Lore The Aaniat peoples of the Saṃsāra’s northern sky-pillars do not fear heights; they are born into them. Their villages cling to the sheer cliffs of immense, icy mountains, and their hunters ride the powerful updrafts to prey on the great winged beasts that nest there. To them, falling is not a matter of if, but when. Their shamans learned to carve Tupilaks not from the bones of land-walkers, but from the hollow, fossilized bones of the sky-whales that died in ages past. These charms are not meant to watch for enemies on the ground, but to bargain with the spirit of the wind, asking it to grant a gentle landing to any who might tumble from the heights.
Description Unlike the heavier, hunched forms of other Tupilaks, this amulet is carved to be light and almost aerodynamic. Made from a piece of chalky, hollow fossilized bone, it depicts a creature that is part human and part albatross, with long, swept-back wings that wrap around the wearer’s arm. Its face is serene, with closed eyes, as if peacefully accepting its journey through the air. The carving is etched with spiral patterns representing wind currents and is fastened with braided sinew straps. It feels impossibly light for its size.
Detailed Stats
- Type: Magical Bracer
- Rarity: Common
- Required Tier: 1
- Weight: 0.1 lbs
- Material: Fossilized Avian Bone, Sinew
Passive Magic
- Surefooted Grace: The spirit within helps you maintain your balance on precarious edges. You have an easier time keeping your footing on narrow ledges or slippery surfaces. When you are forced to make a check to avoid being knocked prone or pushed from a ledge, you may do so with a minor advantage.
- Impact Cushion: Your connection to the wind spirit softens any unexpected impact from a fall. You automatically take half damage from falling.
Activable Magic
- Feather’s Descent (Reaction): Once per day, if you begin to fall from any height, you may activate this ability as an immediate reaction. For the next minute, your rate of fall is slowed to a gentle, controlled drift. You descend at a rate of 60 feet per round and take no damage upon landing. You have some minor control over your horizontal movement as you descend, allowing you to drift a few feet in any direction.
- Guiding Wind (Action): Three times per day, you can use an action to call upon the wind spirit for a minor boon. You can choose one of the following effects:
- Updraft: Create a swirling gust of wind at your feet to add 10 feet to the height of your next jump.
- Tailwind: Grant yourself a burst of speed, increasing your movement by 10 feet for one turn.
- Headwind: Create a minor blast of air in a 5-foot cone in front of you, potentially kicking up dust or staggering a very small foe.
Specific Slot: Bracer (worn on the forearm)
Tags: Utility, Mobility, Air, Worn, Inuit-inspired, Defensive, Cursed, Illusion, Necromancy, Buff, Debuff, Area-of-Effect, Crafting, Construct, Undead, Planar
Based on the nature of the Tupilak 108 of the Feather’s Descent, with its emphasis on surviving falls and aerial mobility, it would be found in specific, and sometimes precarious, marketplaces.
Assuming a standard currency of Gold, Silver, and Copper pieces:
1. The Source: An Aaniat Cliff-Side Eyrie
- The Shop: This is less a shop and more a communal trading post, carved into the side of a massive mountain peak and accessible only by treacherous paths or by air. The “shopkeepers” are Aaniat artisans, weather-beaten and possessing an unnerving comfort with extreme heights. The air is thin and crisp, and the wind whistles constantly.
- The Transaction: The Aaniat do not sell to just anyone. They see the charm as a sacred pact with the wind, and they will only trade with those who respect the sky. A potential buyer might be asked to perform a trial of bravery, such as walking a narrow rope bridge between two spires, to prove they are not reckless. The transaction is a barter for rare, ground-level goods.
- Cost: 10-15 Silver Pieces, supplemented by a required trade. The Aaniat have little use for currency but desperately need resources that are scarce at their altitude. They would trade a charm for a bag of rich soil, a shipment of metal ore, or hardy livestock.
2. The Specialist: An Adventurer’s Outfitter
- The Shop: Located in a bustling city known as a launching point for expeditions, a shop like “The Pit-Delver’s Paraphernalia” or “The Griffin’s Landing” would stock this item. The shop is meticulously organized with gear for every hazardous environment: spelunking rope, climbing gear, and a small, glass case of “fall-protection” magical charms.
