When forest-runners of Verdant Veil first paired a crossbow-launcher to a dragon-sinew tether, they birthed the Arboreal Grappling Hook. Later, enchanters of Saṃsārakot bound mithral hooks with quicksilver rites, creating the Enchanted Grappling Hook. A ranger-luthier married both designs, threading dream-ink runes through sinew and setting a conductor crystal in the bow-arm. The result lets climbers move like treetop spirits, its line seeking anchors as if guided by the woods themselves.
Description
A compact forearm launcher with a palm grip and folding bow-limbs. Three razor mithral talons sit around a spool of dragon-sinew filament. A faint, silvery-blue pulse travels the line when magic stirs. The mechanism can fire, bite, retract, or split to lay lines between high boughs or stone cornices.
Stats
Type: Hybrid climbing apparatus (grapnel launcher)
Tier: 2
Weight: 3 lb
Line Length / Load: 80 ft; safely supports up to 600 lb
Range: 70 ft (accurate) / 120 ft (maximum)
Attunement: Required (1 minute); only one creature may be attuned at a time
Bonuses while attuned: Strength +1, Dexterity +1
Slot: Tool (counts as a single item)
Tags
Utility, Grapnel, Climbing, Mobility, Stealth, Dragon-Sinew, Mithral, Retractable, Zipline, Precision, Durable, Environmental, Anchor-Sense, Quickdraw, Climber’s Edge, Rope Mastery, Forest Walker, Silent Entry, Sky Bridge, Escape Artist, Tactical Mobility, Anchor Lock, Quick Traverse, Ranger’s Utility
Passive Magic (multiple)
• Sinew Strengthening: While worn/held and attuned, the user gains +1 Strength; climbing checks gain a small bonus and count as trained if they were untrained.
• Cat’s Poise: While attuned, the user gains +1 Dexterity; standing up, balancing, or tightrope actions are easier and suffer reduced penalties.
• Anchor-Sense: The line subtly tugs toward secure points within 70 ft; advantage/similar bonus to identify sound anchorages, and disadvantage to opponents attempting to dislodge a set anchor.
• Quiet Kinematics: Mechanism self-dampens; shots and retractions are muted and reduce detection versus hearing.
• Shock Arrestor: First fall each scene/encounter is softened; treat the first 20 ft as nonlethal/negated if anchored or if a surface is within range to fire.
• Auto-Coil Memory: After use, the filament re-spools perfectly; no tangles, and the line resists abrasion and weathering better than mundane cord.
Active Magics (multiple)
• Quickfire Ascent (2/day): Action — Fire and lock; the user gains a climbing speed equal to walking speed for 10 minutes along that line and advantage/similar bonus against being knocked prone while ascending.
• Ghostshot (2/day): Action — Fire a near-silent, no-glow shot; attacks to notice or intercept the line are at a penalty, and the anchor leaves no spark-trace for 1 minute.
• Skyline Traverse (1/day): Action — Fire a second head to a new point (or detach and re-anchor) to string a taut zipline up to 60 ft. Up to two Medium allies may traverse at normal speed with advantage/similar bonus on balance while the effect lasts (10 minutes).
• Falcon Yank (1/day): Action — If the hook is set in an object or creature within 30 ft, pull either the user 10–20 ft toward the anchor or a willing creature/object of up to 200 lb toward the user; unwilling targets resist with a strength/escape contest.
• Guardian Arrest (Reaction, 1/day): When the user would fall or be shoved over an edge within 60 ft of a viable anchor, the hook auto-fires and locks, halting the fall and leaving the user dangling safely.
• Recall Hook (at-will): Bonus action — Retract the line instantly to hand; dislodges from nonmagical surfaces unless barbed-lock was engaged.
Specific Slot
Tool — counts as one item.
Item Hit Points and Repair
The Sky-Sinew 942 of Arboreal Ascent is a resilient tier-2 hybrid device forged from dragon sinew and mithral, giving it enhanced durability beyond normal climbing tools.
- Hardness / Resistance: Hardness 10 (resists casual strikes and scraping).
- Hit Points: 35 HP total before magical function is disabled; each 10 HP lost reduces effective range by 10 ft and disables one active magic option (starting with Skyline Traverse, then Falcon Yank, etc.). At 0 HP, it is physically broken and its enchantments go dormant until repaired.
- Repair Process:
- Minor Damage (≤10 HP lost): Requires 1 hour work with smithing/tinkering tools to replace screws, oil mechanisms, and check runes. No special materials; cost about 5 silver.
