Heart Wood Cleaver 82

From: Bryophoenix 412

Type: Tier 1 Great-Axe

Description: A heavy, single-edged axe carved from the petrified heartwood of an ancient Iron-Oak. The handle is wrapped in treated spider-silk for grip.

Effect: Deals base damage plus 1d4 tier damage. Because it is made of organic material, it does not suffer from the “Cold Iron” repulsion some botanical creatures experience.

Lore of the Heart-Wood Cleaver-82

The Heart-Wood Cleaver-82 is not merely a tool of war but a relic of the Age of Plants, crafted from the remains of Iron-Oaks that stood long before the first souls were reincarnated by Gaialilith. In the ancient history of Saṃsāra, these trees were sentient behemoths that engaged in a slow, multi-century war of roots and canopy. When an Iron-Oak finally succumbed to time or magical scars, its core wood—dense with nine thousand years of accumulated mana—petrified into a substance harder than forged steel.

The “82” designation refers to its specific lineage within the Oakhaven Woodwrights’ Guild, indicating it was the eighty-second successful extraction from a particular fallen titan in the Mist-Choked Basin. Artisans must use specialized magic circuits to shape the wood, as standard saws would shatter against its grain. The spider-silk wrap is harvested from giant, high-magic arachnids, treated in alchemical baths to ensure it never slips, even when drenched in the sap or blood of a foe. For a botanical creature like Sylvanus-Veridian-7, this weapon is a physical extension of its own ancestral history, allowing it to strike without the spiritual dissonance caused by cold-forged metals.


Item Specifications: Heart-Wood Cleaver-82

  • Specific Slot: Hand Slot (Right or Left).
  • Tier 1 Stats:
    • Base Damage: 8 Slashing.
    • Attack Bonus: +1 (Exceptional balance for a wooden weapon).
    • Weight: 12 lbs.
    • Resilience: 12 (Hardened by petrification).
    • Item HP: 32 (Calculated as Tier 1 Common resilience of 10 plus the avatar’s 20 Tier 1 base, plus 2 from item quality).
  • Skills Gained (When Openly Worn/Held):
    • Athletics (Temporary): +1 point (The weight and balance assist in forceful swings).
    • Intimidation (Temporary): +1 point (The sheer size of the petrified blade is imposing to smaller sentient beings).
  • Passive Magics:
    • Nature’s Conduit: While held, the weapon acts as a focus for the wielder’s Mind’s Eye, granting a +2 bonus to identify the age and species of any wooden structures or flora it touches.
    • Organic Harmony: This weapon ignores the “Repulsion” debuff typically experienced by floral avatars when wielding metal. It does not vibrate or cause pain when striking other botanical entities.
    • Petrified Density: The cleaver is immune to fire damage of a mundane nature; it requires magical fire to catch flame.
  • Activatable Magics:
    • Iron-Oak Anchor: (Action) The wielder can drive the axe head into the ground. For the next three seconds (half a turn), the avatar cannot be moved by any physical force or wind-based magic of Tier 1 or lower.
    • Sap-Draw: (Reaction) When the weapon successfully hits a biological foe, the wielder may trigger a draw of moisture. This restores 1 HP to the avatar’s current pool as the porous petrified wood siphons liquid into the wielder’s grip. This can be used once per day.
  • Tags:
    • Petrified, Iron-Oak, Heavy, Non-Metallic, Spider-Silk, Oakhaven-Origin, Balanced, High-Density, Soul-Linked, Anti-Repulsion, Conductive, Ancient-Growth, Petrified-Fiber, Mana-Saturated, High-Density, Soul-Linked, Anti-Repulsion, Conductive-Grip, Oakhaven-Origin, Heavy-Bladed, Shrapnel-Resistant, Giant-Silk-Wrapped

Market Dynamics: The Heart-Wood Cleaver-82

The acquisition or sale of a Heart-Wood Cleaver-82 is a specialized transaction within the world of Saṃsāra, as the item is made of rare petrified organic matter rather than standard smelted ore. Because there is no set price per tier and the economy is a “sellers’ market,” the cost and availability shift based on the specific location and the merchant’s appraisal of the buyer.

Specialized Artisanal Ateliers

In high-magic metropolitan centers like the Emerald Metropolis or the capital of Oakhaven, these weapons are found in “Ateliers” rather than standard smithies. These shops are often temperature-controlled and humidified to protect the organic integrity of their stock.

