Amulet of the Loom-Wind 812

From: Lineage 742 of the Silk Spine Fletcher

This neck slot item is a silver-spun pendant containing a small, trapped breeze from the Warming weeks. It grants the wearer the ability to ignore physical penalties to range from non-magical winds.

The Lore: The Amulet of the Loom-Wind 812 is a product of the late Renaissance shift toward specialized atmospheric manipulation. During the height of the Warming weeks, when the planet VaporSphere begins its seasonal tilt, the air currents over the island nation of Lathandus become saturated with a specific, rhythmic kinetic energy. Artisans of the Silk-Spine Fletcher lineage discovered that by using “magic circuits” woven from silver and filaments of sentient spider-silk, they could create a localized containment field.

The “812” designation refers to the specific atmospheric resonance frequency captured within the pendant. It is not merely air trapped in a jar; it is a sentient-adjacent “micro-breeze” that has been conditioned to recognize the intent of the wearer. When a projectile is launched, the amulet releases a corrective puff of elemental force that “looms” the chaotic natural winds into a steady, predictable stream. Legend states that the original architect of the 812 series was a Master Fletcher who grew tired of losing maritime archery contests to the unpredictable gale-force winds of the endless ocean.


Tier One Stats

  • Item Level: Tier 1 (Common)
  • Armor Check (AC): 1 (Does not exceed the limit of 3 per item level)
  • Resilience: 10
  • Item Health Points: 30 (Avatar Max HP 20 + [Resilience 10 * Tier 1])
  • Attunement: Simple (1 minute)

Skills Gained While Openly Worn

  • Wind Observation (Temporary): +2
  • Long-Range Accuracy (Temporary): +1
  • Atmospheric Navigation (Temporary): +1

Passive Magic

  • Looming Effect: The wearer ignores all physical penalties to range (Extended or Complex) caused by non-magical winds or weather patterns.
  • Kinetic Stabilization: Provides a minor stabilization to the wearer’s posture, granting a +1 bonus to saving throws against being knocked prone by wind-based effects.
  • Thermal Comfort: The trapped Warming-week breeze keeps the wearer’s neck and chest at a comfortable temperature, providing resistance to non-magical cold environments.

Activatable Magics

  • Gale-Burst (Action): The wearer can command the amulet to release its trapped breeze in a focused 10-foot line. This force can snuff out small non-magical fires or push lightweight mundane objects (up to 5 pounds). This ability requires a short cooldown of 1 hour as the amulet draws mana from the environment to replenish the breeze.
  • Thread-Finder (Action): By concentrating for one minute (Active Activation), the amulet vibrates when pointed toward the nearest source of high-quality silk or natural weaving materials within 100 feet.
  • Feather-Fall Reaction (Prepared Reaction): If the wearer falls more than 10 feet, they may use a prepared reaction to trigger a sudden updraft from the amulet, reducing the fall distance by 20 feet for the purpose of calculating damage.

Specific Slot

  • Neck Slot

Tags: Warming-Weeks, Atmospheric-Focus, Silver-Spun, Kinetic-Containment, Lathandus-Craft, Precision-Tool, Tier-1-Relic, Wind-Loom, Artisan-Grade, Silk-Spine-Synergy, Non-Electronic-Device, Aero-Stabilizer, Maritime-Grade, Zephyr-Bound, Draft-Correction, Low-Resonance, Loom-Woven, Navigation-Aid, Gust-Shield, Artisan-Enchanted, Current-Sense, Sky-Traveler

Acquisition and Market Distribution of the Amulet of the Loom-Wind 812


How the Item is Obtained

In the world of Saṃsāra, the Amulet of the Loom-Wind 812 is rarely stumbled upon by chance; it is a product of deliberate craftsmanship or high-stakes recovery.

