Dream Veil Shard Caster 3317 of the Ghostly Horizon

Lore: The Dream-Veil Shard-Caster 3317 is a legendary “Rule-Breaker” firearm born from the convergence of nomadic mysticism and industrial vengeance. Forged during the Night of the Vanishing Light, a master artificer sought to create a weapon that could find its target through any illusion and strike from total concealment. By infusing the 6184 Shard Launcher’s obsidian barrel with the intangible essence of Ghostly Enchantment Dust and mounting the Dreamtime Compass as a resonant targeting array, they created a weapon that “whispers through the veil.” It is said that the 3317 does not shoot at where a foe is, but where the Dreamtime reveals they will be, firing shards that are partially ethereal until the moment of impact.

Description: This sleek, elongated firearm is a hybrid of polished obsidian, etched bronze, and translucent gears. The barrel is coated in a permanent, shimmering haze of Ghostly Enchantment Dust, making the edges of the weapon appear blurry and intangible to the naked eye. Atop the receiver sits a bronze compass housing; its emerald and azure runic carvings pulse in rhythm with a floating magical arrow that points toward the most significant threat or opportunity. The stock is wrapped in cog-braided leather that vents crimson steam, which, due to the wisp-residue infusion, drifts away like silent, silver-streaked ghosts rather than a standard hiss.

Stats

  • Type: Hybrid Mystic Firearm (Weapon/Tool)
  • Tier: 3
  • Weight: 5 lb
  • Ammunition: 6-round Rotary Magazine (Rune-etched Obsidian Shards)
  • Range: 150 ft (Accurate) / 300 ft (Maximum)
  • Attunement: Required (10-minute meditation focusing on a “hidden horizon”)
  • Base Modifiers: +2 Dexterity, +2 Wisdom, +1 Intelligence.

Tags: Dreamtime-Infused, Ghostly-Concealment, Shard-Propellant, Ethereal-Ammunition, Navigation-Focus, Tier 3, Obsidian-Barrel, Alchemical-Firearm, Silent-Venting, Horizon-Caller, Apex-Relic, Phase-Linked, Chrono-Sight, Void-Trigger, Astral-Bore, Spirit-Guided, Alchemical-Rally, Haze-Stalker, Echo-Sight, Wraith-Steel, Dimension-Anchor

Passive Magics

  • Ungraspable Whisper: The weapon and the wielder’s hands are veiled in a shimmering haze, granting a +2 bonus to Stealth and making the weapon impossible to disarm by non-magical means.
  • Ethereal Ballistics: Shards fired from this weapon pass through non-magical cover (like wooden doors or thin stone) without losing velocity, materializing fully only when they strike a sentient target or magical barrier.
  • Horizon Navigation: The user always knows the direction of their chosen goal (Pathfinder effect) and gains Advantage on Perception checks to see through illusions or magical disguises.
  • Ghost-Steam Cooling: The crimson vapor trail is nearly silent and invisible in low light, removing the standard stealth penalties associated with steam-powered firearms.
  • Dreamtime Stability: The weapon’s aim is unaffected by environmental factors such as wind, fog, or dream-based manipulations.

Active Magics

  • Ghost-Shard Ambush (3/day): Action—The user fires a shard imbued with concentrated Ghostly Residue. The shot is completely silent and invisible. If it hits, the target is “Phase-Locked,” becoming intangible and unable to interact with the material world for 1 round.
  • Visionary Overburst (2/day): Action—Using 3 Dreamtime charges, the user fires a spray of shards that track toward the “possible futures” of multiple targets. The user makes a single attack roll against up to 3 enemies within a 30-ft cone; damage is 4d6 piercing.
  • Veil-Walker’s Glimpse (2/day): Bonus Action—The user consults the compass to gain a brief vision of an enemy’s next move. The user gains Advantage on their next attack roll and a +3 bonus to their AC against that enemy until their next turn.
  • Echoes of the Vanishing Path (1/day): Action—The user vents a massive cloud of Dreamtime-infused Ghostly Dust. The user and all allies within 15 ft become invisible and intangible (Ghostly Enchantment effect) for 10 minutes or until they attack.

Specific Slot

  • Weapon (This single physical object occupies only the Two-Handed Ranged Weapon slot, despite incorporating the navigational compass and alchemical dust reservoir into its unified frame).

Item Hit Points and Disablement

The Dream-Veil Shard-Caster 3317 is a Tier 3 consolidated object with an intricate structural integrity, possessing 100 HP and a Hardness of 15. Its stability is maintained by the perfect resonance between the steam pressure and the ethereal dust.

  • Integrity Thresholds:
    • 100–76 HP: Full functionality; all systems operational.
    • 75–51 HP (Damaged): The Ghostly Enchantment begins to flicker. The Ungraspable Whisper and Echoes of the Vanishing Path are disabled. Stealth bonuses are lost.
    • 50–26 HP (Severely Damaged): The Dreamtime Compass housing is cracked. Visionary Overburst and Veil-Walker’s Glimpse are disabled. The +2 Wisdom bonus is lost.
    • 25–1 HP (Near Failure): The obsidian barrel misaligns. Ghost-Shard Ambush and Ethereal Ballistics are disabled. Attacks now have a 25% chance to misfire, dealing 1d6 fire damage to the wielder.
    • 0 HP (Broken): The weapon is inert. The rotary magazine is jammed, and the magical arrow lies motionless.

