TCM 512 of the Ascending Zephyr

Lore: The TCM 512 was first conceptualized by a cloud-dwelling sect of physicians on one of the 73 island countries known for its vertical metropolises and floating platforms. They realized that for an avatar to master flight—whether through wings, magic, or steam-tech—the “internal qi” must be made as light as the surrounding air to reduce the physical toll of gravity. This item is a set of gossamer-thin, silk-spun ribbons infused with powdered sky-crystals and dried aerophytes. They are designed to wrap around the joints, specifically to lighten the “heaviness” of the soul, allowing for more graceful movement through the sky. In the high-magic realms of Saṃsāra, these ribbons are often seen fluttering behind messengers on griffons or hot air balloon pilots who must leap between vessels.


Detailed Stats

  • Tier: 1
  • Rarity: Common
  • Item Slot: Shoulders or Back (Secondary)
  • Material: Sky-spider Silk, Aerophyte Fibers, Crushed Quartz
  • Weight: 0.1 lbs
  • Attunement: Required (1 minute)

Skills Gained (While Openly Worn)

  • Aero-Acupuncture Awareness: The wearer gains an instinctual understanding of the body’s “levitation nodes.” This knowledge provides a bonus when training in skills related to balance, such as walking on narrow zeppelin riggings or landing safely from great heights.
  • Thermal Navigation: By feeling the vibrations of the ribbons, the wearer can sense shifting air currents and thermals, allowing them to better roleplay the navigation of wind weather in Saṃsāra.

Passive Magics

  • Weightless Equilibrium: The ribbons constantly circulate “light-qi” through the avatar’s spine. This reduces the effective weight of the avatar by 10% for the purposes of calculating lift and buoyancy, making it easier for wings or levitation magic to carry them.
  • Impact Cushioning: When falling, the ribbons stiffen and catch the air, slowing the descent just enough to prevent minor injuries. This acts as a constant, low-level feather-fall effect that triggers automatically during a sudden drop.

Activable Magics

  • Leap of the Sky-Strider: Once per long rest, the wearer can chant a short flourishment of words to activate the sky-crystals. This allows the avatar to perform a single, magically-enhanced jump of up to 30 feet in any direction, effectively “flying” for a brief moment.
  • Updraft Surge: As an action, the wearer can snap the ribbons sharply, creating a localized burst of wind. This can be used to gain a quick 10 feet of altitude or to blow away light environmental hazards like smoke or toxic mist around the avatar.

Tags: TCM, Flight, Mobility, Air, Support, Light-Weight, Shoulder-Slot, Common, Tier-1, Aerodynamic, Sky-Bound, Wind-Manipulation, Equilibrium, Navigation, Ascension, Zephyr, Atmospheric, Buoyancy, Cloud-Walker, Drift, Ethereal, Gravity-Defying, Hollow-Bone, Kinetic-Lift, Plumage, Sky-Scribe, Wing-Aid

In the world of Saṃsāra, the TCM 512 of the Ascending Zephyr is a staple for those who dwell in the verticality of the 73 island countries. Because it facilitates movement in three-dimensional space, its availability is highest in regions where gravity is more of a suggestion than a law.

How the Item is Obtained

The TCM 512 is generally acquired through the following methods:

  • Salvage from Sky-Wrecks: In the endless ocean between islands, downed zeppelins or crashed airships are common. Scavengers often recover these ribbons from the remains of flight crews, as the alchemical silk is remarkably durable.
  • Monastery Crafting: Many cloud-top monasteries produce these as part of their “ascension training.” An avatar may be gifted a set after completing a series of balance and breath trials on the narrow peaks.
  • Trade in Vertical Metropolises: In cities where skyscrapers house millions of souls, these items are mass-produced (within the limits of magic) to help citizens navigate the bridge-ways and floating platforms safely.

