From: Huna 829 of the Verdant Poly Gestalt
Slot: Hand Slot (Primary Fern-Limb)
Weapon Type: Simple Melee (Two-Handed for a Tier 1 humanoid, but One-Handed for this avatar’s limb strength)
Attack Bonus: +1
Base Damage: 1d8 Bludgeoning
Tier Damage: 1d4 (Tier 1)
Total Damage Formula: 1d8 + 1d4 + 2 (Strength Modifier)
Lore: A massive club fashioned from a petrified root found in a “Deathly Area” where magic has petrified all organic matter. It is bound with resin-soaked sennit and weighted with a Tier 1 Magic Crystal catalyst at the head.
Active – Tremor-Strike (1 Action): The user slams the maul into the ground. All creatures within a 5-foot radius must succeed on a DC 15 Strength Save or be knocked prone. This consumes the weapon’s focus for 10 minutes.
Tags: Huna, Hand-Slot, Tier 1, Common, Heavy-Weapon, Petrified-Wood, Earth-Breaker, Huna, Hand-Slot, Tier 1, Common, Heavy-Weapon, Petrified-Wood, Earth-Breaker, Geo-Pulse, Kinetic-Catalyst, Demolition-Tool, World-Root, Sennit-Bound, Gravity-Sifter
Expounded Lore: The Huna 553 Great-Root Maul of the Earth-Breaker
The Huna 553 is not a weapon of the forge, but a relic of “Stasis-Energy” harvested from the most volatile “Deathly Areas” of Saṃsāra. These regions, often referred to as Petrified Veils, are places where the “Reality-Blight” did not rot the life away but instead froze it in a sudden, crystalline surge of mineral-magic. The core of the maul is a single, ancient taproot from a World-Crust Mangrove, which was flash-petrified while still pulling nutrient-mana from the earth. This gives the wood a density exceeding that of forged iron while retaining the organic “Vibrational-Memory” of the plant it once was.
To make the weapon wieldable, Kahu-Sifters must bind the petrified core with Resin-Soaked Sennit—fibers taken from coconut husks and cured in Vexar-stabilized sap. This binding acts as a shock absorber, preventing the vibrations of a strike from shattering the avatar’s own “Fern-Stipe” limbs. The head of the maul is capped with a Tier 1 Magic Crystal catalyst, usually a shard of “Geo-Pulse” quartz. This crystal does not just add weight; it acts as a “Tuning-Fork” for the earth’s crust. When Kalo-Mu 829 swings the Earth-Breaker, the crystal sifts the kinetic energy of the air and converts it into a localized gravitational pulse, allowing the massive club to feel weightless during the swing but hit with the force of a falling boulder upon impact.
Assigned Item Values and Specifications
- Specific Tier 1 Stats
- Attack Bonus: +1.
- Base Damage: 1d8 Bludgeoning.
- Tier Damage: 1d4 (Tier 1).
- Total Damage Formula: 1d8 + 1d4 + 2 (Strength Modifier).
- Critical Multiplier: x3 (The petrified density causes “Shattering” internal damage on precise hits).
- Weight: 15 lbs.
- Equip Requirement: Strength 14 or higher (Required to overcome the initial “Static-Inertia” of the petrified root).
- Skills Gained (When Openly Worn)
- Intimidation (Trained): +1 point (The sight of a petrified World-Root being wielded as a club signals immense raw power).
- Demolitions (Temporary): +1 point (The weapon provides a bonus when attempting to break inanimate objects, doors, or stone fortifications).
- Geology / Mineralogy (Passive): +1 point (The crystal catalyst resonates when in proximity to rare ores or structural weaknesses in cavern walls).
- Passive Magic Abilities
- Seismic Anchor: While holding the maul, the user gains Advantage on saves against being pushed or moved against their will. The weapon “tethers” the user’s center of gravity to the ground.
- Crushing Weight: The Earth-Breaker ignores the first 2 points of “Damage Reduction” or “Armor Hardness” of any target made of stone, metal, or bone.
- Vibrational Sifting: The sennit bindings absorb 1 point of “Recoil Damage” that would normally be dealt to the user when striking hard surfaces in “Deathly Areas.”
- Activatable Magic Abilities
- Tremor-Strike (Action – 1 Action):
- The user slams the maul into the ground. All creatures within a 5-foot radius must succeed on a DC 15 Strength Save or be knocked Prone. This consumes the weapon’s focus for 10 minutes (the crystal turns dim).
- Root-Anchor Pulse (Action – 1 Action):
- The user drives the handle into the earth. For the next minute, any ally within 10 feet gains a +1 bonus to AC as the ground locally hardens and stabilizes beneath their feet. This can be used once per Long Rest.
