- Lore: In the crowded harbor towns and dockside storehouses across the island countries of Saṃsāra, covert operatives often embedded themselves among working guilds as mundane barrel makers. Coopers hold access to high-value cargo, shipping containers, and dry docks, making their workshops natural waypoints for smuggling and surveillance. This tool was crafted by a master artisan-shinobi who utilized ninjutsu to bind wooden staves without hammering noise and to transform mundane shipping casks into concealment vessels and tactical decoys.
- Description: A compact coopering adze measuring twelve inches in total length. Its head is fashioned from dark, quenched iron featuring a curved transverse cutting edge on one end and a square, flat hoop-driving poll on the other. The straight hardwood shaft is stained with black walnut oil and bound with treated hemp cord for a non-slip grip. Along the iron head, faint flowing script is engraved into the metal, while the interior of the hollowed ash handle houses a hidden comparted core suitable for storing chalk or binding resin.
- Detailed Stats:
- Item Tier: Common (Tier 1)
- Resilience: 10
- Hit Points: Avatar maximum Hit Points + 10
- Damage: 1d6 Slashing/Bludgeoning (Mundane Base) + 1d4 (Tier 1 Tier Die)
- Weight: 3 pounds
- Attunement: Automatic upon being held
- Specific Slot: Hand Slot (Right or Left)
- Passive Magics:
- Silent Caskcraft: Any coopering task, stave trimming, wood shaping, or hoop driving performed with this adze makes zero audible noise within earshot, preventing sentries or eavesdroppers from locating the user through the sounds of carpentry.
- Airtight Seam: Wooden barrels, casks, or crates constructed or repaired using this adze become completely watertight and scent-sealed for up to four hours, preventing fluids from leaking and blocking the escape of any odors from contents hidden within.
- Activable Magics:
- Cask-Meld Camouflage: As an action, the wielder strikes the flat poll of the adze against any wooden container, cask, or wall. An illusionary ninjutsu shroud spreads over the wielder, making them visually blend into the wooden grain and shadows for two minutes, granting concealment to evade passing patrols so long as they remain stationary.
- Hoop-Burst Shrapnel: As an action during an attack, the wielder strikes a nearby barrel hoop or banded wooden structure with the blade. The targeted hoop snaps and bursts outward in a 5-foot blast of flying wooden splinters and metal shards, dealing 1d4 piercing damage to an adjacent target and reducing their total Armor Check by 1 until their next turn.
- Tags:
- Weapon, Hand Slot, Tool, Cooper, Adze, Common, Tier 1, Ninjutsu, Stealth, Illusion, Woodworking, Cargo Concealment, Infiltration Gear, Trade Guild Tool, Smuggling Implement, Environmental Camouflage, Stave Shaping, Shrapnel Burst, Sound Nullification, Scent Masking, Maritime Utility, Cask Binding, Edged Impact Weapon
Commercial Outlets and Valuation for the Barrel-Binder’s Adze
- Harbor Cooperages and Dockside Tool Yards: In bustling coastal cities and island wharfs, small family-run woodcraft and barrel-making shops maintain a steady supply of specialized woodworking implements to meet high shipping demands. Coopers and maritime packers acquire these tools to efficiently prepare cargo containers and secure long-haul shipments against moisture and damage. Unaffiliated adventurers purchasing the adze in such market stalls face standard buyer-beware pricing, typically paying between 90 to 130 silver coins for this Tier 1 implement. A customer selling the adze to a commercial merchant will encounter haggling based on their character’s tier, receiving a 10% price adjustment per tier against the merchant’s evaluation, with the final proceeds deposited directly into their World Bank account.
- Carpentry Guildhalls and Maritime Quartermasters: Official guildhalls in larger island cities provide regulated utility gear, specialized carpentry kits, and enchanted trade tools to registered guild artisans. Members of the local carpentry, shipping, or woodworking guilds receive a standard 10% discount per character tier off the list price, lowering the purchase cost to approximately 75 to 95 silver coins. Non-members purchasing from a guild quartermaster must pay the full suggested retail cost of 110 silver coins or more. All transactions through guild outlets are formally documented and settled via the character’s World Bank balance, requiring legitimate trade credentials.
- Smuggler Dens and Black-Market Fences: Operating in covert harbor basements, hidden warehouses, and coastal coves, black-market merchants deal extensively in tools that facilitate contraband transport and covert infiltration. In these shadow operations, the adze is valued for its sound-nullifying woodwork, scent-sealing properties, and tactical shrapnel capabilities. Purchases in these establishments require direct payment in physical coinage—such as electrum or gold—with purchase costs ranging from 12 to 20 gold coins to guarantee anonymity. Individuals selling the adze to an illicit dealer bypass all official oversight and banking logs, securing between 10 to 22 gold coins in hand depending on the fence’s immediate logistical needs.
