Slots 472 of the Tumblers Accord

Lore
In the early days of Saṃsāra’s sky-markets and rope-cities, when performers, messengers, and thieves alike crossed gaps where streets simply did not exist, a guild of aerial runners devised a garment that could carry necessities without breaking balance. The Tumbler’s Accord was not born from war or prestige, but from bruises, missed landings, and shattered ankles. Its makers believed that an acrobat should never choose between agility and preparedness. These slots were stitched under oath among the rope-guilds: no excess weight, no clutter, no indulgence—only what can move as fast as the body itself.

Description
Slots 472 of the Tumbler’s Accord appear as a fitted sash-and-cloak hybrid worn diagonally across the torso and anchored at one shoulder and the opposite hip. The fabric is matte, flexible, and lightly textured, with faint geometric stitching that only becomes visible in motion. Along the inner seams are discreet reinforced openings—small dimensional slip-pockets that never bulge, sway, or snag. When the wearer moves, the item seems to flow a half-step behind intent, never ahead of balance.

Stats
– Tier: 1
– Rarity: Common
– Specific Slot: Torso (Accessory Harness)
– Additional Slots Granted: 3 specialized micro-slots (charms, talismans, pins, folded patches, throwing tokens, or similarly small items only)
– Weight Contribution: Negligible; does not affect movement or encumbrance

Skills Gained While Openly Worn
– Acrobatics: +1 when balancing, tumbling, swinging, vaulting, or recovering from sudden loss of footing
– Sleight of Hand: +1 when interacting with small items while in motion

Passive Magics
Balance-Bound Slots: Items stored in the additional slots never interfere with balance, momentum, or center of gravity, regardless of movement speed or angle.
Kinetic Memory Weave: The garment subtly remembers the wearer’s last stable posture, granting a momentary correction when landing from jumps or falls.
Snagless Design: The slots and seams cannot be caught by ropes, branches, ledges, or grapples during movement-based actions.

Activable Magics
Momentum Release (1/day): When the wearer completes a jump, roll, or fall of at least moderate distance, they may negate the first moment of instability on landing, treating it as a clean, controlled finish.
Quick-Draw Pocket (2/day): Instantly retrieve one small stored item from the additional slots without interrupting movement or flow, even during flips, swings, or evasive maneuvers.
Slipstep Recovery (1/day): After a failed balance or acrobatics attempt, immediately reattempt with improved footing as the garment subtly realigns the wearer mid-motion.

Tags
Acrobatic, Mobility, Utility, Slot-Granting, Balance-Focused, Lightweight, Urban, Performer’s Gear, Common Enchantment, Non-Bulky, Agility, Aerial, Rope-Runner, Parkour, Kinetic, Flow-State, Lightframe, Motion-Tuned, Urban-Climber, Skirmisher, Traversal

How Slots 472 of the Tumbler’s Accord Is Obtained

Apprentice Accord Grant
Rope-guilds, courier circles, and aerial troupes often issue this item to trusted trainees after a successful public traversal—such as crossing a suspended route, completing a skyline delivery, or performing a sanctioned fall-recovery display. The item is not gifted lightly; it marks recognition that the wearer understands balance discipline rather than reckless speed.

Commissioned Craft
An avatar may commission the item directly from a movement-weaver or kinetic tailor. The buyer must demonstrate basic acrobatic competency during fitting, as the garment is subtly tuned to posture and stride. Poor balance during fitting results in refusal or re-training before sale.

Guild Exchange
In some cities, rope-guilds allow members to trade favors, completed runs, or instructional service hours in exchange for standardized equipment. Slots 472 of the Tumbler’s Accord is commonly available through this route due to its non-combat, utility-focused nature.

Recovered Stock
Occasionally found among salvaged gear from abandoned rope routes, collapsed skywalks, or retired performers’ caches. Such items are usually functional but require re-attunement stitching before reliable use.