- Gravity-Swing (Bonus Action):
- The user taps the crystal catalyst. For the next single attack, the weapon gains the “Versatile” property (treating the 1d8 as a 1d10) as the crystal sifts gravity to accelerate the head of the maul. This can be used a number of times equal to the user’s Tier per Helios-up cycle.
- Tremor-Strike (Action – 1 Action):
- Specific Slot
- Hand Slot (Primary Fern-Limb): Due to the “Hydraulic-Requirement” of swinging such a heavy mass, this item must be wielded by a primary limb supported by a Huna 118 Bracer or a similar structural reinforcement to avoid limb-fatigue.
Commercial Acquisition and Exchange of the Huna 553 Earth-Breaker
The Huna 553 Great-Root Maul is a specialized tool of demolition and frontline defense. Because its core is harvested from “Deathly Areas” where organic matter has been flash-petrified, it is rarely found in standard weapon shops. Instead, it is traded in locations that manage high-energy artifacts and heavy-duty excavation gear.
The Geode-Cracker’s Exchange (Mining & Excavation Supply)
- Location: Found in subterranean trade hubs or mountainous mining colonies where the “World-Crust” is thickest. These shops are characterized by the smell of sulfur and the constant vibration of heavy machinery.
- The Buying Process: The merchant, often a master of “Mineral-Sifting,” will require the buyer to demonstrate they have the “Kinetic-Stability” to swing the maul without shattering their own limbs. They may ask the avatar to strike a “Stress-Anvil” to measure their Strength Modifier.
- The Selling Process: These shops are the primary buyers of “Raw-Petrified-Roots.” If an avatar brings in a non-worked piece of petrified wood from a Deathly Area, the merchant will offer a trade-in value toward a finished Huna 553.
- Cost: 4,500 Gold. The price reflects the difficulty of harvesting material from a petrified veil.
The Relic-Hunter’s Cache (Antique & Rare Artifacts)
- Location: Tucked away in the “Linguistic-Districts” of coastal monarchies or hidden within the libraries of the Seekers of the First Life.
- The Buying Process: The seller treats the maul as a historical curiosity rather than a weapon. They will expound upon the “Vibrational-Memory” of the specific mangrove root. To buy it, one often needs a high Anthropology or Lore skill to appreciate its “Social-Tether” to the Age of Plants.
- The Selling Process: If the Geo-Pulse crystal at the head is cracked, the value drops significantly. However, collectors will still buy it as a “Study-Piece” for a reduced rate.
- Cost: 6,200 Gold + 30 Renown Points. The high cost is due to the weapon’s status as a “Relic of Stasis.”
The “Silt-Market” (Black Market / Seller’s Market)
- Location: Shifting markets held in the hulls of decommissioned steam-airships or in the “Dissonant” zones of the Southern Archipelago.
- The Buying Process: A “Buyer Beware” situation. A Silt-Market dealer might sell a “Mock-Maul”—ordinary wood painted to look petrified with a mundane glass bead instead of a crystal catalyst. There is no verification of skill; if you have the gold, you take the risk.
- The Selling Process: This is the best place to sell a “Hot” Earth-Breaker stolen from a Faction Treasury or a Monarchy Guard. The “Shadow-Sellers” will buy it for “Cold-Gold” with no questions asked about its previous owner.
- Cost: 2,500 to 10,000 Gold. The price is extremely volatile, doubling if there is news of a “Ruin-Colony” needing heavy demolition tools.
The Monarchy Armory (Military Supply)
- Location: Within the fortified bastions of the Island Sovereigns.
- The Buying Process: These are not technically “sold” but “Requisitioned.” An avatar must have reached a specific “Tier-Rank” within the Monarchy’s service. The maul is issued as a “Breaching-Tool” for anti-siege operations.
- The Selling Process: Selling a Monarchy-issued Earth-Breaker is considered “Treason-Static” and results in an immediate loss of all Renown and a bounty on the avatar’s head.
- Cost: 3,000 Gold (Requisition Fee).
The Weaver’s Enclave (Artisanal Customization)
- Location: Coastal villages specializing in Resin-Soaked Sennit.
- The Buying Process: They do not sell the petrified core, but if an avatar brings the wood, the Weavers will bind it and install the crystal. This is the only way to get a “Custom-Tuned” Earth-Breaker.
- The Selling Process: They will buy the Sennit-Bindings or the Vexar-Resin back if the wood breaks, but they have no use for the petrified stone.
- Cost: 2,000 Gold (Labor and Materials only, user must provide the Petrified Root).
Kinetic Dominance and Structural Shattering: The Huna 553 Earth-Breaker in Action
The Huna 553 Great-Root Maul is the physical manifestation of “Stasis-Power.” For Kalo-Mu 829, wielding this petrified taproot is about sifting the gravitational potential of the environment to fix a target’s position or shatter their defenses. Its roleplay varies significantly based on the density and social “Pono” of the surroundings.
