- Lore: On the jagged edges of the Great Steppe, where the wind bites like a predator, the shamans of Saṃsāra speak of the Earth-Bound Gale, a spirit of pure, unbridled fury. The Tengrism 904 of the Storm-Howl Mantle was fashioned from the hide of a wolf struck by blue lightning during a sacred ritual of the “Sky-Burial.” It is not merely a garment but a conduit for the “Feral Rage” of the wild. Tier 1 avatars who don this mantle feel the pulse of the Great Wolf Spirit, Tengri’s executioner, thrumming in their veins. It is used by those who believe that the only way to protect the balance of nature is to become the storm that tears through the unworthy.
- Detail Stats:
- Slot: Shoulders (Cloak/Mantle)
- Rarity: Common
- Tier Requirement: Tier 1
- Material: Lightning-Charred Wolf Pelt, Iron-Claw Clasps, Braided Sinew
- Weight: 1.5 kg
- Durability: 50/50 (Self-mending if exposed to a thunderstorm)
- Value: 20 Jade Coins
- Skills Gained While Openly Worn:
- Instinct of the Pack: The wearer gains an uncanny ability to track wounded prey by the scent of fear and ozone on the wind.
- Savage Intimidation: The mantle’s fur bristles and growls low when the wearer is angry, granting a natural edge in coercing or terrifying sentient beings.
- Passive Magic:
- Blood-Static Aura: Small arcs of blue electricity dance across the fur. Any creature making a successful melee attack against the wearer takes a minor jolt of lightning damage (Static Sting).
- Unfettered Vigor: While the wearer is in a state of “Feral Rage,” they ignore the movement penalties of difficult terrain (snow, mud, or brush) as the spirit of the wolf carries them through.
- The Howling Guard: The mantle acts as a natural ear for the spirits; the wearer cannot be surprised by biological creatures while outdoors, as the wind whispers of their approach.
- Activable Magic:
- Call of the Blue Sky Wolf (2/day): The wearer lets out a primal howl. For 1 minute, their melee attacks deal extra lightning damage, and they gain a +2 bonus to Strength checks as the “Feral Rage” manifests physically.
- Spirit-Leap (1/day): The wearer taps into the gale, performing a massive, wind-assisted pounce up to 10 meters. If they land near an enemy, the impact releases a shockwave that knocks nearby small objects or light creatures prone.
- Tags: Tengrism, Shamanic, Feral-Rage, Lightning-Magic, Common Tier, Shoulder Slot, Wolf-Spirit, Primal, Static-Aura, Tier 1 Relic, Storm-Howl, Savagery, Ozone-Scented, Sky-Burial, Blue-Lightning, Pack-Leader, Pelt-Bound, Thunder-Echo, Primal-Fury, Steppe-Stalker, Storm-Born, Iron-Claw, Static-Charge
Obtaining the Tengrism 904 of the Storm-Howl Mantle
In the spiritual landscape of Saṃsāra, obtaining a Storm-Howl Mantle is often as much a test of endurance as it is a transaction.
- The Sky-Burial Witness: The most traditional way to obtain the mantle is to attend a “Sky-Burial” ritual in the high steppes during a lightning storm. If a wolf is seen prowling the perimeter of the ritual and is struck by the “Blue Breath of Tengri,” the resulting pelt is considered sacred. An avatar who assists the shaman in harvesting the pelt under these dangerous conditions is often gifted the mantle as a mark of their “Feral Rage.”
- Trial of the Alpha: In nomadic packs, the mantle is held by the strongest warrior. A Tier 1 avatar may challenge a pack leader to a non-lethal wrestling match or a “storm-run” (a race across a plateau during a gale). Winning the trial earns the avatar the right to wear the 904.
- The Lightning-Charred Find: Occasionally, after a particularly violent tempest, these mantles can be found caught in the branches of “Spirit Trees”—trees that have survived multiple lightning strikes. The item is considered “waiting for a master” and can be claimed by anyone who can withstand the initial static shock of touching it.
