Lore: The Elemental 913 of the Severed Gale was born from the bitter winds of the Sky-Mirror Isles, where a cabal of air-binders was sold out to the Iron-Steam Syndicate by one of their own. This item is the physical manifestation of a broken promise—a piece of the very wind that refused to lift the traitors’ wings. It is crafted from “Traitor’s Glass,” a substance formed when lightning strikes sand that has been soaked in the blood of a friend. In the world of Saṃsāra, it is a common sight among outcasts, spies, and those who have learned that the only thing more dangerous than an enemy is a trusted ally. To wear the 913 is to carry the weight of a knife in the back, but it is also to ensure that you are the one holding the handle.
Detailed Stats
- Slot: Finger (A jagged ring made of translucent, smoke-gray glass that seems to hum with an erratic, localized storm).
- Tier: 1.
- Rarity: Common.
- Weight: 0.05 lbs.
- Material: Traitor’s Glass, Tarnished Silver, and a captured “Sigh of the Forsaken.”
Skills Gained While Openly Worn
- Motive Discernment: The wearer can detect the subtle “hiss” in the air when someone nearby tells a deliberate lie.
- Shadow-Step Positioning: A bonus to stealth-based movement, as the wind actively muffles the wearer’s footsteps and draws away their scent.
Passive Magic
- The Traitor’s Chill: The air around the wearer is always five degrees colder than the environment. This prevents thermal-based tracking and makes the wearer’s presence physically unsettling to others.
- Unstable Orbit: Small, sharp shards of glass air-currents swirl around the wearer’s hand. This makes it impossible for an opponent to successfully use a “Disarm” action against the wearer, as the ring’s wind-force snaps the weapon back into their grip.
- Static Paranoia: The ring generates a faint field of static electricity. Any creature attempting to pick the wearer’s pocket or touch them without permission receives a sharp, elemental sting, alerting the wearer immediately.
Activable Magic
- The Backstabber’s Gust (Normal Activation): The wearer twists the ring, releasing a sudden, invisible burst of air. This blast does not push an enemy away; it pulls them forward and spins them around, forcing them to turn their back to the wearer for one crucial moment.
- False-Bond Echo (Concentration Activation): The wearer can “program” the ring with a sample of someone’s voice. For the next hour, the ring can project that voice into a nearby area, allowing the wearer to create distractions or simulate a betrayal by a third party.
- The Severing Strike (Reaction Activation): When an ally within 10 feet performs an action that aids the wearer, the wearer can “betray” that magical connection. The ring consumes the ally’s support-magic to double the wearer’s next movement speed or attack damage, leaving the ally momentarily “Winded” (stamina loss).
Tags: Finger-Slot, Elemental-Magic, Betrayal, Traitors-Glass, Tier-1, Stealth-Support, Social-Subversion, Saṃsāra-Outcast, Air-Manipulation, Deception-Tool, Kinetic-Distortion, Back-Turning, Outcast-Relic, Muffled-Steps, Gale-Shear, Static-Sting, Sky-Mirror-Glass, Whisper-Thief, False-Direction, Kinetic-Thievery, Cold-Shoulder, Paranoia-Field
In the world of Saṃsāra, obtaining the Elemental 913 of the Severed Gale is rarely a matter of a simple, honest transaction. Because the item is literally forged from the resonance of broken trust, the circumstances of its acquisition often mirror its dark nature.
Methods of Obtaining the Elemental 913
- The Scavenger’s Toll: These rings are frequently recovered from the remains of failed expeditions or “disappeared” political dissidents. Because the ring generates a static sting when touched by anyone other than its recognized owner, scavengers often find them still clutched by the skeletal remains of those who were abandoned by their companions.
- Criminal Underworld Initiation: In the cutthroat port cities, certain syndicates use the 913 as a branding tool. A trainee might be ordered to steal the ring from a mentor as a “test of ruthlessness.” If they succeed, they have proven they value power over loyalty, thus aligning their spirit with the ring’s glass.
- Storm-Casting at the Traitor’s Crag: On the Sky-Mirror Isles, one can attempt to craft a 913 by standing at the edge of a lightning-wracked cliff during a hurricane. The seeker must verbally renounce a former bond or vow while holding a piece of raw glass. If the storm deems the betrayal genuine, the glass shatters and reforms into the jagged ring.
