Lore: In the high-altitude sky-docks and wind-scoured canyons of Saṃsāra, wind resistance is the enemy of survival. The Gale-Runner’s Bandolier was engineered for the “Cloud-Cutters”—couriers and scouts who leap between steam-gliders and navigate the treacherous verticality of the world. Traditional pouches flap and drag, but this bandolier uses low-level transmutation to flatten its profile. The fabric is woven from silver-silk and the feathers of high-soaring raptors, designed to let the air pass over the wearer as if they were a blade slicing through the sky. For a Tier 1 avatar, it is the quintessential tool for those who value speed and grace over heavy bulk.
Description: A sleek, diagonal chest-strap made of grey, iridescent leather that seems to shimmer like a mirage. It features four “Slipstream Slots”—recessed, teardrop-shaped magnetic depressions that pull items flush against the body to eliminate drag. Along the back, a “Vortex-Stabilizer Scabbard” holds a single light weapon or tool, aligning it perfectly with the wearer’s spine to maintain an aerodynamic silhouette.
Stats
- Tier: 1
- Rarity: Common
- Weight: 0.5 lb
- Specific Slot: Worn Item (Torso/Shoulder)
- Storage Capacity: 4 Slipstream Slots and 1 Vortex-Stabilizer Scabbard.
Skills Gained While Openly Worn
- Kinetic Navigation: +3 to Acrobatics checks involving jumping, falling, or mid-air maneuvering.
- Wind-Reading: +2 to Perception checks to determine wind direction, speed, and upcoming gusts.
- Streamlined Reflexes: +2 to Initiative rolls when in an outdoor or high-velocity environment.
Passives Magic
- Air-Sheath: A permanent, razor-thin envelope of pressurized air surrounds the bandolier, reducing wind resistance and preventing the fabric from flapping or making noise in high winds.
- Weightless Alignment: Items placed in the Slipstream Slots have their weight redistributed along the wearer’s center of gravity, negating any balance penalties usually caused by carrying asymmetrical gear.
- Drag-Reduction Aura: While the wearer is moving at a sprint or falling, the bandolier subtly adjusts the wearer’s clothing to minimize air friction, increasing jump distances by 10%.
Activable Magics
- Gale-Burst (1 Mana): As a reaction to falling or being pushed, the bandolier releases a concentrated puff of air, allowing the wearer to shift 5 feet in any horizontal direction mid-air.
- Slipstream Dash (2 Mana): For 1 minute, the wearer ignores difficult terrain caused by strong winds or atmospheric pressure and moves at +5 feet to their base speed.
- Anchor-Lock (1 Mana): The magnetic filaments in the slots pulse with extreme force for 10 minutes, ensuring that stored items cannot be dislodged even by hurricane-force winds or violent impact.
Tags: Aerodynamics, Speed, Agility, Tier-1, Common, Kinetic, Wind-Resistance, Mobility, Specialized-Storage, Flight-Aid, Streamlined, Sky-Diver, Turbulence-Dampening, Frictionless-Surface, Momentum-Retention, Vertical-climb, Weight-Distribution, Velocity-Cap, Rapid-Ascent, Airfoil-Profile, Thermal-Gliding, High-Altitude-Gear
In the world of Saṃsāra, the Slots 119 Gale-Runner’s Bandolier is the mark of those who live between the gusts—the couriers, the riggers, and the sky-dock laborers. Because speed is the lifeblood of the high-altitude districts, this item is frequently circulated through both official and industrial channels.
Methods of Acquisition
- Aeronautic Apprenticeship Young couriers who join the “Cloud-Cutter” guilds are often issued a standard-issue Gale-Runner’s Bandolier upon completing their first “Free-Fall Certification.” It is considered a basic survival tool for those working on the edge of the sky-islands, and the cost is usually deducted from their first month of wages.
- Salvage from the Deeps When steam-gliders or cargo-skiffs crash into the lower mists, the bandoliers are among the few items that survive intact due to their Anchor-Lock magic. Scavengers who venture into the “Gravity-Sinks” often return with these weathered but functional straps, selling them to refurbishers who restore the silver-silk.
- High-Altitude Racing Prizes In the canyon settlements where wind-racing is the primary sport, these bandoliers are often given as “Participation Awards” or secondary prizes. Winning a localized sprint through the iron-gale vents might yield a brand-new 119 model with a custom guild-dye.
