Ley Pulse Hammer 934

From: Lineage 472 of Anuran

A short, thick-headed warhammer fitted with a hollow crystal core. When struck against stone or metal, it releases stored vibration energy from the ley lines, delivering a shockwave-like burst. It was forged in a Forge of Gravok and is inscribed with the Granite Spiral.

  • Effect: On a critical hit, unleashes a cone-shaped tremor that knocks foes prone within a short range.
  • Drawback: After releasing a shockwave, the hammer must cool for 1 minute before storing energy again, leaving it as a simple blunt weapon until recharged.

Lore

The Ley-Pulse Hammer 934 is said to have been first crafted during the rebuilding of Granthold after the Fall of Kharzad. Stoneweavers carved its head from basalt quarried at the very site of the shattered city and hollowed out its core to hold a resonant quartz crystal. This crystal was attuned to the local ley lines, channeling subtle pulses of geomantic energy. When the hammer’s face strikes stone, metal, or armor, it not only delivers the force of its weight but also amplifies the blow by releasing a vibration surge. The Granite Spiral inscribed on its head is more than a mark of devotion to Gravok—it acts as a conduit, stabilizing the energy and ensuring the shockwave bursts outward in a controlled cone.

To the Anuran and other Abbevillian avatars, carrying such a weapon marks its wielder as both crafter and defender, blending the labor of the quarry with the fury of the battlefield. Legends claim that a master Stoneweaver once cracked an entire enemy warship’s hull with a single ley-charged strike, proving the hammer’s place among Abbeville’s most feared implements of war.


Tier One Stats

  • Strength: +2
  • Constitution: +1
  • Dexterity: –1 (slightly unwieldy when carried for long durations)
  • Intelligence: 0
  • Wisdom: +1 (geomantic resonance awareness)
  • Charisma: 0

Skills Gained

  • +2 bonus to Stone-Shaping and Quarrying checks.
  • Proficiency in Warhammer and other blunt, crushing weapons.
  • Gain Quarry Sense: advantage on checks to detect unstable stone, fissures, or weak walls when hammer is in hand.

Passive Magics

  1. Resonant Grip – The hammer vibrates faintly in the wielder’s hands when ley lines are nearby, acting as a geomantic compass.
  2. Stonebreaker’s Edge – Adds +1 damage against constructs, stone-skinned creatures, and armor reinforced with metal or crystal.
  3. Weight of Gravok – When bracing in defense, the hammer seems heavier, granting +1 AC against melee attacks while held in both hands.

Activatable Magics

  1. Ley Shockwave (Cone Burst) – On a critical strike, the hammer unleashes a short-range cone (10 ft.) of vibration energy, forcing enemies to make a Strength save or be knocked prone.
  2. Pulse Rebound – Once per short rest, the wielder can strike the ground intentionally to create a controlled radial tremor (5 ft. radius), pushing foes back and giving advantage on their next attack.
  3. Crystal Echo – By channeling focus for one round, the quartz core glows and records vibrations. The next attack releases stored resonance, doubling the effective range of the shockwave.

Specific Slot

  • Main-Hand Weapon Slot (can be wielded two-handed for greater impact).

Tags: Warhammer, Resonance, Shockwave, Stonebreaker, Ley-Charged, Quarry-Forged, Cone-Effect, Steam-Crafted, Granite Spiral, Geomantic-Core, Vibration-Weapon, Crystal-Forged, Shockwave-Strike, Earth-Attuned, Rune-Inscribed, Heavy-Blunt, Quarry-Resonant, Forge-Blessed


The Ley-Pulse Hammer 934 is a rare weapon that bridges martial craftsmanship and geomantic artistry, so its presence in the markets of Saṃsāra depends heavily on the type of shop and region where it is sought.


Quarry-Forges of Abbeville

  • These bustling stone-forges specialize in war tools blessed by Gravok’s Stoneweavers. The hammer would most commonly be commissioned here, carved from quarry basalt and fitted with a ley-infused crystal core harvested from fault-lines.
  • Cost: 120–150 Gold (or equivalent in electrum, platinum, or rhodium), reflecting both the rarity of the crystal core and the artisan blessing etched into the Granite Spiral.

Industrial Weapon-Smithies (Steam & Stone Markets)

  • Found in major cities, these shops blend alchemy, steam-tech, and runecraft. Here the Ley-Pulse Hammer is often traded among professional quarry-guards, mercenaries, or militia who need reliable shockwave weaponry.
  • Cost: 90–110 Gold, slightly less than temple-forged versions, as they may lack divine blessing but are fully functional and deadly.

