Dark 442 of the Anxiety free Hollow

Lore

In the high-pressure metropolises of Saṃsāra, where the weight of 7 billion souls and the constant flow of magic can crush the spirit, the “Hollow” was created as a dark solution to the burden of caring. Forged by alchemists who harvested the “numbness” found in the eyes of those who have lost everything, the item is designed to devour the wearer’s capacity for worry. It is not a tool of peace, but of a cold, predatory vacuum. By feeding one’s internal strife to the Dark Magic within the iron, the avatar achieves a state of “Anxiety-free” clarity. While the world may burn or friends may fall, the wearer remains as still as a frozen lake, stripped of the biological alarms that make one human. It is highly sought after by cold-blooded negotiators and assassins who must pull the trigger without the interference of a shaking hand or a guilty conscience.

Description

The item is a smooth, featureless ring made of “Null-Iron” that seems to absorb the light around it. It is unnaturally heavy, feeling like a lead weight upon the finger. When worn, the skin around the band turns a pale, bloodless white, and the air immediately surrounding the user becomes oddly still, as if the wind itself is afraid to disturb the silence. There is no hum or vibration; the Dark 442 is defined by a total absence of sensory output. It feels neither hot nor cold, but rather like a “void” that is currently occupying space.

Detailed Stats

  • Slot: Finger (Ring)
  • Tier: 1
  • Rarity: Common
  • Material: Null-Iron, Distilled Apathy, Void-Glass.
  • Weight: 0.2 lbs.

Multiple Passives Magic

  • The Emotional Void: The avatar is immune to the “Fear” and “Panic” conditions. Internal chemical signals for anxiety are consumed by the ring before they reach the brain.
  • Unshakable Focus: The wearer gains a bonus to any skill check involving steady hands or long-term concentration (such as sniping or delicate alchemical pouring), as their pulse remains at a constant, low resting rate regardless of danger.
  • Inert Storage: When removed and placed in a velvet pouch, the ring loses its “Void” properties and becomes a mundane, heavy iron band, allowing it to pass through basic magical security unnoticed.

Multiple Activable Magics

  • Aura of the Uncaring: The user can tap the ring to project their internal numbness outward in a 10-foot radius. Any allies or enemies within the area find their own emotions dampened; while this prevents panic, it also makes it impossible for them to feel inspiration or urgency, effectively slowing their reaction times.
  • Siphon Worry: The user can touch a sentient being and force the ring to “drink” that person’s immediate anxiety. This briefly cures the target of fear but transfers a “Null-Charge” to the ring, which the user can later expend to ignore a single instance of magical mental interference.
  • Dead-Pulse Step: By channeling a surge of Dark Magic, the user can temporarily drop their heart rate to near-zero. For one minute, they are invisible to any creature or magical device that detects life-signs, heartbeats, or emotional heat signatures.

Tags

Dark-Magic, Psychological, Null-Iron, Tier-1, Emotional-Damping, Stealth, Cold-Iron, Mental-Shield, Apathy, Finger-Slot, Void-Touch, Predatory-Calm, Pulse-Suppressant, Stoic-Engine, Heart-Hush, Apathy-Field, Nerve-Deadener, Silence-Conductive, Shadow-Numb, Vacuum-Magic, Moral-Severance

In the world of Saṃsāra, the Dark 442 of the Anxiety-free Hollow is a commodity of convenience for those who find their own humanity to be a hindrance to their efficiency. Because it provides a “clean” internal state, it is often found in more upscale or specialized professional environments compared to other malevolent items.

High-Spires Professional Reagent Halls

  • Located in the upper tiers of the floating cities and the penthouses of the megacities, these shops cater to the elite: corporate negotiators, high-stakes gamblers, and political strategists.
  • The shops are clinically clean, smelling of sandalwood and expensive ink, with the rings displayed on white silk cushions inside reinforced glass cases.
  • The Transaction: The sale is framed as a “Stress Management Consultation.” The buyer is given a brief trial period in a “Quiet Room” to experience the sudden cessation of their internal worries.
  • Cost: 15 to 20 Silver. The high price reflects the “prestige” of the item and the guarantee that the Null-Iron has been polished to remove any jagged psychic edges.

