver allows the spirit-energy to flow through the stitches.
- A “Silent” Loom: A small hand-loom constructed of polished cedar, lubricated with owl fat to ensure no creaks occur during the weaving.
- Magnifying Lens of Clear Quartz: Necessary for seeing the microscopic spirit-threads of the shrine-silk.
- A Copper Basin of Sage-Smoke: For purifying the materials of any “Greedy Memories” before assembly.
Skill Requirements
- Tengrist Weaver-Lore (Level 2): Knowledge of the “Spirit-Patterns” required to bind avian essence into fabric.
- Delicate Touch (Level 1): The crafter must be able to handle spider silk without snapping the strands or leaving skin oils on the feathers.
- Breath-Control (Trance State): The ability to hold one’s breath or breathe in a rhythmic, silent pattern for hours to avoid disturbing the “Weightless” enchantment.
Crafting Steps
- The Purification of the Hide: The kidskin is placed in the Copper Basin and smoked with sage. The crafter must whisper the “Tale of the First Theft” to the leather, convincing it to become as silent as a shadow.
- The Rune-Tracing: Using the Silver Dust, the crafter paints the “Eye of the Magpie” on the inner palm of the skin. This creates the conduit for the Magpie’s Itch and Glint-Sight.
- The Weaving of the Feathers: Each magpie feather is stripped of its quill-root and woven into the Shrine-Spider Silk on the Silent Loom. The feathers must be overlapped like fish scales to ensure the Silent Pluck acoustic dampening.
- The Spirit-Bonding: The Magpie-Spirit Essence is applied to the silver needle. As the feather-silk is sewn onto the kidskin base, the crafter must hum a high-pitched, bird-like trill to “animate” the adhesive properties of the Spirit-Grip.
- The Weightless Calibration: The nearly finished glove is hung from a single strand of spider silk. If the glove is light enough that the air currents of a person walking past cause it to dance, the Weightless Acquisition has been successfully anchored.
- The Trial of the Bell: The crafter puts on the glove and must successfully pluck a silver needle from the center of a cluster of tiny glass bells without making them chime.
- The Final Flash: The glove is exposed to the first light of a rising sun. This “charges” the iridescent feathers, locking in the Magpie’s Distraction and Wing-Whirl Retreat capabilities.
Iridescent Grab-Hand and Thrice-Fooled Sky-Drake
In the time-before-writing, when the World-Tree was yet a sapling-stick, there lived a Little-Biped (human) named “He-Who-Has-Empty-Bowls.” He was a person of thin-wrist and much-hunger. While the Big-Strong-Men hunted the tusk-beasts with loud-noises, He-Who-Has-Empty-Bowls watched the Blue-Chattering-Bird (Magpie). This bird was a “Spirit-Taker” who could move through the air-gaps without the wind knowing.
The Sky-Drake, a creature of gold-hiding and flame-breath, slept upon a mountain of “Shiny-Hard-Rocks” (jewels). He-Who-Has-Empty-Bowls desired one small rock to buy a grain-sack, but the Drake’s ears were like the water-surface—even a fly-landing would wake the fire. The youth went to the “Ancient-Silent-Spider” and traded his own shadow for a handful of “Quiet-Thread.” He then spoke to the King-Magpie, saying, “Give me your light-skin, and I shall show you the Sun-Stone.”
He-Who-Has-Empty-Bowls sewed the feathers with the quiet-thread, making a “Hand-Shell.” When he put it on, his hand became a “Ghost-Wing.” He climbed the fire-mountain. The Drake’s eyes were closed-but-seeing, yet the youth’s hand moved like the “Falling-Mist.” He reached into the Gold-Pile. The glove swallowed the “Click-Clack” of the stones. He took the “Great-Red-Gleam” (ruby).
The Drake felt a “Lack-of-Weight” and opened its fire-mouth. He-Who-Has-Empty-Bowls snapped his ghost-fingers. The feathers made a “False-Sun-Flash.” The Drake was eye-hurt (blinded). The youth ran, but his feet were heavy-dirt. He touched the glove to his own heels, and the “Wind-Spirit” in the feathers made him a “Blur-of-Speed.” He escaped the fire-breath by sliding through the “Under-Space.”
He did not keep the Red-Gleam for himself. He gave it to the “Spirit-Shrine” so the people would never have empty-bowls again. The glove was left in the “Nest-of-Stars,” waiting for a hand that is light-enough to hold the world without breaking the quiet.
