Lore
Legends speak of two rival avatars, each a master of their craft. One was a shadow-dancer who wore the Silent Prowler, a phantom who killed with arrows that flew from silent boots. The other was a Lithokarv berserker, an unstoppable force of nature shod in the Boots of the Frenzied Obsidian. They hunted each other for years, their conflict a perfect stalemate: the silent hunter could never land a decisive blow on the unbreakable warrior, and the furious warrior could never catch the fleeting shadow. In a final, cataclysmic confrontation within the heart of a dormant volcano, they struck each other down at the same moment. The volatile magic of their artifacts, unleashed in a surge of dying will, could not destroy each other and instead merged. The chaotic fury of the obsidian was bound by the cold silence of the shadow, and the Prowler’s predatory stealth was given a terrifying, explosive purpose. The Greaves of the Silent Eruption are the result: an apex predator’s tool that embodies the terrifying silence before a cataclysm.
Description
These are a pair of masterfully crafted greaves and boots that seem to absorb the light around them. The base is the heavy, unbreakable form of the Obsidian boots, but they are overlaid with the supple, shadow-leather of the Prowler, creating a seamless fusion of heavy armor that moves with impossible silence. Razor-sharp obsidian claws protrude from the soles, and a sleek, obsidian recurve bow is fused along the outer greaves. The runes etched into the item are a complex overlay of the Prowler’s shifting violet sigils and the Obsidian’s smoldering red script, causing them to pulse with a dark, magma-like energy. The boots feel impossibly heavy yet light as ash, and are cool to the touch until their fury is unleashed, at which point they radiate a searing heat.
Stats
- Rarity: Legendary
- Required Tier: 4
- AC Bonus: +3
- Attribute Bonus: +2 Dexterity, +2 Strength
- Damage: Bow (2d8 piercing + 2d6 shadow damage), Clawed Kick (1d8 slashing + 1d8 fire damage)
- Weight: 5 lbs
Tags
Apex Predator, Hybrid-Weapon, Shadow-Infused, Volcanic, Eruption, Assassin’s Gear, Lethality, Agility, Unstoppable, Chaosforged, Silent-Hunter, Legendary, Battle-Forged, Earthbound, Apex-Tier, Legendary Artifact, Cataclysmic, Unstoppable Force, Silent Volcano, Shadowed Inferno, Stalker’s Climax
Passive Magics
- Perfect Predator: You move with absolute silence and certainty. You have permanent advantage on all Dexterity (Stealth), Strength (Athletics), and Dexterity (Acrobatics) checks. While you are stationary for one round in dim light or darkness, you become invisible.
- Obsidian Anchor: You are a mountain of stability and fury. You are immune to being knocked prone or moved against your will by any non-magical effect. You have resistance to fire damage.
- Latent Fury: The greaves store power while you stalk your prey. For every turn you end without making an attack roll, you gain one charge of Fury (maximum of 5 charges). These charges are expended when you activate Erupting Frenzy.
Active Magics
- Erupting Frenzy: Once per day, as an action, you can unleash the greaves’ stored power. You are wreathed in an aura of shadow and flame for one minute. Upon activation, you expend all stored Fury charges. For the duration of the frenzy, you gain the following benefits:
- You can make one additional attack with either the integrated bow or clawed kick when you take the Attack action.
- All your attacks with the greaves deal an additional 1d8 fire damage and 1d8 shadow damage.
- You gain a number of temporary hit points equal to 5 x the number of Fury charges expended.
- Shadowflame Arrow: As an action, you can fire a special arrow of condensed shadow and volcanic heat. This arrow passes through all non-magical barriers and cover as if they were not there. On a hit, it deals an additional 4d6 necrotic damage. This can be used twice per long rest.
- Volcanic Step: As an action, you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. When you arrive, you unleash a concussive blast of force and heat. All creatures within 10 feet of your destination must make a DC 18 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much on a successful one. This can be used three times per long rest.
Specific Slot
- Feet (counts as a single worn item; integrates boots, greaves, and bow).
Item Durability and Disabling
As a Tier 4 Legendary artifact born from a cataclysmic fusion, the Greaves of the Silent Eruption are exceptionally resilient, possessing both the unyielding nature of obsidian and the ephemeral evasiveness of shadow. If targeted directly, they have an Armor Class of 21 and 250 hit points. The conflicting energies within them, however, can become unstable if the item is significantly damaged.
- Damaged (Below 125 HP): The perfect fusion begins to fray. The runes flicker erratically between violet and red, and the greaves occasionally vent puffs of cold shadow or hot ash. The Perfect Predator passive becomes less reliable; the advantage on skill checks is lost (though proficiency bonuses still apply), and the invisibility while stationary flickers, requiring a successful DC 15 Dexterity (Stealth) check each round to maintain.
- Heavily Damaged (Below 50 HP): The item is critically unstable. The Latent Fury mechanic malfunctions, sometimes causing a charge to dissipate with a painful psychic jolt to the wearer (taking 1d10 psychic damage). The Obsidian Anchor passive fails, and activating Erupting Frenzy deals 4d6 fire damage to the wearer as a backlash of uncontrolled power.
- Disabled (0 HP): The fusion is shattered. The shadow-essence within dissipates with a silent scream, and the volcanic core goes cold and cracks. The integrated bow warps, and the claws retract into the soles, becoming dull and inert. The greaves become a broken, non-magical piece of masterwork armor, its spirit extinguished until it can be reforged.
Repairing the Greaves
Repairing a legendary artifact like the Greaves of the Silent Eruption is a quest in itself, requiring master artisans and incredibly rare, often contradictory, materials.
- Repairing a Damaged Item (above 0 HP): Even minor damage requires a master’s touch to re-stabilize the opposing forces. The process requires a master Shadowsmith to re-weave the shadow magic and a master Elementalist Enchanter to soothe the volcanic core. They must work in tandem using two key components: a vial of Essence of Absolute Silence (harvested from a magically nullified zone) and an Unquenched Volcanic Heart (taken from a living magma elemental). The ritual takes three days and costs approximately 5,000 gold pieces in materials and services.
- Repairing a Disabled Item (at 0 HP): To restore the greaves from a disabled state is to reenact their creation myth and is a legendary quest.
- The Location: The broken greaves must be taken to a place of perfect, paradoxical energy, such as the caldera of a sub-zero volcano on a frozen plane or a stable rift where the Plane of Shadow and the Plane of Fire meet.
- The Artisans: The ritual requires two masters of their craft working in unison: a Runelord of the Lithokarv who can command the earth’s fire, and a Deceiver Shadow-smith who can weave with tangible silence.
- The Components: Three legendary components are needed to rekindle the item’s soul: The Unbroken Heart of a Volcano (a core of ever-burning magma), a Shard of Pure Void (a solidified piece of nothingness harvested from the edge of the multiverse), and the Dying Roar of an Apex Predator (the captured spiritual essence of a truly legendary monster, like a Tarrasque or an ancient Dragon).
- The Ritual: Over a week-long, perilous ritual at the nexus point, the artisans must use the components to re-forge the greaves, balancing the elemental fury and the encroaching void. Failure would not only destroy the item forever but could unleash a cataclysmic vortex of shadow-flame upon the surrounding area. The cost is not in coin, but in the completion of the epic quests to secure the location, the artisans, and the components.