Alchemical “Cold-Storage” Dispensaries

  • Found in the industrial districts of the island countries, these shops specialize in dampening agents for factory workers who deal with high-risk magical materials.
  • The “Hollow” rings here are often utilitarian and unadorned, sold alongside potions of memory-fog and physical numbing salves.
  • The Transaction: Sold over a heavy iron counter. The shopkeeper usually insists on a “Safety Waiver,” noting that the shop is not responsible if the user fails to react to a genuine life-threatening emergency because they simply didn’t care enough to move.
  • Cost: 8 to 10 Silver. These are often “Recycled” rings taken from deceased avatars, meaning they may carry a lingering “void-scent.”

The “Silent Row” in Underwater Metropolises

  • In the deep-sea cities where the pressure of the ocean can cause psychological “Cracking,” specialized shops sell the Dark 442 as a medical necessity.
  • The shops are quiet, often using telepathic signage to avoid breaking the curated silence of the environment.
  • The Transaction: The purchase is often subsidized by the city-state for workers in high-pressure sectors. The ring is fitted by a “Void-Smith” who ensures the Null-Iron makes perfect contact with the wearer’s skin to maximize the damping effect.
  • Cost: 1 Electrum (5 Silver) for citizens with a “Mental Health Voucher,” or 12 Silver for travelers.

Shadow-Market “Dead-Drop” Vendors

  • In the lawless islands or uncharted ruins, these items are sold by traveling “Sin-Eaters”—merchants who specifically trade in items that alter the soul.
  • The rings are kept in boxes filled with “Apathy-Salt” to keep the Dark Magic from feeding on the merchant’s own emotions.
  • The Transaction: A silent exchange of coin for iron. The merchant rarely speaks, as the proximity to so many “Hollow” items has likely dampened their own vocal chords and personality.
  • Cost: 5 Silver. However, these rings are often “Hungry,” meaning they may begin to drink more than just anxiety, potentially dampening the user’s joy or ambition as well.

In the world of Saṃsāra, the Dark 442 of the Anxiety-free Hollow replaces the “Fight or Flight” instinct with a “Predatory Stillness.” Roleplaying with this item requires portraying an avatar whose heart rate never climbs, whose voice never wavers, and whose focus is as unyielding as a mechanical steam-press.

Offensive Applications

  • The Unflinching Executioner: In Metropolitan Skyscrapers, the avatar can use the Unshakable Focus to perform high-stakes assassinations or precision strikes. While chaos erupts—alarms screaming, guards rushing, and magic-flow sparking—the avatar remains a pocket of absolute calm. Roleplay involves ignoring the surrounding madness to line up a perfect shot or a delicate alchemical sabotage, moving with a steady hand that is biologically impossible for a normal sentient being.
  • The Emotional Black Hole: In Council Halls or Political Meetings, the avatar can activate the Aura of the Uncaring. By projecting their numbness, they drain the “fire” out of an opponent’s argument or the “courage” out of a rival’s heart. Roleplay involves watching an enemy’s face go blank and their words lose conviction as the Dark Magic dampens their passion, leaving them hollow and easy to manipulate or intimidate.
  • The Psychic Breach: In Dark Cave Systems, an avatar can use Siphon Worry as a weapon against monsters that feed on fear. By “drinking” the anxiety of a companion or even a panicked enemy, the avatar starves the monster of its fuel while simultaneously charging the ring to deflect the creature’s next mental assault.