Moral of the Story: The giant may guard the mountain with fire and tooth, but the small-bird wins the prize by walking where the sound is not; for a hand that takes with grace is never caught, while a hand that grabs with greed wakes the dragon.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Artifact Name: The Feather-Stitch Glove of the Sky-Thief Classification: Unique Shamanic Focus Description: A shimmering, iridescent glove that feels like cool silk. It seems to swallow ambient light and sound within a few inches of its surface.
Stat Block & Mechanics:
- Skill Bonus: +20% to Sleight of Hand and Pick Lock.
- Silent Pluck (Passive): All manual tasks performed with the glove are considered “Silent.” An observer must succeed in an Extreme Listen check to hear the clicking of a lock or the rustle of a purse being lifted.
- Weightless Acquisition (Passive): When lifting an object under 1 lb, the user does not need to make a DEX roll to avoid the victim noticing a change in weight; success is automatic unless the victim is looking directly at the object.
- Magpie’s Distraction (Active): Spend 2 Magic Points and 1D2 Sanity to flash the glove. All onlookers within 5 yards must pass a Hard POW check or be blinded/distracted for 1 round.
- Drawback: The Itch. Whenever the wearer is in the presence of an unattended valuable (worth $50+), they must pass a POW check or be compelled to filch it.
Blades in the Dark
Item Name: The Magpie’s Ghost-Hand Tier: I (Fine Quality) Load: 0 (Worn)
Mechanics:
- Ghost-Touch: This is a Fine tool for Prowling or Finessing. It grants +1 Effect when picking pockets or bypassing mechanical security.
- Passive – Weightless: You may push yourself to ensure a “clean lift.” Even on a partial success (4/5) on a Finesse roll, the victim does not realize they have been robbed until they later check their pockets.
- Magpie’s Distraction (Active): Spend 1 Stress to trigger a hypnotic shimmer. This counts as a Setup action for a teammate or a way to vanish from a guard’s line of sight, granting Increased Effect on the next stealth-related action.
- Wing-Whirl Retreat (Active): If you take a consequence related to being caught or cornered, you may spend 1 Stress to resist that consequence by vanishing in a gust of feathers, repositioning to a nearby hiding spot.
Dungeons & Dragons (5th Edition)
Item Name: Tengrism 112: Magpie’s Shadow-Glove Type: Wondrous Item, Common (Requires Attunement)
Stat Block & Mechanics:
- Skill Proficiencies: You gain proficiency in Sleight of Hand. If you are already proficient, you add double your proficiency bonus to checks made with that skill.
- Passive – Silent Pluck: You have advantage on Dexterity (Sleight of Hand) checks to pick pockets or disarm traps, and these actions make no sound.
- Magpie’s Distraction (Active): As a bonus action, you can cause the glove to shimmer. One creature within 10 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be Charmed by the display until the start of your next turn or until it takes damage. While charmed, it is incapacitated. You can use this feature twice per long rest.
- Wing-Whirl Retreat (Active): When a creature misses you with an attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks.
- Drawback: You have disadvantage on any Sleight of Hand check made to handle objects heavier than 5 lbs, as the glove’s magic is tuned only for delicate weights.
Knave (2nd Edition)
Item Name: The Glint-Glove Inventory Slots: 0 (Worn)
Mechanics:
- Magpie’s Itch: You automatically notice any hidden precious metals or gems within 10 feet.
- Feather-Touch: You gain Advantage on checks to pick locks or bypass mechanical traps.
- Silent Pluck: Actions taken with the gloved hand never trigger “hearing” checks from guards or monsters.
- Magpie’s Distraction: Once per day, you may flash the glove to automatically win an initiative roll or escape an encounter with a confused foe.
- Wing-Whirl Retreat: Once per day, if you are detected while stealing, you may instantly teleport 20 feet to a shaded area you can see.
- Drawback: The glove is fragile. If you take damage from a fall or a crushing trap, the glove is destroyed.
Fate Core
Artifact Name: The Magpie’s Shadow-Glove Classification: Common Tier 1 Magic Item High Concept: Iridescent Shamanic Glove of the Unseen Hand
Stunts:
- Feather-Touch: Gain a +2 to Burglary rolls when used to bypass mechanical locks or disarm delicate traps where tactile feedback is essential.
- Silent Pluck: When you use Burglary to Create an Advantage related to stealthy theft, you may ignore any “Sound” or “Noise” related complications or aspects on the scene.
- Magpie’s Distraction (Active): Once per scene, you may use Burglary instead of Stealth to disappear from view, provided you have a momentary distraction to trigger the glove’s iridescent shimmer.
