Lore
The Tunguska 902 was crafted in the high-altitude cloud-camps of the Nenets Sky-striders, who believe that gravity is merely a spirit that can be bargained with. The item features a length of silk-spun reindeer wool that has been dipped in the liquified residue of a “falling star” crater. It is said that the spirit of a Sila—a minor entity of the upper atmosphere—is woven into the fabric, yearning to return to the heights. Avatars who specialize in the “Vertical Leap” or “Sky-diving” use these ribbons to find grace in the terrifying moment between jumping and landing, treating the air not as an empty void, but as a fluid partner.
Detail Stats
- Tier: 1
- Rarity: Common
- Item Slot: Shoulders (Cloak/Wrap) or Waist (Sash)
- Material: Star-dipped silk-wool, etched silver toggles, and raven feathers.
- Weight: 0.2 lbs.
- Durability: High (highly resistant to wind-shear and friction).
Skills Gained (Openly Worn)
- Acrobatics (Freefall): The avatar gains an instinctive mastery of body positioning while airborne, allowing for precise steering and rotation during a fall.
- Atmospheric Pressure Sensing: The wearer can feel changes in air pressure and wind speed through the ribbon, granting them an intuitive sense of altitude and upcoming weather shifts.
Passive Magic
- Feather-Step: While the ribbon is worn, the avatar’s terminal velocity is slightly capped, and they take 25% less damage from any fall, regardless of height.
- Whispering Drafts: The spirit within the ribbon creates a small, constant updraft. This makes the avatar feel 10 lbs lighter, reducing fatigue during long climbs or sprints.
- Static Discharge: Friction from high-speed movement through the air charges the ribbon; the avatar gains resistance to electrical damage from environmental sources (like lightning or city power-grids).
Activable Magic
- Wind-Grab: (Normal Activation) By snapping the ribbon like a whip, the wearer can solidify the air for a fraction of a second, creating a “phantom ledge” that allows for a mid-air double jump or a sudden change in direction.
- Graceful Descent: (Active Activation – Concentration) The wearer chants a low, melodic Tunguska rhythm. For the duration of the chant, the ribbon expands and stiffens into a primitive parachute-wing, allowing the avatar to glide horizontally 3 feet for every 1 foot they fall.
Tags
Talisman, Movement, Tunguska Magic, Aerodynamics, Gravity, Survival, Tier 1, Common, Shamanism, Flight, Agility, Verticality, Atmospheric, Kinetic, Gust, Suspension, Momentum, Sky-bound, Alti-sensing, Drift, Equilibrium, Zephyr, Velocity
In the world of Saṃsāra, the Tunguska 902 of the Weightless Ribbon is a prized possession for those who traverse the vertical extremes of the megacity towers or the floating islands of the high tundra.
Methods of Acquisition
- The Sky-Strider Trial: A seeker may climb to the highest “Breath-Peaks” where the Nenets Sky-striders reside. To earn a ribbon, the seeker must perform a “Trust-Leap” from a cliffside, chanting the spirit’s name while in freefall. If the spirit accepts them, the ribbon is presented by a Shaman as they land.
- Salvage from the High-Crags: These ribbons are sometimes found snagged on the jagged antennas of skyscraper spires or the tops of ancient petrified trees, left behind by previous acrobats who met their end or “ascended” beyond the need for physical gear.
- Air-Ship Wreckage: Occasionally, a Tunguska 902 is found in the emergency lockers of high-altitude Nenets transport vessels that have crashed in the wastes, preserved by its resistance to friction and wind-shear.
Types of Shops and Market Dynamics
- Acrobat and Free-Runner Outfitters:
- Description: Located in the “Upper-Rung” districts where urban free-runners (Parkourists) gather. These shops are filled with tension cables, magnetic boots, and specialized textiles. They often have high ceilings with rafters for testing equipment.
