Shamanic 582 of the Twin Asena Fangs

Lore:

  • Originating among nomadic steppe horse-clans and high-plateau hunters across the island territories of Kurgan, Trypillya, and northern Tasian, these paired ritual implements trace their lineage to early ancestor shamans who mediated covenants with the dual spirit-wolves of the wilderness.
  • Before the rise of industrial steam vats and mechanical looms, wandering hunters faced predatory beasts and territorial spirit manifestations alone in wide scrub expanses where heavy shields were too cumbersome to carry on horseback.
  • Shamans learned to carve matched ritual hunting daggers from the dense, mineralized leg bones of aged wild canines, binding a coin-sized Tier 1 magic crystal into each hilt through prolonged night vigils.
  • The weapons are crafted not as separate tools, but as an indivisible spiritual pair representing the breath of the hunter and the shadow of the pack, allowing an attuned avatar to coordinate strikes across both hands in harmonic unison while calling upon ancestral guide-spirits.

Description:

  • The item consists of a matched pair of curved, single-edged ritual bone daggers, each measuring roughly fourteen inches from pommel to tip, carved from fossil-hardened steppe predator bone that exhibits a pale ivory hue with fine brownish grain lines.
  • The handles are wrapped in strips of supple, oil-cured wolf pelt, cross-laced with sinew cords that have been rubbed with soot and red ochre pigment to form traditional binding knots.
  • Set directly into each pommel boss is a coin-sized, coin-weighted Tier 1 magic crystal that glows with a pale, steady moon-white luminescence when wielded in open combat.
  • The blades bear shallow, hand-chiseled channels along their flats that resemble claw markings; when unsheathed together, these channels emit faint, rhythmic vibrations that echo the sound of a distant wolf pack running over packed steppe earth.
  • The daggers sit together in a dual-slotted scabbard of split rawhide that hangs securely from an avatar’s belt or sash.

Detailed Stats:

  • Item Tier: Tier 1
  • Rarity: Common
  • Item Type: Matched Dual Weapon Set / Shamanic Spirit Focus
  • Resilience: 10
  • Base Item Health Points: 10 (plus the wielding avatar’s maximum HP pool)
  • Attack Damage: 1d4 piercing/slashing per dagger + 1d4 Tier 1 attack die
  • Range Trait: Simple (5 feet in melee; balanced for throwing up to 20 feet)
  • Attunement Requirement: Held attunement (attunes instantaneously as a single unified item set when both daggers are gripped; counts as an equipped item set)
  • Armor Check Value: 1 (derived from rapid parrying motions when wielding both blades simultaneously; within the limit of 3 AC per item level)
  • Suggested Market Value: 40 Silver coins or 80 Nickel pieces (subject to local clan barter, hunting trophy demands, and regional trader margins)

Multiple Passives Magic:

  • Pack-Step Synchronization: While an avatar wields one dagger in their primary hand and the other in their off-hand, the two spirits within the blades mirror each other’s momentum. The avatar suffers no off-hand balance penalties, and when using an action to perform a second attack on their turn, the coordination between the blades grants steady balance, preventing clumsy footwork across loose shale, gravel, or ice.
  • Ancestral Scent-Tracker: Holding both blades in hand attunes the avatar’s Mind’s Eye to spiritual trails left by wounded or bleeding creatures. The user passively perceives glowing crimson wisps clinging to the ground and brush within 40 feet, marking the recent flight path of any beast or humanoid that has taken physical harm within the past day.

Multiple Activable Magics:

  • Twin-Fang Flurry: By spending one combat action and speaking a guttural wolf-song chant, the avatar executes a coordinated cross-strike with both daggers simultaneously. The attack roll is resolved by rolling 1d20 + 1d4 (Tier 1 attack die) against the target’s AC. On a hit exceeding the defender’s AC, the attack inflicts combined base weapon damage of 2d4 plus the 1d4 Tier 1 die as rending physical damage. If this strike lands as a critical hit, the ancestral spirit within the off-hand blade tears at the target’s vitality, inflicting the Bleeding condition.
  • Spirit-Crossing Ward: When an enemy makes a melee attack against the avatar, the user can spend their prepared reaction to snap the two blades together in an X-shaped cross-parry. The twin crystals flash with sharp white light, unleashing an audible spirit snarl that deflects the incoming blow, granting a +2 bonus to the avatar’s Armor Check against that specific incoming strike.
  • Ghost-Howl Feint: As an action, the avatar clashes the flats of the two bone blades together while focusing on a foe within 20 feet. A brief, ethereal wolf apparition lunges from the clash, howling in the target’s face before vanishing. The target must make an immediate saving throw (DC 11). On a failed save, the target is momentarily Dazed and suffers a -2 penalty to its AC against the avatar’s next attack made before the end of the turn.

Specific Slot:

  • Hand Slot (Left and Right Hand, Dual-Wielded Matched Set)

Tags:

  • shamanic, dual_wielding, bone_daggers, wolf_spirits, tier_1, common, parrying_pair, piercing, tracking, pack_magic, ancestral_relic, matched_blades, spirit_claws, offhand_parry, bleed_infliction, predator_bone, steppe_nomad, scent_vision, ghost_feint, canid_totem, cross_strike, synchronized_gear