- Wing-Whirl Retreat (Active): Once per session, when you fail a Burglary or Stealth roll, you may spend a Fate Point to succeed automatically by releasing a burst of spectral feathers, narrating your narrow escape.
Numenera & Cypher System
Artifact Name: Tengrism 112 Glove Level: 1d6 Form: A single, lightweight glove of shimmering, oily-colored feathers. Depletion: 1 in 20
Mechanics:
- Enabler: The wearer is trained in all tasks involving manual dexterity, picking pockets, and picking locks.
- Weightless Acquisition (Passive): The wearer can lift and move objects weighing less than 1 pound without making any noise and without the object registering a change in weight to its previous holder.
- Glint-Sight (Passive): The wearer gains an asset to all tasks involving finding hidden valuables or identifying precious metals.
- Magpie’s Distraction (Action): The glove flashes with blinding light. All creatures in short range must succeed on a Difficulty 3 Intellect defense roll or be dazed for one round, during which the difficulty of all tasks they perform is increased by one step.
- Wing-Whirl Retreat (Action): The wearer activates the glove to become a blur of motion. For the next minute, the difficulty of all speed defense rolls is decreased by one step, and they can move an additional 10 feet as part of any move action.
Pathfinder (2nd Edition)
Artifact Name: Tengrism 112: Glove of the Magpie’s Shadow Item Level: 2 Price: 30 gp Usage: Worn (Hands); Bulk: — Traits: Common, Illusion, Invested, Magical, Primal, Transmutation
Stat Block & Mechanics:
- Skill Bonus: You gain a +1 item bonus to Thievery checks to Pick a Lock or Steal.
- Silent Pluck (Passive): When you successfully Steal an item, you do not provoke reactions that trigger on sound, and you gain a +2 circumstance bonus to the check if the target is distracted by noise.
- Weightless Acquisition (Passive): If you successfully Steal an object of Light bulk or negligible bulk, the target does not gain the usual +5 circumstance bonus to their Perception DC to notice the theft due to weight change.
- Magpie’s Distraction (One Action): (Frequency: 1/day) Effect: You snap your fingers, creating a hypnotic flash. One creature within 10 feet must attempt a DC 16 Will save. Success: The creature is unaffected. Failure: The creature is Dazzled for 1 round. Critical Failure: The creature is Dazzled for 1 round and Off-Guard until the start of your next turn.
- Wing-Whirl Retreat (Reaction): (Frequency: 1/short rest) Trigger: You fail a Thievery or Stealth check. Effect: You Step. This movement does not provoke reactions and leaves behind a cloud of spectral feathers that grants you concealed status until the end of your next turn.
Savage Worlds (Adventure Edition)
Artifact Name: Magpie’s Shadow-Glove Type: Enchanted Gear (Hands) Cost: 450 credits
Mechanics:
- Feather-Touch: The wearer gains a +2 bonus to Thievery rolls involving fine motor skills (locks, pockets, small mechanisms).
- Spirit-Grip (Passive): The wearer gains a +2 bonus to any Athletics rolls made to climb or grip smooth surfaces, provided they are using the gloved hand.
- Weightless Acquisition (Passive): When successfully stealing an item, the victim’s Notice roll to realize they’ve been robbed is made at -2.
- Magpie’s Distraction (Active): As a limited action, the wearer may flash the glove. All adjacent foes must make an Agility roll or be Distracted.
- Wing-Whirl Retreat (Active): Once per encounter, when the wearer takes a Move action, they may add +2″ to their Pace and ignore the First Strike ability of any enemies they pass.
- Drawback: Fragile. If the wearer suffers a Wound while using this hand for a physical task (climbing, combat), the glove becomes non-functional until repaired by a Shaman.
Shadowrun (6th Edition)
Item Name: Magpie-Shaman Shadow-Glove Type: Qi Focus (Level 2) Availability: 3(R) Cost: 6,000¥ (plus 2 Karma to bond)
Stat Block & Mechanics:
- Aura: A shifting, iridescent pattern that seems to pull nearby light into a spiral around the fingers.
- Passive – Silent Pluck: The focus provides a +2 dice pool bonus to all Stealth and Palming tests. Additionally, the focus magically dampens all acoustic noise within a 5cm radius of the glove, effectively granting “Silence” to any mechanical action (like picking a lock).
