Merged Items: Abyssal Plate Gauntlets, Stormforged Gauntlets, and Claws of the Tiger
Lore: Forged in a forgotten crucible where the primal fury of storms, the dark resilience of the abyss, and the predatory spirit of the tiger converged, the Tempest Abyssal Claws are a relic of unparalleled power. Legend tells of a reclusive enchanter, driven by visions of a world in chaos, who sought to bind the raw forces of nature and shadow into a single artifact. Deep within a storm-ravaged jungle, atop a peak shrouded in eternal darkness, the enchanter melded Abysium crystals, thunderstone shards, and the claws of a mythical tiger slain during a celestial tempest. The ritual, conducted under a sky split by lightning and void, infused the claws with a trinity of essences: the unyielding protection of the abyss, the untamed wrath of storms, and the relentless precision of a predator. Those who wield these claws are said to embody the balance of creation and destruction, but the whispers of the abyss and the tiger’s feral hunger test the wielder’s resolve, for only those with a heart both fierce and disciplined can master their might without succumbing to their seductive call.
Description: The Tempest Abyssal Claws are a pair of sleek, silver-black gauntlets, their surface etched with swirling patterns of thunderclouds and tiger stripes that seem to writhe in dim light. Embedded Abysium crystals pulse with a shadowy glow, while small, charged sapphires flicker with electric arcs. The fingertips end in retractable, razor-sharp tiger claws, honed to a molecular edge and faintly radiating an amber hue when extended. When activated, the claws hum with a low, resonant growl, punctuated by crackling static and a subtle, musky scent of jungle and ozone. The air around them distorts, as if bending under the weight of storm and shadow, and the wearer feels a tingling surge of primal energy coursing through their veins, urging them to strike with precision and power.
Stats
- Level: Tier 3
- Rarity: Legendary
- Type: Magical Gauntlets
- Damage: 2d8 slashing + 1d6 thunder
- Cost: 12,000 gold pieces
- Attunement: Requires 10 minutes of ritual attunement; breaks prior attunement if another was bound.
- Proficiency: Grants proficiency with gauntlets and melee weapons.
Tags: Thunderous, Elemental, Aetheric, Skyborne, Electric, Conductive, Battleforge, Overcharge, Windborne, Tempest, Heavy Armor, Protection, Dark Magic, Curses, Light Melee Weapon, Natural, Finesse, Beastial, Martial, Predator, Exotic
Multiple Passive Magics
- Abyssal Fortitude: Grants +2 to Constitution, enhancing the wearer’s durability. Provides resistance to necrotic damage and advantage on saving throws against curses and necromantic effects.
- Lightning Ward: Grants resistance to lightning damage, shielding the wearer from electrical attacks.
- Predator’s Grace: Grants advantage on Dexterity (Acrobatics) checks and checks to navigate stormy or jungle terrain. The wearer’s movement speed increases by 10 feet when in natural environments.
- Tempest’s Aura: Grants advantage on saving throws against being charmed or frightened by creatures with the elemental, air, or beast subtype. The wearer can sense nearby storms or electrical currents within a 1-mile radius.
Multiple Active Magics
- Thunderous Rend (3 charges, recharges at dawn): When landing a melee attack, the wearer can expend 1 charge to unleash a shockwave, dealing 2d8 thunder damage to the target and all creatures within 10 feet. Affected creatures must succeed on a DC 17 Strength saving throw or be knocked prone.
- Abyssal Deflection (2 charges, recharges at dawn): As a reaction to being targeted by a dark magic spell or curse, the wearer can expend 1 charge to gain advantage on the saving throw and reflect half the spell’s effect back to the caster if successful (DC 17 Wisdom saving throw for the caster to resist).
- Stormborn Pounce (1 charge, recharges after a long rest): For 1 minute, the wearer gains a fly speed of 40 feet and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. As a bonus action while flying, they can make a lightning-infused melee attack against a creature within 30 feet, dealing an additional 2d6 lightning damage on a hit.
- Tiger’s Frenzy (2 charges, recharges at dawn): The wearer can expend 1 charge to make two additional melee attacks as a bonus action. If either attack is a critical hit, the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Specific Slot: Hands (2 slots for both hands)
The Tempest Abyssal Claws (Item 9274), being a Tier 3 legendary artifact in the world of Saṃsāra, are exceedingly rare and imbued with a potent blend of storm, abyssal, and predatory energies. Their acquisition is a significant undertaking, requiring connections to elite establishments, secretive networks, or perilous expeditions. Below is a detailed exploration of the types of shops and markets where these claws might be bought and sold in Saṃsāra, along with their associated costs and the unique circumstances surrounding their trade. Each establishment reflects the claws’ extraordinary nature and the high-magic, culturally rich setting of Saṃsāra.
- Arcane Sanctums
- Description: Arcane Sanctums are grandiose, fortified establishments found in the heart of Saṃsāra’s largest metropolises, such as the towering skyscrapers of megacities or the central districts of island capitals. These sanctums serve as hubs for the most powerful mages, scholars, and adventurers, housing vast collections of magical artifacts. The interiors are adorned with glowing runes, floating orbs of light, and shelves lined with tomes and relics. Access is often restricted to those with proven magical prowess or significant influence, requiring an invitation or a demonstration of power to enter.
- Atmosphere: The sanctums are awe-inspiring, with an air of reverence and mystery. The hum of magical energy permeates the space, and attendants—often skilled enchanters or retired adventurers—guide buyers through a meticulous selection process. Transactions are formal, often involving contracts sealed with magical oaths to ensure the claws are not misused.
- Acquisition Process: The Tempest Abyssal Claws would be kept in a warded vault, displayed only to those who have passed rigorous vetting. Buyers might need to complete a trial, such as resisting a simulated abyssal curse or channeling storm energy, to prove their worthiness. The sanctum’s archivists may also require a detailed account of the buyer’s intentions, ensuring the claws are used for purposes aligned with balance rather than chaos.
- Cost: 14,000–18,000 gold pieces. The high cost reflects the sanctum’s prestige, the claws’ legendary status, and the extensive magical protections ensuring their authenticity and safety.
- Elemental Conclave Vaults
- Description: Operated by the Elemental Conclaves, these vaults are hidden within storm-swept citadels or atop floating islands in the Zephyrstone archipelago. Each conclave specializes in a specific elemental force, and the Tempest Abyssal Claws would be held by a conclave devoted to storm and air magic, possibly with ties to shadow or primal energies. These vaults are both repositories and training grounds, where elementalists refine their craft and trade artifacts of immense power.
- Atmosphere: The vaults are rugged yet majestic, with walls etched with storm motifs and floors that crackle with latent energy. The air is charged with static, and the sound of distant thunder echoes through the chambers. Conclave members, clad in robes that shimmer with elemental hues, oversee transactions, often treating the claws as sacred relics that must be earned through service or mastery.
- Acquisition Process: Acquiring the claws from a conclave vault requires membership or a significant contribution to the conclave’s goals, such as quelling a rogue storm spirit or retrieving a lost elemental artifact. Non-members may petition for access but must undergo a ritual to attune their essence to storm energy, proving they can wield the claws without being consumed by their power. The conclave may also demand a vow to protect Saṃsāra’s natural balance.
- Cost: 12,500–15,000 gold pieces. Conclave members may receive a discount, reducing the cost to around 11,000 gold pieces, but non-members face higher prices due to the conclave’s exclusivity and the claws’ elemental significance.
- Shadow Reliquaries
- Description: Shadow Reliquaries are clandestine markets tucked away in the underbellies of Saṃsāra’s largest cities or within hidden cave systems beneath island nations. These markets cater to those who operate outside conventional laws, dealing in artifacts too dangerous or taboo for mainstream trade. The Tempest Abyssal Claws, with their abyssal ties, would be a prized item in such a setting, coveted by rogues, dark mages, and mercenaries.
- Atmosphere: The reliquaries are dimly lit, with flickering lanterns casting eerie shadows across stalls draped in dark cloth. The air is thick with the scent of incense and ozone, and dealers speak in hushed tones, wary of spies or authorities. Transactions are swift and secretive, often conducted behind warded curtains to avoid detection by magical surveillance.
- Acquisition Process: Gaining access to a Shadow Reliquary requires knowledge of its location, often obtained through underworld contacts or arcane informants. Buyers must prove their discretion, possibly by completing a dangerous task for the reliquary’s operators, such as eliminating a rival dealer or recovering a stolen artifact. The claws may be offered as part of a high-stakes auction, with bidding wars driving up the price. Buyers must beware of counterfeits or cursed versions, as the reliquary’s goods are not always guaranteed.
- Cost: 10,000–13,000 gold pieces. The lower cost reflects the illicit nature of the trade and the potential risks, such as receiving a flawed or stolen item. However, prices can escalate during auctions, reaching up to 15,000 gold pieces if demand is high.
- Skyborne Artifact Emporiums
- Description: Located at bustling skyship ports or aboard massive zeppelins that traverse Saṃsāra’s endless oceans, Skyborne Artifact Emporiums cater to airship crews, aerial adventurers, and storm riders. These emporiums specialize in artifacts suited for aerial combat and exploration, making the Tempest Abyssal Claws a natural fit due to their storm-based abilities and flight capabilities.
- Atmosphere: The emporiums are compact yet vibrant, with goods displayed on reinforced shelves to withstand turbulence. The scent of polished metal and storm-charged air fills the space, and merchants—often former skyship captains—regale customers with tales of their wares’ origins. The constant hum of airship engines and the sway of the vessel create a dynamic, adventurous ambiance.
- Acquisition Process: The claws are typically acquired through trade or purchase from a merchant with connections to storm mages or jungle tribes. Buyers may need to prove their aerial prowess, such as navigating a storm-ridden course or defeating a skyborne beast, to earn the merchant’s trust. Some emporiums require buyers to sign a contract ensuring the claws are used responsibly in aerial endeavors, as their power could destabilize a skyship if mishandled.