Market Dynamics and Shop Descriptions
Because the mantle is “common” but spiritually “loud,” it appears in very specific types of markets, each treating the item’s feral nature differently.
The Red-Tusk Bazaars (Outpost Outlaw Markets) Located on the fringes of civilization, these markets are chaotic collections of tents built from bone and scrap metal. They cater to hunters, mercenaries, and those who live outside the law.
- The Experience: The mantle is hung on a jagged iron hook, still smelling of ozone. The merchant, likely scarred and missing fingers, will only sell it if the buyer can “stare down” the pelt without flinching when the static arcs.
- Buying Price: 20–25 Jade Coins.
- Selling Price: 10–12 Jade Coins.
- Method: Cash is king here, though they will accept “Fresh Trophies” from dangerous beasts as a discount.
Shamanic Yurt-Stalls (Tribal Trade Circles) These are quiet, circular tents that smell of burning sage and old fur. They are found wherever nomadic clans congregate for seasonal festivals.
- The Experience: The mantle is treated with deep respect, laid out on a bed of sweetgrass. The transaction is slow and involves drinking fermented milk and sharing stories of one’s ancestors to prove the “Feral Rage” within is directed toward a purpose.
- Buying Price: 15–18 Jade Coins (A “brotherhood” discount).
- Selling Price: 18 Jade Coins (They pay more to keep the item within the culture).
- Method: They prefer trade in ritual salts, iron-claws, or rare bird feathers.
The Low-Town Scrapper Docks (Industrial Megacity Slums) In the damp, dark lower levels of the floating cities, these items are sold as “rugged outerwear” for tunnel-scrappers who need protection from the city’s electrical leaks.
- The Experience: The shop is a cramped, grease-stained room beneath a venting pipe. The mantle is thrown in a pile with other leathers. The merchant doesn’t understand the “Tengrism” aspect, only that it “zaps” anyone who touches it.
- Buying Price: 12–15 Jade Coins (Undervalued due to ignorance).
- Selling Price: 5 Jade Coins (They see it as “damaged” goods).
- Method: Quick Jade Coin transfers or trade for stolen mechanical parts.
Apex Hunter Guilds (Professional Hunting Lodges) These are high-end establishments with polished wood floors and trophy-mounted walls, located in the affluent districts of major hubs.
- The Experience: The mantle is displayed in a climate-controlled glass case. It is marketed as a “Primal Enhancement Accessory” for wealthy sport-hunters.
- Buying Price: 30–40 Jade Coins (Heavy markup for the “aesthetic” of savagery).
- Selling Price: 15 Jade Coins.
- Method: Secure credit transfers and official guild paperwork.
Primal Manifestation and Environmental Roleplay of the Storm-Howl Mantle
The Tengrism 904 of the Storm-Howl Mantle is not a passive garment; it reacts to the wearer’s emotional state, becoming a roiling extension of their “Feral Rage.” Roleplaying this item requires a transition from a stoic hunter to a conduit of the thunderstorm.
The Great Steppe and Open Grasslands (Normal Areas)
- Offense: In the wide-open plains, use the Unfettered Vigor to hunt down mounted foes on foot. Roleplay the sensation of the wind pushing against your back, propelling you through tall grass that parts like water before your charge. When you activate Spirit-Leap, describe yourself as a “blue streak” of fur and ozone that crashes into the enemy line with the weight of a falling tree.
- Defense: Utilize The Howling Guard to roleplay your connection to the landscape. You do not look for enemies; you “feel” them. When an ambush is prepared in the brush, the mantle’s fur stands on end, and you growl a warning before the first arrow is even notched. This allows you to shift into a defensive stance, let the arcs of the Blood-Static Aura sizzle, and prepare to punish the first creature that touches you.