Shops and Marketplaces
- The Slipstream Tailor (Aero-Isle Plazas) Located near the launch catapults of the major sky-cities, these upscale shops serve professional gliders and racers. Cost: 30 to 40 Gold Pieces. Acquisition: The shop is designed with its own internal wind-tunnel. Before buying, the avatar is invited to step into a high-velocity stream of air to feel the Air-Sheath activate. The shopkeeper ensures the fit is perfect, as a loose bandolier defeats the purpose of aerodynamics.
- The Rigger’s Surplus (Industrial Sky-Docks) These cluttered, utilitarian shops serve the laborers who maintain the massive steam-engines of the sky-ports. Cost: 15 to 22 Gold Pieces. Acquisition: Items here are often sold in bulk or pulled from large bins. They may have grease stains or minor scuffs, but the magic is guaranteed. The buyer is expected to know exactly what they need; the shopkeeper has little patience for those who don’t understand wind-resistance.
- The Gutter-Gale Exchange (Lower Undercity) In the damp, low-pressure zones where the wind is recycled and foul, these items are sold to “Shadow-Gliders”—those who navigate the vertical shafts for illicit purposes. Cost: 10 to 14 Gold Pieces. Acquisition: These shops are often hidden behind steam-vents. The bandoliers sold here might be “hot” (stolen) or salvaged from the “Deep-Crashes.” Buying here is a risk, as the Gale-Burst magic might be temperamental, but the low price is a strong draw for those with little gold.
- Frontier Wind-Posts (Canyon Settlements) Small outposts located at the mouth of the iron-gale canyons, serving travelers who must cross the wind-scoured plains. Cost: 25 to 35 Gold Pieces. Acquisition: These shops are built into the cliff-faces. The bandoliers here are reinforced with extra leather to survive the abrasive dust of the canyons. The sellers often trade for “Wind-Map Data” or fresh “Steam-Canisters” in lieu of full gold payment.
Kinetic Maneuvering with the Gale-Runner’s Bandolier
The roleplay of the Slots 119 centers on “Momentum and Fluidity.” The wearer does not act as a solid object, but as a cutting edge. They roleplay the mastery of air currents, using the bandolier to maintain high velocity where others would be slowed by drag or buffeted by the iron-gales.
Defense: The Grace of the Uncatchable
- High-Altitude Vertigo and Falls
- Roleplay: When knocked from a sky-dock or miscalculating a leap between gliders, the avatar does not roleplay panic. They roleplay a conscious activation of Gale-Burst. They roleplay a sudden, sharp exhalation as the bandolier releases its stored air, roleplaying a mid-air “shove” that realigns their body toward a safe ledge. The defense is roleplayed as an intentional correction of physics, turning a lethal fall into a controlled descent.
- Navigating Gale-Force Winds
- Roleplay: In a canyon where the iron-gales are strong enough to knock over a beast of burden, the avatar roleplays leaning into the wind. They roleplay the Air-Sheath as a shimmering, silent bubble that parts the air around them. While their allies roleplay struggling and shielding their eyes, the wearer roleplays walking with eerie smoothness, the wind roleplayed as sliding off their shoulders like water off a polished stone.
- Evasion in Tight, Vertical Spaces
- Roleplay: When pursued through the narrow exhaust-shafts of a steam-engine, the avatar uses Streamlined Reflexes. They roleplay their movements as being “without friction.” As they bank around corners, they roleplay the Weightless Alignment shifting the balance of their gear, allowing them to take turns at speeds that would cause others to crash. The defense is roleplayed as being “too fast to track,” a blur of iridescent grey in the steam.
Offense: The Velocity of the Blade
- Aerial Ambush and Drop-Strikes
- Roleplay: Launching from a high vantage point, the avatar roleplays the Drag-Reduction Aura. They roleplay their descent as a silent, accelerating plunge. Instead of a clumsy drop, they roleplay a “Falcon’s Strike,” roleplaying the lack of air-resistance as a build-up of lethal kinetic energy. They roleplay landing their blow at a velocity far beyond what a normal warrior could achieve, using their own speed as the primary weapon.