The Silent Prowler 991, Greaves of the Silent Eruption, as a Tier 4 Legendary artifact, exists beyond the realm of conventional commerce. It is a unique, one-of-a-kind item whose history is etched in blood and shadow. It would never be found sitting on a shelf or listed in a guild’s inventory. Acquiring or selling such an item is not a transaction; it is the climax of a grand quest or the inciting incident of a new one.
Here are the legendary venues and circumstances under which this artifact might be bought or sold:
The Vault of the Last Betrayal
- Location & Atmosphere: This is not a shop, but a mythical, high-level dungeon. Located in the heart of a dormant volcano, the Vault is the accursed site where the two original rival avatars killed each other. The atmosphere is one of absolute silence, thick with the psychic residue of immense hatred and sorrow. The air is unnaturally cold despite the volcanic heat, and the shadows cling to the walls, occasionally forming shapes of stalking predators or enraged warriors. The Greaves themselves are the centerpiece and the final “treasure” of the Vault, likely resting on a pedestal of obsidian, their runes pulsing faintly.
- Acquiring the Greaves: To “buy” the Greaves here, one must survive the Vault’s trials, which would be themed around the two original owners. These might include navigating impossible stealth sections watched by shadow phantoms and surviving combat arenas against enraged earth elementals. The final guardians would be the spectral echoes of the two avatars themselves, forcing the party into a battle that tests both their ability to withstand overwhelming force and to hit an untouchable phantom. The “price” is survival and victory.
- Selling the Greaves: One does not sell the Greaves here. One escapes with them, and in doing so, may become the new warden of the Vault or the target of the spirits bound to it.
- Cost:
- Buy Price: The life and resources required to conquer a legendary, Tier 4 dungeon. The monetary equivalent in expedition costs would be astronomical.
- Sell Price: Not applicable.
The Auction of Whispers
- Location & Atmosphere: A clandestine, once-a-generation auction held in a location that exists outside of normal reality—perhaps a demiplane, an ancient fey crossing, or the deck of a ghost ship. Attendance is by invitation only, extended to archmages, lich-kings, guildmasters of legendary factions, ancient dragons in mortal guise, and representatives of entire nations. The atmosphere is one of absolute tension, where every glance is a calculation of power. Items are not displayed, but are presented by illusion and reputation alone.
- Acquiring the Greaves: The Greaves would be the final, ultimate lot of the auction. The bidding would not start with gold. The opening bid might be “the loyalty of the Assassins’ Guild of the Western Isles.” A rival might counter with “a dragon’s entire hoard” or “the true name of the Abyssal Prince Gorgoroth.” A character wishing to bid would need to offer a prize of equivalent, world-shaking value. Gold is only considered in vast quantities (upwards of 100,000 pieces) and even then, only as a sweetener to a greater offer.
- Selling the Greaves: This is one of the only places a character could liquidate the item for tangible, if dangerous, wealth. Consigning the Greaves to the auction would place the seller under the temporary protection of the auction’s powerful, enigmatic organizers. They would take a massive commission (often a magical boon or a geas of service), but the potential payoff could alter the balance of power in the world.
- Cost:
- Buy Price: A kingdom, a legendary artifact of equal power, a divine favor, or a fortune vast enough to fund a continental war.
- Sell Price: The seller would receive the winning bid, minus the auctioneer’s price, which is rarely just coin.
The Hoard of an Ancient Wyrm
- Location & Atmosphere: The lair of a truly ancient dragon or another mythical, hoarding creature. The atmosphere is defined by the creature’s personality—it could be a chamber of perfectly cataloged treasures within a mountain of ice, or a chaotic pile of gold and artifacts in a volcanic caldera. The Greaves would be a centerpiece of the collection, perhaps even worn by the dragon’s humanoid form.
- Acquiring the Greaves: A direct purchase is highly unlikely. The “transaction” would be a bargain struck with a being of immense power and ego. The dragon might demand an impossible service: the slaying of its ancient rival, the recovery of a clutch of its eggs stolen centuries ago, or the destruction of a nation that offended it. Alternatively, a party might attempt the suicidal feat of stealing the Greaves from the hoard, an act that would surely earn them an enemy for life.
- Selling the Greaves: An ancient dragon is one of the few beings that could afford to buy the Greaves. A character might approach one to offer the item in exchange for a service of equal value: a cure for a divine curse, the location of a lost continent, or the dragon’s aid in a future war. The dragon would be a shrewd negotiator, but it would recognize the value of the artifact and be willing to pay a commensurate price.
- Cost:
- Buy Price: The completion of a mythical, world-altering quest.
- Sell Price: A boon of legendary power or a service that only a being of near-divine status could provide.
The Trial of the Shadowed Caldera
- Location & Atmosphere: A secretive, legendary faction—perhaps a monastic order of assassins who worship a god of silence and violence, or the personal guard of a shadow emperor—might hold the Greaves as their ultimate symbol of mastery. The “shop” is their fortress-monastery, located in a place that embodies the item’s dual nature, like a shadow-wreathed active volcano.
- Acquiring the Greaves: The only way to “buy” the Greaves is to earn them. A character would have to join the faction and rise through its ranks, a process that would take years of service and the completion of impossible trials. The final trial would be to defeat the current wearer of the Greaves in a ritual combat to the death, thus becoming the new champion and owner. The “price” is one’s entire life and allegiance.
- Selling the Greaves: Selling the Greaves to this faction would be a delicate and dangerous negotiation. They would see the item as their holy relic and might try to take it by force. However, if approached respectfully, they would be willing to pay almost any price to reclaim it. Their offer would be immense, but would almost certainly come with the condition that the seller never speak of the transaction and disappears from that part of the world forever.
- Cost:
- Buy Price: A lifetime of devotion and victory in a trial of mortal combat.
- Sell Price: A king’s ransom (50,000+ gold pieces) coupled with a magically binding oath of eternal silence.
As a Tier 4 Legendary artifact, the Silent Prowler 991, Greaves of the Silent Eruption offers a unique and devastatingly powerful style of combat, embodying the terrifying cycle of a volcano: a long, silent build-up of pressure followed by a cataclysmic, unstoppable explosion. Its roleplaying use is a dance between two extremes: absolute silence and overwhelming fury.
Here is how a character might roleplay its use in different high-stakes environments:
1. In the Throne Room of a Crystalline Lich
This environment is a complex magical and social battlefield, demanding both subtlety and overwhelming power.
- Proactive “Offense”: The wielder enters the Lich’s throne room not as a warrior, but as a phantom. Using Perfect Predator, they become invisible in the deep shadows cast by floating crystals, their movements utterly silent. They are a ghost in the machine, and their “offense” begins with a patient hunt. They spend several rounds moving from shadow to shadow, observing, identifying the Lich’s phylacteries, and noting the patrol patterns of its death knight guards. With each turn they spend stalking, the greaves’ runes pulse with a deeper, silent heat as they build charges of Latent Fury. Once they have reached maximum Fury and are in the perfect position, they unleash the eruption. They activate Erupting Frenzy, and the throne room explodes with an aura of shadow and flame. In a single, overwhelming burst of violence, they use their extra attacks to shatter phylacteries while unleashing a Shadowflame Arrow to pierce the Lich’s magical bone-shield, all before the Lich can even finish casting its first spell.