- Buying/Selling: Owners are focused on “Performance-Integrity.” They will inspect the silver toggles for micro-fractures. They buy from retired runners and sell to daring couriers or Tier 1 avatars looking to survive the drop between city levels.
- Sky-Port Surplus Exchanges:
- Description: Cluttered, industrial stalls found at the base of massive elevators or air-ship docks. They smell of jet fuel and cold air.
- Buying/Selling: Here, the ribbon is treated as “High-Alt Survival Gear.” The sellers often don’t understand the spiritual shamanism behind it, selling it as a “high-tensile safety sash.” You can find them discarded here for lower prices if the merchant thinks it’s just fancy wool.
- Nomadic Trade-Tents (The Low-Clouds):
- Description: Mobile stalls tethered to hot-air balloons or hovering platforms on the outskirts of the city.
- Buying/Selling: These merchants are often Nenets kin. They won’t sell to just anyone; a buyer must demonstrate a “lightness of spirit” or perform a small feat of agility. They deal in barter more than currency, valuing rare feathers or distilled “Sky-Water.”
Cost of the Item
The price of a Weightless Ribbon fluctuates based on the altitude of the shop; the higher up you go, the more expensive it becomes as its utility increases.
- Standard Market Value: 45 Silver.
- Specialized Outfitter Price: 6 Gold (or 12 Electrum). This usually includes custom fitting and a “Wind-Tuned” blessing that clears the fabric of static.
- Sky-Port Surplus Price: 30 Silver. These are often stained or “spirit-quiet,” requiring the user to spend time re-bonding with the ribbon.
- Nomadic Barter Value: A “Feather-Weight” trade—usually involving 5 grams of Aerostat-Gas or a rare bird’s egg.
- Black Market Price: 80 Silver. Highly sought after by “Ghost-Thieves” who specialize in jumping from penthouse balconies to escape security.
Trade Considerations
- The Snap-Test: When buying, the user should snap the ribbon sharply. A genuine Tunguska 902 will emit a sound like a distant crack of thunder and momentarily “hang” in the air longer than gravity should allow.
- Static Charge: If the ribbon is sparking excessively, it means the Sila spirit is agitated. A seller may lower the price if the buyer can “calm” the ribbon through a basic chanting check during the transaction.
In the world of Saṃsāra, roleplaying with the Tunguska 902 of the Weightless Ribbon requires a mindset of constant motion. The user does not stand their ground; they treat gravity as a suggestion and the air as a solid surface.
Defensive Roleplay
- Kinetic Redirection: In a High-Density Urban District, you use the ribbon to survive “The Drop.” If forced off a ledge or targeted by an explosion, you roleplay the ribbon snapping taut, catching a crosswind to swing you around a corner. Defensively, you aren’t just dodging; you are utilizing the Feather-Step to turn a lethal fall into a tactical repositioning.
- The Updraft Shield: In Open Tundra or Plains, you roleplay the Whispering Drafts. As projectiles or melee strikes come toward you, the ribbon’s constant lift makes your movements floaty and unpredictable. You describe your character “drifting” an inch higher than a blade’s path or using the ribbon’s static charge to deflect electronic tracking sensors or sparks from shock-batons.
- Atmospheric Evasion: In Cramped Sub-Levels, you use Atmospheric Pressure Sensing to detect the “push” of air from an incoming invisible threat or a hidden door opening. Roleplay the ribbon fluttering toward a hazard before it arrives, allowing you to defensively tuck into a roll that carries you further than normal due to your reduced effective weight.
Offensive Roleplay
- The Falcon’s Dive: Your primary offensive maneuver involves the “Gravity Hammer” style. You jump from a height and use Acrobatics (Freefall) to aim your body like a missile. You roleplay the ribbon stiffening behind you like a rudder, allowing you to strike a foe with the full momentum of a 50-foot drop, only to use Wind-Grab a split second before impact to negate the recoil on your own joints.