Types of Shops and Market Locations

  • The High-Port Outfitter (Floating Cities & Airship Docks)
    • Description: These shops are built onto the sides of mooring masts or within the gondolas of permanently anchored zeppelins. Everything is secured with chains and pulleys to prevent it from falling into the clouds below.
    • The Buying Experience: The seller is usually a seasoned “Sky-Sailor” who understands the necessity of weightless equilibrium. They will demonstrate the item by snapping the ribbons in the wind to show the “Updraft Surge” activation.
    • Cost: 18 to 22 Silver. The price includes a “safety inspection” where the seller uses a Mind’s Eye tool to ensure the sky-crystals are not depleted.
  • The Curio Wind-Shop (Upper-Level Metropolises)
    • Description: Located in the highest tiers of skyscrapers, these shops are often open-air balconies where the wind whistles through displays of wind-chimes and silk banners.
    • The Buying Experience: Here, the purchase is more refined. The shopkeeper may offer a “flight test” where the avatar leaps from a small interior platform to feel the “Weightless Equilibrium” passive effect before committing to the purchase.
    • Cost: 25 Silver or 5 Electrum. You are paying for the aesthetic quality and the assurance that the ribbons are made from premium Sky-spider silk.
  • The Scavenger’s Lean-to (Industrial Docks & Low-Level Slums)
    • Description: Tucked away under the massive mechanical shafts of the city’s base, these shops deal in “pre-owned” gear. The environment is oily and smells of steam and coal.
    • The Buying Experience: This is a “sellers’ market” where the seller may not fully understand the TCM properties but knows the item is valuable for flight. You must check the ribbons for fraying yourself.
    • Cost: 12 to 15 Silver. It is significantly cheaper, but the “Impact Cushioning” passive might be sluggish due to poor maintenance.

Selling the Item

  • To an Air-Guild: If the item is in good condition, a flight guild will buy it for 10 Silver to issue to their new recruits.
  • To a General Trader: Most traders will offer a “flat rate” of 8 Silver, as they must account for the cost of re-attuning the item to a new soul, which requires breaking the previous former attunement.

In the world of Saṃsāra, the TCM 512 of the Ascending Zephyr provides a tactical advantage by manipulating the avatar’s relationship with gravity and air pressure. Roleplaying its use requires describing the physical interplay between the gossamer ribbons and the magical currents of the atmosphere.

Offense: The Weightless Strike

Offensive use of the TCM 512 focuses on superior positioning and the momentum generated by sudden shifts in “light-qi.”

  • Aerial Labyrinths and Floating Platforms: During combat in vertical racing circuits, an avatar can use the Updraft Surge offensively to disorient foes. Roleplay involves the avatar snapping their shoulders forward, causing the ribbons to whip out and create a localized vacuum. This can be used to pull a flying monster off-balance or to clear a path through a swarm of smaller airborne creatures, momentarily stunning them with the sudden change in air pressure.
  • High-Altitude Boarding Actions: When leaping between airships, the Leap of the Sky-Strider is used for “dive-bombing” maneuvers. The avatar roleplays the sky-crystals glowing with a piercing white light as they launch themselves at a target below. Because of the Weightless Equilibrium, the avatar can change their trajectory mid-air with a flick of their spine, striking a foe from an angle they cannot defend against, then using the momentum to bounce back into the safety of the thermals.
  • Urban Skyways: In the narrow gaps between skyscrapers, offense is about “Aero-Acupuncture.” The avatar uses their knowledge of levitation nodes to target the wings or flight-gear of an opponent. Roleplay describes the avatar closing the distance with unnatural grace, using the ribbons to entangle a foe’s propulsion system or striking a specific “gravity-node” on the opponent’s body to make them suddenly “heavy,” causing them to plummet toward the lower levels of the city.

Defense: Riding the Gale

Defensively, the item is used to evade strikes and negate the lethality of the heights that define Saṃsāra.