- Reactive “Defense”: The Lich, a master of divination, detects a disturbance and unleashes a powerful scrying pulse that shatters the wielder’s invisibility. Alarms shriek, and skeletal constructs turn to attack. The wielder’s defense is explosive repositioning. As the Lich points a finger to cast Disintegrate, the wielder uses Volcanic Step, teleporting 60 feet across the room behind a massive throne. The blast from their arrival sends bone shards and shrapnel flying, staggering the nearby death knights. A powerful telekinetic wave attempts to hurl the wielder against a wall, but the Obsidian Anchor passive makes them immovable, their feet fused to the ground as the force washes over them. The greaves allow the wearer to turn a failed stealth check not into a retreat, but into a re-deployment, using its explosive power to defensively reset the terms of the engagement.
2. In an Elder Dragon’s Volcanic Lair
This is a battle against a single, epic foe in a hazardous environment that plays to the greaves’ themes of fire and earth.
- Proactive “Offense”: The wielder is not a knight charging a dragon; they are a hunter stalking legendary prey. They use Perfect Predator to scale the cavern walls, the obsidian claws finding purchase where no normal being could climb. They move through the oppressive heat and sulfurous haze, building Latent Fury. The dragon sleeps on its hoard, a mountain of gold and flesh. The wielder’s attack is a single, perfectly timed cataclysm. From a high ledge, they activate Erupting Frenzy, leaping from the darkness like a meteor. They land on the dragon’s back, the Obsidian Anchor making them impossible to shake off. Wreathed in shadow and flame, they unleash a furious storm of bow shots and clawed kicks against a weak point in the dragon’s scales, each blow empowered by the full might of their stored Fury.
- Reactive “Defense”: The dragon awakens and unleashes its devastating fire breath. While other heroes dive for cover, the wielder stands their ground, the Obsidian Anchor’s fire resistance reducing the inferno to a manageable heat. The dragon tries to crush them with a tail sweep, but Volcanic Step allows the wielder to teleport onto the tail itself, the concussive blast causing the dragon to roar in pain and surprise. When the dragon rears back to snap with its massive jaws, the wielder fires a Shadowflame Arrow, not at the dragon’s hide, but at a massive stalactite on the ceiling above, causing it to crash down and momentarily pin the dragon’s head, providing a crucial opening for the party to regroup.
3. Infiltrating the ‘Unseen City’ of a Rival Assassin Guild
This is a pure stealth mission, where the “silence” aspect is paramount, and the “eruption” is the final, surgical strike.
- Proactive “Offense”: The entire scenario is an offensive act of infiltration. The wielder is a ghost, using Perfect Predator to become one with the city’s shadows. Their goal is the guildmaster’s sanctum. Every guard patrol they bypass, every trap they avoid, builds a charge of Latent Fury. The greaves’ runes smolder silently, a promise of the violence to come. The roleplay is one of extreme patience and tension. Upon reaching the sanctum, the guildmaster, a legendary assassin themselves, senses a presence. But it’s too late. The wielder unleashes the eruption. They activate Erupting Frenzy and use Volcanic Step in the same instant, appearing inside the master’s guard and exploding with a room-clearing blast. The temporary hit points absorb the master’s reflexive counter-attack, and the subsequent flurry of blows is an unstoppable, overwhelming execution.
- Reactive “Defense”: An unexpected magical ward is tripped, and the entire city of assassins is alerted. The wielder is trapped deep within enemy territory. Their defense is to become the volcano. Instead of trying to sneak out, they activate Erupting Frenzy immediately. The temporary hit points provide a buffer against the initial flurry of poisoned daggers. They use Volcanic Step not to hide, but to blast their way through walls and squads of assassins, creating chaos and confusion. A Shadowflame Arrow is fired not at a person, but at an unstable alchemy lab, causing a massive secondary explosion that covers their escape. The greaves turn a failed infiltration into a terrifying and legendary rampage, leaving a burning scar on the rival guild’s history.
4. Holding the Breach in a City Under Siege
This is a desperate, large-scale defensive scenario where the wielder must be both a saboteur and an unstoppable champion.
- Proactive “Offense”: The city walls are besieged by an overwhelming army. The wielder uses Perfect Predator to slip through the enemy lines under the cover of night. They spend an hour stalking the enemy command tent, building their Latent Fury to its absolute peak. Their target is the enemy general and their honor guard. The offense is a decapitation strike. They use Volcanic Step to land in the center of the tent, the blast sending maps and guards flying. They immediately trigger Erupting Frenzy and become a whirlwind of death, using the stored power of their silent hunt to annihilate the enemy’s leadership before the army even knows what is happening.
- Reactive “Defense”: A monstrous siege beast, a creature of pure muscle and rage, shatters a section of the city wall. It is an unstoppable force, and the defenders are about to break. The wielder plants themselves in the breach. As the beast charges, they are immovable, the Obsidian Anchor turning them into a human bastion. The beast’s charge, which has shattered stone, fails to move them an inch. This act of defiance buys a crucial moment. The wielder then activates Erupting Frenzy. They are no longer just a defender; they have become the city’s righteous fury. They meet the beast’s charge head-on, their clawed kicks and shadow-flame arrows empowered to a legendary degree, single-handedly holding the breach against an impossible foe.

Perception of Activation:
When the wearer activates the Silent Prowler 991, Greaves of the Silent Eruption, particularly the Erupting Frenzy ability, the shift from silent predator to cataclysmic force is absolute and overwhelming. It is not a simple magical enhancement; it is a fundamental transformation of the wearer’s presence on the battlefield.
Sight
- User’s Perspective: The world seems to simultaneously darken and ignite. The cool, shifting violet of the Prowler runes flares and is instantly consumed by the smoldering red script, which erupts into roaring, magma-like patterns that race across the greaves. A visible, violent aura of rippling shadow and searing heat explodes around you, distorting the air. Your own limbs and weapons appear wreathed in a dark, predatory fire.
- Observer’s Perspective: The user, who may have been cloaked in shadow or completely invisible, detonates into view. A violent aura of swirling shadow and volcanic embers erupts in a 10-foot radius. The runes on their greaves, previously a dim, shifting violet, blaze with the white-hot intensity of a forge-heart, pulsing furiously between blood red and abyssal purple. The ground around their feet may crack and glow with heat.
- Positives: This is an incredibly intimidating and shocking display of ultimate power. It is a cataclysmic event that can break the morale of an entire enemy frontline before a single blow is struck.
- Negatives: It is the antithesis of stealth. The user immediately becomes the single most visible, threatening, and high-priority target on the battlefield, a beacon of pure destructive power that draws all aggression.
Sound
- User’s Perspective: The absolute silence you’ve been cultivating is shattered by an internal, all-consuming roar. You hear the deep, guttural CRACK of a mountain breaking apart, the deafening roar of a volcanic eruption, and the sharp hiss of matter being consumed by shadow.