High-Altitude Peaks and Storm-Capped Spires (Normal to Unsafe Areas)
- Offense: When fighting in the natural domain of Tengri, activate Call of the Blue Sky Wolf. Roleplay the blue lightning from the clouds descending to dance across your shoulders, merging with the mantle’s static. Your strikes aren’t just physical; they carry the “Thunder-Echo,” cracking like a whip and leaving the scent of burnt air on your enemies.
- Defense: Use the Spirit-Leap defensively to navigate jagged vertical terrain. If a ledge crumbles beneath you, roleplay the wind catching the mantle like a spirit-sail, allowing you to pounce upward to safety or onto a higher predator. The Blood-Static Aura is particularly potent here, as the thin, dry air makes the electrical discharge travel further, shocking anyone attempting to grapple you on a narrow cliff.
Industrial Megacities and Smog-Choked Slums (Somewhat Safe Areas)
- Offense: In the cramped, grimy alleys of a city, the mantle feels agitated. Use Savage Intimidation to roleplay your “Feral Rage” as an urban nightmare. Describe the flickering of the city’s neon lights as they react to your Blood-Static Aura. When you corners a group of thugs, your mantle’s growl echoes off the brick walls, causing them to panic and drop their weapons before a single blow is struck.
- Defense: The mantle acts as a grounded conductor. Roleplay using the Unfettered Vigor to ignore the “difficult terrain” of piles of trash, slick oil spills, or industrial debris. If a city guard attempts to use a shock-baton on you, roleplay the mantle absorbing the charge into its own static field, turning their own technology into fuel for your rage.
Sunken Domes and Submerged Ruins (Normal to Unsafe Areas)
- Offense: Water conducts the mantle’s magic dangerously. Roleplay the “Feral Rage” as a desperate, thrashing energy. When attacking while knee-deep in water, describe the Blood-Static Aura turning the puddle into a zone of electrical agony for your foes. You become an apex predator in the shallows, using Instinct of the Pack to track the vibration of prey moving through the pipes or flooded hallways.
- Defense: Use The Howling Guard to sense the displacement of water. Even in pitch darkness, roleplay sensing the “wake” of a swimming predator. The mantle’s fur becomes heavy and matted, but the static charge remains a potent deterrent; any creature that bites you in the water receives a “Static Sting” that is twice as painful due to the conductivity of the environment.
Ruined Spires and Blighted Zones (Deathly Areas)
- Offense: In zones where standard armor fails, your defense is your fury. Roleplay the Call of the Blue Sky Wolf as your primary weapon. Since the “Dread” of the zone saps your will, use the mantle’s rage to override your fear. Describe your attacks as frenzied, lightning-enhanced strikes that prioritize speed and shock, hoping to overwhelm the blighted husks before they can retaliate.
- Defense: Use Spirit-Leap to bypass blighted ground or corrupted “Static-Veins.” Roleplay the mantle’s fur crackling violently as it fights off the unnatural energies of the zone. The Blood-Static Aura serves as a literal shield of light in the gloom, keeping smaller, parasitic blighted creatures from latching onto your skin.

Perception of Activation: Tengrism 904 of the Storm-Howl Mantle
User’s Perspective
The moment the “Feral Rage” is ignited, your heart hammers against your ribs with the force of a tribal drum. A surge of freezing cold ozone floods your lungs, and the iron-claw clasps at your throat grow heavy and warm. Your vision narrows, the edges of your sight fraying into a flickering vignette of blue static; everything else—pain, exhaustion, doubt—is muted by a low, constant vibration that feels like a wolf’s growl echoing in your marrow. You don’t just feel the mantle; you feel its weight vanish as the lightning arcs begin to lift your limbs, making your body feel like a coiled spring of pure, kinetic aggression.
Observer’s Perspective
To those nearby, the activation is violent and sudden. They see the lightning-charred fur of the mantle suddenly stand on end, crackling with jagged arcs of brilliant cyan electricity. The air around you smells sharply of burnt air and wet stone, and a faint, spectral howl seems to ripple out from your position, vibrating in their own chests. Your eyes may take on a predatory, luminescent glow, and your movements lose their human fluidity, becoming jerky and explosive. The “Blood-Static Aura” creates a visible distortion field, making your silhouette appear larger and more monstrous in the flickering light.