- The Transaction: The shopkeeper, likely a retired explorer or guild master, would treat this as a piece of essential safety equipment. They would use their Mind’s Eye to confirm its properties and market it with professional confidence. “Standard-issue feather-fall charm,” they might say. “Good for three uses of the updraft, and the passive cushion will save your hide if you slip. Cheaper than a healer’s bill, I guarantee it.”
- Cost: 45 Silver Pieces. This is a standard market price for reliable, life-saving Tier 1 equipment. The price is firm, reflecting its practical value.
3. The Innovator: A Tinker’s Workshop
- The Shop: This workshop belongs to a Gnome, Goblin, or Dwarf obsessed with physics and engineering. The shop is a chaotic mess of gears, springs, failed flying machines, and complex diagrams. The Tupilak would be on a workbench, surrounded by calipers and arcane measurement tools.
- The Transaction: The tinker is more interested in how the charm works than in its monetary value. They might have acquired it in a trade and spent weeks studying it. The sale would be a rambling conversation about wind spirits versus aerodynamic lift and spiritual pacts versus kinetic energy conversion.
- Cost: 30 Silver Pieces, but the sale comes with a condition. The tinker would likely ask you to sign a waiver and agree to report back on the “performance parameters” of the charm, possibly asking you to perform specific jumps or falls to “gather data.”
4. The Recycler: A Scavenger’s Bazaar Stall
- The Shop: In the rougher part of a major city, this stall is piled high with secondhand and “recovered” adventuring gear. The proprietor is a grimy scavenger who makes a living looting dungeons and battlefields. The Tupilak bracer would be tangled in a heap of mismatched gauntlets and old leather straps.
- The Transaction: The sale is quick, dirty, and based on a simple story. “Found this on a fellow who fell off the western spire. The fall was a thousand feet, but there wasn’t a broken bone in his body. Something else got him, but the fall didn’t. So, this thing works.” There are no guarantees and no refunds.
- Cost: 25 Silver Pieces. It’s the cheapest you’ll find it, but it’s sold “as-is.” The spirit within might be sullen or weakened from its previous owner’s demise, and its abilities might be slightly less reliable until its new owner proves their worth to it.
The Tupilak 108 of the Feather’s Descent is an item focused on mobility and environmental mastery. Its use in offense and defense is indirect, relying on clever positioning and turning vertical spaces into an advantage.
Here is how a character could roleplay its use in different environments.
1. In a Mountain or Cliffside Environment
This is the item’s intended domain, where its power is most obvious.
Defensive Roleplay:
- Scenario: Your party is ambushed on a narrow, treacherous mountain trail. A powerful foe shoves you, sending you over the edge into the chasm below.
- How it’s used: Instead of screaming, your character might actually smile. As you fall away from the fight, you use your reaction to activate Feather’s Descent. The world of wind and noise softens into a gentle, controlled drift. While your companions battle above, you become a silent observer, assessing the situation from a unique vantage point. You might spot a hidden archer your friends can’t see or identify a weakness in the enemy’s formation.
- Roleplay: You call out warnings and tactical advice from below, your voice echoing up the cliff face. “He’s favoring his left leg! Go for the left!” You have turned a lethal attack into a strategic repositioning, using your safety to provide crucial intelligence. You land gently on a lower ledge, ready to find a new path to rejoin the fight.
Offensive Roleplay:
- Scenario: The target, a reclusive oracle, lives in a cave high up a sheer cliff face, protected by magical winds that make climbing impossible.
- How it’s used: You climb an adjacent, less-protected peak, one even higher than the target’s cave. You take a running leap into the open air, deliberately plummeting past the cave opening. In this moment of high-speed freefall, you are an impossible target for any guards. Just as you pass the cave, you activate Feather’s Descent, arresting your fall and using the last of your momentum to swing directly into the cave mouth.
- Roleplay: You land silently in the center of the oracle’s chamber, having bypassed all their defenses in a single, breathtaking moment. The offense is not an attack, but a perfect infiltration, using gravity as your ally and the Tupilak as your key.
2. In an Urban Environment (Rooftops & Alleyways)
Here, the item transforms the city’s vertical landscape into a personal playground.
Defensive Roleplay:
- Scenario: You are being chased by the City Watch across the rooftops. You reach a dead end—the gap to the next building is too wide.