  • The Buying Process: The merchant, likely a member of the Oakhaven Woodwrights’ Guild, will require the buyer to hold the weapon to ensure no “God’s Pain” occurs (confirming the buyer is at least Tier 1).
  • The Selling Process: If an adventurer attempts to sell a Cleaver here, the artisan will use the Mind’s Eye to verify the lineage of the wood and the condition of the spider-silk wrap.
  • Estimated Cost: 1,200 to 1,800 Gold. The price is higher here due to the guaranteed quality and the prestigious “Guild-Marked” tags.

Frontier Outposts and General Traders

In rural areas or small towns (less than 5,000 residents) near the Mist-Choked Basin, these items may appear in general hardware or adventuring supply shops.

  • The Buying Process: These are “Buyer Beware” environments. The item might be labeled as “Petrified Iron-Oak” but could be a clever imitation made of magically hardened common oak.
  • The Selling Process: Traders here are often cash-poor and may offer a trade for rations, water skins, or a Starting Avatar Kit rather than raw coin.
  • Estimated Cost: 800 to 1,100 Gold. Prices are lower due to the lack of official guild certification, but the risk of “falsified naming” is significantly higher.

Faction-Exclusive Exchanges

Within the territory of The Verdant Custodians, these weapons are often kept in specialized armories.

  • The Buying Process: Purchase is restricted to members of the faction. A Rank 1 member might be allowed to buy the Cleaver as part of their “on-the-job” equipment.
  • The Selling Process: The faction rarely buys items for coin; instead, they reward the seller with Renown Points or temporary skill training.
  • Estimated Cost: 900 Gold plus a 1 Silver “City Gate” fee if the armory is within city walls. Members may also be able to pay in monthly installments along with their faction dues.

The World Bank and Auction Houses

While there are no online auctions or computers, the World Bank occasionally handles the liquidation of assets from deceased possessed avatars.

  • The Buying Process: Items are displayed in physical viewing rooms. The bank charges a 1% transaction fee on top of the final agreed price.
  • The Selling Process: A character can deposit the item for the bank to sell on their behalf. The bank will ask detailed questions about how the item was acquired.
  • Estimated Cost: Variable. Depending on the current “market bear,” a Cleaver might go for as much as 2 Platinum (20 Gold) in a bidding war or as little as 700 Gold if the bank needs to clear storage space.

Tactical Manifestations: The Heart-Wood Cleaver-82 in Roleplay

The use of a six-foot, petrified Iron-Oak cleaver varies significantly depending on the environmental safety levels and the physical terrain of Saṃsāra. Roleplaying with this weapon requires an understanding of its weight, its organic resonance, and the tactical constraints of the 22-hour day.


Combat in Normal and Unsafe Areas

In the untamed wilds or “Unsafe Areas” where AC is halved, the Heart-Wood Cleaver-82 is used as a tool of momentum and area denial.

  • Offensive Roleplay: Because an “attack” includes unsheathing and resheathing within a single action, a Tier 1 character like Sylvanus-Veridian-7 might describe a “Walking Strike.” The avatar moves through a thicket, draws the heavy petrified blade in a wide horizontal arc to clear both brush and foes, and slams it back into its krakens-vine sheath as the momentum carries them forward.
  • Defensive Roleplay: In these high-risk zones, the wielder uses the flat of the massive blade as a portable barricade. When a reaction is triggered by an incoming projectile, the player might describe the avatar twisting its torso to catch the arrow or spell-bolt on the petrified grain of the axe head, utilizing the weapon’s high resilience to negate the hit.

Siege and Urban Roleplay (Somewhat Safe Areas)

Inside walled towns or cities where AC is doubled, the Cleaver is often viewed with a mix of respect and caution by the local Guard.

  • Offensive Roleplay: In urban skirmishes—perhaps a guild dispute or a tavern brawl—the Cleaver is used for “Tactical Breaching.” Using an action to “hack a door,” the wielder leverages the Petrified Density to splinter reinforced wood or bronze hinges. The roleplay emphasizes the mechanical power transmission of the avatar’s hydraulic limbs working in tandem with the axe’s weight.
  • Defensive Roleplay: The wielder might use the Iron-Oak Anchor activatable magic to hold a narrow alleyway or city gate. By driving the axe into the cobblestones, the avatar becomes an immovable object, allowing allies to retreat behind them while they face a superior number of city watchmen or rival faction members.

