Shortsword of the Severed Strand 918

From: Lineage 742 of the Silk Spine Fletcher

Type: Melee Weapon

Damage: Base 1d6+1d4 (Tier 1).

Properties: When used as part of an action that includes unsheathing and sheathing, the blade glows with a soft purple light, momentarily granting the user Normal sight in magical darkness.

The Lore

A backup blade forged in the island nation of Lathandus, designed for the close-quarters defense of a fletcher. The hilt is wrapped in iridescent Shimmer-Silk, providing a non-slip grip even in the humid weather of the deep jungles.

The Shortsword of the Severed Strand 918 is a specialized sidearm born from the unique tactical needs of the Lathandus Spire-Guards. In the vertical jungles and humid vapor-canopies of the island nation, a Fletcher’s primary weapon—the longbow—becomes a liability during sudden, close-quarters ambushes. The “918” was engineered as a “final severance,” a blade intended to cut through the literal and metaphorical threads of an enemy’s advance. The steel is folded with trace amounts of pulverized purple mana-glass, giving the edge a permanent, faint violet tint that hums when drawn against leather or silk.

The hilt is the blade’s most distinct feature, wrapped in high-friction Shimmer-Silk harvested from the predatory arachnids of the Lathandus under-canopy. This material reacts to the moisture in the air; as humidity increases, the silk’s microscopic barbs expand, ensuring the grip remains absolute even when drenched by jungle storms or the slick fluids of defeated monsters. The designation “918” refers to the frequency of the silk’s vibration. When the blade is rapidly unsheathed, the friction against the scabbard’s inner lining triggers a kinetic discharge. This discharge doesn’t just produce light; it briefly harmonizes the user’s ocular nerves with the Aether, allowing them to pierce through the “veils” of magical darkness that many jungle predators use to mask their approach. It is a weapon of clarity, designed to ensure that even a cornered archer can see the “strand” they must cut to survive.

  • Tier One Stats
    • Item Level: Tier 1 (Common)
    • Damage: 1d6 Piercing/Slashing + 1d4 Force
    • Critical Multiplier: 19-20 / x2
    • Resilience: 15
    • Item Health Points: 25
    • Attunement: Simple (1 minute)
  • Skills Gained While Openly Worn
    • Acrobatics (Temporary): +1 (Due to the weighted pommel assisting balance)
    • Stealth (Temporary): +1 (The Shimmer-Silk wrap muffles the sound of the blade against the thigh)
    • Athletics (Temporary): +1 (Enhanced grip for climbing while holding the hilt)
  • Passive Magic
    • Humidity Anchor: The wielder cannot be disarmed of this weapon while in “Humid” or “Rainy” weather conditions.
    • Silk-Sense: While the hilt is held, the wearer can sense vibrations in the air within 5 feet, granting a +2 bonus to avoid being Surprised.
    • Aether-Tinged Edge: The blade ignores the Damage Reduction of “Incorporeal” or “Gaseous” entities of Tier 1 or lower.
  • Activatable Magics
    • Veiled Sight (Reaction): When the blade is drawn as part of an Initiative roll or an Attack action, the user gains “Normal Sight” in magical darkness and can see through “Fog” or “Mist” for 1 round.
    • Strand-Cut (Action): The user makes a single strike against an enemy’s weapon or armor. On a hit, the target must succeed on a Resilience check or have their item’s AC or Attack bonus reduced by 1 for 1 minute. This can be used twice per long rest.
    • Purple Flare (Action): The wielder slams the flat of the blade against a hard surface, releasing a burst of purple light that forces all adjacent enemies to succeed on a Dexterity save or be “Dazzled” (-1 to attacks) for 1 round.
  • Specific Slot
    • Belt / Side-Strap (Held in One Hand)
  • Tags: Lathandus-Forged, Shimmer-Silk, Shortsword, Close-Quarters, Anti-Darkness, Humidity-Reactive, Force-Damage, Tier-1-Melee, Purple-Mana-Glass, Non-Slip, Bio-Kinetic-Hilt, Aether-Etched, Jungle-Stalker, Shimmer-Grip, Spire-Guard-Standard, Mana-Glass-Edge, Humidity-Sensitive, Violet-Resonance, Close-Quarters-Specialist, Bio-Arachnid-Silk, Fog-Piercer, Scabbard-Friction-Trigger

Procurement and Commercial Exchange of the Shortsword of the Severed Strand 918


Methods of Acquisition

The Shortsword of the Severed Strand 918 is a common but highly respected sidearm within the Lathandus Spire-Guard. Because it is designed for survival in the humid, vertical jungles of the island nation, it is found in places where environmental hazards are high.