Trading Establishments and Costs
- Back-Alley Fences and “Gray” Markets Located in the damp, lightless crawlspaces beneath the great steam-pipe junctions of the megacities, these stalls are hidden behind shifting tapestries or false walls. They smell of ozone and old copper.
- How it is Sold: The item is rarely displayed openly. A buyer must usually whisper a specific “phrase of dissatisfaction” regarding the local authorities to see the “special stock.” The merchant will not let you try it on before buying, as the static sting would alert the whole market.
- Cost to Buy: 75 Silver Pieces. The price is inflated due to the risk of carrying “Outcast-Relics” in regulated zones.
- Cost to Sell: 30 Silver Pieces. Fences know you are likely desperate to rid yourself of a “hot” item or the memories attached to it.
- Pawn Shops of the Dispossessed These shops are found in the transition zones between the industrial slums and the middle-tier housing. They are filled with the discarded lives of those who have fallen from grace—medallions, tools, and family heirlooms.
- How it is Sold: It is often mislabeled as a “Broken Protective Band” or “Industrial Static Ring” to avoid scrutiny from the peacekeepers. It sits in a glass case, vibrating slightly and gathering dust because people are instinctively repelled by its chill.
- Cost to Buy: 45 Silver Pieces. It is cheaper here because the shopkeeper often doesn’t realize the full extent of the “Betrayal” magic within the Traitor’s Glass.
- Cost to Sell: 20 Silver Pieces. The pawnbroker will complain about the “ominous aura” making their other customers uncomfortable to drive the price down.
- Black-Market “Sinking” Auctions Held on private steam-ships or in the penthouses of the corrupt, these auctions deal in high-tier contraband.
- How it is Sold: The 913 is sold as a “Social Subversion Tool.” It is demonstrated by having a servant try to touch the wearer, only to be thrown back by the static discharge.
- Cost to Buy: 110 Silver Pieces or 2 Gold Bars. In this high-stakes environment, the ring’s ability to discern lies makes it a luxury item for the paranoid elite.
- Cost to Sell: 60 Silver Pieces. Only if the seller has a reputation for “clean” betrayals; no one wants a ring that is still seeking vengeance for its previous owner.
The Transaction of Treachery
When buying or selling an Elemental 913, it is customary in Saṃsāra to never hand the coin directly to the other person. Instead, the payment is placed on a neutral surface—like a stone table or a wooden crate—and both parties step back before the items are exchanged. This “No-Touch” protocol is a silent acknowledgment that between two people involved with the Severed Gale, there is no such thing as a handshake.
In the world of Saṃsāra, roleplaying with the Elemental 913 of the Severed Gale requires a sharp, predatory mindset. This is not the magic of a hero; it is the magic of a survivor who views the world—and their companions—as a series of leverage points. Your “offense” is based on disorientation and the exploitation of trust, while your “defense” is rooted in distance and the active repulsion of others.
Defensive Roleplay
- The Shadowed Alley (Urban Evasion):
- In the cramped, vertical slums of an island city, your defense is Shadow-Step Positioning. You do not run; you “slide” through the crowd.
- Action: As peacekeepers close in, you describe the smoke-gray glass ring pulsing. The wind doesn’t blow against you—it pulls the sound of your boots into the air and carries your scent upward toward the steam-vents. You roleplay as a ghost in the machine, becoming physically ungraspable as the air itself works to muffle your presence.
- The Social Gala (Palace Intrigue):
- At a high-stakes dinner where a single misstep means execution, your defense is Motive Discernment.
- Action: You describe resting your hand on the table, the ring vibrating against the wood. When a rival noble speaks a lie, you roleplay hearing a sharp, discordant “hiss” in the air that only you can perceive. Your defense is the collection of secrets; you use the ring to build a wall of truth around yourself, ensuring no one can maneuver you into a trap.
- The Open Road (Wilderness Survival):
- When resting in the backwoods, your defense is the Paranoia Field.
- Action: You describe the faint crackle of static electricity dancing over your bedroll. You roleplay the absolute security of knowing that any “friendly” hand reaching for your throat or your coin-purse will be met with an elemental sting. Your defense is the literal rejection of touch, maintaining a cold, untouchable perimeter between you and the world.
