Uncaged 742 of Admiration


Lore

In the bustling marketplaces of the 73 island countries, one can often find artisans who were once inspired by the liberation of a great hero or a beloved spirit. The “Uncaged 742 of Admiration” is a testament to those who look upon the free with a heart full of wonder. It was crafted by a clockmaker in a floating city who spent years observing the migration of griffons, mesmerized by their lack of tether to the earth. This specific gear was first designed for those who have not yet achieved great tiers of power but possess a soul that yearns to honor the freedom of others. It is often given as a gift to young adventurers to remind them that the greatest magic is not just in breaking physical bars, but in the genuine admiration of a spirit that refuses to be tamed. The purple glow of the magic crystalline cells within the fabric pulses softly whenever the wearer witnesses an act of true autonomy.


Detailed Stats

  • Item Level: Tier 1
  • Rarity: Common
  • Slot: Shoulder Slot (Draped mantle)
  • Armor Check (AC): 2
  • Weight: 3 pounds
  • Material: Enchanted silk interwoven with fine copper magic circuits and microscopic crystal shards.
  • Resilience: 10
  • Item Health Points: 32 (Calculated as Tier 1 Resilience 10 + 22 base Character HP)
  • Attunement Type: Simple (1 minute)

Skills Gained While Openly Worn

  • Insight of the Free: While this mantle is worn openly, the character gains 1 point of temporary training in the Insight skill. This allows the wearer to better understand the emotional state of those who are acting out of a desire for liberation.
  • Diplomatic Grace: The character receives 1 point of temporary training in the Persuasion skill, specifically when expressing praise or admiration toward a sovereign entity or a local monarchy member.

Passive Magic

  • Lingering Glow: The item emits a soft, ultraviolet light visible to those with True Sight. This light brightens slightly when the wearer is within 20 feet of another avatar they have expressed genuine admiration for during the current session.
  • Feather-Weight Presence: The mantle reduces the perceived weight of any basic backpack worn over it by 2 pounds, though the actual weight remains unchanged for the purpose of movement.
  • Aura of the Spectator: The wearer is 10% less likely to be targeted by feral beasts if they remain stationary and do not take an aggressive action, as the magic masks their intent with a layer of harmless curiosity.

Active Magic

  • Gilded Glance (Normal Chant): As an action, the wearer speaks words of high praise toward a target within 30 feet. If the target is trapped in a non-magical restraint or a Tier 1 magical cage, the wearer gains advantage on their next skill check to assist in the target’s liberation.
  • Breath of the Open Sky (Silent Chant): The wearer can trigger this ability to grant themselves a momentary burst of agility. For the next 6 seconds, the wearer’s movement speed is increased by 10 feet. Because this is a silent chant, the effectiveness is reduced, and any damage associated with the movement (such as a charge) is reduced by 25%.
  • Reflection of Excellence (Ritual Chant): By singing or reciting a formal poem of admiration for at least 10 minutes, the wearer can bond with one ally. Until the next evening (16:00), the wearer can use a reaction to grant that ally a +1 bonus to a single saving throw. This effect draws significant attention and increases the wearer’s social visibility.

Tags

Originally made by: Elara of the High Winds, Modified by: Kaelen the Smith, Admiration, Liberation, Tier 1, Common, Shoulder Slot, Non-reusable crystal, Steam-pressed, Light-gray base, Mind’s Eye compatible, Anti-binding, High-Magic, Non-electronic, Steam-powered, Mana-circuit, Crystalline-infused, Sentient-attuned, Isekai-origin, Gaialilith-blessed, Industrial-age, Artisanal-crafted, Spirit-bound

Acquisition and Commerce of the Uncaged 742 of Admiration

The acquisition of a Tier 1 item like the Uncaged 742 of Admiration is often the first significant step for a newly possessed avatar in the world of Saṃsāra. Because it is of common rarity and intended for those beginning their journey, it is widely available across the 73 island nations, though the method of obtaining it can vary based on the local culture and the current state of the market.

  • Combat Rewards: This mantle can be obtained by defeating Tier 1 foes who served as low-level guards or scouts for a local monarchy. If the foe was a possessed character, the item will be dropped alongside a soul crystal when the avatar vaporizes into sparks. If the foe was a non-possessed sentient being, the item must be physically removed from the corpse before the body is harvested for its magic crystalline cells.
  • Quest Rewards: Local Mayors or Town Leaders often keep a stock of these mantles to provide to adventurers who perform tasks that benefit the community, such as clearing a nest of feral insects or delivering messages between remote villages. It is seen as a badge of entry-level service.
  • Initial Possession: In some instances, an avatar may already be wearing this item at the moment of soul possession. If the character is a Tier 1 Isekai soul, they may find this mantle among their starting gear if their attributes were distributed in a way that emphasizes social influence or agility.