  • Unsafe and Deathly Areas (Storm-Tossed Islands): In environments where the wind weather is violent, the Thermal Navigation skill is the primary defense. The avatar roleplays “listening” to the snap of the ribbons against their back. Instead of fighting the wind, the character describes leaning into a gale to avoid an incoming projectile, allowing the air current to push them out of harm’s way with a speed that defies their physical mass.
  • Mechanical Steam-Zones (Industrial Air-Ducts): In factory districts where massive steam-vents create unpredictable updrafts, the Impact Cushioning passive is used to defend against environmental hazards. If an avatar is blown off a walkway by a steam explosion, the roleplay describes the ribbons flaring out like the wings of a predatory bird, catching the chaotic air and turning a lethal fall into a controlled, drifting descent. This allows the avatar to parry attacks even while falling.
  • Designated Safe Areas (Sky-Docks and Temples): In these areas, defense is often a matter of social or formal dueling. The avatar uses the Weightless Equilibrium to roleplay a “defensive stance” that is hauntingly still. By neutralizing their own weight, the avatar becomes difficult to grapple or shove; any force applied to them is simply redirected as they drift backward like a feather, remaining unharmed and perfectly balanced.

The Gestalt Perspective (Tier 2 and Above)

For characters with multiple avatars, the defensive roleplay becomes a “net” of safety. One avatar might intentionally leap from a high ledge to draw fire, relying on the Impact Cushioning of their TCM 512 to drift safely, while the second avatar—sharing thoughts and senses—uses the first’s descent to identify the exact thermal path needed to launch an Updraft Surge and propel the second avatar into a flanking position.

Perception of Activation:

  • User’s Perspective
    • The activation begins with a sudden, weightless sensation in the pit of the stomach, as if the avatar has just stepped off the edge of a high cliff into a warm updraft.
    • A cool, tingling hum spreads from the shoulder blades down the spine, making the limbs feel hollow and filled with pressurized air rather than solid bone and muscle.
    • Visually, the avatar perceives the air not as empty space, but as a visible network of glowing “ribbons” or thermals—silver and blue currents that indicate the path of least resistance through the sky.
    • Extra-sensory: The character feels a “ghost-limb” sensation where the ribbons extend, sensing the pressure and temperature of the air up to five feet away from their actual body.
  • Observer’s Perspective
    • The gossamer ribbons of the TCM 512 unfurl and begin to glow with a soft, bioluminescent cyan light that leaves faint trails in the air as the avatar moves.
    • A high-pitched, harmonic whistling sound, like wind blowing through a flute, emanates from the sky-crystals woven into the silk.
    • Small particles of dust and loose debris nearby begin to orbit the avatar in a slow, gravity-defying spiral, drawn toward the localized “light-qi” field.
    • Extra-sensory: Those nearby with an active Mind’s Eye perceive the avatar’s silhouette becoming blurred and translucent at the edges, as if their physical presence is partially dissolving into the atmosphere.
  • Positives
    • The avatar experiences a profound sense of “sky-peace,” a mental state of absolute calm and clarity that removes the fear of falling or vertigo.
    • Movement becomes effortless; a single step covers more ground than usual, and the avatar feels as though they are “sliding” through the air rather than pushing through it.
    • Resistance to high-altitude cold increases, as the circulating light-qi maintains a steady, comfortable internal temperature regardless of the external wind weather.
  • Negatives
    • Upon deactivation, the return of the avatar’s full weight feels like a crushing blow, often causing a momentary stumble or the sensation of being pinned to the ground by lead weights.
    • The “Thermal Navigation” can be visually overwhelming in storm conditions, filling the avatar’s sight with too many competing currents and causing “aerial vertigo.”
    • Extra-sensory: In “Normal” or “Unsafe” areas with heavy industrial steam, the ribbons can become “clogged” with oily soot, causing the weightless sensation to flicker and pulse uncomfortably, leading to a feeling of physical nausea.