  • Spire-Guard Military Graduation: Upon completing their training in the “Lower-Canopy Survival” course, Lathandus archers are issued a “918” as their secondary line of defense. The serial number “918” is often etched into the crossguard alongside the soldier’s identification.
  • Arachnid Hunter Salvage: In the deep jungles of Lathandus, specialized hunters who track Shimmer-Silk spiders often carry these blades. If a hunter is overcome by the environment, their blade can often be found nearby, perfectly preserved by its moisture-resistant hilt even if the leather scabbard has rotted away.
  • Urban Self-Defense Requisition: In the high-density spire cities, where magical darkness is a common tool for thieves and assassins, wealthy citizens may purchase a 918 for personal protection. It is seen as a “citizen’s blade”—utilitarian, reliable, and defensive.
  • Island-Nation Trade Agreements: The Monarchy occasionally receives shipments of Lathandus steel in exchange for steam-tech. Consequently, these blades can be found in the hands of Monarchy scouts or diplomats who favor the non-slip grip during long zeppelin voyages through the VaporSphere.

The Market: Retail and Trade Environments

The Shortsword of the Severed Strand 918 is valued for its reliability and its unique “Veiled Sight” trigger. It is a staple of mid-tier armories and specialized jungle-survival shops.

1. Lathandus Spire-Armories These are official government-run shops located at the base of the great vertical cities. They are utilitarian, smelling of oil and ozone, with rows of identical blades hanging from brass pegs.

  • Buying: These shops offer the most consistent quality. The buyer must often present a “Lineage Voucher” or “Trade Permit.” The price is fixed by the local magistrate to prevent war-profiteering.
  • Selling: These armories only buy back blades in good condition for the purpose of “Re-wrapping” the Shimmer-Silk hilts. They pay a standard rate in minted Silver.
  • Estimated Cost: 3,800 to 4,200 Silver.

2. Jungle-Survival Outfitters Located at the “Edge-Docks” where the city meets the jungle, these shops are cluttered with climbing gear, mosquito netting, and specialized weaponry.

  • Buying: Prices here fluctuate based on the local humidity and the current “Spider-Harvest.” If Shimmer-Silk is scarce, the cost of a new 918 rises significantly. The shopkeepers often sell “Field-Tested” versions for a discount.
  • Selling: These outfitters are always looking for reliable sidearms. They will offer a fair price in Gold if the blade’s “Purple Flare” still triggers reliably upon unsheathing.
  • Estimated Cost: 45 to 55 Gold.

3. Black-Market “Shadow-Stalls” In the “Unsafe Areas” of the lower docks, these stalls operate under the cover of magical silence. They specialize in gear that counters the very darkness they inhabit.

  • Buying: The 918 is a hot commodity here because of its ability to pierce magical darkness. Prices are often marked up by 50% or more, and the merchant may demand “Services” or “Information” in addition to currency.
  • Selling: Fences will buy stolen or “blood-stained” 918s for a low price, as they have to spend time grinding off the military serial numbers before re-selling them to local gangs.
  • Estimated Cost: 70 to 95 Gold (or equivalent in barter).

Financial Logistics and Trade Taxes

  • Lathandus Export Tax: Any 918 sold outside of the island of Lathandus is subject to a 3% “Culture Preservation Tax,” which goes toward the upkeep of the Shimmer-Silk spider habitats.
  • Metal Purity Exchange: While Lathandus merchants prefer the local “Violet-Copper” coins, they will accept World Bank Gold at the standard exchange rate, provided the 1% transaction fee is covered by the buyer.
  • The “Clean-Blade” Discount: If a seller can prove via a “Sense Magic” check that the blade has never been used to kill a member of the Silk-Spine lineage, certain Lathandus shops will offer a 5% discount as a gesture of “Ancestral Respect.”