- How it’s used: Without breaking stride, you leap from the roof. As the guards skid to a halt at the edge, expecting to see your broken body in the alley four stories below, you are already drifting silently downward thanks to Feather’s Descent. You land behind a stack of crates, your pursuers completely unaware that you have vanished. You can also use the Guiding Wind (Headwind) ability to kick up a cloud of dust or debris behind you as you run, momentarily blinding a pursuer.
- Roleplay: Your defense is about fluidly breaking the line of sight. You don’t just run and hide; you use verticality to disappear entirely, treating a deadly fall as just another escape route.
Offensive Roleplay:
- Scenario: A well-guarded magistrate is being transported in a carriage through the city. A direct assault is too risky.
- How it’s used: You position yourself on an archway or bridge that passes over the carriage’s route. As the carriage passes underneath, you drop down. Using the Impact Cushion passive, you can absorb the damage from the short fall onto the carriage roof. Now, held steady by Surefooted Grace, you have the most dominant position possible—able to strike at the driver, the guards, or drop into the carriage itself when the moment is right.
- Roleplay: Your offense is a shock-and-awe tactic. You appear where no one expects an enemy to be, turning a moving vehicle into your personal battleground and creating chaos among heavily armed but unprepared foes.
3. In a Dungeon or Ruin (Chasms & High Ceilings)
In the engineered verticality of a dungeon, the Tupilak circumvents classic challenges.
Defensive Roleplay:
- Scenario: Your party is crossing a wide, crumbling stone bridge. A trap is sprung, and the section you are standing on collapses into a deep, dark pit.
- How it’s used: While your allies scramble for the edges, you calmly activate Feather’s Descent. You become a point of stability in the chaos. As you slowly drift down, you can act as a scout, calling out the depth of the pit, any dangers below, or hidden handholds on the chasm walls for your companions.
- Roleplay: You are the calm eye of the storm. “Easy now! It’s about a hundred-foot drop! There’s a ledge on the west wall you can swing to, Borin!” You are defending the party by providing clear information and direction during a moment of lethal chaos.
Offensive Roleplay:
- Scenario: A coven of goblin shamans are performing a ritual in a massive cavern, positioned on a high stone platform 80 feet up. They are protected by guards on the ground level who prevent any approach to the ladders leading up.
- How it’s used: You find a different path, perhaps one leading to the cavern’s ceiling. You drop down from above, using Feather’s Descent to land silently and undetected in the shadows at the back of the shamans’ platform. Alternatively, you could use Guiding Wind (Updraft) to make a seemingly impossible jump from a lower rock formation, landing on the platform from an unexpected angle.
- Roleplay: You are the ultimate flanking maneuver. While your party engages the guards on the ground floor, creating a loud and obvious distraction, you have already bypassed the entire encounter. You can disrupt the ritual or eliminate the shamans before they are even aware that their “impenetrable” position has been compromised.

Perception of Activation:
This describes the sensory experience of using the amulet’s primary reactive ability, Feather’s Descent.
Sight
- User’s Perspective: The moment you fall, the world’s colors seem to rush past you, but instead of blurring into a terrifying plunge, your peripheral vision softens into streaks of white and cyan. The point directly below you remains in sharp focus, allowing you to aim your landing. You can perceive faint, shimmering lines of energy—the currents of air—visibly wrapping around your limbs like ribbons.
- Observer’s Perspective: A visible vortex of shimmering air and coalesced wind immediately forms around the falling user. Dust, leaves, or snow are swept up into this gentle whirlwind. The bracer itself pulses with a soft, cyan light that traces the spiral patterns carved into its wings.
- Positives: The effect is a clear and beautiful confirmation that the magic is working. The user’s focused vision allows for a controlled and precise landing.
- Negatives: The blurred peripheral vision can be disorienting and may prevent the user from noticing a secondary threat from the side as they descend.
Sound
- User’s Perspective: The deafening roar of rushing air is instantly silenced, replaced by a gentle, melodic hum. It sounds like wind whistling through a hollow bone, a peaceful and deeply reassuring chorus that muffles all other sounds.
- Observer’s Perspective: A sharp but gentle WHOOSH is heard as the vortex of air forms around the user, which then settles into a low, harmonious hum that seems to emanate from the user for the duration of their descent.