Commercial Outlets and Trade Venues for Shamanic 582 of the Twin Asena Fangs

  • Frontier Tanners, Pelt Curing Tents, and Trapper Posts:
    • Description: These rugged, utilitarian trading stations are located along the perimeter of wilderness plains, timberline borders, and highland horse-grazing steppes. Operating out of heavy hide yurt pavilions or low-roofed pine cabins, they reek of pine pitch, salt cure, woodsmoke, and raw animal fats. Bundles of wild wolf pelts, coils of sinew cordage, cured rawhide rolls, and drying racks of horn and bone tools crowd every available beam and table. The shopkeepers are weathered frontier scouts, elder steppe hunters, or clan bone-carvers who prioritize balanced handling, sharp edges, and durable ancestral bonding over civilized display pieces.
    • How it is Bought and Sold: Avatars seeking to purchase the paired bone daggers find them hanging in their split-rawhide sheath behind the main fur bench. The buyer grips both weapons simultaneously, allowing their Mind’s Eye to confirm the paired link between the hilts and observing that both coin-sized Tier 1 crystals glow with identical moon-white luminance. If an avatar sells the matched blades to the trapper, the proprietor carefully inspects the bone edges for deep notches, verifies that the cross-laced sinew bindings have not rotted from blood exposure, and clashes the flats together to ensure the pack vibration still echoes cleanly. The trader will haggle downward based on their margin, deducting approximately 10% times the character’s tier from the base valuation.
    • Cost:
      • Purchase Price: 38 to 48 Silver coins, or 76 to 96 Nickel pieces.
      • Sell Offer: 34 to 36 Silver coins when offered by a Tier 1 adventurer, frequently settled in unminted silver wire, tanned leather packs, or dried trail meat.
  • Municipal Weapon Smiths and Blade-Grinding Workshops:
    • Description: Situated in the artisan quarters of major island cities with populations exceeding five thousand people, these busy stone establishments operate under the jurisdiction of the local Guild Master and the municipal Mayor. Massive coal-and-steam hearths dominate the floor, sending tremors through flagstone floors while belt-driven polishing wheels turn constantly. Racks of forged iron longswords, steel broadswords, and standard military sidearms line whitewashed stone walls.
    • How it is Bought and Sold: Paired bone daggers are categorized as specialty exotic arms or ceremonial off-hand gear. A prospective buyer must examine the item under the shop’s gas lamps, reviewing the registered smithing tags and confirming that the parrying buckler profile complies with legal Armor Check maximums. When an avatar sells the weapons to the smith, an apprentice uses an active identification item to verify that the mineralized bone retains its resilience and that the item has not been targeted by deattuning strikes in combat. If the character is an openly badged member of the local hunters’ or smiths’ guild, they receive an automatic 10% discount on the purchase price. Payouts for sales can be made in local coinage or processed directly into the avatar’s World Bank ledger account, subject to standard municipal ledger logging.
    • Cost:
      • Purchase Price (Standard Adventurer): 45 to 55 Silver coins, or 4 to 5 Gold coins.
      • Purchase Price (Recognized Faction Member): 40 to 49 Silver coins.
      • Sell Offer: 36 Silver coins, recorded directly into the character’s World Bank account minus standard municipal transaction dues.
  • Nomadic Steppe Bazaars and Horse-Fair Caravans:
    • Description: Assembled at high crossroads, seasonal river fords, and horse-trading plains during the bright weeks of the Blooming or Warming, these sprawling seasonal markets feature hundreds of wool felt pavilions and open horse corrals. Shamanic practitioners, horse-breeders, and wandering clan elders gather to trade livestock, talismans, and ancestral weapons under large reed sunshades. The market air is filled with the neighing of steppe ponies, the smell of boiling horse-milk tea, burning dried dung fuel, and the ringing of copper bridle bells.
    • How it is Bought and Sold: Transactions are conducted through unhurried personal bartering on low carpets. The vendor demonstrates the daggers’ spirit synchronization by drawing both blades in a single sweeping motion, showing how the spirit-howl resonates without throwing the wielder off balance. When an avatar sells the weapons here, the shamans evaluate the spiritual condition of the wolf totems, examining the crystals for internal clouding. Payment is often made in a combination of precious metal coin, carved bone tokens, or trade stock such as riding tack, horsehair sashes, and field rations.
    • Cost:
      • Purchase Price: 35 to 42 Silver coins, or an equivalent valuation of standardized non-metal clay tokens or cured pelts.
      • Sell Offer: 32 to 36 Silver coins, paid in loose silver or trade goods of equal weight.
  • Clandestine Harbor Fences and Unregulated Dockside Dens:
    • Description: Hidden in subterranean storage vaults beneath seaside wharfs, abandoned fish-salting cellars, or behind false doors in seaside dock taverns, these illicit brokerages cater to outlaws, smugglers, and mercenaries operating beyond royal oversight. The rooms are cold, damp, and dimly illuminated by whale-oil lamps, smelling of rotting cordage, seawater, and wet cellar masonry. Unsorted piles of unmarked gear, stripped armor, and uncataloged weaponry lie in canvas-covered heaps.
    • How it is Bought and Sold: Fences in these locations trade strictly in physical coin and unrefined bullion, completely refusing World Bank account transfers or paper credit drafts. They ask no questions regarding whose body the daggers were retrieved from, whether the former avatar vanished into a cloud of sparks, or whether the weapons were smuggled across a state border without paying the 5% road tax. Buyers pay a premium for untraceable weapons that lack maker tags or municipal registrations. When an avatar sells the set here, the fence will attempt to treat the bone daggers as common scavenged salvage unless the avatar demonstrates the active ghost-howl feint, paying out immediately in hard, untraceable silver or gold.
    • Cost:
      • Purchase Price: 55 to 75 Silver coins, or 6 to 8 Gold coins in physical metal.
      • Sell Offer: 30 to 36 Silver coins in physical coin, rising up to 50 Silver coins if the broker has an urgent customer seeking untagged dual-wielding weapons for clandestine infiltration or wet-work.

Tactical Engagement and Roleplay of the Twin Asena Fangs Across Diverse Environments

  • Open Steppes, Grassy Plains, and Scrubland Terraces:
    • Environmental Context: Broad, wind-scoured plateaus feature endless horizons, rolling grasslands, shifting dust drifts, and very little vertical terrain or stone cover. Engagements here often involve mounted raiders, wild canid packs, and sudden skirmishes where mobility and spatial awareness dictate survival.
    • Defensive Roleplay:
      • When caught in the open against galloping horse-archers or leaping prairie predators, the avatar relies on Pack-Step Synchronization to stay light on their feet. The dual blades keep the wielder centered, allowing them to sprint across loose shale and dry scrub without tripping.
      • When a charging lancer or dire wolf closes in, the avatar utilizes the Spirit-Crossing Ward, bringing the two ivory blades together in a rapid X-cross parry.
      • The twin pommel crystals blaze with moon-white light, releasing a sharp, snarling spirit-snap that redirects the charging spearhead or catches snapping jaws, applying the +2 Armor Check bonus to safely slip past the impact.
      • The avatar continuously spins the bone daggers in tight defensive arcs, keeping close-range flankers at bay without the encumbrance of a heavy wooden or iron shield.
    • Offensive Roleplay:
      • In close quarters against raiders, the avatar initiates combat by clashing the flats of the fossilized blades together to trigger the Ghost-Howl Feint.
      • A translucent, silver-eyed wolf apparition bounds forward with an echoing howl, lunging into the face of the mounted horseman or lead beast, disorienting their guard and lowering their Armor Check.
      • Capitalizing on the feint, the avatar surges forward to execute the Twin-Fang Flurry, driving one blade into the foe’s midsection while the second rips across the flank in a single, fluid cross-strike.
      • If the target turns and flees through tall prairie grass, the avatar tracks them effortlessly by following the Ancestral Scent-Tracker, reading the glowing crimson wisps clinging to the brush to run down wounded quarries before they can regroup.
  • Narrow Subterranean Tunnels, Catacombs, and Mine Shafts:
    • Environmental Context: Cramped, pitch-black corridors of rough-hewn rock, damp mine timbers, and ancient brick catacombs. Weapons with wide sweeping arcs, such as longswords or polearms, easily catch on walls and low ceilings, while echoes can give away an intruder’s location.
    • Defensive Roleplay:
      • Navigating claustrophobic mine passages, the avatar holds the bone daggers tucked close against the forearms in a reverse grip to prevent the points from scraping low stone ceilings.
      • When ambushed around a sharp blind corner by cave-dwelling subterranean stalkers or mutated vermin, the avatar snaps the bone blades into a tight, cross-body parry to deflect claw strikes in quarters too tight for a standard shield to deploy.
      • The natural bone construction produces no metallic clatter against stone walls, allowing the user to parry, pivot, and maneuver without announcing their exact location down long acoustic shafts.
    • Offensive Roleplay:
      • The compact fourteen-inch blades allow the avatar to unleash rapid, piston-like thrusts within narrow, shoulder-width stone tunnels where an adversary’s longer blade is trapped against the wall.
      • When hunting wounded subterranean creatures retreating into unmapped fissure cracks, the avatar follows the crimson scent trails revealed by their Mind’s Eye, moving silently through absolute dark without needing a torch that could ignite pocketed cavern gases.
      • Closing with an enemy guardian, the avatar executes the Twin-Fang Flurry in a devastating upward double-thrust, driving both fossil tips through gaps in leather or scale armor to inflict severe rending trauma in the tight confines.
  • Dense Forests, Taiga Woodlands, and Tanglewood Bogs:
    • Environmental Context: Northern pine forests and lowland marsh woodlands choked with hanging moss, thick underbrush, fallen logs, exposed tree roots, and deep, spongy leaf litter. Footing is perpetually treacherous, and enemies frequently strike from elevated branches or dense thickets.
    • Defensive Roleplay:
      • Running at full speed through thick undergrowth and slippery bog mud, the avatar benefits from Pack-Step Synchronization, maintaining physical equilibrium over moss-covered roots and uneven hummocks without suffering off-hand balance penalties.
      • If an ambush predator, such as a swamp cat or forest bear, drops from a low-hanging bough, the avatar instantly raises the crossed daggers in a Spirit-Crossing Ward.
      • The spiritual shockwave blunts the downward momentum of the heavy predator, turning what would have been a crushing tackle into a glancing blow against the reinforced bone flats.
    • Offensive Roleplay:
      • The avatar stalks through the dense timber, using the Ancestral Scent-Tracker to read the bleeding path of game or enemy scouts wounded in earlier clashes, following crimson droplets that settle on ferns and pine needles.
      • Upon catching the quarry behind a screen of low pine boughs, the avatar clacks the dagger flats together, sending the Ghost-Howl Feint darting through the foliage.
      • The spectral apparition spooks the target, forcing them to turn their guard away from the brush.
      • Breaking through the branches, the avatar delivers the Twin-Fang Flurry, carving through hide or thick gambesons with both blades to leave deep, bleeding lacerations that sap the target’s vitality as they struggle in the undergrowth.
  • Urban Alleyways, Rooftops, and Crowded Market Thoroughfares:
    • Environmental Context: Cobblestone streets, narrow tenement alleys, slick ceramic tile roofs, and bustling bazaar walkways. The presence of bystanders, town guards, and architectural hazards demands discreet weapon deployment and precise target engagement.
    • Defensive Roleplay:
      • Trapped in a dead-end alleyway between two brick tenements by a gang of cutpurses, the avatar slips the daggers from their split-rawhide sheath without the distinct ringing scrape of steel.
      • When knives and clubs strike from multiple angles, the avatar uses both hands independently to parry and redirect blows, employing the Spirit-Crossing Ward to absorb the momentum of heavy bludgeons.
      • While maneuvering across steep, rain-slicked roof slates, the innate canine surefootedness granted by the synchronized blades prevents slips, allowing the avatar to maintain combat readiness along high gutters.
    • Offensive Roleplay:
      • Moving through crowded market stalls in pursuit of a fleeing thief or assassin, the avatar tracks their bleeding trail through the press of people via the crimson wisps visible in the Mind’s Eye.
      • Cornering the target on a rooftop or behind a cart, the avatar unleashes the Ghost-Howl Feint. The sudden phantom apparition draws the attention of the foe, freezing their escape for a critical second.
      • The avatar leaps forward, executing the Twin-Fang Flurry to pin the target’s weapon arm with one blade while scoring a crippling slash across the thigh with the second, incapacitating the target quickly and cleanly without collateral damage to nearby stalls or civilians.