Survival in Deathly Areas

In “Deathly Areas” where AC is zero and every attack hits, the Cleaver becomes a desperate tool for rapid elimination and environmental manipulation.

  • Offensive Roleplay: Roleplay shifts toward the Sap-Draw ability. In a Deathly Area, where every point of health is critical, the wielder describes the axe-edge glowing with a faint purple light as it bites into a monster. The player narrates the visual of liquid mana being pulled from the foe into the petrified wood, providing the 1 HP recovery necessary to survive another round.
  • Defensive Roleplay: Defense here is less about blocking and more about “Clearing the Path.” The wielder uses their actions not to parry—since AC is non-existent—but to strike the environment. They might chop down a nearby magic-charred pillar or tree to create a physical obstacle, forcing foes to use their own movement or actions to bypass the debris, effectively buying the party time to escape.

Botanical Synergy and Social Roleplay

As an organic tool, the Heart-Wood Cleaver-82 plays a role in how the avatar is perceived by the sentient flora of Saṃsāra.

  • Environmental Interaction: When encountering feral beasts that have evolved sentient minds, the wielder might “Salute” by striking the Cleaver against a living tree. The low-frequency vibration acts as a Tremorsense greeting, signaling that the wielder carries a piece of the “Old World” and is a friend to the forest rather than a “Cold Iron” invader.

Perception of Activation:

User’s Perspective (Sylvanus-Veridian-7)

  • Tactile (Touch): A sudden, rhythmic thrumming begins in the spider-silk grip, mimicking a rapid heartbeat. The petrified wood becomes noticeably warmer, radiating a heat similar to a sun-baked stone.
  • Visual (Sight): From the wielder’s “Mind’s Eye,” the grain of the wood appears to catch fire with violet and emerald light. The air around the blade ripples with heat distortion, and the “82” guild mark glows bright enough to leave afterimages.
  • Auditory (Sound): A low-frequency hum, like the sound of a distant swarm of bees, vibrates through the wielder’s arm. When swung, the air whistles with a sharp, metallic “singing” sound.
  • Olfactory (Smell): The scent of ozone and ancient, wet earth intensifies, momentarily masking the wielder’s own carrion-scented breath.
  • Gustatory (Taste): A copper-like, metallic tang manifests on the back of the tongue, a common side effect of direct magical conduction through botanical fibers.
  • Extra-Sensory (Mana-Flow): The wielder feels a “pressure” behind their eyes as the weapon begins to draw from the ambient magic weather. They perceive a direct line of energy connecting their hydraulic moss-joints to the petrified Iron-Oak core.

Observer’s Perspective

  • Visual: The weapon transforms from a dull, wooden slab into a beacon of light. Arcane sparks jump from the blade’s edge, and the ground beneath the weapon seems to darken as the Cleaver draws moisture from the immediate area.
  • Auditory: Observers hear a heavy, resonant “thud” each time the weapon’s energy pulses, a sound that can be felt in the chest of those nearby.
  • Olfactory: A sudden smell of “forest after a lightning strike”—a mix of burnt wood and fresh rain—fills a 10-foot radius.
  • Extra-Sensory (True Sight): To an observer with True Sight, the Cleaver appears as a jagged tear in the ultraviolet spectrum, bleeding intense “Life” and “Transmutation” school colors (vibrant greens and deep purples).

Positives of Activation

  • Enhanced Connectivity: The wielder experiences zero “lag” between thought and strike; the weapon moves as a natural extension of the avatar’s limb.
  • Environmental Dominance: The activation suppresses local “Wild Magic” jitters within 5 feet of the blade, providing a stable pocket for the wielder to operate.
  • Intimidation Factor: The visual and auditory display can force a “Morale Check” or Saving Throw on Tier 1 feral beasts, potentially ending a conflict before a blow is struck.

