Merged Items: Wyrmfang Tailblade and Stalwart Shield
Lore: When the dragon-tamer knights of Old Kragthar sought to defend their airborne bastions, they forged a single ward able to strike as surely as it could shield. A dragon’s molar, honed to a needle point, was socketed into an adamant faceplate modeled on the Stalwart Shield. The result became a clan heirloom whose keepers swear an oath: “Guard as the mountain, bite as the wyrm.”
Description: A broad, dark-iron kite shield bristling with a curved dragon-fang spike that juts from its lower rim. Runic bands bind fang to metal; scaled leather lines the grips, and a hinged tail-clamp lets the shield lock to a scaled or plated tail—freeing the bearer’s hands while turning every tail-flick into a lethal thrust.
Stats
- Tier 2 hybrid shield-weapon
- Armor: +2 AC (functions as a heavy shield)
- Melee Damage: 1d8 piercing (reach 10 ft when tail-mounted)
- Weight: 11 lb • Strength 15 to wield optimally
- Attunes to one bearer; stores 3 resilience charges, regaining 1d3 at dawn when planted in earth or under open sky.
Tags: Weapon, Shield, Dragonbone, Reach, Heavy, Barrier, Tail-Mounted, Precision, Resilience, Bulwark, Draconic, Parry, Guardian, Retribution, Heavy Tail, Spike, Elite, Reach Defense
Passive Magics
- Draconic Rampart – While equipped, you and adjacent allies gain half-cover against ranged attacks.
- Unyielding Tailguard – If you have at least one resilience charge, reduce fall damage you take by 10 ft and may stand from prone as a free action.
- Predator’s Poise – Opportunity attacks made with the fang use reach 10 ft and deal an extra 1d4 piercing on a hit.
Active Magics
- Fangward Riposte (1 charge, reaction) – When you block an attack, you may immediately make a tail-strike at the attacker; on a hit, push the target 5 ft and impose disadvantage on its next attack roll.
- Scale-Wall Aegis (2 charges, bonus action) – For 1 minute, you project a 10-ft aura; allies inside gain +1 AC and advantage on saves vs. fear. Ending the effect early refunds 1 charge.
- Wyrm-Spine Sweep (3 charges, action, once per short rest) – Spin the shield in a full arc: creatures of your choice within 10 ft must succeed on a DC 15 Strength save or take 2d8 piercing, be knocked prone, and become unable to take reactions until the end of their next turn.
Specific Slot: Occupies the Tail/Shield slot—counts as both a shield and a tail-mounted weapon; you cannot simultaneously wield another shield or tail weapon while attuned.
Shops where and how this item might be bought and sold:
- Dragon-Forger Citadels: These fortified subterranean foundries near active volcano vents are famed for binding dragonbone to adamant. A Fang-Bulwark 913 is finished only by vote of the elder smiths, then locked in a basalt vault until a worthy buyer arrives with proof of draconic heritage or the slaying of a wyrmspawn. Cost: 1 600-2 000 gp, plus the molten fang-brand fee (an additional 200 gp) paid into the clan’s war-fund.
- Sky-Wardens’ Aerie Bazaars: Floating barracks anchored to highland mesas trade gear for wyvern-lancers and tail-fighters. Shields are auctioned in open-air rings at dawn, the bidding punctuated by diving aerial displays. Purchasers must pass a demonstration bout showing they can wield tail and shield together. Cost: 1 500 gp flat to garrison quartermasters; non-aerie citizens add a 10 % tithe to support lift-crystal repairs.
- Guildhall of the Twin Paths (Blade & Bulwark Chapter): A metropolitan mercenaries’ guild that certifies members as “Twin-Path” specialists—warriors who combine offense and defense. A single Fang-Bulwark is kept in the guild vault for sale only to full-rank members (or their sponsored squires) after a rite of resilience. Purchase includes three free training sessions with a shield-tail maestro. Cost: 1 350 gp for members, 1 700 gp for outsiders who secure a member’s sponsorship.
