Lore
The Wild 913 of the Tethered Fall is said to have first appeared during an age when floating debris and fractured terrain were common side effects of unstable magic weather. A surveyor attempting to map a gravity-distorted valley anchored himself with a weighted charm etched with directional marks. When a surge of wild mana swept through the region, the charm did not break or lift—it learned. From that moment on, the object no longer resisted gravity; it interpreted it. Copies of this phenomenon occasionally arise when tools meant to measure or resist weight are exposed to shifting aetheric currents. The result is not control over gravity, but a conversational influence over how it behaves in close proximity.
Item Type and Slot
• Worn item
• Slot: Belt weight, ankle charm, or wrist-bound counterweight
• Tier: 1
• Rarity: Common
• Attunement: Required
Appearance
A dense, palm-sized mass of darkened metal suspended by a short tether or band. Its surface subtly ripples as if under slow water, and faint lines drift across it like falling dust frozen mid-descent. When active, the item emits no light, only a sense of downward pressure that feels “intentional.”
Skills Gained While Openly Worn
• Spatial Awareness: Improved judgment of distance, height, and drop
• Balance Control: Enhanced stability on uneven or shifting terrain
• Momentum Sense: Instinctive understanding of falling speed and impact force
• Weight Estimation: Ability to judge mass and load by touch or sight
Passive Magical Effects
• Gravitic Anchoring: The wearer feels slightly heavier and more stable, gaining resistance to being pushed, knocked back, or toppled
• Fall Intuition: The wearer instinctively knows how far a fall would be survivable
• Directional Bias: Loose objects near the wearer subtly favor downward motion rather than lateral drift
• Wild Stabilization: Minor fluctuations in gravity caused by magic weather are dampened within arm’s reach
Activatable Magical Effects
• Tethered Drop
Activation: Action
Effect: For a brief moment, gravity intensifies around the wearer or a touched object. Falls become faster and more controlled, allowing precise landings, rapid descents, or forcing a loose object to drop immediately.
Limitation: Cannot increase damage directly; only alters direction and certainty of fall.
• Inverted Step
Activation: Reaction
Trigger: Losing footing, being pushed, or slipping
Effect: Gravity briefly realigns beneath the wearer, allowing them to “catch” themselves mid-fall or land safely from a short drop.
Side Effect: A momentary sense of vertigo or pressure in the chest.
• Weighted Presence
Activation: Action
Effect: The wearer becomes difficult to move or displace for several seconds. Wind, weak force, or unstable terrain have reduced effect.
Limitation: Movement speed is reduced while active.
Wild Behavior and Limits
• Does not allow flight or levitation
• Cannot negate gravity entirely
• Effects become unpredictable in areas of extreme magical distortion
• Prolonged use may cause soreness or a heavy sensation in the limbs
• Overuse can result in sudden gravity surges that pin the wearer briefly
Roleplay Emphasis – Gravity Manipulation
This item does not grant dominance over gravity, but awareness and negotiation with it. The wearer learns to move with weight rather than against it, using gravity as a partner instead of a force to overcome. It favors deliberate motion, careful positioning, and environmental awareness over speed or aggression.
Tags
wild magic, gravity, momentum, stability, spatial-awareness, grounding, control, balance, tier1, nonlethal, attuned, fall-control, inertia, anchoring, verticality, mass-shift, balance-focused, terrain-aware, force-redirect, weight-sense, kinetic-discipline, environmental-control
How the Wild 913 of the Tethered Fall Is Obtained
• Emergence in Gravity-Unstable Regions
Most examples of the Wild 913 originate in places where gravity behaves irregularly—floating ruins, fractured cliffs, skybridges, inverted valleys, or regions affected by prolonged magical turbulence. When a weighted tool, counterbalance, or anchoring charm is repeatedly exposed to shifting gravitational forces during such events, it may absorb a stable echo of that distortion. Over time, the object learns to “settle” gravity around itself instead of resisting it.
• Accidental Creation by Surveyors and Engineers
The most common origin is unintentional. Surveyors, bridge builders, or climbers who rely on weighted tools for balance sometimes discover that one piece begins to behave differently after surviving a collapse or magical surge. These items are rarely recognized immediately; their properties reveal themselves gradually through safer landings or unusual resistance to being knocked aside.