Perception of Activation:

User’s Perspective

  • Sight:
    • The twin coin-sized crystals in the pommels kindle with an intense, cool moon-white luminescence that bleeds down into the cross-laced sinew bindings.
    • Wispy ribbons of pale, vaporous spirit-smoke curl upward from the chiseled claw runnels along both bone blades, twisting in the air like the phantasmal contours of running canines.
    • In the user’s field of vision, the ambient light dims slightly at the periphery, sharpening focus on physical threats, while wounded entities leave distinct, smoldering crimson trails along the earth and vegetation.
    • When crossed in defense, a flash of pure white light erupts at the intersection of the blades, outlining an ethereal, snarling wolf visage for a fraction of a second.
  • Hearing:
    • A continuous, low-frequency thrum resonates through the bone flats, sounding like the rhythmic, muffled thud of paws running over packed steppe turf.
    • A sharp, predatory growl echoes directly inside the bearer’s ears, blending seamlessly with their own breath.
    • Clashing the blades together triggers a crisp, cracking report that blooms into a hollow, spectral howl that briefly mutes surrounding ambient battlefield noise.
  • Touch:
    • The wolf pelt wrapped around the hilts warms instantly to body temperature, the coarse guard hairs bristling slightly against the palm to provide an unyielding, non-slip grip.
    • A subtle kinetic vibration courses through the forearms, syncing the muscle twitches of both hands into an identical, fluid rhythm that makes the off-hand dagger feel as natural and dominant as the primary blade.
    • The air immediately surrounding the user’s knuckles cools down, feeling as brisk and dry as an autumn wind sweeping over a high plateau.
  • Smell:
    • An immediate scent of clean, chilled wilderness air, crushed mountain sagebrush, and frost fills the user’s nostrils.
    • Mingled with the wild wind is the musky scent of wolf fur and the faint, dry metallic tang of ancient bone dust.
  • Taste:
    • The user’s mouth experiences a sudden dryness accompanied by a sharp, iron-tinged copper taste beneath the tongue, evoking the raw adrenaline of a hunting pursuit.
    • A faint trace of wild juniper and mountain air lingers on the palate with every inhalation.
  • Extra-Sensory Perceptions:
    • Mind’s Eye Symbiosis: The user’s Mind’s Eye perceives both blades as extensions of their nervous system; the dual daggers register as twin spiritual fangs, projecting immediate trajectory lines and parry vectors around the avatar’s body.
    • Pack Awareness: A phantom sense of peripheral presence awakens, giving the bearer intuitive awareness of flanking movements, rear threats, and sudden shifts in an adversary’s center of gravity.
    • Quarry Trail Resonance: The user feels an internal pull toward wounded prey, registering the spiritual heartbeat and fading vitality of nearby bleeding targets as distinct rhythmic pulses in the skull.
    • Predatory Calm: The possessing character soul feels an ancestral calm that suppresses panic, tremors, and distraction, replacing hesitation with instinctive predatory reflexes.

Observer’s Perspective

  • Sight:
    • Observers see both pale bone daggers flare with an ethereal, moon-white radiance at the pommels, casting stark shadows across the wielder’s wrists.
    • Pale, smoky apparitions resembling running wolves curl around the blades, occasionally leaping forward a few inches from the tips before dissolving into mist.
    • When the avatar clashes the blades, a blinding white flare in the shape of a wolf skull snaps into existence between the weapons before vanishing into thin air.
    • The wielder’s movements appear unnaturally symmetrical, with both arms executing simultaneous, balanced maneuvers without the awkward stiffness typical of off-hand weapon use.
  • Hearing:
    • Bystanders hear an uncanny, dual-toned hum that vibrates through the ground, accompanied by the distinct sound of galloping paws.
    • When the weapons strike or cross, an unmistakable, guttural wolf howl tears through the air, causing nearby mounts and pack-beasts to whicker and step back in alarm.
  • Touch:
    • Those within arm’s reach feel a sudden drop in temperature, accompanied by a sharp draft of cool, dry air moving outward in a light wave from the avatar.
    • The sonic shockwave from clashing the blades sends a brief, prickling vibration through the ribs and armor plates of adjacent combatants.
  • Smell:
    • A sudden gust of winter air carrying the distinct musk of canid fur, woodsmoke, and bruised dry herbs washes over observers nearby.
  • Taste:
    • Nearby foes and allies notice the dry, metallic taste of ozone and iron settling on their tongues as the spiritual aura manifests.
  • Extra-Sensory Perceptions:
    • Mind’s Eye Detection: Observers assessing the avatar through an active Mind’s Eye see the weapons register as an attuned, unified item set displaying its Tier 1 classification, the +1 Armor Check parrying profile, and the active spirit-pack conduits.
    • Aura of the Pack: Spiritually sensitive individuals, shamans, and beasts perceive a faint, transparent shadow of a massive steppe wolf pacing alongside the avatar, baring its fangs whenever hostility is directed at the wielder.