Retail Establishments and Commercial Transactions

In the world of Saṃsāra, shops are often located in the bustling ground floors of skyscrapers in metropolises or within the walled markets of state cities. These shops rely on steam-powered mechanical displays to showcase their wares, using pulleys and gears to rotate items in front of large glass windows.

  • General Outfitters and Guild Stores: In most major cities, a General Outfitter or a Guild-run shop will carry several variations of common Tier 1 gear. These shops are well-lit by magic circuits and are frequented by local citizens and traveling adventurers. Because these are “sellers’ markets,” the shopkeeper will likely demand a price based on the item’s utility and the perceived wealth of the buyer.
    • Purchase Cost: 40 to 60 Silver. (While Tier 1 items are often expressed in silver, a savvy merchant might ask for 5 or 6 Gold if they perceive the buyer is in urgent need).
    • Selling Value: 15 to 25 Silver. Merchants rarely buy back items for more than half their value, citing the cost of cleaning and re-attuning the magic circuits.
  • Specialized Weaveries and Tailors: In the Renaissance-style districts of the island countries, high-end tailors specialize in magic-infused clothing. These shops are quieter and more personal, often requiring a patronage fee or a formal introduction. The items here are of higher quality and may have cleaner tags from reputable artisans.
    • Purchase Cost: 8 to 12 Electrum. (Electrum is often used for items that bridge the gap between simple silver and the high value of gold, and these artisans value the aesthetic appeal of the metal).
    • Selling Value: 4 to 6 Electrum. These shops are selective and may only buy the item if it is in pristine condition and hasn’t reached half its hit points (the broken state).
  • Rural Markets and Traveling Peddlers: In small towns or villages with fewer than five thousand residents, gear is sold by traveling merchants who arrive via covered wagon or small steam-skiffs. These sellers are often more desperate to move inventory but have limited supply.
    • Purchase Cost: 700 to 900 Copper or 5 to 8 Silver. In rural areas, copper is the primary currency, and the price might be higher due to the cost of transporting the item from a central city.
    • Selling Value: 2 to 4 Silver. Peddlers often lack the liquid capital to pay high prices and may offer a trade for rations or water skins instead of coin.
  • The World Bank Exchange: While not a shop, the World Bank locations found in every major city handle the conversion of precious metals. If a player finds themselves with only Rhodium or Platinum but needs Silver to buy this mantle at a local market, the Bank will facilitate the exchange for a 1% fee. This is often the safest place to handle large transactions before heading into the “buyer beware” environment of the city gates.
  • Taxation and Fees: Any purchase made within a City or Town is subject to a 3% value tax. If the player is a foreign citizen, they should expect to pay twice the local rate for passage through the city gates (1 silver per individual) just to reach the shops where these items are sold. If the item is kept in a rented shop or warehouse, a 1% monthly property tax will be levied on its assessed value on the first day of each month.

Tactical Application and Roleplay of the Uncaged 742 of Admiration

In the world of Saṃsāra, the effectiveness of gear is inextricably linked to the environment and the “Mind’s Eye” of the wielder. The Uncaged 742 of Admiration, while a common Tier 1 item, offers versatile roleplay opportunities across the various safety zones of the moon. Because it is a shoulder-slotted mantle, it remains visible to foes and allies alike, serving as both a protective layer and a conduit for magical intent.

Defense in Varying Environments

The roleplay of defense with this mantle changes based on the safety level of the area, as the goddess Gaialilith’s influence on the world’s fabric alters the potency of the Armor Check (AC).

  • Designated Safe Areas (Guarded Inns and Royal Courts): Within these locations, the mantle’s AC is tripled. Roleplaying this defense involves the mantle stiffening and glowing with a vibrant purple hue as it deflects minor scuffles or accidental bumps. In an inn, an avatar might use the mantle to shield their vitals during a barroom dispute, the fabric acting more like a solid plate of steam-pressed metal than silk.
  • Somewhat Safe Areas (Walled Cities): With AC doubled, the wearer often leans into the “Aura of the Spectator” passive. By standing still against the stone walls of a skyscraper, the avatar roleplays a sense of calm admiration for the architecture. This magical masking makes them appear as a harmless tourist or a local laborer, discouraging pickpockets or aggressive feral beasts that have wandered into the lower districts.
  • Normal Areas (The Wilderness): Here, defense is purely mechanical. When an attacker rolls to hit, the avatar might roleplay the mantle fluttering as if caught in a sudden updraft, the copper circuits within the silk absorbing the kinetic energy of a blow just enough to prevent the strike from exceeding the AC threshold.
  • Unsafe and Deathly Areas: In these zones, where AC is halved or removed, the roleplay shifts to desperation. The wearer must rely on the “Breath of the Open Sky” active magic. They roleplay a frantic, silent prayer for freedom, the mantle’s sparks flashing as they use their increased movement speed to stay out of range, knowing that in these areas, even a mundane dagger can bypass their protection.

Offensive Utility and Combat Roleplay

Offense with the Uncaged 742 is less about direct damage and more about the manipulation of the “Web of Foes” and the utilization of Tier 1 actions.