Crafting Recipe: Weaving the Ribbons of the Ascending Zephyr (TCM 512)

Materials Needed

  • Sky-spider Silk (5 Yards): Harvested from arachnids that drift on webs between floating islands; this silk is naturally buoyant and mana-conductive.
  • Powdered Sky-Crystals (4 Ounces): Crushed remnants of levitation stones, refined until they shimmer with a permanent cyan luminescence.
  • Dried Aerophyte Fibers (2 Bundles): Desiccated vines from plants that grow without soil in high-altitude mists; used to provide the “breath” for the wind-burst magics.
  • Silver-Lead Alloy Wire (10 Feet): Used sparingly at the anchor points to provide just enough weight to prevent the ribbons from drifting away when not attuned.
  • Cloud-Condensed Water (1 Vial): Pure moisture collected from the heart of a thunderhead, used to hydrate the aerophyte fibers during the binding process.

Tools Required

  • Vertical Loom: A specialized weaving frame that stands upright to allow the silk to catch natural drafts during the construction process.
  • Crystal Grinder: A mechanical mortar and pestle driven by a small steam-piston to ensure the sky-crystals reach a microscopic grain size.
  • Alchemical Infuser: A glass chamber where the aerophyte fibers are saturated with cloud water and medicinal herbs.
  • Wind-Bellows: A hand-operated or steam-driven device used to test the ribbons’ aerodynamic lift during the mid-weaving phase.

Skill Requirements

  • Aerodynamic Weaving (Novice): Understanding how to layer silk so it generates lift rather than drag.
  • Crystal-Inlay Technique (Basic): The ability to bond powdered minerals to organic fibers without making them brittle.
  • Meteorological Attunement (Basic): Knowledge of wind weather patterns to ensure the “Thermal Navigation” enchantment is properly calibrated to Saṃsāran currents.

Crafting Steps

  1. Saturation of the Aerophytes: Place the dried fibers into the Alchemical Infuser with the Cloud-Condensed Water. Allow them to soak until the fibers begin to twitch and float within the vial, indicating they have regained their “light-qi.”
  2. The Base Weave: Thread the Sky-spider Silk onto the Vertical Loom. Begin a loose, open weave that allows air to pass through the center of the ribbon while maintaining structural strength at the edges.
  3. Crystal Infusion: While the silk is still being woven, lightly dust the fibers with the Powdered Sky-Crystals. The crystals must be worked into the weave using the Wind-Bellows, forcing the dust into the microscopic pores of the silk.
  4. Anchor Bonding: Affix the Silver-Lead Alloy Wire to the base of the ribbons. This creates the “Shoulder-Slot” attachment point and acts as the grounding element for the “Weightless Equilibrium” circuit.
  5. Harmonic Calibration: Once the weaving is complete, use the Wind-Bellows to blow a steady stream of air over the ribbons. While they flutter, use a stylus to scribe the final “Ascension” sigils onto the damp aerophyte fibers. When the ribbons begin to hum a soft, flute-like tone and lift of their own accord, the TCM 512 is ready for its initial attunement.

Sky-Leaper and Breath of High-Void

In the age when the seventy-and-three lands were yet drifting pieces of a broken star-shell, there existed a youth of the Low-Slums named Kaelo. It is recorded in the etched-iron plates of the steam-monks that Kaelo lived where the air was heavy with the grease of the great engines, yet his soul was possessed by the “multiverse-itch” for the high-blue. He looked at the metropolises of the clouds and wept, for his feet were bound by the “heavy-law” of the gods who did not wish for the mud-born to touch the sun.

Kaelo traveled through the dark-cave systems until he found the Alchemist of the Thundering Mist, a being whose memories came from a world where people grew wings of wax and died in the heat. The Alchemist sat within a steam-bubble, weaving the “unseen-threads” of the sky. “I seek the lightness of the bird-spirit,” Kaelo spoke, his words muffled by the oily soot of his lungs. The Alchemist looked through his “Mind’s Eye” and saw that Kaelo’s qi was like a leaden weight, dragging through the mud of existence.