- Positives: The sound is profoundly calming, replacing the terror of falling with a feeling of serenity and control.
- Negatives: The sound-dampening effect means the user might not hear a shouted warning from a companion about a danger in their landing zone.
Touch
- User’s Perspective: The gut-wrenching feeling of falling vanishes, replaced by a sensation of near-total weightlessness. You feel a buoyant, supportive pressure all over your body, as if you are floating in dense, gentle water. Your skin tingles pleasantly where the currents of wind touch you.
- Observer’s Perspective: The air around the user would feel strangely thick and would gently resist if someone tried to reach into the vortex.
- Positives: The sensation is physically pleasant and provides a powerful feeling of safety, security, and control over the situation.
- Negatives: This total buoyancy can be disorienting, as it removes the normal physical feedback one uses to orient their body during a fall.
Smell & Taste
- User’s Perspective: You perceive a clean, crisp scent, like the air at a high altitude just after a rainstorm. It smells of ozone and fresh water. A similar clean, mineral taste forms on your tongue.
- Observer’s Perspective: A faint but distinct scent of ozone and clean, cold air emanates from the user and the vortex, a clear sign of elemental magic.
- Positives: The scents are invigorating and add to the mystical and awe-inspiring nature of the event.
- Negatives: There are no significant negatives associated with this sensory experience.
Extra-Sensory: Kinesthetic Empathy
- User’s Perspective: You feel an intuitive, empathetic link to the air itself. You can feel the eddies and currents around you as an extension of your own limbs. You don’t need to think about how to adjust your position; you just know how to shift your weight to ride the wind.
- Observer’s Perspective: An observer using their Mind’s Eye would see the user’s aura visibly expand and intermingle with the air, becoming less a solid object falling through the wind and more a cohesive part of the wind itself.
- Positives: This grants an unparalleled, instinctive level of control over the descent, allowing for fine-tuned maneuvers.
- Negatives: The sensation of being one with the wind is exhilarating and addictive. A user might be tempted to seek out falls just to experience it, potentially wasting the ability’s limited use.
Extra-Sensory: Spirit’s Embrace
- User’s Perspective: You feel the distinct and calming presence of the wind spirit from the amulet enveloping your own consciousness. It is not a voice, but an overwhelming feeling of peace, confidence, and absolute safety, as if you are being held in the gentle hand of an ancient and powerful entity.
- Observer’s Perspective: The user’s face, which may have been a mask of terror a moment before, becomes completely serene and peaceful as they fall. They look as if they are in a pleasant dream.
- Positives: This spiritual connection completely banishes fear, allowing the user to think with perfect clarity and act rationally even in a life-or-death situation.
- Negatives: Over-reliance on this external sense of security could weaken the user’s own courage, making them feel helpless in dangerous situations when the amulet is not available.
Rite of the Wind’s Embrace
This recipe details the intricate process of creating a charm that bargains with the spirits of the air, binding one into a vessel to protect the wearer from perilous falls.
Materials Needed
- The Vessel: A large, hollow bone from a creature of the sky (a giant eagle’s wing bone, a griffon’s femur, or a similar lightweight, sturdy bone). It must be naturally hollowed by age and elements.
- The Bindings: A length of sinew from a swift-footed mountain creature (like a goat or ibex) or cordage braided from the tough grasses that grow only on high-altitude cliffs.
- The Lure: A single, perfect primary feather from a bird that soars effortlessly on thermal updrafts (an albatross, a condor, or a sky-whale, if one can be found).
- The Offering: The crafter’s own breath. Specifically, the last breath exhaled at the apex of a high climb, imbued with the crafter’s respect for the sky.
- The Inscription Pigment: A pinch of powdered turquoise or lapis lazuli, mixed with clear sap from a wind-stunted pine tree.
Tools Required
- Artisan’s Carving Tools (fine knives, files, and awls suitable for delicate bone work).
- A small mortar and pestle for grinding the pigment.
- A high place for the final ritual—the peak of a mountain, the top of the tallest tower, or any location where the wind blows strong and clean, far from the ground.
Skill Requirements
- Artisan Skill: Proficiency with Woodcarver’s Tools or Calligrapher’s Supplies. The crafter must be able to carve delicate forms and etch fine lines without shattering the hollow bone.