- The Unstoppable Charge
- Roleplay: On a flat bridge or dock, the avatar activates Slipstream Dash. They roleplay the world becoming a tunnel of focused air. They roleplay sprinting toward an enemy, roleplaying the wind as a tailwind that pushes them forward. The offense is roleplayed as a “Sonic Impact,” where the avatar hits the target before the sound of their footsteps even reaches the enemy’s ears.
- Rapid-Draw Harassment
- Roleplay: During a high-speed chase, the avatar uses the Slipstream Slots. They roleplay reaching for a light throwing-dagger or a tool, roleplaying the magnetic release as “weightless.” Because there is no drag on the item, the avatar roleplays a flurry of attacks while moving at full speed, roleplaying that their equipment is as much a part of the wind as they are.
Tactical Synergy: The Slipstream Pivot
In any environment, the avatar can roleplay the Anchor-Lock. During a violent impact or a sudden change in gravity, they roleplay the magnetic filaments “clamping down” on their gear with a metallic hum. This allows the avatar to roleplay a “Crash-Reset,” roleplaying that while they might be bruised by a fall, their tools and weapons are perfectly where they need to be for an immediate counter-attack, never lost to the wind or the momentum of the strike.

Perception of Activation:
User’s Perspective
- Sight: I see the world through a slight “lens effect” as the Air-Sheath bends light around my field of vision. The grey leather of the bandolier begins to vibrate visually, becoming a blur of iridescent motion. When I use Gale-Burst, a translucent ripple of distorted air expands outward from my chest like a pebble dropped in a pond.
- Sound: The constant roar of the wind suddenly drops to a localized, sharp “whistle-tone.” I hear the magnetic filaments in the slots engaging with a high-pitched “ping” that resonates through my collarbone.
- Touch: I feel a sudden reduction in the “tug” of my clothes. It feels as though I am submerged in a thin, frictionless oil. During a Slipstream Dash, a cool, pressurized sensation presses against my leading shoulder, pushing me forward like an invisible hand.
- Extra-Sensory – Velocity Sense: I perceive my speed not as a number, but as a glowing blue line in my mind’s eye. I can “feel” the upcoming resistance of air pockets before I hit them, allowing me to angle my body for maximum penetration.
Observer’s Perspective
- Sight: The gale-runner seems to sharpen in focus, their edges becoming unnaturally defined. As they accelerate, a faint “vapor-cone” momentarily forms around their torso. Items in the slots don’t just sit there; they seem to be sucked into the leather, becoming perfectly flush with the wearer’s silhouette.
- Sound: Those nearby hear a sudden “thrum” followed by the sound of a blade slicing through silk. When the wearer moves at top speed, they produce a distinctive “vortex-howl” that trails behind them.
- Touch: If I stand too close to the wearer during a Gale-Burst, I feel a sharp, cold slap of air that smells faintly of ozone and high-altitude ice.
Positives
- User: I feel weightless and unburdened. The Weightless Alignment removes the “clunkiness” of my gear, making me feel like a natural predator of the sky. I feel a sense of absolute control over my trajectory, even when gravity should be my master.
- Observer: The party sees a teammate who moves with impossible grace. In high-wind hazards where others are crawling, the gale-runner is a reliable anchor who can reach distant objectives in seconds.
Negatives
- User: “High-Speed Vertigo”—moving so fast while the rest of the world remains slow can cause a brief moment of nausea when the magic ends. There is also the “Quiet-Deafness”; the Air-Sheath is so effective at blocking wind noise that I might miss verbal warnings from my allies.
- Observer: The gale-runner is often too fast to support. Allies may find it difficult to coordinate attacks or provide healing to someone who is constantly repositioning at terminal velocity.
Extra-Sensory Perceptions
- Laminar Flow Vision: I see the air currents as flowing ribbons of color. I can distinguish between “Turbulent” (red) and “Laminar” (blue) air, allowing me to pick the path of least resistance through a storm.
- Pressure Mapping: I feel the atmospheric pressure of the entire area on my skin. I can sense the “Weight” of a storm front moving in from miles away or the “Vacuum-Pocket” left behind by a passing steam-glider.
- Gravity-Leaning: I perceive the “Pull” of Saṃsāra’s gravity as a physical tether. By mentally “leaning” against this tether, I can use the bandolier’s aerodynamics to convert vertical falling speed into horizontal gliding distance.