Positives

  • Perfect Dual Coordination:
    • Completely eliminates off-hand balance penalties, harmonizing two-weapon attacks and allowing fluid, rapid strikes without tripping or overextending footwork across broken terrain.
  • Integrated Active Defense:
    • Grants a persistent +1 Armor Check bonus from dual parrying, with the activable Spirit-Crossing Ward capable of snapping into an instant +2 parry bonus against critical melee strikes.
  • Relentless Tracking Utility:
    • The Ancestral Scent-Tracker reveals clear, radiant crimson paths left by wounded prey, making evasion nearly impossible across open or dense terrain.
  • Crowd Control and Disruption:
    • The Ghost-Howl Feint provides an immediate tactical opening by dazing an opponent at close range, lowering their Armor Check and setting up lethal follow-up flurries.
  • Silent Bone Construction:
    • Being carved from dense predator bone rather than forged iron or steel, the daggers produce no metallic ring when drawn or scraped, making them ideal for close-range ambushes.

Negatives

  • Severe Range Limitation:
    • With a melee reach of five feet and a maximum throwing distance of twenty feet, the daggers leave the avatar vulnerable to ranged snipers, long reach polearms, and expansive area-of-effect spells.
  • Pack-Beast Disturbance:
    • The pungent wolf musk and lingering spectral howls severely agitate horses, draft oxen, and domestic hounds, requiring active handling checks to keep mounts calm in the avatar’s vicinity.
  • Tunnel-Vision Instincts:
    • The overwhelming predatory resonance can instill a narrow fixation on bleeding or wounded targets, tempting the avatar into reckless charges that break defensive formations.
  • Brittleness Against Heavy Metal:
    • Although hardened by fossilization and spiritual resin, the bone material lacks the tensile malleability of folded steel, making the blades vulnerable to structural chipping when parrying massive two-handed blunt or cleaving weapons.
  • Conspicuous Spiritual Light:
    • The radiant moon-white crystal glow and swirling vaporous trails make covert night operations difficult once the blades are drawn and actively engaged in combat.

Recipe: The Dual-Bonded Fangs of Asena

Materials Needed

  • Core Bone Blades:
    • Two matched, dense femur or cannon bones harvested from an adult steppe predator or mineralized bone deposits, measuring roughly sixteen inches in length and free of structural fractures.
  • Magical Catalysts:
    • Two intact Tier 1 magic crystals, coin-sized and coin-weighted, harvested from canid-type spirit beasts or collected from moon-aligned crystal beds.
  • Sacrificial Component:
    • One pair of worn leather archer’s bracers or a mundane set of matched iron hunting knives that previously held minor balance, coordination, or tracking enchantments. This gear is completely consumed and broken down during the spiritual bonding rite to impart its harmonic twin-balance into the bone blades.
  • Biological & Binding Reagents:
    • Four fluid drams of boiled pine pitch blended with rendered predator marrow, measured using a fluid collector to serve as an arcane structural adhesive.
    • Three drams of powdered red ochre mixed with willow soot for carving and runic consecration.
  • Grip & Scabbard Materials:
    • Two strips of supple, oil-cured wolf pelt, three inches wide and eighteen inches long.
    • Twelve yards of hand-twisted animal sinew cord, pre-soaked in salt brine and rubbed with bone ash.
    • One cured split-rawhide double sheath fitted with dual leather belt loops.

Tools Required

  • Bone-carver’s draw-rasp, straight chisels, and fine riffler files for shaping the curve, edges, and flats of the bone daggers.
  • Hand-cranked reamer or spoon auger for boring the matching pommel crystal sockets.
  • One fluid collector syringe to draw and apply the heated pitch-and-marrow adhesive into the pommel cavities.
  • Fine gouges and gravers for cutting longitudinal wolf-track channels along the flats.
  • Low-heat charcoal brasier or steady spirit lamp to cure the marrow resin without scorching or calcifying the bone.

Skill Requirements

  • Bone Carving & Lapidary: Level 3 or higher. The crafter must be able to shape and bevel dense predator bone without causing micro-fractures along the cutting edges or overheating the material.
  • Weapon Balancing & Fitting: Level 2 or higher. Critical for ensuring that both finished daggers achieve identical weight, center of gravity, and curvature for seamless dual handling.
  • Shamanic Spirit Craft (Totemic Weaving): Level 1 or higher. Essential for entering the rhythmic night vigil trance required to attune the twin Tier 1 crystals to the canid ancestor spirits.

Crafting Steps

  • Step 1: Carving and Profiling the Bone Stems:
    • Clean and scrape the two raw leg bones, cutting away excess marrow matter and roughing out the fourteen-inch curved dagger profiles using the draw-rasp.
    • Form the single-edged cutting bevels and sharp piercing tips, working symmetrically across both pieces to guarantee identical balance points and mass.
    • Carve deep longitudinal runnels down both faces of each blade, mimicking wild predator claw tracks to serve as spiritual conduits.
  • Step 2: Boring and Seating the Pommels:
    • Carve the hilt tangs into rounded pommel bosses, ensuring comfortable hand placement.
    • Using the spoon auger, bore out a uniform cylindrical socket in each pommel boss sized to snugly accept a coin-sized Tier 1 magic crystal.
    • Carve fine interior locking grooves inside each pommel cavity to allow the resin to grip the stone surfaces.
  • Step 3: Consecrating Channels and Sacrificial Binding:
    • Blend the powdered red ochre and willow soot with a small portion of pine resin to create an indelible marking paste.
    • Inscribe traditional steppe pack runes along the inner claw runnels of both blades, wiping away excess pigment until the markings sit deep in the bone grain.
    • Place the sacrificial bracers or iron hunting knives into a ritual brazier. Apply shamanic heat while chanting the verses of the twin pack-brothers until the items crumble into fine, sparkling cinders.
    • Collect these cinders and fold them directly into the melted pine pitch and marrow emulsion using the fluid collector.
  • Step 4: Seating the Twin Catalysts:
    • Inject the heated pitch-marrow-ash mixture evenly into the pommel sockets of both daggers.
    • Seat a Tier 1 magic crystal into each pommel boss, pressing them firmly into the warm adhesive.
    • The crafter crosses the two blades flat against each other and enters an unbroken meditative chant lasting twelve minutes. The adhesive hardens as the crystals pulse in unison with a bright moon-white glow, signaling that the twin spirits have harmonized across both weapons.
  • Step 5: Wrapping the Grips and Completing Assembly:
    • Wrap the tangs in the oil-cured wolf pelt strips, ensuring the fur faces outward to cushion the wielder’s fingers.
    • Bind the pelt tightly to the bone using the salted sinew cord, tying it off with traditional cross-laced steppe knots.
    • Coat the finished grips with light seed oil to seal against sweat and blood.
    • Sheathe both finished daggers into the split-rawhide double scabbard, drawing them simultaneously to confirm that the resonant spirit-howl sounds cleanly upon unsheathing.

Two White Leg-Sticks and She-Wolf Which Had Neither Father nor Shadow

In the turning of days when the sky-roof had not yet been stretched over the high rocks, and when the grey sheep of the mountain possessed neither horns nor teeth to chew the salty gravel, there walked upon the high flats of Kurgan a runner of trails whose name in the throat was Kök-Böri-Ata, though the ancient stone-cutters wrote it down as The-Two-Handed-Cutter-of-Belly-Grease. He was not a son of the king’s tent, nor did he hold copper rings from the city-fathers who sit upon stools of red mud, for in those cold cycles no city had yet been planted upon the moon-dirt, and men laid their sleeping ribs directly upon the sheep-dung to keep out the blue frost.