Extra-sensory Perceptions
- Electro-reception: You can sense the electrical impulses of nearby living hearts. Creatures appear to you as rhythmic pulses of light through walls or darkness, allowing you to “see” their fear before they move.
- Spirit-Wind Navigation: You feel the “scent” of the gale. Invisible currents of air become visible to you as flowing ribbons, showing you the path of least resistance for a Spirit-Leap.
- Ancestral Blood-Lust: A chorus of phantom howls rings in your ears, providing a psychic map of your “Pack”—you intuitively know the location and emotional state of your allies as long as they are within your line of sight.
- Ozone Clarity: While the rage is active, your sense of smell is magnified a thousand-fold; you can “taste” the chemical composition of the air, distinguishing between different types of metal, toxins, or blood.
Positives
- Fear Immunity: The “Feral Rage” acts as a mental bulwark; you are completely immune to non-magical intimidation and gain a significant bonus to resist magical fear effects.
- Heightened Reflexes: The static charge pre-loads your muscles, allowing you to react to threats with a speed that borders on precognition.
- Environmental Synergy: During a natural thunderstorm, the mantle’s effects are doubled, as it draws directly from the “Blue Breath” of Tengri in the sky.
Negatives
- Cognitive Tunneling: Your focus becomes so intense that you may miss subtle environmental cues or complex social signals. You are a predator, and your mind treats everything as prey or an obstacle.
- Post-Rage Fatigue: When the mantle deactivates, the sudden loss of the electrical “scaffold” leaves your muscles feeling like lead and your skin sensitive to the touch.
- Social Disturbance: The lingering scent of ozone and the “growl” of the fur make you unsettling to domestic animals and non-shamanic NPCs for several hours after use.
The Binding of the Blue-Sky executioner: Forging the Storm-Howl Mantle
Materials Needed
- 1 Alpha Wolf Pelt (Storm-Struck): The hide of a pack leader that has perished by natural lightning. It must be harvested before the sun rises on the day of the strike.
- 2 Shamanic Iron-Claw Clasps: Forged from bog-iron and tempered in the blood of a predator.
- 3 Strips of Giant Eagle Sinew: Used to braid the mantle together, ensuring the connection to the “Sky-Spirit.”
- 1 Vial of Blue Lightning Residue: A rare substance gathered from the “Spirit Trees” of the steppe immediately after a tempest.
- 1 Handful of Steppe-Sage: Used for the ritual smoke-purification to calm the feral spirit.
Tools Required
- Obsidian Skinning Knife: To ensure the pelt’s spirit-energy is not grounded into common steel during the harvest.
- Bone Needle (Saber-Toothed Cat): The only tool strong enough to pierce the lightning-hardened hide without snapping.
- Ritual Smoke-Pit: A shallow earth-pit filled with glowing coals of juniper and sage.
- A Copper Grounding-Rod: Necessary for the crafter to hold in their off-hand to prevent being heart-stopped by the pelt’s latent static.
Skill Requirements
- Tengrist Skin-Working (Level 2): Knowledge of how to preserve a hide while keeping the “Nature Spirit” trapped within the fibers.
- Static Attunement (Level 1): The ability to handle lightning-aspected materials without suffering permanent nerve damage.
- Wild-Call Vocalization: The crafter must be able to maintain a rhythmic, low-frequency growl for the duration of the sewing ritual.
Crafting Steps
- The Pelt’s Awakening: Place the storm-struck pelt over the Ritual Smoke-Pit. As the sage smoke permeates the fur, the crafter must perform the “First Growl,” calling the spirit of the wolf back to the hide. The fur should begin to crackle with blue sparks.