Offensive Roleplay
- Combat Engagement (The Backstabber’s Gust):
- In a skirmish, your offense is the Subversion of Position. You do not strike from the front if you can help it.
- Action: You twist the ring and describe a violent, invisible vacuum forming behind your opponent. You roleplay the jarring visual of an enemy being yanked backward and spun around as if by an invisible hand. As they face away from you, you roleplay the cold satisfaction of having “forced” them into a position of vulnerability, making their betrayal by the elements complete.
- Infiltrating a Group (False-Bond Echo):
- When you need to turn allies against one another, your offense is Psychological Warfare.
- Action: You record the voice of a guard captain and project it into a dark hallway, making it sound as though he is plotting to abandon his men. You roleplay the chaos that follows, watching from the rafters as the “Severed Gale” sows the seeds of distrust. Your offense is the collapse of your enemy’s morale from within.
- The Ultimate Betrayal (The Severing Strike):
- When the situation is dire, your most potent offense is the Theft of Momentum.
- Action: Your ally casts a protective shield or a healing wind. You roleplay reaching out and “severing” that gale. You describe the blue or white light of their magic turning smoke-gray as it is sucked into your ring. You roleplay the sudden burst of speed or power as you leave your “Winded” ally behind to deal with the consequences, prioritizing your strike over their safety.

Perception of Activation:
- Visual (The Fractured Sight)
- User’s Perspective: The edges of your vision become jagged and sharp. Colors desaturate into shades of ash and slate, but objects or people you consider “threats” are outlined in a flickering, static-heavy white light. You see the air as a series of pressure lines, showing you exactly where the wind is weakest.
- Observer’s Perspective: The smoke-gray glass ring begins to spin with a ghostly, internal hurricane. A faint, dark mist leaks from the “Traitor’s Glass,” clinging to the wearer’s hand like a living shadow. The wearer’s eyes appear to lose their luster, turning into flat, reflective mirrors.
- Positives: You can see through magical darkness or thick fog by following the “vibrations” of the air.
- Negatives: The world appears dismal and hostile; it is difficult to perceive beauty or vibrant color while the ring is active, leading to a temporary “Emotional Bleaching.”
- Auditory (The Discordant Hiss)
- User’s Perspective: Ambient sounds—music, laughter, or the hum of the city—are muted. In their place, the “Sigh of the Forsaken” captured in the ring whispers secrets. When someone speaks a falsehood, it sounds like the sharp tearing of silk or a violent hiss of escaping steam.
- Observer’s Perspective: A low, mourning whistle emanates from the ring, sounding like wind howling through a graveyard. It is a lonely, isolating sound that makes others want to move away.
- Positives: You gain a preternatural ability to detect deception and “read between the lines” of any conversation.
- Negatives: The constant “hiss” of the world’s small, white lies can be deafening, making it hard to focus on complex instructions or melodic patterns.
- Tactile (The Needle-Prick Chill)
- User’s Perspective: Your finger feels as though it is being repeatedly pricked by ice-cold needles. This pain is sharp but focused, acting as a grounding mechanism that prevents your mind from being influenced by external charms. Your skin feels tight and “electric.”
- Observer’s Perspective: If touched, the wearer feels like a piece of dry ice—painfully cold and slightly burning. Static shocks jump from the wearer’s skin to any nearby conductive metal.
- Positives: The “Traitor’s Chill” provides a high resistance to mental manipulation and sleep-inducing magics.
- Negatives: Your fine motor skills may suffer slightly as your hand goes partially numb from the intense elemental cold.
- Olfactory (The Ozone of Treachery)
- User’s Perspective: You lose the ability to smell food or perfume. Instead, the air tastes of sharp ozone, burnt sand, and the metallic tang of blood. It is a “clean” but violent scent that clears the sinuses and keeps the brain in a state of high alert.
- Observer’s Perspective: A sudden scent of “After-the-Lightning” fills the room, accompanied by a faint smell of drying ink and old parchment—the smell of a contract being torn.
- Positives: You can track the scent of “Guilt” or “Fear” (chemical pheromones) even in a crowded environment.
- Negatives: The metallic taste can become nauseating over long periods, making it impossible to enjoy food or drink while the ring is active.