The Alchemist took the silk of spiders that eat the wind and the dust of crystals that forgot the meaning of “down.” He boiled these in a vat of condensed cloud-sweat, adding the dried tongues of aerophytes that whisper to the gales. The translation of the ancient tongue says: “The steam rose up and the cauldron did lift from the stone, for the ingredients did hate the ground with a holy fervor.” The Alchemist sang the “Song of the Zephyr,” a ritual of more than six seconds that caused the very walls of the cave to tremble with the flourish of his magic.

When the ribbons were finished, they did not hang like cloth, but stood upright like the grass of the sky. He bound them to Kaelo’s shoulders. The ancient parchment describes it thus: “The ribbons did grasp the shoulders with the claws of a phantom-griffon, and Kaelo’s heart did jump into his throat as his weight was stolen by the silk.” Kaelo did not walk; he drifted. He leaped from the lowest mechanical shaft and did not fall, for the “Impact Cushioning” was as a pillow of the gods.

Kaelo rose. He navigated the thermal-ghosts, seeing the “silver-veins” of the air with his new senses. He reached the floating cities and danced upon the zeppelin riggings like a man made of smoke. But Kaelo became “sky-drunk.” He believed his own weight was a lie told by the earth. He flew higher, beyond the islands, into the “Deathly-Air” where the AC of the body is cut to nothing by the cold of the void. He mocked the gravity-nodes of the stars, but his ribbons grew heavy with the “void-frost.” The light-qi flickered like a dying magic crystal. He fell from the zenith of Saṃsāra, a falling star of silk and copper, and where he struck the endless ocean, a new uncharted island did appear from the force of his “heavy-return.”

The scavengers of the high-ports still search for the original ribbons, said to be buried in the heart of that island, still twitching whenever a warm wind blows from the east. The number 512 is the count of the tears Kaelo shed before he realized that the air is a friend but gravity is a master.

The Moral of the Story: He who seeks to dwell in the heavens must never forget the weight of his own soul, for to deny the earth is to invite the earth to reclaim you with a terrible hunger.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Gossamer Anchors of Kaelo

  • Item Type: Artifact / Occult Gear
  • Game Mechanics:
    • Weightless Equilibrium: The user gains a Bonus Die on Climb and Jump checks when navigating vertical environments or riggings.
    • Impact Cushioning: If the wearer falls, they may make a DEX roll. On a success, they take no damage from falls up to 50 feet. On a failure, damage is halved as the ribbons stiffen.
    • Thermal Navigation (Active): Spend 2 Magic Points to “read” the air. This grants a Bonus Die to Navigate or Pilot (Airship/Balloon) for 1 hour, allowing the user to detect hidden drafts or approaching weather changes.
  • Sanity Cost: 1/1D4. The first time the user feels their weight “stolen” by the item, the dissociation of their own mass causes a momentary psychic rift.

Blades in the Dark

Unique Name: Zephyr-Drift Ribbons

  • Item Type: Arcane Implement (1 Load)
  • Game Mechanics:
    • Sky-Strider: You gain +1 Effect when you Prowl or Skirmish in high-altitude environments (rooftops, riggings, or masts).
    • Updraft Surge: When you perform a desperate action involving a leap or fall, you may spend 1 Stress to turn a failure into a partial success, representing the ribbons catching a sudden gust to save you.
    • Weightless Equilibrium: You may carry an additional item of Normal Load without it counting against your total load, as the ribbons offset the physical burden of your gear.
  • Flavor: The silk trails faint blue light and whistles with a low, harmonic tone when you are in motion.