Defensive Applications

  • The Ghost in the Machine: In Industrial Factory Districts, where heat-sensors and magic-flow detectors are common, the Dead-Pulse Step is the ultimate defensive cloaking. The avatar roleplays this as a “near-death” state, where their breath slows to a stop and their skin turns cold. They walk through security grids like a ghost, as the mechanical sensors fail to recognize them as a living entity.
  • Mental Fortress: In the High Magic Island Realms, where illusions and psychic charms “weather” the mind like storms, the Emotional Void acts as an unbreakable shield. The avatar roleplays this by walking through a “Hall of Mirrors” or a siren’s song with total indifference. Because the ring consumes the internal chemical reaction required for these spells to take root, the avatar simply doesn’t “feel” the magic’s pull.
  • The Still-Point Evasion: During Airship Racing or High-Speed Labyrinths, the avatar uses the ring to maintain perfect control of their vehicle or mount. While other racers are gripped by the “Anxiety-free” speed, the avatar’s nerves are deadened. They make micro-adjustments with a level of precision that others can only achieve through years of training, because they are not “fighting” their own survival instincts.

Roleplay Scenarios by Environment

  • Floating Cities (Open Sky): If an avatar falls from a great height, a normal person would scream and flail. An avatar with the Dark 442 roleplays a terrifyingly calm descent. They use the Unshakable Focus to calculate the exact moment to deploy a levitation spell or grab a passing griffon, unhindered by the “Anxiety” of death.
  • Underwater Metropolises (High Pressure): When a glass dome cracks or a hull breaches, the “Anxiety-free” avatar is the only one who does not panic. They move toward the emergency valves with slow, deliberate steps while others are paralyzed by the sound of rushing water. They are the perfect “Emergency Coordinator” because they are physically incapable of feeling the gravity of the situation.
  • Ruins of Old Civilizations (Jungle/Ruins): When facing an ancient, “Eldritch” presence that induces madness, the avatar is the only one who remains sane. They roleplay this by observing the horror with a scientist’s detached interest. The Null-Iron acts as a barrier, ensuring that the “Horror” of the ruins never reaches their conscious mind.

Perception of Activation:

User’s Perspective

  • Sight: The visual field becomes sharply defined, yet devoid of any emotional color. Objects appear as mere geometric shapes or data points. Light seems to be “sucked” toward the ring, creating a slight dimming of the periphery, as if you are looking through a high-quality glass lens.
  • Sound: Sounds are crystalline but distant. You hear every gear turn in the steam-pipes and every footstep in the hall, but they carry no weight of threat or urgency. It is as if you are listening to a recording of the world rather than existing within it.
  • Touch: The most profound sensation is the “Hush” of the blood. The frantic thrumming in your ears stops. Your skin feels slightly cool and “numb,” as if a local anesthetic has been applied to your entire body. The ring itself feels like an anchor, holding your physical form in a state of absolute stillness.
  • Extra-Sensory (Emotional Silencing): You experience the sudden “deletion” of your internal monologue’s worried tones. It is a vacuum of thought where there used to be a storm. You perceive your own emotions as if they belong to a stranger, watching them drift away like smoke.
  • Extra-Sensory (Temporal Precision): Because you are not reacting to fear-based adrenaline, your perception of time becomes perfectly linear. You can count the milliseconds between the drips of a leaky valve with absolute accuracy, unburdened by the urge to “rush” or “flee.”

Observer’s Perspective

  • Sight: The observer sees the avatar’s face lose all tension. The brow smooths, the jaw relaxes, and the eyes take on a “glassy,” predatory fixedness. The avatar’s movements become terrifyingly efficient, lacking the small, wasted “human” adjustments caused by nerves or hesitation.
  • Sound: The room seems to grow quieter around the avatar. The sound of their breathing becomes so shallow and rhythmic that it is almost undetectable, creating an unsettling “dead zone” of noise.
  • Touch: If an observer touches the avatar, they feel a skin temperature that is several degrees lower than normal. There is a sense of “static indifference” that makes the observer want to pull their hand away, as if touching a statue rather than a living being.
  • Extra-Sensory (The Void-Chill): Sentient beings nearby feel a sense of “unsettling peace.” It is not a comforting calm, but the chilling silence of a graveyard. It triggers an instinctive “wrongness” in the minds of others, as they realize they are standing next to something that has no internal “fire.”