- Cost: 11,500–14,500 gold pieces. Prices vary based on the emporium’s location and the scarcity of storm-related artifacts in the region. Bartering with rare aerial materials, such as griffon feathers or cloudsilk, may lower the cost.
- Jungle Shrine Forges
- Description: Nestled deep within Saṃsāra’s dense jungles, Jungle Shrine Forges are sacred sites operated by tribal artisans and shamans who revere the tiger and the primal forces of nature. These forges blend craftsmanship with spiritual rituals, producing artifacts like the Tempest Abyssal Claws through a combination of ancient techniques and divine blessings. They are often hidden from outsiders, accessible only to those who respect the jungle’s laws.
- Atmosphere: The forges are open-air structures surrounded by towering trees and vibrant wildlife, with altars adorned with tiger pelts and storm-carved totems. The air carries the musky scent of earth and the faint crackle of static from nearby storms. Artisans work in rhythmic harmony, their chants blending with the sounds of the jungle, creating an atmosphere of reverence and power.
- Acquisition Process: Obtaining the claws from a Jungle Shrine Forge requires earning the trust of the tribe, often through a quest to protect the jungle from a threat, such as a rampaging elemental or a poacher desecrating sacred lands. Buyers must participate in a ritual to honor the tiger’s spirit, which may involve offering rare materials or enduring a trial of courage. The claws are rarely sold for gold alone; they are often exchanged for a combination of currency, services, and spiritual offerings.
- Cost: 10,000–12,000 gold pieces, plus a significant offering (e.g., a vial of essence of storm, a relic from an ancient ruin, or a service to the tribe). The cost reflects the spiritual and cultural value of the claws, which are seen as gifts from the jungle’s deities.
- Ancient Relic Vaults
- Description: Found within the ruins of Saṃsāra’s forgotten civilizations, Ancient Relic Vaults are hidden chambers guarded by powerful wards, traps, or creatures. These vaults contain artifacts from bygone eras, including the Tempest Abyssal Claws, which may have been created by a lost culture that worshipped storm and shadow deities. They are located in jungle temples, storm-ravaged peaks, or submerged underwater cities.
- Atmosphere: The vaults are eerie and perilous, with crumbling stone walls etched with faded runes and air heavy with the weight of ancient magic. The faint hum of the claws’ energy might guide adventurers to their location, but the presence of guardians—such as storm elementals or abyssal constructs—creates a palpable sense of danger.
- Acquisition Process: Acquiring the claws from an Ancient Relic Vault is an adventure in itself, requiring a perilous expedition to locate and breach the vault. Adventurers must overcome environmental hazards, decipher ancient puzzles, and defeat guardians to claim the claws. Once obtained, the claws may require a ritual to cleanse them of residual curses or to attune them to the new wielder. The lack of a seller means no gold is exchanged, but the cost comes in the form of resources, time, and risk.
- Cost: No direct cost in gold pieces, as the claws are looted rather than purchased. However, the expedition may require 5,000–10,000 gold pieces in supplies, hired guides, or magical protections, depending on the vault’s location and defenses.
- Celestial Auction Houses
- Description: Celestial Auction Houses are exclusive venues in Saṃsāra’s floating cities or atop sacred storm peaks, where the elite of magical society gather to bid on the rarest artifacts. These houses are renowned for their opulence and secrecy, attracting nobles, archmages, and adventurers with vast wealth. The Tempest Abyssal Claws would be a centerpiece of such an auction, presented as a relic of unparalleled power.
- Atmosphere: The auction houses are lavish, with crystal chandeliers, velvet drapes, and platforms suspended in midair. The air crackles with anticipation as bidders, cloaked in enchanted robes, vie for legendary items. Magical wards ensure privacy and prevent unauthorized magic, creating a tense yet exhilarating environment.
- Acquisition Process: Gaining entry to a Celestial Auction House requires an invitation, often secured through political influence, a powerful patron, or a significant favor. Bidders must register their wealth and intentions, and the auction itself is a high-stakes affair, with the claws potentially sparking fierce competition. Buyers must be prepared for additional costs, such as bribes to secure a seat or fees to ensure the claws’ safe transport post-auction.
- Cost: 15,000–20,000 gold pieces, depending on the auction’s intensity and the presence of rival bidders. Additional costs, such as a 10% auction house fee (1,500–2,000 gold pieces), may apply.
In the world of Saṃsāra, the Tempest Abyssal Claws are not merely purchased but earned through trials, connections, or daring exploits. Their cost, whether in gold, favors, or personal risk, reflects their legendary status and the immense power they bestow. Each acquisition method offers a unique glimpse into Saṃsāra’s diverse and vibrant trade networks, from the sacred to the illicit, ensuring that obtaining the claws is as much a story as wielding them.
The Tempest Abyssal Claws (Item 9274), a Tier 3 legendary artifact in the world of Saṃsāra, combine the protective resilience of the abyss, the elemental fury of storms, and the predatory precision of a tiger. These gauntlets, occupying two hand slots, offer a versatile array of offensive and defensive capabilities, making them adaptable to various environments. Below is a detailed exploration of how the claws can be used for offense and defense in different settings within Saṃsāra, emphasizing roleplaying dynamics that enhance their narrative impact. Each environment showcases how the claws’ passive and active magics interact with the setting, the wearer’s tactics, and the broader context of Saṃsāra’s high-magic, interconnected world.
- Dense Jungle or Forest
- Offensive Use: In the tangled, humid jungles of Saṃsāra, the Tempest Abyssal Claws shine as tools of predatory dominance. The Tiger’s Frenzy ability allows the wearer to unleash a flurry of attacks, slashing through vines or foes with 2d8 slashing and 1d6 thunder damage. Roleplaying a critical hit with Thunderous Rend can be dramatic: the wearer channels a shockwave that reverberates through the canopy, toppling enemies (DC 17 Strength save or knocked prone) and scattering wildlife, creating chaos. The claws’ amber glow and tiger-like growl enhance the wearer’s intimidation, allowing them to stalk prey like a jungle predator. For example, an Aquavianthrope wearer might leap from a tree, using Stormborn Pounce to glide silently and strike a bandit leader with a lightning-infused blow (2d6 extra lightning damage), scattering their crew. The Predator’s Grace passive grants advantage on Dexterity (Acrobatics) checks, enabling fluid movement through dense undergrowth, perfect for ambushing or pursuing fleeing foes.
- Defensive Use: Defensively, the claws provide robust protection in the jungle’s hazardous terrain. Abyssal Fortitude (+2 Constitution, resistance to necrotic damage) shields the wearer from venomous creatures or dark curses emanating from ancient ruins hidden in the foliage. Abyssal Deflection can be activated as a reaction to counter a shaman’s necromantic spell, reflecting half the effect back (DC 17 Wisdom save for the caster), turning the tide in a skirmish. The Stormborn Pounce ability grants a 40-foot fly speed, allowing the wearer to escape ambushes by soaring above the canopy, avoiding ground-based traps or swarms. Tempest’s Aura provides advantage against charm or fear from jungle elementals, ensuring the wearer remains steadfast against supernatural threats. Roleplaying this, the wearer might stand firm as a spectral beast emerges, their claws pulsing with shadowy light, inspiring allies to rally while they deflect a curse with a defiant gesture.
- Roleplay Dynamics: The jungle amplifies the claws’ primal and mystical nature. The wearer might feel the tiger’s spirit urging them to hunt, creating internal conflict between civilized restraint and feral instinct. NPCs could react with awe or fear, viewing the wearer as a jungle guardian or a cursed predator. The claws’ musky scent and static hum blend with the jungle’s ambiance, enhancing the wearer’s mystique during negotiations with tribal leaders or confrontations with poachers.
- Urban Environment (Metropolis or Port City)
- Offensive Use: In the bustling streets of Saṃsāra’s skyscraper-laden megacities or crowded port markets, the claws excel in close-quarters combat. Tiger’s Frenzy allows the wearer to carve through multiple foes in a tavern brawl, each slash accompanied by a thunderous crack (2d8 slashing + 1d6 thunder). A critical hit with Thunderous Rend can disrupt a gang ambush, knocking thugs prone in a 10-foot radius and shattering nearby crates, creating a chaotic spectacle that draws onlookers. Stormborn Pounce enables aerial strikes, with the wearer leaping from a rooftop to deliver a lightning-charged attack against a corrupt merchant’s bodyguard, the sapphire gems flaring as lightning arcs. The Predator’s Grace passive aids in navigating crowded streets or scaling walls, allowing the wearer to pursue a thief across rooftops with cat-like agility.
- Defensive Use: The claws’ defensive capabilities shine in urban intrigue. Abyssal Fortitude protects against necrotic poisons slipped into drinks at a shadowy auction, while Abyssal Deflection counters a dark mage’s curse during a clandestine meeting, reflecting the spell to weaken the caster. Stormborn Pounce provides a 40-foot fly speed to escape rooftop assassins or glide over market stalls, evading pursuit. Lightning Ward ensures resilience against magical traps powered by Saṃsāra’s magic circuits, common in high-security vaults. Tempest’s Aura counters charm attempts by manipulative guild leaders, allowing the wearer to maintain composure in tense negotiations. Roleplaying this, the wearer might stride confidently through a black market, their claws’ shadowy glow deterring would-be muggers, or use their flight to dramatically escape a collapsing skyship dock.
- Roleplay Dynamics: In urban settings, the claws’ dark and stormy aura makes the wearer a figure of intrigue or suspicion. Merchants might hesitate to deal with them, fearing their abyssal ties, while rogues could seek them out for alliances. The wearer might grapple with the claws’ whispers of power, tempted to dominate negotiations or unleash their fury in crowded streets, risking collateral damage or political fallout.