- The Scouring of the Flesh-Side: Using the Obsidian Knife, carefully remove any remaining organic matter from the underside of the hide. While doing this, rub the Blue Lightning Residue into the skin-side. This turns the leather into a permanent electrical capacitor.
- The Claw-Binding: Position the Iron-Claw Clasps at the shoulder points. Use the Saber-Toothed Bone Needle and Eagle Sinew to sew them into place. Every stitch must be timed to a “thump” of a nearby ritual drum to synchronize the item’s pulse with a living heart.
- The Braiding of the Gale: Take the remaining sinew and braid it through the collar of the mantle. This braid acts as the antenna for “The Howling Guard,” allowing the mantle to “hear” the wind.
- The Static Tempering: The crafter must hold the Copper Grounding-Rod and touch the clasps. This “short-circuits” the mantle, forcing the wild lightning to settle into the “Blood-Static Aura” pattern.
- The Night of the Pack: The unfinished mantle is placed outside in a circle of wolf-skulls. It must stay there until a wild wolf approaches and sniffs it. If the wolf howls, the spirit has accepted the vessel.
- The Final Sealing: The crafter puts on the mantle and endures a full minute of “Feral Rage.” If the crafter remains conscious and the blue lightning does not burn the fur, the Tengrism 904 is complete.
Sky-Bitten Pelt and Wrath-Which-Is-Blue
In the days when the Sky-Father was still making the air-paths and the ground was yet soft-wet (creation), there lived a Hunter of the Great-Flat named “He-Who-Has-No-Quiet.” This person had a spirit like a trapped-storm. He walked the steppe not for the meat-filling, but because his blood was a boiling-pot of the “Deep-Anger” (Rage). He-Who-Has-No-Quiet was too-sharp for the peace-tent and too-hot for the cold-river.
One time of high-darkness (midnight), a Wolf-King made of Shadow and Teeth came from the Low-Places to eat the moon-light. The people were shaking-bone (terrified). He-Who-Has-No-Quiet did not hide in the grass; he ran at the shadow-wolf with only his hands of flesh. The Sky-Father, seeing this person who was more-fire than the sun, threw a Blue-Spear-of-Light (lightning) down from the high-blue.
The lightning did not hit the Hunter. It hit the Wolf-King, but the Hunter was holding the fur-neck when the sky-fire arrived. The wolf became a spirit-of-smoke, but its hide remained on the dirt, turned into a Blue-Sparking-Thing. He-Who-Has-No-Quiet picked up the skin. The skin bit his shoulders with its static-teeth. He did not pull away; he yelled back at the sky until the lightning became his friend-layer.
A Great-Hungry-Stone (a mountain-giant) came to crush the people’s bone-houses. It was slow-hard and did not feel the pain of arrows. He-Who-Has-No-Quiet put on the Blue-Pelt and became the “Storm-Which-Walks.” He did not hit the stone-man like a person; he hit him like a thunder-clap. His fingers were claws of the blue-light. Every time he yelled, the sky-above made the “Echo-Boom.”
The Hunter pounced a distance of ten-thousand-grasses. He landed on the Stone-Man’s head-top. The static-sting from the mantle entered the stone-giant’s ear-hole and turned its stone-heart into sand-dust. The giant fell and became a hill of gravel. He-Who-Has-No-Quiet did not stop his rage; he ran into the clouds and became the sound that scares the clouds into raining. The pelt remains for those who have the “Heart-of-Fire” but need the “Skin-of-Storm.”
Moral of the Story: The man who fights with only his hands is a brave-fool, but the man who wears his anger like a skin given by the sky becomes the weapon that even the mountains must fear; yet remember, the storm that burns the enemy also leaves the Hunter with a thirsty-soul.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Artifact Name: The Blue-Breath Mantle Classification: Unique Shamanic Artifact Description: A wolf pelt that feels perpetually charged with static. The fur is scorched in a pattern resembling a lightning strike.