- Nature or Survival: A deep understanding of wind, weather patterns, and the creatures of the sky. The crafter must know how to “read” the wind.
- Magical Aptitude: The ability to sense and interact with elemental spirits. The crafter must be able to focus their intent and make a genuine offering.
Crafting Steps
Step 1: The Shaping of the Vessel In a place with a steady breeze, begin to carve the hollow bone. Do not impose a shape upon it, but follow the natural curves and lines of the bone itself. The goal is to enhance its inherent lightness and aerodynamic qualities. Carve it into a stylized representation of a winged creature in flight, with a serene expression. This process should be slow and meditative, taking at least a full day.
Step 2: The Wind Etchings Grind the turquoise or lapis lazuli into a fine powder and mix it with the sap to form a vibrant blue paste. Using a fine awl, carefully etch swirling patterns into the surface of the carving. These should not be random but should follow the patterns of wind currents as they would flow over a wing. Fill these etched grooves with the blue pigment, then polish away the excess, leaving only the bright blue lines.
Step 3: The Ascent and Attunement Take the carved bone, the feather, and the bindings, and begin the journey to your chosen high place. The climb is part of the ritual. As you ascend, you must pay close attention to the wind—its sound, its feel on your skin, its direction. You are attuning yourself to the element you wish to bargain with.
Step 4: The Invitation At the highest point, at dawn or dusk when the winds are most active, hold the carving in one hand and the perfect feather in the other. Face the wind, close your eyes, and speak the invitation aloud: “Spirit of the updraft, soul of the sky, I, a creature of the ground, offer my respect. I have carved a home from the bone of your domain and marked it with the color of your expanse. I do not ask to command you, but to befriend you. I ask for a gentle hand should I fall, a safe passage through your world.”
Step 5: The Offering and Binding Take a deep, final breath, holding it for a moment. Focus all your will, your respect for the sky, and your memory of the long climb into that single breath. Exhale slowly and completely onto the carving. As you do, release the perfect feather into the wind. If a willing spirit accepts your offer, the feather will not simply fall or be blown away; it will be snatched by the wind, pulled away with unnatural speed and purpose. This is the sign the pact is made. In the ensuing calm, securely fasten the sinew straps to the charm, completing the bracer. The magic is now sealed within.
Record of Anaj Who Did Not Fear the Void
In the time before memory, the Aaniat people did not live on the ground. Their homes were teeth of stone on the jaw of the world, high in the cold, thin air. And they hunted not the beasts of the dirt, but the great Sky-Whales that swam in the sea of air, whose bodies gave meat and bone and oil for the lamps.
The hunt was a thing of bravery. The hunters would leap from the stone-teeth onto the backs of the Sky-Whales, a great and terrible leap. Many brave hunters made this leap and did not return, for the sky is a floor with no footing, and their fall was long. There was a youth, Anaj. He was not a great leaper. His hands were clever with a carving knife, but his heart was not brave for the void. His brother, a mighty hunter, made the leap and was taken by the long fall, and Anaj’s spirit became a heavy thing.
He went to the Eldest Mother, whose eyes held the memory of all the falls she had witnessed. He asked, “Why does the wind not catch us? Why does the sky, our home, become our tomb?”
The Eldest Mother, she looked at Anaj’s clever hands. She said, with a voice like the slow wind, “The wind is a wild beast. It throws down the one who stands against it. It carries the one who becomes a leaf. The First Sky-Whale, the mother of all, she did not fight the wind. She danced with it. Her bones lie on the highest peak, where the air is born. Go there. Learn her dance. Do not take a spear. Take your knife.”
And Anaj did this. He made the great climb. The rocks were sharp, and the void was always at his side, whispering to him. He did not listen. He climbed until the air was so thin it was a knife in his chest, and there he found them. The bones of the First Sky-Whale, white and hollow and vast, singing a silent song with the wind. Anaj touched a wing bone, light and strong. He took a piece and began to carve.
He did not carve a hunter, strong and proud. He carved a small body, with wings not for fighting the air but for yielding to it. He carved its face with eyes closed, serene and accepting of its journey. With a blue stone, he marked it with the spirals he saw in the eddies of the wind on his long climb up. He did not make a prayer for power. He whispered a request for a gentle hand, an embrace, should he ever fall. He breathed his respect for the void into the bone.