- Mountainous Terrain
- Offensive Use: On Saṃsāra’s storm-swept peaks, the claws harness the raw power of the elements. Thunderous Rend unleashes a shockwave that echoes across cliffs, knocking griffon riders or elemental foes prone (DC 17 Strength save), potentially sending them tumbling into chasms. Stormborn Pounce allows the wearer to soar 40 feet, striking aerial enemies with lightning-infused slashes (2d6 lightning damage), their claws crackling with sapphire light. Tiger’s Frenzy is ideal for rapid strikes against a frost giant, each blow chipping away at its defenses with thunderous force. The Tempest’s Aura passive enhances intimidation against air elementals, allowing the wearer to drive off lesser creatures with a roar amplified by the claws’ growl.
- Defensive Use: The claws provide critical defenses in this harsh environment. Abyssal Fortitude mitigates necrotic curses from ancient mountain shrines, while Lightning Ward protects against frequent lightning strikes during storms. Abyssal Deflection counters a storm sorcerer’s dark magic, reflecting harm back to weaken their assault. Stormborn Pounce grants flight to avoid avalanches or scale sheer cliffs, with resistance to nonmagical physical damage shielding against falling rocks. Predator’s Grace ensures sure-footed navigation on treacherous slopes. Roleplaying this, the wearer might stand atop a peak, claws glowing as they defy a storm’s fury, inspiring their party to press on or intimidating a rival climber into retreating.
- Roleplay Dynamics: The mountains amplify the claws’ elemental and predatory mystique. The wearer might feel a kinship with the storm, drawing curious storm spirits or hostile elementals. Local tribes could view them as a sky warrior, seeking their aid against a rampaging beast, or shun them as a harbinger of chaos. The claws’ static hum and ozone scent blend with the mountain air, enhancing the wearer’s commanding presence in high-stakes encounters.
- Desert or Open Plains
- Offensive Use: In Saṃsāra’s vast deserts or windswept plains, the claws excel in open-field combat. Thunderous Rend creates a shockwave that kicks up sand or dust, blinding and knocking foes prone, ideal for disrupting bandit formations. Stormborn Pounce allows the wearer to take flight, diving from above to strike a caravan raider with lightning-charged claws, scattering their mounts. Tiger’s Frenzy enables rapid slashes against multiple enemies, each hit resonating with thunder to intimidate survivors. The Predator’s Grace passive enhances mobility, allowing the wearer to dart across dunes or tall grasses for hit-and-run tactics, embodying a tiger’s hunting prowess.
- Defensive Use: The claws offer robust defenses in exposed terrain. Abyssal Fortitude protects against necrotic curses from desert ruins, while Lightning Ward counters electrical attacks from storm-wielding nomads. Abyssal Deflection reflects a dark spell from a sand sorcerer, weakening their resolve. Stormborn Pounce provides flight to evade quicksand or outmaneuver mounted pursuers, with resistance to nonmagical damage shielding against flung spears or sandstorm debris. Tempest’s Aura ensures resilience against fear from elemental beasts, keeping the wearer steady in chaotic battles. Roleplaying this, the wearer might emerge from a sandstorm, claws pulsing with shadow and lightning, to rally allies or intimidate raiders into fleeing.
- Roleplay Dynamics: In open landscapes, the claws’ dramatic effects draw attention, making the wearer a focal point in battles or parleys. Nomadic tribes might see them as a storm avatar, seeking their protection or challenging their authority. The wearer could struggle with the claws’ feral urges, tempted to chase down fleeing foes rather than strategize, risking overextension in vast terrains.
- Seafaring or Coastal Setting
- Offensive Use: On Saṃsāra’s endless oceans or storm-battered coasts, the claws dominate naval combat. Thunderous Rend unleashes a shockwave that rocks enemy ships or knocks pirates overboard, with thunder damage echoing across the waves. Stormborn Pounce grants flight to board enemy vessels from above, delivering lightning-infused strikes to disable crew or rigging. Tiger’s Frenzy allows rapid slashes in close-quarters deck fights, cutting through sailors with predatory precision. The Tempest’s Aura passive intimidates water elementals, clearing a path through summoned creatures. Roleplaying this, the wearer might leap from a skyship onto a pirate galleon, claws flaring as they carve through foes, their thunderous roars mimicking the storm.
- Defensive Use: The claws provide critical defenses at sea. Abyssal Fortitude counters necrotic curses from sunken ruins or sea hags, while Lightning Ward protects against lightning strikes or magical attacks from merfolk mages. Abyssal Deflection reflects a siren’s dark charm, weakening their hold. Stormborn Pounce allows flight to escape sinking ships or evade kraken tentacles, with resistance to nonmagical damage shielding against harpoons or debris. Predator’s Grace aids in navigating slick decks or rocky shores. Roleplaying this, the wearer might stand firm on a storm-tossed deck, claws glowing as they defy a sea monster’s curse, rallying the crew to fight on.
- Roleplay Dynamics: At sea, the claws’ stormy and predatory aura makes the wearer a legend among sailors, who might spin tales of a “storm tiger” prowling the waves. Pirates could target them for the claws’ power, while coastal tribes might seek their aid against sea beasts. The wearer might feel the abyss’s whispers urging them to dominate the seas, creating tension with allies who value diplomacy.
- Underground or Cave Systems
- Offensive Use: In Saṃsāra’s dark caves or underwater grottos, the claws excel in confined combat. Thunderous Rend sends shockwaves through tunnels, knocking fungal creatures or drow prone and triggering minor cave-ins to block enemy retreats. Tiger’s Frenzy allows rapid strikes in tight spaces, shredding through armored foes with 2d8 slashing damage. Stormborn Pounce enables flight to navigate vertical shafts or strike ceiling-dwelling beasts, with lightning damage illuminating the darkness. The Predator’s Grace passive ensures agile movement across uneven terrain, perfect for ambushing from shadows. Roleplaying this, the wearer might stalk a cave-dwelling cult, their claws’ amber glow and growl echoing as they unleash a thunderous assault, scattering worshippers.
- Defensive Use: The claws provide vital defenses underground. Abyssal Fortitude protects against necrotic curses from ancient altars, while Lightning Ward counters electrical traps in arcane ruins. Abyssal Deflection reflects a mind flayer’s dark magic, disrupting their control. Stormborn Pounce grants flight to avoid pit traps or flooding tunnels, with resistance to nonmagical damage shielding against falling stalactites. Tempest’s Aura ensures resilience against fear from abyssal entities. Roleplaying this, the wearer might face a shadowy horror, their claws pulsing with defiance as they deflect its curse and inspire their party to press deeper.
- Roleplay Dynamics: In caves, the claws’ abyssal and primal nature resonates with the darkness, making the wearer a beacon of power or a target for underworld factions. They might encounter drow who covet the claws or ally with cave-dwellers who see them as a liberator. The claws’ whispers could tempt the wearer to embrace the abyss, risking corruption in these oppressive depths.
- Stormy Weather Combat
- Offensive Use: During Saṃsāra’s frequent tempests, the claws reach their zenith. Thunderous Rend amplifies with ambient lightning, creating deafening shockwaves that knock entire enemy groups prone, the sapphire gems blazing with power. Stormborn Pounce allows the wearer to ride storm winds, diving through rain to strike with lightning-charged claws, their attacks resonating with the storm’s fury. Tiger’s Frenzy unleashes a relentless barrage, each slash echoing like thunderclaps. The Tempest’s Aura passive enhances control over the battlefield, intimidating elemental foes. Roleplaying this, the wearer might stand atop a cliff, claws raised as lightning strikes them, channeling the storm to obliterate a horde of invaders, their presence godlike.
- Defensive Use: In storms, the claws provide unmatched resilience. Lightning Ward nullifies lightning strikes, while Abyssal Fortitude counters necrotic curses from storm-summoned spirits. Abyssal Deflection reflects a thunder god’s curse, weakening its wrath. Stormborn Pounce grants flight to navigate torrential winds, with resistance to nonmagical damage protecting against hail or debris. Tempest’s Aura ensures mental clarity against elemental fear, keeping the wearer focused. Roleplaying this, the wearer might stride through a hurricane, claws glowing as they defy the storm’s chaos, rallying allies to stand firm.
- Roleplay Dynamics: In stormy weather, the claws make the wearer a living tempest, drawing worship or fear from onlookers. Storm cults might seek to recruit or destroy them, while allies could rely on their storm-sense to navigate. The wearer might feel the claws’ elemental pull, tempted to lose themselves in the storm’s chaos, creating tension with their party’s goals.
Broader Roleplay Considerations: Across all environments, the Tempest Abyssal Claws shape the wearer’s narrative arc. Their sensory effects—amber glow, thunderous growl, and ozone scent—create a commanding presence, influencing social interactions. NPCs might view the wearer as a mythic figure, a cursed soul, or a dangerous wildcard, leading to quests for redemption, power, or protection. The claws’ whispers of abyssal and feral power introduce moral dilemmas, as the wearer balances their strength against the risk of corruption. Mechanically, the claws’ versatility ensures they enhance combat without overshadowing other party members, encouraging teamwork (e.g., setting up prone enemies for allies’ attacks). The wearer’s growing mastery of the claws can be a central character arc, with their emotional and psychological burden adding depth to Saṃsāra’s high-magic, interconnected world.

Perception of Activation:
- User’s Perspective:
- Sight: When activating the Tempest Abyssal Claws, you see a mesmerizing interplay of energies. The gauntlets emit a deep, shadowy aura from the Abysium crystals, pulsating with a dark glow that seems to absorb light around it. Simultaneously, the sapphire gems embedded in the gauntlets flare with bright blue arcs of electricity, dancing across the surface like miniature lightning bolts. The tiger claws at the fingertips shimmer with an amber hue, appearing to elongate slightly as they pulse with primal energy. The air around the gauntlets distorts, creating a rippling effect as if reality itself bends under the combined forces of storm and abyss.