- Relic-Weaver Caravan Pavilions: Nomadic traders who follow the seasonal circuits between great battlefields set up mirrored pavilions where legendary items are exchanged for stories and silver. Here the shield is offered with lavish tales of past keepers to inflate its mystique; haggling is expected. Cost: starts at 1 800 gp but can drop to 1 400 gp if the buyer offers a verifiable heroic deed or an ancient battle-banner for barter.
- Deep-Rooted Hedge-Temple Stores: Hidden shrines devoted to draconic earth spirits maintain small armories for chosen guardians. The Fang-Bulwark is presented only after the supplicant donates fertile soil from a dragon-scarred land and swears to defend sacred groves. Cost: 1 200 gp plus a living tribute—usually rare saplings or a season of service—to the temple wardens.
- Obsidian Exchange (Shadow-Market): An undercity vault where smugglers trade restricted war-gear. Genuine Fang-Bulwarks appear rarely and vanish quickly. Buyers sign blood-chits to guarantee secrecy; no questions, no provenance. Cost: 900-1 100 gp, but the buyer accepts a 25 % risk that the item is cursed, counterfeit, or already claimed by a rival faction.
- Frontier Monster-Hunter Outposts: Roving camps on the edges of wyrm-infested badlands keep one shield-blade in their stockpile for champions who will escort caravans through drake territory. Payment may be half in coin, half in future trophies delivered to the quartermaster. Cost: 1 000 gp upfront (or 700 gp plus equivalent beast parts) with a binding contract to return the shield for repair after each expedition.
Across Saṃsāra, the Fang-Bulwark’s price reflects not only rare dragonbone and adamant but the training, oaths, or risks required to place such a potent blend of defense and ferocity into responsible hands.
Role-playing the Fang-Bulwark 913 across six classic settings
- Crumbling City Ramparts
- Defense – Plant the shield edge into broken masonry and flare the aura of Scale-Wall Aegis, turning the parapet into a bastion. Describe the dragon-fang spike jutting over the lip so any ladder-topper is greeted by a sudden thrust. You serve as living crenellation: blocking arrows for archers behind you while ricocheting siege stones off the adamant face.
- Offense – When sappers breach a gap, spin with Wyrm-Spine Sweep, sweeping rubble and invaders alike into the street below. Emphasize how the tail-mount lets you strike without lowering your guard, bullying foes back through the breach while your free hands reload crossbows or signal allies.
- Dense Jungle Ruins
- Defense – Use Draconic Rampart to give half-cover from blow-darts and javelins hurled from canopy platforms. The mirrored surface also serves as a sun-flash signal to guide lost companions.
- Offense – Coil your tail through vines above a pit trap, then lunge with the reach-10-ft fang to skewer ambushers before they close. Predator’s Poise turns every whipping tail-strike into an opportunity attack when stalkers try to swing past on ropes.
- Subterranean Caverns
- Defense – The Unyielding Tailguard passive lets you drop into sinkholes or flooded shafts without damage, acting as the vanguard who tests suspicious ledges. In tunnel fights the shield edge scrapes sparks, momentarily lighting the darkness for allies.
- Offense – Cavern ceilings funnel enemies into single file; crouch low, let the fang project over the shield rim, and riposte into torsos as attackers bounce off your bulwark. A timed Fangward Riposte can shove a charging troglodyte backward into stalagmites, buying space.
- Open Steppe Battlefield
- Defense – Galloping centaur-knights or mounted raiders see a wall of dragonbone when they lower lances. Holding Scale-Wall Aegis hedges your formation, granting morale and AC to infantry lines that form up around your aura.
- Offense – Vaulting spins let you pivot the shield into a battering ram that hooks cavalry feet from stirrups with the fang tip, toppling riders while you remain anchored. After each dismount you follow with a nail-through-bronze thrust delivered from safe reach.