Ley-Line Artificer Stalls (Market of Scribes & Engravers)

  • Small specialist shops dealing in magical circuits, rune-etchings, and ley-core adjustments. An artificer may sell refurbished or modified versions of the hammer, sometimes fitted with unique resonance frequencies for more destructive pulses.
  • Cost: 80–100 Gold, depending on modifications. Buyers risk instability if corners were cut during reforging.

Pilgrim-Temples & Forges of Gravok

  • The most prestigious versions of the hammer are traded here, but only to the devout or those who can prove their endurance and purpose align with Gravok’s ideals. Often requires participation in ritual carving or donation of resources before a hammer may be purchased.
  • Cost: 200 Gold or more, with the price considered both a tithe and an investment into the temple’s communal defenses.

Black Market / Isekai Relic Dealers

  • Some unscrupulous traders smuggle ley-core weapons, bypassing temple regulation. These are often unstable, forged from cracked or corrupted crystals, but may still fetch a high price among desperate adventurers or warlords.
  • Cost: 60–80 Gold, cheap but dangerous, sometimes cursed to backfire when misused.

The Ley-Pulse Hammer 934 carries its weight differently depending on the terrain, atmosphere, and intention of the wielder. Its roleplay potential shines through the combination of raw blunt force and geomantic resonance.


Defense

Quarries and Underground Environments

  • When tunnels collapse or enemies attack in close quarters, the wielder can slam the hammer into the ground to release a cone-shaped tremor, destabilizing footing and knocking hostile quarry beasts or intruders prone.
  • Defensive positioning can also be enhanced—striking stone walls can create temporary rubble barriers or weaken a column so it collapses onto advancing foes.

Urban or Industrial Settings

  • In steam-filled streets or factories, the hammer’s shockwave can scatter small groups of assailants, buying time for allies to regroup.
  • Its blunt head can also be used to disrupt constructs or enemy gear powered by unstable ley circuits.

Wilderness & Battlefields

  • On open terrain, the hammer’s tremors disorient charging enemies, particularly mounted ones, forcing them to fall or scatter.
  • Against predators, the shockwave mimics the sound of shifting earth, often startling or intimidating creatures long enough to retreat.

Offense

Quarries and Underground Environments

  • The hammer can shatter stone plating or armor with its stored vibration burst, making it especially effective against creatures with mineral or crystal hides.
  • Offensively, its tremor cone can be angled upward at ceilings to drop stalactites or fragments on enemies.

Urban or Industrial Settings

  • In street combat, the hammer creates shockwaves that throw enemies into walls or scatter formations, turning narrow alleys into choke points.
  • The blunt force alone remains devastating against constructs, clockwork enemies, or armored guards.

Wilderness & Battlefields

  • On battlefields, activating its shockwave in the front lines can break enemy shield walls or destabilize packed infantry.
  • When fighting larger monsters, repeated strikes to the ground under them create fissures or destabilize footing, forcing them off-balance for allies to exploit.

Roleplay Flavor

  • Defensively, wielders often appear as immovable bastions, their hammer strikes syncing with the rhythm of the land, creating barriers of force or quakes that keep enemies at bay.
  • Offensively, they embody Gravok’s principle of deliberate, crushing force—never elegant, always decisive—turning the very ground into a weapon.

Perception of Activation:

User’s Perspective:
The moment the hammer is swung and strikes stone or steel, a deep vibration reverberates through the wielder’s arms and chest, like the heartbeat of the earth itself. The crystal core flares with white-gold light, filling the edges of vision with fractured prisms. The air tastes metallic, sharp like ozone after lightning. Their tympanum registers the hum of ley lines in harmony with their own pulse. A faint pressure builds behind the eyes, as though they are staring into unseen depths beneath the ground.

Observer’s Perspective:
To others, the hammer glows with sudden intensity, the spiral rune igniting in molten brilliance. The ground underfoot ripples in a cone-shaped shockwave, dust and grit rising in a visible wave. Nearby walls and stone surfaces ring like struck bells, their vibrations audible to even the untrained ear. Observers feel a low hum pass through their bones, unsettling and awe-inspiring, as if the world itself has briefly acknowledged the strike.

Extra-Sensory Perceptions:

  • A brief glimpse of the ley lines as radiant veins beneath the terrain, glowing brighter where the hammer’s energy flows.
  • A sensation of ancient echoes, faint whispers of past strikes made by quarry-forgers long dead.
  • A fleeting awareness of imbalance, the earth’s resistance to being bent by mortal will.