Positives

  • Absolute Composure: The user can navigate the most horrific or high-pressure situations—such as an airship crash or a monster’s roar—with the same pulse rate they would have while sleeping.
  • Precision Performance: Tasks requiring fine motor skills (sniping, surgery, alchemical mixing) receive a massive boost because the body’s natural “tremor of stress” is entirely removed.
  • Psychic Immunity: The user is virtually immune to any Dark Magic or mental influence that relies on manipulating existing fears or anxieties to gain control.

Negatives

  • Empathic Severance: The user becomes unable to read the room or understand the emotional nuances of social interactions. They may say something logically sound but socially devastating, damaging political alliances or personal relationships.
  • Delayed Survival Instincts: Because the “Anxiety-free” state removes the “Flight” response, the user may fail to move out of the way of a slow-moving danger (like a collapsing ceiling) simply because their body did not signal a “need” to hurry.
  • The “Grey” Addiction: After prolonged use, the user may find the normal “noise” of human emotion to be painful or overwhelming, leading to a psychological dependency on the ring to maintain a “hollow” peace.

Blueprint for the Absolute Stillness: The Dark 442 Hollow-Ring

Materials Needed

  • 1 oz Null-Iron: A rare, non-reflective isotope of iron found only in “Dead-Zones” where magic has completely ebbed away, leaving a physical vacuum in the mineral.
  • 1 Shard of Void-Glass: Glass formed by lightning striking the sand of a desert that has seen no rain for a century; it must be perfectly transparent and “cold” to the touch.
  • 3 Drops of Distilled Apathy: An alchemical liquid created by boiling the tears of a sentient being who has entered a state of permanent shock or emotional burnout.
  • A Thread of Silver-Lead Solder: Used to bind the iron without introducing “warm” magical frequencies.
  • 1 Pinch of Grave-Dust: Collected from a tomb that has remained sealed and silent for over five hundred years.

Tools Required

  • Vacuum-Forge: A small, airtight furnace where the air is pumped out using steam-driven bellows to ensure the metal is worked in a literal void.
  • Non-Resonant Ceramic Anvil: Unlike steel anvils, this does not ring or vibrate when struck, preventing “noise” from entering the Null-Iron.
  • Glass-Cutter’s Lathe: A precision tool used to grind the Void-Glass into a perfect circular inlay for the interior of the band.
  • Insulated Bone Tongs: To handle the materials without the crafter’s own pulse or body heat interfering with the “cold” energy of the item.
  • Polishing Silk (Aged): Silk that has sat in a dark, quiet cellar to ensure no static electricity is generated during the final buffing.

Skill Requirements

  • Vacuum Metallurgy: The ability to shape metal in an oxygen-free environment using only the radiant heat of magic-flow.
  • Emotional Decoupling: A mental discipline that allows the crafter to remain “blank” during the forging process; if the crafter feels excitement or fear, the ring will be ruined.
  • Precision Inlay Work: The steady-hand skill required to set the brittle Void-Glass into the Null-Iron band without shattering either component.
  • Siphon-Binding: A Dark Magic technique used to tether the ring’s capacity to “drink” energy specifically to the user’s nervous system.