- Phantom Ledge Strikes: In Combat, you use the Wind-Grab activation to “step” on thin air. Roleplay this by leaping over an opponent’s head, snapping the ribbon to create a temporary foothold, and launching a downward strike from an angle they cannot parry. It looks to observers as if you are walking on the wind.
- Static Entanglement: You can roleplay using the ribbon offensively by whipping it toward a foe’s metal armor or cybernetics. Describe the Static Discharge jumping from the star-dipped wool into their systems, causing a momentary “hiccup” or muscle twitch that provides an opening for your actual weapon.
Environmental Variations
- In the Sky-Spires (Megacity): Roleplay is about “The Infinite Loop.” You jump from one balcony, use Graceful Descent to glide across a street, and use Wind-Grab to kick off a passing hover-car. Offensively, you use the verticality to drop “gifts” (grenades or gadgets) while remaining impossible to pin down.
- In the Eye of a Storm (Wastes): Here, the Tunguska 902 is at its peak power. You roleplay “Surfing the Gale,” using the chaotic winds to accelerate your movement to blinding speeds. Defensively, the ribbon’s static resistance makes you the only person in the party who isn’t being suppressed by the lightning strikes.
- In Zero-G or Low-G (Orbital Stations): Since the ribbon yearns for the heights, in Low-G, it becomes hyper-reactive. You roleplay your character having total 3D mobility while others are flailing. Offensively, you use the ribbon as a tether, snapping it onto a fixed point to slingshot yourself toward a target with terrifying velocity.

Perception of Activation:
User’s Perspective
- Tactile: The ribbon loses its soft wool texture and becomes as rigid and cold as a sheet of vibrating steel against the skin. A sudden “phantom lift” occurs under the armpits and solar plexus, as if invisible hands were hoisting the user upward by their center of gravity.
- Visual: The user’s peripheral vision stretches and blurs, a phenomenon known as “Tunnel-Sight.” Colors of the sky and ground bleed together into long, vertical streaks of blue and brown, emphasizing the path of the fall.
- Auditory: The roaring wind of a descent is abruptly replaced by a rhythmic, resonant “thrum” that matches the user’s heartbeat. When Wind-Grab is used, a sharp crack like a whip hitting water echoes in the user’s ears.
- Extra-Sensory (Kinetic Weightlessness): The internal sense of “falling” (the drop in the stomach) vanishes. The user perceives gravity not as a downward pull, but as a gentle slope they are sliding down, feeling the “texture” of the air currents against their spirit.
- Extra-Sensory (Alti-Location): The user gains a 360-degree mental map of the air around them. They can “feel” the presence of solid objects or thermal updrafts within 50 feet as pressure changes on their skin, even with their eyes closed.
Observer’s Perspective
- Visual: The star-dipped silk begins to glow with a pale, flickering bioluminescence, trailing ribbons of light that linger in the air like the wake of a ship. During Graceful Descent, the fabric stiffens and expands, unnaturally defying the wind to form a rigid geometric shape.
- Auditory: A low-pitched whistling sound, similar to a flute played by a gale, emanates from the silver toggles. As the user moves, the air seems to “pop” behind them, a result of the localized atmospheric displacement.
- Atmospheric: Observers nearby feel a sudden, localized drop in air pressure, often causing their ears to pop. A faint scent of mountain ozone and wet wool fills the immediate area.
Positives
- Absolute Vertical Freedom: The fear of heights is replaced by a total sense of mastery; the avatar treats a 100-story drop as a convenient staircase.
- Impact Immunity: The Feather-Step provides a psychological “safety net,” allowing the user to take risks—such as jumping between moving vehicles—that would be suicidal for others.
- Kinetic Fluidity: The user’s movements become eerily smooth, as if they are constantly being pulled by a favorable tide, making them difficult to track or pin down in a melee.
Negatives
- Nausea of the Ascent: Returning to solid ground after prolonged activation causes “Ground-Sickness,” where the user’s inner ear fails to recalibrate, leading to stumbling and a feeling that the earth is unnaturally heavy.