When he returned, his people were in peril. A great bull Sky-Whale, old and scarred and filled with rage, would not let the hunters near. It thrashed its great tail and made terrible winds that threw the hunters from their perches. Anaj, with the charm tied to his arm, joined the hunt, though he carried no spear.
The great beast swept by, and the wind it made was a fist that struck Anaj from his place. He fell. The people below cried out his name in sorrow. But his fall was not the fall of a stone. It was the fall of a seed from a high tree. The charm on his arm grew warm, and the air became not an empty void, but a thick, soft blanket. He drifted. He floated. He descended in a slow, peaceful spiral.
And from this place, in the center of the air, he saw what no one else could. He saw the underside of the great beast. He saw an old wound, poorly healed, a place of weakness. Floating there, held by the wind’s gentle hand, his voice was clear.
“Below the left fin!” he called out. “Where the old scar lies! A spear thrown from below!”
The hunters on the lower ledges heard him. They did not understand how he spoke from the empty air, but they trusted his calm voice. They threw their spears upwards. One struck true. The great Sky-Whale roared, a sound of pain that shook the mountains. It thrashed, and in its pain, it exposed its weakness to all. The hunt was ended swiftly after. Anaj drifted to a ledge, landing as softly as a feather. He had not thrown a spear, but he had ended the hunt. He had not fought the fall, but had used it.
From that day, the Aaniat learned a new dance. They learned to not only leap onto the backs of the Sky-Whales, but to fall from them with purpose, to use the great void as a hunting ground. Anaj’s charm was the first of many, a tool that taught them not of bravery in leaping, but of wisdom in falling.
The Moral of the Story: Do not curse the void when you fall into it; instead, ask it for a new way to see the world.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Bracers of the Feather’s Descent Wondrous item, uncommon (requires attunement)
These bracers are carved from a pale, lightweight material resembling fossilized bone, etched with swirling patterns like wind currents. They feel impossibly light when worn.
While wearing these bracers, you gain the following benefits:
- You have resistance to bludgeoning damage taken from falling.
- You have advantage on Dexterity (Acrobatics) checks made to maintain your balance.
- The bracers have 3 charges. As a bonus action, you can expend 1 charge to double your jump distance for 1 minute. The bracers regain all expended charges daily at dawn.
- When you fall, you can use your reaction to cast the feather fall spell on yourself. Once you use this property, you can’t use it again until the next dawn.
Call of Cthulhu (7th Edition)
The Sky-Whale Bone Charm
A pre-colonial artifact from the far north, this armlet is carved from what is claimed to be the hollow bone of a “Sky-Whale,” a creature of Inuit legend. It is eerily light, and the swirling carvings seem to shift when not directly observed. Those who wear it report dreams of falling through an endless, star-filled sky.
- Mechanics: An Investigator wearing the charm gains a Bonus Die on Athletics rolls made to keep their balance or to avoid falling.
- The Gentle Fall (Activation): If the bearer falls from a height that would cause Major Injury, they may attempt to activate the charm. This costs the Investigator 4 Magic Points and requires a Hard POW roll.
- On a success, their fall is slowed to a gentle drift. They land without taking any damage, but the unnatural sensation of being held by an invisible force requires a Sanity roll (0/1d4 SAN loss).
- On a failure, the charm fails, and the Investigator falls normally.
- Whispers on the Wind: The spirit within the charm is ancient and alien. The Keeper may, at times, force the owner to make a Listen roll. On a success, they hear faint, impossible whispers on the wind, revealing a terrible truth about the true nature of the sky or the void between the stars (0/1d2 SAN loss).
Blades in the Dark
The Zephyr Bracer
A relic from the Dagger Isles, carved from the bone of a great sea bird. It is bound with a minor spirit of the winds that is said to remember what it was like to fly. It feels light on the arm and is always cool to the touch.
- Mechanics: This is a magical artifact and a piece of special gear.
- Surefooted: When you attempt a desperate roll to keep your balance or perform acrobatics at a great height, you can take 1 Stress to improve your Position to risky.
- Leap of Faith: Once per score, when you fall from a height that would certainly cause lethal harm, you may activate the bracer. You land safely and without injury. Describe how the wind catches you like a leaf.
