Lore: In the vertiginous heights of the Cloud-Spires, where the Hive modules must navigate crumbling narrow-beams and swinging mechanical vines, balance is not just a skill—it is survival. The 1109 Model was first forged by the “Lesser-Acrobats” of the Hive who grew weary of the bone-crushing falls into the industrial mists below.
This ring is a Midi-Ring, designed to be worn between the first and second knuckle. It is crafted from “Singing-Tin,” a lightweight alloy that vibrates softly when the wearer’s center of gravity shifts too far from the midline. It is said that the ring doesn’t just help you balance; it “remembers” the feeling of solid ground and whispers that memory back into your finger joints, allowing you to treat a razor-thin wire as if it were a wide stone path.
Item Specifications
- Slot: Finger (Midi/Knuckle Position – Left or Right)
- Tier 1 Stats:
- Weightlessness: Reduces effective falling distance by 10 feet for the purpose of calculating damage.
- Kinetic Anchor: You can hang from a ledge or pole using only the finger wearing this ring without suffering fatigue for up to 5 minutes.
- Skills Gained (When Openly Worn):
- Master of Momentum: You gain Proficiency in Acrobatics. If you already have it, you gain a +2 bonus to all Acrobatics checks involving balance or tumbling.
- Graceful Recovery: When you fall and take damage, you may use your Reaction to immediately stand up from prone.
- Color: Iridescent Mercury. The metal appears to flow like liquid silver around the finger, shimmering with a pale violet luster when the wearer is in motion.
Magic Properties
Passive Magics
- The Gyroscope’s Whisper: The ring exerts a constant, subtle micro-pressure against the skin, guiding the wearer’s posture. You automatically succeed on checks to balance on surfaces at least 2 inches wide while moving at half speed.
- Adhesion Pulse: The interior of the ring produces a faint alchemical suction. This grants a +1 bonus to Athletics checks made to climb porous or rough surfaces.
Active Magics
- Aero-Burst (1 Charge/Long Rest): As a Reaction when falling or jumping, you can trigger a localized burst of pressurized air from the ring. This propels you up to 5 feet in any direction, potentially allowing you to grab a ledge or dodge a mid-air obstacle.
- Feather-Step (Concentration): By touching the ring to your temple, you can make your footsteps completely silent and weightless for 1 minute. You do not trigger pressure plates or leave footprints in soft terrain during this time.
Additional Information
- Tags: Jewelry, Midi-Ring, Acrobatics, Tier-1, Common, Movement, Wind-Walker, Singing-Tin, Lightweight, Aerostat-Grip, Balance-Loom, Horizon-Leveler, Cloud-Spire-Link, Tension-Dancer, Kinetic-Anchor, Vertigo-Dampener, Slipstream-Trace, Momentum-Etch, Mercury-Tether, Pivot-Point-Zero
- Historical Note: These were originally called “Memory Rings” because they were programmed with the muscle-memory of the Hive’s greatest scouts.
- Sizing: Because it is a knuckle ring, it is designed to fit snugly above the joint. If moved to the base of the finger, the magical effects become “dull” and provide only half the bonuses.
- Appearance: A slender, double-banded ring of swirling mercury-tin. The two bands are joined by a tiny, vertical strut that resembles a miniature shock absorber. It hums with a frequency just at the edge of human hearing.
Acquisition: The Ascent and the Exchange
- In the world of Saṃsāra, obtaining a Finger 1109 of the Wind-Walker usually requires either a physical journey or a commercial transaction in the vertical districts.
- The most traditional way to obtain the ring is through a Hive Rite of Passage. Level 1 Avatars are often sent to the Rust-Ribs, which are the exposed skeletons of ancient skyscrapers. If the Avatar can navigate the ribs to reach a suspended Hive-Cradle without falling, the Nursery-Smith gifts them the ring as a mark of their successful synchronization with the wind.
- Because these are common rarity, they are occasionally found by scrubland-scavengers near the base of high-altitude industrial ruins. These fallen rings are often tarnished and require a small alchemical cleaning to restore their mercury luster.