- Static Overload: If the ribbon is used for too many consecutive maneuvers, the user may experience painful static shocks that can scramble low-grade electronic gear or singe hair and clothing.
- Spirit Hunger: The Sila spirit within the ribbon is addictive; the user may feel a compulsive “Call of the Void,” a lingering desire to jump from high places even when the item is not needed.
Recipe: Weaving the Tunguska Sky-Steward’s Ribbon
Materials Needed
- High-Altitude Reindeer Wool: Three hanks of wool shorn from beasts living above the frost-line, known for its hollow, air-trapping fibers.
- Star-Fall Residue (Liquid): A vial of iridescent, oily silt recovered from the center of a fresh impact crater.
- Etched Silver Toggles: Two pure silver fasteners engraved with the “Breath-Holding” runes of the Nenets.
- Raven Flight-Feathers: Five feathers naturally molted from a raven during a mountain storm; these act as “rudders” for the spirit.
- Sky-Spider Silk: A spool of metallic-strength webbing used to reinforce the wool against high-velocity friction.
- A Sila Essence: A minor air spirit captured in a copper wind-chime during a localized cyclone.
Tools Required
- Aero-Loom: A vertical loom designed to function in high-wind environments, ensuring the weave is “tempered” by the breeze.
- Bone Distilling Vat: A vessel made of whalebone used to heat the Star-Fall residue into a dye-bath.
- Needles of Glacial Ice: To sew the raven feathers into the trim without introducing the “heat” of common metal.
- Sonic Tuning Fork: To harmonize the silver toggles to the frequency of the upper atmosphere.
Skill Requirements
- Kinetic Weaving (Tier 1): The ability to weave tension into fabric so it stores potential energy.
- Tunguska Aerodynamics: Understanding how shamanic symbols interact with air pressure and lift.
- Spirit Binding (Air): Knowledge of the “Songs of the Gale” used to coax a Sila spirit out of a chime and into the fibers.
- Atmospheric Alchemy: The skill to stabilize star-residue so it remains liquid and conductive.
Crafting Steps
- The Star-Drip Bath: Heat the Star-Fall residue in the whalebone vat until it glows with a faint violet light. Submerge the reindeer wool and sky-spider silk for one full lunar cycle to ensure the fibers lose their “terrestrial weight.”
- Setting the Foundation: Mount the treated fibers onto the Aero-Loom. As you weave, you must perform a continuous “Ascension Chant” to ensure the ribbon learns the desire to rise rather than fall.
- Tuning the Toggles: Strike the silver toggles with the sonic tuning fork. While they vibrate, etch the runes of the Nenets into the metal. These toggles will act as the “anchors” for the user’s center of gravity.
- Feather Grafting: Using the ice needles, sew the raven feathers into the ends of the ribbon. The feathers must be placed at precise angles to act as aerodynamic stabilizers.
- The Great Invitation: Place the copper wind-chime containing the Sila spirit at the top of the loom during a heavy wind. As the wind plays the chime, begin a “Whirlwind Throat-Singing” ritual. The spirit will follow the sound out of the copper and “nest” within the iridescent wool.
- The Snap-Seal: Once the weave is complete, take the ribbon to a high ledge and snap it sharply against the wind. If the ribbon remains horizontal for more than ten seconds before falling, the binding is successful.
Leap of Cloud-Daughter and Tether of Gale
In the cycles before the world-dirt was fastened to the floor of the sky, there was a Great Shaking in the “Up-Part” of the void. A star did not fall like a stone; it fell like a “tired bird,” shedding its skin as it tumbled. This skin was captured by the Mother of the Nenets, who was sitting upon the highest rib of the world-mountain, trying to catch the moon in a bucket.