Positives:

  • Greatly amplifies the wielder’s sense of connection to the land and its hidden structures.
  • Instills awe and fear in both allies and enemies, as the shockwave reshapes the immediate battlefield.
  • Offers unparalleled offensive potential when used in enclosed or stone-rich environments.

Negatives:

  • The aftershock lingers, leaving the wielder’s arms heavy and muscles momentarily numb.
  • Continuous use without rest risks disorientation or even temporary deafness from resonance.
  • The hum of the weapon can attract unwanted attention, as subterranean creatures or ley-sensitive entities may be drawn to its vibrations.

Recipe of the Ley-Pulse Hammer 934

Materials Needed:

  • 1 Basalt Block (quarried from ley-aligned cliffs, minimum 60 lbs)
  • 1 Steel Core Rod (tempered in steam-forge, 2 ft length)
  • 1 Hollow Quartz Crystal (at least the size of a fist, naturally grown along ley fractures)
  • 2 Vials of Refined Anuran Secretion (stabilizer for basalt-to-crystal bonding)
  • 1 Rune-etched Copper Spiral (hand-engraved with the Granite Spiral pattern)
  • Quarry-Leather Straps (for haft wrapping, waterproofed with resin)
  • 1 Pinch of Pulverized Obsidian (for rune inlay, symbolic of Gravok’s judgment)

Tools Required:

  • Steam-Fed Forge (capable of precise vibration heating)
  • Geomantic Engraver (for etching ley-circuit channels)
  • Crystal Borer (to hollow and align the quartz with the core rod)
  • Hammerer’s Tongs and Quarry Chisel (for shaping basalt block)
  • Ritual Basin (for mixing secretion and mineral dusts under ley resonance)

Skill Requirements:

  • Stonecraft Mastery (to work basalt into balanced warhammer form)
  • Crystal Handling (to bore and polish quartz without fracturing)
  • Rune Etching (knowledge of Granite Spiral and vibration-binding glyphs)
  • Ley Attunement (ability to sense and align the weapon’s core with natural resonance)
  • Alchemical Binding (application of secretion compounds for stable fusion)

Crafting Steps:

  1. Shape the Basalt Head: Carve the basalt block into a thick hammer head, leaving a hollow channel through the center for the steel core and quartz housing. Smooth outer layers to reduce fracture points.
  2. Forge the Steel Core: Heat the steel rod in the forge until pale red. Insert the rod through the basalt head, ensuring a balanced center of gravity.
  3. Prepare the Quartz Crystal: Using the crystal borer, hollow the quartz into a chambered form. Align the hollow with ley-line resonance by immersing it in a ritual basin infused with Anuran secretion.
  4. Fuse Crystal to Core: Carefully mount the hollow quartz over the steel rod inside the basalt head. Use the secretion as an alchemical adhesive, binding stone, steel, and crystal into one resonance chamber.
  5. Etch Ley Channels: With the geomantic engraver, inscribe vibration channels across the basalt face. Inlay the channels with pulverized obsidian mixed with secretion, forming conductive pathways.
  6. Inscribe the Granite Spiral: Place the copper spiral rune onto the hammer face, hammer it into the basalt until it is seated flush, and seal with secretion-resin. This anchors the hammer to Gravok’s craft-lore.
  7. Balance the Weapon: Wrap the haft with quarry-leather straps, binding tightly for grip and balance. Test swings are performed under a ley-saturated sky or within a Forge of Gravok.
  8. Final Attunement: Strike the hammer against raw granite three times. If successful, a low hum and faint light will pulse from the quartz, signaling its resonance. If the hum does not appear, the weapon must be rebalanced.

Completion Mark: The crafter carves their clan’s sigil beneath the spiral rune, marking the hammer as both a tool of war and a lineage-bound relic.

Hammer that Sang to Stones

Hearken, wanderer, to the tale that is carved into cracked tablets, sung in broken syllables, passed from lips dry with dust, and written in a tongue older than chisels, older than hammers, older than the hum of the ley itself. This is the tale of the first Ley-Pulse Hammer, which men call by number now, yet in forgotten days it was called the Hammer that Sang to the Stones.

It is said, when the First Crafters still labored in shadow of uncut cliffs, there was one among them named Dorvak. He was short of speech but mighty of arm, his skin black as basalt, his eyes wide like two moons reflecting the quarry fires. Dorvak was a worker of stone, steady and patient, yet his heart carried sorrow. For the quarries collapsed often, burying friend and kin, and his tools could not save them. He prayed to Gravok, the Shaper of Stone and Soul, yet heard only silence and the deep groan of earth in answer.