The Marketplace: Where the Wind-Walker Sits
Because this is a specialized movement tool, it is not found in a standard grocery or armor shop. It is sold in two specific types of establishments.
1. The Vertical Bodega (Aeronaut’s Supply)
- Found in the hanging markets of the walled towns, these shops are built into the sides of cliffs or towers.
- The environment is cramped, swaying, and filled with ropes, pulleys, and specialized climbing gear. The shopkeepers are usually retired scouts with missing limbs who know the value of a steady hand.
- The sales pitch focuses on the necessity of the item for those heading to the Spires, claiming the ring is a cheaper investment than a funeral and serves to translate sensory data into physical balance.
2. The Alchemical Pawn-Broker (The Under-Clock Dealers)
- In the lower industrial districts, these items are bought and sold as refurbished technology.
- The environment is dimly lit and smells of ozone and copper polish. Here, the rings are kept in glass cases alongside mismatched gears and drained power cells.
- Buying here is less expensive, but requires checking the Singing-Tin for cracks. A cracked 1109 might provide a false sense of balance, which is more dangerous than no balance at all.
Cost and Trade Value
- A standard purchase from a reputable Aeronaut’s Supply costs between 45 and 60 silver pieces.
- A refurbished or scavenged ring costs between 25 and 35 silver pieces and may require 1 to 4 silver pieces in alchemical cleaning costs.
- The sale price to a merchant is typically between 15 and 20 silver pieces, as dealers buy low due to the abundance of low-tier movement technology.
- Within the Hive, the item is traded for raw materials, specifically 3 units of alchemical slag, as currency is rarely used.
- The price of items varies in different parts of the world due to the cost of access and availability. It is a sellers’ market with the idea of buyer beware as to how much they are willing to pay. Although many items have suggested values, there is no set price per item or tier.
The Haggle Roleplay Note
- When buying or selling the Finger 1109, the merchant will often ask the player to perform a Quick-Step, which is a test of balance on a narrow wooden rail inside the shop.
- If the player succeeds on a DC 10 Acrobatics check, the merchant may lower the price by 5 silver pieces, acknowledging the wielder’s natural potential to harmonize with the ring.
The Kinetic Dance of the Wind-Walker
- High-Altitude Spire Navigation (Defense): When an Avatar is ambushed on a narrow beam or a crumbling ledge, the Finger 1109 provides the structural stability needed to hold a defensive stance where others would overbalance. Roleplay involves the ring vibrating intensely against the knuckle, providing a counter-torque that allows the wielder to lean out over a thousand-foot drop to parry an incoming blow without losing their footing. The user can describe the sensation of the “Singing-Tin” pulling their center of gravity back toward the center of the beam as they deflect a strike.
- High-Altitude Spire Navigation (Offense): Offensively, the ring allows for high-risk maneuvers like “The Pivot.” An Avatar can plant the finger wearing the ring onto a vertical pole or cable and use it as a fixed axis to swing their entire body weight in a wide, centrifugal kick. This permits the use of the environment’s verticality to generate force that a grounded opponent cannot match, transforming a fall into a controlled, high-velocity strike.
- Industrial Interior and Gear-Rooms (Defense): In environments filled with moving pistons and spinning gears, the ring’s “Adhesion Pulse” allows the Avatar to stick to a moving surface just long enough to dodge a crushing hazard. Roleplay focuses on the subtle suction of the ring as the user tumbles through a closing gap, using the ring to “catch” a rotating shaft and whip their body out of the path of a steam-vent.
- Industrial Interior and Gear-Rooms (Offense): The “Aero-Burst” capability serves as a tactical gap-closer in cramped machinery rooms. An Avatar can leap from a catwalk and trigger the pressurized air burst to change their trajectory mid-air, landing behind a guarded opponent. The wielder uses the ring to maintain a perfect crouched landing on a slick, oil-covered surface, immediately transitioning into a low-angle sweep while the opponent is still adjusting their aim to the Avatar’s previous position.