To damage the 3317, an attacker must strike the weapon directly and exceed the Hardness of 15. In Normal Areas, this requires a specific targeting declaration from a foe. In Deathly Areas, the item takes damage from any area effect or missed attack that logically strikes the wielder’s gear.


Repair Process

Because the 3317 is a hybrid of “Rule-Breaker” technology and ephemeral dust, standard blacksmithing is insufficient for repair.

  • Field Calibration (Minor Damage): Restoring up to 25 HP requires 2 hours of focus and a vial of Arcane Flux Oil. The user must succeed on a DC 20 Alchemy check to re-suspend the ghostly residue within the steam conduits.
  • Rune Realignment (Moderate Damage): Restoring up to 50 HP requires a Ley-Tap Crucible and 6 hours of labor. The crafter must use Stardust and Runic Silver Ink (approximate cost: 3 Platinum) to re-etch the compass housing and the obsidian barrel. A successful DC 22 Runesmithing check is required.
  • Total Restoration (Severe/Broken): If the item is at 0 HP, it must be taken to an Arboreal Guild Vault or a Peakhold Undermarket specialist. The repair requires 48 hours and a Celestial Crystal (cost: 6 Platinum). A DC 26 Enchanting check is necessary to perform the “Final Infusion” ritual. During this process, the crafter must burn Forged Breath Incense and chant the Pathspoken Whisper to re-awaken the Dreamtime essence within the core.

In the world of Saṃsāra, the Dream-Veil Shard-Caster 3317 is regarded as an “impossible” weapon—a hybrid that bridges the gap between the industrial precision of the Andean forges and the ephemeral mysticism of the Abbevillian mists. Because it requires rare alchemical consumables (Ghostly Dust) and high-level navigation magics, it is only found in enclaves where science and sorcery are allowed to intermingle freely.

1. The Navigator’s Sanctum (Floating City of Aetheria)

Perched in the high-altitude cloud cities where the Dreamtime is said to be closest to the material plane, these sanctums cater to master explorers and elite sky-couriers.

  • The Experience: The 3317 is kept in a “Vibration-Null” chamber to prevent the compass from being distracted by the city’s internal hum. To purchase it, a character must prove they have traveled across at least three different island nations. The transaction is treated as a solemn “binding of horizons.”
  • Cost: 16 Rhodium (approx. 1,600 Gold). The price reflects the “Astral-Bore” calibration and the purity of the celestial crystals used in the compass.
  • Selling: The Sanctum will buy back a 3317 for 10 Rhodium, provided the Dreamtime charges still cycle at dawn.

2. The Haze-Alley Exchange (Nightmire Jetty)

In the shadowed, mist-choked ports of Abbeville, the 3317 is the ultimate tool for “Veil-Stalkers” and high-end assassins who value the weapon’s total silence and intangibility.

  • The Experience: The dealer, likely a Shadow-Veil Broker, will demonstrate the weapon by firing an obsidian shard through a solid lead block—the shard passing through the lead and shattering a target behind it without leaving a mark on the metal.
  • Cost: 2 Rhodium and 5 Platinum (approx. 2,500 Gold). The black-market markup is extreme here due to the weapon’s “Ghost-Shard Ambush” capability, which is highly illegal in guarded settlements.
  • Selling: Brokers offer 1,200 Gold, often paying in “unmarked” silver or raw alchemical ingredients like Stardust to avoid trace.

3. The Arboreal Guild Vaults (Vermillion Grove)

The Wanderers’ League maintains a few of these units for their high-tier “Horizon-Callers.” They view the 3317 as a vital tool for charting “Deathly Areas” where the standard physics of Saṃsāra break down.

  • The Experience: Entry is restricted to Tier 3 members. The purchase includes a “Vision-Bonding” session where a guild enchanter ensures the weapon’s telepathic feedback doesn’t overwhelm the user’s mind.
  • Cost: 12 Rhodium (approx. 1,200 Gold) for members; 20 Rhodium for sponsored non-members.
  • Selling: The League rarely buys for cash, offering “Prestige Credits” or trading for other Tier 3 relics like the Spectral Mantis-Engine 9274.

4. The Ruin-Ascent Caravan (Anti-Suyu Outskirts)

Traveling merchants who scavenge the deepest “Vorzul Remnants” occasionally reconstruct a 3317 from salvaged parts and stolen dust.

  • The Experience: The weapon is sold on a “Buyer Beware” basis. It may have a slight “hiss” in its silence-venting, or the compass arrow might occasionally point toward a “Ghost-Echo” of a past event rather than the future.
  • Cost: 10 Rhodium (approx. 1,000 Gold). This is the cheapest “functional” price, but the user risks a 1-in-20 chance of a “Vapor Backfire” (1d6 fire damage) upon activation.
  • Selling: These merchants will pay 500 Gold for a broken unit, intending to strip it for its precious obsidian barrel and mithral gears.