The translation says she took the “Star-Sweat” and rubbed it into the wool of her swiftest sky-beast. She fashioned a ribbon so long it could “trip the wind” and so light that it “hated the grass.” She gave this to her daughter, Kura, who was born with the “Hollow-Bone-Ache”—a sickness where the body wishes only to be a cloud.
Kura walked to the “Lip-of-Nothing,” where the air becomes too thin to hold a secret. She tied the ribbon around her middle and said to the Great Sila spirit, “I give you my heavy-steps, if you give me your un-weight.” Then, she stepped into the “Big Empty.”
The old text is very confused here; it says Kura did not fall down, but she “fell across.” The ribbon became a wing that was not a wing. It drank the speed of her drop and turned it into a “horizontal-hurry.” The observers below saw not a woman falling, but a “bolt of violet lightning” that refused to strike the mud. She lived in the “Between-Space” for forty years, never touching the soil, eating only the mist and the songs of passing hawks.
But the “Spirit-Hunger” grew teeth. The ribbon began to pull Kura higher, away from the warmth of the tribe-fires. One day, a great iron-eagle (perhaps a storm-demon in the original tongue) tried to snatch her. Kura snapped the ribbon, creating a “Hard-Air-Step” to kick the demon in its eye, but in doing so, the ribbon’s static became a fire. She fell at last, but the ribbon grew wide like a mother’s embrace and carried her softly to the snow. When they found her, she was as light as a handful of ash, and her spirit had become a permanent resident of the “High-Drafts.”
The Moral of the Story: Gravity is a cruel master but a steady friend; for she who seeks to live forever in the sky will find that the air has no hearth, and the wind has no memory of your name.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Sash of the Star-Vomit
- Item Type: Enchanted Artifact / Shamanic Fetish
- Sanity Loss: 0/1d4 Sanity points to overcome the biological terror of falling.
- Game Mechanics:
- Aeronautic Instinct (Passive): Grants a +20% bonus to Jump and Climb checks.
- Feather-Step (Passive): Fall damage is reduced by half. The wearer always lands on their feet if they pass a DEX roll.
- Wind-Grab (Active): Spend 2 Magic Points. The user can “catch” the air to momentarily stop a fall or leap an additional 3 yards horizontally in mid-air.
- Graceful Descent (Active): Spend 5 Magic Points. The sash stiffens, allowing the user to glide for 1D10 rounds. The user must succeed in an Art/Craft (Throat Singing) or POW check to maintain the glide.
- Syntax: Artifact. Costs Magic Points for active manipulation. Sanity loss applies when the user first experiences the unnatural weightlessness.
Blades in the Dark
Unique Name: The Sky-Strider’s Mantle
- Item Type: Rare Item (1 Load)
- Tier: I
- Game Mechanics:
- Freefall Mastery (Potency): You have Potency when you Prowl or Leap from heights or move vertically through the city.
- Lightweight (Passive): You gain +1d to Resistance rolls against consequences involving falling, crushing, or physical encumbrance.
- Wind-Grab (Special Ability): Spend 1 Stress to make an “air-leap.” This allows you to reach locations otherwise inaccessible without a climbing kit or to change direction mid-fall.
- Static Veil (Passive): Your movements are eerily quiet. You gain +1 effect level when sneaking if you are moving at a high elevation.
- Syntax: Fine Quality. Provides Potency for vertical movement. Stress cost for mid-air maneuvers.
Dungeons & Dragons (5th Edition)
Unique Name: Tunguska Ribbon of the Sila
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Shoulders or Waist
- Game Mechanics:
- Sky-Born (Passive): You have advantage on Strength (Athletics) checks made to jump and Dexterity (Acrobatics) checks made to balance or land safely.
- Feather-Step (Passive): You have resistance to falling damage.
- Wind-Grab (Reaction): When you fall, you can use your reaction to cast Feather Fall on yourself only.
- Graceful Descent (Action): Once per Long Rest, you can gain a flying speed of 30 feet for 1 minute, but you must descend at least 5 feet for every 10 feet you move horizontally.