Roleplay Applications of the Barrel-Binder’s Adze in Diverse Environments
- Harbor Warehouses and Cargo Docks:
- Offense: Within a crowded waterfront storehouse filled with stacked trade goods, the wielder poses as a routine dockworker repairing crates. When engaging an enemy guard or rival smuggler, the wielder steps forward and strikes a nearby iron-banded cask with the adze to activate Hoop-Burst Shrapnel. The metal hoop ruptures violently, blasting jagged iron fragments and splinters directly into the target’s armor, reducing their defensive capability and leaving them open to a follow-up strike with the adze’s curved cutting edge.
- Defense: When cornered by a warehouse patrol between rows of stacked cargo, the wielder presses their back against a tall stack of aged rum casks and triggers Cask-Meld Camouflage. The illusionary ninjutsu weave shifts the wielder’s visual form into the texture, color, and shadowed grooves of the wood grain, allowing the patrol to walk straight past without detecting the intruder.
- Sailing Vessels and Maritime Cargo Holds:
- Offense: Below decks on a merchant galleon or warship during a naval boarding action, excessive noise risks drawing reinforcements from the upper deck. The wielder moves through the lower hold utilizing the adze as a silent weapon, executing precision chops to vital areas. Combined with the Silent Caskcraft passive trait, the wielder can systematically disable hostile sentries and breach wooden bulkheads or contraband lockers without the sound of splitting timber alerting the crew above.
- Defense: In the event of a hull breach or explosive attack during a sea battle, the wielder uses the adze to rapidly patch splintered deck timbers or reinforce damaged water barrels. The Airtight Seam enchantment immediately seals the wooden joints against water penetration and air leakage, stabilizing emergency cargo and preventing seawater from flooding critical compartments.
- Subterranean Mining Outposts and Smuggler Tunnels:
- Offense: In quiet underground tunnels where every echo travels for miles, the wielder uses the adze to quietly notch and weaken wooden structural supports holding up enemy barricades. By striking an enemy’s wooden shield or barricade hoop using Hoop-Burst Shrapnel, the wielder showers the defending sentry with sharp stone-hard wood splinters, forcing them to drop their guard before delivering an offensive strike.
- Defense: When resting in an underground cache or evading burrowing predators that track through scent, the wielder seals emergency provisions, harvested monster fluids, and the party’s biological waste inside wooden casks using the adze. The Airtight Seam completely contains all odors for hours, denying tracking beasts the scent trail needed to locate the hidden campsite.
- Industrial Sky-Docks and Flying Megacities:
- Offense: Along the wooden scaffolding and suspension platforms of a floating mage tower or zeppelin dock, the wielder moves across exterior beams. Using the adze in close-quarters combat, the wielder utilizes the blunt hoop-driving poll to strike an adversary’s footing or armor joints, destabilizing their balance on narrow wooden planks before using the cutting blade to finish the encounter without alerting sky-guards.
- Defense: If spotted by airship sentries while navigating exterior walkways, the wielder drops low against a wooden crane housing or storage shed and activates Cask-Meld Camouflage. The wielder blends seamlessly into the weathered timber surfaces of the floating structure, evading the searchlights and long-range visual surveillance of passing aerial patrols.

Perception of Activation:
- User’s Perspective:
- Sight: The matte-iron adze head pulses with faint indigo illumination along the curved transverse lip, casting concentric rings of glowing runic sigils forward from the gouging edge. A subtle distortion of light ripples across the wielder’s forearms, shifting skin and clothing textures to match adjacent timber and shadow.
- Sound: The physical impact of the adze against oak staves or iron hoops makes no acoustic sound, replaced by a momentary, low-frequency rush akin to wind passing through a hollow cask.
- Smell: A crisp, dry scent of seasoned white oak shavings, pine pitch, and oxidized iron fills the air, overtaking the natural smell of sweat and damp timber.
- Taste: A subtle tang of bitter tannin and charcoal dust registers on the palate immediately upon striking the surface.
- Touch: The ash haft vibrates with a rhythmic, steady pulse in the grip, while the surrounding air drops slightly in temperature, feeling like a draft entering a dark cellar.
- Mind’s Eye: The internal numerical overlay activates, indicating the active attunement status, remaining magical charges, and a highlighted perimeter outlining the structural grain weaknesses of nearby wooden containers and armor plates.
- True Sight: The adze and the wood beneath it radiate an ultraviolet aura, highlighting the exact lines where the illusionary ninjutsu weave meshes with the physical grain of the wood.
- Soul Sight: The user perceives the faint, lingering resonance of past living trees and previous handlers stored within the cured timber, glowing in soft amber tones.