In the world of Saṃsāra, roleplaying with the Dream-Veil Shard-Caster 3317 of the Ghostly Horizon requires a balance between the calculated precision of an Andean engineer and the ephemeral intuition of a Dreamtime navigator. The weapon does not merely interact with the physical world; it exists as a bridge between the seen and the unseen, dictating a unique style of engagement across various environments.

1. High-Altitude and Aerial Environments (Zeppelins, Cloud Cities, Sky-Docks)

  • Defensive Roleplay: In the thin, freezing air of a high-altitude sky-dock, the 3317 is utilized to maintain total stealth. When a patrol of griffon-riders sweeps the area, the wielder activates the Ghost-Steam Cooling. Roleplay this as the wielder huddling into the shadows, the weapon’s vents releasing silent, silver-streaked ghosts of vapor that blend perfectly into the natural clouds. If spotted, the Dreamtime Ward (inherited from the compass) is invoked to protect the wielder’s mind from the disorienting “sky-dazzle” illusions often used by aerial sentinels, allowing the wielder to keep a steady hand while others are blinded.
  • Offensive Roleplay: Combat at 10,000 feet involves exploiting the Ethereal Ballistics of the shard-caster. A wielder might fire through the thick silk envelopes of a zeppelin or the wooden hull of a gondola to strike a pilot on the other side. This is narrated as the wielder watching the magical arrow of the compass spin and lock onto a target’s “future-echo” through the floorboards. The shard is released with a muted thwip, passing through the ship’s structure invisibly and materializing only as it enters the target, causing the victim to collapse without a visible breach in the vessel’s hull.

2. Dense Wilderness and Jungle Environments (Verdant Veil, Overgrown Ruins)

  • Defensive Roleplay: Within the humid, vine-choked labyrinths of the Verdant Veil, the 3317 serves as the ultimate navigational shield. When the party is pursued by a pack of apex predators, the wielder uses the Ungraspable Whisper to blur their own silhouette against the foliage. As the beasts close in, the wielder activates Echoes of the Vanishing Path, turning the entire party into “ghosts” for ten minutes. Roleplay the eerie sensation of the group walking through solid tree trunks and dense briar patches as if they were made of mist, leaving no scent or footprints for the predators to follow.
  • Offensive Roleplay: The wielder acts as a “Veil-Stalker,” using the Veil-Resonance Scan to pinpoint the exact location of camouflaged enemies. When a target is found, the wielder utilizes the Ghost-Shard Ambush. Roleplay the silence of the jungle being momentarily deepened rather than broken; the wielder fires a shard that makes no sound, striking a foe and “Phase-Locking” them. The enemy becomes a translucent, intangible statue, unable to call for help or use their own magic while the wielder’s allies move in for a silent takedown.

3. Subterranean and Deep Cave Environments (Ley-Quarries, Dark Labyrinths)

  • Defensive Roleplay: In the crushing darkness of a deep ley-quarry, where tremors and “Deathly” conditions are common, the 3317 provides structural foresight. The wielder consults the Horizon Navigation to detect the safest path through unstable tunnels. If a cave-in begins, the wielder uses the weapon’s Dreamtime Stability to ignore the vibrations and dust, focusing entirely on a vision of the exit provided by the emerald runes. The Pressure Rune Tuning is roleplayed as a calming ritual, adjusting the weapon’s internal steam to match the high atmospheric pressure of the deep earth.
  • Offensive Roleplay: Combat in caves focuses on the Visionary Overburst. In a narrow tunnel crowded with subterranean horrors, the wielder taps into the Dreamtime Essence, perceiving the multiple “possible paths” of the attacking swarm. They fire a spray of shards that curve around stalactites and stalagmites, seeking out the vital organs of the creatures hidden in the pitch black. The roleplay emphasizes the “Oracle” aspect of the weapon—the wielder isn’t aiming at what they see, but at the “rhythm of the future” provided by the pulsing compass.

4. Urban and High-Security Environments (Metropolises, Guarded Vaults)

  • Defensive Roleplay: Within a metropolis like Anti-Suyu, the 3317 is a tool for the “Rule-Breaker” who must remain unseen by the Mind’s Eye of the city guard. The wielder roleplays the Ghostly Enchantment as a subtle psychological ward; they are not just invisible, they are “unimportant” and “unnoticeable.” When passing a security checkpoint, the wielder uses a Dreamtime Glimpse to see a three-second window where the guard’s attention is diverted, allowing them to slip through a locked gate that the weapon’s shards have temporarily rendered intangible.
  • Offensive Roleplay: For a high-stakes assassination or sabotage mission, the Veil-Walker’s Glimpse is paramount. Before the target enters a room, the wielder consults the compass to gain an Advantage on their next move. As the target appears, the wielder fires a Rune Pierce shot. Roleplay the obsidian shard ignoring the target’s expensive magical shielding and kinetic barriers, delivering a critical hit of force damage that shatters the target’s defensive “Gestalt” instantly. The wielder then vanishes into a cloud of crimson-ghost vapor before the first alarm can be raised.