• Legacy Tools from High-Risk Trades
Some Wild 913 items come from professions that regularly test gravity’s limits:
– cliff engineers
– tower masons
– sky-route couriers
– cavern explorers
– floating city maintenance crews
When such tools are passed down, their abnormal behavior is often treated as luck or craftsmanship rather than magic.
• Wild Manifestation During Magical Storms
In rare cases, an ordinary weight or charm becomes infused during a surge of wild magic. These items often emerge from the ground partially embedded or resting in unnatural orientations, as if gravity briefly forgot how to behave around them.
• Deliberate but Unreliable Craft
A few specialist artisans attempt to create them intentionally by exposing weighted objects to alternating gravity fields or unstable magic flows. Most attempts fail, producing inert weights or dangerously unstable items. Successful creations are inconsistent and unpredictable in quality.
Where and How It Is Bought or Sold
• Surveyor and Expedition Outfitter Shops
These shops serve climbers, explorers, and travelers who work in hazardous terrain. The Wild 913 is typically sold as a “stability charm” or “anchor weight,” often without full explanation of its magical nature.
Cost Range
Moderate. Affordable to working professionals but not casual buyers.
• Engineering and Mason Guilds
Some guilds keep these items on hand for dangerous projects involving heights, suspended structures, or unstable foundations. They are rarely displayed openly and usually sold only to those with a practical need.
Cost Range
Moderate to high, often requiring proof of trade or reputation.
• Skyport and Floating City Markets
In regions where vertical travel is common, these items are more widely known. Merchants may advertise them as safety tools or fall-dampeners.
Cost Range
Moderate, sometimes higher due to demand and limited supply.
• Salvage and Relic Dealers
Occasionally found among recovered equipment from collapsed structures or abandoned sites. These versions may be unreliable or partially awakened.
Cost Range
Low to moderate, depending on condition and knowledge of the seller.
• Private Trades Among Professionals
Most commonly exchanged between climbers, builders, or explorers who recognize their value. Often traded for services, favors, or materials rather than coin.
Cost Range
Highly variable, often negotiated based on need rather than market value.
General Cost Expectations in Saṃsāra
The Wild 913 of the Tethered Fall is considered a practical survival tool rather than a weapon or luxury item. Its value reflects reliability more than power.
Its price increases if:
• The gravitational effect is stable and predictable
• The item responds quickly without discomfort
• It has a known history of preventing fatal falls
• It shows minimal wild fluctuation
Its price decreases if:
• The effect is inconsistent
• It causes vertigo or physical strain
• The item has visible instability or erratic pull
• Its origin is unknown or suspicious
How It Is Typically Sold
• Rarely displayed openly as magical
• Often demonstrated through controlled drops or balance tests
• Usually sold with warnings rather than guarantees
• Sometimes accompanied by a story of a fall that did not end badly
• Commonly described as “trustworthy, but not gentle”
Those who sell it often say something similar, regardless of region:
“It won’t save you from falling.
But it will tell the ground when you’re ready to meet it.”
Defense and offense with the Wild 913 of the Tethered Fall are expressed through control of position, weight, and inevitability. It does not hurl enemies or grant flight. It alters how the world accepts motion. Its roleplay strength lies in making gravity feel deliberate rather than accidental.
DEFENSIVE ROLEPLAY — BY ENVIRONMENT
High Places, Cliffs, Towers, and Ruins
In vertical environments, the item becomes a quiet guardian.
• The wearer moves with certainty, even on narrow ledges or broken stone.
• Slips feel slower, more manageable, as though the fall waits for consent.
• Sudden gusts, unstable debris, or collapsing ground are less threatening.
• The wearer can plant themselves in place, resisting being shoved or dragged.
Defense here is refusal to be moved.
The character survives not by dodging danger, but by refusing to yield to it.
Urban Settings and Crowded Terrain
In streets, stairwells, or tight spaces, gravity becomes an anchor.
• The wearer can brace against crowds or sudden impacts.
• Being knocked prone is less likely; footing feels certain even on slick stone.