- Observer’s Perspective:
- Sight: The wielder’s form seems to blur and flatten against nearby wooden barrels or walls, the colors of their clothing rapidly desaturating to mirror the dark wood grain and iron hoops within seconds.
- Sound: Observers hear no sharp wood-chopping cracks or ringing hammer blows when the adze strikes a surface; the entire process appears completely muted to external ears.
- Smell: A fresh, pungent aroma of freshly cut wood shavings and resin masks any local biological odors or tracking scents.
- Taste: Those nearby detect a dry, resinous taste in the back of the mouth, similar to standing in a tightly sealed dry-goods hold.
- Touch: Observers standing within arm’s reach feel a sudden faint displacement of dry air as the localized magic stabilizes over the wood surface.
- Tremorsense: Burrowing entities and floor-bound observers register an abrupt deadening of vibrational feedback along the ground where the tool strikes.
- Darkvision: In absolute darkness, the wielder fades into an indistinct silhouette that blends into the background geometry of stacked cargo.
- Positives:
- Total suppression of woodwork and striking noise allows the user to carve, unseal, or reinforce crates and barricades without alerting patrolling guards or feral beasts.
- The illusionary shroud provides rapid, effective visual camouflage when operating inside warehouses, ship holds, and timber-rich environments.
- The scent-sealing effect immediately neutralizes blood and chemical odors, preventing tracking hounds or predators from locating stored contraband.
- The localized shrapnel burst weakens enemy armor integrity while creating tactical disengagement windows.
- Negatives:
- The intense scent of fresh oak and resin can arouse suspicion in non-woodworking environments such as stone vaults or metal corridors.
- The illusionary camouflage relies on proximity to wood or shadows, becoming largely ineffective in brightly lit, open stone squares.
- The active ultraviolet signature makes the wielder immediately obvious to creatures possessing higher-tier arcane vision.
- The sudden shattering of iron hoops can produce physical debris that leaves tangible forensic evidence of tampering.
Recipe: Forging of the Barrel-Binder’s Adze
- Materials Needed:
- Base Mundane Cooper’s Adze: A forged carbon-iron adze head with a curved transverse cutting edge and a flat hoop-driving poll, fitted to a seasoned ash hardwood haft.
- Tier 1 Magic Crystal: One magic crystal approximately the size and weight of a standard coin, used as the essential arcane catalyst to power the item’s magical matrix.
- Reagent Fluids:
- 2 fluid ounces of distilled ironwood tree sap, harvested via a fluid collector from wetland ironwood flora.
- 1 fluid ounce of nocturnal chameleon or stealth predator blood, extracted directly from a slain beast using a fluid collector.
- Resin and Binding Powder: A measured mixture of powdered black walnut resin, pine pitch, pulverized iron filings, and powdered charcoal.
- Haft Wrap: 5 feet of oil-treated, reinforced hemp cord.
- Tools Required:
- Blacksmithing forge, anvil, shaping tongs, and forging hammer.
- Fluid Collector for precision reagent extraction and measuring.
- Alchemical crucible and glass mixing vials.
- Engraving stylus or fine chisel.
- Woodworking rasp, drawknife, and whetstone.
- Quenching trough.
- Skill Requirements:
- Blacksmithing / Toolsmithing skill level 5 or higher.
- Carpentry / Coopering skill level 5 or higher.
- Alchemical Crafting skill level 5 or higher.
- Arcane Weaving or Rune Inscription skill level 5 or higher.
- Crafting Steps:
- Step 1 – Metalwork and Inscription: Heat the iron adze head in the forge until it reaches a uniform dull red heat. Using the fine engraving stylus, inscribe the specific ninjutsu runes of acoustic dampening, illusionary camouflage, and structural binding along the neck and blade of the adze head.
- Step 2 – Compounding the Arcane Flux: In the alchemical crucible over moderate heat, combine the ironwood tree sap, beast blood, and walnut resin. Crush the Tier 1 coin-sized magic crystal into fine dust and stir it completely into the boiling reagent until the mixture dissolves into a glowing, indigo-tinted metallurgical flux.
- Step 3 – Quenching and Enchantment Binding: Reheat the inscribed adze head to critical temperature and quench the metal entirely in the alchemical crucible flux. The original crystal catalyst is consumed, transferring its latent arcane energy and the harvested biological traits directly into the molecular structure of the cutting edge and poll.
- Step 4 – Haft Preparation and Core Sealing: Carve a hollow channel into the ash handle using the drawknife. Fill the hollow core with the pine pitch and iron-filing mixture to stabilize kinetic vibration. Mount the quenched adze head onto the haft, secure the wooden wedge, and wrap the neck tightly with the treated hemp cord.
- Step 5 – Honing and Verification: Hone the curved transverse cutting lip on a whetstone until it achieves a razor edge. Examine the completed tool through the Mind’s Eye to ensure that the arcane weave has bonded smoothly to the wood and steel, confirming its status as a fully operational Tier 1 enchanted coopering tool.