- Skyship Deck or Cliff-Top
- Defense – Strong crosswinds threaten balance; the tail-clamp frees both hands to grip rigging while the shield still faces incoming harpoon bolts. Its wide surface acts as an air-brake when you leap gaps between platforms.
- Offense – In close boarding actions, swing the shield in broad arcs to knock foes over railings. A high-Momentum Wyrm-Spine Sweep can clear an entire gangplank, the knock-prone effect sending pirates tumbling into cloud-spun voids.
- Arcane Arena or Gladiator Pit
- Defense – With crowds roaring, you play to spectacle: tapping the fang against the adamant face to make it ring like a war-gong, intimidating challengers. You turtle behind the shield until an opening appears, soaking spell-sparks that splash harmlessly across Draconic Rampart.
- Offense – Feint a high bash, then whip the tail low to pierce an ankle; the unexpected reach grants advantage on showy disarms. Activate Scale-Wall Aegis mid-bout so companions or summoned minions gain AC, drawing the crowd’s cheer as your team turns the tide.
- Common style cues for any scene
- Speak of the shield as a living fusion—“the fang snarls,” “the bulwark exhales”―to underscore its dual nature.
- Highlight how tail-mounting frees your arms for spells, grapples, or banner-bearing while defense never drops.
- Remember the moral balance: wielders who hide behind the wall without daring the bite, or strike without shielding comrades, will find the artifact’s elders whispering disapproval through its runes.

Perception of Activation:
- Sight
- User’s Perspective – The shield’s runes ignite in spirals of molten gold that race toward the dragon-fang spike; a faint translucent wall unfurls in a 10-foot radius like rippling amber glass.
- Observer’s Perspective – A sudden glow outlines the kite-shape, then a golden after-image lingers around the bearer. The fang elongates a handspan, shimmering with inner light.
- Positives – Dramatic and inspiring; clear visual cue that defenses are up and the weapon is live.
- Negatives – Radiance ruins stealth, draws missiles and spellfire toward the brightest point on the field.
- Sound
- User’s Perspective – A deep, drum-like thrum pulses in time with the heartbeat, overlaid by a hiss as if hot steel quenches in oil whenever the tail moves.
- Observer’s Perspective – Listeners hear a resonant boom echoing inside their chests, plus a metallic snick each time the fang snaps forward.
- Positives – Sonic rhythm aids focus; allies recognise the protective aura by ear.
- Negatives – Carries far in quiet environments, betraying ambush positions and startling mounts.
- Touch
- User’s Perspective – Grip warms; tiny vibrations travel down the arm and tail, giving a sense of guided momentum. Shield feels lighter, yet every impact diffuses harmlessly across the surface.
- Observer’s Perspective – Standing close, one feels a gentle outward pressure like an invisible wind against the skin.
- Positives – Haptic feedback confirms charge levels and strike angles.
- Negatives – Constant buzz can numb fingers after prolonged use; tail muscles fatigue more quickly under amplified torque.
- Smell
- User’s Perspective – Air fills with faint brimstone mixed with rain-soaked iron, evoking storm clouds above a forge.
- Observer’s Perspective – A momentary whiff of scorched leather and ozone surrounds the bearer, dissipating quickly.
- Positives – Signature scent can rally comrades who associate it with safety.
- Negatives – Sharp odor may alert scent-tracking predators or spoil attempts at diplomacy in enclosed quarters.
- Taste
- User’s Perspective – Metallic tang coats the tongue, followed by a hint of spicy heat like dragon-pepper; intensifies when blocking heavy blows.
- Observer’s Perspective – Generally none, though those attuned to magic might taste a spark of copper in the air.
- Positives – Acts as an internal timer; fading flavour signals dwindling charges.
- Negatives – Prolonged exposure leaves mouth dry, encouraging dehydration.