- Moderate Damage (11–25 HP lost): Requires reforging a portion of the mithral claw and re-binding dragon sinew; about 25 silver worth of alloy and sinew, plus 4 hours of focused work with smithing, enchanting, and tinkering.
- Severe Damage (26–35 HP lost or fully broken): Needs mithral replacement, fresh dragon sinew spool, and a new conductor crystal; about 3 gold in rare parts, a full day’s skilled labor, and at least journeyman-level enchanting. A successful high DC check in smithing/tinkering/enchanting is needed (or hiring a master craftsman).
When fully restored, the device regains its full HP and all passives and actives return to working order.
Shops & Commerce of the Sky-Sinew 942 of Arboreal Ascent
This hybrid tier-2 tool isn’t sold casually. It’s a prestige piece meant for rangers, explorers, sky-couriers, and infiltration specialists who want both mechanical dependability and enchantment. Its pricing in Saṃsāra reflects the shop’s access to mithral and dragon sinew as well as the risk of stocking such gear.
Explorers’ Emporiums
- Atmosphere & Location: Grand outfitters in large forest-edge metropolises or trade hubs such as Vermillion Grove or Shadowpine Outpost. These emporiums carry serious adventuring tools, rope-spoolers, enchanted lanterns, and climbing aids.
- Buying Experience: Stock items ready to go; you can test the firing and retracting range in a back climbing hall. Warranty and free minor tune-ups are common.
- Cost: 320–360 gp — standard polished tier-2 versions, sometimes slightly cheaper for long-time customers.
Artisan Blacksmith & Enchanter Collectives
- Atmosphere & Location: Small but high-end master smithies and rune shops in crafting cities like Ironwood Hold or Greenwood Forge. Each device is hand-fit to the buyer; you can request length adjustments, quiet-fire triggers, or extra anchor runes.
- Buying Experience: Commission work—expect a week or more lead time. You can supply your own sinew or mithral to cut cost.
- Cost: 350–420 gp — base price plus 10–20% if exotic alloys or advanced stealth enchantments are ordered.
Adventurers’ Guild Supply Vaults
- Atmosphere & Location: Restricted vaults in great guild halls (e.g., Wanderers’ League in Saṃsārakot). Available only to members of Tier-2 standing or with proof of advanced field work.
- Buying Experience: Fixed price, guild-vetted quality, sometimes subsidized. May require proof of attunement capacity or demonstration of climbing/escape skills.
- Cost: 280–320 gp for members; non-members (if allowed) pay 380 gp+ and often need sponsor signatures.
Sky-Courier and Ranger Outposts
- Atmosphere & Location: Remote supply stations perched on canyon rims or deep forest spurs (e.g., Verdant Veil Outpost, Thornwhisper Station). They stock mobility gear for messengers and scouts.
- Buying Experience: Pragmatic and fast—trade in old grappling hooks for discount; test range on cliffside ranges.
- Cost: 300–340 gp, often with barter options (monster parts, exotic woods).
Black Market & Shadow Gear Brokers
- Atmosphere & Location: Hidden in ports like Nightmire Jetty or back alleys of Saṃsārakot; cater to thieves, spies, and smugglers.
- Buying Experience: No guarantee of authenticity—may be stolen or over-enchanted prototypes. Risk/reward tradeoff; expect no warranty.
- Cost: 200–260 gp for off-record sales (potentially cursed or unstable versions). High-grade silent models may reach 400 gp if seller knows the buyer’s desperation.
Resale Considerations:
- Healthy used piece (full HP) trades back to emporiums or guild vaults for 60–70% of its paid price.
- Damaged units (down to half HP) drop to 30–40%, but artisan shops might pay a premium if rare alloys are intact.
- Reputation matters: proven use in successful expeditions or infiltration can raise resale value.
The range of venues—from reputable emporiums to hush-hush brokers—reflects Saṃsāra’s mix of legitimate explorers and covert operatives. The safer and more reputable the shop, the higher the price but the better the craftsmanship and warranty.
Roleplay of the Sky-Sinew 942 of Arboreal Ascent
This hybrid grappling tool is not just gear — it changes how an avatar moves and fights. Its dragon-sinew recoil and elemental whisper enchantments let you shift battle positions, cut retreats, or strike from impossible angles. Below is how players might narrate using it in defense and offense across common Saṃsāra environments.
Dense Forest & Jungled Canopy
Defense
- Silent Escape: Fire the hook upward, let the dragon sinew snap tight, and vanish into the high canopy as predators close in. The faint elemental hum draws attention away, masking movement.