Stat Block & Mechanics:
- Sanity Loss: 1/1D4 to activate the “Feral Rage.”
- Skills: +20% to Track, +10% to Intimidate.
- Blood-Static Aura (Passive): Any creature making a successful melee attack against the wearer takes 1 point of electrical damage.
- Feral Rage (Active): The user enters a trance for 1D10 rounds. During this time, they gain a Bonus Die to all Brawl and Strength rolls but cannot use skills requiring finesse (e.g., Firearms, Locksmith).
- Spirit-Leap (Active): Spend 5 Magic Points to leap up to 10 yards. Upon landing, the user makes a free Brawl attack.
- Drawback: After the rage ends, the user suffers one level of Exhaustion and a -10% penalty to all Skill rolls for 1 hour.
Blades in the Dark
Item Name: The Storm-Struck Pelt Tier: I (Fine Quality) Load: 1 (Worn over shoulders)
Mechanics:
- Savage Instincts: This mantle is Fine, granting +1 Effect when tracking prey or intimidating rivals in the rougher districts of Doskvol.
- Blood-Static Aura: When you are attacked in melee, the attacker takes Level 1 Harm (Shocked) as a consequence unless they resist with Prowess.
- Feral Rage (Active): You may push yourself to ignore any Harm penalties while engaging in physical violence. During this state, your attacks have Great Effect.
- Spirit-Leap: Spend 1 Stress to instantly close a gap or leap onto a roof (up to 10 meters).
- Drawback: Conspicuous. The blue sparks and smell of ozone give +2 Heat to any score where you are seen using it.
Dungeons & Dragons (5th Edition)
Item Name: Tengrism 904: Storm-Howl Mantle Type: Wondrous Item, Common (Requires Attunement)
Stat Block & Mechanics:
- Skill Proficiencies: You gain proficiency in the Survival and Intimidation skills.
- Blood-Static Aura (Passive): When a creature within 5 feet hits you with a melee attack, it takes 1d4 lightning damage.
- Feral Rage (Active): As a bonus action, you can enter a primal state for 1 minute. You gain a +2 bonus to melee weapon damage rolls and have advantage on Strength checks. Once used, this cannot be used again until you finish a long rest.
- Spirit-Leap (Active): While your Feral Rage is active, your jump distance is tripled, and you can use a bonus action to leap up to 30 feet to an unoccupied space.
- Drawback: While attuned, you have disadvantage on Animal Handling checks with domestic animals (dogs, horses), as they sense the apex predator within the pelt.
Knave (2nd Edition)
Item Name: The Howling Pelt Inventory Slots: 1 (Worn)
Mechanics:
- Wolf-Sense: You gain Advantage on rolls to track creatures or detect ambushes by scent.
- Blood-Static: Any enemy who hits you in melee takes 1 damage from electrical shock.
- Feral Rage: Once per day, you may enter a rage. For 3 rounds, you gain a +2 bonus to all melee Damage rolls and your Armor is treated as 2 points higher.
- Spirit-Leap: Once per encounter, you can leap a distance equal to your full movement speed as part of an attack action.
- The Static Hum: You cannot surprise enemies; the crackling of the fur grants them Advantage on rolls to hear you coming.
Fate Core
Artifact Name: The Storm-Howl Mantle Classification: Common Tier 1 Magic Item High Concept: Lightning-Scarred Spirit of the Apex Wolf
Stunts:
- Savage Intimidation: Gain a +2 to Provoke rolls when you use your primal presence and the mantle’s crackling static to terrify or coerce an opponent.
- The Howling Guard: You may use Notice to defend against physical ambushes or surprise attacks in outdoor environments, as the wind-spirits whisper warnings into your ear.
- Call of the Blue Sky Wolf (Active): Once per session, you may enter a “Feral Rage.” For the duration of the scene, you gain a +2 to all Fight rolls to deal damage, but you cannot use any skills that require calm or technical precision (like Lore or Crafts).