Tactical Application of the Shortsword of the Severed Strand 918

The Shortsword of the Severed Strand 918 is more than a simple backup blade; it is a tool of environmental adaptation. In the vertical, moisture-heavy landscapes of Saṃsāra, where light is a luxury and a secure grip is the difference between life and a thousand-foot fall, the “918” provides the fletcher with a decisive edge in the “Close-Quarters” theater.


Offensive Roleplay: The Violet Strike

Offensively, the shortsword is used to capitalize on sudden transitions from range to melee, utilizing its friction-based magic to disorient foes.

  • The “Quick-Draw” Ambush in Magical Darkness: When an enemy sorcerer or jungle predator blankets the area in magical gloom, the fletcher roleplays the “Veiled Sight” activation. They describe the sharp, metallic shring of the blade leaving the scabbard. As the purple light flares, the fletcher roleplays their vision cutting through the darkness like a physical blade. They describe the “Normal Sight” allowing them to step past an opponent’s guard and deliver a “Force-Damage” strike to a vital point before the enemy even realizes their shroud has been pierced.
  • Dismantling Enemy Gear with “Strand-Cut”: Against a heavily armored foe, the fletcher roleplays the “Strand-Cut” action. They describe the violet-tinted edge humming as it vibrates against the opponent’s breastplate or shield-strap. The fletcher roleplays targeting the literal “strands”—the leather thongs, buckles, or magical weaves holding the armor together. On a success, they describe the enemy’s defense buckling or a weapon-grip loosening, roleplaying the mechanical reduction in the target’s effectiveness.
  • Engaging Incorporeal Threats: When faced with a Tier 1 ghost or a lingering “Aether-Wraith,” the fletcher roleplays the “Aether-Tinged Edge.” They describe the blade passing through the misty form not as wind, but as a solid object meeting resistance. The fletcher roleplays the purple mana-glass in the steel “catching” the spirit’s essence, allowing a weapon usually reserved for meat-vessels to carve through the intangible.

Defensive Roleplay: The Shimmer-Grip Sentinel

Defensively, the 918 excels in high-stakes environments where the elements—rain, sweat, or fear—would cause a lesser weapon to fail.

  • Fighting in a Tropical Downpour: While engaged in a duel on a slippery, rain-slicked jungle branch, the fletcher roleplays the “Humidity Anchor.” They describe the water pouring over their hands, but instead of the hilt becoming slippery, they roleplay the Shimmer-Silk “biting” back. The fletcher describes the sensation of the microscopic barbs expanding against their palm, roleplaying an absolute confidence in their grip that allows them to parry heavy blows that would normally disarm a drenched combatant.
  • Detecting Invisible Ambushes via “Silk-Sense”: In the quiet, stagnant air of an ancient ruin, the fletcher roleplays the “Silk-Sense” passive. They describe holding the hilt loosely, feeling the Shimmer-Silk vibrate against their skin in response to minute air displacements. The fletcher roleplays “feeling” a hidden blade-strike coming from their blind side before they see it, describing a sudden pivot and parry that prevents them from being “Surprised.”
  • Creating Distance with “Purple Flare”: When surrounded by a swarm of smaller, aggressive “Lower-Canopy” beasts, the fletcher roleplays the “Purple Flare.” They describe slamming the flat of the shortsword against a stone wall or their own metal bracer. The fletcher roleplays the resulting burst of violet light as a physical shockwave to the eyes, describing the beasts recoiling and shielding their vision. This buys the fletcher the necessary round to reposition or transition back to their longbow.
  • The Routine of Maintenance: In a “Safe Area” camp, the fletcher roleplays the maintenance of the Shimmer-Silk. They describe “feeding” the hilt a few drops of water to keep the silk supple and reactive, or using a fine brush to clear debris from the microscopic barbs. This roleplay reinforces the weapon as a living, biological partner in the fletcher’s survival.