- Extra-Sensory (The Tether-Snap)
- User’s Perspective: You perceive the social bonds between people as literal “threads” of light. When you activate the ring, you can feel where those threads are frayed. You sense the exact moment a person’s loyalty wavers, feeling it as a “snap” in your own chest.
- Observer’s Perspective: The wearer often looks past people, staring at the empty space between them with a look of predatory calculation.
- Positives: You can identify the “weak link” in any group or organization simply by observing them for a few moments.
- Negatives: Sensing the constant snapping of bonds makes it difficult to trust your own allies, fostering a deep, magical paranoia.
- Extra-Sensory (The Void-Draft)
- User’s Perspective: You feel a “pull” toward the path of least resistance. The wind tells you where people aren’t looking and which doors are unlocked. It feels like a cold hand on your shoulder, guiding you toward the shadows.
- Observer’s Perspective: The wearer seems to move with a “Severed” quality, appearing to teleport short distances or vanish when someone blinks.
- Positives: You gain an intuitive understanding of how to bypass security and remain unseen in plain sight.
- Negatives: The “Void-Draft” makes you feel fundamentally “separated” from humanity, as if you are no longer a part of the world you are walking through.
Recipe: The Forging of the Jagged Vow
To craft the Elemental 913 of the Severed Gale, the artisan must work in an environment of isolation and high atmospheric tension. The process does not involve heat from a forge, but rather the cold kinetic energy of a storm and the spiritual residue of a broken bond.
Materials Needed
- Two Ounces of Raw Traitor’s Glass: Found only where lightning has struck sand previously soaked in the blood of an unprovoked betrayal.
- A Fragment of Tarnished Silver: Must be silver that has lost its luster due to neglect or being hidden away in the dark.
- The Captured “Sigh of the Forsaken”: Collected using a glass vial at the moment someone realizes they have been abandoned by their kin.
- A Pinch of Magnetite Dust: To ground the static paranoia field within the silver setting.
- Mercury: Used to “float” the glass during the shaping process so it never touches a stable surface.
Tools Required
- Static-Induction Coil: A steam-powered device used to maintain a constant electrical charge around the workstation.
- Diamond-Tipped Micro-Chisel: Necessary for carving the jagged edges of the glass without shattering the internal “storm.”
- A Suspended Levitation Crucible: A bowl held aloft by magnets, ensuring the materials never touch the ground during the crafting process.
- A Lead-Lined Silk Cloth: To handle the Traitor’s Glass without the artisan suffering the “Static Sting” during assembly.
Skill Requirements
- Atmospheric Attunement: The ability to sense and manipulate air pressure to keep the “Sigh” trapped within the glass.
- Precision Lapidary: Specialized skill in cutting glass along its natural “Stress Lines” (lines formed by the trauma of its origin).
- Subversive Alchemy: Knowledge of how to bind a spiritual emotion (Betrayal) to a physical substrate (Glass).
Crafting Steps
- The Cold Setting: Hammer the Tarnished Silver into a jagged, uneven band. The edges must remain sharp and uncomfortable; a smooth ring will not hold the Severed Gale.
- Infusing the Sigh: Open the vial of the Sigh of the Forsaken inside the Levitation Crucible. As the invisible gas rises, introduce the Raw Traitor’s Glass. The glass will begin to swirl with gray smoke as it absorbs the emotional resonance.
- The Jagged Shaping: While the glass is suspended in the Mercury bath, use the Micro-Chisel to chip away the edges. You must carve “Against the Grain” of the material to ensure the wind trapped inside remains erratic and unstable.
- Static Bonding: Place the shaped glass into the silver setting. Use the Static-Induction Coil to surge a high-voltage current through the ring. This “locks” the air currents inside the glass and activates the Paranoia Field.
- The Blood-Salt Quench: Instead of water or oil, the ring must be quenched in a solution of salt and the artisan’s own sweat (representing the labor of a lone survivor).
- The Word of Severance: To finalize the item, the artisan must whisper a secret they have never told anyone into the ring, then immediately “forget” it. If the ring turns a deep, translucent gray and begins to whistle, the bond is severed, and the item is complete.