Perception of Activation: Dream-Veil Shard-Caster 3317 of the Ghostly Horizon

User’s Perspective The moment the thumb lever is depressed, the wielder feels an immediate, supernatural drop in temperature along the forearm, as if the arm has been plunged into a spectral mountain spring. The cog-braided leather stock, previously warm from the steam reservoir, suddenly vibrates with a high-frequency “hiss-less” thrum that resonates directly into the wielder’s collarbone. As the Ghostly Enchantment Dust engages, the wielder experiences a sensation of “thinning”; the physical weight of the weapon seems to evaporate, leaving behind a weightless extension of intent.

The most profound sensation is the “Horizon-Lock.” As the compass arrow aligns, the wielder’s vision is overlaid with a shimmering, prismatic veil. The material world grows dim, while “points of interest”—the ley-echoes of a hidden foe or the structural flaw of a distant wall—flare with a brilliant azure intensity. The wielder feels a cool, damp mist settle on their lips, tasting faintly of sweet mineral water and ozone, while the scent of scorched obsidian and fresh rain fills the air.

Observer’s Perspective To an outside witness, the 3317 appears to “glitch” out of reality. The sharp edges of the obsidian barrel and bronze housing become a blurred, shimmering smudge, as if the weapon is being viewed through a dense heat haze or a rainy window. The rhythmic, mechanical sounds of the rotary magazine are replaced by a soft, melodic chime—like crystal bells heard from a great distance.

Instead of the violent, crimson-hued steam typical of Vorzul technology, silent, silver-streaked vapors drift lazily from the vents, taking the faint shapes of ethereal wisps that vanish before they touch the ground. The wielder themselves appears slightly out of focus, their silhouette softened by the shimmering haze. When the weapon fires, there is no roar or flash; only a faint, translucent streak of light—a ghost-trail—marks the path of the invisible shard.

Extra-Sensory Perceptions (ESP)

  • Chronal-Drift Sense: The wielder perceives a “latency” in time. They see the physical world move slightly slower than the “Dreamtime Glimpse,” allowing them to perceive where a target’s silhouette was and where its soul-echo is going.
  • Ethereal Transparency: Through the Mind’s Eye, solid objects within 60 feet appear semi-translucent, like smoked glass. This allows the wielder to “see” the density of materials and identify which barriers the ethereal shards can penetrate.
  • Phase-Resonance: The wielder feels a “pull” in their own spirit, a magnetic attraction to the intangible. They can sense the presence of other ghostly entities, illusions, or phased objects as a cold, tingling vibration in their fingertips.
  • Divine Navigation: A sense of “destined direction” settles in the wielder’s mind. Even with eyes closed, they can perceive the exact location of their goal as a steady, pulsing emerald light on the edge of their mental horizon.

Positives

  • Perfect Stealth: The total lack of auditory or visual “flash” during firing makes it nearly impossible for enemies to pinpoint the wielder’s location.
  • Intuitive Aim: The Dreamtime Glimpse removes the need for traditional optics; the weapon effectively “aims itself” by locking onto the target’s spiritual presence.
  • Environmental Immunity: The wielder remains calm and focused even in chaotic, illusion-filled environments, as the compass provides an objective “truth” of the landscape.

Negatives

  • Sensory Disconnection: Prolonged activation can make the material world feel “fake” or “heavy,” leading to a temporary disorientation when the veil is lifted.
  • The “Cold-Bite”: The high-intensity cooling of the wisp-residue can lead to temporary numbness in the hands, requiring a Constitution check to maintain fine motor control after repeated use.
  • Ethereal Backflow: If used in a ley-dead zone, the weapon can “struggle” to phase, causing the wielder to experience a sharp, metallic headache as the compass tries to draw resonance from the user’s own mental energy.

The Rite of the Ghostly Horizon: Forging the Dream-Veil Shard-Caster 3317


Items Merged


Additional Materials Needed

  • Celestial Crystal (3 units): These must be crushed into shimmering fragments to reinforce the compass’s “Visionary Overburst” and “Veil-Walker” resonance.
  • Stardust (2 vials): Sifted and mixed with the steam-coolant to stabilize the ethereal residue within the high-pressure chambers.
  • Refined Mithral Filigree (2 units): Used to bind the rotary magazine and trigger assembly, ensuring they can cycle “Phase-Locked” shards without jamming.
  • Ghostly Residue (4 vials): Freshly harvested to coat the interior of the obsidian barrel, creating a friction-less, intangible bore.
  • Stone-Breath Fuel Cell (1 unit): Required to provide the consistent Tier 3 energy output necessary to maintain the constant “Ungraspable Whisper” haze.
  • Runic Silver Ink (1 vial): Used to etch the unified “Ghostly Horizon” lattice that binds the navigational runes of the compass to the pressure runes of the launcher.