- Extra-Sensory Perceptions
- Echo of Old Guardians – User: Feels ancestral voices aligning stance, granting instinctive knowledge of where strikes will land an instant before they fall. Observer: Sensitive mystics glimpse ghostly shields overlapping the bearer. Positives: Advantage on anticipation and positioning. Negatives: Whispered counsel can grow overwhelming, imposing disadvantage on concentration checks in chaotic battles.
- Dragon’s Line-of-Sight – User: Brief mental overlay marks weak spots on nearby enemies with red sigils. Observer: Pupils of the bearer flash amber when this overlay appears. Positives: Enables precision tail-thrusts that bypass armor. Negatives: Bright markers can lure the user into tunnel-vision, ignoring peripheral threats.
- Geomantic Pulse – User: Vibration pattern maps stable footing within the aura, revealing hidden pits or loose stones. Observer: Dust rings ripple outward across the ground. Positives: Safer movement for allies inside the aura. Negatives: On metal or glass floors the feedback echoes, causing disorientation (-1 to Dexterity-based checks) until adaptation.
Recipe: Convergence of Fang and Bulwark
- Items Merged
- Wyrmfang Tailblade
- Stalwart Shield
- Materials Needed
- Dragon-fang core (1 pristine tooth, 14-16 inches)
- Dark-iron shield blank (kite shape, 9 lb)
- Titanwood brace panel (laminated shock-pad)
- Runic gold-leaf (enough for 30 inches of script)
- Rock-wyvern leather straps (2 wide bands)
- Adamant rivets (12) and hinge-pin set (tail clamp)
- Verdant quartz resilience gem (3 small shards)
- Obsidian honing dust and forge-oil mixture (1 flask)
- Tools Required
- Magma-vent forge with adjustable crucible
- Bone-carver’s vice and diamond scrapers
- Rune-etching stylus array (gold inlay tip)
- Tail-mount jig with spring clamps
- Enchanter’s brazier and focus lenses
- Polishing wheel charged with obsidian dust
- Skill Requirements
- Master Blacksmithing (dark-iron shaping and heat control)
- Advanced Bonecraft (dragon-fang drilling and tempering)
- Intermediate Leatherworking (wyvern strap fitting)
- Runecraft & Enchantment (dual-school: warding and draconic)
- Basic Carpentry (titanwood seating and shock alignment)
- Crafting Steps
- Forge the Bulwark Frame: Heat the dark-iron blank to cherry red; hammer a raised boss 4 inches high at center-lower quadrant where the fang will seat. Air-cool slowly to preserve hardness.
- Prepare the Fang Core: Clamp the tooth in the bone-carver’s vice. Scrape away marrow, then retemper the tip in forge-oil. Drill a ½-inch socket at root end and score eight shallow rune channels along the enamel.
- Seat Titanwood Brace: Plane titanwood to a tapered wedge; slide it behind the boss on the shield’s inner face. Rivet through wood and iron, creating a shock-absorbing keel.
- Mount the Fang: Apply molten dark-iron solder inside the boss socket. Insert fang root, twist 90° to lock grooves. Drive two adamant rivets through side-flanges into the tooth’s root for permanent hold.
- Fit Tail Clamp: Align hinge-pin housing at shield’s lower rim; fasten with remaining rivets. Thread wyvern-leather straps through clamp eyelets, sewing ends with braided wire to prevent stretch.
- Inlay Protective Runes: Use stylus to carve warding script along the shield rim and draconic script spiralling down the fang. Press runic gold-leaf into channels, burnish until flush.
- Embed Resilience Gems: Drill three recesses around the fang base; set verdant quartz shards, sealing with alchemical resin. Heat gently in enchanter’s brazier while focusing arcane energy to bind gem lattice to gold inlay.
- Polish and Edge-Hone: Spin the shield on polishing wheel; apply obsidian dust mix to brighten iron, leaving a razor-keen edge on the fang. Wipe with protective oil.
- Final Awakening Ritual: Plant the assembled Fang-Bulwark upright in earth or stone under open sky. Channel alternating pulses of elemental and warding magic for one full hour. Gems should glow amber-green when charges stabilise.