- Open Scrublands and Ruined Foundations (Defense): On the unstable, shifting soil of the islands, the ring acts as a sensory dampener for vertigo. If an Avatar is pushed or knocked back, the “Graceful Recovery” allows them to roleplay a fluid, acrobatic roll that returns them to their feet in a single motion. Instead of stumbling over rubble, the wielder describes the mercury-tin flowing around their knuckle, absorbing the shock of the impact and snapping their posture back to an upright, ready state.
- Open Scrublands and Ruined Foundations (Offense): In open terrain, the ring is used to facilitate “Feather-Step” flanking maneuvers. The Avatar can roleplay moving across fields of dry, crackling debris or metal shards in complete silence, circumventing an enemy’s hearing-based tremorsense. This allows for a precision strike initiated from an unexpected angle, where the Avatar uses the ring’s balance to launch a jumping attack from the top of a pile of loose slag that would normally collapse under a person’s weight.
- The Walled Town Alleys (Defense): Within the narrow, vertical slums of the towns, the “Kinetic Anchor” is used to escape pursuit. The Avatar can leap between two walls and use the ring-finger to hook into a small masonry gap or a protruding pipe, suspending themselves above the heads of a passing guard patrol. The roleplay emphasizes the tension in the finger and the ring’s internal alchemical suction holding the wielder’s weight in a static, silent hang.
- The Walled Town Alleys (Offense): The ring allows for “Wall-Running” strikes in tight corridors. By utilizing the “Gyroscope’s Whisper,” the Avatar can run several steps along a vertical wall to bypass a front-line defender’s shield, coming down with an overhead strike. The wielder describes the iridescent mercury shimmer on their hand as they defy gravity for a few heartbeats, using the ring’s stabilization to ensure their weapon strike remains accurate even while their body is horizontal to the ground.

Perception of Activation: Finger 1109 of the Wind-Walker
- Auditory Perception: The Singing Resonance
- Description: Upon activation, the mercury-tin alloy emits a high-frequency, melodic hum that pitch-shifts based on the wielder’s movement. It sounds like a vibrating glass harmonica.
- Positives: The pitch serves as an acoustic level; a steady, pure tone indicates perfect balance, while a wavering trill warns the avatar of an impending stumble before it happens.
- Negatives: The sound is audible to those with sensitive hearing in quiet environments, potentially complicating stealth against creatures with enhanced auditory senses.
- Tactile Perception: Micro-Kinetic Pressure
- Description: The midi-ring constricts slightly, then begins to pulse with a rapid, rhythmic thrumming against the knuckle. It feels as though the metal is “tapping” a tempo into the bone.
- Positives: This creates a direct neural feedback loop, sharpening the avatar’s awareness of their own joints (proprioception). It makes a narrow beam feel as wide as a mountain path.
- Negatives: Prolonged activation can lead to a “phantom vibration” sensation after the ring is removed, causing temporary numbness or a tingling itch in the finger.
- Visual Perception: Iridescent Mercury Shift
- Description: The pale violet luster of the ring intensifies, and the liquid-metal bands begin to flow faster around the finger, leaving faint, trailing streaks of silver light in the air.
- Positives: The trailing light helps the avatar track their own hand placement in dim light or during high-speed tumbles.
- Negatives: The bright shimmering makes the hand a focal point, drawing the eyes of opponents and making it difficult to hide the hand in shadows.
- Extra-Sensory Perception: The Horizon-Anchor
- Description: The avatar perceives a phantom “blue line” or “thread” that exists only in their mind’s eye, stretching from their solar plexus directly to the nearest gravitational center.
- Positives: This provides an absolute sense of “up” and “down,” even when spinning, blinded, or disoriented by industrial smog. It completely negates the physical symptoms of vertigo.
- Negatives: The mental overlay can be distracting, making it harder to focus on complex social cues or fine-print reading as the “thread” dominates the avatar’s spatial awareness.
- Extra-Sensory Perception: Vestibular Foresight
- Description: A precognitive “shiver” that runs up the spine a half-second before a surface gives way or a gust of wind shifts.
- Positives: Allows the avatar to react to environmental failures before they physically manifest, facilitating a leap to safety.