In “Deathly Areas” and Ancient Ruins
- Offensive Roleplay: In the silent, mineralized corridors of a petrified forest, Kalo-Mu uses the Crushing Weight of the maul to bypass the “Mana-Hardened” carapaces of construct guardians. The avatar engages the Gravity-Swing, the crystal catalyst humming with a deep, subsonic frequency that sifts the local gravity. The maul strikes with the force of a tectonic shift, tethering the enemy’s kinetic energy to the stone floor and shattering their structural integrity in a single “Shattering-Blow.”
- Defensive Roleplay: When a “Failure Card” triggers a ceiling collapse, Kalo-Mu drives the handle into the earth to activate the Root-Anchor Pulse. The ground beneath the party hardens into a “Stabilized-Plate,” preventing the floor from caving in. The avatar uses the Seismic Anchor property to stand immovable against the falling debris, using the maul’s head as a literal shield to deflect boulders that would otherwise “Sunder” the party’s gear.
In “Unsafe Areas” and Wild Jungles
- Offensive Roleplay: Against a high-mobility predator, Kalo-Mu utilizes the Tremor-Strike. By slamming the petrified root into the soft jungle loam, the avatar sifts the vibrational energy of the world-crust into a localized “Shock-Wave.” The predator is knocked Prone, its “Agility-Tether” broken by the sudden upheaval of the earth. Kalo-Mu then looms over the fallen foe, the Intimidation of the massive, glowing club discouraging the rest of the pack from intervening.
- Defensive Roleplay: If the party is pursued through a narrow ravine, Kalo-Mu uses the Demolitions bonus to strike a “Weak-Point” in the cliff face identified by the crystal’s resonance. The maul sifts the structural tension of the rock, triggering a controlled landslide that “Tethers” the pursuit behind a wall of rubble. The Sennit-Bound handle absorbs the massive recoil, ensuring Kalo-Mu’s fern-limbs remain unfrayed during the heavy exertion.
In Metropolitan Skyscrapers and “Designated Safe” Cities
- Offensive Roleplay: In a “Designated Safe” city, drawing a weapon of this magnitude is a “Social-Dissonance” event. Kalo-Mu roleplays this as a “Sifting-of-Authority.” By resting the maul’s head on the pavement, the Gravity-Sifter creates a subtle, heavy “Pressure-Aura” that makes nearby NPCs feel “Weighted-Down.” If a fight is inevitable, Kalo-Mu uses a non-lethal Tremor-Strike to simply tip over an opponent’s “Social-Platform,” embarrassing them and breaking their “Renown” without spilling a drop of blood.
- Defensive Roleplay: When guarding a “Diplomatic-Tether” or a Faction dignitary, Kalo-Mu stands as a “Living-Bollard.” The Seismic Anchor ensures that even a charging steam-carriage cannot budge the avatar. The Root-Anchor Pulse is used to stabilize the floor of a ballroom or a council chamber, preventing “Subterranean-Static” (tunnels or traps) from disrupting the “Pono-Balance” of the meeting.
In High-Pressure Maritime and Underwater Zones
- Offensive Roleplay: Underwater, the Gravity-Swing is essential to overcome the drag of the “Lagoon-Mist.” Kalo-Mu sifts the weight of the water through the crystal catalyst, allowing the maul to move with the same “Static-Speed” as it does on land. The avatar targets the hull of a rival “Silt-Trader” ship, using the Crushing Weight to pop rivets and “Tether” the vessel to the seabed by creating a massive leak.
- Defensive Roleplay: If caught in a powerful current or a “Maelstrom-Static” event, Kalo-Mu uses the maul as a literal anchor. By driving the head into a coral reef or a seabed crevice, the avatar uses the Seismic Anchor to hold the entire party in place. The Vibrational Sifting of the sennit bindings allows Kalo-Mu to “feel” the approach of large aquatic predators through the handle long before they appear in the murky water.

Perception of Activation: Huna 553 Great-Root Maul of the Earth-Breaker
- User’s Perspective
- Sight: The turquoise quartz catalyst at the head of the maul flares with a blinding, stroboscopic light. As the Gravity-Sifter engages, the air around the weapon visibly warps and ripples, like heat-haze over a desert road.
- Sound: A deep, sub-audible “thrum” that is felt in the marrow rather than heard. When the Tremor-Strike is unleashed, it produces a sound like the grinding of tectonic plates, followed by a sudden, absolute silence as the air pressure stabilizes.
- Touch: The weight of the 15 lb petrified root suddenly vanishes, feeling as light as a dried reed in the user’s hand. The Resin-Soaked Sennit becomes warm and tacky, providing a grip that feels fused to the user’s fern-stipe limbs.