- Passive – Weightless Acquisition: When lifting an object with a mass under 0.5 kg, the item does not register as “removed weight” to the victim. The threshold for the victim to notice the theft via touch is increased by 3.
- Magpie’s Distraction (Minor Action): The user can spend 1 Edge to cause the glove to flare with hypnotic color. All observers within 5 meters suffer a -2 penalty to their next Perception or Defense test as they are momentarily dazzled.
- Wing-Whirl Retreat (Reaction): When the user is targeted by an attack or detected during a stealth action, they may spend a Minor Action to shift 2 meters in any direction, leaving behind a cloud of spectral feathers that grants them Partial Cover until the end of the current player turn.
- The Glint-Sight: While active, the user gains the “Object Resistance” sense for small, high-value items, allowing them to perceive electronic or magical signatures of items through non-shielded containers.
Starfinder (2nd Edition)
Item Name: Tengrism 112 Magpie Glove Item Level: 2 Price: 575 Credits Usage: Worn (1 Hand); Bulk: — Traits: Illusion, Shamanic, Stealth, Tech-Magic Hybrid
Stat Block & Mechanics:
- Passive – Feather-Touch: You gain a +1 item bonus to Thievery checks. This bonus increases to +2 when used to Disable a Device or Pick a Lock.
- Passive – Silent Pluck: When you use the Thievery skill to Steal, you do not provoke reactions that trigger on sound, and the DC for a creature to notice you via hearing is increased by 5.
- Magpie’s Distraction (One Action): (Frequency: 2/Day) You flash the glove at a creature within 15 feet. The target must succeed on a Will save (DC 15). If they fail, they are Off-Guard and Dazzled until the start of your next turn.
- Wing-Whirl Retreat (Reaction): Trigger: You are targeted by a melee attack or fail a Stealth check. Effect: You release a burst of feathers and wind. You may immediately Step. Until the start of your next turn, you have Concealment against the triggering creature.
- Drawback: Delicate Tech. If you take more than 10 points of damage from a single physical attack while the glove is worn, the glove is suppressed and becomes non-functional for 1d4 rounds.
Traveller (Mongoose 2nd Edition)
Item Name: Iridescent Filching-Glove 112 Tech Level: 12 (Psionic-Crystallized) Weight: — Cost: Cr 3,200
Stat Block & Mechanics:
- Passive – Magpie’s Itch: The wearer gains a +1 DM to all Recon checks made to find hidden compartments or valuables.
- Passive – Silent Pluck: The wearer receives a +2 DM to all Stealth (Dexterity) or Dexterity checks involving the use of their hands in total silence.
- Spirit-Grip (Enabler): The interior of the glove uses micro-suction and shamanic resonance to ensure the user never drops a held object unless they intend to. This grants an automatic success on checks to maintain a grip on small objects while climbing or in zero-G.
- Magpie’s Distraction (Significant Action): The wearer triggers a high-frequency light pulse. All biological beings in the same “Close” range must make an END check (8+) or be distracted, suffering a -2 DM to all checks for the next round.
- Wing-Whirl Retreat: Once per day, the wearer can activate a localized gravitational puff. This allows them to move up to 6 meters instantly as a Minor Action, bypassing any obstacles.
- Drawback: The glove is recognizable to law enforcement. If seen during a search, it provides a -4 DM to any Advocate or Diplomacy checks made to explain one’s presence in a restricted area.
Warhammer (Age of Sigmar: Soulbound)
Item Name: Magpie-Shaman’s Feathered Mitt Rarity: Common Complexity: Average (TN 11)
Stat Block & Mechanics:
- Passive – Feather-Touch: You gain +1d6 to Stealth (Dexterity) and Guile (Intuition) tests related to pick-pocketing or lock-picking.
- Passive – Silent Pluck: Any Thievery or Stealth action performed with the glove is considered “Subtle.” You do not increase the Alarm or Awareness level of a scene when performing manual tasks.
- Weightless Acquisition (Passive): When you take an item from a creature, the creature does not notice the theft until they actively check their belongings, regardless of their Passive Awareness.
- Magpie’s Distraction (Action): You snap your fingers, causing a prismatic flare. One enemy in your Zone must pass a Soul (TN 11) test or be Blinded until the start of your next turn.
- Wing-Whirl Retreat (Reaction): When an enemy enters your Zone, you may use your Reaction to move into an adjacent Zone, leaving behind a flurry of iridescent feathers.
- Drawback: The glove hums with a faint avian “chatter” that can be heard by animals. You have Disadvantage on Stealth tests against creatures with the Beast trait.