- Sound: A deep, resonant growl emanates from the claws, echoing the ferocity of a tiger on the hunt, layered with a low hum of static electricity that rises into a crackling crescendo, reminiscent of rolling thunder. The sound intensifies as the claws fully activate, punctuated by sharp, electric snaps as small bolts of lightning arc between the sapphire gems, creating a symphony of primal and elemental power.
- Touch: You feel an intense, dual sensation in your hands and arms. The claws radiate a cold, heavy energy from the abyssal influence, as if shadows are seeping into your skin, contrasted by a warm, vibrating surge from the storm energy that tingles up your arms, akin to standing near a lightning strike. The gauntlets feel heavier yet more alive, fitting snugly as if they’ve merged with your body, enhancing your reflexes and strength with a subtle, electric buzz.
- Smell: A complex scent fills the air: a musky, earthy aroma reminiscent of a tiger’s den in a deep jungle, mingled with the sharp, metallic tang of ozone after a thunderstorm. There’s also a faint, acrid hint of burnt air, as if the electrical energy has scorched the atmosphere around you, grounding you in the raw power of nature and abyss.
- Taste: A metallic, slightly bitter taste lingers at the back of your throat, as if the electric charge and abyssal energy have permeated the air you breathe. It’s subtle but distinct, evoking the essence of a storm’s aftermath and the primal wilderness, a reminder of the forces you’re channeling.
- Extrasensory Perceptions:
- Electrostatic Awareness: You sense electrical currents and metallic objects nearby, as if the claws have heightened your perception of energy flow, even through solid obstacles, guiding your strikes with uncanny precision.
- Primal Instinct: A surge of predatory instinct floods your mind, giving you a tiger’s awareness of the battlefield—anticipating enemy movements and feeling the flow of combat with heightened clarity.
- Abyssal Whisper: You feel a shadowy presence, as if the abyss itself whispers warnings of dark magic or curses, granting a fleeting premonition of supernatural threats.
- Elemental Connection: A deep bond with storm energy fills you, allowing you to sense weather patterns and elemental shifts, enhancing your agility as you move in harmony with the storm’s rhythm.
- Observer’s Perspective:
- Sight: Observers witness a dramatic display as the Tempest Abyssal Claws activate. The gauntlets glow with a dual aura: a shadowy, light-absorbing haze from the Abysium crystals, contrasted by bright blue arcs of electricity crackling from the sapphire gems. The tiger claws shimmer with amber light, appearing to pulse with life. The surrounding air ripples visibly, creating eerie shadows that dance around the wearer, giving them an otherworldly, almost divine presence that seems to command both fear and awe.
- Sound: A low, guttural growl resonates from the claws, like a tiger poised to strike, overlaid with a deep hum of static that builds into a thunderous rumble. Sharp crackles of electricity punctuate the sound as lightning arcs between the gems, echoing through the environment. The combined effect is both primal and elemental, as if a storm and a predator have merged into one formidable force.
- Touch (Proximity): Those standing within a few feet feel a prickling sensation on their skin as static electricity builds in the air, causing hair to stand on end. The air feels heavier, charged with an unseen weight from the abyssal energy, and observers might experience light shocks if they touch nearby metallic objects, a tangible reminder of the claws’ storm power.
- Smell: Observers detect a strong, layered scent: the musky, primal odor of a jungle predator, mixed with the sharp, ozone-like smell of a thunderstorm, and a faint trace of burnt air from the electrical discharges. The aroma is potent, evoking the raw power of nature and the abyss, lingering in the air around the wearer.
- Taste: Not directly applicable, though observers close to the wearer might notice a faint metallic tang in the air if they breathe deeply, a subtle echo of the storm energy present.
- Extrasensory Perceptions:
- Electrical Disturbance: Sensitive observers, especially those attuned to magic, sense interference in nearby magical or elemental energies, as if the claws disrupt the natural flow of power in the area.
- Atmospheric Disruption: Those with elemental sensitivity feel a sudden imbalance, as if a storm front and a dark void have converged, creating a palpable tension in the environment.
- Predatory Aura: Observers with heightened instincts might feel a predatory gaze, as if the tiger’s spirit within the claws is sizing them up, instilling a sense of unease or danger.
- Positives:
- Empowerment and Confidence: The sensory and extrasensory effects make the user feel immensely powerful, as if they’re channeling the might of a storm, the abyss, and a predator all at once. This boosts confidence, focus, and combat effectiveness, enhancing reaction times and situational awareness.
- Intimidation and Awe: The dramatic visual and auditory display intimidates foes and inspires allies, giving the wearer a psychological edge. Observers are often awestruck, perceiving the wearer as a mythic figure, which can aid in negotiations or morale.
- Enhanced Perception: Extrasensory perceptions like electrostatic awareness and primal instinct provide tactical advantages, allowing the user to anticipate threats and navigate the battlefield with precision. The elemental connection aids in adapting to environmental conditions, especially storms.
- Symbolic Resonance: The claws’ sensory effects tie the wearer to Saṃsāra’s natural and mystical forces, reinforcing their role as a bridge between primal, elemental, and abyssal powers, which can deepen roleplaying immersion and cultural interactions.
- Negatives:
- Sensory Overload: The intense combination of sights, sounds, and tactile sensations can be overwhelming, leaving the user overstimulated or on edge, potentially leading to distraction or fatigue during prolonged use.
- Reduced Stealth: The visible glow, audible growl, and crackling electricity compromise stealth, making it harder to remain undetected in low-light or quiet environments. The scent and magical aura may also attract unwanted attention from creatures or magic-sensitive foes.
- Proximity Risks for Observers: Allies or bystanders nearby risk mild electrical shocks or discomfort from the static charge, which could strain relationships or disrupt teamwork in close quarters. The predatory aura might unnerve allies, causing hesitation or fear.
- Abyssal Temptation: The abyssal whispers and primal instincts can be mentally taxing, tempting the user toward reckless or aggressive behavior, risking loss of control or moral dilemmas. Observers might sense this dark influence, leading to mistrust or suspicion of the wearer’s intentions.
Recipe for Crafting Tempest Abyssal Claws
- Items Merged
- Abyssal Plate Gauntlets: Gauntlets forged from darkened steel with Abysium crystals, providing protection against dark magic and curses, with a +1 Constitution bonus.
- Stormforged Gauntlets: Silver gauntlets imbued with storm energy, featuring thunderstone shards and charged lightning gems, granting thunder and lightning abilities.
- Claws of the Tiger: Weapons crafted from tiger claws, designed for the Aquavianthrope, dealing 1d8 slashing damage with a knock-prone effect on critical hits.
- Materials Needed
- Abysium Crystal Shards: 6 small shards, harvested from abyssal depths or shadowy grottos, to enhance the abyssal properties.
- Thunderstone Shards: 8 shards, collected from storm-ravaged peaks, to amplify the storm energy.
- Charged Lightning Gems (Sapphires): 4 small gems, pre-charged with lightning magic, to channel electrical energy.
- Tiger Claws: 10 intact claws from a mature tiger, to retain the primal essence.
- Mithral Ingot: 1 ingot, for a lightweight yet durable base to harmonize the merged components.
- Void-Touched Leather Straps: Enough for two gauntlets, treated with void essence for durability and abyssal resonance.
- Cloudsilk Cloth: 1 square yard, enchanted to trap electrical energy, for the inner lining.
- Essence of Storm: 2 vials, distilled from a thunderstorm, to bind storm energy.
- Tiger’s Blood: 1 vial (100 ml), to infuse the primal spirit of the tiger.
- Abyssal Shard Essence: 1 vial, extracted from a pure Abysium core, to deepen the abyssal connection.
- Elemental Binding Runes: 12 runes, inscribed on tablets or etched designs, to channel and bind the energies.
- Arcane Conductor Wire: 3 feet, to connect the gems and ensure energy flow.
- Tools Required
- Arcane Forge: A magically enhanced forge to handle enchanted materials and bind energies.
- Rune Etcher: For inscribing elemental and abyssal runes with precision.
- Gem Engraver’s Kit: To cut, engrave, and set the lightning gems and Abysium shards.
- Storm Harness: A device to capture and transfer storm energy into the gauntlets.
- Leatherworking Kit: For shaping and attaching the void-touched leather and cloudsilk cloth.
- Smith’s Tools: For forging and shaping the mithral base.
- Artisan’s File and Sandstone: To refine and sharpen the tiger claws.
- Enchanter’s Kit: Including ritual components and glyph inscribers for magical infusion.
- Altar of Convergence: A ritual space to perform the merging ceremony, ideally outdoors under a storm.
- Skill Requirements
- Master Blacksmithing (Expert): To forge and shape the mithral base, ensuring balance between the components.
- Runic Inscription (Advanced): To etch and activate the elemental and abyssal runes.
- Elemental Attunement (Advanced): To safely manipulate storm and abyssal energies using the Storm Harness.
- Jeweler’s Craft (Intermediate): To set the gems and shards with precision.
- Enchanting (Expert): To bind the primal, elemental, and abyssal energies without destabilizing the artifact.
- Arcane Knowledge (Intermediate): Understanding of magical rituals to perform the merging ceremony.
- Leatherworking (Intermediate): To craft the lining and straps for comfort and functionality.
- Crafting Steps
- Preparation of the Workspace: Set up the Altar of Convergence in a storm-prone area, surrounded by symbols of storm, abyss, and tiger (e.g., etched lightning bolts, dark runes, and tiger pelts). Ensure the Arcane Forge is heated to handle mithral, and all tools are ready.
- Deconstruction of Original Items: Carefully dismantle the Abyssal Plate Gauntlets, Stormforged Gauntlets, and Claws of the Tiger. Extract the Abysium crystals, thunderstone shards, charged lightning gems, and tiger claws, preserving their magical integrity. Use the Smith’s Tools and Enchanter’s Kit to safely remove these components without disrupting their enchantments.