- Combat Test: Block a hammer blow of at least 1 ton force; no deformation should occur. Perform a tail-thrust into oak log; penetration depth must exceed 6 inches. If both pass, the Tier 2 Fang-Bulwark 913 is battle-ready.
Chronicle-Song of the Fang-Bulwark
Sung on the Wind of Broken Drums
Hear now, traveler of soft ears, the clatter-rhyme of shield-fang that bites and bears alike. In moon-dust yesteryears—when sky still argued with stone and dragons numbered more than shepherd flocks—there dwelt a mountain-forge clan who loved the clang of courage and the taste of molten night. Their anvil smoked with star-iron; their bellows breathed the sigh of slumbering wyrms.
But frost-fire war rose, as it always does, and the clan’s high citadel shook beneath both claw and catapult. “A wall is good,” croaked the eldest hammer-sister, “yet a wall that bites is better.” Down in the gut of the earth she stalked, prying loose a single tooth from the corpse-jaw of the crimson sky-serpent Syrrak, still hot from its fall. She wed that fang to a broad iron faceplate that once guarded the breast of a buried hero whose name was written only as Silence.
Nine days the tooth screamed at the iron, and nine nights the iron answered; sparks became vows, vows became roots of gold script binding flesh to fortress. When dawn cracked the tenth sky, the new birth stood finished: half wall, half talon, and all hunger.
Yet the shield would not stir for cowards. It demanded a bearer stout enough to shoulder mountains and swift enough to flick tail at thunder. The first champion was Lorm, called Wall-Kneeler. He raised the Bulwark against tidal spears, and the spears broke like dried reeds. But Lorm forgot the fang—he hid behind bite-less bravery—and so the shield slept cold, its runes dim as sunk ember. The fortress fell by famine, not sword.
The second was Hessa of Twining Paths, who kissed the fang’s edge until her blood taught it rhythm. She danced between giants, tail-blade singing arcs of sunrise, shield face drinking hurled boulders without crack. Yet she forgot the wall—stepped too far from her warded kin—and so her glory burned out alone upon a field of ash. The fang clattered home empty.
Seasons uncounted drifted like cobweb until young Rhovann, a smith-errant with dreams hotter than forge-coal, found the relic half-buried in dragon grave-soil. He read the tortured glyphs left by fire and silence, though their tongue bit his eyes with sparks. Rhovann learned: “Bite that you may guard; guard that you may bite.” He strapped the shield to his sinuous tail, lifted free hands to mend fallen gates, and met every assault with equal measure—thrust for blow, rampart for storm.
Legends say the Bulwark glowed brightest in that union, fusing claw and courage into single breath. Some claim it yet roams Saṃsāra, counting new keepers by hidden number, carving fresh marks inside its iron bones whenever balance is won or lost.
Moral of the Story: Strength that only strikes grows hollow, and strength that only hides grows brittle; bind the two, and neither hunger nor havoc shall unseat you.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) — Aegis-Fang of Kragthar
- Type Mythos Artifact (Hybrid Shield–Weapon)
- Skill Fighting (Axe/Exotic) or Brawl at –20%
- Damage 1D8+DB piercing (tail-thrust) Reach 3 m
- Armor Grants 2 points of Armour while held
- Build –1 Encumbrance 2
- Powers (3 Resilience Points; regain 1 each midnight if buried in soil or rock)
- Gemstrike Riposte (1 RP, Reaction) When you succeed at a Fight (Parry), immediately make one thrust; if it hits, the target is pushed back 1 m and suffers a penalty die on its next attack.
- Scale-Wall Aura (2 RP, Action) Creates a 3-m radius zone for 5 rounds; allies inside gain +20% Dodge and 1 Armour point.
- Wyrm-Spine Sweep (3 RP, Action) All foes within 3 m must succeed on a Hard CON roll or take 2D6 damage and be knocked prone.