- Observer’s Perspective: A sudden, deafening sonic boom, like a thunderclap with no lightning, emanates from the user. This is followed by a continuous, terrifying roar that seems to come from the very air around them—a sound that is equal parts a predator’s snarl and a volcano’s fury.
- Positives: The sound is a potent psychological weapon, capable of causing panic and terror. It is a war cry that announces the arrival of an unstoppable force, bolstering the morale of allies who are prepared for it.
- Negatives: The sheer volume makes any form of subtle communication impossible. It announces the user’s presence to everything, friendly or hostile, within a wide area, guaranteeing there will be no retreat and no surrender.
Smell
- User’s Perspective: The cool, damp scent of shadow and earth is instantly incinerated. It is replaced by the overwhelming, primal scent of volcanic sulfur, burning ozone, and the sharp, metallic tang of superheated obsidian.
- Observer’s Perspective: A sharp, acrid smell of brimstone and ozone instantly fills the air around the user, as if a volcanic fissure has just opened on the battlefield.
- Positives: The scent is another layer of raw intimidation, tapping into a primal fear of fire and earth-shattering power.
- Negatives: The overpowering smell is another way the user can be easily tracked. It is a deeply unnatural and threatening scent that will alert any creature with a sense of smell to their presence and immense power.
Touch
- User’s Perspective: You experience an explosive sensation of power. The cool, almost weightless feeling of the greaves is replaced by a searing, yet invigorating, heat that surges through your entire body. You do not feel burned; you feel forged. The greaves now feel impossibly heavy and anchored to the world, yet your movements feel supernaturally fast and unburdened.
- Observer’s Perspective: The ground visibly trembles in a small radius around the user upon activation. Anyone nearby feels a wave of intense, dry heat wash over them.
- Positives: The user feels an incredible surge of raw power, their body and spirit supercharged with the greaves’ unleashed energy, making them feel unstoppable.
- Negatives: The sheer, raw power is a barely controlled inferno. It is a feeling of wielding destruction that could easily consume the user if their will falters.
Taste
- User’s Perspective: A sharp, unavoidable taste of blood, hot ash, and iron fills your mouth.
- Observer’s Perspective: Not applicable.
- Positives / Negatives: This is a minor flavor element reinforcing the violent and destructive nature of the activation.
Extra-Sensory Perception 1: The Apex Predator’s Killing Intent
- User’s Perspective: The cold, patient, tactical focus of the hunter is instantly and completely consumed by the explosive, all-consuming fury of an apex predator claiming its territory. Every living thing that is not an ally becomes prey. All complex thoughts are simplified into a single, burning desire: to hunt, to overwhelm, to dominate, to end. It is a feeling of absolute, righteous fury and unquestionable superiority.
- Observer’s Perspective: Any creature in the area capable of sensing emotion or intent is hit by a psychic shockwave. They feel a wave of pure, apex-level predatory intent and unstoppable rage. It is not simple anger; it is the focused, territorial fury of a god of the hunt declaring its presence. Allies feel a surge of terrifying awe; enemies are struck with a primal, paralyzing fear.
- Positives: This grants the user an unparalleled psychological edge, shattering enemy morale and potentially causing lesser foes to break and flee outright.
- Negatives: The bloodlust is overwhelming. The user will have extreme difficulty distinguishing between strategic targets and simply attacking the nearest enemy. There is a great risk of losing tactical focus in exchange for pure destructive power. Even allies may be intimidated by the sheer ferocity of the user’s transformed state.
Extra-Sensory Perception 2: The Eruption of Stored Silence
- User’s Perspective: You tangibly feel the “snap” of the stored Latent Fury. It’s a sensation of immense pressure, carefully and patiently built up in absolute silence, being released in a single, perfect, cataclysmic moment. You feel the duality of the item with absolute clarity: the cold, silent void of the shadow being filled and then violently shattered by the roaring, incandescent heart of the volcano.
- Observer’s Perspective: An observer using their Mind’s Eye witnesses a terrifying and paradoxical event. They would have perceived the user as a point of cold, silent void—a hole in the fabric of the world that was drawing in ambient energy. Upon activation, they would see that void detonate. It does not simply fill with light; it erupts, turning a point of absolute nothingness into a raging inferno of raw, chaotic power fused with the predatory hunger of negative energy. It is the metaphysical equivalent of a black hole turning into a supernova.
- Positives: The user has a tangible sense of the immense power they have built up and are now unleashing, giving them a feeling of absolute control over the ensuing chaos.
- Negatives: To a magical observer, this energy signature is horrifying. It marks the user as a wielder of a legendary, world-ending class of artifact. From that moment on, they will be treated as such—either to be destroyed at all costs, controlled, or worshipped. There is no middle ground.
The Rite of the Silent Eruption
This is not a mere crafting recipe but a legendary undertaking, a ritual to forge a Tier 4 artifact by fusing two powerful, opposing Tier 2 items. The process is perilous, requiring mythical components and artisans of near-demigod skill. It seeks to replicate the cataclysmic, accidental fusion that first created the greaves, but in a controlled, deliberate manner. Failure doesn’t just waste materials; it risks unleashing a destructive vortex of shadow and flame.
Items Merged
- Boots of the Frenzied Obsidian 483 (Tier 2): Must be in pristine condition to provide the core of volcanic fury and earthbound stability.
- Silent Prowler 847 (Tier 2): Must be in pristine condition to provide the essence of predatory silence and shadow-magic.
Additional Materials Needed
- The Heart of a Dormant Volcano (1): Not mere rock, but the solidified, crystalline core from the magma chamber of a volcano that has been silent for a thousand years. It holds immense, latent power in a state of perfect stillness.
- Ashes of a Shadow Phoenix (a handful): The remains of a legendary, paradoxical creature of rebirth and entropy. These ashes are the only known catalyst that can truly bind the opposing energies of fire and shadow.
- Plates of Unblemished Starmetal (3): Forged from a fallen meteor, this metal must be quenched not in water, but in the absolute, lightless void of a stable portal to the Plane of Shadow. This imbues the metal with a nature of both unbreakable reality and creeping nothingness.
- The Echoing Howl of an Apex Predator, captured in a Soul Gem (1): The spiritual imprint—the raw will to hunt—of a legendary beast (such as a Tarrasque or an ancient alpha Chimera) captured at the moment of its demise. This will grant the greaves their sentient, predatory instinct.
Tools Required
- The World-Heart Anvil: An anvil carved from the cooled heart of a primordial earth elemental, capable of withstanding and shaping both cosmic metal and elemental fury.
- The Unseen Forge: A magical forge that operates not with heat, but with concentrated, solidified shadow, used to manipulate entropic and stealth-based enchantments.
- The Hammer of Sundering and Mending: A legendary artifact in its own right, a smithing hammer said to be able to break any single object into its constituent essences and fuse any two essences into a new, stable whole.
- The Loom of Night: A mythical loom whose frame is made of petrified nightwood and whose threads are spun from captured shadows, necessary for weaving magical essences together.
Skill Requirements
- Mythic Artificer & Mythic Enchanter: The crafter (or crafting team) must be of a legendary tier themselves, possessing a level of skill that is the subject of myths.