Tools Required

  • Alchemical Pressure Tester: Vital for calibrating the Ghostly Dust suspension so it does not settle or explode under the steam-propulsion’s heat.
  • Diamond-Tipped Engraving Tools: Specifically for re-etching the hardened obsidian barrel with the expanded Tier 3 Khipu-Glyphs.
  • Enchanter’s Altar: A sanctified space to conduct the “Final Infusion” ritual where the disparate souls of the items are merged.
  • Precision Tinker’s Kit: For the delicate micro-alignment of the floating Dreamtime arrow with the barrel’s central line of fire.
  • Ley-Tap Crucible: To draw the necessary ambient mana from the world to power the permanent enchantment of the ghostly veil.

Skill Requirements

  • Master Alchemy: Required to successfully infuse the steam-stream with Ghostly Residue without causing the weapon to become physically intangible and fall through the wielder’s hands.
  • Expert Runesmithing: To unify the navigational sigils of the compass with the industrial pressure runes of the 6184 chassis.
  • Expert Engineering: To rebuild the rotary magazine to handle the increased velocity and spiritual weight of Tier 3 shards.
  • Wisdom 18+: The crafter must possess the mental fortitude to withstand the psychic “temporal vertigo” triggered when the Dreamtime arrow first aligns with the obsidian barrel.

Crafting Steps

  1. The Obsidian Purification: Soak the 6184’s obsidian barrel in a mixture of Stardust and distilled water for one full day to purge the “Mountain’s Rage” and make the stone receptive to ethereal light.
  2. The Compass Integration: Dismantle the Wanderer’s Compass and mount the bronze housing atop the launcher’s receiver. Use the Mithral Filigree to link the floating arrow’s magnetic pull to the barrel’s pressure-release valve.
  3. The Ethereal Infusion: Mix the Ghostly Enchantment Dust with the alchemical coolant. Coat the micro-valves and the internal magazine with the resulting Ghostly Residue to ensure the “Whisper Vent” functions silently.
  4. The Rune-Lattice Etching: Using the diamond-tipped tools and Silver Ink, etch a continuous spiral rune-set that begins at the compass arrow and terminates at the barrel’s muzzle, binding “Truth” to “Impact.”
  5. The Core Powering: Seat the Stone-Breath Fuel Cell within the cog-braided stock. Calibrate the gears so that every rotation of the magazine siphons a micro-charge of Dreamtime energy into the obsidian shards.
  6. The Ritual of the Vanishing Path: Place the weapon on the Enchanter’s Altar. Burn the Forged Breath Incense and perform the Pathspoken Whisper chant for six hours, gradually increasing the steam pressure until the weapon’s edges begin to shimmer and blur.
  7. The Phase-Lock Test: Fire a test shard through a solid lead plate. If the shard passes through the metal without a sound and materializes on a target behind it, the Dream-Veil Shard-Caster 3317 is successfully forged.

Unseen Point and Pale Breath

Hearken, O walkers of the salt-dust and the mist-highs, to the parchment of the ghost-ages, scraped from the shell of a creature that drowned in the sky. This is the drift of the Dream-Veil Shard-Caster 3317, though the tablets of the Deep-Deep call it The Tooth That Bites the Tomorrow-Ghost.

In the time when the sun was yet a wet-eye and the ley-lines were but the soft-tracks of a blind crawler, there lived a Silence-Singer named Jhoralis-Vorzul-Etherea. (The glyphs here are muddy; it is unsure if this was a king of wind or a shadow that learned to hold a hammer). This Seer stood upon the Brink of the Vanishing Light, where the breath of the wisp turns to silver-dust and the steam of the mountain is a red-sob.

The Seer possessed three sacred things, but the things were hungry for a home. First was a Bronze-Eye of the Dream, which pointed to the un-born path. Second was the Piston-Throat of Turrath, which spat the black-stone with a red-hiss. Third was the Dust of the Vanished Spirit, which made the heavy-things turn to smoke and the solid-things turn to “Un-Grasp.”

But a Great Shadow-Tide—the Hushing of the Primal Chime—fell upon the world. The Seer was pursued by a predator made of “Mute-Hate,” a beast that ate the echo of the heart. The Piston-Throat roared, but the beast ate the sound; the Bronze-Eye pointed, but the beast hid in the “Non-Horizon.” The Seer realized that to strike the un-seen, one must become the “Un-Thing.”

With a needle made of “Stillness-and-Wait,” the Seer performed the Great Rule-Breaking. They did not break the items; they invited the smoke to live inside the iron.

“O Piston,” the Seer hummed in a tone that makes the bones weep, “swallow the Ghost-Dust until your throat is a cloud. O Eye, sit upon the Iron and tell the Shard where the spirit hides.”

The Seer took the Residue of the Wisp and the Stardust of the Weeping Moon and mixed them in a pot of “Stone-Breath.” They poured the silver-broth into the obsidian tube until the black stone began to “Glit-and-Shimmer.” The 3317th drop of the soul-ink did not fall; it floated into the compass and made the arrow turn into a Phantom-Finger.

The weapon awoke. It did not roar; it breathed a “Sigh-of-Judgment.” It did not sit upon the shoulder; it became a “Blur-on-the-Soul” of the wearer. The bronze-runes began to pulse with the color of a “Drowned Dream.”