- Negatives: Causes a state of hyper-vigilance and mild anxiety, as the avatar constantly feels the “potential” for falling, even when standing on solid ground.
- Extra-Sensory Perception: Consensus Momentum
- Description: A feeling of being “pulled” or “guided” by invisible hands. The ring shares the ghost-echoes of previous Hive scouts who wore the 1109 model.
- Positives: Grants an instinctive knowledge of where to place a foot or hand for maximum grip, even on unfamiliar architecture.
- Negatives: Can feel invasive to the avatar’s sense of self, as their body occasionally moves with a grace and speed that feels “borrowed” rather than earned.
Blueprint: Re-Casting the Finger 1109 of the Wind-Walker
- Materials Needed
- Singing-Tin (3 Ounces): A resonant alloy found in the vibration-dampeners of ancient industrial cooling towers. It must be free of oxidation.
- Stabilized Mercury (1 Vial): Quicksilver treated with a binding agent to prevent vaporization during the heating process.
- Violet Phosphorus (A Pinch): Harvested from the bioluminescent lichen found on the underside of Saṃsāra’s floating islands.
- Hive-Silk Cord: A short length of distilled module-webbing used to create the internal tension of the double-band.
- Tools Required
- Micro-Forge or Portable Crucible: Capable of maintaining a steady, low-intensity alchemical heat.
- Tuning Fork (C-Sharp): Required to calibrate the Singing-Tin to the correct harmonic frequency.
- Precision Mandrel: A tapered rod used to shape midi-rings and ensure they sit correctly above the knuckle.
- Alchemical Etching Needle: For inscribing the microscopic “1109” memory-code into the inner band.
- Skill Requirements
- Metallurgy (Novice): Understanding of low-heat alloys and the blending of liquid and solid metals.
- Acrobatic Intuition: The crafter must have a natural sense of balance to “imbue” the tin with the correct kinetic memory.
- Alchemy (Basic): Necessary for the stabilization of the mercury and the phosphorus luster.
- Crafting Steps
- Purification of the Alloy: Place the Singing-Tin into the crucible and heat until it reaches a semi-fluid, “slushy” state. Do not allow it to liquefy completely, as this destroys the resonant grain of the metal.
- Infusing the Liquid Core: Carefully fold the Stabilized Mercury into the tin. Use the tuning fork to strike the side of the crucible; the metal should begin to shimmer and swirl in rhythm with the sound.
- The Midi-Forming: Wrap the alloy around the mandrel at the specific midi-ring marker. Create two distinct bands joined by a central vertical strut. This strut acts as the housing for the kinetic gyro-mechanics.
- Calibrating the Resonance: While the metal is cooling, the crafter must balance on one foot and maintain a state of perfect stillness. This “transfers” the center-of-gravity baseline into the ring’s molecular structure.
- Etching the Memory: Use the etching needle to carve the 1109 designation into the vertical strut. This unlocks the extra-sensory Horizon-Anchor and seals the alchemical pulse.
- The Violet Tempering: Dust the hot ring with the Violet Phosphorus. The metal will absorb the powder, creating the signature iridescent luster and activating the Feather-Step passive magic.
- The Final Polish: Buff the ring with a piece of Hive-silk until the surface appears to flow like liquid silver. The ring is ready when it begins to emit a faint, persistent hum that harmonizes with the wielder’s heartbeat.
Silver-Limb-of-Spider-Man and Standing-Upon-Cloud-Ribs
It is scratched upon the shedding-scales of the High-Wind-Lizards, moved from the whistle-breath of the Aeronaut-Scribes into the stumbling-charcoal of the pit-diggers. Long ago, before the Hive 2049 did have the 1109-Finger, they were “Heavy-and-Halted.” Their feet did love the flat-earth too much, and their hearts did turn to “Water-of-Fear” when the path did become as thin as a hair of the head. In the “First-Time-of-Falling,” many modules did return to the dust-of-the-bottom because they did not know the “Secret-of-the-Center.”