Dungeons & Dragons (5th Edition)

Unique Name: TCM 512 Ribbons of the Ascending Zephyr

  • Item Type: Wondrous Item, Common (Requires Attunement)
  • Game Mechanics:
    • Light-Qi: While wearing these ribbons, your jump distance is doubled, and you have advantage on Dexterity (Acrobatics) checks to maintain balance.
    • Impact Cushioning: You are under the constant effect of the feather fall spell, but only for yourself.
    • Leap of the Sky-Strider (1/Day): You can cast the jump spell on yourself as a bonus action without using a spell slot.
    • Thermal Navigation: You gain a +2 bonus to Wisdom (Survival) checks made to predict weather or navigate while in the air.
  • Syntax: Occupies the shoulder or back slot. Cannot be worn with heavy armor unless the armor has specialized slits.

Knave (2nd Edition)

Unique Name: Sky-Spider Silk Trails

  • Item Type: Gear (1 Slot)
  • Game Mechanics:
    • Quality: 3/3 (Loses a point of Quality if used to survive a fall of more than 30 feet).
    • Passive: The wearer is treated as being one size category smaller for the purposes of calculating lift from wind-based magic or gliders.
    • Updraft: Once per day, the wearer can automatically succeed on a DEX Save to avoid falling from a ledge or to land on their feet after being shoved.
    • Equilibrium: When wearing this item, the user can walk across ropes or narrow beams at full speed without needing to make a check, provided they are not in combat.
  • Restriction: If the ribbons are wet (from rain or immersion), the “Weightless Equilibrium” is suppressed until they are dried by a steam-vent or fire.

Fate Core / Fate Condensed

Unique Name: TCM 512 Ribbons of the Void-Leap

  • Item Type: Extra (1 Refresh or Stunt)
  • Aspect: Light as the Summer Breeze
  • Game Mechanics:
    • Weightless Equilibrium: You gain a +2 bonus to Physique rolls when the goal is to balance on precarious surfaces, such as airship riggings or thin wires.
    • Thermal Navigation: You may use your Notice skill to “see” air currents. When you do, you can Create an Advantage like Perfect Updraft or Stilling the Gale with a +2 bonus.
    • Impact Cushioning: You have an additional Mild Consequence slot that can only be used to absorb stress from falling damage or impact with the ground.
  • Cost: If taken as a Stunt, the user can spend a Fate Point to automatically succeed on a leap or jump that would otherwise be impossible for a mundane athlete.

Numenera & Cypher System

Unique Name: Aerophyte Levitation Trails

  • Item Type: Artifact (Level 2)
  • Depletion: 1 in 1d20
  • Game Mechanics:
    • Light-Qi Infusion: While worn, the difficulty of all Speed-based tasks related to jumping, climbing, or balancing is reduced by one step.
    • Updraft Surge (Action): The user can expend 3 points from their Speed Pool to create a burst of localized wind. This allows the user to ascend up to 20 feet vertically as part of their move or push away nearby gas-based hazards.
    • Feather-Light Landing: If the user falls from any height, they descend slowly and land on their feet. If the fall was more than 50 feet, the user must check for Depletion.
  • User Perspective: A faint, harmonic whistling sound accompanies the user’s movement, shifting in pitch as they gain or lose altitude.

Pathfinder (2nd Edition)

Unique Name: TCM 512 Sky-Spider Ribbons

  • Item Type: Item 1 (Magical, Transmutation, Invested)
  • Usage: Worn (Shoulders); Bulk: L
  • Game Mechanics:
    • Equilibrium: You gain a +1 item bonus to Acrobatics checks to Balance or Squeeze.
    • Weightless Equilibrium: You are treated as having the Cat Fall feat. If you already have the Cat Fall feat, you treat all falls as being 25 feet shorter than they actually are.
    • Leap of the Sky-Strider (Frequency: Once per Day): Action: (Two Actions); Effect: You cast a 1st-level Jump spell on yourself.
    • Updraft Surge (Action): Frequency: Once per hour. Effect: You snap the ribbons to create a 5-foot emanation of wind. All creatures in the area must succeed at a DC 15 Fortitude save or be pushed 5 feet away from you.
  • Syntax: These ribbons must be worn openly to function; covering them with a heavy cloak suppresses the “Thermal Navigation” bonus.