When the predator of Mute-Hate lunged—a beast of many-fangs and silence-broth—the Seer did not aim with the eye of the flesh. The Engine 3317 showed a “Tomorrow-Strike” in the Dream-Veil. The obsidian shard did not fly through the air; it flew through the “Is-Not” and the “Will-Be.” The shard passed through the beast’s armor of shadow as if it were but the steam of a kettle, materializing only within the beast’s cold-heart.

The Seer emerged from the light-haze no longer a traveler of the road, but a master of the Ghostly Horizon. Yet, the translation grows thin here; it says the Seer could never again feel the touch of a hand or the warmth of a fire, for their skin was now “Veil-Kissed.” The obsidian had turned to a ghost-bone, and the Dreamtime was the only land where the Seer’s feet felt the ground.

They became the Stalker of the Emerald-Arrow, a blur that walks the chasm-rims, whose weapon is a shard of silence and whose path is the un-seen echo of the world’s first dream.

The Moral of the Story: He who seeks to hunt the ghost with the fire of the machine must be prepared to walk the world as a phantom himself; for when you make a weapon that sees the future and hides in the mist, you shall find that the present is but a heavy cage you can no longer touch.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The 3317 Shard-Caster of the Pale Horizon Item Type: Unique Artifact (Firearm)

Description: An obsidian-barrelled rifle that appears blurred to the naked eye. It bypasses the physical laws of the mundane world by firing shards through the Dreamlands’ periphery.

Game Mechanics:

  • Skill: Firearms (Rifle).
  • Damage: 2D6+4 (Piercing).
  • Base Range: 50 Yards.
  • Uses per Round: 1 (Semi-automatic rotary magazine).
  • Ammunition: 6 obsidian shards.
  • Sanity Cost: 1/1D6 to witness the “ghost-trail” of a shot; 1D4/1D8 to initially attune to the temporal vertigo of the compass.
  • Ethereal Ballistics: This weapon ignores up to 4 points of non-magical Armor (including cover like wood or thin stone).
  • Dreamtime Glimpse: The user may spend 5 Magic Points to gain a Bonus Die on their next Firearms roll, as the compass predicts the target’s movements.
  • Ghostly Concealment: Attacks made while stationary do not reveal the shooter’s location unless the target succeeds on an Extreme Spot Hidden roll.

Blades in the Dark

Name: The Ghost-Veil Carabiner Item Type: Fine Unique Weapon (2 Load, Worn)

Description: A spark-craft rifle utilizing wisp-residue to silence its steam valves. It is prized by Whisper-aligned assassins for its ability to strike through the veil.

Game Mechanics:

  • Tier: III (Fine).
  • Quality: The weapon provides Potency when firing through physical barriers or attacking spirits.
  • Special Abilities:
    • Ghost-Shard Ambush: When you perform a Skirmish or Hunt action from a hidden position, you may spend 1 Stress to make the attack completely silent and intangible. The target cannot resist the physical impact with armor; they must resist with Resolve or Prowess to avoid being “Phase-Locked.”
    • Veil-Walker’s Glimpse: Spend 1 Stress to gain +1d to a Gather Information action regarding a target’s future intent or to a Survey action to find a hidden path.
    • Passive (Silent Venting): You do not suffer the “Loud” drawback typically associated with steam-powered or spark-craft firearms.
  • Complication: If you roll a 1–3 on a Desperate action, the ghostly haze becomes unstable, inflicting the Level 2 Harm “Temporal Vertigo.”

Dungeons & Dragons (5th Edition)

Name: Dream-Veil Shard-Caster 3317 Item Type: Wondrous Item (Martial Ranged Weapon), Very Rare (Requires Attunement)

Description: A bronze and obsidian firearm that hums with the resonance of the Dreamtime.

Game Mechanics:

  • Base Weapon: Martial Ranged Weapon, 1d10 Piercing damage. Range 150/300. Loading (6-shot rotary magazine).
  • Attunement Bonus: You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding it, you have advantage on Wisdom (Perception) checks.
  • Ethereal Shards: Attacks with this weapon ignore half cover and three-quarters cover. On a critical hit, the shard deals an extra 2d6 Force damage.
  • Ghost-Shard Ambush (3 Charges/Day): When you hit a creature, you can expend 1 charge to force the target to make a DC 16 Charisma saving throw. On a failure, the target becomes Incapacitated and invisible until the end of its next turn as it is pushed partially out of phase.
  • Veil-Walker’s Glimpse: As a bonus action, you can consult the compass. Until the start of your next turn, you gain a +2 bonus to your AC and your next attack roll has advantage.
  • Echoes of the Vanishing Path (1/Day): As an action, you can cast Greater Invisibility on yourself. While this effect lasts, you can move through solid objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and are shunted to the nearest open space.

Knave (2nd Edition)

Name: The 3317 Ghost-Sigh Launcher Item Type: Unique Tool/Weapon (2 Slots)

Description: A brass-bound obsidian launcher that breathes silver mist. It allows the wielder to see the “ghosts” of things yet to happen.