In time, Dorvak took to wandering caves where ley-lines sang like unseen rivers. There he felt the trembling underfoot and said, “If stone groans and earth sighs, then I must give them voice.” So he took a block of basalt dark as night, a rod of iron red from forge-fire, and a crystal grown in fissures where water and light had never reached. For three cycles of moon he labored, hollowing the stone, binding the crystal, wrapping leather until his hands bled. He traced spirals with obsidian dust and spat his own blood into the cracks, for he had no Anuran secretion as the later kin possessed.

When it was done, the hammer was heavy and plain. Yet when Dorvak struck it upon the quarry wall, the stone trembled as though it heard a song. The crystal within glowed faint, and a hum ran through the ground like heartbeat. Dorvak lifted it high and struck again, and the tremor shook the cliff so that a hidden seam was revealed, spilling silver-veined rock. His people gasped, for never had a tool both broken stone and sung to it.

But Dorvak, in his pride, wished to do more. He struck not stone but the earth beneath the feet of his enemies, raiders who had come by ship. The ground heaved, and the men fell like reeds in flood. He struck again in the city streets to show his power, and walls crumbled though no enemy touched them. The hammer sang louder, louder, until even Dorvak’s ears bled from the sound. The people cried out that the hammer was no tool but a god-voice stolen, and they feared it.

In his last days, Dorvak carried the hammer to the Grand Forge and laid it on the altar of Gravok. He wept, saying, “I sought a tool to save, but made a voice that breaks.” As he left it, the hammer pulsed once, a tremor that cracked the altar stone but also sealed the fault-lines of the quarry forever. Dorvak vanished into the caves, and none saw him again.

The hammer was hidden, buried under layers of dust and time, until later Stoneweavers found it, reforged it, and numbered it among the sacred tools. They called it Ley-Pulse Hammer, but old ones whisper: it is still Dorvak’s voice, humming in stone, waiting for hand both steady and humble.

The Moral of the Story: Power that sings too loudly may crack the very walls it was meant to protect. A tool is strongest when it serves with balance, not pride.

Suggested conversions to other systems:

CALL OF CTHULHU (7th Ed) — “Ley-Pulse Hammer 934”
Type: Arcane warhammer; head-slot weapon (wielded). Rarity: Uncommon (temple-forged).
Skill: Fighting (Club/Blunt).
Damage: 1D8 + DB (blunt).
Encumbrance: As sledge/warhammer (Keeper’s call).
Passive Effects:
• Stonebreaker: +1 damage vs constructs, stone-skinned, or metal-armored foes.
• Quarry Sense: Advantage die to Spot Hidden/Listen when reading vibrations by striking nearby stone (Keeper discretion).
Critical Effect — Ley Shockwave: On a critical hit, release a cone-shaped tremor (≈3 m long, 60°). Targets in the cone must succeed on a Dodge or STR test (Keeper’s choice) or be knocked Prone and take 1D2 stun damage from the shock.
Cooldown (Drawback): After the shockwave triggers, the hammer must cool for 1 minute (10 combat rounds). During that time it functions as a normal blunt weapon and cannot emit another shockwave.
Sanity: None.


BLADES IN THE DARK — “Pulse-Hammer 934”
Category: Fine Arcane Gear (Heavy); Load 2. Attune: Brief centering tap against stone.
Passive: Potency on Skirmish or Wreck when striking stone/metal structures, constructs, or armored foes; its concussive thrum improves Position when you force enemies back from chokepoints.
Special — Shockwave Cone: On a critical Skirmish result (or by pushing yourself for 2 stress), unleash a short cone of force that knocks nearby foes off their feet (apply Level 2 harm “Knocked Prone/Sprawled” or create the consequence “Ringing Ground”). Area control counts as Setup for an ally.
Cooling Coils (Drawback): After a shockwave, mark the item “Overheated.” It provides no Potency until the 4-tick “Cooling” clock is filled (1 tick per quiet minute, or 2 ticks by venting on a steam stack with a risky Wreck). You can still use it as a heavy melee weapon while overheated.