Now Kök-Böri-Ata had two hands, as is the manner of two-pegged walkers, but within his marrow there sat a great foolishness: his left hand was a sleeper that dropped the spear into the ditch, while his right hand was a furious brawler that beat the rocks until the knuckles bled. When the wild horse-herds came thundering across the dry thistle, his right hand sought to cast the line, but his left hand stumbled like a lame ewe, and so the meat ever galloped away, leaving only yellow dust for his soup-pot.

In the eighth moon of that uncounted turning, a black pestilence of ice fell upon the limestone ridges. The wild canines of the ridge, whose coats were the color of stagnant river-scum, lost their flesh until their rib-bars rattled like dry willow baskets. The king of those canines was an old limping beast with one yellow eye and an ear that had been sheared off by an ice-ax. He fell dead upon the flint plateau, his breath freezing into white needles upon his grey whiskers.

Kök-Böri-Ata found the carcass when the kites were yet circling above the cloud-slit. He had no copper blade to skin the beast, so he took a heavy river-flint and broke the great marrow-bones of the two hind legs. He sat upon his hams for three turnings of the sun, scraping the meat-strings away with a rough pebble until the two ivory pins were as smooth as the tooth of a marsh-eel. He wrapped the lower ends with the skin of the dead wolf’s flank, tying it fast with the wet bowel-strings, and in the round head of each bone-stem he pressed a pebble of bright ice-rock that did not melt beside his willow fire.

He held the two white pins aloft. “O thou who didst run upon four legs,” shouted the trail-runner into the wind, “behold, I have made thee into two biting teeth for my two wrists! Let thy right flank know my left flank, so that my two paws may strike together as the two jaws of the winter trap!”

Then did the sky turn the color of wet lead. Out from the cavern of the chalk cliff stepped the mother-beast of the waste, whose name in the archaic bark-writing is Asena-of-the-White-Mantle. She had sixteen feet that walked without pressing the grass, and her tail was a pillar of salt that reached unto the stars. She had neither ribs nor heart within her hollow chest, but only a cold wind that smelled of frozen fat.

She looked upon the two leg-bones in the fists of Kök-Böri-Ata. She spoke not with a throat, but her words fell like heavy gravel into his skull-pan: “Thou dirt-scraper who cheweth cold sinew! Thou hast taken the legs of my first-born pup to make sticks for thy meat-getting. For this insolence, thy two fists shall never again slumber apart. They shall bite as one, they shall wake as one, and when the blood of a stranger is spilled upon the gravel, thy left knuckle shall run after thy right knuckle like two mad dogs tied to a single post!”

She blew from her nostrils a white cloud of wolf-spit. The frost entered the two crystals set into the bone-heads. Behold, the ivory sticks began to hum with a dry, hollow rattle, like two stones ground together under water. The left hand of Kök-Böri-Ata jumped with a sudden, hot life; it seized the second blade with such terrible swiftness that his sinews squeaked like wet rawhide. He struck at the air, and both arms moved together, crossing and parrying as though the dead wolf’s spirit galloped through his collar-bones.

Now down in the river-ditch there lived a mountain ravager, a great hairy man-swallowing bear whose skin was as thick as three ox-hides and whose claws were like iron plows. This beast had broken the tents of the herders, dragged their milk-ewes into the briars, and cracked their grandmothers upon the stones. He smelled the new marrow upon the hands of Kök-Böri-Ata.

The bear came up the lime slope, his black tongue hanging out like a wet boot-tongue, his shoulder-hump shaking with terrible weight. He lifted his right club-paw to split the hunter’s skull into three cups.

Kök-Böri-Ata fled not. He crossed the two white leg-sticks before his brow in the shape of the river-willow cross.

The two stones in the bone-heads shouted with a light like the moon falling into a well. Out from the bone-flats leapt the spectral face of the one-eyed wolf, snapping its phantom jaws straight into the eyes of the mountain ravager. The great bear roared with terror; his paw struck the crossed bone-stems, but the spirit-snarl threw his heavy forearm aside as though it had hit an iron wagon-tongue.

Then did the arms of Kök-Böri-Ata act without the counsel of his trembling mind. The right bone-fang pierced the throat of the bear beneath the chin-fat, and in the very same breath, the left bone-fang ripped open the soft meat of the side-ribs. The great beast fell upon the thistles, his black blood pouring out in two equal rivers, his hot breath turning into red frost upon the white bone-points.

Kök-Böri-Ata raised his hands to shout a song of victory, but behold, the bone-sticks would not drop from his fingers! The cured wolf-pelt upon the grips had sprouted fine white hairs that bit into his skin like small fish-hooks. His two wrists twitched in harmony; when his right hand reached for a water-gourd, his left hand drew a circle in the air to guard his ribs. He could no longer hold a wooden plow; he could no longer cradle an infant without his fingers forming the scissor-grip of the pack; he could no longer sit beside the village fire without his two fists barking against each other like dogs chained in a pen.

He wandered across the high steppe until the end of his summers, neither man nor beast, followed ever by the crimson trails of everything that bled within five leagues. When at last his marrow grew thin and he laid his carcass down upon the white lime of Kurgan, the two bone-fangs remained locked in his dead fists, crossed over his breast-board like two teeth guarding an empty grave, waiting for another two-pegged runner whose marrow was crooked with the hunger for the hunt.

Moral: He that bindeth the spirit of the pack unto his two hands shall strike with the balance of the gale, but he who maketh his limbs the teeth of the wild beast shall forget forever how to fold his palms in the warmth of peace.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition / 2024 Revision)

Twin Fangs of Asena Weapon (Dagger Set), Common (Requires Attunement)

  • Description and Profile:
    • Carved from the dense, mineralized leg bones of an ancient steppe predator, these matched curved daggers measure fourteen inches in length. Their grips are wrapped in oil-cured wolf pelt laced with soot-stained sinew, and each pommel cradles a coin-sized crystal that radiates a cold moon-white glow. The blades function as a synchronized spiritual pair; both must be attuned and drawn together to channel their totemic enchantments.
    • Base Statistics: 1d4 piercing or slashing damage per dagger; Finesse, Light, Thrown (range 20/60 ft.).
    • Weight: 1 lb. each (2 lbs. total).
  • Properties and Passive Traits:
    • Pack-Step Synchronization: While you wield one of these daggers in your main hand and the other in your off-hand, you gain a +1 bonus to Armor Class from coordinated parrying movements. Additionally, moving across nonmagical difficult terrain consisting of loose gravel, snow, or broken shale does not cost you extra movement.
    • Ancestral Scent-Tracker: While holding both daggers, your senses align with the pack. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track any creature that does not have all its hit points, detecting faint glowing crimson trails left in its wake.
  • Active Features and Maneuvers:
    • Twin-Fang Flurry: When you take the Attack action on your turn and attack with one of the daggers, you can use your Bonus Action to make an attack with the second dagger without needing the Two-Weapon Fighting style to add your ability modifier to the damage roll of the bonus attack. If both attacks hit the same target in a single turn, the target takes an extra 1d4 slashing damage and must succeed on a DC 11 Constitution saving throw or begin bleeding, taking 1d4 necrotic damage at the start of its next turn.
    • Spirit-Crossing Ward: When a creature hits you with a melee weapon attack, you can use your Reaction to cross the bone blades in defense. The twin crystals flash, granting you a +2 bonus to AC against the triggering attack, potentially causing it to miss.
    • Ghost-Howl Feint (1/Short or Long Rest): As an action, you clash the flats of both daggers together. A spectral wolf head lunges forward toward a creature within 20 feet, emitting a phantom howl. The target must succeed on a DC 11 Wisdom saving throw or be Dazed until the start of its next turn, granting advantage on your next melee attack against it before the end of your current turn.