- Forge the Base Structure: Heat the mithral ingot in the Arcane Forge until malleable. Shape it into two gauntlet bases, ensuring flexibility for dexterity and slots for the tiger claws at the fingertips. Leave recesses for the Abysium crystals and lightning gems, cooling the metal evenly to maintain conductivity.
- Prepare the Inner Lining: Cut and shape the cloudsilk cloth to fit inside each gauntlet, acting as a shock-absorbent layer. Attach it using the Leatherworking Kit, sewing the arcane conductor wire along the lining to connect the gem slots for energy flow. Add the void-touched leather straps, securing them for a snug fit.
- Embed the Core Components: Inlay 3 Abysium crystal shards per gauntlet at the knuckles and palms, using the Gem Engraver’s Kit to secure them over runes for abyssal resonance. Place 2 charged lightning gems per gauntlet on the back and wrist, connecting them to the arcane conductor wire. Attach 5 tiger claws per gauntlet at the fingertips, ensuring they can retract and extend smoothly.
- Inscribe the Binding Runes: Use the Rune Etcher to inscribe 6 Elemental Binding Runes per gauntlet, evenly spaced on the exterior and interior, to balance the storm, abyssal, and primal energies. Etch additional runes around the gem and claw slots to enhance their activation.
- Infuse the Essences: Pour 1 vial of Essence of Storm over each gauntlet using the Storm Harness, allowing the liquid to seep into the runes over 24 hours. Simultaneously, drip the Tiger’s Blood onto the claws, binding the primal spirit, and apply the Abyssal Shard Essence to the Abysium crystals, deepening their dark resonance. Perform this step during a thunderstorm to amplify the energies.
- Final Binding Ritual: Place the gauntlets on the Altar of Convergence under open skies during a storm. Chant incantations invoking the spirits of storm, abyss, and tiger, weaving their essences together. Channel arcane energy through the Enchanter’s Kit to stabilize the merger, ensuring the energies harmonize. The gauntlets should emit a shadowy glow, crackle with lightning, and growl softly upon successful binding.
- Testing and Refinement: Test the gauntlets’ abilities: strike an object to activate Thunderous Rend, use Stormborn Pounce to test flight, and trigger Tiger’s Frenzy for rapid attacks. Adjust rune alignments or gem settings if imbalances occur, ensuring all energies are stable. Polish with blessed oil to seal the enchantments.
- Attunement: The creator or intended wearer must meditate with the gauntlets for 10 minutes, focusing on the interplay of storm, abyss, and tiger energies, to complete the attunement and unlock their full potential.
Upon completion, the Tempest Abyssal Claws are ready, embodying the unified power of their origins, ready to be wielded by a worthy bearer in Saṃsāra.
Chronicle of the Shadowstorm Talons
In times long past, when sky wept fire and earth trembled with secrets, there was a tale, scratched in broken runes, carried from tongues older than the stones of Saṃsāra. The words, they say, were torn from a speech not meant for mortal ears, a speech of gods and beasts and voids that yawned before the dawn. The Chronicle of the Shadowstorm Talons, as it is named by the lore-keepers, is a story of might and ruin, of a warrior who grasped too far, his hands wrapped in the claws that bore the storm, the abyss, and the tiger’s heart. The translation is jagged, its meaning oft clouded, but its weight endures through the ages.
In a land where the jungles whispered and the skies roared, there lived a man called Zorath-Khul, or so the runes name him—One Who Hunts Shadows. Zorath-Khul was no soft man; his bones were iron, his eyes like knives that cut through fear. He walked the paths where none dared, seeking the old magics, the powers that the gods hid in shame. The tale speaks of a time when the storms of Saṃsāra grew fierce, so fierce that the oceans rose to swallow islands, and the caves wept black tears that burned the stone. The people cried to the heavens, but the heavens answered only with thunder, and the thunder brought no mercy.
Zorath-Khul, hearing the cries, sought a weapon to tame the storm, to bind the darkness, to hunt the unseen. In the deep jungle, where vines bled sap like blood, he found a shrine, old as the world, its altar cracked and stained with shadows that moved when no wind blew. There, the runes say, he found the Shadowstorm Talons—claws of silver and darkness, their tips sharp as tiger’s fangs, their surface alive with blue fire that danced like the sky’s wrath. The crystals in the claws, black as night, drank the light, and the air around them hummed with a growl that shook the heart. Zorath-Khul, bold as he was, took the claws, though the shrine’s air grew heavy, and the shadows whispered words he could not grasp.
The claws, they say, were not made by hands of men. The ancient tongue speaks of three spirits: the Storm Father, who roared in the clouds; the Abyss Mother, who slept in the void; and the Tiger Lord, who hunted in the green deep. These spirits, in a time before time, fought a war that split the sky, and their blood mingled on the earth, forming the claws in a crucible of fury and sorrow. But the spirits cursed the claws, for they did not wish their power to be held by one. The Storm Father gave them thunder, the Abyss Mother gave them shadow, and the Tiger Lord gave them hunger—a hunger that would never sleep.
Zorath-Khul wore the claws, and their power was mighty. He struck, and the earth shook with thunder, foes falling as if struck by the sky itself. He leaped, and the winds carried him, lightning trailing his path like a serpent of fire. He hunted, and none could stand before him, for the claws tore through armor and bone with a tiger’s rage. The people named him Storm King, Shadow Slayer, Tiger of the Sky, and they followed him, for he drove back the storms that plagued the land. The oceans calmed, the caves ceased their weeping, and the people built altars to his name.
But the claws, they spoke. Not in words, but in dreams, in whispers that crept into Zorath-Khul’s heart. The Abyss Mother sang of power, of a throne in the dark where none could defy him. The Tiger Lord growled of the hunt, urging him to slay all who stood in his path, friend or foe. The Storm Father roared of freedom, to cast aside all bonds and rule the skies alone. Zorath-Khul, once a man of honor, felt his heart twist. He saw enemies where there were none, and his hands, wrapped in the claws, struck without mercy. The people who once praised him now feared him, for his eyes glowed with a light not of this world, and his laughter echoed like thunder in the void.
The runes tell of a battle, a great clash on a mountain where the storm never ceased. Zorath-Khul, driven by the claws’ whispers, sought to challenge the gods themselves. He climbed the peak, the claws glowing with shadow and lightning, their growl a roar that shook the heavens. There, he faced a guardian, a beast of storm and shadow, its form shifting—tiger, void, tempest, all at once. The guardian spoke, its voice a storm in itself: “You hold what you cannot tame, mortal. The claws are not yours to master, but you are theirs to break.”
Zorath-Khul, heedless, struck with the claws, and the mountain trembled. Thunder rang out, lightning split the sky, and shadows bled from the earth. The battle raged for days, the runes say, and the land bore scars that never healed. Zorath-Khul’s strength was vast, his claws tearing through the guardian’s form, but each strike fed the claws’ hunger. They drank his spirit, his will, his light, until he was but a shell, a vessel for their fury. The guardian fell, but Zorath-Khul did not triumph. The claws, now alive with his essence, turned on him. Shadows wrapped his heart, lightning burned his bones, and the tiger’s hunger consumed his mind. He screamed, a sound that echoed across Saṃsāra, and then he was gone, swallowed by the storm he sought to tame.
The Shadowstorm Talons fell to the earth, their glow dim, their growl silent. The people, those who survived, buried them in the shrine once more, sealing it with runes of warning. The tale, passed through broken translations, became a legend in Saṃsāra, a story told in hushed tones by firelight. The claws, they say, wait for another to claim them, but the curse remains, a curse of power that devours the wielder.
Moral of the Story: Power that is not earned with heart and wisdom is a chain that binds tighter than iron; to wield the storm, the shadow, and the beast is to risk becoming their prey.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item: Abyssal Storm Talons
Description: These gauntlets, forged from an unholy union of abyssal crystals, storm-charged gems, and primal tiger claws, pulse with a dark, electric energy. They are artifacts of immense power, tied to forces beyond human comprehension, and their use risks drawing the wielder into madness or corruption.
Stat Block:
- Damage: 1D8 slashing + 1D6 electrical (thunder)
- Mythos Rating: +15 to Cthulhu Mythos while worn, reflecting their connection to eldritch and elemental forces.
- Sanity Cost: 1/1D8 Sanity loss upon first activation; 1/1D4 per use of special abilities due to the overwhelming influence of abyssal and primal energies.
- Cost: Invaluable; likely acquired through perilous investigation or as a reward for thwarting a Mythos threat.
Game Mechanics:
- Thunderous Rend (Special Ability): Once per day, the user may make a Fighting (Brawl) roll. On a successful hit, the talons release a shockwave, dealing 1D8 electrical damage in a 15-foot radius (DEX roll to halve damage). All affected must make a CON roll (Hard difficulty) or be stunned for one round.
- Abyssal Deflection: Once per day, as a reaction to a Mythos spell or curse, the user gains a +20% bonus to POW rolls to resist. On success, the spell’s caster must make a POW roll (Hard difficulty) or suffer 1D6 Sanity loss as the spell reflects back.
- Stormborn Pounce: Once per week, the user can activate this ability, gaining the ability to hover 5 feet above the ground and move at normal speed for 1D6 minutes. During this time, they gain a +20% bonus to Dodge checks and take half damage from electrical attacks.
- Tiger’s Frenzy: Once per day, the user may make two additional Fighting (Brawl) attacks in a round, each at a -20% penalty, reflecting the primal fury of the talons.
- Cursed Influence: Each use of a special ability requires a POW roll (Regular difficulty). Failure results in 1D6 HP damage from internal shock or shadow corruption, and the talons’ usage limit resets. Prolonged use (more than three activations per session) risks permanent Sanity effects, such as a phobia of storms or an obsession with hunting.