- Mastery of Paradoxical Forces: The lead crafter must have a profound, almost spiritual understanding of the conflicting principles of Elemental Fire/Earth and Planar Shadow/Void. They must be able to act as a conduit for both without being destroyed.
- Will of a Conqueror: The crafter must possess the mental fortitude to dominate the predatory spirit within the soul gem. A moment of weakness during the imbuement will result in the creation of a cursed, uncontrollable artifact that will hunt its own creator.
Crafting Steps
This is a week-long ritual that must be performed in a place of immense, balanced power, such as the caldera of the dormant volcano where the original items merged.
- Day 1-2: The Great Sundering
- The Boots of the Frenzied Obsidian are placed upon the World-Heart Anvil. The crafter must strike them once with the Hammer of Sundering, shattering not their physical form, but their magical essence. The raw energies of Volcanic Fury and Earthbound Stability are captured in magical containment fields.
- The Silent Prowler is placed within the Unseen Forge. The forge is activated, unraveling the item not with heat, but with pure entropy, separating its essence into Predatory Silence and Shadow Magic.
- Day 3: Forging the Vessel
- The Heart of the Dormant Volcano is placed upon the World-Heart Anvil. The plates of quenched Starmetal are heated to a white-hot state.
- The crafter must forge the new greaves around the volcanic core, using the Hammer of Mending to beat the concept of “latent power” and “unstoppable potential” into the very structure of the metal.
- Day 4-5: Weaving the Duality
- The forged, empty greaves are taken to the Loom of Night. The Ashes of a Shadow Phoenix are used to spin a “spirit-thread.”
- This is the most delicate phase. The crafter must use the loom to weave the four captured essences—Fury, Stability, Silence, and Shadow—into the Starmetal frame using the spirit-thread. The energies will fight violently, and the crafter must act as a perfect balancing point, weaving them into a new, stable, yet paradoxical whole.
- Day 6: Imbuing the Instinct
- The crafter holds the now-woven greaves and shatters the soul gem containing the Echoing Howl upon them.
- The raw, predatory will of the legendary beast is unleashed and will attempt to possess the crafter. The crafter must engage in a battle of wills, dominating the spirit and forcing it into the greaves, binding it as the item’s guiding instinct and intelligence.
- Day 7: The Awakening
- The fully formed greaves are placed at the absolute center of the dormant volcano’s caldera. The crafter begins a 24-hour vigil, channeling their own energy into the item to stabilize the final fusion.
- At the end of the vigil, as the sun rises on the new day, the volcano will give a single, deep, powerful tremor that is felt for miles, but it will not erupt. In that same instant, the runes on the greaves will ignite with their signature, shifting red and violet light. The Rite is complete, and the Greaves of the Silent Eruption are born into the world.
Two Who Became One Footstep
Translator’s Note: The following text is pieced together from glyphs carved into the inner wall of a volcanic caldera, a place of great and strange energy. The language is archaic, and many symbols are eroded by time. Where meaning is lost or debated, it is so noted. The story seems to speak of a great joining, but the word for “joining” is the same as the word for “destruction.”
And it was so, in an age before the memory of the current age, there were two great avatars who were as opposites, as the sun is to the moon, as the silence is to the roar.
There was the one called Lyraeth, the Shadow-Dancer. Her being was of stillness and the patient hunt. She wore the Prowler-that-is-Silent, foot-coverings of supple dark leather with claws that tasted stone. And from these feet grew a bow of shadow, and its string, it did not sing the song of its people, for its song was silence. Her path was the unseen one.
And there was the one called Korgul, the Stone-Roarer. His being was of fury and the unstoppable charge. He wore the Frenzy of the Obsidian, great boots of volcanic glass and angry iron, with runes that burned with a red thirst. His step was the anger of the mountain, and his voice was the breaking of stone. His path was the one that broke all other paths.
And they were enemies. Their hatred was a thing of legend. The Shadow could not smother the Fire. The Fire could not burn the Shadow. And so the hunt was. Lyraeth would strike from a place of no-place, her arrows vanishing into the air to appear in the flesh of Korgul’s armies. But Korgul, his boots made him a mountain, and the arrows did not bite deep. And Korgul, he would charge with the fury of the world’s heart, his every step a tremor that shook the trees where Lyraeth hid. But Lyraeth, her feet were whispers, and she would step into a shadow and be gone, leaving only Korgul to roar at the empty air.
For a time that is written as nine-hundred-and-ninety-and-one cycles [this number is much disputed by scholars], they did this dance of hate across the lands of Saṃsāra.
At last, the hunt led them to the Great Dormant One, a volcano that slept, its heart full of fire but its peak covered in silent snow. A place of quiet fire. A place of hot silence. It was a place that was both of them, and neither. And there, in the cold, silent caldera under a grey sky, they knew the dance would end.
“Shadow-Dancer,” Korgul’s voice was the grinding of continents. “There is no shadow here to hide you. Only pale ash and open sky.”
“Stone-Roarer,” Lyraeth’s voice was the falling of a single snowflake. “There is no army here for your rage to break. Only you and your loud heart.”
And their final battle began. Lyraeth, she became a ghost. She used the Shadow-Step, and was here, then there, a flicker of violet light at the edge of sight. Her arrows, the Eclipsing-kind, they did not fly through the air, but through the idea of air, passing through the stone shields Korgul raised from the ground. But Korgul, he was an anchor of the world. The Obsidian-Anchor, it was called. The arrows that struck him burned with shadow, but his hide was of fire and stone, and he did not fall. The wing-beats of his heart were rage.
And Korgul, he unleashed the Frenzied-Surge. The red runes on his boots burned with the light of a dying star. He was not a man but a force. He stomped, and the Tremor-Retaliation, it cracked the very floor of the caldera. The ground itself became his weapon. But Lyraeth, her feet were of the predator’s grace, and she was never where the stone broke. She danced on the edge of his destruction.
For a day, they fought. The silent strikes and the furious roars. The mountain slept, but it dreamed of their battle. Lo, they grew weary. Their power, once a great river, was now a small stream. With their last breaths, they made a final choice. A final attack.
Lyraeth, from the last shadow in the caldera, she drew her bow. She put all of her silence, all of her cunning, all of her cold patience into one Shadowflame-Arrow. It was an arrow of absolute nothingness, an arrow of the end.
Korgul, in the center of the broken ground, he put all of his rage, all of his unbending strength, all of his volcanic fury into one final stomp. It was not a tremor. It was the Eruption of his very soul.
And the arrow of silence and the roar of fury, they met at the center.
The scrolls say there was no sound. There was no light. There was only… a joining. A great, silent scream of two souls, two magics, two hates, becoming one. The world folded in on that spot. And Lyraeth and Korgul, they were gone. [The glyph here is cracked, meaning is lost].
When the mountain finally sighed a breath of steam, and the world became solid again, there was a new thing in the center of the caldera. Not two sets of boots. But one. They were the Greaves of the Silent Eruption. They held the heavy, unbreakable obsidian of Korgul, but were wrapped in the silent, shadow-leather of Lyraeth. Their runes pulsed with a light that was both red and violet, the color of a magma-flow in the deepest night. They held the silence. And they held the fury. They were the hunt, and they were the charge. They were the walking paradox, the footstep that is both silent and earth-shattering, waiting for a new walker who could understand that the greatest eruption is born from the longest silence.