Call of Cthulhu (7th Edition)

The Bone Claws of Kök-Böri Mythos Relic / Paired Ritual Implements

  • Description and History:
    • A matched pair of prehistoric bone dirks, shaped from the fossilized skeletal remains of an unidentified pleistocene canid. The grips are lashed with decayed pelt strips and sinew, each mounting a pale, fluorescent fluorite stone in the pommel. Carbon dating yields inconsistent, impossible ages corresponding to Siberian permafrost anomalies. When wielded together, the user’s nervous system experiences sympathetic muscular contractions that mirror predatory canid reflexes.
    • Skill: Fighting (Brawl)
    • Damage: 1d4+2 + half Damage Bonus (Piercing/Impaling) per dagger.
    • Base Armor / Defensive Value: Wielding both daggers grants 1 point of physical armor against handheld melee strikes due to synchronized cross-parries; each dagger possesses 10 Hit Points.
    • Sanity Cost: 0/1 SAN to witness the spectral wolf manifest; 1/1d4 SAN to attune and yield bodily coordination to the weapon set.
  • Operational Mechanics and Spells:
    • Dual Synchronization:
      • An investigator wielding both bone daggers may make two Fighting (Brawl) attacks on their turn without incurring a Penalty Die for dual-wielding, provided both attacks target the same opponent.
    • Scent of Blood (Passive):
      • While holding both blades, the investigator gains +20% to Track checks made to pursue any wounded human or biological entity, perceiving an olfactory and visual trail of glowing crimson droplets.
    • Spirit-Crossing Parry (Cost: 2 Magic Points):
      • When successfully making a Dodge or Fighting (Brawl) counter-maneuver against an incoming melee attack, the user expends 2 MP to snap the daggers together in an X-guard. This grants one Bonus Die to the defensive roll and unleashes an audible, echoing snarl that unnerves normal animals.
    • Ghost-Howl Shock (Cost: 3 Magic Points):
      • The user strikes the flats of the daggers together as an attack action.
      • The user rolls an Occult or Fighting (Brawl) check versus the target’s Dodge or Hard POW.
      • On a success, a phantom wolf apparition lunges into the target’s face, forcing an immediate Sanity check (0/1d2 SAN) and leaving the target stunned, unable to act until the end of the current combat round.
    • Malfunction / Predatory Seizure:
      • On a Fumble (96–100), the ancient canid spirit overrides the wielder’s motor control. The user cannot drop the daggers, suffers 1d3 damage from involuntary muscular spasms, and must spend their next action attacking the nearest living entity (friend or foe).

Blades in the Dark

The Asena Fangs Arcane Weaponry / Paired Bone Knives

  • Profile:
    • Load: 2 Load (worn at the belt in a dual-slotted rawhide scabbard; counts as equipped light melee weapons).
    • Quality: Tier I (Standard quality) or Tier II when stalking wounded targets or hunting in packs.
  • Description:
    • A pair of curved daggers ground from dense beast bone, wrapped in oily wolf fur and tipped with pale electroplasmic crystals. Originally salvaged from northern nomadic burial mounds, the blades share an indivisible spiritual resonance that allows an operative to strike, parry, and pursue quarry with relentless pack coordination.
  • Arcane Actions and Rules:
    • Strike with the Pack (Action Rating: Skirmish):
      • When you engage in close-quarters melee while wielding both daggers, roll Skirmish.
      • Controlled: You fluidly weave both blades through an enemy’s guard, setting up a flanking partner or slicing vulnerable tendons without exposing yourself.
      • Risky: You press an aggressive two-weapon flurry against a hardened adversary, trading shallow cuts while driving them off balance.
      • Desperate: You throw yourself into a whirlwind cross-strike against superior numbers, relying on the twin crystals to deflect incoming steel.
  • Special Item Functions and Pushes:
    • Expending Stress (Stress Cost: 1 to 2 Stress):
      • Pack Coordination: Pay 1 Stress to ignore off-hand penalties or unstable footing (such as icy ledges or wet slate roofs) during an athletic or combat action.
      • Rend the Wound: Pay 2 Stress to add +1 Effect to a successful Skirmish action against a target that is already wounded or bleeding.
      • Crossing Aegis (Armor Use): You may mark 1 point of your Armor load (or pay 2 Stress) to cross the bone flats in a Spirit-Crossing Ward, treating it as Special Armor strictly against incoming melee strikes.
      • Phantom Howl Feint: Pay 1 Stress to clash the blades, creating an ethereal wolf illusion that creates an immediate opening or distraction (Level 1 Harm: “Disoriented” on an enemy, or +1d to a teammate’s immediate follow-up attack).
  • Consequences and Complications:
    • The ghostly howling and sharp scent of wolf musk alerts guard dogs, watch hounds, or patrolling Bluecoats to your exact position.
    • The canid spirit locks your finger joints, inflicting Level 1 Harm: “Predatory Tremors” unless calmed through a steady breath or mental effort.

Knave (2nd Edition)

The Bone Wolf Fangs Level 1 Paired Shamanic Weapons

  • Profile and Inventory:
    • Item Slots: 2 Slots (Bulky matched set; occupies two hands to wield in combat, sits in a single dual scabbard at the belt).
    • Item Quality / Durability: 3 Quality per dagger.
    • Armor Defense: +1 Armor (Coordinated parrying defense; stacks with standard armor values).
    • Attack Profile: 1d6 damage (Light melee weapon; can be split into two separate attacks or thrown up to 30 feet).
  • Rules and Operating Mechanics:
    • Spirit Reservoir:
      • The paired crystals contain 3 Spirit Charges shared between both daggers.
      • The charges recharge by 1 each morning after spending an hour in open wilderness or resting beside an outdoor campfire.
      • When the last charge is spent, roll a d6. On a result of 1, one of the bone daggers develops a hairline fracture and loses 1 Quality. If either dagger reaches 0 Quality, the paired attunement breaks until repaired.
  • Passive and Inscribed Magic:
    • Surefooted Stride (Passive):
      • The bearer ignores movement penalties caused by scree, snow, ice, or loose rubble while actively wielding both daggers.
    • Quarry Trail (Passive):
      • The bearer can track any living creature that has lost hit points without making a Wisdom check, seeing glowing crimson wisps clinging to vegetation and ground within 40 feet.
    • Twin Flurry (1 Charge):
      • The bearer makes two separate attack rolls on their turn against the same target or two adjacent targets. If both attacks hit a single foe, that target takes an additional 1d6 damage from tearing lacerations.
    • Spirit-Crossing Ward (1 Charge):
      • As a reaction when struck by a melee attack, the wielder crosses the daggers. The user gains a +2 bonus to Armor against that specific attack, potentially negating the hit.
    • Ghost-Howl Feint (1 Charge):
      • The wielder snaps the bone flats together as an action, unleashing an ethereal wolf lunge and howl. A target within 20 feet must make a Wisdom check versus the user’s casting stat or be stunned until the end of its next turn.