Where It Is Bought and Sold

Rope-Guild Outfitters
Specialized shops attached to rope bridges, aerial routes, or vertical districts. Sales are quiet, measured, and often accompanied by posture inspection. Buyers are expected to understand movement etiquette.
Typical Cost: 12–18 silver

Courier Halls and Messenger Exchanges
Practical supply halls focused on mobility gear rather than weapons. Items are stored folded and unmarked. Sales are brisk and transactional.
Typical Cost: 14–20 silver

Urban Acrobat Markets
Open but regulated markets serving performers, climbers, and runners. Demonstration platforms are common, and haggling may include brief movement tests.
Typical Cost: 15–22 silver depending on city density and demand

Traveling Kinetic Tailors
Independent artisans who follow trade routes between vertical cities and cliff settlements. They sell fewer items but offer custom adjustment.
Typical Cost: 20–25 silver, often including minor refitting

Salvage & Second-Use Gear Stalls
Found near collapsed districts, old arenas, or decommissioned skyways. Items may show wear but retain enchantment integrity.
Typical Cost: 8–12 silver, condition dependent


Economic Notes

• Pricing remains relatively stable due to the item’s common rarity and non-combat role
• Value increases slightly in cities with layered streets, floating districts, or heavy rope infrastructure
• Rural or flat regions see reduced demand and lower prices
• The item is rarely resold for profit; most owners keep it until it wears out or is passed to a trainee

Roleplay Use Across Environments: Motion as Shield, Motion as Strike

Dense Urban Districts (Stacked Streets, Rooftops, Skybridges)
Defense: In layered cities where streets exist above and below one another, Slots 472 of the Tumbler’s Accord allow the avatar to evade pursuit by treating height as protection. Roleplay emphasizes fluid retreats—vaulting railings, slipping between levels, landing cleanly despite narrow ledges. The Balance-Bound Slots ensure carried trinkets do not shift weight mid-leap, preventing missteps that would otherwise end a chase.
Offense: Offense is expressed through positioning rather than direct attack. The avatar gains advantageous angles by striking from above, dropping into engagements with perfect landings, or passing through enemy space faster than reactions can track. The item supports hit-and-move tactics where momentum itself becomes pressure.

Vertical Natural Terrain (Cliffs, Ravines, Giant Roots, Canyon Walls)
Defense: When footing is uncertain, the garment’s Kinetic Memory Weave is roleplayed as subtle corrections—boots finding purchase on near-misses, hands reaching just far enough to catch stone. Defense becomes survival through motion, escaping creatures or hazards that rely on static footing.
Offense: The avatar uses elevation changes to exhaust or disorient opponents. Leaping between surfaces while retrieving small items mid-motion allows distraction, baiting, or forcing enemies into overcommitted climbs. Offense here is terrain exploitation rather than force.

Forests and Jungles (Canopies, Vines, Uneven Ground)
Defense: In tangled environments, the Snagless Design prevents branches, vines, or undergrowth from catching seams or carried items. Roleplay highlights smooth transitions from ground to branch to rope, escaping threats by never stopping.
Offense: Offense manifests as ambush positioning—dropping from above, rebounding off trees, or weaving through foliage to strike where enemies cannot easily follow. The item enables continuous motion while managing small tools or charms used to unbalance foes.

Ruins and Collapsed Structures
Defense: Crumbling floors and broken staircases become navigable rather than deadly. The avatar trusts momentum, rolling through partial collapses and recovering instantly from unstable landings. Defense is about refusing the environment its usual lethality.
Offense: Offensively, the avatar pressures enemies into unstable ground, knowing they can cross gaps others cannot. Movement becomes a weapon, forcing opponents into hesitation, missteps, or self-inflicted falls.

Ships, Airships, and Floating Platforms
Defense: In constantly shifting environments, the item’s balance enchantments shine. Roleplay emphasizes compensation for sway and wind, landing cleanly despite movement beneath the feet. Defense is maintaining control when others lose it.
Offense: The avatar uses motion to remain upright while others stagger, closing distance or disengaging at will. Drawing a small item mid-swing or roll without breaking rhythm allows tactical advantage without sacrificing stability.