- Watchful Perch: Anchor between two massive limbs, rise above the underbrush, and gain a sniper’s nest or lookout point while enemies scour the ground below.
- Barrier Drop: Pull down vines or deadfall by latching and yanking; create makeshift barricades or block pursuers’ line of sight.
Offense
- Ambush from Above: Swing silently across a clearing and drop behind prey; use momentum for a crushing first strike.
- Tactical Snare: Hook an enemy’s weapon arm or backpack, whip it upward or sideways to destabilize or disarm before striking.
- Fear Mirage: With the item’s elemental aspect, make the cord hum and spark faint light to seem larger and more dangerous when descending.
Mountainous / Cliffside Terrain
Defense
- Rapid Withdrawal: Fire to an upper ledge and retract instantly; difficult foes struggle to follow on sheer rock.
- Unreachable Rest: Secure to an overhang, hang safely out of melee range while regrouping or healing.
- Rockfall Setup: Attach to loose boulders, pry and drop them to create obstacles or trigger controlled slides to block chasers.
Offense
- Pull and Toss: Hook a shield-bearing foe and jerk them off balance toward a ledge’s edge; the dragon sinew’s snap can topple heavier creatures.
- Vertical Charge: Leap downward along the line with weapon ready, using controlled descent to drive a devastating attack.
- Cliff Skirmisher: Dance between vertical faces — climb, fire from above, retreat, repeat — forcing melee fighters to exhaust themselves climbing.
Urban & Vertical Architecture
Defense
- Rooftop Flight: Scale walls or vault between rooftops when cornered in alleys. Guards forced to use ladders or stairs lose pursuit momentum.
- Window Extraction: Grapple a high window or balcony to exit burning or collapsing buildings.
- Crowd Confusion: Snare and topple awnings, signs, or market stalls to obstruct chasers.
Offense
- Assassin’s Drop: Secure silently overhead, hang inverted and strike before pulling away again.
- Gap Breach: Swing across streets or canals to flank defenders and attack from behind.
- Trap & Yank: Fire behind a fleeing target and retract, sweeping their legs or dragging them back.
Waterfronts & Ships
Defense
- Overboard Recovery: Anchor to rigging or pier piles to avoid drowning or haul an ally out of waves.
- Storm Escape: Ascend to safe rigging when decks flood or sea creatures attack from below.
- Gangplank Denial: Hook and pull planks or ladders away to stop boarding parties.
Offense
- Boarding Grapple: Fire into enemy ship rigging, swing across, and land mid-deck for a sudden strike.
- Mast Snare: Entangle hostile rigging or sails to disable pursuit or topple attackers.
- Drag-Down Attack: Grapple an enemy and drop into water to separate them from support and reposition.
Open Plains & Battlefield
Defense
- Instant High Ground: Grapple to lone stones, siege towers, or war banners to gain ranged advantage and visibility.
- Line Disruption: Drag obstacles (wagons, palisades) to break charge lanes.
- Rapid Extraction: Fire behind allied line and reel out of danger to medics or rally points.
Offense
- Shock Cavalry Intercept: Hook a mounted foe’s gear to dismount or unseat.
- Strike & Sweep: Dash forward on cord momentum for hit-and-run attacks.
- Banner Seizure: Grapple and rip down enemy standards to demoralize.
Roleplay Tips
- Describe Sensory Impact: Mention the faint ozone scent, silver-blue cord glow, or bone-deep snap when it locks to make each scene vivid.
- Combine with Acrobatics: Narrate flips, vaults, and momentum to feel cinematic.
- Environmental Awareness: Use terrain creatively — rafters, stalactites, ship masts — to turn three-dimensional movement into tactical control.
This item rewards imagination and improvisation; whether slipping free of death or striking like a thunderbolt from above, the Sky-Sinew 942 can redefine how an avatar controls space and narrative tension.

Perception of Activation:
User’s Perspective
- Sight: The mithral claw blooms open in a blur of silver and deep verdant glow. A fine luminous filament trails the shot as if it sketches a line through air itself. The rune-etched handle pulses softly, showing a path of force to the intended anchor point.
- Sound: A controlled thwip–hum erupts as the line fires, followed by a muted resonant click when the hook bites and sets. Faint harmonics echo in the user’s ears, almost like a tuning fork vibrating with the forest canopy or stone around them.
- Touch: The handle warms and hums against the palm. A tightening pull runs through the wrist as if the device becomes part of one’s muscles, urging a sure grip. A subtle tug in the gut gives an intuitive sense of distance and angle.
- Smell: Sharp ozone mixed with resin and clean wood sap scents when the runes flare. It’s brief but crisp, grounding the user’s focus.