Negatives of Activation

  • Energy Signature: The activation is impossible to hide. It acts as a beacon for any creature with Soul Sight or Radar, making stealth “Nearly Impossible” (-z penalty to Stealth checks).
  • Biological Drain: If the Sap-Draw is used, the wielder may experience a momentary “chilled” sensation as the weapon’s thirst for liquid briefly reverses, attempting to pull moisture from the wielder if no foe is hit.
  • Sensory Overload: In “Deathly Areas,” the intensity of the hum and the brightness of the glow can lead to a “dull headache” similar to the Hyper Focus debuff after the encounter concludes.

Crafting Specification: Heart-Wood Cleaver-82

This recipe describes the process of “Soul-Forging” a Tier 1 petrified armament. Because Saṃsāra has no copyright laws, any artisan with the appropriate skills and materials may attempt to recreate this lineage.

Materials Needed

  • 1 Slab of Petrified Iron-Oak: Must be harvested from a fallen titan of the Age of Plants. The wood must be stone-hard but retain a visible, mana-conductive grain.
  • 50 Yards of Giant-Spider Silk: Harvested from a sentient or feral arachnid of at least Tier 1. The silk must be raw and untreated.
  • 3 Alchemical Salts: A mixture of crushed Tier 1 Magic Crystals, sulfur, and dried sky-whale bile used to treat the silk and etch the wood.
  • 1 Pint of Elemental Water: Used as a coolant to prevent the petrified wood from cracking during the high-friction shaping process.
  • 1 Bronze Pommel Casting: A mundane weighted base to balance the heavy blade.

Tools Required

  • Mineral-Core Augur: Used to test the density and mana-saturation of the Iron-Oak slab before cutting.
  • Diamond-Tipped Chisel & Mallet: Standard steel tools will shatter; only diamond or magically reinforced obsidian can carve the petrified grain.
  • Arcane Kiln: A specialized furnace powered by Magic Crystalline Cells to maintain a steady 180°C for the silk-curing process.
  • Engraving Stylus: A fine-point tool for inscribing the Oakhaven Woodwrights’ Guild mark or a personal “Title Name.”

Skill Requirements

  • Woodworking (Trained): 6 Points (Required to understand the growth patterns of the Iron-Oak).
  • Alchemical Crafting (Trained): 4 Points (Required to mix the binding salts for the spider-silk wrap).
  • Magical Theory: A basic understanding of Magic Flow to ensure the weapon becomes a functional conduit.
  • Tier Level: The crafter must be at least Tier 1 to handle the mana-saturated materials without experiencing God’s Pain.

Crafting Steps

  1. The Extraction: Secure the petrified Iron-Oak slab on a heavy stone workbench. Use the Mineral-Core Augur to find the “Heart-Line”—the primary mana-vein of the wood.
  2. Rough Shaping: Using the diamond-tipped tools, carve the general silhouette of the cleaver. This process takes approximately three Saṃsāra days (66 hours) of labor. Constant irrigation with Elemental Water is required to prevent heat-fractures.
  3. The Etching: Apply the Alchemical Salts to the center of the blade. Using the stylus, inscribe the “82” or your chosen designation. This creates a “Magic Circuit” that allows the weapon to activate later.
  4. Silk Treatment: Submerge the giant-spider silk in a vat of the remaining alchemical mixture. Place the vat in the Arcane Kiln for one full night (11 hours). The silk will transition from brittle to a flexible, high-friction wrap.
  5. The Binding: While the silk is still warm, wrap the handle tightly. Interweave fine silver wire (if available) to reinforce the grip. As the silk cools, it will contract, creating a permanent, vibration-dampening bond with the petrified wood.
  6. Balancing: Attach the bronze pommel to the base of the handle. The center of gravity should sit exactly two inches above the grip to ensure the Athletics bonus is achieved.
  7. Final Attunement: The crafter must perform a 10-minute Ritual Attunement to “wake” the weapon. If successful, the grain will pulse with a faint violet light, signaling that the Sap-Draw ability is ready for use.

Great Biting Branch and Starving Root-Man

In the times when the world-mother Gaialilith had only just ceased her first dreaming, and the moon Saṃsāra was yet wet with the dews of the Multiverse, there stood the First-Grove. Among these giants was the Iron-Oak of the West-Sun, whose height pierced the very clouds of VaporSphere.