Noiseless Tub-Carver and False Wooden Men
In the many-sun-turnings before the high stone towers walked upon the floating skies and when the salt-water was still very small between the seven great lands, there was a man of curved wood named Goro who was not a soldier of the long spear nor a horse-rider of the plains. He was a plain shaper of hollow tubs, beer-casks, and fish-barrels who lived near the salty wharf where the great sea-galleons tied their ropes to the fat stone posts. The King of that harbor was a man of very thick fatness and suspicious eyes who kept three hundred heavy soldiers in yellow iron shirts to watch every crate, because he feared that the bad sea-thieves would bring poison roots and sharp knives into his city inside the belly of the shipping tubs.
In that dry season, the fierce mountain-lords who wore red helmets came down from the rocky cliffs with nine hundred bad fighters, wanting to break the gates and carry away all the sweet barley-wine and golden trinkets. They could not climb the high stone walls because the archers above had many burning arrows. So the red-helmet lords spoke to a very crooked harbor-man and gave him forty heavy brass fish to hide thirty of their strongest throat-cutters inside the giant fish-barrels that were to be brought into the palace cellar under the cover of the fish-sauce trade.
Master Goro was sitting in the cold sawdust of his workshop near the postern ditch, eating a dry cake of millet. A strange water-fox with seven tails came out from the wet canal mud, having a bad iron nail stuck through its left paw. Master Goro did not strike the water-fox with his hammer; he took his small iron tongs, pulled out the bad nail, and washed the paw with bitter leaf-water, giving the beast a piece of dried grease-meat. The water-fox made a rolling sound in its throat like boiling rice and dropped from its mouth a dark lump of heavy river-bog iron that had slept under the roots of the ghost-willow tree for eight hundred turnings of the big sky-star. The fox spoke in a voice like wet stones knocking under a wave, saying that if the curved chisel is washed in the sticky blood of a night-stalker and given the dust of a crushed sky-pebble, the timber it shapes will never speak to the wind and the eyes of angry men will slide off its surface like rain off a duck’s wing.
Master Goro took the heavy river-bog iron and built a small charcoal fire beneath his bellows. He shaped the iron not like a straight axe of the horse-warriors, but turned the sharp edge sideways across the neck so that it pulled the wood toward the belly, giving the other side a thick square tooth for driving iron hoops. He crushed the little magic sky-pebble that smelled of cold clouds and threw it into the boiling sap of the ironwood tree together with the shadow-beast blood. He plunged the hot iron adze into the dark stew. The metal made no angry hiss and gave off no spark; it made only a quiet sigh like a mother blowing upon a child’s hot tea.
When the night was halfway gone and the giant sky-ball was swallowed by the dark shadow-planet, the crooked harbor-men rolled thirty giant fish-casks into Master Goro’s coopering yard so that he might drive the last iron hoops and hammer the top bungs before the palace wagons came. As Master Goro laid his hand upon the first barrel, his inner eye felt the heavy breathing of iron-clad men sitting folded inside the dark staves with their drawn daggers held between their teeth.
Master Goro did not shout for the palace guards, for the crooked men had long spears at the workshop door. He took his dark adze and began to work upon the barrels. When the adze struck the ash staves and the heavy iron hoops, there was no loud ringing of hammer upon iron; the striking made no more sound than a feather falling into goose-grease. As he smoothed the wood, the magic of the tool sealed every crack and bung-hole so tightly that not even the smell of men’s sweat or the clinking of their sword-scabbards could leak through the wood into the cold night air.
Then Master Goro struck the flat square poll of the adze against the middle cask. Instantly, an illusion of dark wood-grain and thick black cobwebs rolled across his skin and clothes like wet ink on paper. Master Goro stood completely still beside the woodpile, and the three crooked spear-men looked straight into his face but saw only an old stack of pine planks and a bundle of dry hoop-iron.
When the palace wagons arrived, the thirty giant casks were loaded and carried through the seven gates into the deep royal cellar beneath the sleeping chamber of the fat King. The thirty red-helmet killers inside the casks tried to kick out the top boards when the third bell sounded, but the adze had bound the oak staves with the strength of solid mountain stone. Not a single wooden lid would pop; not a single stave would bend. The thirty fierce fighters were trapped inside the airtight darkness, coughing on their own breath until their legs became like cooked noodles and their daggers dropped from their weak fingers.
When the morning light came over the sea, the cellar-master went down with his lantern to fetch the royal breakfast-ale. He found thirty giant casks standing in a neat row, and when he tapped upon the lids with his wooden mallet, the bad killers inside could only make small scratching noises like mice trapped in a grain jar. The yellow-shirt soldiers pried open the iron hoops with crowbars and dragged out thirty dizzy mountain fighters who were too weak to stand upon their own boots.