- Smell: The sharp, dry scent of pulverized limestone and ancient, mineralized peat.
- Taste: A gritty, alkaline sensation on the tongue, similar to the taste of dust after a rockslide.
- Extra-Sensory (Gravitational-Proprioception): The user feels an invisible “Tether” between the maul’s head and the center of the world-crust. They perceive the “Weight” of every object within 30 feet as a series of physical tugs on their own center of gravity.
- Extra-Sensory (Seismic-Clarity): The user “sees” through the ground. The vibrations from the crystal allow them to perceive the hollow spaces, tunnels, and structural flaws in the earth beneath them up to a depth of 50 feet.
Observer’s Perspective
-
- Sight: The massive club seems to blur as it moves, its speed defying its obvious bulk. The glowing turquoise runes on the copper-integrated bands pulse in sync with the flickering light of the crystal head.
- Sound: A low-frequency hum that causes loose stones on the ground to dance and rattle. The impact of the maul does not sound like wood hitting stone; it sounds like a thunderclap trapped in a jar.
- Touch: Bystanders feel a sudden “Tug” toward the maul as it swings, as if the weapon were momentarily a localized black hole. The ground feels “Rigid” and “Sharp” when the Root-Anchor Pulse is active.
- Smell: A localized scent of ozone and the heavy, metallic smell of a deep-earth mine.
- Extra-Sensory (Tectonic-Dread): Animals and sentient NPCs feel an instinctive, primal urge to flee, as the activation mimics the “Pre-Shock” sensations of a catastrophic earthquake.
Positives
-
- Kinetic-Zeroing: The weapon’s gravity-shifting properties allow for massive damage without the user needing to exert the physical force normally required for a weapon of this size.
- Structural-Sifting: The ability to “see” through stone allows the user to find hidden passages or bypass fortified doors with a single, calculated strike.
- Unshakable-Pono: The Seismic Anchor makes the user a fixed point in a chaotic world, providing immunity to most knock-back or displacement effects.
Negatives
-
- Inertial-Backlash: When the focus is consumed, the maul regains its full 15 lb petrified weight instantly. If the user is mid-swing, this can cause a -1 penalty to Agility due to the sudden shift in momentum.
- Collateral-Static: The Tremor-Strike does not distinguish between friend and foe; allies within the 5-foot radius must also succeed on the DC 15 Strength Save or be knocked prone.
- Mineral-Fatigue: Continued use in “Deathly Areas” causes the sennit bindings to become brittle, requiring a Vexar-Resin maintenance ritual after every 3 encounters or risk the weapon “Shattering” on a critical fail.
Rite of the Unyielding Pillar: Crafting Recipe for the Huna 553 Earth-Breaker
- Materials Needed
- One Petrified World-Root (Core): A single, unbranched taproot of at least 4 feet in length, harvested from a “Deathly Area” where the flash-stasis has occurred. It must be free of “Blight-Cracks” to ensure the kinetic energy does not leak.
- Twelve Hanks of Sacred Coconut Husks: Harvested from a coastal grove and hand-braided into sennit. These provide the flexible “Tether” between the stone-wood and the avatar’s limbs.
- Two Vials of Vexar-Stabilized Resin: Used to soak the sennit and bond the crystal catalyst to the root-head. This resin prevents the “Mineral-Fatigue” from traveling into the handle.
- One Tier 1 Geo-Pulse Quartz Crystal: A raw, un-cut catalyst shard that resonates at the frequency of the local world-crust. This is the “Mind” of the weapon.
- Three Liters of Nutrient-Rich Lagoon-Mist: Used as a cooling agent during the etching of the internal brass-wire circuits.
- Tools Required
- A Diamond-Tipped Lapidary Chisel: For carving the “Focus-Seat” in the petrified wood without shattering the mineralized fibers.
- A Resonant Tuning-Fork (Earth-Pitch): Used to align the Geo-Pulse crystal to the specific gravity of the archipelago.
- A Sifter’s Brass-Wire Loom: To weave the internal circuitry that connects the handle to the crystal head.
- A High-Pressure Resin-Vat: For deep-soaking the sennit bindings to ensure they become a single, composite structural unit.
- An Alchemical Heat-Lamp: To cure the Vexar-resin into a state of “Suspended-Animation” hardness.
- Skill Requirements
- Stonemasonry / Lapidary (Trained – Level 2): Necessary to work the petrified root without causing structural failure.
- Geology (Trained – Level 1): Required to identify the “Vibrational-Memory” of the root and the correct “North-Facing” alignment of the quartz crystal.
- Arcane Engineering (Trained – Level 1): Needed to install the brass-wire circuits that allow for the Gravity-Swing function.
- Athletics (Trained – Level 2): Required to maintain the steady, heavy pressure needed when binding the sennit around the root-core.