The Cloud-Cutter’s Stitch: Crafting the Gale-Runner’s Bandolier
This Tier 1 crafting process utilizes “Atmospheric Streamlining.” The goal is to bind high-altitude organic materials with kinetic stabilizers to create a garment that treats the air as a teammate rather than an obstacle.
Materials Needed
- 1.5 Yards of Silver-Silk: Woven from the cocoons of spiders that live on the undersides of sky-islands; it is naturally resistant to tearing under high pressure.
- 4 High-Raptor Feathers: Must be harvested from birds that hunt in the iron-gale canyons. These act as the “sensors” for the Wind-Reading ability.
- 1 Strip of Iridescent Mirage-Leather: Taken from the hide of a sky-ray, this material provides the base for the Air-Sheath.
- 5 Teardrop Magnetic Depressions: Salvaged from the navigation arrays of decommissioned steam-gliders.
- 1 Vial of Pressurized Ozone: Captured during a lightning storm in the high-mists to prime the Gale-Burst mechanism.
- 1 Spool of Kinetic-Filament: Thread that has been spun in a vacuum-chamber to ensure it does not “vibrate” in the wind.
Tools Required
- Aerodynamic Mandrel: A specialized form used to hold the bandolier in a “flight position” during assembly.
- Vacuum-Sealing Jar: To keep the Rapture Feathers and Ozone from dissipating before they are bound to the leather.
- Magnetic Alignment Level: To ensure the Slipstream Slots are perfectly centered along the wearer’s center of gravity.
- Polishing Buffer: To maintain the “Frictionless-Surface” of the Mirage-Leather.
Skill Requirements
- Acrobatics (Level 1): The crafter must understand “Kinetic Balance” to place the slots where they won’t interfere with the wearer’s natural movement.
- Leatherworking (Apprentice): Necessary for working with the delicate but tough sky-ray hide without puncturing the internal air-sacks.
- Tinkering (Basic Aerodynamics): Required to calibrate the magnetic pull of the slots to be flush with the garment’s surface.
Crafting Steps
- Stretching the Mirage-Base: Secure the Mirage-Leather to the Aerodynamic Mandrel. While under tension, rub the leather with the Polishing Buffer until it begins to shimmer. This creates the “Zero-Drag” foundation.
- Inlaying the Slipstream Slots: Use the Magnetic Alignment Level to mark four recessed points on the chest. Carve the teardrop shapes into the leather and inlay the magnetic depressions. These must be flush with the surface to prevent “Pocket-Turbulence.”
- Binding the Raptor Feathers: Stitch the four Raptor Feathers into the underside of the bandolier using the Kinetic-Filament. These must be oriented in a “Trailing-Edge” pattern to allow the wearer to feel the wind currents.
- Infusing the Air-Sheath: Place the partially finished bandolier into the Vacuum-Sealing Jar and slowly release the Vial of Pressurized Ozone. The Ozone will penetrate the Silver-Silk lining, creating the permanent “envelope” of air that reduces friction.
- Mounting the Vortex Scabbard: Affix the rigid scabbard along the back-line. It must be stitched with double-reinforced Kinetic-Filament to ensure it remains stationary during terminal-velocity dives.
- The Sky-Dive Attunement (Final Bind): The item is not finished until it is worn during a “Controlled Plunge.” The wearer must fall at least 50 feet and trigger a Gale-Burst to right themselves. The sudden intake of rushing air “inflates” the internal enchantments, sealing the crafting process.
Sky-Cutter-Strap and Runner-Who-Becomes-the-Arrow
In the age when the 73 islands were but tiny dust-motes in the “Great-Blue-Breath,” and the “Wheel-of-Falling” had not yet been slowed by the “Anchor-of-Iron,” there was a walker of the “Empty-Spaces” named Gale-Run. This Gale-Run was a seeker of the “Fast-Path.” In the ancient cloud-scribbles (mostly blown away by the “Hurricane-Ghosts” of the high-rim), it is sung that Gale-Run could jump from a “Mountain-Top” and reach the “Valley-Floor” before his own “Shadow” could find the ground.