Crafting Steps

  • The Silent Smelt: Place the Null-Iron in the vacuum-forge. Heat it until it reaches a dull, grey liquidity. Do not allow it to glow bright red, as “bright” heat introduces unwanted energy.
  • Casting the Band: Pour the molten iron into a simple, circular mold. As it sets, sprinkle the Grave-Dust over the surface to “anchor” the silence into the cooling metal.
  • Internal Grooving: Use the ceramic tools to carve a shallow channel on the inside of the band. This channel will house the “receptacle” for the user’s anxiety.
  • Preparing the Void-Glass: Grind the glass into a thin, curved strip that matches the internal diameter of the ring. Wash the glass in the Distilled Apathy to prime its “thirst.”
  • The Cold Fusion: Press the Void-Glass into the Null-Iron channel. Use the Silver-Lead solder to seal the edges. The solder must be applied with a single, continuous stroke to maintain a “flat” magical signature.
  • The Final Hush: The crafter must place the finished ring on a pedestal in a soundproof chamber and leave it for twenty-four hours. If, upon return, the room feels unnaturally heavy and the crafter finds themselves unable to remember what they were worried about before entering, the Dark 442 is ready.

Great Still-Finger and King Who Did Not Cry

In the “Before-Sun” times, when the sky was a heavy-cloth and the mountain-roots did still have the “Young-Growth,” there lived a Great Master of the “No-Noise” named Ka-Lem. In the ancient-tongue-of-lost-dust, he was the “One-Who-Is-A-Void.” Ka-Lem did possess a heart that was a “Storm-in-a-Jar,” always shaking with the “What-Ifs” and the “Fears-of-Tomorrow.”

The stone-papers of the “Deep-Silt” say: “He did reach his hand into the place where the light is eaten.” From the “Hole-of-Nothing,” he did pull a lump of the Iron-That-Does-Not-Sing. He did hammer it upon an anvil of “Dead-Thoughts.” He did wish to be as the stone: “Unmoving when the water does hit, unfeeling when the fire does lick.”

Lo! The translation is as the broken-pot: “The Iron-Circle did swallow the ‘Ow-in-the-Mind’.” When Ka-Lem did slide the ring upon the “Blood-Finger,” the great “Hush” did descend. His heart did become a “Stopped-Clock.” When the Great-Beasts of the “Tooth-Forest” did roar at his face, Ka-Lem did not have the “Shivers.” He did look at the beast and see only the “Meat-and-Bone.” He did kill the beast with a hand as steady as the horizon-line.

The tablets of the “Cold-Ash” tell that the King of the “Golden-Spire” did hear of this “Stillness.” The King was a man of the “Weak-Water,” always crying for his lost-sons and his burning-fields. He did buy the ring from Ka-Lem for a “Mountain-of-Grain.” The King did put it on, and lo! His tears did “Freeze-in-the-Eye.” He did look at his burning-fields and say the words of the “Nothing-State”: “The ash is grey; it is the nature of the wood to be done.”

But the “Dark-Iron” did have a “Gulping-Mouth.” It did eat the “Anxiety,” yes, but then it did eat the “Joy-of-the-Bread” and the “Warmth-of-the-Bed.” The King did become a “Man-of-Glass.” When his daughter did sing the “Song-of-Life,” he did hear only the “Vibration-of-Air.” He did become so “Anxiety-free” that he did forget to eat, for the “Hollow” did tell him that hunger was merely a “Noise-of-the-Belly” that did not matter.

He did sit upon his throne for a hundred-hundred days, not moving, not caring, until the “Vines-of-the-Jungle” did grow over his crown and the “Spiders-of-the-End” did build their webs in his open eyes. He did not blink, for he had no “Worry” of the spiders.

The Moral of the Story: He who seeks the “Hollow-Peace” to escape the “Stinging-Fly” of worry shall find that a heart which feels no “Fear” is a heart that has also forgotten how to “Love”; to be as the stone is to be safe from the storm, but the stone can never taste the sweetness of the rain.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Dark 442: The Band of the Hollow Pulse

  • Item Type: Dark Magic Artifact (Ring)
  • Sanity Cost: 1D4 to don; while worn, the user cannot gain or lose Sanity points (all losses are deferred until the ring is removed).
  • Skill Bonus: +20% to Stealth, Medicine (Surgery), or any Firearms check involving aiming.