- Sanity Cost 0/1D4 on first attunement; 1 Sanity per week of continuous use (the ancestral whispers grow unsettling).
- Value Roughly £40 000 to occult collectors; priceless to draconic cults.
Blades in the Dark — Shield-Fang Wall
- Item Tier Fine + Arcane Heavy Weapon (Load 3)
- Special Qualities Reach, Potent Defence, Versatile
- Moves
- Gemstrike (Push, 1 Stress) Add +1d to a Skirmish or Wreck roll and inflict the elemental piercing tag; gain potency against armoured targets.
- Bulwark Posture (Push, 1 Stress) Resist harm for yourself or an ally in Close range as if you had armour, without marking a box.
- Wyrm Sweep (2 Stress) Make a Group Action (Skirmish). On a 6 the entire opposing cohort is forced back and becomes vulnerable; on a critical the cohort is also impaired.
- Drawback The item is Unquiet; every score in which it is used adds +1 Heat unless the crew is Tier IV+ or pays tribute to the Dragonforgers.
Dungeons & Dragons (5e) — Fang-Bulwark 913
- Weapon (shield, reach tail-blade), very rare (requires attunement by a creature with STR 15)
- Armor Class +2 (functions as a heavy shield)
- Melee Damage 1d8 piercing; reach 10 ft (tail-mounted)
- Weight 11 lb Property Counts as magical weapon and spellcasting focus
- Charges 3. The Bulwark regains 1d3 expended charges daily at dawn if planted in earth or stone for 1 hour.
- Passive Features
- Draconic Rampart You and allies within 5 ft count as half-covered from ranged attacks.
- Predator’s Poise Opportunity attacks you make with the tail-blade have reach 10 ft and deal an extra 1d4 piercing damage.
- Active Features
- Gemstrike Riposte (1 charge, reaction) When you block an attack with the shield, you may make one tail-blade attack against the attacker. On a hit the target is pushed 5 ft and has disadvantage on its next attack.
- Scale-Wall Aegis (2 charges, bonus action) For 1 minute, allies within 10 ft gain +1 AC and advantage on saving throws against fear.
- Wyrm-Spine Sweep (3 charges, action; recharge on short rest) Creatures you choose within 10 ft must make a DC 15 STR save or take 2d8 piercing damage, fall prone, and lose reactions until the end of their next turn.
- Specific Slot Occupies both a shield slot and the tail-weapon slot; you cannot wield another shield while attuned.
Knave (v1.1) — Dragon-Tooth Wall
- Type Heavy Shield-Weapon hybrid
- Defense Bonus +2 Encumbrance 2 slots
- Attack d8 piercing, reach 10 ft (tail)
- Properties
- Gemstrike Once per exploration turn, declare Gemstrike: your next hit deals an additional d6 damage and shoves the foe 10 ft.
- Bulwark Aura Once per rest, you and nearby allies gain +2 to Defense for d6 rounds.
- Wyrm Sweep Once per day perform a circular sweep: all enemies within reach must Save vs STR or fall prone and drop held items.
- Drawback The radiant runes blaze when any power is active, imposing Disadvantage on Sneak tests for you and companions in torch-range.
Fate Core — Wyrm-Wall Aegis 913
- High Concept Living Dragon-Fang Shield-Blade
- Trouble Beacon of Glory … and Every Archer’s Target
- Other Aspects Tail-Mounted Reach • Lineage of Unbroken Walls • Bite as You Guard
- Stunts / Extras
- Gemstrike Riposte (1 Fate point): After you succeed with Defend (Shield), immediately create the situation aspect Punctured Guard on the attacker with two free invocations.
- Scale-Wall Bastion (1 Fate point): For one scene you and allies in your zone gain +2 to Overcome rolls to resist fear, and enemies take −2 to create advantage aimed at breaking your formation.
- Wyrm-Spine Sweep (2 Fate points, once per session): Attack every foe in your zone with Fight; on a success you may choose to inflict Prone instead of stress.