At that turning of the air, the world was “Very-Thick-and-Heavy.” A courier would carry a “Bag-of-Letters,” but the wind would “Slap-the-Bag” like an angry hand. A scout would try to “Run-the-Edge,” but the air would “Pull-the-Clothes” and throw the runner into the “Big-Nothing” (the abyss). The people lived in the “Fear-of-the-Flap,” for they had no “Skin-of-Slicing” to help them go “Through-the-Wind” instead of “Against-the-Wind.”
The translation becomes “Scattered-Like-Feathers” here, but it says that Gale-Run climbed the “Spire-of-the-First-Whistle.” There, he found the “Hawk-of-the-Never-Flap,” a spirit who has “Wings-of-Mirrors” and bones made of “Hollow-Flutes.” Gale-Run asked the Hawk for a skin that could “Make-the-Air-a-Slide.” The Hawk took the “Silk-of-the-High-Spider”—a thread that never “Tangles-in-the-Storm”—and made a “Fast-Strap” (the bandolier).
The Hawk said: “This sky-skin has four-flat-holes (the slots). If you put a ‘Tool-of-Doing’ (the gear) in the hole, the hole will ‘Suck-it-Flat.’ The strap will ‘Hide-the-Bumps.’ When you fall, your chest will ‘Sneeze-the-Wind’ (gale-burst). When you run, the air will ‘Lick-your-Shoulders’ and not ‘Grab-your-Chest’ (air-sheath).”
The poorly-translated scroll says: “And the grey-leather was ‘Hungry-for-Velocity.’ Gale-Run took the ‘Knife-of-the-Dive’ and put it in the back-stick (the scabbard). He took the ‘Compass-of-the-Up’ and put it in the first-flat-hole. He took the ‘Stone-of-the-Steady-Hand’ and put it in the other-holes.”
But the strap was “Too-Sharp-with-Falling.” When Gale-Run wore it, the wind became so “Slippery” that he forgot how to “Stand-Still.” He was like a “Seed-in-a-Storm,” always moving, always “Cutting.” Even the “Great-Drafts” (the planetary winds) could not find a “Handle” to grab him. He was “Un-Grab-able.”
To “Keep-the-Items-Home,” Gale-Run took the “Filament-of-the-Kick” (the kinetic filament) and made “Tracks-of-the-Static” (the magnetic depressions). He placed the “Breath-of-the-Cloud-Spark” (the ozone) inside the silk so the air would “Form-a-Tunnel” around him. He made the “Level-of-the-Middle” (the magnetic level) so the weight would “Sit-on-the-Soul” and not pull the runner to the “Left-or-Right.”
The translation says: “The Canyon-of-the-Locked-Wings was ‘Choked-with-the-Gale.’ No one did ‘Cross-the-Bridge,’ and no one did ‘Reach-the-Sky-Port.’ Gale-Run walked to the ‘Edge-of-the-Drop.’ He did ‘Jump-the-Big-Jump.’ The wind did ‘Scream-at-the-Strap.’ But the strap did ‘Wink-at-the-Wind.’ The air did ‘Split-Apart’ like a melon under a blade. He did ‘Burst-the-Gale’ (gale-burst) to turn in the ‘Empty-Middle.’ He did ‘Land-the-Soft-Feet’ while the storm was still ‘Looking-for-Him.’”
The story tells of a “Giant-of-the-Heavy-Armor” who tried to catch Gale-Run. Because the giant was “Wide-and-Flat,” he thought he could “Block-the-Way.” But Gale-Run used the “Slipstream-Dash.” He did not “Hit-the-Giant”; he “Flowed-Past-the-Giant” like smoke through a “Key-Hole.” The giant’s grab did “Miss-the-Skin,” for when the “Runner-is-Streamlined,” the world is but a “Series-of-Open-Doors.”
For a thousand-thousand turnings, the Gale-Runner’s Bandoliers were the “Key-to-the-High-Road.” They allowed the traveler to “Be-the-Arrow” without the “Bustle-of-the-Cart.” But as the world grew “Heavy-with-Walls,” the original straps went “Still-and-Dull,” waiting for one who is “Willing-to-Fall” and “Daring-to-Slice” to “Wake-the-Ozone” and cut the wind once more.
Moral of the Story: The stone that is “Rough” will be “Pushed-by-the-River,” but the stone that is “Smooth” will “Find-the-Bottom-Fast,” for the “Wind” only fights those who “Fight-the-Wind,” and gives its “Strength” to those who “Become-the-Blade.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) The Gale-Runner’s Aero-Strap
- Item Type: Specialized Survival Gear
- Sanity Cost: None.