Moral of the Story: Thus it is written: Two opposites in eternal conflict will not destroy one another. They will merely burn away all that is not essential, and what is left shall be a new and terrible unity.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Greaves of the Stalking Cataclysm
This artifact is a nightmarish fusion of alien materials that resemble obsidian and shadow-stitched leather. Integrated into the greaves is a bow that seems to be made of solidified night, and the soles are tipped with razor-sharp claws. The runes that cover it shift between violet and red, pulsing with a silent, malevolent energy. To even consider wearing them is to invite a predatory, volcanic madness into one’s soul.
To attune to the Greaves, the investigator must wear them for 24 hours in a place of both absolute silence and great, latent power (e.g., a dormant volcano, the heart of a vast and ancient library). The process is a psychic ordeal that costs 1D10 Sanity points permanently, but grants the user +10% to their Cthulhu Mythos skill.
- Unholy Agility: The wearer gains one bonus die on all Climb, Jump, and Stealth rolls. They are also immune to being knocked prone.
- Latent Fury: For every full combat round the wearer takes no hostile action, they gain one “Fury” token (maximum 5).
- Cataclysmic Strike: When the wearer makes a melee or ranged attack with the integrated weapons, they must spend all accumulated “Fury” tokens. For each token spent, they may add a bonus die to their attack roll. After the attack is resolved, the wielder must make a Hard POW roll or fly into a homicidal rage for a number of rounds equal to the Fury tokens spent, attacking the nearest living thing each round. This activation costs 1D4 Sanity.
- Shadowflame Arrow: By spending 5 Magic Points, the next arrow fired from the greaves ignores all non-magical physical cover. If it hits, it deals double damage.
- Volcanic Step: By spending 6 Magic Points and losing 1D3 Sanity, the wearer can instantly teleport up to 30 yards to a visible location. All creatures within 2 yards of the arrival point must make a Dodge roll or take 1D8 damage from a concussive blast of heat and force.
Blades in the Dark
The Cinderwalk Greaves (Masterpiece Artifact, Worn, Large, Volatile, Mystical)
A legendary and terrifying artifact, these heavy greaves are said to be the fusion of a demon’s rage and a ghost’s silence. They are made of obsidian and strange, dark leather, with a shadow-aspected bow built into the frame. The runes smolder with a dual light, promising either a silent death or a very, very loud one.
- This is a Masterpiece artifact that takes up 3 Load.
- Unnatural Alacrity: You get +1d to all Prowl and Finesse rolls. You are immune to consequences related to being knocked down, pushed, or thrown.
- The Stalking: When you take a moment to patiently observe your prey or surroundings, you can tick a 4-segment clock: “Volcano’s Heart.”
- The Eruption: When your “Volcano’s Heart” clock is full, you can erase it to unleash the Eruption. For the rest of the scene, you gain the following benefits: You gain Potency to all combat actions, you may push yourself for a bonus die without paying Stress, and you gain a special armor tick. At the end of the scene, you must suffer a level 3 Harm: “Shattered Nerves and Burning Lungs.”
- Ghost Arrow: When you Hunt, you may suffer 2 Stress. Your arrow passes through walls and cover to strike any target you are aware of. This is a powerful supernatural effect and will certainly attract trouble.
- Cinder Step: Suffer 2 Stress to teleport into a nearby shadow, unleashing a blast of force. You can use this to engage a target from an unexpected angle, or to create a chaotic diversion to cover an escape.
Dungeons & Dragons (5th Edition)
Greaves of the Silent Eruption Wondrous item, legendary (requires attunement)
These masterfully crafted greaves are a seamless fusion of heavy obsidian plates and supple shadow-leather. Razor-sharp obsidian claws protrude from the soles, and a sleek, obsidian +3 shortbow is integrated into the outer frame. The runes etched across the item pulse with a shifting red and violet light.
While wearing these greaves, you gain the following benefits:
- Your Dexterity score increases by 4, to a maximum of 24.
- You have advantage on Dexterity (Stealth), Strength (Athletics), and Dexterity (Acrobatics) checks.
- You are immune to being knocked prone and have resistance to fire damage.
- Latent Fury. At the start of your turn, if you did not make an attack roll on your previous turn, you gain one Fury charge, to a maximum of 5. All Fury charges are lost if you go 1 minute without gaining a charge.
- Integrated Weapons. The integrated bow is a magical +3 shortbow. The claws on the boots are magical +3 weapons that deal 1d8 slashing damage. You are proficient with these weapons, and they use your Dexterity modifier for attack and damage rolls.
Erupting Frenzy. As a bonus action, you can expend all of your Fury charges to enter a frenzied state for 1 minute. You gain the following benefits:
- You can make one additional attack with the greaves’ integrated bow or claws whenever you take the Attack action on your turn.
- Your attacks with the greaves’ weapons deal an extra 1d8 fire and 1d8 necrotic damage.
- You gain a number of temporary hit points equal to 10 × the number of Fury charges expended. Once you use this feature, you can’t use it again until you finish a long rest.
Volcanic Step. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. Each creature within 10 feet of the space you arrive in must make a DC 18 Dexterity saving throw, taking 4d6 force damage on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Knave (2nd Edition)
The Volcano Striders (2 Inventory Slots, Worn on Feet, Legendary, Sentient)
A pair of heavy greaves made of obsidian and dark leather. They are unnaturally silent, yet radiate a palpable heat. Claws extend from the soles, and a bow is fused to the legs. They are said to hold the spirits of two eternal rivals: a silent hunter and a furious warrior.
- Passive Abilities: You cannot be knocked prone. You have advantage on all saves related to climbing, balancing, and stealth. While standing perfectly still in darkness, you are invisible. The greaves’ claws (d8 damage) and integrated bow (d8 damage) are considered magical weapons.
- Latent Fury: Each round you do not make an attack, place a d6 on this item, starting at 1 and increasing by 1 each round (to a maximum of 6). This is your Fury Die.
- Eruption (Once per day): As an action, you can unleash your stored Fury. For a number of rounds equal to your Fury Die’s value, you may make two attacks per round instead of one. Additionally, all your attacks with the greaves’ weapons deal bonus damage equal to your Fury Die’s value. After the Eruption ends, remove the Fury Die.
- Shadow Arrow (3/day): An arrow fired from the greaves’ bow can pass through up to 5 feet of non-magical material (wood, stone, etc.) to strike a target.
- Ash Step (3/day): As your move for the round, you can teleport to any shadow you can see within 60 feet. When you arrive, all creatures within 10 feet of you take 1d6 damage from a concussive blast.
Fate Core / Fate Condensed
The Heart of the Stalking Volcano
This is not a mere item but a legendary paradox, an artifact containing the warring spirits of an unstoppable berserker and an untouchable assassin. It takes the form of heavy greaves made of shifting obsidian and shadow-leather. The wearer’s footsteps are unnervingly silent, yet carry the weight of a mountain, and the air around them feels both deathly cold and searingly hot.