Cloud-Stabber and Hollow Promise
In the Time-of-No-Solid-Ground, when the Wind-Kings sat on thrones of Hard-Air, there was a Sky-Singer named Vora. She was the Heart-Sister to the King. They shared the Same-Breath-Vow. But the King was a Gold-Eater. He looked at the Low-World-People (Syndicate) and said, “I will give you my Sister-of-Cloud for your Black-Metal-Coins.”
Vora was in the High-Garden-of-Trust. She did not see the Sharp-Iron-Net. When the King-of-Lies did the Hand-Touch-Signal, the Net fell. Vora fell too. She did not fall like a Bird-of-Grace; she fell like a Stone-of-Screaming. As she fell, her Trust-Broke-in-the-Air.
She hit the Red-Sand-Beach where the Lightning-Spears grow. Her blood made the sand Thick-and-Angry. A Great-Sky-Fire (Lightning) hit the blood-sand. It made the Traitor-Glass. Vora was not dead, but her Spirit-was-Cut. She took the Glass-Shard and made a Finger-Circle. She put her Last-Sigh-of-Love inside the stone.
The King came down to the Low-World to count his Heavy-Yellow-Stone (Gold). Vora walked to him. She did not have a Sword-of-Metal. She had only the Broken-Glass-Ring. The King said, “Sister, come and Hug-the-King.” But the Glass-Ring did a Static-Scream.
The Wind did not Love-the-King anymore. The Wind said, “You are a Not-Brother.” The ring did a Back-Pull-Wind. It turned the King around so his Soft-Spine was showing. Vora did not hit him. She just Severed-his-Gale. The King’s wings became Dead-Leaves. He fell into the Deep-Wet-Nothing (The Ocean). Vora became the Queen-of-Nowhere, wearing the Cold-Shoulder-Ring forever.
The Moral of the Story
The bridge built on a brother’s back will always collapse when the wind turns; for the elements remember the shape of a vow, and the gale that once lifted you will be the same force that reveals your spine to the knife of the betrayed.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Unique Name: Ring of the Severed Gale Item Type: Ring, Common
- Slot: Finger
- Static Paranoia: You have Advantage on Dexterity (Sleight of Hand) checks to resist being pickpocketed and on Wisdom (Insight) checks to determine if a creature is lying.
- The Traitor’s Chill: You are naturally adapted to cold climates. Additionally, you cannot be tracked by non-magical scent.
- The Backstabber’s Gust (Action): You target one creature within 30 feet. The target must succeed on a DC 12 Strength saving throw or be pulled 5 feet toward you and rotated 180 degrees (facing away from you). This movement does not provoke opportunity attacks. You can use this feature once per Short Rest.
- The Severing Strike (Reaction): When an ally within 10 feet uses the Help action to assist you, or casts a spell that targets you with a buff, you may “sever” the connection. You gain a +2 bonus to your next damage roll or 10 feet of additional movement this turn, but the ally becomes Stunned until the start of their next turn.
Call of Cthulhu (7th Edition)
Unique Name: Band of the Forsaken Sigh Item Type: Enchanted Artifact
- Slot: Finger
- Motive Discernment: The wearer gains a Bonus Die on Sense Insight rolls to detect lies.
- Static Paranoia: Any creature attempting a Sleight of Hand or stealthy physical touch against the wearer must pass a Hard DEX check or take 1 point of electrical damage and be noticed immediately.
- The Traitor’s Chill: The wearer’s body temperature is unnaturally low. They gain a Bonus Die to stealth-based rolls involving heat-tracking or infrared sensors.
- The Severing Strike: The wearer may spend 5 Magic Points to “steal” the momentum of a nearby ally. The ally loses their next action, and the wearer gains an immediate Bonus Die to their next combat or movement roll.
Blades in the Dark
Unique Name: The Traitor’s Glass Loop Item Type: Fine Item (0 Load / Worn)
- Slot: Finger
- Quality: Fine (+1 Tier for effectiveness when Swaying a target through deception or Prowling in silence).
- Static Paranoia: You are immune to the disarm or pickpocket consequences of a failed roll; the ring’s static discharge automatically prevents the loss of items.
- The Backstabber’s Gust: Spend 1 Stress to force an NPC to turn their back to you or change their position. This sets up a “Great Effect” for a subsequent Skirmish or Murder action.
- False-Bond Echo: During downtime or a score, you may use this item to perfectly mimic a recorded voice to Consort or Deceive, gaining +1d to the roll.