Savage Worlds (Adventure Edition)

Unique Name: Zephyr-Stitched Flight Wraps

  • Item Type: Weird Science Gear
  • Game Mechanics:
    • Aero-Acupuncture: The wearer gains a +1 bonus to Athletics rolls made for jumping or climbing.
    • Impact Cushioning: The wearer ignores the first 2 points of damage from falling.
    • Updraft Surge: As a Limited Action, the wearer can trigger a burst of air. This acts as the Havoc power, but only affecting a Small Blast Template centered on the wearer. This uses 2 Power Points (if using a Power Pool) or can be used once per encounter.
    • Weightless Equilibrium: The wearer’s Pace is increased by +2 when moving vertically or across narrow “tightrope” surfaces.
  • Weight: 0.5 lbs.

Shadowrun (6th World Edition)

Unique Name: Aerodynamic Qi-Tether

  • Item Type: Qi Focus (Level 1)
  • Game Mechanics:
    • Weightless Equilibrium: This Force 1 Qi Focus provides a +1 bonus to all Athletics (Jumping) and Gymnastics (Balance) tests.
    • Impact Cushioning: When falling, the user may spend a point of Edge to automatically reduce the effective fall distance by 10 meters, as the mana-circuits flare to create drag.
    • Thermal Navigation: While the focus is active, the user gains the “Low-Light Vision” quality, but only for perceiving heat-based air currents and thermals.
  • Syntax: Bonding requires 2 Karma. In Shadowrun terms, the TCM properties are viewed as a “Physical Adept” tool that bridges the gap between biological grace and magical lift.

Starfinder (2nd Edition / Playtest)

Unique Name: TCM 512 Gravity-Bypass Ribbons

  • Item Type: Magic Item (Worn)
  • Level: 1; Price: 260 credits
  • Game Mechanics:
    • Buoyancy Adjustment: While invested, the wearer increases their Jump distance by 5 feet (both horizontal and vertical) and gains a +1 item bonus to Acrobatics checks.
    • Updraft Surge (1/Day): As a Standard Action, the wearer can release a burst of air. This mimics the Gust of Wind spell but is limited to a 15-foot line.
    • Feather Landing: If the wearer falls, they take damage as if the fall were 20 feet shorter than it is.
  • Slot: Shoulder or Back (cannot be used simultaneously with a Jump Jet).

Traveller (Mongoose 2nd Edition)

Unique Name: TL 12 Atmospheric Stabilizer Trails

  • Item Type: High-Tech/Alchemical Flight Gear
  • Game Mechanics:
    • Weightless Equilibrium: The bio-conductive silk offsets the effects of high-gravity worlds. On a world with gravity higher than 1.0 G, the wearer reduces the DM penalty for physical actions by 1 (to a minimum of 0).
    • Leap of the Sky-Strider: The wearer may add a +1 DM to any Athletics (Dexterity) check made to leap between vessels or move in Zero-G environments.
    • Impact Cushioning: Provides Armor 2 against damage sustained specifically from collisions or falls.
  • Syntax: Weighs 0.2 kg. Requires a standard power cell for the “Updraft Surge” function, providing 10 uses before needing a recharge.

Warhammer (Age of Sigmar: Soulbound)

Unique Name: Aether-Silk Streamers

  • Item Type: Artefact (Common)
  • Game Mechanics:
    • Sky-Spider Grace: The wearer’s Speed increases by one step when they are in an environment where they can swing, climb, or drift (e.g., city ruins, forests, or ship riggings).
    • Weightless Equilibrium: The wearer gains a +1d6 bonus to their Dice Pool for any Body (Athletics) tests related to balance or navigating narrow surfaces.
    • Updraft Surge: Once per combat, as a Free Action, the wearer can create a burst of wind that pushes one Small or Medium creature within Close Range to Short Range.
  • Lore: These streamers are often woven from silk found in the Chamon realm, where the air itself has metallic and magnetic properties that react to the TCM 512’s internal sky-crystals.