- Skills: +10% to Climb, +15% to Jump, +5% to Dodge (only in open, windy areas).
- Specialized Slots: 4 Slipstream Slots and 1 Vortex Scabbard. Small items stored here do not add to the investigator’s encumbrance and can be drawn as a Free Action once per round.
- Gale-Burst: Spend 3 Magic Points as a reaction to falling or being shoved. The investigator may move 2 yards in any horizontal direction to land on a ledge or avoid an obstacle.
- Air-Sheath: When navigating in high-wind conditions (gales, storms), the investigator ignores the “Hard” difficulty requirement for Movement or Survival checks, treating them as Regular difficulty instead.
- Anchor-Lock: Any item secured in the strap cannot be lost or dropped due to a Fumble or an extreme physical impact.
Blades in the Dark Fine Gale-Runner’s Bandolier
- Item Quality: Fine (Tier I)
- Load: 0 (Worn). Provides 4 “Slipstream Slots” and 1 “Vortex Scabbard” for light weapons or tools. Items in these slots do not count toward your total Load.
- Kinetic Navigation: You gain +1d to Prowl or Finesse when performing athletic feats involving high-speed movement, leaping, or balancing at heights.
- Gale-Burst: You may spend 1 Stress to perform a mid-air maneuver. This allows you to negate a “Controlled” or “Risky” consequence related to falling or losing your footing.
- Slipstream Dash: When you take a Desperate action involving a sprint or a chase, you gain Potency as the air-sheath clears your path.
- Air-Sheath: You are immune to the “Wind-Blown” or “Disoriented by Pressure” minor consequences in industrial or natural storm environments.
Dungeons & Dragons (5th Edition) Slots 119 of the Gale-Runner’s Bandolier
- Wondrous item, common
- Specialized Slots: This bandolier features 4 Slipstream Slots and 1 Vortex-Stabilizer Scabbard. While stored, these items have no weight and do not flap or jingle during movement.
- Streamlined Reflexes: You have advantage on Initiative rolls while you are outdoors or in a vertical environment (such as a cliffside or sky-dock).
- Activable Magic (3 Charges):
- Gale-Burst (1 Charge): As a reaction when you fall or are moved against your will, you can move up to 5 feet horizontally. This movement does not provoke opportunity attacks.
- Slipstream Dash (1 Charge): As a bonus action, your walking speed increases by 10 feet and your jump distance is doubled until the end of your turn.
- Anchor-Lock (1 Charge): As a bonus action, you magically lock your gear. For 1 hour, you cannot be disarmed of items in your slots, and they cannot be stolen.
- Recharge: The bandolier regains all charges daily at dawn.
Knave (2nd Edition) The Sky-Cutter’s Bandolier
- Item Slots: 0 (Worn). Provides 4 “Slipstream Slots” (for tiny items) and 1 “Scabbard” (for one light weapon). These do not occupy your limited inventory slots.
- Quality: Tier 1 (Common)
- Kinetic Navigation: You gain a +3 bonus to any Save made to avoid falling or to land safely from a height.
- Air-Sheath: You move at full speed even in heavy winds or through difficult, cluttered terrain that would normally slow you down.
- Gale-Burst: Once per day, if you fall, you may “drift” up to 10 feet horizontally to land on a safe surface.
- Wind-Reading: You can always sense the exact direction of the nearest steam-vent or natural air current within 100 feet.
- Weightless Alignment: You never suffer a penalty to balance or sneaking caused by the weight of items stored in this bandolier.
Fate Condensed The Gale-Runner’s Bandolier (Slots 119)
- Item Type: Tier 1 Kinetic Support Gear
- Aspects: High Concept: “Frictionless Sky-Strap”; Passive: “One with the Slipstream.”
- Stunt: Kinetic Navigation: I gain a +2 bonus to Athletics actions when I am jumping, climbing, or moving at high speeds in vertical or wind-heavy environments.
- Stunt: Gale-Burst: Once per scene, when I would suffer a consequence from a fall or being knocked back, I can spend a Fate Point to immediately reposition myself to a nearby ledge or safe surface, effectively canceling the physical harm of the movement.