Balance Notes: The talons’ power is offset by significant Sanity and HP risks, aligning with Call of Cthulhu’s focus on cosmic horror and the dangers of forbidden knowledge. The Mythos Rating increase ensures they tie into the game’s investigative themes, potentially drawing cultists or other threats to the user.
Blades in the Dark
Item: Stormshadow Claws
Description: These gauntlets, shimmering with dark crystals and crackling with electric energy, are a rare and dangerous artifact in Doskvol’s underworld. They channel the raw fury of storms and the predatory instincts of a beast, making them ideal for cutters and whispers who thrive in chaos and combat.
Stat Block:
- Quality: Fine (4 Load)
- Damage: +1d6 harm (slashing/thunder)
- Cost: 10 Coin (or GM discretion, given their rarity)
Game Mechanics:
- Thunderous Rend: When you roll a 6 on a Skirmish or Wreck roll, you may deal +1d6 harm to all targets in a small area (10-foot radius). Affected targets must roll Resistance (Prowess) or be knocked down, taking 1 Stress from the shock. You take 1 Stress from energy feedback.
- Abyssal Deflection: When targeted by a supernatural effect (e.g., a ghost’s possession or a whisper’s spell), you may spend 1 Stress to roll +1d to Resist with Insight. On a 6, the effect is reflected back, dealing 1 Stress to the source.
- Stormborn Pounce: Once per score, you can glide up to three stories high or move through electrically charged areas unharmed for one scene. Gain +1d to Finesse or Prowl rolls while active, but take 1 Stress to activate.
- Tiger’s Frenzy: During a Skirmish action, spend 1 Stress to make an additional attack at the same position, reflecting the claws’ predatory speed. On a critical, the target is knocked down, and you gain +1 effect on your next action against them.
- Charged Ward: Reduce Harm from electrical or supernatural attacks by one level. If an enemy uses an electrical attack, you may conduct the energy back, dealing level 1 Harm (“Shocked”) to them.
- Drawback: The claws whisper dark urges, tempting the user toward violence. After using a special ability, roll a 1d. On a 1, take 2 Stress as the claws’ primal and abyssal influence overwhelms you, potentially leading to overindulgence in Vice (e.g., savagery or obsession with power).
Balance Notes: The claws’ abilities are balanced with Stress costs, fitting Blades in the Dark’s risk-reward system. Their Fine quality and special effects make them a powerful asset, but the Stress and potential for overindulgence ensure they don’t overshadow crew dynamics or the game’s focus on consequences.
Dungeons & Dragons (5th Edition)
Item: Claws of the Abyssal Tempest
Description: These legendary gauntlets, forged from mithral and infused with abyssal crystals, storm gems, and tiger claws, pulse with a dark, electric energy. They grant the wearer the power to wield storm, shadow, and primal fury, but their whispers of corruption test the wielder’s resolve.
Stat Block:
- Type: Wondrous Item, Legendary (requires attunement)
- Damage: 2d8 slashing + 1d6 thunder
- Armor Class: +1 AC (while worn)
- Strength Requirement: 15
- Stealth Disadvantage: Due to the crackling energy and shadowy aura.
Game Mechanics:
- Thunderous Rend (3 Charges): When you hit with a melee attack using the claws, you can expend 1 charge to unleash a shockwave. All creatures within 10 feet of the target must make a DC 17 Strength saving throw or take 2d8 thunder damage and be knocked prone. On a successful save, they take half damage and aren’t knocked prone. The claws regain 1d3 charges daily at dawn.
- Abyssal Deflection (2 Charges): As a reaction to being targeted by a necrotic or curse spell, you can expend 1 charge to gain advantage on the saving throw. On a success, the caster must make a DC 17 Wisdom saving throw or take half the spell’s effect (e.g., necrotic damage or curse duration).
- Stormborn Pounce (1 Charge): Once per long rest, you can activate this ability as an action, gaining a flying speed of 40 feet for 1 minute. During this time, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. As a bonus action while flying, you can make a melee attack against a creature within 30 feet, dealing an additional 2d6 lightning damage on a hit.
- Tiger’s Frenzy (2 Charges): As a bonus action, you can expend 1 charge to make two additional melee attacks with the claws. If either attack is a critical hit, the target must make a DC 17 Strength saving throw or be knocked prone.
- Passive Properties:
- Abyssal Fortitude: Gain +2 to Constitution (maximum 22) and resistance to necrotic damage. You have advantage on saving throws against curses and necromantic effects.
- Lightning Ward: Gain resistance to lightning damage.
- Predator’s Grace: Gain advantage on Dexterity (Acrobatics) checks and Survival checks to navigate natural terrain. Your movement speed increases by 10 feet in natural environments.
- Tempest’s Aura: Gain advantage on saving throws against being charmed or frightened by creatures with the elemental, air, or beast subtype. You can sense storms within 1 mile.
- Drawback: Each time you use a charge, make a DC 15 Wisdom saving throw. On a failure, the claws’ whispers of abyssal and primal power influence you, compelling you to attack the nearest creature (friend or foe) on your next turn. This effect ends after one attack or a successful save at the start of your next turn.
Balance Notes: The claws’ legendary status and multiple abilities are balanced by charges, a Wisdom save drawback, and the attunement requirement. The AC bonus and resistances make them valuable for melee characters, but the Stealth disadvantage and potential for friendly fire ensure they don’t dominate all scenarios, aligning with D&D 5e’s balance for high-level play.
Knave (2nd Edition)
Item: Talons of Storm and Shadow
Description: These gauntlets, pulsing with dark crystals, electric gems, and tiger claws, are a fearsome artifact of storm, abyss, and primal fury. They grant the wielder immense power but risk overwhelming them with their predatory and dark influences.
Stat Block:
- Inventory Slots: 3 slots
- Damage: 2d8 slashing + 1d6 thunder
- Armor: +1 (while worn)
Game Mechanics:
- Thunderous Rend: Once per day, on a successful attack, you release a burst of thunder affecting all creatures within 10 feet. They must make a Strength save (DC 15) or take 2d8 thunder damage and be knocked prone. On a success, they take half damage and remain standing. You are knocked back 5 feet by the force (no damage taken).
- Abyssal Deflection: Once per day, when targeted by a magical effect (e.g., a curse or necrotic spell), you gain +2 to your saving throw. On a success, the caster must make a Wisdom save (DC 15) or take 1d6 damage as the effect reflects back.
- Stormborn Pounce: Once per day, you can activate this ability to hover up to 30 feet off the ground for 10 minutes. During this time, you gain +1 Armor against physical attacks and can make a ranged melee attack (30-foot range) dealing an additional 1d6 lightning damage.
- Tiger’s Frenzy: Once per day, you can make two additional attacks in a turn as a free action. If either is a critical hit (roll a 20), the target must make a Strength save (DC 15) or be knocked prone.
- Passive Effects:
- Gain +1 to Constitution defense rolls.
- Take half damage from lightning and necrotic effects.
- Gain +1 to Dexterity rolls for movement in natural terrain and +5 feet to movement speed in such areas.
- Sense storms within 1 mile and gain +1 to rolls against fear or charm from elemental or beast creatures.
- Cursed Influence: After each use of a special ability, roll a d20. On a 1, the talons’ influence overwhelms you, forcing you to attack the nearest creature (ally or enemy) on your next turn. Additionally, after each combat encounter using the talons, roll a d20. On a 1, you temporarily gain a feral trait (e.g., growling uncontrollably) until you rest.
Balance Notes: The talons’ power in Knave 2e is balanced by their slot cost, limited daily uses, and the risk of cursed influence, which introduces unpredictability. The passive effects enhance survival without overshadowing the system’s simplicity, while the drawbacks tie into Knave’s focus on risk and resource management.
Fate Core System
Item: Gauntlets of the Abyssal Storm
Description: These gauntlets, forged from a fusion of storm, abyssal, and primal energies, crackle with lightning and pulse with a dark, predatory aura. They grant the wearer immense power over combat and the elements, but their whispers of corruption challenge the wielder’s resolve.
Stat Block:
- Aspect: “Storm, Shadow, and Predator Bound in One”
- Cost: 2 Refresh to acquire, plus 1 Fate Point per session for each activation beyond the initial stunt use.
Game Mechanics:
- Thunderous Rend: Once per scene, you may spend a Fate Point to attack all nearby opponents with a burst of thunder. Roll Fight +2 to hit, dealing a Weapon:2 effect (thunder damage). Each enemy must succeed on an Athletics roll (Great +4 difficulty) to avoid being knocked back, creating an advantage like “Prone and Stunned” on the scene.
- Abyssal Deflection: When targeted by a supernatural effect (e.g., a curse or necrotic attack), you may spend a Fate Point to roll +2 on your Will defense. On a success, create an advantage like “Reflected Curse” on the attacker, imposing a -2 penalty on their next action.
- Stormborn Pounce: Spend a Fate Point to gain flight for one scene, moving at your normal speed. During this time, you defend with +2 against physical attacks due to a protective storm aura, and you may roll Fight +2 as a bonus action to make a lightning-infused attack against a target within 30 feet (Weapon:1 lightning damage).
- Tiger’s Frenzy: Once per session, invoke the claws’ aspect to deliver a flurry of attacks, rolling Fight to attack twice in one action, each with a +1 bonus. On a success with style, inflict a mild consequence like “Knocked Flat” on the target.
- Stunts:
- Abyssal Fortitude: Gain +2 to Physique rolls when resisting physical or necrotic harm.
- Lightning Ward: Take half stress from electrical attacks or effects.
- Predator’s Grace: Gain +2 to Athletics rolls in natural environments, reflecting enhanced mobility.
- Tempest’s Aura: Gain +2 to Will rolls against fear or charm effects from elemental or beast-like foes.