Specific Game Mechanics

  • The Emotional Void: The user is immune to Panic and Phobias. If a Sanity roll is failed, the user does not suffer an involuntary action or “bout of madness” while the ring is worn.
  • Dead-Pulse Step: By spending 2 Magic Points, the user becomes virtually undetectable to any biological or magical sense that relies on life-signs (heartbeat, body heat, breath) for 1D10 minutes.
  • Negative: The Price of Peace. Upon removing the ring, all deferred Sanity loss hits the user instantly. If the total loss exceeds 5, the user must make an immediate Intelligence check to avoid a delayed Bout of Madness.

Blades in the Dark

The Null-Band (Dark 442)

  • Quality: Tier I
  • Load: 0 (Worn)

Specific Game Mechanics

  • Passive: Unshakable Focus. You may ignore the Complication of “Nervousness” or “Panic.” When you perform a precision action (like Prowl or Hunt) in a high-stress situation, you take +1d to your roll.
  • Siphon Worry: When you take the Indulge Vice downtime activity, you may instead use the ring to “clear” your stress. You clear 4 Stress, but you cannot gain any Extra Effort or use Push Yourself in the following score because your drive is dampened.
  • Dead-Pulse Step: Expend 1 Stress to be “invisible” to supernatural sensors or ghosts that track via life-force for the duration of a single maneuver.
  • Consequence: You are “Cold.” You have Zero Effect on any social actions involving empathy, compassion, or sincerity. You cannot assist teammates on Consort or Sway rolls.

Dungeons & Dragons (5th Edition)

Dark 442 Ring of the Hollow Wondrous Item, Common (Requires Attunement)

  • Item Slot: Finger
  • Weight:

Specific Game Mechanics

  • The Emotional Void (Passive): You are immune to the Frightened condition. You have Advantage on saving throws against being Charmed.
  • Unshakable Focus (Passive): You have Advantage on Constitution saving throws made to maintain Concentration on a spell.
  • Aura of the Uncaring (Action): You project a 10-foot aura of apathy. Each creature in the aura (including allies) has Disadvantage on Initiative rolls and Wisdom (Insight) checks for 1 minute.
  • Dead-Pulse Step (Action): For 1 minute, you cannot be tracked by non-visual means (such as Scent or Tremorsense) and you are invisible to any spell or effect that detects thoughts or emotions.
  • Negative: You have Disadvantage on all Charisma (Persuasion) checks while attuned to this ring.

Knave (2nd Edition)

Dark 442 Void-Ring

  • Item Slots: 1
  • Quality: 10

Specific Game Mechanics

  • Passive: Stone-Heart. The wearer automatically passes any save vs. Fear or Morale. Their hands never shake; they gain a +2 bonus to any roll involving delicate manual labor or ranged attacks.
  • Dead-Pulse Step: The wearer can choose to hold their breath and stop their pulse. For as long as they hold their breath (CON rounds), they are invisible to any “undead” or “spirit” enemies that hunt by life-sense.
  • Siphon Worry: Once per day, the wearer can touch an ally. That ally is cured of any “Frightened” or “Stunned” status, but the wearer cannot use “Stunts” or “Extra Actions” for the next hour.
  • Negative: The wearer cannot benefit from “Inspiring” speeches or leadership-based bonuses from other party members.

Fate Core / Fate Condensed

The Hollow Band (Dark 442)

  • Type: Dark Magic Extra
  • Aspect: Heart of the Frozen Void

Specific Game Mechanics

  • Passive: The Emotional Void. You gain a +2 bonus to Defend against any Mental attack or Create an Advantage action that relies on fear, intimidation, or emotional manipulation.
  • Passive: Unshakable Focus. Once per scene, you may use your Lore or Notice skill instead of Athletics or Shoot for a single action that requires absolute stillness and precision.
  • Active: Aura of the Uncaring. You can spend a Fate Point to invoke the ring’s apathy. For the rest of the scene, all creatures in your Zone (including allies) gain the Aspect “Listless and Slow.” You may invoke this aspect once for free against any target in the zone.
  • Active: Dead-Pulse Step. By taking a “Numb” minor consequence, you become invisible to all non-visual senses (scent, heartbeat detection, emotional sensing) for the duration of the scene.