- Taste: A fleeting metallic tang, like rain on stone, touches the back of the tongue just as the line locks.
- Extra-Sensory:
- Spatial Drift Sense: The user’s inner ear floods with perfect distance and angle mapping, almost like seeing invisible anchor geometry.
- Momentum Anticipation: A mental “preview” of their swing or pull flashes for a heartbeat, helping avoid collision or bad arc.
- Terrain Sympathy: A quiet awareness of trees, stone, or metal receptive to the hook’s grip—surfaces seem to “light up” in the mind.
Observer’s Perspective
- Sight: Witnesses see the claws flare out like an unfolding silver blossom, then a luminous line streaks out and seems to snap taut with unnatural precision. The wielder’s stance suddenly steadies, almost feline.
- Sound: A low humming note that fades quickly; faint gear clicks and a single magnetic thunk when the hook sets.
- Aura: To anyone magically attuned, a pulse of climbing intent radiates outward like a shockwave, brief but distinct.
Positives
- Exceptional targeting feedback and almost preternatural balance make risky climbs or tactical swings feel natural.
- Subtle environment “read” allows faster planning in chaotic or vertical spaces.
- Clear multi-sensory confirmations (glow, hum, tactile pull) give immediate confidence in grip and range.
Negatives
- Visible glow and audible hum can betray position in stealth situations.
- Overload risk — sensory flood of distances and momentum may disorient unpracticed users, especially mid-combat.
- Ozone and resin scent may mark presence to keen-nosed predators or trackers.
Crafting Recipe — “Binding of Sky and Bough: The Sky-Sinew 942”
Items Merged
- Arboreal Grappling Hook — crossbow-like climbing launcher of wood and alloy, tuned for forest and rugged terrains.
- Enchanted Grappling Hook — mithral-clawed, dragon sinew tether with retractable magical mechanism and speed/accuracy enchantments.
Additional Materials Needed
- Dragon Sinew Spool (fresh, treated): replaces and reinforces the existing tether, ensuring magical conduction and high tensile strength.
- Mithral Alloy Shards (1 lb): to forge new claw tips and strengthen the retractable head.
- Living Resin Core: rare alchemical resin from ironwood trees, used to bond organic and arcane parts.
- Conductor Crystal (greater grade): amplifies the targeting aura and spatial sense; carved and faceted for clarity.
- Runic Silver Ink: to rewrite and harmonize both items’ enchantments into a single rune lattice.
- Phoenix Feather Fragment: stabilizes retraction magic and reduces depletion risk under heavy strain.
Tools Required
- Smith’s Forge & Anvil: for reworking mithral and alloy joints.
- Enchanter’s Altar / Rune Circle: safe space to align and merge magical matrices.
- Precision Tinker’s Kit: micro-gears, screws, tension gauges for spring and reel housing.
- Leatherworking Tools: to rebuild and reinforce the handle grip.
- Crystal Cutter’s Wheel: for shaping and mounting the conductor crystal.
- Quicksilver Infuser: to integrate Essence of Quickness into the tether and claw.
Skill Requirements
- Smithing (Expert): shaping and fusing mithral and alloy without losing tensile integrity.
- Enchanting (Journeyman+): merging two independent magical signatures safely.
- Mechanics/Tinkering (Expert): synchronizing retractable reel and trigger with no friction or backlash.
- Runesmithing (Journeyman): overwriting conflicting glyphs and aligning retraction/targeting runes.
- Alchemy (Competent): preparing and applying Living Resin Core and Essence of Quickness correctly.
Crafting Steps
- Dismantle & Inspect:
Safely discharge both items’ residual magic on a rune-damped table. Remove existing lines, claws, springs. Note runic patterns to avoid destructive interference. - Forge the Hybrid Claw:
Heat mithral shards with alloy from the Arboreal hook head. Shape into a stronger, four-prong claw with barbed bite and swivel joint. Quench in alchemical oil mixed with phoenix feather ash. - Prepare Dragon Sinew & Resin Bond:
Soak fresh dragon sinew in Living Resin until supple but energy-conductive. Wind onto spool while infusing with Essence of Quickness via the infuser. - Assemble Reel & Trigger:
Rebuild the retraction mechanism using Arboreal’s spring core, but reinforce with mithral gears and tinker’s precision. Seat the sinew spool securely and test draw/recoil. - Embed Conductor Crystal:
Carve and polish the greater-grade crystal; seat it above the trigger and bind with runic silver ink so its energy field flows down the line and into the claw. - Rune Integration:
Inscribe new glyph lattice across handle and claw — merge Arboreal’s anchoring marks with Enchanted’s speed/accuracy sigils. A three-hour chanting/enchantment session ensures both magics settle without backlash. - Stabilization Ritual:
On the Enchanter’s Altar, run slow magic infusion for 8 hours. Circle must hum in resonance; if runes flicker unevenly, pause and recalibrate. Feather fragment placed under the reel as magical fuse. - Final Tempering & Test:
Dry the Living Resin overnight; apply protective lacquer. Test-launch multiple times at varied distances and surfaces; adjust spring tension and rune glow.