The fat King came down to the wharf in his golden litter, carrying two bags of shiny yellow money to make Master Goro the Grand Tub-Maker of the Crown. But when the soldiers entered the workshop, they found only neat piles of shaved oak, three coils of hemp rope, and a tub of fresh water. Master Goro had packed his dark curved adze inside an old flour sack and walked out through the postern gate toward the next island country, knowing that a man who can make barrels that hold no sound has no need to sit among the loud lords whose words are full of wind.
Moral of the Story: A quiet worker who shapes his vessel with wisdom can trap thirty shouting tigers in a box, while the loud soldier who beats his shield only tells the enemy where to strike.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Shinobi Cooper’s Adze (Enchanted Artifact)
- Skill: Fighting (Brawl) or Fighting (Axe)
- Damage: 1D6+1 + Damage Bonus (Impaling on cutting blade / Crushing on poll)
- Base Range: Touch
- Uses per Round: 1
- Cost: 1 Magic Point per activation / 1 Sanity Point on initial attunement/use
Game Mechanics & Syntax:
- Silent Carpentry (Passive): When used to split wood, dress staves, force wooden crates, or dismantle wooden barriers, the action produces zero sound. Any Stealth rolls made while performing physical carpentry or sabotage receive a Bonus Die.
- Hermetic Cask Seal (Passive): Containers, wooden boxes, or barrels constructed or sealed with the adze become completely watertight and airtight for 4 hours. No biological or chemical scents escape, rendering scent-tracking creatures unable to detect hidden contraband or occupants without an Extreme Track or Idea roll.
- Timber-Meld Camouflage (Active): The user strikes the flat poll against any wooden surface and spends 1 Magic Point. An illusionary ninjutsu weave alters the user’s visual profile to blend into the grain and texture of the wood. The wielder gains an automatic Hard Success on Stealth rolls to remain unnoticed so long as they remain stationary against the wooden structure for up to 10 minutes.
- Hoop-Shatter Burst (Active): As an attack maneuver, the user spends 1 Magic Point to strike a metal hoop or banded crate adjacent to a target. The metal bursts outward in a 5-foot blast of shrapnel. The target suffers 1D4 piercing damage and has their Armor value reduced by 1 point for the remainder of the encounter.
Blades in the Dark
The Barrel-Binder’s Adze (Fine Arcane Woodcraft Weapon / Tool)
- Item Load: 1 Load (Light / Concealable)
- Quality Tier: Tier I + 1 Quality (Fine)
- Tags: Arcane, Concealed, Edged, Impact, Sabotage Implement
Game Mechanics & Syntax:
- Noiseless Joinery (Passive): When cutting through wooden barriers, tampering with cargo, or crafting containers near guards, you operate with Potency regarding sound suppression. Auditory noise generated by working with wood never raises heat or degrades your position.
- Cask-Meld Shroud (Active – Spend 1 Stress or tick 1 Charge): Strike the flat poll against a wooden wall, hull, or stack of crates. You weave into the shadows and timber grain, granting Great Effect on any Prowl roll made to hide in plain sight or avoid roving sentries.
- Airtight Staves (Passive): Contraband, alchemical concoctions, or allies sealed inside wooden crates prepared with this tool emit no scent or sound, providing +1d to engagement rolls when smuggling goods through security checkpoints.
- Hoop-Burst Strike (Active – Spend 1 Stress): Strike an iron band or banded container in melee combat. The hoop ruptures into jagged splinters and shards, inflicting Harm Level 1 on an adjacent enemy and reducing the effectiveness of their physical armor on the next action.
Dungeons & Dragons (5th Edition)
Adze of the Shadow Cooper
- Weapon (Handaxe or Battleaxe), Common (Requires Attunement by a character proficient with Carpenter’s Tools or Woodcarver’s Tools)
- Damage: 1d6 Slashing (Curved blade) or 1d6 Bludgeoning (Flat poll)
- Properties: Light, Thrown (range 20/60 ft.)
- Weight: 3 lbs.
Game Mechanics & Syntax:
- Silent Woodcraft (Passive): Any carpentry, stave shaping, or breaching of wooden structures made with this weapon produces zero audible noise. In addition, wooden containers sealed or repaired using this weapon become completely airtight and scent-proof for up to 4 hours, granting advantage on Dexterity (Stealth) checks made to conceal items or creatures inside them.
- Cask-Meld Camouflage (1 Charge/Short or Long Rest): As an action, you tap the flat poll of the adze against a wooden surface (such as a barrel, crate, or wooden wall). For up to 10 minutes, you visually blend into the wood grain and shadows, gaining advantage on Dexterity (Stealth) checks to hide, provided you remain motionless adjacent to the wooden surface.