• Pushing past the wearer becomes difficult, as if they weigh more than they should.
Defense manifests as presence—a physical certainty that discourages disruption.
Unstable or Magical Environments
In areas affected by wild magic, shifting terrain, or warped physics:
• The item dampens sudden gravitational distortions.
• The wearer senses when gravity is about to behave unpredictably.
• Short drops become survivable, and unstable footing becomes manageable.
Defense becomes adaptation, allowing survival where others stumble or fall.
Combat Zones
In battle, the Tethered Fall offers defensive control rather than protection.
• Knockback effects are reduced or negated.
• Explosions or impacts feel blunted.
• The wearer can brace against charges or sudden shifts.
This is not armor—it is resistance through mass and intent.
OFFENSIVE ROLEPLAY — BY ENVIRONMENT
Vertical Combat or Chases
The item excels where gravity is a weapon.
• The wearer can force enemies into sudden drops or missteps.
• A shove becomes more decisive when gravity is subtly encouraged.
• Opponents on unstable ground are easier to unbalance.
Offense here is inevitability—letting gravity do what it already wants to do.
Urban and Architectural Spaces
Stairs, balconies, rooftops, and scaffolds become tools.
• The wearer can control their own descent while others panic.
• Dropping from height becomes tactical rather than reckless.
• Enemies misjudge distances as the wearer lands cleanly and repositions.
Offense is achieved through terrain mastery, not force.
Confined or Enclosed Areas
In tunnels, ruins, or caves:
• The wearer can press their weight into the ground to resist being moved.
• Falling debris affects them less.
• Sudden shifts in footing favor the wearer’s stability.
Offense here is endurance—outlasting and out-positioning opponents.
Magical or Chaotic Encounters
When wild magic distorts motion:
• The wearer becomes a stabilizing point.
• Enemies relying on movement or force find their attacks unreliable.
• The wearer can force moments of grounding that disrupt momentum-based tactics.
Offense manifests as denial of advantage, turning chaos against itself.
STYLE OF ROLEPLAY ENCOURAGED
• Deliberate movement
• Calm in vertical or unstable spaces
• Letting the environment do the work
• Patience over speed
• Confidence rooted in balance rather than strength
The Wild 913 of the Tethered Fall does not make one powerful.
It makes them unavoidable.
Where others leap, they land.
Where others fall, they arrive.
Where gravity decides, they listen—and answer back.

Perception of Activation:
User’s Perspective
• A sudden sensation of weight settling through the body, as if gravity briefly tightens its grip.
• A deep, steady pressure radiates from the item, spreading through the bones rather than the skin.
• The world feels slightly quieter, as though motion itself has slowed in acknowledgment.
• The pull of the ground becomes vividly apparent—direction, slope, and balance feel instinctively known.
• Muscles tense not from strain but from certainty, as if the body understands exactly where it belongs.
• A low, resonant hum is felt in the chest, not heard, synchronized with the heartbeat.
Observer’s Perspective
• Dust, grit, or loose debris subtly drifts toward the avatar’s feet.
• The air around the item ripples faintly, bending light in slow arcs.
• The avatar’s stance becomes unnaturally stable, even on uneven ground.
• Small objects nearby shift or settle as if responding to an unseen weight.
• When movement occurs, it appears deliberate, heavy, and controlled—never hurried.
Extra-Sensory Perceptions
• Gravity becomes a presence rather than a force, perceived as a directional awareness.
• Subtle vibrations can be felt through stone, metal, or earth beneath the avatar.
• Nearby vertical distances feel mapped instinctively, as if the mind measures fall depth without calculation.
• Fluctuations in magical fields feel like pressure changes rather than visual distortions.
• The avatar senses when gravity is about to shift or be disrupted.
Positives
• Enhanced balance and physical certainty
• Reduced fear response when dealing with heights or unstable ground
• Increased control during falls, jumps, or sudden movement
• Heightened awareness of terrain and footing
• A grounding effect that steadies emotion and focus
Negatives
• A temporary feeling of heaviness or slowed reflexes
• Mild vertigo when the effect fades
• Extended use may cause muscle fatigue or joint soreness
• Emotional weight may accompany prolonged activation, leading to quiet introspection
• Overuse can cause brief moments where the world feels “too heavy” to move easily
Activation does not feel like power being drawn.