Perception of Activation:

User’s Perspective

  • Normal Sight: As the blade clears the mouth of the scabbard, a surge of violet light erupts from the pommel-stone. The world, previously swallowed by magical gloom or thick jungle mist, suddenly snaps into sharp, high-contrast focus. The purple radiance acts as a “corrective lens,” highlighting the edges of physical objects and the silhouettes of hidden threats.
  • Touch: The Shimmer-Silk hilt feels alive. As the friction triggers the discharge, the microscopic barbs on the wrap expand against your palm, creating a sensation of “locking” into your hand. Even with blood or rain on your skin, the weapon feels like a natural, immovable extension of your arm.
  • Extra-Sensory (Aetheric Harmony): You perceive a high-pitched, crystalline ringing in your inner ear. This isn’t a sound, but a direct neural signal. It aligns your equilibrium with the center-point of the blade, making you feel perfectly balanced even on narrow, slippery branches.
  • Extra-Sensory (Vibrational Sight): Through the hilt, you “see” the air as a series of pressurized waves. You can feel the displacement caused by a swinging limb or a nearby footfall, allowing you to react to movements behind you as if you had eyes in the back of your head.
  • Extra-Sensory (Strand-Vision): During a “Strand-Cut,” the magical weaves of an enemy’s armor appear to you as glowing, brittle threads. You perceive the specific “knot” or “weak point” in their defense as a bright, pulsing violet spark, guiding your strike with predatory instinct.

Observer’s Perspective

  • Normal Sight: A sudden, violent flash of purple light illuminates the darkness, centering on the fletcher. The light isn’t steady; it pulses with a rapid, strobe-like frequency that makes the fletcher’s movements look jerky and unpredictable to the eye.
  • Sound: A sharp, metallic hiss—like a hot iron being dipped in water—accompanies the draw. This is followed by a low-frequency hum that makes the observer’s teeth ache if they stand within five feet of the unsheathed blade.
  • Touch: Those nearby feel a sudden “dryness” in the air, as if the blade is momentarily absorbing the humidity to power its discharge. A faint smell of ozone and wet silk lingers in the wake of the purple light.
  • Extra-Sensory (True Sight): To one who can see the Aether, the blade appears as a jagged tear in the veil. The purple light is actually a localized collapse of magical darkness, as the mana-glass in the steel “eats” the surrounding shadows to provide sight to its wielder.

Positives

  • Tactical Counter-Measure: It effectively nullifies one of the most dangerous advantages of magical predators and thieves: the ability to fight in total darkness.
  • Unshakeable Grip: The humidity-reactive silk ensures that the weapon is never lost in the chaos of a storm or a frantic climb, where other blades would be fumbled.
  • Spectral Utility: The ability to harm incorporeal entities at Tier 1 makes it an essential tool for fletchers venturing into ancient, haunted Lathandus ruins.

Negatives

  • Short-Lived Clarity: The “Veiled Sight” is a momentary burst; it requires constant re-sheathing and drawing to maintain sight in prolonged darkness, which can disrupt a steady combat flow.
  • Dazzling Side-Effect: The “Purple Flare” is indiscriminate. If the fletcher is not careful, the sudden burst of light can unintentionally disorient allies or civilian bystanders just as easily as enemies.
  • Maintenance Heavy: The Shimmer-Silk hilt is biological in nature. If allowed to dry out completely in a desert or arid environment, the barbs can become brittle and snap, permanently ruining the “Humidity Anchor” and non-slip properties.

The Forging of the Final Severance: Construction of the Shortsword of the Severed Strand 918


Materials Needed

  • 1 Bar of Lathandus Folded Steel: High-carbon steel enriched with trace minerals from the island’s vertical roots.
  • 15 Grams of Pulverized Purple Mana-Glass: Rare volcanic glass found in Aether-rich veins, used to give the edge its violet tint and force-damage properties.
  • 1 Length of Live Shimmer-Silk (3 Meters): Harvested from a mature under-canopy arachnid. The silk must be kept in a pressurized, humid vial until the moment of wrapping.
  • 1 Core of “Shadow-Eater” Quartz: A small, polished stone for the pommel that acts as the battery for the “Veiled Sight” discharge.
  • 1 Scabbard of Treated Ironwood: Lined with abrasive “Grit-Leather” to create the necessary friction for the purple flare.

Tools Required

  • Aether-Infused Forge: A heat source capable of melting mana-glass into the steel lattice without shattering the magical properties.
  • Silk-Tensioning Rack: A delicate brass frame used to stretch the Shimmer-Silk to the “918” frequency before wrapping.
  • Fine Gem-Setter’s Burins: For etching the internal circuitry into the crossguard and pommel-seat.
  • Humidity-Controlled Glovebox: A sealed environment used for the final hilt-wrap to prevent the silk barbs from prematurely expanding.
  • Friction-Testing Sleeve: A mechanical device used to calibrate the “shring” trigger of the scabbard.