Open Plains and Flat Terrain
Defense: Even where terrain offers little cover, the item allows sudden directional changes, slides, and controlled falls to avoid attacks. Defense becomes unpredictability rather than obstruction.
Offense: The avatar creates advantage by breaking linear expectations—rolling under attacks, vaulting over opponents, and repositioning faster than anticipation allows.


Across all environments, Slots 472 of the Tumbler’s Accord reinforces a roleplay identity where survival and dominance come not from standing firm, but from never being where danger expects. Motion is both shield and blade; balance is both defense and offense.

Perception of Activation:

User’s Perspective
• Sight: The seams of the garment briefly sharpen into faintly glowing motion-lines, like chalk marks drawn ahead of each movement. The additional slots flare open as soft geometric outlines, then settle into invisibility once stabilized.
• Hearing: A muted rush, similar to cloth cutting through fast air, accompanied by a barely audible rhythmic click, as if footfalls are being counted before they land.
• Touch: A sensation of light pressure along the shoulders and hips, followed by a feeling of weight redistribution, as though gravity has been rebalanced around the avatar’s center of motion.
• Smell: A clean, dry scent reminiscent of stone warmed by sun and wind, with a fleeting trace of oiled leather.
• Taste: A faint metallic dryness at the back of the tongue, brief and non-lingering.
• Extra-sensory:
– Kinetic Awareness: The avatar senses ideal movement paths as subtle impulses, suggesting when to leap, roll, or pivot.
– Spatial Buffering: A calm certainty that carried items will not interfere with motion, even during extreme maneuvers.

Observer’s Perspective
• Sight: The avatar’s movements appear unnaturally fluid, with no visible snagging or imbalance. Brief flickers of light trace their motion at the moment of activation, then fade.
• Hearing: Footfalls sound softer and more controlled than expected, even on hard or unstable surfaces.
• Presence: Observers may feel the avatar is slightly “ahead” of the moment, reacting before danger fully manifests.

Positives
• Movement becomes visibly confident and efficient, reducing hesitation during rapid traversal.
• Items stored within the additional slots remain perfectly stable, preserving balance and momentum.
• The avatar appears composed and controlled, reinforcing a roleplay presence of practiced agility.

Negatives
• The heightened kinetic awareness can be distracting in confined or cluttered environments, presenting too many movement options at once.
• Prolonged activation may cause mild vertigo when the effect subsides, as the avatar readjusts to normal weight distribution.
• Observers sensitive to magic may notice the brief activation flare, potentially drawing attention at an inopportune moment.

Recipe: Weave of the Kinetic Slots

Materials Needed
• Flexible base garment or accessory appropriate to the intended slot (sash, short cloak, shoulder-wrap, or fitted vest)
• Threaded wind-silk fibers treated with levitation residue
• Thin strips of reinforced leather or light fabric for pocket anchors
• Polished bone or ceramic motion beads (3–4 pieces)
• Alchemical resin for weight-balancing infusion
• Trace amount of mana crystal dust, finely ground

Tools Required
• Precision tailoring kit
• Fine needle set for arcane threading
• Alchemical heating plate or controlled flame source
• Balance frame or hanging rig for weight calibration
• Rune-awl or etching needle

Skill Requirements
• Trained Tailoring or Garment Craft
• Basic Enchanting or Magical Weaving
• Acrobatics familiarity (practical movement testing required)
• Steady hand and spatial awareness