- Spirit-Leap (Active): Once per scene, you can spend a Fate Point to move up to two zones instantly, ignoring all obstacles between you and your target.
Numenera & Cypher System
Artifact Name: Tengrism 904 Mantle Level: 1d6 + 1 Form: A heavy, scorched wolf pelt that smells of ozone and ancient sage. Depletion: 1 in 20
Mechanics:
- Enabler: The wearer is trained in all Tracking and Intimidation tasks.
- Blood-Static Aura (Passive): Any creature that touches the wearer or hits them with a metal melee weapon takes 2 points of electricity damage (ignores Armor).
- Unfettered Vigor (Passive): The wearer ignores difficulty increases caused by difficult terrain such as thick brush, deep snow, or mud.
- Call of the Blue Sky Wolf (Action): For one minute, the wearer adds +2 to the damage of all melee attacks and gains an asset to all Might-based tasks.
- Spirit-Leap (Action): The wearer leaps a long distance (up to 100 feet). If they land adjacent to a foe, the difficulty of their next attack against that foe is decreased by one step.
Pathfinder (2nd Edition)
Artifact Name: Tengrism 904: Mantle of the Storm-Howl Item Level: 2 Price: 35 gp Usage: Worn (Shoulders); Bulk: 1 Traits: Common, Electricity, Invested, Magical, Primal, Transmutation
Stat Block & Mechanics:
- Skill Bonus: You gain a +1 item bonus to Intimidation checks and Survival checks to Track.
- Blood-Static Aura (Passive): Any creature that hits you with a non-reach melee attack takes 1d4 electricity damage.
- Unfettered Vigor (Passive): You gain a +5-foot status bonus to your Speed and ignore difficult terrain caused by natural undergrowth or weather conditions.
- Call of the Blue Sky Wolf (One Action): (Frequency: 1/day) Effect: You enter a primal rage for 1 minute. You gain a +2 status bonus to damage rolls with melee strikes and gain 5 temporary Hit Points. However, you take a –1 penalty to AC and cannot use actions that require concentration.
- Spirit-Leap (Two Actions): (Frequency: 1/short rest) You make a Long Jump or High Jump without a running start. This jump can cover up to 30 feet. If you land next to a creature, you may make a Strike as a free action.
Savage Worlds (Adventure Edition)
Artifact Name: Storm-Howl Mantle Type: Enchanted Gear (Shoulders) Cost: 600 credits
Mechanics:
- Savage Instincts: The wearer gains the Menacing Edge. If they already have it, they gain an additional +2 to Intimidation totals.
- Blood-Static Aura (Passive): Any attacker who hits the wearer with a Melee attack (unarmed or using a metal weapon) must make a Vigor roll or be Distracted by the electrical shock.
- Unfettered Vigor (Passive): The wearer ignores penalties for Difficult Terrain and gains +2 to Vigor rolls against environmental Fatigue.
- Call of the Blue Sky Wolf (Active): Once per encounter, as a free action, the wearer can trigger their Feral Rage. This grants the Berserk Edge for the duration of the combat.
- Spirit-Leap (Active): As a limited action, the wearer can “teleport” (leap) up to 6″ (12 yards) provided there is an open path through the air.
- Drawback: Domesticated animals (horses, dogs, etc.) are Uneasy around the wearer, imposing a -2 penalty to Riding or Animal Handling checks.
Shadowrun (6th Edition)
Item Name: Storm-Howl Shamanic Mantle Type: Qi Focus (Level 2) Availability: 4(R) Cost: 8,000¥ (plus 4 Karma to bond)
Stat Block & Mechanics:
- Aura: The mantle flickers astrally with jagged, strobing pulses of sapphire light.
- Passive – Blood-Static: While the focus is active, any creature making a successful melee attack against the wearer must resist 2S (Electricity) damage. This damage ignores half of the target’s Armor.
- Passive – Unfettered Vigor: The wearer ignores all movement penalties from Difficult Terrain and environmental hazards (mud, heavy rain, thick brush).