Knave (2nd Edition)
Unique Name: 913 Severed-Ring Item Type: Magic Item (1 Slot)
- Slot: Finger
- Passive: You automatically know when a spoken statement is a deliberate lie.
- The Traitor’s Chill: You are invisible to any creature sensing via heat or infrared.
- Static Paranoia (Usage Die: d6): If an enemy hits you with a melee attack or tries to rob you, roll the Usage Die. On a 4-6, they take 1d6 (Tier Die) damage and are repelled. On a 1, the ring’s static charge is spent until you witness a betrayal.
- The Backstabber’s Gust: As an action, force an enemy to make a STR save or be spun around. If they fail, your next attack against them this turn deals double damage.
Pathfinder (2nd Edition)
Unique Name: Elemental 913 Severed Gale Ring Item Type: Item 1, Invested, Magical, Air, Illusion
- Slot: Finger; Bulk: —
- The Traitor’s Chill (Passive): You gain a +1 item bonus to Stealth checks to Hide or Sneak. You are naturally adapted to cold environments and gain Resistance 2 to cold.
- Motive Discernment (Passive): You gain a +1 item bonus to Perception checks to Sense Motive. When a creature tells a deliberate lie in your presence, you can choose to have the ring vibrate subtly as a free action.
- The Backstabber’s Gust [One-Action]: (Air, Manipulate) Frequency: Once per hour. Effect: A sudden vacuum pulls at a creature within 30 feet. The target must attempt a DC 15 Fortitude save.
- Success: The target is unaffected.
- Failure: The target is pulled 5 feet toward you and becomes Flat-Footed until the start of its next turn as it is spun around.
- The Severing Strike [Reaction]: Trigger: An ally within 30 feet uses an action to provide you with a bonus (such as the Aid action or a beneficial spell). Effect: You consume the magical resonance of their help. You gain a +2 status bonus to your next attack roll before the end of your turn, but the ally becomes Fatigued until the end of their next turn.
Savage Worlds (Adventure Edition)
Unique Name: 913 Shard of the Traitor Item Type: Enchanted Ring
- Motive Discernment: The wearer gains a +2 bonus to Notice rolls when trying to determine if someone is lying.
- Static Paranoia: Any character attempting to use Thievery on the wearer or grapple them without surprise takes a -2 penalty to the roll and suffers 2d4 electrical damage on a failure.
- The Traitor’s Chill: The wearer gains a +2 bonus to rolls made to resist Cold environmental hazards and -2 to be detected by thermal vision devices.
- The Backstabber’s Gust: Once per encounter, the wearer may choose an opponent within 6” (12 yards). The target must make a Strength roll at -2 or be turned away from the wearer. This grants the wearer The Drop for their next attack against that target during the same round.
Numenera & Cypher System
Unique Name: 913 Kinetic Betrayal Loop Item Type: Artifact (Level 1d6)
- Form: A jagged, smoke-gray glass ring that hums with static.
- Depletion: 1 in 1d20
- Effect (Motive Discernment): Any task involving detecting a lie or seeing through a social deception is eased by two steps.
- Effect (The Backstabber’s Gust): The wearer spends 2 Speed points to target a creature within short range. The wind forcibly spins the target. The target’s next action is hindered by two steps, and any attack made against the target’s back is eased by two steps.
- Effect (Static Paranoia): The ring provides an automatic Asset to all Speed defense rolls against unarmed strikes or pickpocketing. On a successful defense, the attacker takes damage equal to the Artifact Level.
- Effect (The Severing Strike): When an ally within short range uses an ability to help the wearer, the wearer can “Sever” that link. The wearer gains an immediate free action, but the ally takes 3 points of Intellect damage.
Fate (Core/Condensed)
Unique Name: Elemental 913 Severed Gale Item Type: Stunt/Extra
- Aspect: Only the Wind Knows My Secrets
- Stunt (Motive Discernment): Because I can hear the “hiss” of a lie, I get a +2 to Empathy rolls to discern a character’s true motives or see through a deception.
- Stunt (The Backstabber’s Gust): Once per scene, I can use Physique or Athletics to create a Turned Around advantage on an opponent in my zone with two free invokes, representing the wind forcing them into a vulnerable position.