- Hoop-Burst Shrapnel (Passive): When you hit a creature standing within 5 feet of an iron-banded barrel, wooden barricade, or wooden shield, you can channel kinetic force through the impact. The target takes an additional 1d4 piercing damage from flying iron splinters, and the target suffers a -1 penalty to its AC against the next melee attack made against it before the start of your next turn.
Knave (2nd Edition)
Master Goro’s Silent Tub-Carver
- Item Slots: 1 Slot
- Damage: Direct d6 Slashing or Bludgeoning (One-handed weapon)
- Durability / Quality: 3 Quality Points (Breaks on roll of 1 on attack when out of durability)
Game Mechanics & Syntax:
- Muted Craft (Passive): Occupies 1 inventory slot. Any physical action involving breaching wooden doors, crafting barrels, or driving iron hoops produces zero noise, completely negating wandering monster checks triggered purely by carpentry or structural dismantling noise.
- Airtight Containment (Passive): Rations, alchemical oils, or living creatures placed into barrels sealed with this tool emit no smell or vapor for 4 hours, preventing scent-tracking monsters from detecting the contents.
- Timber Camouflage (Active – 1 Use per Delve/Rest): Tap the iron poll against any wooden crate or wall. For 10 exploration turns (10 minutes), the wielder blends seamlessly into the timber, allowing automatic evasion of wandering patrols so long as the wielder remains stationary.
- Hoop Splinter (Active): Strike a banded door, shield, or barrel adjacent to an enemy. The band explodes into jagged shards; the target takes 1d4 direct damage and loses 1 point of mundane Armor (down to minimum base AC 11).
Fate Core / Fate Condensed
The Stave-Binder’s Adze (Personal Extra / Stunt Gear)
- Aspect: Noiseless Tool of the Waterfront Cooper
- Type: Arcane Carpentry Tool & Hybrid Weapon
- Cost: 1 Refresh (Stunt slot) or allocated as an Extra
Game Mechanics & Syntax:
- Silent Joinery (Passive Stunt): You gain a +2 bonus to Crafts or Stealth rolls when shaping wood, tampering with crates, dismantling barriers, or moving through wooden structures without generating acoustic noise.
- Hermetic Cask Seal (Passive): By spending a few moments securing a wooden container with the adze, you attach the temporary situation aspect Airtight & Odorless Cask to the container with one free invoke. Scent-tracking pursuers and chemical sensors cannot detect the contents without an active Overcome roll opposed by your Crafts.
- Cask-Meld Camouflage (Active Action): Once per scene, you may use Stealth to Create an Advantage by tapping the flat poll of the adze against a wooden surface, placing the situation aspect Blended into the Wood Grain on yourself with one free invoke. You remain concealed so long as you stay stationary against the timber.
- Hoop-Burst Strike (Combat Benefit): When attacking with Fight adjacent to a wooden barrel, banded crate, or wooden shield and achieving a success with style, you may forgo the standard boost to inflict the situational aspect Compromised Armor Seams on the target with one free invoke, reflecting flying iron shards stripping their defenses.
Cypher System / Numenera (Discovery & Destiny)
Resin-Bound Cooper’s Adze (Cypher System Artifact)
- Level: 3 (1d6 + 2)
- Form: Dark-quenched transverse iron blade with an ash wood haft wrapped in oil-treated cord, bearing faint ninjutsu runes.
- Depletion: 1 in 1d20 (check upon activating Cask-Meld or Hoop-Burst)
Game Mechanics & Syntax:
- Acoustic Null Carpentry (Inherent Passive): The wielder is trained in stealth and sabotage tasks involving timber, crates, and barrelcraft. The tool completely cancels impact vibrations, reducing the difficulty of sound-based stealth tasks while working with wood by one step.
- Hermetic Timber Seal (Inherent Passive): Containers built or sealed with the adze are entirely airtight and scent-neutral for 4 hours, asseting all defense tasks against scent-tracking creatures by one step.
- Cask-Meld Shroud (Artifact Activation): As an action, the wielder taps the poll against a wooden wall or container. An illusionary shroud meshes the user’s form with the surrounding timber. The difficulty of all tasks to remain hidden while stationary against the wooden structure is eased by two steps for ten minutes. Roll for depletion upon activation.
- Hoop-Burst Shrapnel (Artifact Activation): When attacking an enemy near an iron-banded container or wooden barrier, the user spends an action to rupture the bands. The target suffers 3 points of physical ambient damage, and the target’s Armor rating is reduced by 1 for one minute. Roll for depletion upon activation.