- Permission Must physically wield the Aegis or have it locked to tail.
- Cost Three stunts bound to the item; they function only while carried or attuned.
Cypher System — Fang-Bulwark Reliquary
- Level 8 (24 health) Form Hybrid shield-weapon artifact
- Damage 8 points (piercing) • Reach immediate (tail 3 m)
- Capabilities
- Holds 3 Resilience points. Regains one point every 12 hours if implanted in soil or stone.
- Gemstrike Riposte (1 RP): After you succeed on a Speed defense you may make an immediate free attack for +2 damage; if you roll 17+ target is knocked back 2 m.
- Scale-Wall Aura (2 RP): Ten-minute field; allies within short range gain +1 Armor and an asset on defense tasks against fear.
- Wyrm-Spine Sweep (3 RP): Immediate radius; foes must succeed on a level-8 Might defense or take 6 damage, fall prone, and lose their next action.
- Depletion 1 in 1d20 each time its last point is spent.
Pathfinder Second Edition — Dragon-Fang Bastion 913
- Item 11 Rare Price 8 500 gp
- Hands 2 Bulk 2 AC +2 (counts as a heavy shield)
- Hardness 11 HP 88 (BT 44) Damage 1d8 piercing; Reach, Sweep, Trip
- Charges 3. Regains 1d3 at dawn if the Bastion rests in natural ground for 1 hour.
- Activations
- Gemstrike Riposte ◆ (1 charge, Reaction) Trigger You Block with the shield. Make one melee Strike with the tail-blade; on a hit the foe is pushed 5 ft and takes an extra 1d4 damage.
- Scale-Wall Aegis ◆◆ (2 charges) Duration 1 minute. Allies in a 10-ft aura gain +1 status bonus to AC and advantage (circumstance bonus +1) on Will saves vs. fear.
- Wyrm-Spine Sweep ◆◆◆ (3 charges, once per hour) Creatures in a 15-ft cone must succeed at a DC 26 Reflex save or take 2d8 piercing and fall prone; failure also makes them Flat-Footed until end of your next turn.
- Traits Magical, Dragonbone, Shield, Weapon, Tail-Mounted
- Requirement Wielder must have Strength 15 to Raise this shield.
Savage Worlds Adventure Edition — Fang-Bulwark 913
- Category Heavy Shield-Blade
- Damage STR + d8 • AP 2 Reach 1 (tail 2) Weight 11 lb
- Parry +2 Armor +2 (counted vs. Ranged if blocking)
- Special Two-Handed if not tail-mounted; counts as both shield and weapon.
- Powers (as Weird Science device, 10 PP battery)
- Gemstrike Riposte (2 PP) Trappings Smite with elemental flair; lasts 3 rounds, grants +2 damage and pushes on a Raise.
- Scale-Wall Aura (3 PP) Barrier power centred on bearer, covering adjacent squares with Toughness 10; allies inside add +1 to Spirit rolls vs. fear. Lasts 3 rounds.
- Wyrm-Spine Sweep (5 PP) Burst power; targets take 2d6 damage and must roll Athletics or be Prone.
- Quirk When any power is active the item glows and hums; Stealth rolls within 6 inches suffer −2.
- Hindrance Critical failure with device causes a backlash: wielder is Shaken and loses next action.
Shadowrun Sixth World — Fang-Bulwark Mk 913
- Type Exotic Melee (Shield–Blade) • Reach 2
- Damage 10P AP –3 Accuracy 5
- Availability 14 F Cost 15 000 ¥
- Requirements Exotic Melee Weapon (Fang-Bulwark) or Blades –2 dice
- Passive
- Bulwark +2 Counts as Rating-2 shield: add +2 dice to Melee Defense tests and provides Partial Cover (–2 dice) versus ranged fire from one 60-degree arc.
- Active (stores 3 Resilience Charges; regain 1 charge per hour if grounded to soil or stone)
- Gemstrike Riposte (1 RC, Reaction) After a successful Block, make an immediate melee attack. On 3+ net hits the target is knocked back 1 m and suffers –2 dice on its next attack.