Fate (Fate Condensed / Fate Core)

The Twin Bone Fangs of Asena Extra / Paired Shamanic Focus

  • Aspects:
    • Function Aspect: Matched Steppe Predator Bone Daggers
    • Flaw Aspect: Bound by Relentless Pack Instincts
  • Stunts and Operational Mechanics:
    • Pack-Step Synchronization: Because you wield both matched daggers in tandem, you suffer no penalties for two-weapon fighting and gain a +2 to Athletics when overcoming physical obstacles caused by broken scree, slick ice, or loose rubble.
    • Ancestral Scent-Tracker: You gain a +2 to Notice or Investigate when tracking or pursuing any target that has sustained physical stress or a physical consequence within the past day, perceiving radiant crimson scent trails.
    • Twin-Fang Flurry: When you succeed with style on a Fight attack against an opponent while wielding both daggers, you may forfeit the boost to immediately inflict a 2-stress hit or impose the situational aspect “Bleeding Gash” with one free invoke on the target.
    • Spirit-Crossing Ward: Once per scene, when an opponent attacks you in melee, you may spend a Fate point to cross the bone flats in defense. You gain a +2 bonus to Defend with Fight, and if you succeed, you generate the boost “Howling Opening” against that attacker.
    • Ghost-Howl Feint: You can use Provoke to create an advantage against an opponent within your zone by clashing the daggers together to project a lunging spectral wolf apparition.

Numenera & Cypher System

The Synchronized Wolf Fangs Cypher / Artifact (Level 3, Depletion: 1 in 1d20)

  • Form:
    • A matched pair of carved ivory daggers fashioned from fossilized predator bone, wrapped in coarse wolf hide with twin moon-white crystalline pommel nodes.
  • Effect:
    • Wielded as matched light weapons that deal 2 points of damage each. The wielder treats both weapons as an integrated system, easing all coordination and balance tasks across treacherous footing by one step.
    • Passive Tracking: The wielder’s perception tasks to track any biological creature that has suffered damage within the past 24 hours are eased by two steps.
    • Upon activation as an action, the wielder chooses one of the following effects:
      • Twin-Fang Flurry: The user makes an attack with both blades against a single target. The attack is eased by one step and deals 4 points of ambient slashing damage. If successful, the target suffers 1 point of persistent damage each round for three rounds from bleeding.
      • Spirit-Crossing Ward: The user crosses the blades in a defensive X-guard until their next turn. The user’s Speed defense tasks against incoming melee attacks are eased by two steps.
      • Ghost-Howl Feint: The user clashes the bone flats together, projecting a spectral canid phantom at a foe within short range. The target must succeed on an Intellect defense roll or be dazed, hindering all of its actions for one round.

Pathfinder (Second Edition Remaster)

Twin Fangs of Asena Item 1 | Magical, Necromancy, Primal

  • Usage: Held in 2 hands (Matched Pair); Bulk: L each (1 Bulk total)
  • Category: Simple Melee Weapon (Dagger Profile)
  • Base Statistics:
    • Damage: 1d4 piercing or slashing; Agile, Finesse, Thrown 10 ft., Versatile S
    • Hardness: 4; Hit Points: 16 (Broken Threshold 8) per dagger.
  • Passive Effects:
    • Pack-Step Synchronization: While wielding a dagger in each hand, you gain a +1 circumstance bonus to AC against melee attacks. In addition, you ignore difficult terrain caused by non-magical ice, snow, or loose scree.
    • Ancestral Scent-Tracker: You gain a +1 item bonus to Survival checks to Track creatures that do not have their maximum Hit Points, clearly seeing crimson spiritual tracks left along the trail.
  • Activate (Cast a Spell):
    • You invoke the twin canid spirits bound within the bone blades. The weapon set grants the following activations:
      • Ghost-Howl Feint (Single Action / Concentrate, Mental): You clash the dagger flats together, targeting a creature within 20 feet. The target must attempt a DC 15 Will save. On a failure, the target is off-guard against your attacks until the end of your current turn.
      • Twin-Fang Flurry (Two Actions / Flourish): You make two Strikes against the same creature, one with each dagger. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses, and the target takes 1d4 persistent bleed damage.
      • Spirit-Crossing Ward (Reaction / Manipulate): Trigger: A creature hits you with a melee Strike. Effect: You cross the bone blades to catch the blow. You gain a +2 circumstance bonus to AC against the triggering attack, which may turn the hit into a miss.

Savage Worlds (Adventure Edition)

The Asena Bone Fangs Minor Arcane Relic (Matched Set)

  • Profile and Attributes:
    • Damage: Str+d4 per dagger
    • Weight: 2 lbs total (1 lb each)
    • Parry: +1 (when both blades are wielded simultaneously)
    • Power Points: Contains 10 dedicated Power Points that recharge at a rate of 1 point per hour while outdoors in wilderness environments.
  • Mechanics and Powers:
    • Surefooted Hunter: The wielder ignores 2 points of movement penalties caused by difficult ground such as scree, ice, or dense brush while both blades are in hand.
    • Bloodhound Scent (Passive): The wielder receives a +2 bonus to Notice and Survival rolls made to track any living being that currently has one or more Wounds.
    • Two-Fanged Strike (Cost: 1 Power Point): The wielder attacks with both daggers as a single Fighting action without suffering the standard multi-action penalty. If the attack hits with a raise, the target suffers the Bleeding condition in addition to normal damage.
    • Spirit Ward (Cost: 2 Power Points): As an instant reaction to being targeted by a melee attack, the wielder crosses the blades. The user gains the Deflection power (+2 to Parry against melee strikes, +4 on a raise) against attacks from that attacker until the beginning of the user’s next turn.
    • Phantom Howl (Cost: 1 Power Point): As a limited action, the user clashes the flats of the blades to unleash a terrifying spectral wolf visage. This acts as a Test using the Intimidation skill against a target within 4 yards, with a +2 bonus to the roll.

Shadowrun (Sixth World Edition)

The Asena Bioceramic Spirit-Fangs Force 2 Enchanted Weapon Focus Pair (Blades)

  • Overview:
    • Sculpted from mineralized fossil-canid bone reinforced with an internal carbon-fullerene lattice, these matched fourteen-inch blades feature synthetic wolf-fur wrappings bound in conductive monofilament sinew. Each pommel houses a lab-grown pale fluorite mana node. Crafted by awakened steppe talismongers, the daggers link the wielder’s motor reflex pathways to an ancestral canid spirit, eliminating off-hand asymmetry and attuning the senses to the blood trails of injured quarry.
  • Item Statistics:
    • Force: 2
    • Weapon Type: Matched Blades (Dual Daggers)
    • Damage Value: 3P (Physical)
    • Attack Rating: 10 / 2 / — / — / —
    • Defense Rating: +2 (when wielding both blades in tandem to parry)
    • Availability: 4 (R)
    • Cost: 22,000 Nuyen (Bonding Karma Cost: 8 Karma total for the linked set)
  • Arcane Mechanics and Operations:
    • Synchronized Motor Weave (Passive):
      • The adept or hermetic practitioner suffers no off-hand dice pool penalties when engaging in two-weapon close combat. When splitting an attack dice pool between two adjacent targets, add the focus Force (+2) to each split pool.
    • Scent of the Wounded Quarry (Passive):
      • While both daggers are deployed, the user gains a +2 dice pool modifier or 1 Edge on Perception and Tracking tests to follow any biological organism that has taken Physical damage within the preceding 24 hours, perceiving an astral trail of smoldering crimson light.
    • Twin-Fang Flurry (Major Action):
      • The wielder makes a coordinated cross-body strike against a single engaged target.
      • Roll Close Combat + Agility + Force (2) vs. Reaction + Intuition.
      • On a hit, the attack inflicts base damage equal to net hits + 4P. If net hits equal 3 or more, the target immediately gains the Bleeding status (taking 1P unresisted damage per combat turn until treated).
    • Spirit-Crossing Ward (Interrupt Action):
      • Cost: 5 Initiative Score. When targeted by an incoming melee attack, the user snaps the bone flats into an X-guard. The twin crystals flare, increasing the wielder’s Defense Rating by +3 and adding +2 dice to the defense test against that specific attack.
    • Spectral Feint (Minor Action):
      • The user strikes the bone flats together to project a momentary astral wolf apparition that lunges at an adversary within 5 meters. The target must succeed on a Willpower + Intuition test against a threshold of 2 or lose 5 points of Initiative Score and become unable to take Edge actions against the wielder until the end of the combat turn.