Crafting Steps
• Prepare the Base: Lay out the garment or accessory on a flat surface and reinforce stress points where additional slots will manifest, ensuring the material remains flexible and does not restrict movement.
• Anchor the Slot Framework: Stitch the reinforced leather or fabric strips into the interior structure, forming concealed pocket anchors that define where the additional slots will exist.
• Thread the Wind-Silk: Weave the wind-silk fibers through the anchors using the fine needle set, maintaining even tension to allow the slots to flex and stabilize during motion.
• Set the Motion Beads: Embed the polished motion beads at key balance points, spacing them evenly to distribute carried weight dynamically as the avatar moves.
• Infuse Balance Resin: Warm the alchemical resin and carefully coat the internal weave, sealing the fibers while whispering or focusing on fluid movement and uninterrupted momentum.
• Dust with Mana Crystal: While the resin is still receptive, lightly dust the weave with mana crystal powder, allowing it to settle into the fibers and activate the slot-stabilizing magic.
• Etch the Guidance Marks: Use the rune-awl to inscribe subtle kinetic runes along hidden seams, reinforcing the item’s responsiveness to acrobatic motion.
• Calibrate Through Motion: Hang the item on the balance frame and perform controlled movements—twists, leaps, and rolls—to ensure the slots remain stable and do not shift weight unexpectedly.
• Final Setting: Allow the item to rest undisturbed for several hours so the enchantment settles, completing the transformation into a functional, motion-tuned slot item.

Cloth That Learned to Run

Long-long before counting of years, before towers climbed sky and before roads learned where to go, there was only ground and breath and falling. People walked, but they did not yet move. Feet slipped. Hands caught late. Pouches tore. What was carried was lost to stone and wind.

In that age lived a runner whose name is broken in the telling. Some call them Ka-Sev, others Haal of the Empty Palm, others only the One Who Did Not Fall. Words disagree, but all agree this: they ran where no one could stand.

The old words say the runner served no king and carried no banner. They crossed roofs before roofs were meant to be crossed. They leapt ravines not to escape, but because the path continued there. When they ran, tools were lost, charms scattered, food torn away by speed. Many told the runner: “Carry less.” But the runner answered, “I must carry what the path demands.”

One dusk, when the sky lay flat and colorless like old cloth, the runner fell. Not from height, but from imbalance. A pouch swung wrong. Weight betrayed motion. The ground struck hard, and the runner lay still while the wind counted mistakes.

In the stillness, the runner listened.

The wind spoke not in voice, but in pull. The stones spoke not in words, but in resistance. Even the cloth on the runner’s back whispered by tightening where it should loosen, and loosening where it should hold. The runner understood then that movement itself wished to be carried lightly.

So the runner returned to a place with no name, where tailors had once stitched sails for walking beasts that no longer lived. There, with fingers stiff from falling and mind sharpened by listening, the runner began to sew.

They did not make pockets as pockets were known. They made spaces that waited. They did not stitch weight to cloth, but taught weight where to rest. Small hollows formed that opened only when needed, closing when motion demanded freedom. Beads were sewn not to decorate, but to remember balance. Threads were drawn thin so air could pass and carry burden instead of flesh.

The runner tested the cloth by running until breath broke, by rolling down stone slopes, by leaping while carrying too much. When the cloth failed, it failed quietly, teaching instead of punishing. Each repair made it wiser.

At last, the runner wore the cloth and ran again.

This time, nothing swung. Nothing pulled. Nothing fell.

Those who watched said the runner moved as if followed by a second self that caught what the first might lose. Some swore the cloth opened invisible hands. Others said it swallowed items into folds of air. The runner said nothing, only ran.

Soon others came. Couriers. Climbers. Messengers who crossed cities by roofs instead of gates. They asked for the cloth. The runner taught some, refused others. “It is not for hiding weight,” the runner said, “but for honoring motion.”

Years blurred. Names shifted. The runner vanished as runners do—forward. But the cloth remained, copied imperfectly, passed hand to hand. Each telling lost pieces. Some forgot why the spaces were small. Some added too many and fell. Some wore it without moving and felt nothing.

Yet those who listened—to their feet, to their breath, to the pull before the leap—found the cloth answered.