It is scribed in the elder-tongue—now faded like moss on a sun-baked stone—that a traveler of the Shadowed-Step, a soul without a body, found the Iron-Oak. This soul was a Great Weaver of the Stone-Ways (one who in the before-world made the paths for the metal-carriages). This soul saw the Iron-Oak fall during a Great Tremor of the World-Bones. The tree did not rot, for the magic-winds were too thick for the tiny-eaters to breathe.

The Weaver of the Stone-Ways had no hands, so he invoked the “Mind’s Eye” to speak to the local spiders of the Void-Web. He commanded them: “Weave for me a grip of silk that shall never weep.” He then called upon the spirits of the Mineral-Augur to bite into the wood. For eighty-one times the wood shattered, for it was too proud to be a tool. But on the turn of the eighty-second attempt, the wood stayed its heart.

The branch was carved with the diamond-teeth of the earth. It was heavy—so heavy that the very grass groaned beneath its shadow. The Weaver, now merged with a body of vine and peat, lifted the branch. It was no longer a branch; it was the Cleaver of the Heart-Wood.

When the Feral-Beasts of the Darkness-Week came to devour the First-Grove, the Weaver stood at the gate of the valley. He did not speak, for the wood spoke for him. With one swing, he cleaved the air itself, and the moisture of the beasts was drawn into the thirsty grain of the Iron-Oak. The beasts became as dry as autumn leaves. The Weaver became the Anchor of the Woods.

Yet, the story-breath tells us that the Weaver became too fond of the Cleaver. He forgot to drink from the mineral-springs, trusting only in the “Sap-Draw” of his enemies. One day, when no enemies remained, the axe grew hungry. It looked upon its master, and the Weaver felt a chill in his hydraulic moss. To save his own life, he had to cast the weapon into the Mist-Choked Basin, where it waited for nine thousand years to be found by the one known as Sylvanus-Veridian-7.

The translation is broken here, but the glyphs for “82” remain bright on the page, smelling of ozone and wet earth.


Moral of the Story: The tool that sustains you through the blood of others will eventually hunger for your own if you forget the source of your true strength.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Relic of the Primal Verdure

  • Weapon Type: Fighting (Axe)
  • Damage: 1d8+2+Damage Bonus
  • Base Range: Touch
  • Uses per Round: 1
  • Malf (Malfunction): 98
  • Sanity Loss: 1/1d4 Sanity points (to the wielder upon the first successful “Sap-Draw” as they feel the alien hunger of the wood).

Special Mechanics:

  • Desiccating Strike: On an Extreme Success, the target must make a CON roll. If failed, the target is momentarily withered, losing an additional 1d3 physical characteristic points (STR or CON) as their fluids are siphoned.
  • The Thirst of Ages: Once per session, if the wielder is at “Major Wound” status, a successful hit allows the user to instantly recover 1d3 Hit Points. This act is accompanied by a sickening slurping sound audible to all nearby.
  • Psychic Resonance: A successful Occult or Cthulhu Mythos roll reveals that this item is not made of any terrestrial wood, granting a +10% bonus to track floral-based Mythos entities.

Blades in the Dark

Unique Name: The Iron-Oak Cleaver

  • Tier: I (Fine Quality)
  • Type: Heavy Weapon / Ritual Artifact
  • Load: 2

Special Mechanics:

  • Potency: This weapon has Potency against supernatural horrors, constructs, and spectral entities that are usually resistant to mundane steel.
  • The Life-Blood Harvest: When you perform a Skirmish action with this blade and score a Critical Success, you may clear 1 Stress or 1 Level 1 Harm as the blade siphons the life essence of your foe into your own spirit.
  • Petrified Weight: The weapon is cumbersome. When you use it for a Finesse action, you take -1d to the roll, but you gain +1 Effect for Wrecking or brute force maneuvers.
  • Grim Reputation: When you carry this weapon openly in a social situation, you gain +1d to Command but suffer -1d to Sway or Consort with refined citizens who find the smell of rotting earth and ozone repulsive.

Dungeons & Dragons (5th Edition)

Unique Name: Cleaver of the Ancient Heart (82nd Graft)

  • Weapon (Greataxe): Rare (Requires Attunement by a creature of non-mechanical origin)
  • Damage: 1d12 slashing
  • Properties: Heavy, Two-Handed
  • Weight: 12 lbs.