Starfinder (Second Edition Playtest / Core Remaster Syntax)

Bio-Resonant Asena Fangs Item 1 | Tech-Magical, Necromancy, Primal

  • Price: 65 Credits
  • Usage: Held in 2 hands (Matched Set); Bulk: L each (1 Bulk total)
  • Hands: 2 (1 per hand); Category: Simple Melee Weapons (Twin Daggers)
  • Base Statistics:
    • Damage: 1d4 Piercing or Slashing
    • Group: Knife; Traits: Agile, Analog, Finesse, Twin, Versatile S
    • Hardness: 4; HP: 16 (BT 8) per blade
  • Item Overview:
    • Carved from mineral-dense xeno-canid skeletal stock and wrapped in treated hide, each pommel integrates a micro-crystalline piezoelectric transducer. Frontier scouts on untamed wilderness worlds employ these matched blades to navigate broken scree and track wounded specimens through dense planetary undergrowth.
  • Passive Operations:
    • Pack-Step Balance:
      • While wielding both fangs simultaneously, the user gains a +1 circumstance bonus to AC against melee attacks. The operator ignores non-magical difficult terrain caused by scree, snow, or loose rubble.
    • Hematic Scent Tracking:
      • The operator gains a +1 item bonus to Survival and Perception checks made to track any biological creature currently below its maximum Hit Points. The user perceives glowing crimson particles clinging to the terrain.
  • Active Functions:
    • Ghost-Howl Feint (Single Action / Concentrate, Mental):
      • The operator strikes the flats of the blades together, targeting a creature within 20 feet. The target must attempt a DC 15 Will save. On a failure, the target is off-guard against the operator’s attacks until the end of the current turn.
    • Twin-Fang Flurry (Two Actions / Flourish):
      • The user makes two Strikes against the same target, one with each dagger. If both attacks hit, combine their damage for the purpose of bypassing resistances and weaknesses, and the target takes 1d4 persistent bleed damage.
    • Spirit-Crossing Ward (Reaction / Manipulate):
      • Trigger: A creature hits the user with a melee Strike.
      • Effect: The operator snaps the crossed bone blades into the incoming path of the weapon. The user gains a +2 circumstance bonus to AC against the triggering Strike, potentially turning the hit into a miss.

Traveller (Mongoose 2nd Edition)

Prehistoric Canid Survival Blades TL 8 Primitive / Biosynthetic Melee Set

  • Characteristics and Profile:
    • Technology Level: 8
    • Mass: 0.5 kg each (1.0 kg total)
    • Length: 35 centimeters per blade
    • Power: Low-draw internal piezo-cell embedded in pommel stones (indefinite operational life; recharges via kinetic impact vibration).
    • Melee Damage: 1d6+1 Piercing/Slashing per blade.
    • Defensive Rating: Grants a +1 DM to Melee (Parry) checks when wielding both daggers in close combat.
  • Technical Description:
    • A matched set of twin curved combat dirks carved from mineralized dense bone alloy, wrapped in cured pelt and sinew grips. Originally recovered from nomadic planetary populations, the weapons incorporate matched resonant crystalline nodes in their pommels that vibrate in harmonic sympathy to eliminate off-hand handling instability.
  • Operational Mechanics:
    • Harmonic Dual Handling (Passive):
      • A scout wielding both dirks suffers no penalties for off-hand deployment, allowing two separate Melee (Blade) attacks during a significant action without splitting skill dice modifiers.
    • Bio-Trace Tracking (Passive):
      • The bearer gains a +1 DM on all Survival and Recon checks to track wounded biological targets within 50 meters, using polarized sensor nodes to highlight spilled hemoglobin and cellular trail residue.
    • Twin Flurry Attack:
      • When expending a significant action to strike an engaged target with both blades, an attack that achieves an Effect of 2 or higher forces the target to suffer an additional 1d6 bleeding damage at the start of the next combat round unless first aid is administered.
    • Cross-Guard Parry:
      • By expending a reaction to intercept a melee strike, the operator crosses the bone blades. This increases the Melee (Parry) bonus to +2 DM for that specific incoming blow.
    • Acoustic Resonance Distraction:
      • The user strikes the bone flats together as a minor action. The resonant crystals emit a sudden ultrasonic chime and concussive click that distracts a target within 6 meters, imposing a -1 DM on the target’s next combat or evasion roll.

Warhammer (Warhammer 40,000 Roleplay: Wrath & Glory)

Feral Steppe Wolf-Fangs Tier 1 Uncommon Relic (Matched Melee Pair)

  • Profile:
    • Damage: 4 + 1ED (Rending / Piercing) per dagger
    • AP: -1
    • Range: Melee (Engagement) or Short Range (6 meters thrown)
    • Salvo: —
    • Traits: Dual-Wield, Parry (+1 Defense against melee attacks), Reliable
    • Keywords: Primitive, Wilderness, Feral World
  • Lore:
    • Sourced from the frozen barrens of feral worlds where tribal hunters battle great carnivores across tundra wastelands, these curved dirks are carved from the mineralized limb bones of apex snow-wolves. Bound with pelt strips and set with pale spirit-stones, the weapons share a primitive totemic link that guides both hands into synchronized, rending slaughter.
  • Rules and Combat Mechanics:
    • Pack-Bond Synchronization (Passive):
      • When attacking with both daggers simultaneously, the wielder ignores the standard multi-attack penalty on the first additional melee strike made with the off-hand blade against the same target.
    • Trail of the Wounded (Passive):
      • The wielder adds +1 bonus die to Survival (Wil) and Awareness (Int) tests when tracking any creature that has suffered one or more Wounds within the last day.
    • Twin-Fang Flurry:
      • The wielder takes a combat action to execute a sweeping cross-slash against an engaged opponent.
      • Make a Weapon Skill Test against the target’s Defense.
      • On a success, the attack deals 8 + 2ED damage. If the test generates an Exalted Icon, the target gains the Bleeding condition.
    • Totemic Cross-Ward:
      • As an interrupt action when targeted by a melee attack, the wielder crosses the bone blades to catch the strike.
      • The wielder adds +2 to their Defense against that attack. If the attack misses, the attacker suffers a -1 penalty to its next Defense roll due to being overextended.
    • Phantom Wolf-Howl:
      • As a simple action, the wielder clashes the bone blades together to summon a fleeting, snarling warp-echo of a frost-wolf.
      • An enemy within 6 meters must pass a Willpower Test (Difficulty 3) or suffer the Hindered condition until the end of its next turn.