- Stunt: Slipstream Dash: When I move more than one zone in an exchange, I gain a +2 bonus to my defense rolls against any physical attacks until my next turn, as the air-sheath makes me a blurred and difficult target.
- Specific Slot: This bandolier features 4 Slipstream Slots. Small items stored here are considered “Part of the Profile” and do not count toward any limits on what I can reasonably carry while performing extreme acrobatics.
Numenera & Cypher System The Aerodynamic Slip-Strap
- Level: 3 (Artifact)
- Form: A shimmering grey leather bandolier with recessed teardrop-shaped magnetic mounts.
- Depletion: 1 in 1d100 (Check only when using Gale-Burst).
- Passive: Drag-Reduction Aura: The wearer is trained in all defense tasks based on speed and all movement tasks involving jumping or navigating narrow ledges.
- Passive: Weightless Alignment: The wearer ignores any penalties to speed or balance caused by the items currently stored in the bandolier’s slots.
- Active: Gale-Burst (2 Intellect Points): As a reaction to falling or being moved involuntarily, the wearer releases a puff of air that allows them to move up to an immediate distance in any horizontal direction mid-air.
- Active: Slipstream Dash (1 Intellect Point): For one minute, the wearer’s movement speed is increased by one category (e.g., immediate becomes short).
- Active: Anchor-Lock (1 Intellect Point): The magnetic mounts engage fully. For the next hour, items in the slots cannot be removed by anyone other than the wearer, even if the wearer is unconscious.
Pathfinder (2nd Edition) Slots 119 Gale-Runner’s Bandolier
- Item 1: Common, Invested, Magical, Transmutation
- Usage: worn (torso/shoulder); Bulk: L
- Passive: Kinetic Navigation: You gain a +1 item bonus to Athletics checks to High Jump or Long Jump and Acrobatics checks to Balance on narrow surfaces.
- Passive: Streamlined Profile: The bandolier has 4 Slipstream Slots and 1 Vortex-Stabilizer Scabbard. Items in these slots do not contribute to your Bulk and do not count against the number of items you can wear.
- Passive: Air-Sheath: You gain a +1 circumstance bonus to AC against Ranged attacks while you are moving at least half your Speed, as the air-sheath deflects projectiles.
- Activate: Gale-Burst [Reaction] (Air, Move): Trigger: You are falling or a forced movement effect is applied to you. Effect: You move 5 feet in a horizontal direction. If this puts you on a solid surface, your fall ends.
- Activate: Slipstream Dash [One-Action] (Air, Move): Frequency: Once per hour. For 1 minute, you gain a +5-foot status bonus to your Speed and you ignore difficult terrain caused by wind or weather.
- Activate: Anchor-Lock [One-Action] (Magical): For 10 minutes, you gain a +4 status bonus to your Reflex DC against disarm attempts targeting items in the bandolier.
Savage Worlds (Adventure Edition) The Gale-Runner’s Bandolier
- Type: Tier 1 Minor Artifact
- Attributes: The wearer gains a +1 bonus to Athletics rolls involving jumping, climbing, or swimming.
- Passives: Drag-Reduction Aura: The wearer’s Pace is increased by +2 and their Running die is increased by one die type (e.g., d6 to d8).
- Passives: Wind-Reading: The wearer ignores penalties for “Strong Winds” and treats “Windstorms” as only a -1 penalty to all physical actions.
- Powers: Gale-Burst: The wearer can cast the havoc power (self-centered only) using Athletics as their arcane skill to push themselves or others away.
- Powers: Slipstream Dash: The wearer has the speed power (self only) as an Innate Ability.
- Powers: Anchor-Lock: Items in the slots are effectively “bonded.” Attempts to Steal or Disarm items from the bandolier suffer a -4 penalty.
- Tags: Aerodynamics, Speed, Agility, Tier-1, Common, Kinetic, Wind-Resistance, Mobility, Specialized-Storage, Flight-Aid, Streamlined.
Shadowrun (6th Edition) The 119th “Vortex” Kinetic Sling
- Item Type: Qi Focus (Rating 1) / Specialized Harness
- Availability: 3
- Cost: 3,800¥
- Armor Rating: +0 (Social/Utility Focus)
- Kinetic Navigation: The user gains a +1 dice pool modifier to all Athletics tests involving jumping, climbing, or parkour.