Item Aspect: As a character gains this item, they add the following powerful aspect to their sheet: Heart of the Stalking Volcano.
- This aspect can be invoked by spending a Fate Point for a +2 bonus or a re-roll on any action related to supreme stealth, explosive violence, volcanic power, or shadow magic.
- The GM can compel this aspect when the item’s terrifying reputation precedes the character, or when its barely contained power threatens to erupt at an inopportune moment, forcing the character to struggle for control.
Stunts:
- Perfect Predator: Because I wear the Heart of the Stalking Volcano, I get a +2 to Stealth when I Create an Advantage by disappearing into the shadows. Additionally, while I am in a location with deep shadows, I can declare at any time that I am One with the Silence, as if I had created that advantage with a success with style.
- Latent Fury: Because I wear the Heart of the Stalking Volcano, at the start of any scene where I am not in immediate combat, I gain a free aspect called Smoldering Power with one free invocation. For each full exchange I go without making an attack, I can add another free invoke to this aspect (to a maximum of five).
- Erupting Frenzy: Because I wear the Heart of the Stalking Volcano, once per session, I can cash in all the invocations on my Smoldering Power aspect to unleash my fury. For the rest of the scene, I can make one additional Fight or Shoot action on my turn for free. Additionally, whenever I succeed with style on a combat action, I can choose to inflict a consequence on the target instead of taking a boost.
- Volcanic Step: Because I wear the Heart of the Stalking Volcano, I can spend a Fate Point to instantly move to any zone in the scene that is in shadow, immediately placing the aspect Concussive Wave of Heat and Shadow with one free invocation on that zone.
Numenera & Cypher System
The Phase-State Eruption Greaves (Artifact)
This artifact is a pair of heavy greaves and boots made from a paradoxical, phase-state material that is simultaneously solid obsidian and shifting, incorporeal shadow. An integrated bow of solidified darkness phases in and out of existence along the legs. The item seems to absorb sound and light, yet radiates a palpable, threatening heat.
- Level: 10
- Form: Heavy greaves and boots made of a paradoxical, obsidian-shadow phase material.
- Effect (Constant): The wearer is specialized in all tasks involving stealth, climbing, and balancing. The wearer is immune to being knocked prone or moved by force. The wearer gains +3 to their Armor against fire and heat damage.
- Effect (Latent Fury): For every round the wearer does not make an attack, they gain a “Fury” charge, up to a maximum of 5. All charges are lost if they do not gain a charge for one minute.
- Effect (Action):
- Erupting Frenzy: The user spends all “Fury” charges to enter a frenzied state for one minute. During this time, all Speed-based attack tasks are eased by one step. Additionally, all attacks made with the greaves’ integrated weapons deal +2 points of damage for each “Fury” charge spent. After using this ability, it cannot be used again for 28 hours.
- Shadowflame Arrow: The user fires an arrow of phased matter that ignores all physical barriers and line of sight, striking any target the user is aware of within long range. The attack is eased by two steps. On a hit, it deals 12 points of damage. Cost: 5 Intellect points.
- Volcanic Step: The user teleports up to a long distance to a spot in dim light or darkness. All creatures within immediate range of the arrival point take 6 points of ambient damage from a concussive blast of force and heat. Cost: 4 Speed points.
- Depletion: 1 in 1d100.
Pathfinder (2nd Edition)
The Stalker’s Inferno Item 20 Artifact, Invested, Magical, Evocation, Illusion, Fire, Shadow Usage worn boots; Bulk 1
These legendary greaves are a fusion of volcanic obsidian and shadow-leather, with runes that pulse with both red and violet light. An obsidian bow is fused to the legs, and razor-sharp claws tip the soles. The boots are unnervingly silent, yet radiate an intense, latent heat.
Passive Abilities
- When you invest the greaves, you gain a +3 item bonus to AC and a +2 circumstance bonus to Stealth, Athletics, and Acrobatics checks.
- You are permanently quickened; you can use the extra action only for Stride or Strike actions.
- You cannot be forcibly moved or knocked prone by effects of a lower level than you.
- You gain resistance 20 to fire.
- Latent Fury [free-action] At the start of your turn, if you did not use a hostile action on your previous turn, you gain 1 Fury point, to a maximum of 5. All Fury points are lost if you do not gain a point for 3 consecutive rounds.
Activations
- Erupting Frenzy [one-action] (envision); Frequency once per day; Effect You spend all of your Fury points and unleash your power for 1 minute. You gain temporary Hit Points equal to 10 × the number of points spent. All Strikes you make with the greaves’ integrated weapons (which are considered +3 major striking weapons) deal an extra 1d8 fire and 1d8 negative damage. If you spent 5 Fury points, your Strikes also gain the deadly d12 trait.
- Volcanic Step [one-action] (envision, fire, teleportation); Frequency three times per day; Effect You teleport up to 60 feet to a space you can see that is in dim light or darkness. You deal 8d6 fire damage to all creatures in a 10-foot emanation around the space you arrive in (DC 40 basic Reflex save).
- Shadowflame Arrow [two-actions] (envision, shadow); Effect You fire a special arrow from the integrated bow. This is a ranged Strike that ignores all cover and concealment. On a hit, it deals an additional 10d6 negative damage.
Savage Worlds (Adventure Edition – SWADE)
The Ashen Hunter Greaves
A legendary artifact, these heavy greaves fuse volcanic obsidian and shadow-leather into a single, terrifying whole. They allow the wearer to move like a ghost, only to explode into a whirlwind of unstoppable, cataclysmic violence.
- Requirements: Legendary, Agility d12+, Fighting d12+, Stealth d12+
- Passive Abilities:
- Armor: +6. The wearer’s Armor is doubled against fire-based attacks.
- Integrated Weapons: The greaves incorporate Claws (Str+d10, AP 4, Parry +1) and a Bow (Range 24/48/96, Damage 2d10, AP 4).
- Perfect Predator: The wearer gets a +2 bonus to all Athletics and Stealth rolls. They are immune to being knocked Prone.
- Silent Step: The wearer makes no sound when moving unless they choose to.
- Core Mechanic – Latent Fury: For every round the wearer spends on Hold or takes no hostile action, they gain a “Fury” token (max 5). These are used for the Erupting Frenzy ability.
- Active Abilities:
- Erupting Frenzy (Action): Once per day, the wearer can spend all their “Fury” tokens to unleash their power. For the next 5 rounds, their Pace is doubled, they gain an additional action each round (no multi-action penalty), and all their attacks deal +2 damage for each Fury token spent. At the end of the duration, the wearer automatically suffers two Wounds.
- Volcanic Step: Three times per day as an action, the wearer can teleport up to 12″. All other characters within a Medium Burst Template of the arrival point must make an Agility roll or become Shaken.
- Shadowflame Arrow: The greaves’ integrated bow ignores all penalties for Cover.
Shadowrun (6th World)
The Ashen Hunter Combat System
A legendary, one-of-a-kind artifact that is a terrifying fusion of magic, technology, and a predatory spirit. This combat system takes the form of masterfully crafted greaves and boots that seem to absorb light. They are unnervingly silent, yet radiate a palpable heat. The integrated bow and claws are not merely weapons; they are the item’s focal points for unleashing its cataclysmic power. This is not a piece of gear; it is a symbiotic weapon system that bonds with its user.