  • Combat Rewards: Successfully possessing an enemy scout or fletcher of the Silk-Spine lineage allows the character to acquire the amulet they were wearing at the time of death.
  • Quest Rewards: High-ranking naval officials or merchant lords of Lathandus may offer an 812 series amulet to adventurers who successfully protect a trade fleet from the unpredictable “Magic Storms” or high-altitude aerial predators.
  • Crafting: A Tier 1 artisan with proficiency in Alchemical Crafting and a focus on atmospheric magic can create this item. This requires a Tier 1 magic crystal (coin-sized) to act as the containment battery and silver-spun thread to weave the magic circuits.
  • Discovery: While rare, an amulet may be found in “forgotten areas” or ruins of old civilizations. However, such items often have only half their HP remaining and must be repaired before they can be activated (attuned).

The Market: Buying and Selling

Trade in Saṃsāra is a “sellers’ market” governed by the principle of “buyer beware.” Since there are no online auctions or computers, all transactions are handled face-to-face in physical locations.

1. Specialized Fletcher Workshops

These are often located in high-altitude areas or coastal cities. The shops are frequently built into the branches of large, magically-resonant trees or within stone towers designed to catch the “Warming week” breezes.

  • Buying: A master fletcher will sell a pristine Amulet of the Loom-Wind 812 to those they deem “capable.” The price is highly subjective, often including a “test of skill” or a request for a specific crafting material (like elemental water).
  • Selling: A fletcher may buy a used amulet but will typically only offer half-value in silver or gold, citing the cost of recalibrating the “812” resonance.
  • Estimated Cost: 3,500 to 5,500 Silver.

2. High-Magic Emporiums (The Guild Master’s Vault)

Located in metropolises with millions of souls, these shops deal in a wide variety of attuned gear. They are heavily guarded by the military and are often sanctioned by the local Monarchy.

  • Buying: These locations offer “suggested values” but rarely deviate downward. The environment is one of extreme prestige.
  • Selling: These shops are the safest places to sell an amulet, as they have the capital to pay in Platinum or Gold. However, they will strictly use the Mind’s Eye to “identify” the item, and any hidden flaws or reduced HP will drastically lower the offer.
  • Estimated Cost: 450 to 650 Gold.

3. Seaport “Black Markets” and Rural Trading Posts

In the uncharted smaller islands or the docks of port cities, the economy is more volatile.

  • Buying: You might find an 812 series amulet for a “bargain,” but it may be a “falsified item” designed to hide structural damage or a drained magic crystal.
  • Selling: In rural areas where the Monarchy’s tax assessors are less frequent, a seller might fetch a higher price from a desperate traveler, though payment might be in mundane goods, rations, or information rather than coin.
  • Estimated Cost: 2,000 to 7,000 Silver (Highly Variable).

Transaction Fees and the World Bank

Any purchase made within a city or town is subject to local taxes.

  • Sales Tax: Goods sold in the Central City are taxed at 3% of the value.
  • Transaction Fee: If the gold is drawn directly from a World Bank account via the Mind’s Eye interface, the bank charges a 1% fee, rounded up to the nearest copper.
  • The World Bank Vault: Characters can choose to store the amulet in an institutional Extradimensional Storage Crypt for a monthly property tax of 1% to 3%, ensuring it remains in suspended animation and does not lose “Resilience” over time.

Martial Applications of the Amulet of the Loom-Wind 812

On the world of Saṃsāra, where magic ebbs and flows like weather, the Amulet of the Loom-Wind 812 is not merely a piece of jewelry but a tactical engine used to manipulate the very air through which a battle is fought.


Offensive Roleplay: The Path of the Unwavering Bolt

In offensive maneuvers, the amulet serves as the ultimate correction for long-range engagement. The fletcher uses the “Looming Effect” to transform environmental disadvantages into mechanical certainty.