Numenera & Cypher System

Dark 442: The Siphon of Stillness

  • Level: 1d6
  • Form: A heavy, light-absorbing ring of Null-Iron.
  • Type: Artifact (Depletion: 1 in 20; checked when using Dead-Pulse Step)

Specific Game Mechanics

  • Passive: Emotional Numbness. The wearer is immune to effects that cause fear or panic. The difficulty of all Intellect defense tasks is decreased by one step.
  • Passive: Perfect Calm. You have an Asset on all tasks requiring manual precision, such as picking locks or aiming a long-range weapon.
  • Active: Siphon Worry (1 Intellect point). You touch a creature and remove its fear. You gain an Asset on your next task to resist mental interference.
  • Active: Dead-Pulse Step (3 Speed points). Your heart rate and body temperature drop to near-zero. For 10 minutes, you are invisible to any creature or device that detects life-signs or heat signatures.

Pathfinder (2nd Edition)

Dark 442 Ring of the Hollow Item 1 | Rare, Abjuration, Dark, Emotion, Magical, Mental

  • Price: 20 gp
  • Usage: worn (ring); Bulk:

Specific Game Mechanics

  • The Emotional Void (Passive): You gain a +2 status bonus to saving throws against Fear and Emotion effects. If you succeed at a save against a Fear effect, you are unaffected as if you had critically succeeded.
  • Unshakable Focus (Passive): You gain a +1 item bonus to Stealth checks and ranged attack rolls made while you are stationary.
  • Activation [A] (Envision, Aura, Mental): Aura of the Uncaring. Effect: You emit a 10-foot aura of apathy. Creatures in the aura take a -1 status penalty to Initiative rolls and Will saves for 1 minute.
  • Activation [A] (Dark, Envision): Dead-Pulse Step. Frequency: Once per day. Effect: Your body becomes cold and your pulse stops. You gain the benefits of undead anatomy for 1 minute, making you undetectable to life-sense and providing a +2 circumstance bonus to Deception checks to feign death.

Savage Worlds (Adventure Edition)

Dark 442 Null-Iron Band

  • Type: Dark Magic Gear
  • Weight: 0.2 lbs.
  • Cost: $200 (Approx. 20 Silver)

Specific Game Mechanics

  • Passive: Predatory Calm. The wearer is immune to Fear and the effects of Intimidation. They receive a +1 bonus to all Shooting rolls due to their lack of tremors.
  • Passive: Mental Shield. Any attempt to use telepathy or emotional manipulation against the wearer suffers a -2 penalty.
  • Active: Dead-Pulse Step. As an action, the user can spend a Power Point (or a Benny if they have no Power Points) to become “Inorganic.” For the next five minutes, they cannot be detected by thermal sensors, life-detection spells, or Tracking rolls based on scent.
  • Negative: Social Coldness. The wearer suffers a -2 penalty to all Persuasion and Performance rolls. They simply cannot project the warmth or sincerity required to move others emotionally.

Shadowrun (6th World Edition)

Dark 442: The Null-Circuit Ring

  • Item Type: Qi Focus (Level 1) / Dark Alchemical Tool
  • Availability: 4 (Restricted)
  • Cost: 3,000¥

Specific Game Mechanics

  • Passive: The Emotional Void. The user gains a +2 dice pool bonus to resist all Mana-based spells that target Mind or Emotion. The user is immune to the “Fear” status.
  • Passive: Unshakable Focus. When performing a “Take Aim” action, the user gains an additional +1 Attack Rating. The user’s pulse remains steady even in Low-Oxygen or High-Stress environments.
  • Active: Dead-Pulse Step. As a Major Action, the user can spend 1 Edge to suppress their biological signature. For (Magic Rating) minutes, the user is invisible to Ultrasound sensors, Thermal imaging, and Life-Detection spells.
  • Active: Siphon Worry. As a Minor Action, the user can touch a willing or restrained target. The user removes one “Frightened” or “Confused” status from the target, and the user gains 1 Edge (max 1) which must be used for a Defense test.
  • Negative: While worn, the user suffers a -2 dice pool penalty to all Social Influence tests (Negotiation, Con, Etiquette) as their lack of micro-expressions makes them appear “uncanny” and untrustworthy.