Result: The two tier-1 hooks unify into the Sky-Sinew 942 of Arboreal Ascent, gaining improved range, durability, and hybrid climbing/spatial magic while remaining a single attunable tool.
Song of Vine and Sinew
Rendered in Fractured Tongue
Long ago when trees were high and stones still sang, there walked the One Called Branch-Bound Seeker. This Seeker feared the dark gulfs between limb and cloud but longed to climb to the whispering crowns. In his hands was but rope of beast gut and crooked hook of dull iron. Many times he tried, many times he fell; his breath left and returned like bird from far flight.
One night, storms made silver fire in the forest roof. The Seeker heard in that thunder the murmur of two powers: the Forest-Mothers of branch and leaf, and the Sky-Dragons whose sinew holds the moon to earth. They quarreled across the black air, for branch would hold but not fly, and sky would fly but not hold. The Seeker dared cry: “Lend me each a thread, that I may move where root and cloud cannot bind me.”
The Forest-Mothers pitied the small feet that wished to wander upward. They gifted green resin, living and strong, that binds wood to steel and heart to courage. Then the Sky-Dragons, laughing smoke and star-fire, tore one silver tendon from their own neck and cast it down. But they warned: “Hold tight, seeker. Our gift loves height but scorns patience. Balance branch and sky or fall beyond return.”
With trembling craft, the Seeker bound beast rope and silver sinew, set resin to cure in moon breath, and hammered iron and mithral until it gleamed. From the tangle rose a claw neither wholly wild nor wholly forged; its cord hummed with pathfinding light. The Seeker took this thing and climbed. He rose above wolves and rivers, past storms and owls, to places none had seen. For a long age he roamed canopy and cliff, bringing knowledge down like fruit for hungry tribes.
But pride grew like ivy. One dawn he flung the claw skyward beyond cloud and branch, toward star nets and hidden winds. There the Sky-Dragons’ laughter turned to warning shrieks; the cord trembled, for there was no true anchor where air is thin and night endless. The Seeker fell, screaming but alive, caught last-moment by pitying branches. He lay broken but breathing, his tool beside him dimmed and silent.
Later, wise smiths found the silent hook and mended it with songs half forgotten. They tempered it with resin and rune until safe to wield but still hungry for daring. Thus the Sky-Sinew was born anew, passed from climber to wanderer to thief to savior. Always it whispers of places too high, too far; always it waits for hands that balance yearning with care.
Moral of the Story:
Climb as far as courage allows, but wed daring to wisdom. The gifts of forest and sky serve only those who know when to rise and when to hold fast.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Sky-Sinew 942 of Arboreal Ascent (Artifact/Device)
- Description: Forearm-mounted launcher with mithral tri-claw and dragon-sinew line; rune-etched grip that hums when a secure anchor is in line of fire.
- Encumbrance/Weight: ~3 lb (treat as light climbing device).
- Uses/Refresh: Quickfire Ascent 3/day, Ghostshot 2/day, Skyline Traverse 1/day, Falcon Yank 1/day; abilities refresh after a 10-minute sunrise or sunset “tuning” routine.
- Skill Interactions: Grants a Bonus Die to Climb and Jump when used as intended; difficult or glassy surfaces may negate the bonus at the Keeper’s discretion.
- Magical Costs: Non-ritual device; expenditure is abstracted as strain—optionally the Keeper may call for 1 Magic Point per special activation.
- Effects & Rolls:
• Quickfire Ascent: Art/Craft (Mechanisms) or Climb test; success grants rapid ascent/controlled descent up to 80 ft, ignoring most incidental penalties; failure risks a Slip (DEX×5 to avoid a fall).
• Ghostshot: Stealth test with a Bonus Die to fire silently (opposed by Listen/Spot Hidden); on success, observers take a Penalty Die to detect approach that Round.
• Skyline Traverse: Operate Device test; on success strings a secure line up to 60 ft between two anchors, granting a Bonus Die to allied Climb/Jump tests using it for the next scene.