  • Maritime Skirmishes on the Endless Ocean: While standing on the deck of a swaying island nation galleon, a fletcher faces high-velocity sea gales that would normally cause a “nearly impossible” difficulty for a Tier 1 shot. As the fletcher draws the Longbow of the Gossamer Gale 442, the amulet begins to hum. In roleplay, the wearer describes the silver-spun threads of the pendant glowing as the “trapped breeze” syncs with the incoming salt-spray winds. The arrow is released, and instead of being pushed off-course, it enters a “tunnel” of stabilized air created by the amulet, striking a foe’s mast or a specific worn item with precision.
  • Aerial Bombardment from a Zeppelin: When firing downward from a moving airship, gravity and cross-currents typically create a Complex (x, -z) range penalty. The fletcher activates the Gale-Burst as an action to clear a path of smoke or clouds before the primary attack. This ensures the target is visible to their Normal sight, allowing the subsequent arrow to fly true without the “z” subtraction from the attack roll.
  • Targeting Foe Items: During a heated exchange, the fletcher announces they are targeting a foe’s Hearthstone or weapon. The amulet provides the “Steady Pulse” required to hit the target’s AC plus their Tier Level. The fletcher describes the silver filaments of the amulet vibrating in harmony with the bowstring, ensuring the “z-axis” of the wind does not deflect the needle-thin stiletto or arrow.

Defensive Roleplay: The Shield of the Warming Breath

Defensively, the amulet is used to create space, mitigate environmental hazards, and ensure the fletcher survives to take another shot.

  • Urban Labyrinths and City Gates: In a “Somewhat Safe” area like a walled city, the fletcher’s AC is doubled. If an assassin attempts to close the distance, the fletcher uses a Prepared Reaction to trigger the Gale-Burst. Roleplaying this involves the fletcher clutching the silver pendant as it releases a concussive “Warming week” updraft, knocking back a lightweight attacker or blowing a handful of blinding alchemical dust back into the foe’s face.
  • Escaping Deathly Areas: In a “Deathly Area” where AC is zero and every attack hits, the amulet’s Feather-Fall Reaction becomes a life-saving maneuver. If the fletcher is forced to leap from a high cave ledge or a skyscraper in a megacity, they describe the amulet’s glow intensifying into a violet aura. The “trapped breeze” expands into a temporary cushion of air, slowing the descent and allowing the avatar to land on their feet, potentially spending a point of Mana Boost to remain at 1 HP if the fall was otherwise lethal.
  • Resistance to Magical Disruption: During a Magic Storm or an encounter with a foe using wind-based spells, the fletcher roleplays the “Kinetic Stabilization” of the amulet. As the ground shakes or magical gusts threaten to knock the party prone, the wearer describes their feet feeling anchored to the moon’s crust. The amulet’s silver circuits flare, counteracting the external force and allowing the fletcher to maintain their stance to prepare a reaction for the next turn cycle.
  • The Comfort of the Hearth: During a Long Rest in a cold, rural jungle, the fletcher roleplays the “Thermal Comfort” of the device. While others shiver, the fletcher is enveloped in the mild heat of the Warming weeks. This comfort is described as a psychological boon, reinforcing the “Mind’s Eye” focus and ensuring that the next day’s Tier Die rolls are made with a clear, steady mind.

Perception of Activation:

User’s Perspective

  • Normal sight: You see a sudden, vibrant flare of violet light originating from the pendant’s core, followed by amber filaments of energy that wrap around your torso like a protective cocoon.
  • Touch: A comforting, localized warmth spreads from your neck across your chest, accompanied by a faint, rhythmic vibration that matches your own heartbeat.
  • Extra-Sensory (Mind’s Eye): You perceive a quantifiable shift in the atmospheric density around you; the chaotic “noise” of the wind is filtered into a steady, mathematical stream of data.
  • Extra-Sensory (True sight): The amulet erupts in a brilliant ultraviolet bloom, illuminating the “wind-paths” in the air as shimmering, glowing ribbons that guide your aim.
  • Extra-Sensory (Radar/Blind sight): You feel a slight “pressure” or resistance in the air that pings back against your senses, allowing you to feel the exact boundaries of the 10-foot Gale-Burst radius before you even release it.