- Scale-Wall Aura (2 RC, Minor Action) For 3 Combat Turns you and allies within 5 m gain +2 soak against Physical and +2 dice to resist Fear.
- Wyrm-Spine Sweep (3 RC, Major Action, once per Scene) Attack everyone in a 2-m radius. Targets resist with Reaction + Intuition; on failure they take weapon damage and are Knocked Down.
- Drawback When any power is active the item glows and hums; Stealth tests near the bearer suffer –2.
Starfinder — Dragon-Guard Bulwark-Fang
- Level 11 Price 13 400 cr Bulk 2 Hands 2
- Type Advanced Melee (Heavy) Special Analog, Powered (capacity 3; usage varies), Reach
- Damage 1d12 S Critical Knockdown
- Mode Abilities
- Gemstrike (1 charge, swift action) For 10 rounds attacks gain an extra 1d6 fire, cold, or electricity (choose) and ignore DR/5 for that energy type.
- Bulwark Stance (2 charges, move action) For 1 minute you and allies in a 10-ft aura gain +1 AC and a +2 morale bonus on Will saves vs. fear.
- Wyrm Sweep (3 charges, full action, once per short rest) Make a melee attack against each enemy within 10 ft. On a hit the target is pushed 5 ft and knocked prone; on a crit it is also staggered 1 round.
- Defensive Bonus When wielded, you treat your shield bonus as +2 against ranged attacks from one chosen arc each round.
- Recharge All charges restore after 8 hours planted in earth or unworked stone.
Traveller (Mongoose 2nd Edition) — Aegis-Fang 913
- Tech Level 13 Mass 3 kg Cost 38 000 Cr
- Skill Melee (Polearm) or (Blade) –1 DM if unfamiliar
- Damage 4D AP –2 Reach 1 m
- Traits
- Shielded (Rating 1): counts as light cover, granting DM +1 to Dodge and cover against single-arc ranged fire.
- Elemental Gemstrike (Minor Action, 1 Charge) Adds +1D damage of chosen element (fire, cold, electric) for 6 rounds.
- Scale-Wall Aura (2 Charges) For 5 minutes allies within 3 m gain Armour +2 and DM +1 on END checks against fear.
- Wyrm-Spine Sweep (3 Charges, once per encounter) Attack all targets in front arc; on a hit each must make END 8+ or be Prone for 1d3 rounds.
- Power Holds 3 charges; recover 1 charge per hour when grounded to natural terrain.
- Special If used in vacuum or on metal decking, all special abilities suffer DM –2 due to lack of grounding.
Warhammer Fantasy Roleplay 4e — Shield of the Wyrm-Wall
- Rarity Rare Encumbrance 3
- Group Shield (Two-Handed) Reach Long
- Damage SB + 5 Qualities Damaging, Impact, Defensive (+1), Entangling*
- (*Entangling applies on a Critical Hit or if you spend 1 Advantage.)
- Passive Gifts
- Draconic Rampart: You and allies in Close range gain +10 to Dodge tests against missiles from one chosen arc.
- Predator’s Poise: Make Opportunity Attacks at Long Reach; on a success deal +1 Wound.
- Daily Powers
- Gemstrike Riposte: After a successful Opposed Test to Block, make an immediate free Strike; on success push the foe 2 yds and impose –10 to their next test.
- Scale-Wall Aegis: Spend 2 Advantage; for 10 rounds allies within 5 yds gain +1 Armour Point and +10 Cool tests vs. fear.
- Wyrm-Spine Sweep: Once per session spend 3 Advantage to Strike every enemy within Long Reach. Those hit must succeed at Athletics (Hard –20) or fall Prone and lose their next Action.
- Drawback Any time you trigger a power, test Cool (Average). Failure gains 1 Corruption as ancestral dragon instincts surge.