Pathfinder (Second Edition)
Adze of the Barrel-Binder (Specific Magic Weapon)
- Item Name: Adze of the Barrel-Binder
- Item Level: 2 | Price: 35 gp
- Usage: Held in 1 hand; Bulk: L
- Base Weapon: Light Pick (Agile, Fatal d8) or Hatchet (Sweep, Agile)
- Traits: Magical, Transmutation, Illusion
Game Mechanics & Syntax:
- Etched Runes: +1 weapon potency etched into the transverse iron head.
- Silent Joinery (Passive): All woodworking, crate breaching, and stave-shaping actions performed with this tool produce zero audible sound. The wielder gains a +1 item bonus to Stealth checks made to Sneak or Hide while in contact with wooden terrain or cargo. Containers sealed with the adze emit no odors for 4 hours.
- Activate—Cask-Meld Camouflage [two-actions] (concentrate, illusion, visual); Frequency: Once per day; Effect: You strike the flat poll against an adjacent wooden surface. You gain the benefits of the invisibility spell for up to 10 minutes, but the effect immediately ends if you move more than 5 feet away from the wooden surface or take a hostile action.
- Hoop-Burst Shrapnel [one-action] (manipulate, evoke); Frequency: Once per 10 minutes; Requirements: You are adjacent to an iron-banded wooden object or an enemy wielding a wooden shield; Effect: You strike the band, causing it to rupture into flying shards. The adjacent creature takes 1d4 piercing damage (DC 17 basic Reflex save) and suffers a -1 item penalty to AC until the start of your next turn.
Savage Worlds (Adventure Edition – SWADE)
Shinobi Cooper’s Adze (Minor Magic Item)
- Type: Hand Weapon (Str+d6 Damage, Min Str d4)
- Weight: 3 lbs.
- Major / Minor Upgrades: 1 Major (Cask-Meld Illusion activation), 1 Minor (+1 to sound-based Stealth with wood)
Game Mechanics & Syntax:
- Silent Stavecraft (Passive): Chopping wood, driving hoops, and shaping staves with this tool makes no acoustic noise. The user receives a +1 bonus to Stealth rolls when dismantling wooden barriers or moving among wooden cargo.
- Scentless Cargo Seal (Passive): Any barrel or crate sealed using this adze retains an airtight seal for 4 hours. Tracking hounds and scent-reliant beasts suffer a -2 penalty on Notice rolls to locate materials hidden within.
- Cask-Meld Illusion (Active Action): Once per encounter (or by spending a Benny), the wielder may strike the flat poll against a wooden wall or stack of barrels as an action. The wielder gains the benefits of the camouflaged state, imposing a -4 penalty on visual Notice checks to spot them so long as they remain stationary against the timber.
- Hoop-Shatter Burst (Passive Combat): When attacking a target standing within 1″ (2 yards) of an iron-banded cask, door, or wooden shield, a successful hit triggers a burst of splintered iron and wood, granting the attack AP 1 and dealing +1d4 damage on a Raise.
Shadowrun (Sixth World / 6e)
Silent Dockworker’s Resonating Adze (Enchanted Weapon Focus)
- Item Type: Weapon Focus (Rating 1) / Club or Exotic Melee Weapon
- Damage: 3P (Transverse Blade / Hammer Poll)
- Attack Rating: 8
- Defense Rating: 2
- Concealability: -1
- Availability: 4 (Legal)
- Cost: 7,500 Nuyen (plus 6 Karma for Focus Binding)
Game Mechanics & Syntax:
- Acoustic Dampening Field (Passive): The tool is bound with an acoustic-null enchantment. All physical joinery, hoop setting, wood gouging, and crate prying generate zero sound decibels. Any Stealth Tests made to break into wooden shipping containers, breach timber doors, or perform melee takedowns in cargo environments receive an Edge bonus point if noise suppression is the deciding factor.
- Hermetic Scent Suppression (Passive): Organic cargo, contraband compounds, or harvested biological materials sealed into containers using this adze have their scent signatures suppressed for 4 hours. Olfactory cyberware sensors and guard hounds suffer a -2 dice pool penalty to detect or track the contents.
- Cask-Meld Camouflage (Active Action): As a Major Action, the wielder strikes the flat poll against a wooden shipping crate, timber wall, or dock piling to activate an illusionary ninjutsu weave. The wielder’s visual profile adapts to match the surrounding grain and shadows, granting a +2 dice pool bonus on Stealth Tests and imposing a -2 visual modifier on perception tests against the user as long as they remain stationary against the wood.
- Hoop-Burst Shrapnel (Active Combat): When attacking an opponent positioned adjacent to a metal-banded barrel, wooden crate, or reinforced shield, the user can spend 1 point of Edge to rupture the bands. The resulting spray of splintered wood and metal shards reduces the target’s Defense Rating by 2 for the combat turn and inflicts 1 box of unresisted physical damage.