Skill Requirements

  • Bladesmith (Trained): Level 3+ (To ensure the folded steel and mana-glass bond correctly).
  • Arcane Engineering (Trained): Level 2+ (Required to seat the pommel-quartz and connect the friction-circuits).
  • Bio-Kinetic Handling (Trained): Level 3+ (Necessary to wrap the live Shimmer-Silk without damaging the microscopic barbs).
  • Ocular Attunement (Passive): The crafter must be able to perceive the violet spectrum to verify the blade’s “Clarity” during the final draw-test.

Crafting Steps

  • Step 1: The Mana-Glass Infusion Begin the forge-weld of the Lathandus steel. As the metal reaches a bright cherry-red, sprinkle the pulverized purple mana-glass evenly across the surface. Fold the steel exactly 18 times, ensuring the glass becomes a fine “vein” within the blade. This gives the edge its distinctive violet hue and allows it to interact with incorporeal forms.
  • Step 2: Etching the Friction-Channels Once the blade is quenched and tempered, use the gem-setter’s burins to carve microscopic grooves along the “flats” near the hilt. These channels must be designed to catch the abrasive lining of the ironwood scabbard, generating the kinetic spark required for the “Veiled Sight” trigger.
  • Step 3: Seating the Shadow-Eater Quartz Prepare the pommel by carving a circular seat for the quartz. Connect the pommel to the blade’s tang using silver-threaded wire. This wire must run through the crossguard to the “918” etch-plate, creating a complete circuit that will release the “Purple Flare” upon physical impact or rapid friction.
  • Step 4: The Humid Silk-Wrap Transfer the blade and the Shimmer-Silk to the Humidity-Controlled Glovebox. Increase the internal moisture to 90%. Stretch the silk on the Tensioning Rack until it vibrates at the 918-frequency. Wrap the hilt in a tight, overlapping diamond pattern. As the silk settles, it will naturally bond to the handle, creating the “Humidity Anchor.”
  • Step 5: Scabbard Calibration and Draw-Test Slide the finished blade into the Ironwood Scabbard. Use the Friction-Testing Sleeve to perform twenty rapid draws. Observe the “Purple Flare”; it should be a soft, steady violet glow that lingers for 6 seconds. If the light is flickering or yellowed, the mana-glass infusion was uneven, and the blade must be re-tempered.

Short-Stabbing-Iron of Cut-String 918

In the long-before days, when the tall-wood-homes of the island of vertical-leaves were still drinking the sky-water, the people who push the flying-sticks (archers) were having a great dying. In the deep-under-places of the leaf-roofs, the air is thick with the breathing of the earth. But worse than the wet-air was the sudden-black. The crawling-monsters and the ghost-things that hate the sun would spit a magic-night. This magic-night made the eyes of the flying-stick pushers into useless dead stones. Because their flying-sticks were too long for the close-hugging of a sudden-fight, they were eaten while their hands fumbled in the empty black.

There was a flying-stick pusher named He-Who-Falls-Upward. He was angry at the great dying. He climbed down from the tall-wood-homes into the hot-stone-bowels of the earth, where the Hot-Hammerers live. He spoke to the Grandfather of the Hot-Hammers. He-Who-Falls-Upward said to the Grandfather, “I need a short-stabbing-iron for the close-hugging fight. But it must have the eye-fire within it, so I can see the monsters when they spit the magic-night. Also, my hand is wet with the fear-sweat and the leaf-sweat, and I drop my irons.”

The Grandfather of the Hot-Hammers touched his chin-hair and said, “We can make the short-stabbing-iron. We will take the heavy-dirt-metal and fold it with the crushed-purple-stone of the deep-magic. This purple-stone is angry at ghosts and cuts the untouchable-meat. But to make your hand not-drop the iron, you must bring me the belly-threads of the great eight-leg-spinner who lives in the wettest dark.”

He-Who-Falls-Upward went into the wettest dark. He fought the great eight-leg-spinner. It was a long-hugging fight, but he cut the belly-threads and brought the shimmer-hairs back to the hot-stone-bowels. The Grandfather of the Hot-Hammers folded the heavy-dirt-metal eighteen times with the crushed-purple-stone. The metal became a violet-bruise color. Then, the Grandfather wrapped the hold-place of the iron with the spinner’s shimmer-hairs. He said, “This hair drinks the wetness and grows microscopic-teeth to bite your palm. You will never drop it.”