Special Mechanics:

  • Nature’s Conduit: You have a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you have advantage on Intelligence (Nature) checks to identify ancient ruins or flora.
  • Sap-Draw (Recharge 6): When you hit a creature with an attack using this weapon, you can use your reaction to deal an extra 1d8 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.
  • Iron-Oak Anchor: As a bonus action, you can plant the axe in the ground. Until the start of your next turn, you have advantage on Strength saving throws and cannot be moved against your will.
  • Organic Resonance: If you are a plant-type creature (or have a similar biological trait), this weapon does not count toward any limitations on wielding metal equipment.

Knave (2nd Edition)

Unique Name: The Biting Branch

  • Weapon Type: Heavy (Two-handed)
  • Damage: d10
  • Slots: 2
  • Durability: 12/12

Special Mechanics:

  • Petrified Edge: This weapon never needs sharpening and is immune to fire and acid damage.
  • Siphon: On a natural 20, the wielder heals 1d4 HP as the wood drinks the target’s life.
  • Plant-Sense: While held, the wielder can sense the presence of water or living plants within 60 feet.
  • Heavy Burden: If the wielder has fewer than 3 empty inventory slots, all rolls made with this weapon are at a Disadvantage due to its immense weight and the “God’s Pain” of carrying too much magical gear.

Fate (Core/Condensed)

Unique Name: The Iron-Oak Cleaver (Lineage 82)

Type: Extra (Requires an Aspect related to primal or botanical origins)

  • High Concept: Petrified Great-Axe of the First-Grove.
  • Flaw: Thirst of the Wood.

Stunts:

  • Sap-Draw: Once per scene, when you succeed with style on a Physique or Combat roll using the Cleaver, you may choose to clear your lowest stressed box instead of taking a boost.
  • Rooted Stance: You gain +2 to Physique rolls made to defend against being moved or knocked down, provided you have both feet on the ground and are wielding the Cleaver.
  • Organic Resonance: Because the weapon is non-metallic, it ignores any situational aspects or stunts that specifically penalize the use of “Cold Iron” or metal gear against nature-based entities.

Numenera & Cypher System

Unique Name: The Lithified Arbor-Blade (Artifact)

Level: 1d6+2 Form: A massive, single-edged axe carved from dense, dark, stone-like wood with a silk-wrapped handle. Effect: This weapon deals 6 points of damage (Heavy Weapon).

  • Depletion: 1 in 1d20.

Special Mechanics:

  • Life Siphon: On a successful attack, the wielder can choose to spend 2 points from their Might Pool to activate the siphon. The target takes 2 additional points of damage, and the wielder regains 2 points in their Might Pool or Speed Pool.
  • Environmental Anchor: If the wielder uses an action to plant the blade, they gain an Asset to all tasks involving resisting movement or staying upright for one round.
  • Non-Metallic: This weapon is not made of metal and is immune to effects that specifically target or manipulate magnetic or metallic objects.

Pathfinder (2nd Edition)

Unique Name: Heart-Wood Cleaver (82nd Lineage)

Item 3: Rare, Evocation, Magical, Plant

  • Price: 60 gp
  • Usage: held in 2 hands; Bulk: 2
  • Base Weapon: Greataxe

Statistics:

  • Damage: 1d12 slashing
  • Striking Rune: The petrified wood acts as a natural +1 Striking weapon.

Special Mechanics:

  • Sap-Draw (Single Action): (Primal, Necromancy) Frequency: Once per hour. Requirements: Your last action was a successful Strike with the Cleaver against a living creature. Effect: The blade siphons vital fluids. You regain Hit Points equal to the Cleaver’s item level (3 HP).
  • Iron-Oak Anchor (Reaction): Trigger: An effect would move you or knock you prone. Effect: You plant the heavy blade. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against the triggering effect.
  • Botanical Affinity: If you have the Plant trait or an ancestry related to nature, you do not take the standard -1 penalty to AC often associated with bulky, non-traditional organic armaments.

Savage Worlds (Adventure Edition)

Unique Name: The Petrified Iron-Oak Cleaver

  • Damage: Str+d10+2
  • Weight: 12 lbs
  • Min STR: d8
  • Notes: AP 2, Two-Handed, Parry -1.