Observer’s Perspective

  • Normal sight: The fletcher’s pendant suddenly ignites with a glow so bright it casts sharp shadows against the workshop walls. Swirling air currents become visible as they pick up dust and stray silk fibers, spinning them in a tight halo around the fletcher.
  • Sound: A low, harmonic hum—similar to a distant pipe organ or a high-tension wire in a storm—resonates from the silver-spun casing.
  • Touch: Nearby observers feel a sudden, warm draft, as if a window to a summer afternoon in the Warming weeks had just been opened in the middle of a cold room.
  • Extra-Sensory (True sight): Any observer with True sight sees a massive spike in ultraviolet radiation, marking the fletcher as a high-intensity beacon of Transmutation and Evocation magic.

Positives

  • Environmental Mastery: The immediate cessation of wind-drag on your body and gear provides a profound sense of physical stability and calm.
  • Combat Clarity: The extra-sensory overlays provide “perfect” information regarding range, removing the guesswork from Extended (x/y) shots.
  • Mental Focus: The harmonic hum of the activation helps to drown out social distractions, aiding in concentration for subsequent actions.

Negatives

  • Sensory Overload: The sudden influx of ultraviolet light and kinetic data can cause a brief “Mind’s Eye” blur if the user is already fatigued or overwhelmed by too many items.
  • Stealth Compromise: The bright visual flare and audible hum make it impossible to remain hidden; you become the most visible target on the battlefield.
  • After-Effect: Once the activation ends or the Gale-Burst is spent, the sudden return of natural, biting cold or chaotic wind feels twice as harsh, occasionally resulting in a dull headache.

Alchemical Weaving of the Loom-Wind 812


Materials Needed

  • 1 Tier 1 Magic Crystal: Must be coin-sized and of the “Evocation” or “Transmutation” school. This serves as the arcane battery to sustain the containment field.
  • 10 Grams of Refined Silver: Drawn into extremely fine wire to act as the magic circuits for energy conduction.
  • 5 Meters of Silk-Spine Filament: Harvested from a Tier 1 Fletcher’s Spinneret-Nape; used for the structural “loom” that binds the breeze.
  • 1 Vial of Elemental Water: Purified to act as a cooling agent for the steam-press during the bonding process.
  • 1 Captured Warming-Week Breeze: Must be harvested during the month of Lathandus using a vacuum-sealed brass canister.

Tools Required

  • Steam-Press Fletching Jig 883: For the high-pressure bonding of filaments and silver wire.
  • Resonance Tuning Fork 519: To calibrate the silver circuits to the “812” frequency.
  • Fine Jeweler’s Pliers and Tweezers: For the intricate manual weaving of the silver-spun casing.
  • Elemental Fire Crystal: To power the steam-press and maintain a constant crafting temperature.

Skill Requirements

  • Alchemical Crafting (Trained): Level 5+ (To stabilize the magic crystal and captured breeze).
  • Fletcher (Trained): Level 4+ (To properly handle and tension the Silk-Spine filaments).
  • Mind’s Eye (Active Activation): Required to “see” the flow of mana through the silver circuits during assembly.
  • Magic Circuitry (Trained): Level 3+ (To ensure the silver wire does not short-circuit under the pressure of the breeze).

Crafting Steps

  • Step 1: The Silver Foundation Using the jeweler’s pliers, weave the refined silver wire into a hollow, spherical lattice. This structure must contain 812 individual intersections to match the desired atmospheric resonance. Use the Mind’s Eye to verify that each intersection is capable of holding a charge.
  • Step 2: Crystal Implantation Insert the Tier 1 Magic Crystal into the center of the silver lattice. Use a small amount of elemental fire to “solder” the primary magic circuits to the crystal’s facets. The crystal should begin to pulse with a faint violet light once the connection is established.
  • Step 3: The Breeze Infusion Connect the brass canister containing the Warming-week breeze to the Steam-Press Fletching Jig 883. Slowly release the pressure, allowing the breeze to flow into the silver lattice. Simultaneously strike the Resonance Tuning Fork 519 and hold it against the jig to vibrate the silver into the correct harmonic alignment.
  • Step 4: The Silk Looming While the breeze is being infused, draw out your internal Silk-Spine filaments and weave them through the silver lattice. The silk acts as a “loom,” catching the air and preventing it from dissipating. The steam from the jig will bond the silk to the silver and the crystal permanently.
  • Step 5: Final Calibration Seal the outer casing with a final wrap of silver-spun thread. Perform a ritual attunement of 10 minutes to synchronize the item’s “stats” with your own Mind’s Eye. If the item begins to emit a soft, rhythmic hum and feels warm to the touch, the recreation is successful. If the crystal cracks, the item is destroyed and reverts to its original component parts.