The translated-skins say the Elder-Tumbler did watch the Mercury-Drops dance upon a sheet of hot-iron. The drops did not stumble; they did move like the “Spirit-of-the-Flow.” The Elder did gather the Singing-Tin from the “Bones-of-the-Cold-Towers” and did mix it with the “Silver-Water-That-Never-Sleeps.” They did shape the Finger 1109 of the Wind-Walker, not as a heavy-hoop for the base of the bone, but as a “Crown-for-the-Knuckle.”
One time of the “Great-Storm-Sunder,” the Hive was trapped upon the Rib-of-the-Steel-Giant. The wind did scream with the “Voice-of-Ten-Thousand-Hammers,” and the steel-rib was slick with the “Oil-of-the-Sky.” The modules did cling and weep, for to move was to join the “Shadow-of-the-Below.” The path to the safe-cradle was a wire of rusted-wire, swaying like the “Tail-of-a-Mad-Beast.”
Then, the Acrobat-Avatar did put the Silver-Limb upon the middle-joint. The translated-skins say the ring did “Sing-the-Song-of-the-Level-Earth.” The Avatar did not walk; they did “Become-the-Balance.” While the wind did push, the ring did push back with the “Invisible-Hand.” The Avatar did run upon the rusted-wire as if it were the “Great-Highway-of-the-Lords.” Their feet did not make the “Heavy-Sound,” and their body did not know the “Shaking-of-the-Heights.”
They did carry the modules, one by one, upon their back, crossing the “Gap-of-Certain-Death.” The ring did glow with the Violet-Luster, and the “Blue-Thread-of-the-Up-and-Down” did guide their eyes through the grey-mists. The Avatar did stand upon the very edge of the “Nothing” and did laugh at the gravity, for the Finger 1109 did tell their soul that the “Center-is-Everywhere.”
The translated-skins say the Hive did learn to “Dance-in-the-Void” from that day. They did carve the memory into the metal so that even a “Young-Clumsy-One” could possess the “Grace-of-the-Ancient-Spider.” The ring did prove that the “Small-Weight-upon-the-Finger” can lift the “Great-Fear-from-the-Heart.”
Moral: He who trusts only the “Wide-Road” is a prisoner of the ground, but he who wears the “Memory-of-Balance” can find a “Kingdom-of-Certainty” upon the edge of a “Razor’s-Knife.”
Suggested conversions to other systems:
Call of Cthulhu
The Vertigo Stabilizer
- Item Type: Artifact / Survival Gear
- Skill: Acrobatics or Dex Roll
- Game Mechanics:
- Inner Ear Calibration: While wearing the ring, the investigator gains a Bonus Die on any Acrobatics or Dexterity rolls made to maintain balance, navigate narrow ledges, or avoid falling.
- Nullify Vertigo: The wearer is immune to the effects of height-induced nausea or dizzying spells caused by non-mythos environmental factors.
- The Singing Warning: If the investigator is about to step on a structurally unsound surface, the ring emits a high-pitched vibration. The user may make a Spot Hidden roll with a Bonus Die to notice the hazard before committing the movement.
- Sanity Loss: 0/1. The sensation of an “invisible hand” adjusting one’s center of gravity is subtly alien and unnerving during the first hour of use.
Blades in the Dark
The Wire-Dancer’s Knuckle-Band
- Item Type: Gear (Fine, Small)
- Load: 0
- Mechanics:
- Perfect Balance: This item counts as Fine quality gear. When you Prowl or Skirmish in precarious locations (rooftops, rigging, narrow beams), you gain Potency to your action.
- Cat-Like Grace: You may expend a Special Ability or take 1 Stress to automatically succeed on a minor movement obstacle involving balance without rolling, or to reduce the Severity of a consequence related to falling by one level.
- Silent Step: The ring’s “Feather-Step” allows you to move across noisy surfaces (shattered glass, dry leaves, thin metal) as if they were silent. This grants +1d to Prowl rolls where noise is the primary factor of detection.