Type: Unique Enchanted Artifact Availability: 24F Cost: Priceless (Est. Black Market value: 5,000,000¥+)
Effects:
- Perfect Predator: The wearer gains a +4 dice pool bonus to all Gymnastics and Sneaking tests. The wearer is immune to being knocked prone.
- Integrated Armor: The greaves provide +6 Armor. This armor is Hardened against fire-based attacks.
- Shadow Cloak: While stationary for a full combat turn in dim light or darkness, the wearer gains the effects of the Invisibility spell.
- Latent Fury: For every full combat turn the wearer takes no hostile action, they gain 1 point of Edge. This Edge can exceed their normal Edge maximum but can only be used for the Erupting Frenzy ability or to resist Drain from its after-effects.
- Integrated Weapons: The system includes an integrated magical bow (Base DV 12P, AP -5) and obsidian claws (Base DV (STR/2)+4P, AP -4). These weapons are inherently silent.
- Erupting Frenzy (Free Action): Once per run, the wearer can spend all Edge gained from Latent Fury (minimum 1). For the next minute, they enter a frenzied state and gain an additional Major Action on each of their turns. Additionally, all their attacks deal +2 DV for each point of Edge spent. At the end of the duration, the wearer suffers 1 box of unresisted Physical damage for each point of Edge spent as the system violently vents its excess energy.
- Volcanic Step (Major Action): The wearer can teleport up to 50 meters to a point in dim light or darkness. All characters within 5 meters of the arrival point must make a Reaction + Intuition (4) test or suffer 12P damage (AP -6) from a concussive blast of shadow and flame.
Starfinder
The Zero-Point Eruption Greaves Level 20; Price Artifact Slots Feet; Bulk 1
This legendary artifact is a pair of heavy greaves and boots that seem to be forged from a paradoxical material that is both solid obsidian and shifting, incorporeal shadow. An integrated, silent bow made of solidified darkness and superheated plasma phases in and out of existence along the legs. These greaves are rumored to be the result of a cataclysmic event that fused two opposing legendary items into one.
Type: Hybridized Item (Magic and Technology)
Passive Effects:
- Your Dexterity and Strength ability scores each increase by 6.
- You gain a +5 insight bonus to Acrobatics and Stealth checks.
- You are immune to being knocked prone or moved against your will.
- You gain fire resistance 20.
- While you are stationary for at least one round in an area of dim light or darkness, you are invisible.
- Latent Fury: At the start of your turn, if you did not make an attack roll on your previous turn, you gain one “Fury” charge (to a maximum of 5). All Fury charges are lost if you go 1 minute without gaining a charge.
Active Effects:
- Erupting Frenzy (Swift Action, 1/day): You expend all of your Fury charges to enter a frenzied state for 1 minute. You gain a number of temporary Hit Points equal to 25 × the number of charges expended. While in this state, you can take an additional standard or move action each round, and all your attacks deal an additional 2d8 fire and 2d8 untyped damage.
- Integrated Weapons: The greaves incorporate a bow that functions as a level 20 dimensional slice longbow and claws that function as a level 20 vorpal executioner’s axe. These weapons are integrated, have a bulk of L, and use your character level to determine their effects.
- Volcanic Step (Move Action, 3/day): You teleport up to 120 feet to an unoccupied space you can see that is in dim light or darkness. All creatures in a 15-foot-radius burst centered on your arrival point take 10d6 fire damage (Reflex DC 27 for half).
Traveller (Mongoose 2nd Edition)
The ‘Silent Eruption’ Combat Skin
A priceless artifact of the Ancients, this combat skin takes the form of articulated greaves and boots that seamlessly bond with the wearer. The material is a programmable nanite weave that can shift between the properties of hardened obsidian and a light-absorbent, silent fabric. It contains a sophisticated combat AI and integrated, dimensionally-phased weaponry.
Tech Level (TL): 18 Mass: 3 kg Cost: Priceless (Artifact)
Effects:
- Integrated Armour: The skin functions as advanced combat armour, providing 20 points of protection. It is immune to fire and heat-based attacks.
- Predator Systems: The suit incorporates a chameleon field and micro-gravitic assists. It provides DM+4 to all Stealth, Athletics (dexterity), and Athletics (strength) checks. The wearer is immune to being knocked prone.
- Latent Power Core: For every round the wearer takes no hostile action, the suit’s internal power core gains one “Overcharge” token (maximum of 5).
- Eruption Protocol (Action): Once per day, the user can activate the Eruption Protocol, spending all Overcharge tokens. For one minute, the user may take one additional Significant Action each round. All attacks made with the suit’s integrated weapons gain a damage bonus equal to the number of Overcharge tokens spent.
- Integrated Weapons: The suit has an integrated gauss rifle (Damage 5d6, AP 15) that fires silent, dimensionally-phased rounds that ignore all cover. It also has monomolecular claws (Damage 4d6, AP 15).
- Displacement Jaunt (Action): The user can activate a short-range teleporter. They instantly move to any point within 50 meters. The arrival unleashes a kinetic blast; all characters within 2 meters must make a Difficult (10+) Dexterity check or be knocked prone and take 3d6 damage. This can be used 3 times per day.
Warhammer Fantasy Roleplay (4th Edition)
Khaine’s Silent Fury
This is a legendary and terrible artifact, believed to have been forged in the cataclysmic death of two eternal Elven rivals—an Assassin of Naggaroth and a Sword Master of Hoeth. It takes the form of heavy, yet silent, greaves of obsidian and shadow-leather, with a bow of blackest wood fused to the legs. The runes that crawl across its surface glow with the violet light of forbidden magic and the red rage of the God of Murder.
Type: Magical Artifact Encumbrance: 2 Qualities: Magical, Armour 2 (Legs), Unbreakable, Corrupting, Fearsome
Effects:
- Predator’s Grace: The wearer gains the Ambidextrous, Catfall, Fleet Footed, and Scale Sheer Surface Talents. They add a +20 bonus to all Climb, Dodge, and Stealth Tests. The wearer cannot be knocked Prone.
- The Murderer’s Weapons: The greaves incorporate an Elven-crafted bow (Damage SB+10) and obsidian claws (Damage SB+6) that can be used even if the wearer’s hands are full. All attacks made with these weapons gain the Magical, Ignores Armour, and Unbreakable qualities.
- The Silent Stalk: For every round the wearer spends in a scene without making an attack, they gain 1 Advantage. This Advantage can exceed their normal maximum but can only be spent when activating The Bloody Eruption.
- The Bloody Eruption (Action): Once per day, the wearer can give in to the artifact’s bloodlust, spending all of their hoarded Advantage. They must immediately gain 1 Corruption point. For a number of rounds equal to the Advantage spent, they gain the Frenzy, Fear (3), and Devastating Traits.
- Step of Ash and Shadow: Three times per day, the wearer can use a Move action to teleport to any shadow they can see within 12 yards. When they arrive, all other characters within 2 yards must pass a Difficult (-10) Agility Test or gain the Prone Condition from the concussive force of their arrival.