- Guiding Wind: When you need a small, supernatural burst of air to aid you (e.g., to boost a jump, create a distraction, or push a small object), you can take 1 Stress. Describe what you want the wind to do; the GM will tell you if it provides +1 Effect or lets you perform an action that would otherwise be impossible.
Knave (2nd Edition)
Feather-Fall Bracer
A lightweight bracer carved from pale, hollow bone, with swirling patterns etched in blue. It takes up 1 inventory slot.
- Passive: You automatically succeed at any task to keep your balance. You also take half damage from all falls.
- Daily Use (1): Once per day, if you fall, you can choose to activate the bracer. You float gently to the ground, taking no damage regardless of the height.
- Charges (3): The bracer has 3 charges. As a free action, you may expend 1 charge to either double your jump distance for your next jump or gain an additional 10ft of movement for one round.
Fate Core System
The Sky-Sailor’s Charm
This is a significant item that becomes a part of your character’s identity. You can represent it by taking a new character Aspect and a special stunt.
- Aspect: Blessed by the Sky-Sailor’s Charm You wear a lightweight armlet carved from the bone of a great sky-beast. A gentle spirit of the wind resides within it, treating gravity as a suggestion rather than a rule.
- Invoke: Spend a Fate Point to invoke this aspect for a +2 or a reroll on an Athletics roll involving balancing, climbing, or mitigating a fall.
- Compel: The GM can offer you a Fate Point to compel this aspect. For example, the wind spirit might choose an inconvenient time to kick up a gust, blowing a crucial map out of your hands or alerting a guard to your position.
- Stunt: Gentle Descent Once per session, when you would suffer physical consequences from a fall, you can use this stunt. You land safely without taking any harm. The GM may still introduce a complication (e.g., you land far from your allies or in an unexpected new location), but you are physically unharmed. Describe how the wind catches you.
Numenera & Cypher System
Gravitic Regulator Bracer
This artifact is a bracer made of a white, porous, and impossibly light synthetic material that resembles bone. It is believed to be a personal safety device from a civilization that inhabited high-altitude, artificial environments. It works by generating a localized, low-power gravity-inversion field.
- Level: 1d6+1 (Level is determined when found)
- Form: Lightweight bracer.
- Effect: When worn, this bracer provides an asset on all tasks related to maintaining balance (difficulty is reduced by one step). As an immediate action (even when it is not the user’s turn), the user can activate the bracer’s primary function when they fall. For the next minute, the bracer negates the user’s momentum, causing them to float downwards at a rate of 10 feet per round and take no damage from the fall.
- Depletion: 1 in 1d20 (Check for depletion each time the primary function is used).
Pathfinder (2nd Edition)
Bracers of the Albatross Item 3 [Uncommon] [Abjuration] [Invested] [Magical] Price 52 gp Usage worn bracers; Bulk L
These smooth, lightweight bracers are carved from what looks like fossilized bone and are etched with patterns resembling feathers and wind currents. They feel warm and seem to hum with a faint, breezy energy.
When you invest the bracers, you gain a +1 item bonus to Acrobatics checks to Balance, and you take half damage from falls.
Activate [Reaction] envision; Trigger You begin to fall; Frequency once per day; Effect You gain the effects of a Feather Fall spell. You descend at a controlled rate and take no damage upon landing.
Activate [One-Action] envision; Frequency three times per day; Effect You gain a +5-foot item bonus to your Speed for 1 minute.
Savage Worlds Adventure Edition (SWADE)
Wind-Caller’s Armlet
A rare magic item crafted by shamans from remote mountain clans. It is said to hold a friendly air elemental that protects the wearer from falls.
- Requirements: Seasoned, Spirit d6+
- Passive Effects: The wearer gains the Acrobat Edge. If they already have this Edge, they may reroll a failed Agility roll for it once per session. Additionally, all damage from falling is automatically halved (before soaking).
- Active Power (Feather Fall): The armlet allows the wearer to cast the Slow Fall power on themselves as a free action, even when it is not their turn. This costs 1 Power Point from the wearer’s own pool.