It feels like the world choosing to acknowledge you—
and deciding, for a moment, to hold you in place.
Recipe Title: The Anchor of Measured Descent
Materials Needed
• One dense metal core (iron, leaded bronze, or gravity-responsive alloy) roughly fist-sized
• A strip of hardened leather, woven cord, or chain for binding
• Crushed stone from a naturally heavy location (cliff base, cavern floor, deep quarry)
• Powdered aether crystal or mana-reactive mineral
• Clean water collected from a place of natural stillness
• A single personal item worn during a fall or moment of imbalance
• Ash from burned wood or charcoal
Tools Required
• Small forge or controlled heat source
• Metalworking tongs
• Etching chisel or engraving needle
• Mortar and pestle
• Shallow quenching basin
• Polishing cloth or stone
• Stable work surface that does not sway
Skill Requirements
• Basic metal shaping or smithing proficiency
• Understanding of balance, weight, and physical stability
• Ability to work carefully under slow, deliberate motion
• Mental focus and patience
• Tolerance for low-level magical feedback
Crafting Steps
- Preparing the Core
Heat the metal core until warm but not glowing. While heating, focus on the sensation of weight—how it presses downward, how it resists movement. Allow the metal to cool naturally rather than quenching it. This establishes its receptive state. - Imbuing Gravity Memory
Grind the crushed stone with ash until fine. Mix with a small amount of water to create a paste. Coat the metal core lightly and allow it to dry. This anchors the item to natural gravity rather than arcane force. - Etching the Balance Lines
Using the engraving tool, etch shallow, uneven lines into the surface. These should not form symbols or runes. The lines should spiral or drift slightly, mimicking falling motion rather than control. - Binding the Tether
Attach the leather, cord, or chain to the core. The binding should be firm but not rigid. This connection represents the relationship between motion and restraint. - Infusion of Wild Influence
Sprinkle a small amount of powdered aether crystal onto the core while holding it above the basin of still water. Allow ambient magic to settle naturally. Do not force energy into the item. If the powder vibrates or sinks inward, the process has begun correctly. - Personal Weight Imprint
Hold the item while standing still. Place the personal item against it and focus on the memory of losing balance or falling. Do not resist the sensation. Allow it to pass naturally. - Final Quench
Briefly dip the core into the basin, then remove it immediately. The metal should cool slowly in open air. During this time, do not speak or move unnecessarily. - Completion
Once fully cooled, polish the surface lightly. The item should feel heavier than it appears and subtly resistant when lifted or swung.
Outcome
A successful Anchor of Measured Descent will respond to shifts in gravity, grounding its bearer and subtly guiding motion. It will never feel inert, but it will never feel aggressive.
Failure States
• If overheated, the item becomes unstable and unpleasant to hold
• If rushed, the gravity effect becomes erratic
• If emotional focus is lost, the item may refuse to attune
• If forced, the item may amplify falls rather than soften them
A properly crafted anchor does not pull the world toward it.
It teaches the world where to rest.
Weight That Would Not Fall
In the days before the hills learned their names, when the sky still argued with the earth over which should hold dominion, there lived a people who built where no building should stand. Their homes clung to the sides of cliffs, their roads ran along the edges of nothing, and their towers reached upward not in defiance, but in curiosity. They believed that height was a question the world had not yet answered.
Among them was a worker whose name is broken in the telling. Some fragments call him Ral. Others say Harun. The oldest stones carry only the mark of a hand pressed flat beside a downward line.
He was not a priest, nor a mage, nor a ruler. He carried stone, set anchors, and measured drops. He knew the language of weight the way sailors know the moods of wind. He could tell when a ledge would crumble, when a rope would snap, when a fall would become a death rather than a lesson.
It is said he never slipped. Not because he was careful, but because he listened.
One season, the sky grew restless. The air thickened. Tools drifted when set down. Pebbles fell sideways. The elders claimed the world’s balance had been offended by careless spellwork far away. The builders were told to stop. But the towers were unfinished, and stopping meant abandoning those already above.