Dungeons & Dragons
Finger 1109 of the Wind-Walker
- Item Type: Wondrous Item (Ring), Common
- Game Mechanics:
- Graceful Athlete: While wearing this ring on a finger between the first and second knuckle, you have advantage on Dexterity (Acrobatics) checks made to balance or stay upright.
- Soft Landing: You can use your reaction when falling to reduce any falling damage you take by an amount equal to five times your proficiency bonus.
- Steady Anchor: You can move across difficult terrain composed of narrow or unstable surfaces (such as a tightrope or a shifting floor of gears) without spending extra movement.
- Aero-Burst: Once per long rest, you can use your reaction to a fall or jump to propel yourself up to 5 feet in any horizontal direction.
Knave
The Mercury Midi-Ring
- Item Type: Jewelry (0 Slots)
- Mechanics:
- Level Headed: The wearer always succeeds on checks to balance on any surface at least as wide as their foot.
- Feather-Fall: The first 10 feet of any fall are ignored when calculating damage.
- Ghost-Step: Once per day, the wearer may move at full speed for one exploration turn without making any noise, regardless of the surface they are walking on.
- Narrow Focus: If the wearer is forced to make a Save to avoid falling, they may roll 2d20 and take the higher result.
Fate
The Harmonic Knuckle-Band
- Item Type: Movement Extra
- Aspect: Center of Gravity is a Suggestion. This aspect can be invoked to perform impossible feats of balance, stick to moving surfaces, or ignore the penalties of extreme heights. It can be compelled when the “Singing-Tin” resonance attracts the attention of sonic-sensitive predators or interferes with delicate acoustic equipment.
- Mechanics:
- Fluid Motion: You gain a +2 bonus to Athletics rolls when the action involves balancing, tumbling, or navigating narrow or unstable catwalks.
- Kinetic Memory: Once per session, you can declare that you have successfully traversed a difficult environmental obstacle without rolling, provided it relies entirely on physical grace and balance.
- Weightless Pivot: When you are in a zone with narrow footing, you do not suffer the usual penalties for being outmaneuvered or hindered by the terrain.
Numenera & Cypher System
Finger 1109 (Aero-Kinetic Midi-Ring)
- Level: 1d6 (Typically Level 2 for starting Avatars)
- Form: An iridescent mercury-tin midi-ring that hums with a shifting pitch.
- Effect: The wearer becomes a master of their own momentum and spatial orientation.
- Specific Mechanics:
- Vestibular Calibration: The wearer gains an asset to all tasks involving balance, climbing, and jumping.
- Safe Descent: The wearer reduces the effective difficulty of any task to avoid damage from a fall by two steps.
- Aero-Burst (Depletion): As an immediate action, the wearer can release a burst of air to move a short distance (up to 5 feet) in mid-air. This has a depletion roll of 1 in 1d10.
- Horizon-Anchor: The wearer is immune to vertigo and any effects (magical or mundane) that would cause dizziness or loss of spatial orientation.
Pathfinder (2E)
Finger 1109 of the Wind-Walker
- Item Level: 1; Price: 15 Silver Pieces
- Usage: Worn (Midi-Ring); Bulk: —
- Description: This slender ring of singing-tin and mercury is designed to be worn on the upper knuckle to enhance the wielder’s vestibular system.
- Specific Mechanics:
- Steadying Vibration: You gain a +1 item bonus to Acrobatics checks to Balance. If you roll a success on an Acrobatics check to Balance, you get a critical success instead.
- Cat’s Grace: [reaction] (Trigger: You fall). You reduce the falling distance by 10 feet when calculating damage.
- Feather-Step: [one-action] (Concentration) You tune the ring to the environment. Until the end of your next turn, you ignore non-magical difficult terrain caused by rubble or uneven footing, and you do not trigger pressure plates that require more than 5 lbs of pressure.
- Aero-Burst: [reaction] (Frequency: once per day; Trigger: You jump or fall). You release a sudden puff of air, allowing you to Move 5 feet in any horizontal direction before you land.