- Crafting Steps
- Step 1: The Core-Sifting: Clean the petrified root using Lagoon-Mist to remove any “Deathly-Area” dust. Use the Diamond-Tipped Chisel to carve a hollow channel down the length of the root for the brass-wire housing.
- Step 2: The Circuit-Looming: Weave a network of thin brass-wires into a “Linguistic-Helix.” Slide this into the core channel. These wires act as the “Nervous-System” that will carry the user’s kinetic intent to the crystal.
- Step 3: The Catalyst-Seat: Carve a deep, recessed “Throne” at the thickest end of the root. Place the Geo-Pulse Quartz into the seat and strike the Resonant Tuning-Fork. Adjust the crystal’s position until the vibration is felt equally at both ends of the maul.
- Step 4: The Sennit-Binding: Soak the braided coconut sennit in the Vexar-resin until it is fully saturated. Begin the “Tether-Wrap” at the base of the handle, winding it tightly toward the head. The wrap must be tight enough to compress the internal brass-wires against the petrified wood.
- Step 5: The Head-Capping: Pour the remaining Vexar-resin into the catalyst-seat, submerging the base of the quartz. Use the Alchemical Heat-Lamp to flash-cure the resin. This creates a “Kinetic-Zero” bond that prevents the crystal from vibrating loose during a Tremor-Strike.
- Step 6: The Gravitational-Tuning: Stand on solid earth and slam the base of the handle three times. On the third strike, if the crystal flares turquoise and the weapon feels momentarily weightless, the Gravity-Sifter is calibrated and the Earth-Breaker is complete.
Shattered-Stone and Sky-Falling-Weight
In the breathing-before of the Deep-Root-Time, when the Earth-Mother Gaialilith was yet “cooking-the-foundations” in the belly-fire and the stars were but “wet-embers” in the high-mist, there stood a Breaker-of-Hardness named Huna. The dust-choked-scrolls of the “Lost-Mouths” tell that Huna was a “Walker-of-the-Iron-Limb,” a creature of the dense-pulp whose “Fern-Stipes” were as the “Mountain-Pillars” and whose sap-flow was as the “Pressurized-Lagoon.” In those turns, the world of Saṃsāra was a “locked-cage” of unyielding stone, and the “Blight-Stasis” did the “freezing-of-the-breath” that made the plant-ancestors “stone-dead-while-standing.”
Huna traveled to the “Valley-of-the-Silent-Grip,” a place where the “Reality-Blight” had turned the living-green into the “Cold-Bone-Wood.” This was a Deathly-Area where the wind was “stiff-as-glass” and the water was “hard-as-tooth.” Huna sought the “Grand-Taproot,” the mother-vein of the World-Crust-Mangrove that had been “flash-bitten” into the petrified-sleep. The ancient-scribes say the “Seismic-Stillness” of this place was so heavy that a heart-beat would “shatter-the-ears” like a hammer on a ceramic-pot.
The story-words of the “Time-of-No-Softness” say that Huna did not bring the “small-chisel” or the “begging-voice” to harvest the stone-wood. He used his own “Limb-Tethers” to wrestle the petrified-core from the “Grip-of-the-Stasis-Soil.” But the root was “Too-Heavy-for-the-Moving,” a weight that would “crush-the-avatar-into-the-silt.” Huna needed the “Sifter-of-the-Falling-Direction” to make the heavy-stone “float-in-the-swing.”
He traveled to the “Peak-of-the-Geo-Pulse,” where the “Quartz-Catalyst” grows in the “Gravity-Veins.” He took a shard of the “Amber-Turquoise-Spark” and placed it at the “Head-of-the-Root.” To hold the “Static-Force” together, he wove the “Resin-Soaked-Sennit” of the coastal-husks, binding the stone-wood to the crystal-mind. He poured the “Vexar-Sap” into the “Internal-Linguistic-Helix” of the brass-wires, creating a “Nervous-System-for-the-Strike.”
The ancient-scribes say that when Huna first swung the Earth-Breaker, the “Sky-Weight” was “Sifted-into-the-Ground.” The club was “No-Weight-in-the-Air” but “All-Weight-at-the-Ending.” He walked to the “Wall-of-the-Great-Blockage,” a mountain-door that kept the “First-Life” trapped in the “Dark-Hollows.” Huna did not use the “shouting-mouth,” but struck the earth with the “Tremor-Strike.”
The sound of the “World-Crust-Shattering” was as a “Thousand-Thunders-in-a-Thimble.” The “Gravity-Static” of the maul made the mountain-door “forget-its-hardness.” The stone became as the “Crumbled-Ash,” and the “Tether-of-the-Gate” was snapped by the “Subsonic-Hum” of the crystal. The plant-ancestors were “Un-Stuck” from the petrified-sleep, their spirits “re-tethered” to the “Pono-Flow” of the living-world. Because of the Sifter-of-Gravity and the Root-of-Stasis, the walkers of Saṃsāra found they could “Break-the-Unbreakable” without the “Limb-Fatigue,” for the Huna 553 provided a bridge of power over the river of the frozen-obstacles.