Game Mechanics:

  • Quality: 10.
  • Damage: d10 (Piercing).
  • Properties: 6 shots (Rotary). After 6 shots, it takes 1 Turn to reload from the steam-belt.
  • Passive: The wielder gains Advantage on all Wisdom saves against illusions and all Dexterity saves to remain hidden.
  • Ethereal Strike: The weapon ignores Armor provided by non-magical shields or cover.
  • Active (Spend 1 Charge/Max 5): Overburst. Fire a 60ft line of shards. Every creature in the path must make a Dexterity save or take d10 damage.
  • Active (Spend 2 Charges): Phase-Shift. For 1 Turn, the wielder and their gear become intangible. They can walk through walls and cannot be harmed by non-magical attacks, but they cannot attack others during this time.
  • Breakage: If the wielder rolls a critical failure on an attack, the obsidian barrel cracks. The weapon loses 2 Quality and the “Ethereal Strike” property until repaired at a Ley-Tap Crucible.

Fate Core

Name: 3317 Shard-Caster of the Ghostly Horizon Item Type: Extra (Requires 2 Refresh)

Aspects:

  • High Concept: Obsidian Firearm of the Dreamtime
  • Flavor: Blurred Intangible Edges
  • Trouble: The Temporal Vertigo of the Visionary

Game Mechanics:

  • Skill Bonus: Gain +2 to Stealth when using the weapon’s concealment haze. Gain +1 to Notice when seeking hidden paths or intentions.
  • Stunt: Ethereal Ballistics: Because the shards phase through mundane matter, you ignore up to 2 points of Armor or opposition from physical cover when making a Shoot attack.
  • Stunt: Ghost-Shard Ambush: Once per scene, when attacking from a hidden position, you may spend a Fate Point to make your attack totally silent. The target cannot use Athletics to defend; they must use Will to remain grounded in reality.
  • Stunt: Veil-Walker’s Glimpse: Once per session, you may invoke the compass to automatically succeed on a Notice roll to see through a magical illusion or to find a secret door, even if the difficulty is legendary.

Numenera & Cypher System

Name: 3317 Ghostly Shard-Caster Item Type: Artifact (Level 7)

Form: A sleek obsidian and bronze firearm that appears out of focus. It emits a soft, rhythmic chime rather than mechanical clicks.

Game Mechanics:

  • Effect: This is a long-range weapon that deals 6 points of damage.
  • Ethereal Penetration: Attacks with this weapon ignore 2 points of Armor provided by physical shields or cover.
  • Navigation Lattice: While holding the artifact, the user has an asset on all tasks involving navigation, tracking, or detecting illusions.
  • Active: Ghost-Shard Ambush (1-3 Intellect points): Upon a successful hit, the user can spend points to Phase-Lock the target. The target is moved one step down the damage track and is unable to affect the physical world for one round.
  • Active: Veil-Walker’s Glimpse (3 Intellect points): The user gains an asset on their next Speed defense roll and their next attack roll as the compass predicts incoming threats.
  • Depletion: 1 in 1d20. On depletion, the wisp-residue coolant exhausts, and the weapon becomes a mundane (though well-crafted) shard launcher until recharged with Ghostly Residue and Stardust.

Pathfinder (2nd Edition)

Name: Dream-Veil Shard-Caster 3317 Item Type: Item 12 (Rare, Conjuration, Divination, Magical, Steam)

Usage: Held in 2 hands; Bulk: 2 Base Weapon: +2 Greater Striking Shard Launcher (1d10 P)

Game Mechanics:

  • Passive: Ungraspable Whisper: You gain a +2 item bonus to Stealth checks and a +1 item bonus to Perception checks to see through illusions.
  • Ethereal Ballistics: Your attacks with this weapon ignore a target’s Lesser Cover and reduce the AC bonus of Standard Cover to +1.
  • Activate: [One-Action] (Command): Veil-Walker’s Glimpse. Frequency: Once per round. You consult the compass. You gain a +1 status bonus to your next attack roll before the end of your turn and a +1 status bonus to AC until the start of your next turn.
  • Activate: [Two-Actions] (Interact): Visionary Overburst. Frequency: Once per hour. You fire a burst of shards in a 30-foot cone. Each creature in the area takes 6d10 piercing damage (Basic Reflex DC 30). On a critical failure, the creature is also Slowed 1 for one minute.
  • Activate: [Three-Actions] (Envision, Interact): Echoes of the Vanishing Path. Frequency: Once per day. You become Invisible and Concealed for 10 minutes. During this time, you gain a climb speed equal to your land speed as the ghostly dust allows you to adhere to surfaces.

Savage Worlds (Adventure Edition)

Name: 3317 Dream-Veil Shard-Caster Item Type: Relic (Tier 3)

Game Mechanics:

  • Base Weapon: Range 15/30/60, Damage 2d10+2, AP 4. RoF 1.
  • Ethereal Shards: This weapon ignores penalties for Cover (up to Heavy) provided the cover is not magically reinforced.
  • Silent Stalker: Attacks made with this weapon do not trigger Notice rolls to locate the firer based on sound. The wielder gains +2 to all Stealth rolls.
  • Active: Ghost-Shard Ambush: As an action, the wielder makes an Athletics (Throwing) or Shooting roll. On a success, the target is Distracted. On a Raise, the target is also Entangled in spectral bonds.
  • Active: Veil-Walker’s Glimpse: Once per encounter, the wielder may spend a Benny to automatically go first in the Action Card initiative order, as the compass predicts the start of combat.
  • Complication: Temporal Vertigo: If the wielder rolls a Critical Failure on a Shooting roll, they must make a Spirit roll or be Shaken as the Dreamtime visions overwhelm their senses.