Starfinder (2nd Edition / Compatibility)

Dark 442: Apathy-Loop Band

  • Level: 1
  • Price: 350 Credits
  • Bulk:
  • Category: Magic Item / Dark Magic

Specific Game Mechanics

  • Passive: The Emotional Void. You gain a +2 circumstance bonus to Will saves against fear effects and emotion effects. You are immune to the “Shaken” condition.
  • Passive: Unshakable Focus. When using the “Steady Aim” or “Cover” actions, you gain an additional +1 circumstance bonus to your next attack roll.
  • Active: Dead-Pulse Step (Two Actions). You suppress your metabolism. You gain the “Concealed” status against sensors that detect heat, heartbeat, or biological electricity. This lasts for 10 minutes or until you take a violent action.
  • Active: Aura of the Uncaring (Two Actions). You project a 15-foot aura of psychic numbness. All creatures in the area (including allies) take a -1 status penalty to Initiative and Perception checks as their sense of urgency fades.
  • Negative: You take a -2 penalty to all Diplomacy and Performance checks.

Traveller (Mongoose 2nd Edition)

The 442 Hollow-Ring (Anomalous Relic)

  • TL: 6 (Anomalous)
  • Weight:
  • Cost: Cr 2,500

Specific Game Mechanics

  • Passive: Emotional Dead-Zone. The Traveler is immune to any DM penalties caused by “Fear” or “Morale” checks. Their hands are perfectly steady, granting a +1 DM to all Medic and Gun Combat (Slug or Energy) checks.
  • Passive: Psychic Buffer. Any Psionic attack or effect directed at the Traveler’s emotions suffers a -4 DM.
  • Active: Dead-Pulse Step. By spending 1 minute in meditation, the Traveler can enter a state of “False Death.” In this state, they do not show up on IR sensors, life-scanners, or biometric locks. They can remain in this state for (END) x 10 minutes.
  • Active: Siphon Worry. By making a successful Medic check (8+) on a panicked NPC, the Traveler can transfer that NPC’s fear into the ring. The NPC becomes calm and compliant for 1D6 hours.
  • Negative: The Traveler suffers a -2 DM to all Persuasion, Carouse, or Leadership checks, as they lack the ability to project “human” warmth.

Warhammer (WFRP 4th Edition)

The Dark 442 Band of the Cold Void

  • Price: 15 Silver
  • Encumbrance: 0
  • Availability: Rare (Cult of the Hollowed)

Specific Game Mechanics

  • Traits: Dark Magic, Cold-Hearted, Ward (9+)
  • Passive: The Emotional Void. The user gains the Coolheaded Talent. If they already possess it, they receive a +10 bonus to all Cool Tests. The user is immune to the Fear and Terror psychology rules.
  • Passive: Unshakable Focus. The user gains a +10 bonus to any Ranged (Any) or Trade (Any) Test that requires steady hands and concentration.
  • Active: Dead-Pulse Step. As an Action, the user can spend 1 Advantage to drop their heart rate. For the next (Willpower Bonus) rounds, they cannot be detected by Sixth Sense or any magical ability that senses life.
  • Active: Aura of the Uncaring. As an Action, the user makes an Opposed Willpower Test against everyone within 4 yards. Those who lose gain the Fatigued Condition as their motivation and adrenaline are drained away.
  • Negative: The user suffers a -10 penalty to all Gossip, Charm, and Entertain Tests. NPCs will find the user “cold as a corpse.”