First Sky-Breath Catcher of 812 Walkings

The happening begins in the before-times, when the island dirt of Lathandus was weeping with the angry sky-breath. The shooters of the far-stabbing sticks stood upon the floating wood-houses of the endless water. The enemies came with the salt-spray gales from the unknown distances. The shooters pulled the strings of the worm-back thread, but the angry sky-breath slapped the sky-bird teeth into the wet deep. The wet deep ate the teeth. The shooters had the great sadness in their face-holes. They could not make the hitting of the targets. The physical penalties to the far-distance were too heavy for their meat-vessels to carry.

It is written in the cracked dirt that a maker of the silk-spine, named He-Who-Pulls-The-Silver-Spider-Water, looked at the big-gas-ball-in-the-up. He said to his hands, “The hands must catch the sky-breath.” He took the coin-sized shining rock of the changing-magic from the defeated monsters of the wilderness. He took the white metal that is like the moon-blood. He climbed the tall mountain where the stone meets the nothingness of the high air. He sat for the seven days of the seven weeks of the Hot Sun-Turns. He did not eat the mouth-rations. He only drank the elemental water of the cooling. He waited for the specific rhythm of the air moving.

On the walking of the eight hundred and twelfth day of his life-counting, the great wind of the Warming came to the mountain. It was not a normal wind. It was the wind of the heavy pushing, the wind that knocks the unprepared walker to the ground-dirt. The maker opened the brass cup of holding. He shouted at the wind with his thought-voice. The wind fell into the brass cup with the sound of a dying beast. The maker used his neck-bone spinneret. He pulled the silk that is the life-thread from his own bodily form. He wrapped the white metal moon-blood around the coin-sized shining rock. He made the knots of the uncountable numbers, weaving the magic circuits of the old ways.

The sky-breath tried to escape the brass cup. It tried to break the maker’s bones of brittleness. The maker felt the pain of the gods in his meat-vessel, the pain that comes from the too-many-items or the touching of the higher-power. But he pushed the steam of the elemental fire and the elemental water. The steam smashed the silk and the white metal and the shining rock and the sky-breath into one oneness. The rock drank the wind. The rock became the neck-hanging-stone of the loom-wind. The number eight hundred and twelve is the number of the wind’s true name in the old tongue, and also the walkings of the maker’s life, and also the number of the knots in the silver wire.

He-Who-Pulls-The-Silver-Spider-Water placed the neck-hanging-stone upon his throat. He looked down from the mountain to the endless water. The enemy floating wood-houses were making the attack on the shores of Lathandus. The maker lifted his far-stabbing stick of the gossamer gale. The wind of the ocean was screaming the death-scream, pushing all things to the side. The maker’s neck-hanging-stone glowed with the purple light of the unseen spectrum, visible only to the mind-eye. The trapped sky-breath pushed against the angry sky-breath of the world. The air between the mountain and the floating wood-houses became a tunnel of the silent standing.

The maker released the string of the worm-back. The sky-bird tooth flew in the tunnel of the silent standing. It did not move to the left. It did not move to the right. It ignored the dragging of the world. It struck the chest of the enemy leader on the far-away boat. The enemy leader exploded into the sparks of the purple light, because he was a soul of the other-places, and left only the soul-stone upon the wooden floor. The enemies saw the tunnel of the silent standing and the sudden death of sparks. They turned their floating wood-houses away. They fled from the maker of the eight hundred and twelve knots.