- Call of the Blue Sky Wolf (Active): As a Minor Action, the user can trigger a “Feral State.” This grants +1 to their Strength and Agility attributes for (Magic Rating) Combat Rounds. When the state ends, the user takes 2 boxes of Stun damage that cannot be resisted.
- Spirit-Leap (Active): The user can spend 1 Edge to triple their Jumping distance for a single leap. If they land an attack immediately after, they gain +2 Damage on that strike.
- The Static Hum: The mantle emits constant ozone and electrical interference. Any Wireless signals within 2 meters of the wearer suffer a -1 noise penalty.
Starfinder (2nd Edition)
Item Name: Tengrism 904 Storm-Howl Mantle Item Level: 2 Price: 650 Credits Usage: Worn (Shoulders); Bulk: 1 Traits: Electricity, Primal, Shamanic, Tech-Magic Hybrid
Stat Block & Mechanics:
- Passive – The Howling Guard: You gain a +1 item bonus to Perception checks to notice hidden or sneaking creatures while outdoors. You cannot be “Surprised” by biological creatures.
- Passive – Blood-Static Aura: Any creature that hits you with a melee attack using a metallic weapon or unarmed strike takes 1d4 electricity damage.
- Call of the Blue Sky Wolf (One Action): (Frequency: 1/Day) You enter a feral state for 1 minute. You gain a +5-foot status bonus to your Speed and a +2 status bonus to melee damage rolls. You are Clumsy 1 for the duration.
- Spirit-Leap (Two Actions): You leap up to 30 feet in any direction (including vertically). If you end this movement within reach of an enemy, you may make a single melee Strike. This jump does not provoke opportunity attacks.
- Drawback: You take a –2 penalty to Diplomacy checks against civilized NPCs who are not familiar with shamanic traditions.
Traveller (Mongoose 2nd Edition)
Item Name: Shamanic Storm-Shroud 904 Tech Level: 13 (Biological-Interface) Weight: 2 kg Cost: Cr 4,000
Stat Block & Mechanics:
- Passive – Instinct of the Pack: The wearer gains a +1 DM to all Survival and Recon checks.
- Passive – Blood-Static: Any combatant making an Unarmed or Blade attack against the wearer must make a Vigor (END) check (10+). On a failure, they suffer 1D3 electrical damage and a -1 DM to their next action.
- Call of the Blue Sky Wolf (Active): As a Significant Action, the wearer can stimulate their adrenal glands via the mantle’s interface. For the next 2D6 rounds, they gain +2 to their STR and END characteristics, but suffer -2 to all INT and EDU based tasks.
- Spirit-Leap: The wearer can jump twice their normal distance in standard gravity.
- Drawback: The ozone scent is distinct. Any creature or sensor with an acute sense of smell gains a +2 DM to detect the wearer.
Warhammer (Age of Sigmar: Soulbound)
Item Name: Mantle of the Sky-Executioner Rarity: Common Complexity: Average (TN 11)
Stat Block & Mechanics:
- Passive – Savage Intimidation: You gain +1d6 to Intimidation (Strength) Tests. The mantle’s fur bristles and sparks when you are threatened.
- Passive – Unfettered Vigor: Your Speed cannot be reduced by Difficult Terrain or magical effects that impede movement.
- Call of the Blue Sky Wolf (Free Action): Once per combat, you may enter a “Feral Rage.” Your Melee attacks deal +1 Damage and gain the Cleave trait for 3 rounds. After this effect ends, you are Stunned until the start of your next turn.
- Spirit-Leap (Special): When you take the Charge Action, you may leap over obstacles, hazardous terrain, or other creatures without making an Athletics test.
- Blood-Static Aura (Passive): Enemies who end their turn adjacent to you take 1 Damage from electrical discharge.
- Drawback: You suffer Disadvantage on any Test to remain calm or act with social decorum while the mantle is worn.