- Stunt (Static Paranoia): I can use Notice to defend against Burglary or Stealth attempts made to rob or touch me. If I succeed with style, the attacker takes a 2-point physical hit from the static discharge.
- Cost: This item requires 1 Refresh.
Shadowrun (6th World Edition)
Unique Name: Elemental 913 “The Back-Edge Band” Item Type: Manipulation Focus (Force 1)
- Slot: Finger
- Static Paranoia: The ring acts as a Rating 4 Anti-Theft System. Any unauthorized person attempting to remove the ring or touch the wearer takes 3S (cold/electrical) damage and the wearer is immediately alerted via a tactile pulse.
- The Traitor’s Chill: The wearer gains a +2 Dice Pool bonus to Sneaking tests. Their thermal signature is masked, imposing a -4 penalty on any sensors or vision enhancements trying to track them via heat.
- Motive Discernment: When a character within 10 meters tells a lie, the wearer gains 1 Edge. This Edge must be spent on a Social or Perception test related to that character.
- The Backstabber’s Gust (Minor Action): Spend 1 Edge to force an opponent within 10 meters to lose their Cover bonus and become Off-Balance as a violent vacuum spins them around.
Starfinder (2nd Edition / Playtest)
Unique Name: 913 Severed Gale Ring Item Type: Level 1, Magic Item
- Slot: Finger
- Bulk: —
- Motive Discernment (Passive): You gain a +1 status bonus to Perception checks to Sense Motive.
- The Traitor’s Chill (Passive): You gain Cold Resistance 2. You are invisible to creatures using infrared vision or thermal sensors unless you are within their reach.
- The Backstabber’s Gust [1-Action]: (Air, Magic) Effect: You target one creature within 30 feet. The target must attempt a DC 15 Fortitude save.
- Critical Success: Unaffected.
- Success: The target is momentarily staggered but does not move.
- Failure: The target is pulled 5 feet toward you and is rotated to face away from you. They are Off-Guard until the end of your next turn.
- The Severing Strike [Reaction]: Trigger: An ally provides you with a benefit (such as a bonus from the Aid action or a spell). Effect: You negate the ally’s benefit to double your weapon’s damage dice on your next attack before the end of your turn. The ally takes 1d6 Mental damage.
Traveller (Mongoose 2nd Edition)
Unique Name: 913 Glass Subversion Ring Item Type: TL 12 Psionic/Tech Hybrid
- Weight: —
- Cost: Cr 15,000
- Static Paranoia: Any attempt to use Dexterity (Sleight of Hand) against the wearer suffers a -4 DM. A failed attempt results in the thief taking 1D6 damage from a static discharge.
- Motive Discernment: The wearer receives a +2 DM to all Broker or Diplomat checks when determining if a trade partner is acting in bad faith.
- The Backstabber’s Gust: As a significant action, the wearer may trigger a kinetic pulse against a target within 10 meters. The target must make a Difficult (10+) Athletics (DEX) check. Failure results in the target being knocked Prone or turned away, granting the wearer a +2 DM on their next attack.
- Thermal Masking: The wearer is invisible to IR Sensors and thermal goggles.
Warhammer (40,000 Roleplay: Wrath & Glory)
Unique Name: 913 Phylactery of the Betrayer’s Breath Item Type: Worn Relic
- Value: 5 (Rare)
- Keywords: [AESTHETIC], [ANY], [UNALIGNED]
- Static Paranoia: Anyone attempting to Grapple the wearer or steal from them takes 1d3 Shock damage and the wearer gains +2 Defense against that specific action.
- The Traitor’s Chill: You gain +2d6 to Stealth (Agi) tests. You cannot be detected by thermal imaging or Auspex scans targeting heat signatures.
- Motive Discernment: You gain +2d6 to Insight (Wil) tests made to detect deception.
- The Backstabber’s Gust (Spend 1 Glory): As an action, choose a target within 10m. The target must pass a Strength Test (DN 3) or be turned around. While turned, the target is considered Defenceless against the wearer’s next melee attack.
- The Severing Strike: When an ally spends a point of Glory to assist you, you may “Sever” it. You gain the benefit of the Glory, but the ally suffers 1 Mortal Wound as their life force is siphoned to fuel the ring.