And so the old texts say: when movement is respected, even what is carried learns to move.

Moral of the Story:
True balance is not carrying less, but teaching what you carry how to move with you.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)
Skyvault Sash-Slots 4187
Type: Enchanted Garment (Common Curio)
Description: A light waist-sash with three “waiting folds” that hold small items without swinging, plus a narrow loop for a slim tool.

Game Mechanics
Carry Capacity (Specialized Slots):

  • 3 Micro-Slots: Each holds one tiny item (charm, pin, signet, talisman, folded note, small coin purse, lockpick roll, compact vial). Items in Micro-Slots are considered “secured” and won’t be dropped by falling, scrambling, or being knocked prone unless the sash is specifically targeted or forcibly removed.
  • 1 Tool-Loop: Holds one slim tool (lockpicks, small knife, penlight, compass, small baton). Drawing from the loop is a normal item interaction.

Skill Effects (While Worn Openly):

  • Acrobatics/Climbing Equivalent: Gain +10% to Climb or Jump checks when the action involves balance, swinging, vaulting, narrow ledges, or evasive movement.
  • Keep Your Feet: Once per scene, when a fall, shove, or sudden slip would knock you prone, you may immediately attempt a DEX roll; on success you remain upright (or land on your feet if the Keeper allows). This does not negate damage from a long fall—only the loss of footing/prone result.

Stress/Fear Interaction (Optional Keeper Rule):

  • The sash’s steadying “non-swing” effect grants +10% to any roll made specifically to keep hold of a carried item during a chase complication (not for combat disarms).

Durability (If Targeted):

  • Treat as 6 HP; if destroyed, Micro-Slots collapse and all special effects cease until repaired.

Blades in the Dark
Leapledger Slots 4187
Type: Gear (Common, 0 Load if worn as clothing; otherwise 1 Load if carried separately)
Description: A sash with stitched “silent folds” that keep small items from shifting, plus a tool loop.

Gear Benefits
Additional Slots (Specialized):

  • 3 Micro-Slots: Each can store a small item that would normally be lost, snagged, or require rummaging (charm, key, note, tiny vial, signet, coin stack, small gadget).
  • 1 Tool-Loop: Holds one fine hand tool or light weapon-sized implement.

Passive (While Worn):

  • Balance-True: Take +1d to Prowl or Finesse when the obstacle is footing, tumbling, swinging, vaulting, ledge-running, or landing cleanly.

Active (Once per Score):

  • Catch the Fall: When you would suffer harm from a slip, shove, or bad landing, you may reduce the harm by 1 level (minimum level 1) OR negate being knocked prone/disarmed (your choice). If you use this, mark 1 extra Heat if the action was witnessed (it looks uncanny-clean, like you “shouldn’t have made that landing”).

Limits

  • The Micro-Slots cannot conceal bulky contraband; they’re for small, visibly carried knickknacks and quick-grab tools.
  • If an enemy specifically grapples you and searches the sash, they can access the Micro-Slots normally.

Dungeons & Dragons (2024 rules)
Slots 4187 of the Swayrunner Sash
Wondrous Item (wearable), common
Description: A light sash whose stitched folds hold small items without bouncing or snagging; a narrow loop secures a slim tool.

Properties
Specialized Storage:

  • The sash has 3 Micro-Slots. Each Micro-Slot can hold one Tiny object that weighs no more than 1/4 lb (keys, ring, charm, folded map scrap, small vial, signet, etc.).
  • The sash also has 1 Tool-Loop that can hold one Tiny object that is long/slim (lockpicks, wand-like tool, small dagger-sized implement at DM discretion).

Secured Carry:

  • Items stowed in the Micro-Slots and Tool-Loop can’t be dropped due to falling prone, being shoved, or taking damage, unless a creature takes an action to manipulate the sash (such as a successful disarm attempt adjudicated by the DM, or physically removing/destroying the sash).