Savage Worlds
Singing-Tin Knuckle Ring
- Type: Adventuring Gear
- Rank: Novice
- Weight: —
- Specific Mechanics:
- Natural Acrobat: The wearer gains a +1 bonus to all Athletics rolls involving balance, tumbling, or maneuvering in tight spaces.
- Perfect Equilibrium: The wearer ignores up to 2 points of penalties caused by Unstable Platforms or Difficult Terrain (narrow surfaces only).
- Light on One’s Feet: When calculating falling damage, the wearer reduces the effective height of the fall by 2 yards.
- Aero-Push: Once per encounter, the wearer may spend a Benny to automatically succeed on an Athletics roll to jump or stay upright, or to move 1″ (2 yards) in mid-air as a free action.
- High Frequency: The ring’s hum imposes a -2 penalty to Stealth rolls in areas of absolute silence.
Shadowrun
The Gyroscopic Knuckle-Link (Model 1109)
- Category: Survival Gear / Adept Tool
- Rating: 1
- Availability: 4
- Cost: 450¥
- Game Mechanics:
- Balance Compensation: The wielder adds +(Rating) to all Athletics Tests involving balance, climbing, or navigating narrow surfaces.
- Internalized Level: The ring provides a +1 dice pool bonus to resist the effects of nausea, disorientation, or vertigo caused by environmental factors or spells.
- Micro-Burst: As a Free Action, the wielder may trigger a one-time pneumatic discharge to add +1 die to a single Jump test. This function requires a 10-minute chemical reset after use.
- Noise Generation: When active, the humming alloy increases the local Noise level by 1 for any wireless devices within 1 meter.
Starfinder
Wind-Walker Midi-Ring
- Item Level: 1; Price: 225 Credits
- Category: Technological Item (Worn, Finger)
- Bulk: —
- Capacity: 10; Usage: 1/hour
- Game Mechanics:
- Vestibular Enhancement: While powered and worn, the ring grants a +2 circumstance bonus to Acrobatics checks to balance or cross narrow surfaces.
- Controlled Fall: You can spend 1 charge as a reaction to treat a fall as 10 feet shorter for the purpose of calculating damage.
- Gravitational Anchor: You gain a +4 bonus to your KAC against bull rush or trip combat maneuvers that would knock you off a narrow or precarious ledge.
- Low-G Navigation: In zero-G or low-G environments, the bonus to Acrobatics checks increases to +3 as the ring compensates for shifting centers of mass.
Traveller
TL 12 Inertial Midi-Ring
- TL: 12; Weight: —; Cost: Cr350
- Description: A high-tech knuckle ring using gravitic micro-adjusters to assist scouts in boarding actions and EVA maneuvers.
- Game Mechanics:
- Equilibrium Support: Grants a DM+1 to any Athletics (Dexterity) checks made to balance, tumble, or navigate difficult terrain such as ship-hulls or crumbling ruins.
- Vertical Stability: The wearer ignores the first 3 meters of any fall when determining damage, provided they land on their feet.
- Zero-G Anchor: Provides a DM+1 to all Athletics (Dexterity) checks made while operating in Zero-G environments.
- Subtle Vibration: If the wearer is standing on a surface that is about to collapse or shift, they gain a DM+1 to their next Initiative roll or Dexterity save to avoid the hazard.
Warhammer 40,000 Roleplay (Wrath & Glory)
The Spiresman’s Mercury Band
- Value: 3 (Uncommon)
- Keywords: [HIVE], [SCAVENGER], [ADVENTURING GEAR]
- Game Mechanics:
- Master of the Heights: You gain +1d to all Athletics (S) tests involving balance, climbing, or jumping.
- Weightless Reflexes: You may spend 1 Glory to automatically succeed on a test to stay upright or to reduce the damage of a fall by 1d3 Mortal Wounds.
- Silence of the Cloud-Spires: While the “Feather-Step” is active, you gain +1d to Stealth (A) tests made on surfaces that would normally produce significant noise (such as metal grating or loose rubble).
- Lumen-Shimmer: The ring provides enough light to ignore penalties for Dim Light within 2 meters, but imposes a +1 DN to Stealth tests if the wielder is in total darkness.