- Syntax: Wondrous Item, minor tier. Requires Attunement. Grants jumping utility and a limited glide/flight mechanic.
Knave (2nd Edition)
Unique Name: The Gale-Catcher’s Sash
- Item Type: Magical Treasure (1 Slot)
- Game Mechanics:
- Un-Weight (Passive): You count as being 1 slot lighter for the purposes of movement penalties.
- Feather-Step (Passive): You only take 1 point of damage for every 10 feet fallen, rather than the usual amount.
- Wind-Grab (Active): Once per day, you may perform a mid-air “double jump” to reach a ledge or avoid a trap.
- Glide (Active): If you jump from a height of at least 20 feet, you can move 3 feet horizontally for every 1 foot you fall.
- Syntax: Occupies 1 Item Slot. Passive inventory/fall protection. Once-per-day active leap.
Fate Core / Fate Accelerated
Unique Name: Ribbon of the Sila-Wind
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: “The Ground is a Choice”, Charged with Sky-Static
- Game Mechanics:
- Weightless Grace: You gain a +2 bonus to Athletics rolls when jumping, climbing, or navigating vertical environments.
- Wind-Grab: Once per scene, you may spend a Fate Point to ignore the distance or height limitations of a single movement, effectively “walking on air” to reach a high ledge or cross a gap.
- Controlled Descent: You never take stress from falling unless the fall is caused by a specialized supernatural attack or you are completely incapacitated.
- Syntax: Function: Enhances vertical mobility and provides narrative immunity to fall damage.
Numenera & Cypher System
Unique Name: Sila-Resonance Sash
- Item Type: Artifact
- Level: 1d6
- Form: A long, iridescent ribbon that ripples even in still air.
- Game Mechanics:
- Atmospheric Buoyancy (Passive): The wearer’s effective weight is reduced by half. You gain +1 Asset to all climbing and jumping tasks.
- Wind-Grab (Activation): By spending 2 Speed points, you can solidify the air beneath your feet for a moment, allowing you to move through the air as if on solid ground for one round.
- Graceful Descent (Activation): Spend 1 Intellect point to activate a glide. For every 5 feet you descend, you can move 15 feet horizontally.
- Depletion: 1 in 1d20 (Check only when using Wind-Grab).
- Syntax: Artifact Level affects maximum glide duration. Speed pool spend for mid-air maneuvering. Passive asset for verticality.
Pathfinder (2nd Edition)
Unique Name: Tunguska Ribbon of the Falling Star
- Item Type: Item 1; Invested, Magical, Transmutation
- Usage: Worn (Sash); Bulk: L
- Game Mechanics:
- Sky-Tethered (Passive): You gain a +1 item bonus to Acrobatics checks and Athletics checks to High Jump or Long Jump.
- Feather-Step (Passive): You treat all falls as being 20 feet shorter than they actually are for the purpose of calculating damage.
- Wind-Grab (Action): (Air) Frequency: Once per hour. You use the ribbon to catch a gust. You can make a second leap in mid-air or instantly stop your downward momentum.
- Graceful Descent (Action): (1 Minute) You gain a fly speed of 15 feet, but you must end your movement at a lower elevation than where you started.
- Syntax: Item Level 1. Requires Investment. Hourly cooldown for mid-air redirection. Glide-based movement.
Savage Worlds (Adventure Edition)
Unique Name: The Sky-Strider’s Ribbon
- Item Type: Magic Item
- Rank: Novice
- Attributes:
- Weightless (Passive): The wearer increases their Pace by +2 and their Jump distance by +2 yards.
- Aero-Acrobatics (Passive): You gain a +2 bonus to Athletics rolls made to maneuver in mid-air or land safely.
- Wind-Grab (Active): As a limited action, the user can make an Athletics roll. A success allows them to change direction in mid-air or hover in place for one round.
- Fall Resistance (Passive): The wearer subtracts 4 from the total damage rolled for any fall.