Starfinder (Second Edition Playtest / Remaster)
Void-Cooper’s Infiltration Adze (Level 2 Hybrid Item)
- Item Name: Void-Cooper’s Infiltration Adze
- Item Level: 2 | Price: 720 Credits
- Usage: Held in 1 hand; Bulk: Light
- Base Weapon: Tactical Hatchet (Agile, Finesse, Analog, Sweep)
- Traits: Hybrid, Tech, Magical, Transmutation, Illusion
Game Mechanics & Syntax:
- Runed Edge: +1 item bonus to attack rolls.
- Acoustic Null Carpentry (Passive): Shaping structural wood, prying container lids, or driving fasteners produces zero ambient sound. The user gains a +1 item bonus to Stealth checks to Avoid Notice while operating within wooden or composite-timber cargo bays. Containers sealed with the adze emit no gas, scent, or chemical trails for 4 hours.
- Activate—Cask-Meld Shroud [two-actions] (manipulate, tech, magical, illusion); Frequency: Once per day; Effect: You tap the poll against an adjacent wooden or composite storage unit. You gain the Concealed condition for 10 minutes against visual sensors and optical targeting systems, provided you remain stationary adjacent to the container.
- Activate—Hoop-Burst Shrapnel [one-action] (manipulate, evoke); Frequency: Once per 10 minutes; Requirements: You are adjacent to an iron-banded container or a target bearing a physical shield; Effect: You strike the container band, causing it to shatter outward. The target takes 1d4 piercing damage (basic Reflex save against your class DC) and suffers a -1 circumstance penalty to AC against the next melee attack made against them before the end of your next turn.
Traveller (Mongoose 2nd Edition / Update 2022)
Imperial Cargo-Artisan Tactical Adze (TL 12 Experimental Tool)
- Weapon Type: Blade (Melee) / Specialized Tool
- Skill: Melee (Blade) or Melee (Bludgeon)
- Damage: 2D (Slashing) / 2D-1 (Bludgeoning)
- Weight: 1.2 kg
- Tech Level: TL 12
- Cost: Cr 1,100
Game Mechanics & Syntax:
- Sonic Cancellation Matrix (Passive): The adze incorporates a micro-dampening harmonic field along the shaft that neutralizes all kinetic impact sound when shaping timber, prying cargo, or striking surfaces. Stealth and Recon checks made while working or sabotaging cargo in timber-lined or composite holds receive DM+1.
- Hermetic Chemical Seal (Passive): Crates or barrels latched or sealed using this tool are hermetically sealed for 4 hours, blocking chemical outgassing and biological scents. Scent-tracking fauna and portable air sniffers suffer DM-2 to detect organic contraband stored inside.
- Optical Camouflage Pulse (Active): As a Minor Action, impacting the flat poll against a wooden or composite bulkhead triggers an electro-optical refraction field. The user blends into the surface’s visual color and texture, imposing DM-2 on enemy visual Recon checks as long as the user remains stationary.
- Hoop-Shatter Burst (Active Combat): When striking an enemy near metal-banded containers, the user can declare a hoop-shatter strike. The ruptured bands burst outward in a 2-meter spray of metal fragments, dealing 1D damage to an adjacent target and ignoring up to 2 points of non-rigid armor (AP 2).
Warhammer Fantasy Roleplay (4th Edition)
The Guild Cooper’s Silent Adze (Practical Magic Weapon)
- Weapon Group: Melee (Basic)
- Reach: Short
- Damage: +SB + 3 (Slashing) / +SB + 2 (Bludgeoning)
- Qualities: Fine (1), Practical, Concealable, Special (Acoustic Silence)
- Encumbrance: 1
Game Mechanics & Syntax:
- Silent Joinery (Passive): Shaping staves, driving hoops, and chopping wood with this adze generates zero audible sound. The wielder gains a +10 bonus to Stealth (Any) and Trade (Cooper / Carpenter) Tests when working in guarded warehouses, ship holds, or near sleeping sentries.
- Scentless Caskcraft (Passive): Contraband, provisions, or harvested beast organs stored in barrels sealed with this adze emit no scent for 4 hours. Warhounds, Greenskin hunting beasts, and beast trackers suffer a -20 penalty to Perception (Smell) Tests to locate the hidden goods.
- Cask-Meld Shroud (Active): Once per combat encounter or infiltration scene, the wielder may take an Action to tap the flat poll against a wooden wall or large cask. The user gains the Hidden (2) Condition automatically, provided they remain stationary against the timber structure.
- Hoop-Burst Shrapnel (Active Combat): When striking an opponent who is wielding a wooden shield or standing within 2 yards of an iron-banded barrel, the wielder may trigger a shrapnel burst on a successful hit. The target suffers 1d10 + 2 physical piercing damage and gains the Ablated (1) Condition on their mundane body or shield armor.