The maker returned to the lower dirt of Lathandus. He taught the other worm-back thread-pullers the secret of the brass cup and the white metal. He said to their hearing-holes, “The wind is the enemy, but the wind is also the friend if the neck-hanging-stone is woven with the true sight and the sweat of the neck-bone.” The makers made many of the stones. They became the masters of the endless water and the high air, ignoring the physical penalties of the chaotic sky. The original stone of the maker was lost in the passing of the uncountable seasons, perhaps sleeping in the dark caves or the broken cities of the before-times, waiting for a new meat-vessel to awaken its trapped breath.

The moral of the story: The chaotic force that strikes the face can be caught in the woven trap of the patient hands, turning the wild breath of the world into the straight path of the intended strike.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Resonating Aeolian Stone

  • Item Type: Artifact / Occult Device
  • Description: A silver-filigreed pendant containing a swirling, trapped vortex of pressurized air.
  • Game Mechanics: * Wind Neutralization: When worn and active, the user ignores all “Penalty Dice” applied to Firearms or Throw rolls caused by natural wind, storms, or hurricanes.
    • Gale-Burst: The user may spend 1D4 Magic Points to release a concussive blast of air. This acts as a combat maneuver with a range of 10 yards. Success knocks a human-sized target backward 1D6 yards and requires them to make a DEX or STR roll to avoid falling prone.
    • Atmospheric Sensitivity: Grants a +10% bonus to Navigate and Survival rolls while at sea or in high-altitude environments.
  • Sanity Cost: Initial identification via the Mind’s Eye (Occult roll) costs 1/1D3 SAN due to the impossible geometry of the trapped wind.
  • Syntax Note: Use as an equipment modifier for ranged combat calculations.

Blades in the Dark

Unique Name: The Whisper-Woven Stabilizer

  • Item Type: Rare Fine Quality Gear (1 Load)
  • Description: A Sparkwright-crafted locket that hums with the captured essence of a high-altitude gale.
  • Specific Game Mechanics:
    • Precision Edge: When you perform a Hunt or Shoot action in heavy weather or across great distances, you ignore the “Reduced Effect” or “Increased Difficulty” normally imposed by environmental factors.
    • Forceful Repel: You may expend a Special Ability use or take 2 Stress to release the wind as a defensive burst. This grants +1d to a Resistance Roll against physical proximity attacks or being grappled.
    • Wind-Sense: You gain Potency when gathering information about incoming weather or detecting movement through air displacement.
  • Tags: Fine, Arcane, Volatile.

Dungeons & Dragons (5th Edition)

Unique Name: Amulet of the Loom-Wind 812

  • Wondrous Item, Common (Requires Attunement)
  • Item Level: Tier 1
  • Specific Game Mechanics:
    • Aero-Stabilization: While wearing this amulet, you have advantage on attack rolls with ranged weapons that would normally have disadvantage due to non-magical wind (such as the effects of a Gust of Wind spell or natural gale).
    • Gale-Burst: As an action, you can release a blast of air in a 10-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Strength Saving Throw or be pushed 10 feet away from you. Once used, this property can’t be used again until the following dawn.
    • Kinetic Anchor: You have advantage on saving throws against being moved against your will or knocked prone by wind-based effects.
  • Syntax: Add to “Equipment” section; mark as “Attuned.”

Knave (2nd Edition)

Unique Name: The 812th Wind-Knot

  • Item Type: Wondrous Gear (1 Slot)
  • Description: A knotted silver charm that vibrates in the presence of a breeze.
  • Specific Game Mechanics:
    • Unwavering Aim: Ranged attacks made in high winds or storms do not suffer the standard -2 or -4 penalty to the hit roll.
    • Breath of the North: Once per day, the user may blow through the charm to create a 10-foot gust. This can clear fog, extinguish torches, or force a STR Save (DC 15) to avoid being pushed back.
    • Quality: 3 (Armor Check/AC bonus: +1).
  • Durability: When the user takes a direct hit from a critical success, roll a d6. On a 1, the silver thread snaps and the item must be repaired at a forge before it provides its benefits again.
  • Syntax: Listed under “Gear” or “Worn Items.”