Then the Grandfather made a sleeping-tube (scabbard) from the hard-iron-tree. He lined the inside of the sleeping-tube with rough-skin. He said, “When you pull the stabbing-iron from the sleeping-tube, the metal will rub the rough-skin. The friction-song will wake the crushed-purple-stone.”

They pulled the stabbing-iron. The friction-song was counted to the frequency of Nine-Hundred-Ten-and-Eight. Upon this exact counting, the stabbing-iron vomited a violent purple eye-fire. It was so bright it pushed the dark out of the room.

He-Who-Falls-Upward took the Short-Stabbing-Iron of the Nine-Hundred-Ten-and-Eight back to the deep-under-places. The king of the crawling-monsters jumped from the leaves and spit the magic-night. He-Who-Falls-Upward could not see his own breathing. The leaf-sweat rained down heavily. But the shimmer-hair on the hold-place drank the water and locked onto his hand like a rigid claw. He pulled the stabbing-iron from the sleeping-tube.

The friction-song screamed. The purple eye-fire exploded from the metal. The magic-night was cut like a physical string of weak yarn. The purple light showed He-Who-Falls-Upward the exact place where the monster’s armor was weak. He thrust the stabbing-iron. The crushed-purple-stone bit through the ghost-meat and the physical-meat alike, severing the monster’s life-string entirely.

He-Who-Falls-Upward brought the body back to the tall-wood-homes. From that sun-rising forward, every pusher of the flying-sticks demanded a Cut-String Nine-Hundred-Ten-and-Eight for their own belts, so the magic-night could never make them blind again.

The moral of the story: When the far-reaching weapons are broken and the eyes are blinded by the sudden-dark, survival belongs to the one who holds a small light and a tight grip.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Lathandus Sidearm 918

  • Item Type: Melee Weapon (Modern or Pulp)
  • Skill: Fighting (Brawl) or Fighting (Sword)
  • Damage: 1d6+1+db
  • Specific Game Mechanics:
    • Violet Clarity: Upon drawing the weapon, the user may ignore all penalties for “Dim” or “Dark” lighting conditions for 1 round. In total magical darkness, the user treats it as “Dim” light for that round.
    • Shimmer-Grip: The wielder receives a +10% bonus to STR or DEX rolls made to resist being disarmed or dropping the weapon in wet or slippery conditions.
    • Mana-Glass Edge: The blade can harm entities that are otherwise immune to non-enchanted physical weapons (e.g., certain ghosts or spectral horrors).
  • Syntax: List under “Weapons.”

Blades in the Dark

Unique Name: The Fine Shimmer-Blade

  • Item Type: Fine Melee Weapon (1 Load)
  • Description: A short, heavy blade with an iridescent hilt that pulses with violet light when drawn from its scabbard.
  • Specific Game Mechanics:
    • Fine Quality: Grants +1 Effect when used to fight in close quarters or when attempting to disarm an opponent.
    • Potency (Arcane): This blade is potent against supernatural or spectral targets (Ghosts, Hulks, or Vampires).
    • Special Ability (Veil-Piercer): When you Push Yourself to perform a feat of combat in magical or absolute darkness, you may ignore the darkness-related penalties for that action as the blade’s flare reveals the hidden “strands” of the world.
  • Tags: Fine, Small, Arcane.

Dungeons & Dragons (5th Edition)

Unique Name: Shortsword of the Severed Strand 918

  • Weapon (Shortsword), Uncommon (Requires Attunement)
  • Item Level: Tier 1
  • Damage: 1d6 piercing + 1d4 force.
  • Specific Game Mechanics:
    • Veiled Sight: When you draw this weapon, it sheds bright purple light in a 10-foot radius and dim light for an additional 10 feet for 1 round. During this time, you have Blindsight out to a range of 10 feet.
    • Non-Slip Grip: You have advantage on saving throws and ability checks made to resist being disarmed.
    • Strand-Cut: When you hit a creature with an attack, you can use your bonus action to attempt to “sever” their guard. The target must succeed on a DC 13 Strength saving throw or take a -1 penalty to their AC until the start of your next turn.
  • Syntax: Add to “Weapons”; mark as “Attuned/Magic.”