Shadowrun (6th Edition)

Name: 3317 “Ghost-Whisper” Mana-Piston Rig Item Type: Exotic Ranged Weapon / Arcane Focus (Rating 6)

Description: An illegal hybrid of Saṃsāra steam-tech and Awakened astral-sensing. The barrel is permanently shrouded in an alchemical haze that interferes with both optical and thermographic sensors.

Game Mechanics:

  • Attack Rating: 10/12/8/—/—
  • Damage Value: 5P
  • Adjustments: SA (Rotary), Close/Near/Medium range.
  • Ethereal Ammunition: Shards fired from the 3317 ignore up to 4 points of physical Cover dice pool bonuses.
  • Navigation Focus (Rating 6): When attuned, the user adds +2 dice to all Navigation and Tracking tests.
  • Ghostly Concealment: Any attempt to locate the firer via sound or visual “flash” suffers a -4 dice pool penalty.
  • Active: Ghost-Shard Ambush: Spend 1 Minor Action and 2 Edge. The next shot is completely silent and gains the Armor Piercing (6) quality. If the shot deals damage, the target suffers a -2 penalty to all actions for 1 round as their nervous system is “phased.”
  • Wireless Bonus: The compass links to your AR display, providing a +1 dice pool bonus to all Defense Tests as it predicts incoming fire.

Starfinder (1st Edition)

Name: 3317 Dream-Veil Shard-Caster Item Type: Hybrid Weapon (Small Arm)

Level: 12; Price: 38,000 Credits; Bulk: 1 Damage: 3d8 P; Range: 60 ft; Capacity: 6 Shards; Usage: 1

Game Mechanics:

  • Weapon Special Properties: Analog, Ghost Killer, Precise, Silent.
  • Ethereal Ballistics: This weapon treats total cover as improved cover and improved cover as regular cover, provided the material is non-magical and thinner than 1 foot.
  • Navigation Lattice: While holding the weapon, you gain a +4 insight bonus to Survival checks made to navigate or track and Culture checks to decipher runes.
  • Active: Ghost-Shard Ambush (Standard Action): Expend 2 rounds of ammunition to fire a phased shard. On a hit, the target takes normal damage and must succeed at a DC 18 Will save or be teleported 10 feet in a random direction as they momentarily lose cohesion with reality.
  • Active: Veil-Walker’s Glimpse (Reaction): Trigger: You are attacked. Effect: You gain a +4 insight bonus to your AC against that attack. You can use this ability once per day for free, and subsequent uses cost 1 Resolve Point.

Traveller (Mongoose 2nd Edition)

Name: 3317 Ancestral Shard-Caster Item Type: TL 15 Experimental Weapon

Weight: 3 kg; Cost: Cr 200,000

Game Mechanics:

  • Skills: Gun Combat (Slug)
  • Damage: 3D+4 (Piercing)
  • Range: 100 meters
  • Magazine: 6 (Rotary)
  • Traits: Stealth (DM-4 to be detected when firing), AP 5.
  • Ethereal Lens: The wielder ignores DM penalties for firing through smoke, mist, or low-light conditions.
  • Navigation Aid: Provides DM+2 to all Recon or Survival (Navigation) checks while active.
  • Active: Ghost-Shard Ambush: The wielder may spend an Aim action to “sync” with the Dreamtime. The next shot ignores the target’s Armor entirely if the target is behind cover.
  • Complication: Temporal Vertigo: On an Effect of -2 or worse on a Gun Combat check, the wielder is Disoriented (DM-2 to all checks) for 1D rounds as the predictive visions desynchronize from real-time.

Warhammer 40,000 Roleplay (Wrath & Glory)

Name: 3317 Sanctified Dream-Veil Caster Item Type: Legendary Ranged Weapon

Keywords: [UNALIGNED], [ARCHAEO-TECH], [MYSTIC] Damage: 10 + 2 ED; AP: -3; Range: 24m (Medium)

Game Mechanics:

  • Properties: Silent, Unreliable (On a Complication, the ghost-haze flickers, removing concealment for 1 round).
  • Ethereal Strike: When firing at a target in Cover, you gain +2 bonus dice to your Ballistic Skill test.
  • The Navigator’s Eye: You gain +2 bonus dice to all Awareness (Int) tests and Scholar (Int) tests related to ancient ruins or navigation.
  • Active: Ghost-Shard Ambush: Spend 1 Glory. Your next attack deals +3 ED. If the target is Wounded, they are also Restrained until the end of their next turn.
  • Active: Echoes of the Vanishing Path: As an Action, you may spend 2 Glory to become invisible to all non-warp based sensors and sight for a number of rounds equal to your Tier. While invisible, you can move through solid walls, but you must end your move in an open space.