- Passives: Air-Sheath: When moving at a Sprint, the user gains a +1 Defensive Rating bonus as the localized air envelope disrupts incoming projectile trajectories.
- Passives: Static-Cling Security: Items in the slots are held by high-tension magnetic clamps. Anyone attempting to disarm the wearer or pickpocket an item from the sling suffers a -2 dice pool penalty.
- Activable: Gale-Burst (Minor Action): The user spends 1 Edge to vent pressurized air. This allows the user to immediately move 2 meters in any direction, even while mid-air, often used to turn a fall into a controlled slide.
- Activable: Slipstream Dash (Major Action): For the remainder of the combat round, the user’s Tactical Move and Sprint distances are increased by 2 meters, and they ignore movement penalties from wind or weather-based environmental hazards.
Starfinder (1st Edition) Slots 119 Slipstream EVA Bandolier
- Item Level: 1
- Price: 350 Credits
- Bulk: L
- Specific Slot: Worn (Torso)
- Capacity: 4 Slipstream Slots (L-Bulk items only), 1 Vortex Scabbard (Small arms or basic melee weapons only).
- Passive: Streamlined Reflexes: You gain a +1 insight bonus to Initiative checks and a +2 circumstance bonus to Acrobatics checks made to Balance or Tumble.
- Passive: Drag-Reduction Aura: While in a vacuum or zero-gravity environment, your fly speed (if any) increases by 10 feet. On a planet with an atmosphere, your jump distance is increased by 5 feet.
- Active: Gale-Burst (Reaction): Once per day, when you fall or are subjected to a bull rush, you can move 5 feet in a horizontal direction. This movement does not provoke attacks of opportunity.
- Active: Slipstream Dash (Swift Action): You gain the benefits of the expeditious retreat spell for 1 round. You can use this ability a number of times per day equal to your Dexterity modifier.
- Active: Anchor-Lock (Standard Action): For 1 hour, items in your slots cannot be dislodged by gravity fluctuations or magnetic interference.
Traveller (Mongoose 2nd Edition) The 119th Atmospheric Maneuvering Harness
- TL: 10
- Weight: 0.25 kg
- Cost: Cr750
- Skills: Kinetic Navigation: The user receives a DM+1 to all Athletics (Dexterity) checks involving movement in high-wind or low-gravity environments.
- Passives: Drag-Reduction Aura: When using a Grav-Belt or Jetpack, the user’s maximum speed is increased by 10% and fuel consumption is reduced by 5% due to the aerodynamic profile.
- Passives: Anchor-Lock: Items stored in the harness are magnetically shielded and clamped. They cannot be lost during high-G maneuvers or explosive decompression.
- Active: Gale-Burst (Significant Action): The harness triggers a one-time compressed air charge. This allows the user to change their heading by up to 90 degrees during a fall or jump, or adds +2 meters to a leap.
- Active: Slipstream Dash (Significant Action): The harness activates the air-sheath for 10 minutes. During this time, the user ignores all negative DMs from wind speeds up to Hurricane force.
Warhammer Fantasy Roleplay (4th Edition) The 119th Sky-Strider’s Bandolier
- Item Type: Survival Gear
- Encumbrance: 0 (Provides 4 “Slipstream” slots and 1 “Vortex” scabbard).
- Price: 1 Gold Crown, 10 Silver Shillings
- Traits: Aerodynamic (New Trait: Wearer ignores the first -10 penalty from Wind or Rain conditions).
- Kinetic Navigation: The wearer gains a +10 bonus to all Climb and Leap Tests.
- Passives: Drag-Reduction Aura: The wearer’s Movement (M) characteristic is treated as 1 higher for the purposes of calculating Sprinting and Running distances.
- Passives: Static-Cling Security: Attempts to use Sleight of Hand to steal from the bandolier or Disarm the wearer of items held within are made at one step of Difficulty harder (e.g., Challenging becomes Hard).
- Active: Gale-Burst (Action): Once per day, if the wearer falls from a height of at least 3 yards, they may make a Challenging (+0) Acrobatics Test. If successful, they land on their feet and reduce the effective height of the fall by 5 yards.
- Active: Slipstream Dash (Action): For 1 Round, the wearer gains the Fleet Footed Talent. If they already have it, they gain an additional +1 Movement for that round.