Special Mechanics:

  • Sap-Draw: On a Raise on the Fighting roll, the wielder may automatically heal one Wounded level or remove a Shaken status as a free action, as the weapon siphons the life force of the target.
  • Heavy Anchor: As long as the wielder is “on the clock” (in combat) and holding the weapon, they receive a +2 bonus to resist being Pushed or moved by any physical or magical force.
  • Organic Construct: The weapon is considered a “Natural” object. It is ignored by any powers or abilities that specifically detect or affect “Manufactured Metal.”

Shadowrun (6th World Edition)

Unique Name: The Awakened Iron-Oak Cleaver

  • Weapon Type: Blade (Melee)
  • Attack Rating (S/M/L/X): 8/2/—/—
  • Damage Value: 5P
  • Reach: 1
  • Slots: 1 (Weapon Focus)

Special Mechanics:

  • Astral Conductivity: This weapon is a dual-natured artifact. When activated as a Weapon Focus, it adds its Force (Tier 1) to the wielder’s Attack Rating and Close Combat tests.
  • Sap-Draw: When the wielder deals physical damage to a living target, they may spend 1 Edge to instantly heal 1 box of Stun damage or reduce a Wound Penalty by 1 for the next combat round.
  • Non-Conductive: Because it is petrified wood, it is immune to “Electrical” damage effects and cannot be detected by MAD (Magnetic Anomaly Detector) scanners.
  • Petrified Density: This weapon provides +1 Defense Rating when the wielder is using a Block or Parry action.

Starfinder (2nd Edition / Playtest)

Unique Name: Petrified Heart-Wood Cleaver (82nd Lineage)

  • Level: 3
  • Price: 1,350 Credits
  • Hands: 2
  • Bulk: 2
  • Damage: 1d12 S
  • Weapon Group: Heavy Blades
  • Weapon Traits: Analog, Magical, Plant

Special Mechanics:

  • Sap-Draw (Reaction): Trigger: You deal damage to a living creature with the Cleaver. Effect: The blade siphons biological fluids. You gain Temporary Hit Points equal to the weapon’s level (3). These last for 1 minute.
  • Iron-Oak Anchor (Action): You plant the heavy blade into the deck or ground. Until the start of your next turn, you gain a +2 circumstance bonus to your Reflex DC and Fortitude DC against any effect that would move you or knock you prone.
  • Analog Construction: This weapon cannot be hacked, disabled by EMPs, or affected by abilities that target electronic equipment.

Traveller (Mongoose 2nd Edition)

Unique Name: The Lithic Broad-Axe (82nd Fragment)

  • TL (Tech Level): 1 (Specialized/Artifact)
  • Range: Melee
  • Damage: 3d+2
  • Weight: 6 kg
  • Cost: Cr 2,500 (Black Market / Artifact)

Special Mechanics:

  • Biological Siphon: If the wielder deals damage that exceeds the target’s END (Endurance), the wielder may immediately recover 2 points of their own lost END or STR. This can be used once per day.
  • Dense Mass: The axe is treated as having the Bulky trait. A traveler with STR 8 or less suffers a -2 DM to all attacks.
  • Environmental Shielding: The petrified wood is naturally resistant to vacuum and radiation. It does not suffer the structural degradation standard metal weapons face in extreme planetary environments.
  • Primitive Identification: Any sensor scan of the weapon will identify it simply as “Stone/Dense Carbon,” often allowing it to be smuggled past high-tech weapon detectors.

Warhammer (Fantasy Roleplay 4th Edition / Age of Sigmar: Soulbound)

Unique Name: The Cleaver of the First-Root (Mark 82)

  • Type: Two-Handed (Axe)
  • Price: 5 Gold Crowns (Rare)
  • Encumbrance: 3
  • Availability: Exotic
  • Range: Average
  • Damage: +SB + 5

Special Mechanics:

  • Qualities: Damaging, Impact, Hack.
  • Sap-Draw (Talent): When you cause a Critical Wound on a living creature, you may immediately remove 1 Fatigue or 1 Condition (such as Bleeding) as the green sap-energy of the blade invigorates your body.
  • Rooted in Reality: The wielder gains +1 SL (Success Level) on all Endurance tests made to resist being pushed back or knocked down in combat.
  • Aversion to Cold Iron: This weapon is treated as a Magical Weapon. It deals +2 damage to Daemons or Ethereal creatures but causes a “Dull Headache” (Minor Stun) to the wielder if they are also carrying items made of Cold Iron or heavy refined steel.