• Falcon Yank: Opposed STR vs target’s STR (or DEX for nimble foes) within 10 m; on success, pull target 1–2 m or pull the user to the anchor (Keeper adjudicates obstacles). - Reliability: On a fumble using any feature, the hook jams; 1d6 minutes and a successful Mechanical Repair roll needed to clear.
- Sanity: 0/1 the first time the wearer experiences the device’s “anchor-sense” and gut-pull precognition.
Blades in the Dark
Sky-Sinew 942 (Arcane Fine Item)
- Category/Load: Arcane Item, Fine; Load 1.
- Quality: Fine (grants potency when climbing, infiltrating, or repositioning via verticality).
- Special: While attuned (fictional requirement), you are especially quiet when firing; you gain improved Position when your plan hinges on vertical access.
- Abilities:
• Quickfire Ascent (Push or 1 Stress): Instantly gain Potency on a Prowl to climb/swing; on success you move to a better Position (often from Risky to Controlled) mid-action.
• Ghostshot (1 Stress): Your next vertical Prowl or Setup action is silent; foes take reduced effect on attempts to notice or interfere this beat.
• Skyline Traverse (2 Stress): Establish a taut line between points; you and a teammate gain +1 effect on movement along it for the scene.
• Falcon Yank (2 Stress): As part of a Skirmish or Setup, yank a foe or yourself; on success, you either disarm, pull a target into hazard, or reposition yourself behind them (narrative effect; Harm/position changes per fiction). - Devil’s Bargain/Consequence Ideas: Line fouls and creates a new hazard; anchor point tears free; noise draws bluecoats/wardens next scene.
Dungeons & Dragons (5e)
Sky-Sinew 942 of Arboreal Ascent (Wondrous Item, rare, requires attunement)
- Weight: 3 lb; Slot: tool-like worn device (counts as one item).
- While attuned: Your Strength and Dexterity scores each increase by 1 (to a maximum of 20). You have advantage on Strength (Athletics) checks made to climb and on Dexterity (Acrobatics) checks to balance while using the line.
- Range/Line: Fires a mithral claw attached to an 80-foot dragon-sinew line that can support up to 600 pounds.
- Charges: 5; regains 1d4+1 charges at sunrise or sunset after a brief tuning.
- Actions:
• Quickfire Ascent (1 charge): As an Action, fire and set the hook; until the end of your next turn you have a climbing speed equal to your walking speed along that line and advantage on checks to avoid being knocked prone while climbing.
• Ghostshot (1 charge): As an Action, fire a near-silent shot. Until the start of your next turn, attacks and checks made to perceive the shot (Passive Perception vs your DC 15) have disadvantage; the line leaves no visible spark-trail for 1 minute.
• Skyline Traverse (2 charges): As an Action, secure a second anchor within 60 feet to create a taut zipline. Up to two Medium or smaller creatures can traverse it at normal speed for 10 minutes; they have advantage on checks to keep balance while on the line.
• Falcon Yank (1 charge): As an Action, target a creature or object you can see within 30 feet that is no more than one size larger than you. The target must succeed on a Strength saving throw (DC 15) or be pulled up to 15 feet toward you; alternatively you can pull yourself up to 15 feet toward the anchor. Willing targets automatically fail the save.
• Guardian Arrest (Reaction, no charge, once per short or long rest): When you would fall while within 60 feet of a valid anchor point, the hook auto-fires and arrests your fall, reducing the first 20 feet of fall damage to 0 and leaving you restrained by the line until you release or climb. - Jam: If you roll a natural 1 on an ability check using the device, it jams; using an Action and succeeding on a DC 12 Dexterity check with tinker’s tools clears it.
Knave
Sky-Sinew 942 (Magic Tool)
- Slots/Weight: 1 slot; 3 lb.
- Attunement: Required. While attuned, gain +1 STR and +1 DEX (up to your game’s normal limits).
- Climbing & Balance: You count as proficient for climbs and balancing while using the hook; treat difficult climbs as ordinary if there is any plausible anchor.
- Range/Line: 80 feet; supports 600 lb.
- Uses (per day): Quickfire Ascent ×2, Ghostshot ×2, Skyline Traverse ×1, Falcon Yank ×1 (refresh at dawn or dusk after a short tuning performance).
- Moves:
• Quickfire Ascent: Instantly set an anchor and move up to your Move along the line; treat falls up to 20 feet as harmless if anchored.
• Ghostshot: Fire silently; foes make tasks to notice at Disadvantage until you land or your next turn.