Skills (While Openly Worn):

  • You gain a +1 bonus to Dexterity (Acrobatics) checks.
  • Quick-Draw Fold: Once per short rest, you can draw or stow one item from a Micro-Slot as part of the same object interaction you use on your turn (instead of requiring extra handling). This doesn’t let you bypass rules that limit “one object interaction,” it just makes the Micro-Slot count as already-in-hand for that interaction.

Reactive Balance (Once per Long Rest):

  • When you fail a Dexterity (Acrobatics) check, you can reroll it. You must use the new roll.

Durability (If Targeted):

  • AC 12, HP 8. If reduced to 0 HP, it becomes mundane cloth (no special slots/bonuses) until repaired.

Knave (2nd Edition)
Tumble-Sash Slots 4187
Type: Wearable Gear (Common)
Item Slots: 1 (worn)
Description: A light sash with three quiet folds and a tool loop; it keeps small carried things from swinging loose.

Effects
Specialized Slots:

  • 3 Micro-Slots: Each holds one Tiny item (key, charm, ring, small vial, folded note, signet, etc.). These items don’t spill or fall out from tumbling, falling, or taking damage unless the sash is intentionally searched or torn.
  • 1 Tool-Loop: Holds one slim tool. Drawing from the loop is fast and doesn’t require rummaging.

Acrobatics Emphasis:

  • Gain +1 on checks made to balance, tumble, vault, swing, or land cleanly.
  • Once per rest, you may negate being knocked prone by a slip or shove (you still take any damage).

Break & Repair (If Targeted):

  • 8 HP. If destroyed, it loses all magical function until repaired and re-stitched with proper materials.

Fate Core
Swayrunner Slot-Sash 4187
Type: Stunt-Linked Wondrous Gear (Common)

Aspect
“Weight That Knows When to Be Still”

Stunt Options (Choose One when equipped)
Kinetic Balance: Gain +2 when overcoming obstacles with Athletics that involve balance, tumbling, swinging, vaulting, or landing precisely.
Never the Wrong Pocket: Once per scene, you may declare that a small, reasonable item was already secured in one of the sash’s micro-slots and can be drawn immediately, no Create an Advantage required.

Gear Benefit
• Specialized Storage: The sash provides three micro-slots for tiny items and one narrow tool loop. Items stored this way are immune to narrative loss from falls, slips, or chaotic movement unless an opponent specifically targets the sash.

Compel Example
• The sash keeps things too secure—if an item must be dropped quickly to avoid detection or harm, the GM may compel the Aspect, forcing you to spend a Fate point or take a moment longer to free it.


Numenera & Cypher System
Kinetic Ledger Sash 4187
Level: 2
Type: Artifact (Wearable)

Form
A light sash whose internal folds redistribute carried weight dynamically, stabilizing the wearer during motion.

Effect
• Reduces the difficulty of all balance-, tumbling-, and acrobatic-movement tasks by one step.
• Provides three stabilized micro-slots for tiny items and one narrow loop for a small tool; items stored this way are not lost due to falling, sudden movement, or being knocked prone.

Depletion
• 1 in 1d20 (checked only when the wearer avoids a fall or landing consequence due to the sash’s effect).

GM Intrusion Example
• The sash overcompensates, subtly pulling the wearer in an unexpected direction, complicating a landing or repositioning them somewhere inconvenient.


Pathfinder (2nd Edition)
Swayrunner’s Slot-Sash 4187
Item Level: 2
Rarity: Common
Usage: worn belt
Bulk: L

Effects
• The sash contains three micro-slots that can each hold one negligible Bulk item, and one loop that can hold one light tool. Items in these slots cannot be dropped due to being knocked prone, shoved, or failing a balance check unless the sash is specifically targeted.

Item Bonuses
• +1 item bonus to Acrobatics checks to Balance, Tumble Through, Squeeze, or Leap.