- Active Power (Wind’s Gift): The armlet has 3 Power Points of its own, which recharge once per day. T
Shadowrun (Sixth World)
Athabaskan Gravity Fetish
A fetish crafted by shamans in the Athabaskan Council, this bracer is typically made of intricately braided sinew and the hollowed, fossilized wing bone of a thunderbird. It is a powerful tool for those who navigate the vertical sprawls of the Sixth World, from corporate arcologies to mountain wildernesses. It is considered a type of Qi Focus.
- Type: Qi Focus
- Rating: 4
- Availability: 12R
- Cost: 32,000 nuyen
- Mechanics:
- Surefooted: The bearer gains 1 Edge automatically when making any test to maintain balance or to resist being knocked from a ledge.
- Impact Reduction: For the purposes of calculating damage, treat all falls as if they were 10 meters shorter.
- Spirit’s Mercy: As a Free Action, the bearer can activate the focus when they begin to fall. This has the effect of the Levitate spell cast at Force 4, but it can only be used to slow their descent to a safe rate. The spell must be sustained normally. Activating this ability has a Drain Value of 2.
Starfinder
Kish Grav-Chute Bracer Level 4 Price 2,100 credits Hands —; Bulk L Armor Slot wrist
This sleek, lightweight bracer is made of a bone-white polymer used by the Kishalee, an ancient race known for their mastery of gravitic technology. It contains a sophisticated suite of sensors and micro-repulsors designed as an emergency safety device for personnel working in high-altitude or zero-G environments.
- Mechanics:
- While wearing this bracer, you gain a +2 insight bonus to Acrobatics checks.
- Emergency Grav-Chute: As a reaction when you fall at least 20 feet, you can activate the bracer. For the next minute, you descend at a rate of 60 feet per round and take no damage from falling when you land. This ability is usable once per day.
- Maneuvering Thrusters: As a move action, you can activate the bracer’s micro-thrusters. For 1 minute, your land speed increases by 10 feet. This ability is usable once per day.
Traveller (Mongoose 2nd Edition)
Grav-Assist Bracer (GAB-7 Model)
A high-tech personal safety device manufactured by Vilis-Solomani. The GAB-7 is a wrist-mounted unit containing a miniaturized gravitic modulator linked to a sophisticated suite of motion and altitude sensors. It is popular among corporate executives, starship engineers, and wealthy thrill-seekers.
- Tech Level: 14
- Cost: 50,000 Cr
- Legality: Legal (some worlds may require a license)
- Skills: Electronics (sensors)
- Mechanics:
- Balance Assist: The device’s passive gyroscopic stabilizers grant the wearer Advantage on any Dexterity or Athletics checks made to maintain balance.
- Emergency Repulsor: The device automatically activates if its sensors detect a sustained freefall of more than 5 meters. It generates a repulsor field that slows descent to a safe velocity, causing the user to take no damage upon landing. The internal power cell holds enough charge for one such activation.
- Maneuver Boost: The wearer can manually trigger the device for a short burst of gravitic force. This can be used to add +2 to an Athletics (jump) check or to gain a +2m bonus to movement for one round. The power cell holds enough energy for 5 manual boosts. A replacement power cell costs Cr 1,500.
Warhammer Fantasy Roleplay (4th Edition)
Feather-Charm of Kislev
This charm is a simple leather bracer to which is tied a single, large feather from a great eagle of the World’s Edge Mountains and a small piece of bone carved with swirling Ungol spirit-marks. It is said that a shaman bound a minor spirit of the wind, a Vey, into the charm to protect the wearer from the treacherous heights of their homeland.
- Encumbrance: 0
- Qualities: Magical, Protective
- Mechanics:
- Surefooted: The spirit within guides the wearer’s steps. The owner gains a +10 bonus to all Athletics Tests made to climb or maintain their balance on a narrow or treacherous surface.
- The Gentle Fall: Once per day, if the wearer falls from a height that would cause them to suffer damage, the charm automatically activates. The wearer drifts to the ground as gently as the feather attached to the charm and takes no damage.
- Quirk – A Spirit’s Whim: The Vey spirit is fickle. When The Gentle Fall ability activates, the wearer must make a Challenging (+0) Cool Test. If they fail, they still land safely, but the spirit deposits them in a location of its choosing, up to 2d10 yards away from where they would have landed, often in a position of tactical inconvenience or outright danger (such as on the other side of a chasm from their allies, or right next to a previously unnoticed foe).