• Skyline Traverse: String a zipline up to 60 feet; you and one ally traverse without tests unless something actively interferes; if so, you roll with Advantage.
• Falcon Yank: Pull yourself to an anchor or drag a human-sized target a short distance (target saves to resist if unwilling). - Complication: On a critical failure involving the device, it snags; you must spend a Turn to free or rewind it before using again.
Fate Core
Sky-Sinew 942 of Arboreal Ascent (Arcane Tool)
- High Concept Aspect: “Dragon-Sinew Hook that Binds Sky and Forest”
- Invoke for: Superior vertical mobility, stealthy anchoring, rapid ascent or controlled descent, creative line-based tactics in tight spaces.
- Compel for: Line snagging or tangling at a critical moment; magical backlash when the hook is fired through wards or unstable mana zones; anchor failure in fragile surfaces.
- Stunts:
• Quickfire Ascent — Spend 1 Fate Point to instantly scale up to two zones of vertical terrain or avoid a fall by swinging to safety.
• Ghostshot Deployment — When using the hook to sneak into position, gain +2 on Sneak rolls to remain unheard while climbing or traversing.
• Skyline Traverse — Once per scene create a temporary advantage “Taut Zipline” with two free invokes; anyone using it gets +2 to overcome vertical obstacles. - Refresh Cost: Each stunt costs 1 Refresh if added beyond normal allotment.
Numenera / Cypher System
Sky-Sinew 942 of Arboreal Ascent (Artifact)
- Level: 6
- Form: Compact forearm launcher with retractable dragon-sinew line and mithral tri-claw.
- Effect:
• Provides one asset (–1 difficulty) to all climbing and vertical movement tasks.
• Quickfire Ascent: Scale or descend up to 80 feet instantly; ignore slippery/sheer penalties.
• Ghostshot: Silent launch; grants +2 to Speed defense rolls vs detection for one minute after use.
• Skyline Traverse: Create a fixed traversal line between two points; allies also gain the climbing asset while it’s deployed.
• Falcon Yank: As an action, pull an unattended object or willing creature (up to 200 kg) or pull yourself toward an anchored point. GM may call for a Might vs Might contest if used offensively on an enemy. - Depletion: 1 in 1d10 (roll each day of heavy use or after 5 special activations).
- Modifications: A skilled crafter may recalibrate its anchor-sense to ignore magical interference with an Intellect task, difficulty 5.
Pathfinder Second Edition
Sky-Sinew 942 of Arboreal Ascent (Worn Tool, Rare)
- Item Level: 7
- Price: 550 gp
- Bulk: L
- Usage: strapped to forearm or belt; counts as one worn tool item.
- Traits: Invested, Magical, Utility, Climbing
- Activate: Interact or Command, frequency per charge. Has 5 Resonant Charges; regains 1d4+1 each dawn after a 10-minute recalibration.
- Effects:
• Quickfire Ascent (1 charge) — Gain a climb Speed equal to your Speed for 1 minute and a +2 item bonus to Athletics checks to Climb during that time.
• Ghostshot (1 charge) — Fire without sound; you gain a +2 circumstance bonus to Stealth checks to Avoid Notice for 1 minute.
• Skyline Traverse (2 charges) — Create a secure zipline up to 60 feet. Allies using it get a +2 item bonus to Climb and balance.
• Falcon Yank (1 charge) — Attempt to Grapple or Trip a target within 30 feet using Athletics; you gain a +2 item bonus to the roll. On success, pull target 10 feet or pull yourself to the target. - Hardness 8; HP 32 (BT 16). If reduced to 0 HP the hook is inert until repaired with Crafting DC 22 and 100 gp in rare alloys.
Savage Worlds Adventure Edition
Sky-Sinew 942 (Magic Gear)
- Gear Type: Magical Tool / Mobility Harness
- Weight: 3 lb
- Cost: ~550 gp equivalent (rare)
- Effects:
• Quickfire Ascent — Gain +2 to Athletics (Climb) and may move vertically at normal Pace when anchored.
• Ghostshot — Stealth bonus: add +2 to Stealth rolls to remain unheard when using the hook.
• Skyline Traverse — Once per encounter create a stable line between two points; allies get +2 to Climb across and can move full Pace safely.
• Falcon Yank — Make an opposed Athletics roll vs target’s Strength/Agility; success lets you yank them or yourself (GM adjudicates distance and hazard). - Power Points / Charges: 5 per day; recharge at dawn/dusk with 10 minutes focus.
- Toughness: 8; can take 3 Wounds before breaking. Repair with Repair skill at TN 8 using rare mithral and sinew thread; 1d6 hours.