Reaction (once per day)
Catch the Weight: Trigger: You critically fail an Acrobatics check to Balance or Tumble Through. Effect: You treat the result as a normal failure instead.

Hardness and HP
• Hardness 2, HP 8 (BT 4). If broken, the sash loses all magical properties until repaired.


Savage Worlds Adventure Edition
Swayrunner Slots 4187
Type: Worn Gear (Common Magic Item)

Effects
• Specialized Storage: Three micro-slots hold tiny items; one loop holds a small tool. Items stored in the slots cannot be lost due to falling, running, climbing, or being Shaken.
• Balance-Tuned: The wearer gains +1 to Athletics rolls made for acrobatics, parkour, balance, or landing safely.

Active Ability
Perfect Landing (1/session): When the wearer would fall prone or suffer additional effects from a failed Athletics roll involving movement, they may ignore the prone result or reduce falling damage by 1d6 (wearer’s choice).

Breakage
• If the item is targeted and destroyed (GM discretion, typically 8 Toughness-equivalent), all magical benefits cease until repaired and re-enchanted.


Shadowrun (6th Edition)
Swayrunner Slot-Sash 4187
Type: Magical Apparel (Common)
Availability: 3
Cost: Low four-figure nuyen equivalent (street-level magical gear)

Effects
• Provides +1 dice to Gymnastics tests involving balance, parkour, tumbling, or controlled landings.
• Stabilized Carry: Three micro-slots for tiny items and one narrow loop for a light tool. Items stored this way cannot be dropped due to recoil, knockdown, sprinting, climbing, or falling unless the sash is specifically targeted or removed.
• Draw Optimization: Once per combat round, drawing a tiny item from a micro-slot is a Free Action instead of a Minor Action.

Limitations
• Does not conceal items from magical detection.
• If the sash is damaged beyond function, all bonuses immediately cease.


Starfinder
Swayrunner Kinetic Slot-Sash 4187
Item Level: 2
Price: Tier-appropriate low credits
Slot: Worn (Belt/Sash)
Bulk: L

Effects
• Gain a +1 circumstance bonus to Acrobatics checks made to balance, tumble, jump, or land safely.
• Secure Storage: Three micro-slots hold negligible items; one loop holds a light tool. Items stored cannot be dropped due to forced movement, falling prone, or failed Acrobatics checks unless the sash is targeted.
• Reactive Balance (1/day): When you would fall prone due to movement or terrain, you may remain standing.

HP and Repair
• HP 10; if reduced to 0 HP, the item becomes nonmagical until repaired with appropriate materials and a short enchantment process.


Traveller (Mongoose 2nd Edition)
Swayrunner Load-Sash 4187
Type: Advanced Personal Equipment
Tech Level: Equivalent to TL 9 with exotic materials
Cost: Moderate (professional adventurer grade)

Effects
• Grants DM +1 to Athletics (Dexterity) checks involving climbing, balancing, vaulting, or rapid movement.
• Stabilized Carry System: Allows carriage of up to four very small items without counting toward encumbrance for purposes of balance or movement penalties.
• Items carried in the sash are not lost due to falls, sudden acceleration, or evasive maneuvers unless the wearer is incapacitated.

Drawback
• Provides no benefit when the wearer is stationary or restrained.


Warhammer Fantasy Roleplay (4th Edition)
Swayrunner’s Slot-Sash 4187
Type: Enchanted Clothing (Common)
Encumbrance: 0

Effects
• Gain +10 to Athletics tests involving balance, jumping, vaulting, climbing, or landing safely.
• Secure Slots: Holds several small personal items; items stored cannot be dropped or lost due to failing an Athletics test or being knocked prone unless the sash is targeted or damaged.
• Once per session, the wearer may ignore the prone condition caused by a failed movement-related test.

Damage and Repair
• If the sash is damaged by targeted attacks or narrative destruction, it loses all magical effects until repaired by a skilled tailor and re-etched with balancing runes by a practitioner of minor enchantment.