The Moral of the Story: The hardest wall cannot stand against the soul that sifts the weight of the world into a single point, and a heavy burden becomes a light tool when it is tethered to the center of the earth; for the greatest strength is not in the muscle that pulls, but in the crystal that tells the gravity where to fall.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Petrified Fragment of the Outer Crust
- Item Type: Weapon (Club) / Occult Artifact
- Game Mechanics: This massive, mineralized root vibrates with a frequency that unsettles both the earth and the human mind. Wielding it requires immense physical build, and its use often strains the user’s connection to mundane reality.
- Stat Block:
- Skill: Fighting (Brawl)
- Damage: 1D8 + DB (Build 2+ required to wield effectively)
- Tremor-Strike (Active): Spend 1D6 Sanity and slam the maul into the earth. All characters within 3 yards must succeed on a Hard DEX or STR roll or be knocked Prone.
- Seismic Anchor (Passive): The wielder receives a Bonus Die on rolls to resist being moved or knocked down by physical force.
- Gravity-Swing (Active): Spend 2 Magic Points to ignore the target’s Armor for one strike, as the crystal catalyst sifts the density of the blow directly into the target’s core.
- Syntax: “The Investigator sifts the crushing weight of the petrified wood, tethering their strike to the planet’s gravity and fixing the target’s fate against the cold stone.”
Blades in the Dark
Unique Name: The Hull-Breaker’s Root
- Item Type: Heavy Weapon / Arcane Implement (2 Load)
- Game Mechanics: A favorite of “Huna” laborers in the coal-seams of Doskvol, this petrified club is used to shatter reinforced doors or suppress unruly spirits through pure kinetic mass.
- Specific Mechanics:
- Seismic Anchor (Passive): You gain Potency when resisting any effect that would move you or knock you off your feet.
- Tremor-Strike (Active): Spend 2 Stress to slam the ground. This counts as a Great Effect for a “Group Action” intended to disorient or knock down a gang of Scale 1 or smaller.
- Crushing Weight (Passive): This weapon always has Potency when used to Wreck stone, metal, or mechanical constructs.
- Gravity-Swing (Active): Spend 1 Stress to ignore a target’s physical Armor for a single Skirmish roll.
- Syntax: “The Breaker sifts the inertia of the ghost-field through the sennit-grips, tethering the maul’s weight to the foundations and fixing the impact upon the safe’s iron door.”
Dungeons & Dragons (5th Edition)
Unique Name: Huna-553: Earth-Breaker Maul
- Item Type: Weapon (Maul), Common (Requires Attunement)
- Game Mechanics: This weapon deals 1d8 bludgeoning damage. For the Huna-avatar, it is considered a one-handed weapon, while other races must use two hands.
- Stat Block:
- Damage: 1d8 Bludgeoning + 1d4 (Tier Bonus).
- Seismic Anchor (Passive): You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone or move you against your will.
- Tremor-Strike (1/Short Rest): As an action, you slam the maul down. Each creature within 5 feet must succeed on a DC 15 Strength saving throw or be knocked Prone.
- Gravity-Swing (Action): You can use a bonus action to make the weapon “heavy.” Your next hit deals an extra 1d8 bludgeoning damage, but your speed becomes 0 until the start of your next turn.
- Syntax: “The crystal flares turquoise as the avatar sifts the local gravity, tethering the petrified root to the earth and fixing a shattering blow upon the guardian.”
Knave (2nd Edition)
Unique Name: The World-Crust Mallet
- Item Type: Weapon (2 Slots)
- Game Mechanics: A massive, petrified root that is nearly impossible to move unless the wielder is attuned to its mineral resonance.
- Specific Mechanics:
- Damage: d8 (Heavy).
- Seismic Anchor (Passive): You gain Advantage on all saves to remain standing or stay in place.
- Tremor-Strike (Active): Once per day, slam the mallet to force all nearby enemies to make a STR Save or fall Prone.
- Crushing Weight (Passive): This weapon ignores any Armor bonuses provided by shields or non-magical helmets.
- Gravity-Swing: You may Sunder the crystal catalyst (making it mundane) to automatically deal maximum damage and knock a target back 20 feet.
- Syntax: “The Mallet sifts the tension of the cavern, fixing the wearer’s stance and tethering the petrified force to the breaking point of the stone.”