- Quirks: On a Critical Failure with any function, the cable snarls; user must succeed a Repair TN 6 check and spend one Action to free it before reuse.
Shadowrun Sixth Edition
Sky-Sinew 942 of Arboreal Ascent (Magical Gear)
- Category: Magical Utility / Mobility Harness
- Availability: 9R
- Cost: 28,000¥
- Slots: 1 (worn tool)
- Device Rating: 5
- Effects:
• Quickfire Ascent — Adds +3 dice to Athletics (Climbing) Tests; ascend or descend up to 20 meters as a Complex Action.
• Ghostshot — While climbing or moving with the hook, gain +2 dice to Sneaking Tests vs auditory detection for 1 minute.
• Skyline Traverse — As a Complex Action, create a secured line up to 30 meters; allies using it get +2 dice to Athletics (Climbing) Tests.
• Falcon Yank — Simple Action opposed test (Agility + Exotic Ranged Weapons [Sky-Sinew] vs Strength + Athletics); success lets you pull a target 3 meters or pull yourself 6 meters toward anchor point. - Wireless Bonus: When wireless is on, can mentally command and fine-adjust anchor point; ignore 2 points of environmental penalties to climbing.
- Durability: Device has Armor 6 and 12 Condition Monitor boxes; if reduced to 0, it goes offline until repaired with an Armorer or Engineering Test (Threshold 3, 8 hours).
Starfinder
Sky-Sinew 942 of Arboreal Ascent (Hybrid Item)
- Item Level: 8
- Price: 7,500 credits
- Bulk: L
- Type: Hybrid (magitech mobility device)
- Usage: counts as a single worn tool; 5 charges per day (recharge after 24 hrs or with 1 Resolve Point).
- Activation: Move or Standard action depending on function.
- Effects:
• Quickfire Ascent — Gain a climb speed of 30 feet and +2 enhancement bonus to Athletics checks for 1 minute (1 charge).
• Ghostshot — Become nearly silent while moving on the line; +2 circumstance bonus to Stealth for 1 minute (1 charge).
• Skyline Traverse — Create an anchored zipline up to 80 ft; allies get +2 Athletics to cross (2 charges).
• Falcon Yank — As a standard action, make a ranged Athletics check vs target’s KAC +8; success drags them 10 ft or pulls you to them (1 charge). - Hardness 10; HP 40 (BT 20).
- Special: If broken, can be repaired with an Engineering check DC 20 and 500 credits of components.
Traveller (Mongoose 2e)
Sky-Sinew 942 of Arboreal Ascent (Advanced Mobility Tool)
- Tech Level: 13
- Cost: 75,000 Credits
- Weight: 2 kg
- Traits: Worn mobility harness with smart grapnel and retractable cable.
- Effects:
• Quickfire Ascent — Athletics (Dexterity) gain +2 DM for climbing; ascend/descend up to 20m per round.
• Ghostshot — Silent mode reduces enemy Recon checks to detect by –2 DM while using.
• Skyline Traverse — Deploy secure crossing line 30m; anyone using it gets +2 DM on related Athletics or Recon to move safely.
• Falcon Yank — As a Reaction, attempt opposed Athletics (Dex or Str) to pull an object/target or self toward anchor point. - Power: Internal high-density cell, 10 uses before needing a 1-hour recharge.
- Durability: Armor 6, 30 HP. Malfunction on natural 2 requires an Average (8+) Mechanic check and 1 hour to repair.
Warhammer Fantasy Roleplay 4e
Sky-Sinew 942 of Arboreal Ascent (Arcane Climbing Harness)
- Type: Rare Magical Gear
- Encumbrance: 1
- Availability: Rare
- Effects:
• Quickfire Ascent — Athletics (Climb) Tests gain +20; may move vertically up to Movement ×2 yards as a Move.
• Ghostshot — Stealth (Urban/Wilderness) Tests while climbing gain +10; device produces no clatter.
• Skyline Traverse — As Extended Test, set up a secure rope bridge; allies gain +10 to Climb/Balance along it.
• Falcon Yank — Make an Opposed Strength or Athletics Test to yank foe off balance or pull yourself to them; on SL 2+, foe is knocked Prone or you reach them safely. - Charges: 5 per day; regains 1d4+1 with dawn recalibration and successful Channelling or Crafting Test.
- Toughness: 8; Wounds 32. If broken, needs an Extended Trade (Engineering or Smithing) Test (3 SL over several hours) and rare mithral/sinew parts (~35 GC) to restore.