Ral stayed.
He took a counterweight meant to steady cranes and tied it to his belt. Night after night, as the wind bent and the ground sighed, he stood at the edge and listened to the pull beneath his feet. He did not fight it. He asked it where it wished him to stand.
On the seventh night, the ground answered.
The stories disagree on what happened next. Some say the cliff folded inward. Some say the air thickened like clay. Some say Ral fell and never struck the earth. But all versions agree on this: when dawn came, the tower still stood, and at its base lay a weight that could not be lifted by three men.
They say Ral was gone.
Or changed.
The weight was warm. It hummed when storms approached. When tied to rope, it pulled downward with purpose, not force. When worn, it made the wearer steady, as though the world had decided to keep them.
Those who tried to command it failed. Those who tried to use it as a weapon found it stubborn, heavy, and uncooperative. But those who listened—who moved when it urged and stopped when it resisted—found themselves standing where others fell.
The elders argued over what it was.
A gift.
A punishment.
A remnant of a man who stood too long at the edge of the world.
Eventually the weight passed from hand to hand. Some used it to build. Some to climb. Some to survive storms that should have taken them. A few tried to use it to rule, and those stories end quickly.
The last known account says the weight was lost when a bridge collapsed during a quake. Witnesses swore they saw the bearer stop in mid-fall, hang for a breath, and then descend as gently as ash.
The bridge was gone.
The bearer was gone.
But the ground below was unbroken.
And carved into the stone, as if pressed by a patient hand, was a single mark: a line pointing down.
Moral of the story:
Those who try to command the world will fall from it.
Those who listen to it will always know where to stand.
Suggested conversions to other systems:
—
Call of Cthulhu 7th Edition
Wild 913: The Tethered Fall
Item Type
• Occult counterweight charm (worn; belt/ankle/wrist)
• Bond: requires the wearer to survive a deliberate short drop (or controlled descent) while wearing it
While Worn Openly
• +10% to Climb
• +10% to Jump
• +10% to Dodge against knockdown or shove-style threats (Keeper may limit to situations where footing matters)
• +10% to Navigate when the task involves judging height, slope, or safe descent routes
Passive Magical Effects
• Gravitic Anchoring: the wearer is unusually stable; Keeper may grant a bonus die to resist being shoved, toppled, or knocked back
• Fall Intuition: by looking, you can estimate whether a drop is survivable for you (Keeper gives a clear yes/no impression plus a risk note)
• Directional Bias: within a few feet, loose small objects favor settling downward rather than skittering sideways (subtle, situational)
• Wild Damping: minor local gravity “weather” fluctuations are softened within arm’s reach
Activated Effects
• Tethered Drop (Action; costs 1 Magic Point)
– For a brief moment, gravity intensifies around you or a touched unsecured object.
– Use: controlled rapid descent, forcing an item to drop immediately, pinning a swinging rope/chain to stop lateral sway.
– Limitation: not a direct damage booster; any harm is environmental and at Keeper discretion.
• Inverted Step (Reaction; costs 1 Magic Point; trigger: you slip, are shoved, or begin to fall)
– Gravity “catches” you: reduce effective fall distance or prevent a knockdown if a reasonable foothold exists.
– Side effect: vertigo; one penalty die on your next action requiring fine balance.
• Weighted Presence (Action; costs 1 Magic Point)
– For several seconds you become difficult to move; attempts to push/drag you are opposed with a bonus die for you.
– Limitation: while active, your movement is halved.
Wild Magic Drift (whenever you activate, roll 1D6)
• 1: Heavy Lapse—limbs feel leaden; one penalty die on DEX-based actions for 1D6 rounds.
• 2–3: Harmless pressure wave; dust settles.
• 4–5: Resonant Chime—nearby metal or stone “thunks” softly; may draw attention.
• 6: Gravity Stutter—brief pinning pull; you or a nearby loose object drops an extra few inches unexpectedly.
—
Blades in the Dark
Wild 913: Tethered Fall Counterweight
Type
• Arcane counterweight (worn)
Load
• 1 Load
When Worn Openly
• You have potency when you Prowl, Finesse, or Tinker in vertical terrain: ledges, scaffolds, rigging, stairwells, cliff paths.