Fate (Condensed/Core)

Unique Name: The Loom-Wind Pendant

  • Item Type: Personal Stunt/Extra
  • Description: A silver-spun pendant housing a fragment of the Warming weeks’ breeze, used to smooth the path of any projectile.
  • Specific Game Mechanics:
    • Stunt (Wind-Cutter): Because I have the Loom-Wind Pendant, I ignore any increased difficulty or negative situational aspects related to high winds, storms, or atmospheric turbulence when I use Shoot to make a physical attack.
    • Active Activation (Gale-Burst): Once per session, I can use the pendant to create a sudden blast of air. I can use Shoot or Physique to create a Pushed Back or Disoriented advantage on a target within my zone or an adjacent zone, even if I don’t have a weapon in hand.
  • Cost: 1 Refresh or a permanent Character Aspect slot (e.g., Owner of the 812th Loom-Wind).
  • Syntax: Add to the “Stunts & Extras” section of the character sheet.

Numenera & Cypher System

Unique Name: Atmospheric Weaver (Level 4)

  • Item Type: Cypher (Internal or Wearable) or Artifact (if permanent)
  • Description: A delicate silver lattice containing a swirling, pressurized kinetic anomaly.
  • Specific Game Mechanics:
    • Passive (Stabilized Flight): While this item is worn, the difficulty of all speed-based tasks involving ranged combat is reduced by one step if the primary hindrance is wind or weather.
    • Activation (Gale-Burst): By manipulating the silver lattice (an action), the user releases a focused blast. A target within short range must make a Might defense roll or be knocked back 10 feet and fall prone.
    • Depletion: 1 in 1d20 (If used as an Artifact). If used as a Cypher, it is consumed after one successful Gale-Burst or one hour of continuous stabilization.
  • Syntax: Level 4 Artifact; Depletion 1-20.

Pathfinder (2nd Edition)

Unique Name: 812-Resonance Wind-Loom

  • Item Category: Wondrous Item, Investment
  • Level: 2; Price: 35 GP
  • Usage: Worn (Neck); Bulk: L
  • Specific Game Mechanics:
    • Passive (Loomed Trajectory): When you Invest this item, you gain a +1 item bonus to attack rolls with ranged weapons in areas of high wind. You ignore the “Concealed” condition if it is caused specifically by blowing sand, heavy rain, or thick fog (up to 30 feet).
    • Activate (Two Actions – Interact): Gale-Burst (Air, Evocation, Primal); Effect: You release a 10-foot line of pressurized air. Each creature in the area must succeed at a DC 16 Fortitude Save or be pushed 5 feet away from you (10 feet on a critical failure).
    • Frequency: Once per hour.
  • Syntax: Listed under “Worn Items” and requires the “Invested” trait to function.

Savage Worlds (Adventure Edition)

Unique Name: Loom-Wind Charm

  • Item Type: Arcane Device
  • Description: A silver-bound crystal pulsing with the energy of the Warming weeks.
  • Specific Game Mechanics:
    • Wind-Ignore: The user ignores up to 2 points of “Range” or “Cover” penalties caused by wind, rain, or environmental turbulence.
    • Gale-Burst (Power): The charm can cast the Havoc power using the user’s Spirit (or a d6 if they have no Arcane Skill) as the activating die.
    • Power Points: The item has 5 Power Points that recharge at a rate of 1 per hour. Havoc costs 2 PP to activate.
    • Reaction (Deflect): If the user is targeted by a ranged attack, they may spend 2 PP as a reaction to create a localized wind barrier, increasing their Toughness by +2 against that specific shot.
  • Syntax: Listed under “Gear” or “Arcane Items”; Weight: 1 lb.