- Drawback: After using any ability, roll Will against a Great (+4) difficulty. Failure results in 1 mental stress as the claws’ whispers urge you toward violence or dominance, potentially leading to a compel like “Unleash Your Fury” where you attack recklessly, risking collateral damage or ally harm.
Balance Notes: The gauntlets’ abilities are balanced with Fate Points and stress risks, fitting Fate Core’s narrative focus. The stunts enhance versatility without overpowering, while the drawback introduces compels that tie into Fate’s consequence-driven gameplay, ensuring the item integrates with the system’s emphasis on drama and choice.
Numenera & Cypher System (Numenera 2nd Edition)
Item: Talons of the Void Tempest
Description: These gauntlets, shimmering with dark crystals and crackling with storm energy, are an ancient artifact infused with the essence of abyss, storm, and primal fury. They grant the wielder devastating combat abilities but risk overwhelming them with their chaotic energies.
Stat Block:
- Level: 8
- Form: Artifact (Gauntlets)
- Depletion: 1 in 1d20 (each time Thunderous Rend, Stormborn Pounce, or Tiger’s Frenzy is used)
Game Mechanics:
- Thunderous Rend: Once per day, the wearer may unleash a blast of thunder as an action, dealing 8 points of Intellect damage (ignores Armor) to all creatures in a short range (10 feet) and forcing them to make a Might defense roll (difficulty 6) or be stunned for one round, losing their next action.
- Abyssal Deflection: Once per day, when targeted by a dark magic or curse effect, the wearer may spend 3 Intellect points to reduce the effect’s level by 2 steps (e.g., level 6 to level 4). If the effect is reduced to level 0, it reflects back, requiring the source to make an Intellect defense roll (difficulty 5) or suffer 4 points of Intellect damage.
- Stormborn Pounce: Once per day, the wearer can spend 3 Speed points to fly at a speed of 30 feet per round for one minute. During this time, they gain +2 Armor against physical attacks and can make a ranged melee attack (30-foot range) dealing an additional 4 points of electrical damage.
- Tiger’s Frenzy: Once per day, the wearer may spend 2 Speed points to make two additional attacks as part of a single action. If either attack deals 6 or more damage, the target must make a Might defense roll (difficulty 5) or be knocked prone.
- Passive Effects:
- Gain +2 to Might Pool.
- Gain Armor +3 against electrical and necrotic damage.
- Gain an asset on tasks related to movement, tracking, or perception in natural environments.
- Sense storms within a long range (1 mile) and gain an asset on rolls to resist fear or control effects from elemental or beast-like creatures.
- Cursed Influence: After each use of a special ability, the wearer must make an Intellect roll (difficulty 4). Failure results in a temporary increase in aggression, imposing a hindrance (one step harder) on social interactions until they rest. On a roll of 1 for depletion, the claws surge, dealing 4 points of Might damage to the wearer as feedback.
Balance Notes: The talons’ high level and powerful effects are balanced by depletion rolls, point costs, and the cursed influence, fitting Numenera’s focus on discovery and risk. The passive effects enhance utility without overshadowing exploration, while the drawback introduces narrative consequences, aligning with the system’s emphasis on strange and dangerous artifacts.
Pathfinder (2nd Edition)
Item: Claws of the Tempest Void
Description: These gauntlets, forged from mithral and infused with abyssal crystals, storm gems, and tiger claws, radiate a dark, electric energy. They grant the wearer mastery over storm, shadow, and primal fury, but their dark whispers test the wielder’s discipline.
Stat Block:
- Type: Worn Item, Hands
- Level: 12
- Price: 12,000 gp
- Usage: Worn
- Bulk: L
Game Mechanics:
- Damage: 3d8 slashing (agile, finesse) + 2d6 thunder
- Thunderous Rend [two-actions] (Evocation, Electricity): Frequency: three times per day. When you Strike with the claws and hit, you may unleash a thunderous wave, dealing 4d8 electricity damage in a 10-foot burst centered on the target. Creatures in the area must make a DC 28 Fortitude save or be knocked prone. On a success, they take half damage and remain standing.
- Abyssal Deflection [reaction] (Abjuration, Necrotic): Frequency: twice per day. Trigger: You are targeted by a spell with the curse or necromancy trait. Effect: Gain a +2 circumstance bonus to your saving throw. On a success, the caster must make a DC 28 Will save or take half the spell’s effect (e.g., half damage or duration).
- Stormborn Pounce [one-action] (Transmutation): Frequency: once per day. Effect: Gain a fly speed of 40 feet for 1 minute. During this time, you gain resistance 5 to bludgeoning, piercing, and slashing damage. As a single action while flying, you may make a Strike against a creature within 30 feet, dealing an additional 3d6 electricity damage on a hit.
- Tiger’s Frenzy [one-action] (Conjuration): Frequency: twice per day. Effect: Make two additional Strikes with the claws as part of this action. If either Strike critically hits, the target must make a DC 28 Fortitude save or be knocked prone.
- Passive Effects:
- Gain a +2 item bonus to Fortitude saves.
- Gain resistance 10 to electricity and necrotic damage.
- Gain a +2 item bonus to Acrobatics checks and Survival checks in natural terrain, and increase your Speed by 10 feet in such areas.
- Gain a +2 item bonus to Will saves against effects from creatures with the air, elemental, or beast trait, and you can sense storms within 1 mile.
- Drawback: After using any activated ability, you must succeed on a DC 28 Will save or become overwhelmed by the claws’ whispers, gaining the Clumsy 1 condition for 1 minute as you struggle with their influence. On a critical failure, you must also Strike the nearest creature (ally or enemy) on your next turn.
Balance Notes: The claws’ high level and potent effects are balanced by limited uses, a high DC for saves, and the drawback, fitting Pathfinder 2e’s action economy and balance for high-level play. The resistances and bonuses enhance survivability without overshadowing other items, while the drawback introduces risk, aligning with the system’s focus on tactical decision-making.
Savage Worlds (Adventure Edition)
Item: Stormreaver Talons
Description: These gauntlets, pulsing with dark crystals, storm energy, and tiger claws, are a rare artifact of immense power. They grant the wielder the ability to unleash thunder, resist dark forces, and strike with primal fury, but their influence risks driving the user into a frenzy.
Stat Block:
- Type: Rare Magical Item
- Armor: +1 (hands only)
- Strength Requirement: d8
- Cost: $15,000 (or awarded as treasure for a Legendary-rank adventure)
Game Mechanics:
- Damage: Str+d8 slashing, +d6 electrical (thunder)
- Thunderous Rend: When the wearer rolls a Raise on a Fighting roll, they may activate Thunderous Rend, dealing 2d8 electrical damage to all adjacent foes (within 1 inch/2 yards). Foes must make an Agility roll (TN 4) to take half damage, and a Vigor roll (TN 4) to avoid being Shaken and knocked prone.
- Abyssal Deflection: Once per session, when targeted by a Power with the necrotic or curse trait, the wearer gains +2 to their Spirit roll to resist. On a success, the caster must make a Spirit roll (TN 4) or take 1 Wound (or be Shaken if they have no Wounds) as the effect reflects back.
- Stormborn Pounce: Once per session, spend 2 Power Points to gain the Fly ability at Pace 12 for 3 rounds. During this time, the wearer gains +2 to Parry, and may make a Fighting roll as a free action against a target within 6 inches (12 yards), dealing +d6 electrical damage on a hit.
- Tiger’s Frenzy: Once per session, the wearer may make two additional Fighting rolls in the same action at no penalty. If either roll results in a Raise, the target is knocked prone and must make an Agility roll (TN 4) to stand on their next turn.
- Passive Effects:
- Gain +2 to Vigor rolls to resist Toughness-based damage.
- Gain +2 to Vigor rolls to resist electrical or necrotic effects, and take half damage from such sources.
- Gain +2 to Agility rolls in natural terrain and +2 Pace in such areas.
- Gain +2 to Spirit rolls to resist Fear or mind-affecting effects from elemental or beast-like creatures, and sense storms within 1 mile.
- Drawback: Each time a special ability is activated, roll a d6. On a 1, the talons surge, causing the wearer to be Shaken as they experience feedback. Additionally, after combat using the talons, make a Spirit roll (TN 4). On a failure, gain the Bloodthirsty Hindrance until the next session, reflecting the claws’ primal influence.
Balance Notes: The talons’ powerful effects are balanced by limited uses, Power Point costs, and the drawback, fitting Savage Worlds’ fast-paced, cinematic gameplay. The passive bonuses enhance survivability without overshadowing Edges, while the drawback introduces narrative consequences, aligning with the system’s focus on dramatic challenges and character development.
Shadowrun (6th Edition)
Item: Abyss Storm Claws
Description: These sleek gauntlets, embedded with dark crystals and crackling with electric energy, are a rare magical artifact combining abyssal, storm, and primal forces. They enhance the user’s combat abilities with elemental and dark powers, but their influence risks amplifying aggression in the streets of the Sixth World.
Stat Block:
- Category: Gear, Armor/Weapon Hybrid
- Rating: 8
- Availability: 16F
- Legality: Forbidden
- Cost: 10,000¥
- Armor: +2 (Hands)
- Damage: (STR + 3)P, Electrical
Game Mechanics:
- Thunderous Rend: Once per combat, you may declare Thunderous Rend with a successful Close Combat + Strength roll (Threshold 3). The attack gains an AOE burst of 3 meters around the target, dealing +2P electrical damage to all within range. Affected targets must make a Body + Willpower (Threshold 4) test or be stunned (lose their next action) and knocked prone.
- Abyssal Deflection: Once per day, when targeted by a spell with a necrotic or curse effect, you may roll +2 dice to your Resistance test (typically Body + Willpower). On a success, the caster must make a Willpower + Charisma (Threshold 3) test or take 3 drain damage as the spell reflects back.