Fate (Condensed / Core)
Unique Name: Huna 553 Earth-Breaker
- Item Type: Extraordinary Gear / Heavy Weapon
- Game Mechanics: This petrified root functions as a powerful tool for shifting the physical and gravitational aspects of a scene. It utilizes the Physique and Provoke skills to exert dominance.
- Specific Mechanics:
- Petrified Density (Passive): Because I have the Huna 553, I get a +2 to Physique rolls made to smash, break, or demolish inanimate objects and structures.
- Tremor-Strike (Active): Once per scene, you may use Physique to attack every opponent in your zone simultaneously. On a success, those opponents gain the Prone or Unbalanced situational Aspect with one free invoke for the party.
- Seismic Anchor (Passive): The weapon provides Armor: 2 against any attempt to move you from your zone or knock you down, as it tethers your gravity to the ground.
- Gravity-Swing (Active): You may spend a Fate Point to ignore any Armor or Damage Reduction an opponent possesses for a single strike, sifting the weight of the World-Root into their vital center.
- Syntax: “The player invokes the Geo-Pulse of the petrified root, sifting the kinetic resistance of the air into a tether of crushing weight that fixes the target’s position against the stone.”
Numenera & Cypher System
Unique Name: The Stasis-Root Maul
- Item Type: Artifact (Level 1d6 + 2)
- Game Mechanics: A massive, petrified blunt instrument integrated with a high-energy mineral catalyst.
- Specific Mechanics:
- Depletion: 1 in 1d10 (Check made after using Tremor-Strike or Gravity-Swing).
- Crushing Weight (Asset): The wearer has an Asset on all Might-based tasks involving breaking objects or pushing through physical barriers.
- Tremor-Strike (Action): The wearer spends 3 Might Points to slam the ground. All creatures within immediate range must make a Might defense roll. On a failure, they are knocked Prone and lose their next turn as they recover their balance.
- Seismic Anchor (Enabler): The difficulty of any task to resist being moved, pushed, or knocked down is reduced by two steps.
- Gravity-Swing (Action): The wearer spends 4 Might Points. The next attack deals an additional 5 points of damage and ignores all but the most powerful energy-based Armor.
- Syntax: “The maul tethers the user’s strike to the planetary core, sifting the local gravity into a fixed point of impact that shatters the guardian’s stony form.”
Pathfinder (2nd Edition)
Unique Name: Huna-553: Earth-Breaker Maul
- Item Type: Item 2 (Magical, Divination, Primal); Usage: Worn (1 Hand for Huna, 2 Hands for others); Bulk: 2
- Stat Block:
- Attack Bonus: +1 Item Bonus to Athletics (Shove) and Attack rolls.
- Damage: 1d8 Bludgeoning + 1d4 (Tier 1 Bonus).
- Seismic Anchor (Passive): You gain a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
- Tremor-Strike (Action): [Two-Actions] (primal, earth); Frequency: Once per 10 minutes; Effect: You slam the maul into the ground. All creatures in a 5-foot emanation must succeed on a DC 15 Basic Reflex Save or be knocked Prone.
- Gravity-Swing (Action): [One-Action] (concentrate, primal); Effect: Your next Strike this turn ignores up to 5 points of the target’s Physical Resistance or Hardness.
- Root-Anchor Pulse (Action): [Three-Actions] (primal, abjuration); Effect: You drive the handle into the earth. You and all allies within 10 feet gain a +1 status bonus to AC until the start of your next turn.
- Syntax: “The crystal catalyst sifts the subterranean mana, tethering the avatar’s martial pono to the earth-crust and fixing a shattering strike upon the foe.”
Savage Worlds (Adventure Edition)
Unique Name: The Huna-553 World-Root
- Item Type: Minor Arcane Artifact
- Game Mechanics: A petrified maul that deals STR+d8 damage. It has AP 2 (Armor Piercing) and requires Min STR d8 to wield without penalty.
- Specific Mechanics:
- Seismic Anchor (Passive): The wearer gains a +2 bonus to rolls to resist being Pushed or knocked Prone.
- Tremor-Strike (Active): As an action, the wielder slams the earth. Every creature within a Small Blast Template must make a Strength roll at -2 or be knocked Prone and become Distracted. This may be used once per encounter.
- Crushing Weight (Passive): The weapon ignores the Armor of objects (doors, walls, constructs) and deals an additional +2 damage against targets made of inorganic material.
- Gravity-Swing (Active): The wearer may spend a Bennie to add +d10 to the damage of a single successful strike, sifting the total gravitational weight into the blow.
- Syntax: “The World-Root sifts the kinetic tension of the fight, fixing the user’s stance and tethering the petrified energy to the breaking point of the enemy’s defense.”
Shadowrun (6th Edition)
Unique Name: Huna-553 “Earth-Breaker” Petrified Root-Maul
- Item Type: Exotic Melee Weapon / Industrial Breaching Tool
- Game Mechanics: This massive, mineralized club is treated as a heavy weapon that sifts the kinetic energy of the user’s swing through a quartz-catalyst, making it devastating against structures and armored drones.