DUNGEONS & DRAGONS (latest core) — “Ley-Pulse Hammer 934”
Weapon (warhammer), uncommon (requires attunement).
Properties: Versatile (1d8 bludgeoning; 1d10 when wielded with two hands). Counts as magical for overcoming resistance.
Passive Properties:
• Stonebreaker: You deal +1 bludgeoning damage to constructs or creatures with natural armor of stone/metal.
• Grounded Guard: While wielding the hammer in two hands, you have advantage on checks to resist being shoved or knocked prone if you and the source share the same ground.
Critical Property — Ley Shockwave: When you score a critical hit, the hammer releases a 15-foot cone of concussive vibration. Each creature of your choice in the area must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone.
Cooldown (Drawback): After releasing a shockwave, the hammer must cool for 1 minute. Until it cools, it loses its Stonebreaker and Grounded Guard properties and does not release another shockwave on a critical; it functions as a normal magical warhammer.
Notes: At the DM’s option, objects and fragile terrain in the cone may suffer cosmetic cracks or minor damage.


KNAVE (latest) — “Ley-Pulse Hammer 934”
Type: Heavy Melee (Warhammer); occupies Weapon slot(s); Attune by striking stone.
Damage: d8 (two-handed d10).
Properties:
• Stonebreaker: Advantage on tests to damage or break stone/metal objects; +1 damage vs constructs/stone-skinned foes.
• Grounded: Advantage to resist being shoved/knocked down while standing on solid ground and wielding two-handed.
Critical — Shockwave Cone: On a critical strike, emit a short cone of force (Near, narrow). Creatures in the cone must save vs STR or fall Prone.
Cooldown (Drawback): After a shockwave, the hammer is Overheated for 10 rounds (≈1 minute). While overheated it grants no Stonebreaker or Grounded benefit and cannot produce another shockwave; it still deals normal damage.
Encumbrance: 2 slots (heavy).


FATE — “Ley-Pulse Hammer 934”
Aspect: Warhammer of Resonant Stone
Category: Stunt / Gear (requires attunement to ley lines).

Passive Benefits:
• Stonebreaker: Gain +2 on Overcome rolls when breaking, shaping, or destroying stone or metal obstacles.
• Grounded Guard: Once per scene, you may invoke this Aspect for free to resist being knocked prone, shoved, or displaced when standing on solid ground.

Special Ability — Shockwave Cone: When you succeed with style on a Fight roll using the hammer, you may forgo the normal +1 bonus to instead unleash a ley shockwave. This creates the situational Aspect “Knocked Prone” on all enemies in a zone (or up to three foes, GM’s call) with one free invocation each.

Drawback: After using Shockwave Cone, the hammer is “Overheated” until the end of the next exchange. During this time, the Aspect cannot be invoked for attack or defense.

Tags: Heavy, Magical, Resonant, Overheats.


NUMENERA & CYPHER SYSTEM — “Ley-Pulse Hammer 934”
Level: 5 artifact (warhammer).
Form: Short, thick-headed hammer with crystal core etched in spirals.
Effect: Deals 5 points of bludgeoning damage (ignores 2 points of Armor when striking stone/metal constructs).

Special — Shockwave: On a roll of 19 or 20 with a melee attack, release a cone of force (short range, 60°). All creatures in the cone must make a Might defense roll (Difficulty 4) or be knocked prone and take 2 points of Intellect damage (representing disorientation).

Depletion: 1 in 1d20 (on release of shockwave).
Drawback: After releasing a shockwave, the hammer must cool for one minute; until then, treat it as a level 3 weapon.

Tags: Artifact, Resonant, Earth/Stone, Force.


PATHFINDER (2e) — “Ley-Pulse Hammer 934”
Weapon (warhammer), uncommon, magical, two-handed.
Usage: Held in 1 or 2 hands. Bulk: 2.

Damage: 1d8 bludgeoning (1d10 versatile when two-handed).
Traits: Magical, Shove, Force, Resonant.

Passive Abilities:
• Stonebreaker: Deal an additional +1 bludgeoning damage vs constructs, stone, or metal-bodied foes.
• Grounded Guard: Gain a +1 circumstance bonus to saving throws against being knocked prone while holding the hammer with two hands.

Critical Effect — Ley Shockwave: On a critical hit, release a 15-foot cone of force. All creatures in the cone must succeed on a Reflex save (DC = class DC or 10 + proficiency + Strength modifier) or be knocked prone. The hammer cannot use this ability again for 1 minute (cooldown).

Drawback: When in cooldown, the weapon loses Stonebreaker and Grounded Guard traits.