• You have potency to resist being moved (shoves, recoil, swinging impacts) when you can brace.
Activated Uses (each use: mark 1 tick on a 4-segment clock “Gravity Debt”)
• Tethered Drop (Action)
– Take +1 effect to descend fast without losing control, force an unsecured object to drop, or stop lateral sway in rigging.
• Inverted Step (Reaction)
– Cancel or reduce a fall/knockdown consequence; replace it with a lesser complication (vertigo, noise, awkward landing).
• Weighted Presence (Action)
– Improve position to hold ground, resist a shove, or anchor a line; while active, movement is limited or requires a cost (GM call).
Gravity Debt Clock (4 segments)
• When filled, the GM introduces a complication: sudden heaviness, loud settling thump, an unintended drop of something nearby, or a brief pinning pull.
• Clear at end of scene, or by taking a few minutes to rest and “let the weight equalize.”
—
Dungeons & Dragons (revised 5th edition, 2024 core)
Wild 913: Tethered Fall Counterweight
Wondrous Item (belt charm/anklet/wrist weight), common (requires attunement)
Passive Properties (while worn openly)
• You have advantage on ability checks and saving throws to resist being shoved, knocked prone, or moved against your will while you are standing on solid ground.
• You always know which direction “down” truly is within 60 feet, even in disorienting conditions.
• You have advantage on Wisdom (Perception) checks to judge a safe descent route, evaluate a ledge, or spot unstable footing.
Activated Properties
• Inverted Step
– Reaction; once per short or long rest; trigger: you would fall or be knocked prone
– You reduce the fall’s effective distance by 20 feet (minimum 0), and you can land on your feet if a surface exists within reach. If you were being knocked prone, you instead remain standing.
– Afterward, until the end of your next turn you have disadvantage on Dexterity (Acrobatics) checks (vertigo).
• Weighted Presence
– Action; once per long rest
– For 1 minute, you can’t be moved unwillingly unless you choose to be, and you have advantage on Strength (Athletics) checks made to hold a position, brace a door, or anchor a rope. Your speed is reduced by 10 feet for the duration.
• Tethered Drop
– Action; once per long rest
– Choose one unsecured object you can touch that weighs no more than 20 pounds. For 1 round, it becomes strongly “downward bound”: it drops immediately if unsupported and can’t be kept aloft by wind or minor jostling.
Wild Magic Quirk
• The first time each day you use an activated property, roll 1d6:
– 1: Heavy Pulse—your speed is reduced by 10 feet until the end of your next turn.
– 2–5: Cosmetic settling; dust and grit fall straight down.
– 6: Resonant thump—nearby metal or stone makes a noticeable settling sound.
—
Knave (Second Edition)
Wild 913: The Tethered Fall
Slot and Carry
• Worn (belt/ankle/wrist); takes 1 item slot
While Worn Openly
• Advantage on checks to keep footing, resist being shoved, or move safely on ledges, rigging, rubble, stairs, and steep slopes.
• You can judge a drop’s danger at a glance; the GM gives a clear risk impression.
Activation: Inverted Step
• Once per day, when you would fall or be knocked down, you “catch” yourself: negate the knockdown or reduce the fall to a safe landing if a surface exists nearby. Afterward, disadvantage on your next roll involving balance or quick movement.
Activation: Weighted Presence
• Once per day, become very hard to move for a short time. While active, you move slower, but pushing you is difficult and bracing actions are easier.
Activation: Tethered Drop
• Once per day, touch an unsecured object and force it to drop straight down immediately (no extra damage guaranteed; the environment decides).
Wild Drift (each activation, roll 1d6)
• 1: Heavy Lapse—disadvantage on your next DEX-based roll.
• 2–3: Harmless pressure; dust settles.
• 4–5: Resonant thump; attention risk.
• 6: Gravity stutter; something nearby drops or shifts unexpectedly.
—
Fate Core / Fate Condensed
Wild 913: The Tethered Fall
Item Type
• Enchanted Weight / Gravity Anchor
Aspects
• “The Ground Always Knows Where I Am”
• “Weight That Listens Before It Pulls”
• “Balance Over Force”
Permissions
• Allows narrative control over falling, bracing, anchoring, and resisting forced movement.