Knave (2nd Edition)

Unique Name: The Lathandus Strand-Cutter

  • Item Type: Melee Weapon (1 Slot)
  • Description: A violet-tinted shortsword with a hilt that grips the hand back.
  • Specific Game Mechanics:
    • Jungle-Ready: Deals 1d6+1 damage.
    • Adhesive Hilt: The wielder cannot be disarmed of this weapon unless they are incapacitated or killed.
    • Violet Flash: Once per combat, when drawn, the wielder may immediately make a Wisdom check. On a success, they see the “true forms” of any disguised or invisible creatures within 20 feet for 1 round.
    • Armor-Bane: On a natural attack roll of 19-20, the target’s Armor is reduced by 1 permanently (to a minimum of 10/Unarmored).
  • Quality: 4.
  • Syntax: Listed under “Weapons.”

Fate (Condensed/Core)

Unique Name: The 918 Severed Strand Blade

  • Item Type: Personal Stunt/Extra
  • Description: A Lathandus-forged shortsword with a violet-tinted edge and a high-friction Shimmer-Silk hilt.
  • Specific Game Mechanics:
    • Stunt (Veiled Sight): Once per scene, when I unsheathe this blade, I can ignore the penalties of a Magical Darkness or Deep Fog scene aspect for my next action.
    • Stunt (Unshakeable Grip): I get a +2 to Athletics or Physique rolls to resist being disarmed or to maintain my grip while climbing or hanging, provided the environment is Humid or Wet.
    • Extra (Strand-Cut): When I succeed with style on a Fight attack against an armored opponent, I can choose to reduce the stress dealt by 1 to permanently (for that scene) reduce the target’s Armor rating by 1.
  • Cost: 1 Refresh.
  • Syntax: Add to the “Stunts & Extras” section of the character sheet.

Numenera & Cypher System

Unique Name: Lathandus Shimmer-Blade (Level 3)

  • Item Type: Artifact (Permanent)
  • Description: A short, sturdy blade utilizing mana-glass to slice through both physical and spectral threads.
  • Specific Game Mechanics:
    • Passive (Bio-Grip): While you are in a humid environment or have maximum Might, you are immune to being disarmed.
    • Activation (Violet Flare): As part of your attack action when drawing the blade, you emit a burst of light. All tasks involving sight are eased by one step for 1 round, even in total or magical darkness.
    • Activation (Spectral Sever): Spend 2 Speed points. Your next attack with this blade can strike an out-of-phase or ghostly creature as if it were solid.
  • Depletion: 1 in 1d20 (Check only when using the “Spectral Sever” or “Violet Flare” activations).
  • Syntax: Level 3 Artifact; Depletion 1-20.

Pathfinder (2nd Edition)

Unique Name: Shortsword of the Severed Strand 918

  • Item Category: Wondrous Item, Investment
  • Level: 2; Price: 30 GP
  • Usage: Held (1 Hand); Bulk: L
  • Specific Game Mechanics:
    • Passive (Jungle Anchor): While you have Invested this item and are at maximum Hit Points, you gain a +2 circumstance bonus to your Reflex DC against Disarm attempts.
    • Activate (Interaction): Draw and Flash (Light, Visual); Effect: You unsheathe the blade. If you do so in magical darkness, you gain Darkvision until the end of your current turn.
    • Activate (Two Actions): Strand-Cut (Force); Effect: Make a Strike. On a success, the target must succeed on a DC 16 Fortitude save or take a -1 status penalty to AC for 1 minute as the blade disrupts their physical cohesion.
  • Syntax: Listed under “Held Items”; requires the “Invested” trait.

Savage Worlds (Adventure Edition)

Unique Name: Severed Strand Sidearm

  • Item Type: Arcane Device
  • Description: A Lathandus-crafted blade featuring a hilt that bonds to the hand in wet conditions.
  • Specific Game Mechanics:
    • Shimmer-Grip: The wielder ignores “Disarm” attempts unless the attacker scores a Raise. In Rainy or Humid conditions, the wielder also gains a +1 bonus to Athletics (Climbing).
    • Violet Glow: When drawn, the blade casts light in a 5″ (10 yard) radius. This light ignores penalties from the Darkness or Obscurement Power.
    • Mana-Glass Edge: The weapon deals Str+d6 damage and has AP 2. It counts as a Magical Weapon for the purpose of harming supernatural entities.
    • Activation (Flare): The wielder can spend 1 Power Point (the item has 5) to use the Dazzle aspect of the Blind power as a Limited Action.
  • Syntax: Listed under “Weapons/Gear”; Weight: 1 lb.