- Stat Block:
- Attack Rating: 4/2/—/—/—
- Damage: 5P
- Reach: 2
- Crushing Weight (Passive): The Earth-Breaker ignores up to 4 points of Hardened Armor when striking inanimate objects, barriers, or vehicles.
- Seismic Anchor (Passive): The wielder gains a +2 dice pool bonus to resist any Bull Rush or Knockdown attempts while holding the weapon.
- Tremor-Strike (Major Action): The user slams the maul into the ground. All ground-based targets within 2 meters must succeed on a Reaction + Athletics test or gain the Prone status. This consumes the weapon’s focus (Internal Battery/Mana-Charge) for 10 minutes.
- Gravity-Swing (Minor Action): The wielder engages the crystal catalyst. Increase the Damage Value of the next successful strike by +2.
- Syntax: “The heavy-laborer sifts the subterranean mana through the petrified core, tethering the maul’s inertia to the fixed pavement and fixing a shattering blow upon the security drone.”
Starfinder (2nd Edition / Playtest)
Unique Name: Huna-553 Gravity-Sifted Great-Maul
- Item Type: Two-Handed Advanced Melee Weapon (Level 2)
- Game Mechanics: Crafted from magically stilled organic matter, this weapon is a “Low-Tech” solution to high-tech shielding, using gravitational shifts to bypass energy-based defenses.
- Stat Block:
- Damage: 1d10 Bludgeoning (plus 1d4 Tier 1 bonus).
- Bulk: 2
- Seismic Anchor (Passive): You gain a +2 item bonus to your Fortitude DC against Shove or Trip attempts.
- Tremor-Strike (Action): [Two-Actions] You slam the maul down. Every creature in a 5-foot emanation must succeed on a Strength Save (DC 15) or be knocked Prone.
- Gravity-Swing (Action): [One-Action] Your next attack roll this turn ignores the target’s Physical Resistance (up to 5 points) as the crystal catalyst sifts the impact density.
- Demolitions (Passive): You gain a +2 item bonus to Athletics checks made to force open doors or break objects.
- Syntax: “The soldier sifts the kinetic resistance through the Geo-Pulse crystal, tethering the petrified weight to the bulkhead and fixing a breach in the starship’s hull.”
Traveller (MgT2)
Unique Name: The Huna-Type Seismic Maul
- Item Type: Melee Weapon (Heavy) / TL 10 Excavation Tool
- Game Mechanics: A petrified-wood club weighted with a piezoelectric crystal. It is exceptionally heavy (Weight 7 kg) and requires a STR 9+ to wield without a -1 DM penalty.
- Stat Block:
- Damage: 3D + Strength Modifier.
- Armor Piercing (AP): 4 (Against stationary objects and structures).
- Seismic Anchor (Passive): The wearer gains a DM+2 to all checks made to remain standing during high-gravity maneuvers or explosive decompression.
- Tremor-Strike (Significant Action): The user strikes the deck or ground. All adjacent creatures must succeed on a DEX (8+) check or be knocked back 1.5 meters and fall prone. This drains the crystal’s capacitor for 10 minutes.
- Vibrational Sifting (Passive): The sennit-wrapped handle grants a DM+1 to any task involving the demolition of mineral or stone surfaces.
- Syntax: “The miner sifts the structural fatigue through the sennit-grips, tethering the petrified force to the asteroid’s crust and fixing a shattering impact upon the ore-vein.”
Warhammer (Fantasy Roleplay 4th Edition / Age of Sigmar: Soulbound)
Unique Name: The Great-Root of the Earth-Breaker
- Item Type: Two-Handed Melee Weapon (Maul)
- Game Mechanics: Fashioned from the taproot of an ancient World-Root, this weapon possesses the Damaging and Pummel qualities.
- Stat Block:
- Damage: SB + 6
- Reach: Long
- Seismic Anchor (Passive): The wielder gains a +20 bonus to all tests made to resist being Pushed or knocked down.
- Tremor-Strike (Action): The wielder slams the maul into the earth. All enemies within Close Range must pass a Challenging (+0) Athletics Test or gain the Prone condition.
- Gravity-Swing (Action): Spend 1 Fortune Point (or Mettle). The next attack ignores the target’s Armor Points entirely as the crystal sifts the local gravity to pull the blow through their defense.
- Sennit-Bound (Passive): The weapon ignores the Tiring quality when used in environments categorized as “Wild Jungles” or “Southern Archipelago.”
- Syntax: “The warrior sifts the tectonic pressure through the petrified wood, tethering their soul to the ancient stasis-power and fixing a crushing blow upon the chaos-spawn.”