• Justifies surviving falls, stabilizing footing, and controlling momentum through intent rather than strength.
Stunts
• Anchored Presence
Once per scene, gain +2 when Overcoming or Defending against being pushed, knocked prone, or forced to move.
• Inverted Step
Once per scene, when you would fall or be displaced, you may reduce the severity of the outcome by one step (severe → moderate → minor → negligible).
• Tethered Descent
When descending or dropping intentionally, treat the action as if you had preparation and ideal footing.
Drawback
• When compelled, the item makes you hesitate or feel heavy, imposing narrative friction when speed or agility would be preferable.
Narrative Role
A positioning and control item that rewards deliberate movement, tactical awareness, and environmental mastery.
—
Numenera / Cypher System
Wild 913: Tethered Fall Anchor
Level
• 3
Form
• Worn gravity-stabilizing weight
Depletion
• 1 in 1d20
Constant Effects
• Asset on Speed defense rolls made to resist being knocked prone or pushed.
• Asset on tasks involving climbing, descending, or maintaining balance.
Activated Abilities
• Inverted Step (Action)
Reduce fall damage by one step or negate being knocked prone if a surface is within reach.
• Weighted Presence (Action)
For one round, you gain an asset on Might defense and tasks involving bracing, anchoring, or resisting movement.
• Tethered Drop (Action)
Cause a touched unsecured object to fall straight down immediately, ignoring lateral motion.
GM Intrusions
• Sudden heaviness causes momentary immobilization
• Nearby objects shift or fall unexpectedly
• A brief gravity pulse draws attention
Design Role
A defensive positioning artifact focused on survival, stability, and terrain control.
—
Pathfinder Second Edition
Wild 913: Tethered Fall Weight
Item Level
• 3
Item Type
• Worn Item (Belt or Anklet), Invested
Traits
• Magical
• Transmutation
• Gravity
Passive Effects
• +1 item bonus to Athletics checks to Climb, Balance, or Resist Shove
• You treat falls as 10 feet shorter for damage calculation
Activated Abilities
• Inverted Step
Frequency: once per hour
Trigger: You would fall or be knocked prone
Effect: You reduce the fall distance by 20 feet or remain standing if adjacent to a surface.
• Weighted Presence
Frequency: once per day
Effect: For 1 minute, you gain a +2 circumstance bonus to checks and DCs to resist forced movement. Your Speed is reduced by 5 feet.
• Tethered Drop
Frequency: once per day
Effect: One unattended object of light or negligible bulk within reach is pulled straight downward.
Drawback
• Overuse causes fatigue; if used twice in one minute, you become Fatigued for 1 round.
Roleplay Focus
Encourages thoughtful movement, environmental use, and controlled engagement rather than aggression.
—
Savage Worlds (Adventure Edition)
Wild 913: Tethered Fall Anchor
Item Type
• Arcane Device (Minor)
Passive Effects
• +1 to Athletics rolls involving climbing, balancing, or resisting being moved
• +1 to Strength rolls made to hold position or brace
Powers
• Inverted Step
Power Points: 1
Effect: Negate falling damage up to 10 feet or cancel being knocked prone.
• Weighted Presence
Power Points: 2
Effect: Gain +2 to resist Tests of Strength or Athletics for one round; Pace reduced by 2.
• Tethered Drop
Power Points: 1
Effect: Force an unsecured object to fall straight down immediately.
Backlash
• On a critical failure, the user becomes Shaken as gravity briefly overcorrects.
Narrative Role
The Tethered Fall rewards patience, positioning, and environmental awareness. It excels in vertical, unstable, or chaotic terrain and encourages tactical movement over brute force.
This item embodies gravity not as a weapon, but as an agreement between the wearer and the world itself.
—
Shadowrun Sixth Edition
Wild 913: Tethered Fall Anchor
Item Type
• Magical Focus (Gravity / Stability)
• Rating: 2
• Bond Cost: 4 Karma
• Availability: Restricted (Engineering, Surveyor, or Arcane Trade)
Description
A dense gravity-reactive charm worn on the belt, ankle, or wrist. It subtly alters the way momentum and weight resolve around the bearer, stabilizing motion and resisting forced displacement.