SAVAGE WORLDS (Adventure Edition) — “Ley-Pulse Hammer 934”
Category: Heavy Melee Weapon (Str+d8).
Weight: 12 lbs.
Cost: 1,500 silver (rare magical item).

Passive Benefits:
• Stonebreaker: +2 damage against stone, constructs, or armored targets with natural plating.
• Grounded Guard: +2 bonus to resist Tests that attempt to Shove or Knock Prone (when standing on solid ground).

Special Ability — Shockwave Cone: On a Raise with a Fighting attack, instead of dealing extra damage, the wielder may trigger a shockwave cone (Medium Burst Template). Targets in the area must make an Athletics roll or fall prone and be Shaken.

Cooldown (Drawback): After using Shockwave Cone, the weapon is “Overheated” for 10 rounds. While overheated, it functions as a normal warhammer (Str+d8, no bonus effects).

Tags: Magical, Earth, Resonant, Heavy.


SHADOWRUN (6E) — “Ley-Pulse Hammer 934”
Category: Melee Weapon (Exotic). Availability: 6R. Cost: 5,000¥ equivalent (temple-forged trade item).
Damage Value: 6P (blunt). AP: –1. Reach: 1.
Special Properties:
• Stonebreaker: +2 DV when striking drones, vehicles, or critters with hardened armor (stone, metal).
• Resonant Shockwave: On a critical hit (4+ net hits), the hammer may release a shockwave. All targets in a 5m cone resist with Athletics + Strength (Threshold 3) or be knocked Prone.
Cooldown: After releasing a shockwave, the hammer cannot channel again for 10 combat rounds (≈1 minute).
Drawback: While “Overheated,” it functions as a standard warhammer (6P, Reach 1, no special).
Notes: Requires Exotic Melee Weapon (Ley-Pulse Hammer) specialization to wield effectively.


STARFINDER (latest) — “Ley-Pulse Hammer 934”
Item Level: 6. Price: 4,500 credits. Bulk: 2.
Weapon Type: Advanced Melee Weapon. Category: Two-Handed. Damage: 1d10 B. Critical: Knockdown.
Special Properties: Analog, Powered (1 charge).
Passive Effects:
• Stonebreaker: +1 damage vs constructs or creatures with the mineral, stone, or metallic subtype.
• Grounded Guard: +2 circumstance bonus vs being tripped or shoved while wielding.
Special Ability — Ley Shockwave: On a natural 20 (critical hit), you may expend the weapon’s stored charge to release a 15-foot cone of seismic energy. All creatures in the cone must succeed at a Reflex save (DC = 10 + proficiency + Str modifier) or be knocked prone.
Cooldown: After activation, the weapon requires 10 rounds to recharge (or a full action near a ley-line resonator or charged battery).


TRAVELLER (Mongoose 2e) — “Ley-Pulse Hammer 934”
Weapon Type: Advanced Melee (Warhammer). TL: 11 (magitech hybrid). Cost: Cr25,000 (rare). Weight: 4 kg.
Damage: 3D6. Reach: Close.
Traits: Heavy, Unbalanced.
Special Abilities:
• Stonebreaker: Deals +2 damage vs constructs, armored creatures, or structural materials.
• Shockwave Cone: On an Effect of 6+ (critical success) in melee combat, the wielder may unleash a concussive wave. Targets in a 3m cone must roll Athletics (Dex) 8+ or be knocked prone.
Cooldown: After shockwave use, the hammer’s resonant core overheats, disabling its special abilities for 1D6 combat rounds.
Drawback: Unbalanced—imposes –2 DM if dual-wielded or used one-handed.


WARHAMMER (Fantasy Roleplay 4E) — “Ley-Pulse Hammer 934”
Weapon Type: Two-Handed Hammer (Rare, Magical). Encumbrance: 3. Availability: Rare.
Damage: SB + 6. Qualities: Damaging, Impact, Magical.
Passive Abilities:
• Stonebreaker: +1 Damage vs foes with the Stone, Construct, or Armored Traits.
• Grounded Guard: +10 to opposed Tests to resist being Knocked Down or Pushed when standing on stone or solid ground.
Special Ability — Ley Shockwave: When scoring an Ulric’s Fury (critical success), the hammer may unleash a shockwave. All enemies in a cone template must pass an Athletics (Agility) Test or be Knocked Prone.
Cooldown: After use, the hammer’s rune glows red-hot and its magical effect cannot be invoked again for 1 minute of in-game time.
Drawback: Resonant Hum—while carried, the weapon’s low vibration may attract magical entities attuned to stone or ley energies at the GM’s discretion.