- Syntax: Passive Pace and Jump boost. Bonus to aerial maneuvering. Significant reduction to falling damage.
Shadowrun (6th World Edition)
Unique Name: Sila-Stream Aerodynamic Focus
- Item Type: Force 1 Health Focus (Talisman)
- Game Mechanics:
- Sky-Strider Mastery (Passive): When bonded, the focus provides a +1 dice pool bonus to Athletics tests, specifically for Jumping and Climbing.
- Wind-Buffer (Passive): The wearer gains +1 Armor rating specifically against damage from falling or environmental wind-shear.
- Wind-Grab (Active): As a Minor Action, the user can spend 1 point of Edge to “solidify” the air, granting an immediate +2 dice pool bonus to an Athletics (Freefall) test to redirect their trajectory or land on a specific target.
- Static Discharge (Active): If the user has fallen more than 5 meters in a single turn, their next melee attack gains the Electricity elemental effect, dealing +2S(e) damage.
- Syntax: Requires Bonding (5 Karma). Availability 2. Focus Category: Health.
Starfinder (2nd Edition / Compatibility)
Unique Name: Tunguska Atmospheric Sash
- Item Type: Level 1 Magic Item (Worn)
- Usage: Waist Slot; Bulk: L
- Game Mechanics:
- Altitude Adjustment (Passive): You gain a +2 circumstance bonus to Acrobatics checks to Balance or Maneuver in Flight, and you are immune to the Sickened condition caused by high-altitude sickness.
- Feather-Step (Passive): You treat any fall as if it were 20 feet shorter for the purpose of damage.
- Graceful Descent (Active): Once per day, as a Standard Action, you can activate the ribbon to gain a fly speed of 20 feet (Average maneuverability) for 1 minute, though you must descend at least 5 feet at the end of each movement.
- Wind-Grab (Reaction): Trigger: You are falling. Effect: You snap the ribbon to create an air-pocket. You immediately stop your fall and “hover” until the start of your next turn.
- Syntax: Level 1. Price: 230 Credits. Reaction-based fall arrest. Daily limited flight utility.
Traveller (Mongoose 2nd Edition)
Unique Name: The Star-Dipped Gravity Sash
- Item Type: TL 4 (Shamanic Aero-Tech)
- Game Mechanics:
- Weightless Agility (Passive): The wearer gains a +1 DM to all Athletics (Dexterity) and Athletics (Small Craft) checks while in flight or vacuum.
- Alti-Sense (Passive): The wearer gains a +2 DM to Survival checks when navigating mountainous or high-altitude terrain.
- Wind-Grab (Active): By making a successful Athletics (Dexterity) check (Difficulty 8+), the wearer can perform a mid-air course correction, effectively ignoring the first 10 meters of any fall for damage purposes.
- Graceful Descent (Active): In high-wind conditions (Speed 3+), the wearer can move 3 meters horizontally for every 1 meter fallen without rolling.
- Syntax: Weight: 0.1 kg. DM bonuses to vertical maneuvering. High-wind dependency for passive gliding.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: Ribbon of the Sky-Father’s Breath
- Item Type: Magical Talisman (Common)
- Game Mechanics:
- Feather-Step (Passive): The user gains the Catfall Talent. If they already possess it, they take no damage from falls of 10 yards or less.
- Wind-Grab (Active): Once per Encounter, the user may make an Athletics test. Success allows them to “Step on the Air,” moving to any location within 4 yards regardless of floor or obstacles.
- Graceful Descent (Active): On any fall from a height, the user may spend 1 Advantage to double their horizontal movement distance during the descent.
- Static Discharge (Passive): Any creature successfully hitting the user with a metal melee weapon must pass a Challenging (+0) Endurance test or receive a Stunned Condition from the ribbon’s static build-up.
- Syntax: Traits: Magical. Talent-granting (Catfall). Advantage-driven aerial maneuvering.