Passive Effects
• Gain +1 Edge on Athletics tests involving climbing, balancing, or resisting knockback.
• Gain +1 Edge on tests to resist being shoved, knocked prone, or displaced by explosions or impacts.
• Reduce threshold by 1 when navigating unstable terrain, vertical environments, or zero-visibility drops.
Activated Effects
Tethered Drop
• Action: Minor
• Cost: 1 Edge
• Effect: Forces a touched unsecured object to drop straight down immediately or stabilizes a controlled descent.
• Cannot be used to directly increase damage, only positioning.
Inverted Step
• Action: Reaction
• Cost: 1 Edge
• Effect: Negate being knocked prone or reduce fall distance to negligible if a surface is reachable.
Weighted Presence
• Action: Major
• Cost: 1 Edge
• Effect: For one combat round, gain +2 dice to resist movement, recoil, or forced repositioning. Movement is reduced by 2 meters during this time.
Wild Gravity Feedback
• Using two activations in the same scene causes mild vertigo: –1 die to Agility-based tests until the end of the next turn.
—
Starfinder
Wild 913: Tethered Fall Mass Anchor
Item Level
• 3
Item Type
• Hybrid Worn Item (Gravity Stabilizer)
• Usage: 1 charge
• Capacity: 10 charges
Passive Effects
• +2 insight bonus to Acrobatics and Athletics checks involving balance, climbing, or falling
• Treat falls as 10 feet shorter for damage calculation
Activated Abilities
Inverted Step
• Action: Reaction
• Cost: 1 charge
• Effect: Negate being knocked prone or reduce fall damage by 2d6.
Weighted Presence
• Action: Standard
• Cost: 1 charge
• Effect: Gain +2 to KAC and +2 to CMD vs reposition, bull rush, or trip effects for 1 round.
Tethered Drop
• Action: Standard
• Cost: 1 charge
• Effect: Cause an unsecured object of light or negligible bulk to fall directly downward.
Overuse Effect
• If reduced to 0 charges, the wearer suffers –2 to Dexterity-based checks for 1 minute due to gravitational backlash.
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Traveller (Mongoose 2e)
Wild 913: Tethered Fall Weight
Tech Level
• TL 11 (Gravitic-Resonant Artifact)
Type
• Worn Stabilization Device
Passive Effects
• DM+1 to Athletics (Dexterity) checks involving balance or climbing
• DM+1 to checks to resist knockback, falls, or forced movement
Activated Effects
Inverted Step
• Action: Significant
• Effect: Cancel a fall or knockdown if a surface or structure is within reach.
Weighted Presence
• Action: Significant
• Effect: Gain DM+2 to resist being moved or destabilized for one round.
Tethered Drop
• Action: Significant
• Effect: Cause a loose object to drop straight downward immediately.
Instability
• Repeated use without rest causes disorientation: DM–1 to Dexterity-based checks until rest is taken.
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Warhammer Fantasy Roleplay 4th Edition
Wild 913: Anchor of the Tethered Fall
Type
• Enchanted Item (Minor)
• Availability: Rare
• Encumbrance: 0
Traits
• Magical
• Subtle
• Unstable
Passive Effects
• +10 to Athletics tests involving climbing, balancing, or resisting being knocked prone
• Ignore the first level of falling damage each scene
Activated Abilities
Inverted Step
• Action: Reaction
• Effect: Prevent being knocked prone or reduce fall damage by one step.
Weighted Presence
• Action: Half Action
• Effect: Gain +20 to Strength tests to resist movement for one round. Movement reduced by half.
Tethered Drop
• Action: Half Action
• Effect: Force a loose object to drop directly downward immediately.
Backlash
• On a Critical Failure, the user gains 1 Fatigued condition and experiences a crushing sensation as gravity overcorrects.
Roleplay Emphasis
The Tethered Fall is not a weapon but a negotiation with weight itself. It rewards patience, positioning, and situational awareness, turning terrain into an ally rather than an obstacle.