Shadowrun (6th World Edition)

Unique Name: Aeolian Logic-Focus 812

  • Item Type: Magical Focus (Weapon Focus or Qi Focus)
  • Rating: 2
  • Description: A delicate silver-wire necklace housing a preparation of “Warming-week” mana.
  • Game Mechanics: * Wind-Nullification: When active, the user ignores up to 2 points of environmental penalties caused by wind, rain, or atmospheric turbulence during Firearms or Athletics (Throwing) tests.
    • Gale-Burst: As a Major Action, the user can spend 1 point of Edge to release a blast of air. Treat this as an Unarmed Combat attack with a Reach of 2. On a success, the target is pushed back (Rating x 2) meters and must make a Damage Resistance Test against (Rating)S damage.
  • Bonding Cost: 6 Karma.
  • Syntax: Add to “Foci” section; requires active bonding to provide bonuses.

Starfinder (2nd Edition / Playtest)

Unique Name: Aero-Kinetic Stabilizer Pendant

  • Item Category: Worn Magic Item
  • Level: 2; Price: 500 Credits
  • Bulk: L
  • Description: A high-tech silver lattice containing a miniature, self-sustaining atmospheric anomaly.
  • Game Mechanics:
    • Ballistic Correction: You gain a +1 item bonus to attack rolls with ranged weapons in high-wind environments or low-gravity vacuum edges. You ignore the “Concealed” condition caused by smoke, fog, or dust storms within 30 feet.
    • Activate (Two Actions): Gale-Burst (Evocation, Air). You release a 15-foot cone of pressurized air. Creatures in the area must succeed at a DC 16 Fortitude Save or be pushed 5 feet and become Off-Target until the end of their next turn.
  • Capacity: 20 (Uses 2 charges per Gale-Burst activation).
  • Syntax: Listed under “Worn Equipment”; uses Battery/E-Cell for activation power.

Traveller (Mongoose 2nd Edition)

Unique Name: Atmospheric Null-Chamber 812

  • Item Type: TL 12 Personal Augmentation / Jewelry
  • Description: A masterwork piece of jewelry that uses miniature gravitic plates to “loom” the air around the wearer.
  • Game Mechanics:
    • Stabilized Aim: When using the Gun Combat skill in heavy winds or on a moving vehicle/ship, the user ignores the -1 or -2 DM penalty for “Unstable Platform” or “High Wind.”
    • Kinetic Pulse: As a Minor Action, the user can trigger a gravitic pulse. Any creature within 3 meters must make a DEX (9+) check or be knocked backward 2 meters. This uses the internal battery, which lasts for 10 pulses before requiring a 1-hour recharge.
  • Weight: Negligible.
  • Syntax: Listed under “Augmentations” or “Specialized Gear.”

Warhammer (Age of Sigmar: Soulbound)

Unique Name: The Loom-Wind Talisman

  • Item Type: Artefact
  • Description: A silver-spun pendant containing a trapped, pulsing breeze from the Warming weeks of Lathandus.
  • Game Mechanics:
    • Straight Flight: You ignore any Difficulty increases to Accuracy (Ranged) tests caused by wind, weather, or being underwater (up to Short range).
    • Gale-Burst: Once per encounter, as an Action, you can release the talisman’s power. Each enemy within Short range must make a Body (3) Test or be pushed back to Medium range and fall Prone.
    • Passive Protection: You gain +1 Mettle when in high-altitude environments or on the deck of a ship.
  • Complexity: Average (Requires 1 week of downtime to repair if broken).
  • Syntax: Added to “Artefacts” section of the character sheet.

 


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One response to “Amulet of the Loom-Wind 812”

  1. […] Amulet of the Loom-Wind 812: This neck slot item is a silver-spun pendant containing a small, trapped breeze from the Warming weeks. It grants the wearer the ability to ignore physical penalties to range from non-magical winds. […]