- Stormborn Pounce: Once per day, you may activate this ability, gaining +3 to your Movement rate for 1D6 combat turns and the Levitation effect (hover 2 meters above ground). While active, you are immune to Shock or Electrical effects and may make a Close Combat + Agility roll (Threshold 2) against a target within 10 meters, dealing +2P electrical damage on a hit.
- Tiger’s Frenzy: Once per combat, you may make two additional Close Combat attacks in the same action at no penalty. If either attack scores 3 or more net hits, the target must make a Body + Agility (Threshold 3) test or be knocked prone.
- Passive Effects:
- Gain +1 to Body attribute while worn.
- Gain +2 dice to Resistance rolls against electrical or necrotic attacks.
- Gain +1 dice to Athletics rolls in natural terrain and +1 to Movement in such areas.
- Gain +1 dice to Resist tests against mental manipulation by spirits or critters with elemental or beast traits, and sense storms within 1 kilometer.
- Wireless Bonus: When connected to a Matrix device, the wearer can manipulate electrical fields within a 10-meter radius, granting +2 dice to Intimidation or Con rolls due to the crackling aura.
- Drawback: After each combat using the claws, make a Composure test (Willpower + Charisma, Threshold 3). On a failure, the user gains +1 Edge to enemies for the next encounter as their aggression becomes predictable, reflecting the claws’ primal influence. Prolonged use (more than 3 activations per run) risks nightmares, imposing a -1 die penalty to mental rolls until a long rest.
Balance Notes: The claws’ powerful effects are balanced by their high availability, forbidden status, and drawback, fitting Shadowrun’s gritty, high-risk gameplay. The passive bonuses enhance survivability without overshadowing augmentations, while the drawback introduces roleplay consequences, aligning with the system’s focus on consequences and street-level danger.
Starfinder (1st Edition)
Item: Voidstorm Talons
Description: These hybrid gauntlets, forged with abyssal crystals, storm-charged gems, and primal tiger claws, pulse with a dark, electric energy. They grant the wearer devastating melee capabilities and elemental resistance, but their chaotic nature risks overwhelming the user in the Pact Worlds.
Stat Block:
- Level: 12
- Price: 12,000 credits
- Damage: 3d8 S (slashing) + 2d6 E (electricity)
- Critical Effect: Knockdown (DC 18 Reflex save or knocked prone)
- Bulk: 1
- Usage: 2 charges per use; 4 charges/day (recharges 1d4 charges at dawn)
Game Mechanics:
- Thunderous Rend: As a standard action, make a melee attack. On a hit, the talons deal 3d8 slashing + 2d6 electricity damage to the primary target and 2d6 electricity damage in a 10-foot radius. All targets in the area must succeed on a DC 18 Reflex save or be knocked prone.
- Abyssal Deflection: Once per day, when targeted by a spell with the darkness or curse descriptor, you may spend 1 charge to gain a +4 bonus to your saving throw. On a success, the caster must make a DC 18 Will save or take half the spell’s effect (e.g., half damage or duration).
- Stormborn Pounce: Once per day, as a swift action, spend 2 charges to gain a flight speed of 40 feet (perfect maneuverability) for 1 minute. During this time, you gain DR 5/— against kinetic attacks. As a standard action while flying, you may make a melee attack against a target within 30 feet, dealing an additional 2d6 electricity damage.
- Tiger’s Frenzy: Once per day, spend 1 charge to make two additional melee attacks as part of a full attack, each at your full attack bonus. If either attack critically hits, the target is knocked prone unless they succeed on a DC 18 Reflex save.
- Passive Effects:
- Gain energy resistance 10 against electricity and 5 against negative energy.
- Gain a +2 item bonus to Fortitude saves.
- Gain a +2 item bonus to Acrobatics checks in natural environments and +10 feet to your speed in such areas.
- Gain a +2 item bonus to Will saves against effects from creatures with the elemental or magical beast type, and sense storms within 1 mile.
- Drawback: After each use of an activated ability, make a Will save (DC 18). On a failure, you take a -2 penalty to Will saves for 1 hour as the talons’ whispers distract you. On a critical failure, you must attack the nearest creature (ally or enemy) on your next turn.
Balance Notes: The talons’ high level and potent effects are balanced by charge usage, save DCs, and the drawback, fitting Starfinder’s sci-fi combat focus. The resistances and bonuses enhance utility without overshadowing tech, while the drawback introduces risk, aligning with the system’s emphasis on high-stakes action and exploration.
Traveller (Mongoose 2nd Edition)
Item: Tempest Shadow Claws
Description: These advanced gauntlets, rumored to be crafted by a lost civilization, combine dark crystals, storm energy, and primal claws to unleash devastating melee attacks and elemental effects. They enhance the user’s combat prowess but risk overwhelming them with their chaotic influence.
Stat Block:
- Tech Level: TL15 (Ancient)
- Cost: Cr60,000 (if available)
- Damage: 3d6 slashing + 2d6 electrical
- Traits: Melee, Piercing 2
- Encumbrance: 1
Game Mechanics:
- Thunderous Rend: Once per day, make an Unarmed Combat or Melee (Blades) roll (8+). On a success, the claws deal 3d6 slashing + 2d6 electrical damage to the target and 2d6 electrical damage to all within a 5-meter radius. Targets in the area must succeed on a STR + END roll (DM -2) or be stunned for 1d3 rounds and knocked prone.
- Abyssal Deflection: Once per day, when targeted by a psionic or energy-based attack with a necrotic or curse-like effect, you may roll +2 DM to your END + INT roll to resist. On a success, the source must make an INT + PSI roll (8+) or take 2d6 damage as the effect reflects back.
- Stormborn Pounce: Once per week, activate this ability to levitate and move at 15 meters per round for 1d6 minutes. While active, you gain +2 DM to DEX-based rolls, and may make a Melee (Blades) roll (8+) against a target within 10 meters, dealing +2d6 electrical damage on a hit.
- Tiger’s Frenzy: Once per day, you may make two additional Melee (Blades) rolls in the same action at no penalty. If either roll achieves an Effect of 4 or more, the target must succeed on an Athletics (DEX) roll (8+) or be knocked prone.
- Passive Effects:
- Gain +1 END while worn.
- Gain +2 DM to rolls to resist electrical or necrotic damage, and halve such damage.
- Gain +1 DM to Athletics (DEX) rolls in natural terrain and +2 meters to movement in such areas.
- Gain +1 DM to rolls to resist psionic or fear effects from elemental or beast-like entities, and sense storms within 1 kilometer.
- Power Requirement: The claws require a micro-power cell (lasting 24 hours of active use). Without power, they deal only 2d6 slashing damage and lose special abilities.
- Drawback: Non-humans suffer a -1 DM penalty when using the claws due to their sensitive attunement. After each combat, make an END + INT roll (8+). On a failure, you gain a -1 DM to social rolls until you rest, reflecting the claws’ aggressive influence.
Balance Notes: The claws’ high TL and powerful effects are balanced by their rarity, power requirement, and drawback, fitting Traveller’s focus on exploration and tech. The passive bonuses enhance utility without overshadowing skills, while the drawback introduces roleplay consequences, aligning with the system’s emphasis on survival and adaptation.
Warhammer Fantasy Roleplay (4th Edition)
Item: Claws of the Storm Abyss
Description: These gauntlets, forged by forgotten artisans, combine dark crystals, storm energy, and tiger claws to unleash devastating attacks. They grant the wielder power over storm and shadow, but their chaotic influence risks driving them into a frenzy in the Old World.
Stat Block:
- Rarity: Very Rare
- Encumbrance: 1
- Damage: +8
- Qualities: Precise, Fast, Impact
- Availability: Very Rare (300 Gold Crowns)
Game Mechanics:
- Thunderous Rend: Once per encounter, on a successful Melee (Brawling) hit, you unleash a thunderous shockwave, dealing +2 Damage (Electrical) to all targets within a 5-yard radius. Targets must pass a Challenging (+0) Endurance Test or be knocked Prone and gain a Stunned Condition for 1 round.
- Abyssal Deflection: Once per day, when targeted by a spell with the Dark or Chaos trait, you gain +10 to your Toughness Test to resist. On a success, the caster must make a Challenging (+0) Willpower Test or take 1d10 Wounds (ignoring Toughness Bonus) as the spell reflects back.
- Stormborn Pounce: Once per day, spend an Action to activate flight, allowing you to move at half your Movement Rate (ignoring terrain) for 3 rounds. During this time, you gain +10 to Dodge (Ag) rolls and Resistance (Electricity 5). As a free action while flying, you may make a Melee (Brawling) attack against a target within 10 yards, dealing +2 Damage (Electrical).
- Tiger’s Frenzy: Once per encounter, you may make two additional Melee (Brawling) attacks in the same Action at no penalty. If either attack scores a Critical Hit, the target must pass a Challenging (+0) Strength Test or be knocked Prone and gain a Prone Condition.
- Passive Effects:
- Gain +1 Toughness Bonus.
- Gain +10 to Toughness Tests against electrical or necrotic effects, and halve such damage.
- Gain +10 to Agility Tests in natural terrain and +1 Movement in such areas.
- Gain +10 to Willpower Tests against Fear or control effects from elemental or beast-like creatures, and sense storms within 1 mile.
- Drawback: Each use of a special ability requires a Challenging (+0) Willpower Test. Failure results in gaining 1 Corruption point as the claws’ chaotic influence seeps in. After combat, make a Challenging (+0) Willpower Test; failure results in gaining the Frenzy Talent (must attack the nearest creature) until calmed.
Balance Notes: The claws’ powerful effects are balanced by limited uses, Corruption risk, and the drawback, fitting WFRP’s grim and perilous tone. The passive bonuses enhance survivability without overshadowing Talents, while the drawback introduces Chaos corruption, aligning with the system’s focus on moral and physical peril.