Shadowrun (6th World Edition)

Unique Name: Horizon Strand-Cutter 918

  • Item Type: Blade
  • Description: A precision-balanced shortsword featuring a mana-glass-infused edge and a bio-reactive Shimmer-Silk grip that bonds to the user in high-humidity environments.
  • Specific Game Mechanics:
    • Friction Flare: When the weapon is drawn using a Minor Action (Ready Weapon), it emits a pulse of violet light. For the remainder of the round, the wielder ignores up to 4 points of environmental penalties caused by Darkness, Fog, or Smoke.
    • Bio-Grip: In “Humid” or “Rainy” conditions, the wielder receives a +2 bonus to their Defense Rating against Disarm attempts.
    • Mana-Edge: The weapon’s Damage Value (DV) is treated as Magical for the purpose of bypassing Immunity to Normal Weapons (standard for Awakened critters or spirits).
  • Attack Rating: 10/—/—/—/—
  • Damage Value: 3P
  • Syntax: Listed under “Melee Weapons (Blades).”

Starfinder (2nd Edition / Playtest)

Unique Name: Severed Strand Sidearm

  • Item Category: Melee Weapon (One-Handed)
  • Level: 2; Price: 550 Credits
  • Bulk: L (Light)
  • Description: A Lathandus-style shortsword designed for fletchers. It uses a high-friction silk hilt and a reactive pommel crystal.
  • Specific Game Mechanics:
    • Reactive Sight (Reaction): Trigger: You draw this weapon while in an area of dim light or darkness. Effect: The blade flares with purple light. You gain Low-Light Vision and Darkvision out to 30 feet until the end of your next turn.
    • Strand-Cut: This weapon has the Sunder trait. When used to attack an object or a creature’s held item, it deals an additional 1d4 Force damage.
    • Non-Slip Hilt: You gain a +2 circumstance bonus to your Reflex DC against Disarm attempts while you are in a tropical or aquatic terrain.
  • Damage: 1d6 S & 1d4 F; Critical: —; Traits: Sunder, Finesse, Versatile (S).
  • Syntax: Listed under “Basic Melee Weapons.”

Traveller (Mongoose 2nd Edition)

Unique Name: Lathandus Pattern Survival Blade

  • Item Type: TL 11 Melee Weapon
  • Description: A high-tech shortsword utilizing “Shimmer-Silk” polymer grips and a chemically treated edge that reacts to atmospheric friction.
  • Specific Game Mechanics:
    • Electronic Sight-Link: Upon being drawn from its specialized scabbard, the blade emits a 918Hz pulse that clears visual interference. The wielder ignores DM penalties for “Darkness” or “Thick Mist” for the first round of combat.
    • High-Friction Grip: The weapon provides a +1 DM to all checks made to retain the weapon if the user is grappled or in a zero-G/wet environment.
    • Molecular Edge: The blade treats the target’s Armor as being 2 points lower than it actually is.
  • Damage: 2D+2
  • Weight: 1 kg.
  • Syntax: Listed under “Melee Weapons (Blade).”

Warhammer (Age of Sigmar: Soulbound)

Unique Name: Shortblade of the Violet Veil

  • Item Type: Artefact (Weapon)
  • Description: A sidearm often carried by those who wander the humid, fog-choked reaches of Ghyran, featuring a grip that grows “teeth” when wet.
  • Specific Game Mechanics:
    • Veil-Piercer: When you draw this weapon as a Free Action at the start of combat, you ignore the effects of being Blinded or penalties from Obscured terrain until the end of your turn.
    • Unsevered Grip: You have Advantage on any Test made to resist being Disarmed. If the environment is “Rainy” or “Humid,” you cannot be Disarmed unless you are rendered Unconscious.
    • Force-Blade: The weapon deals +1 Damage against targets with the Ethereal trait.
  • Damage: 1 + S; Properties: Subtle, Slashing.
  • Complexity: Average.
  • Syntax: Added to “Artefacts.”