  • The Targeted Strike: An attacker may announce they are targeting this mantle to deactivate it. The wearer roleplays a defensive posture, twisting their body to protect the shoulder slot. If the foe hits, the wearer roleplays the sudden, painful snap of attunement as the mantle’s purple glow dies out, forcing them to retreat and engage in a 10-minute ritual to restore the gear’s function.
  • Empowering the Attack: Since Tier 1 characters receive two actions per turn, a common offensive strategy involves using the first action for a “Gilded Glance” ritual chant. The avatar sings a high-pitched, melodic verse of admiration for the target’s strength, momentarily distracting them or identifying a structural weakness in their armor through the Mind’s Eye. The second action is then used for a physical strike with a held weapon. Because this is the second action, the damage is halved, but the “Gilded Glance” provides the narrative justification for finding a gap in the foe’s defenses.
  • Roleplaying the Chant: During a ritual chant like “Reflection of Excellence,” the wearer must roleplay a stationary, vocal performance. This is a high-risk offensive support move. The avatar stands at the edge of the battlefield, their voice roaring over the sound of steam-powered machinery, drawing the attention of every foe. They roleplay the buildup of mana within their crystalline cells, directing the “Silver Fire” of their admiration toward a party member to bolster their success, even as they become the primary target for the enemy’s next turn.
  • Mana Boost Integration: If the avatar possesses Mana Boost points, they might roleplay a “Silver Fire” discharge through the mantle. Upon a successful hit with their primary weapon, they channel the silver fire, describing it as a blinding flash of light erupting from the copper circuits of the mantle, dealing unresistable damage that symbolizes their overwhelming desire to see their foe “uncaged” from life.

Perception of Activation:

  • User’s Perspective
    • The wearer feels a sudden, comforting warmth spreading from the shoulder slot across their torso as the magic circuits engage.
    • Through the Mind’s Eye, the user perceives a surge of quantifiable data regarding the mantle’s health points and its current attunement status.
    • Extra-sensory feedback manifests as a faint, melodic humming in the mind, harmonizing with the user’s thoughts of admiration.
    • The user experiences a shift in their personal “order of perception,” where ultraviolet light begins to outline magical flows in the immediate area.
  • Observer’s Perspective
    • Observers see the light-gray silk mantle pulse with a soft, rhythmic purple glow as the magic crystalline cells activate.
    • Those with True Sight perceive a bright ultraviolet radiance emanating from the etched copper circuits, indicating a functioning Tier 1 enchantment.
    • In quiet environments, a faint mechanical whirring or the hiss of microscopic steam vents may be heard as the gear’s internal power storage stabilizes.
    • Observers may feel a subtle, non-threatening pressure in the air, a manifestation of the “Aura of the Spectator” masking the user’s presence.
  • Positives
    • The activation provides an immediate sense of emotional groundedness and clarity, reinforcing the user’s focus on liberation.
    • The user gains a temporary instinctual proficiency in social navigation, perceived as a heightened awareness of others’ sovereign dignity.
    • The subtle ultraviolet illumination serves as a low-profile beacon for allies equipped with True Sight, facilitating coordination without alerting mundane foes.
  • Negatives
    • The activation of the “Reflection of Excellence” ritual chant creates a significant magical signature that can be sensed by high-tier predators or magic-sensitive guards.
    • The user may experience a dull, temporal headache if they attempt to Hyper Focus their extra-sensory perceptions through the mantle for more than three seconds.
    • If the mantle is targeted and hit, the user suffers a jarring, painful disconnection as the attunement snaps, causing a sudden loss of the gear’s protective AC.

Recipe for the Uncaged 742 of Admiration


Materials Needed

  • Light-Gray Silk Cloth: One square yard of high-quality, mundane silk to serve as the base material for the mantle.
  • Fine Copper Magic Circuits: Three meters of thin copper wiring designed for low-tier magic flow and steam-pressed integration.
  • Tier 1 Magic Crystal Shards: Five grams of crushed Tier 1 magic crystals, which act as the arcane battery and catalyst for the enchantment.
  • Enchanted Thread: One spool of thread imbued with microscopic crystalline material for structural and magical durability.
  • Alchemical Solder: A small amount of alchemical adhesive to secure copper circuits to the silk fabric.

Tools Required

  • Steam-Powered Loom: Used for the precision weaving of copper circuits into the silk fibers.
  • Jeweler’s Loupe or Mind’s Eye Focus: Necessary to visualize the tiny magic circuits and ensure the flow is uninterrupted.
  • Fine Solder Pen: A tool for manually connecting delicate circuit junctions on the fabric.
  • Arcane Infusion Chamber: A small, steam-driven container used to bind the magic crystal shards to the copper pathways.

Skill Requirements

  • Alchemical Crafting: Proficiency is required to handle the magic crystal shards and alchemical solder without destabilizing the energy.
  • Magical Crafting: Necessary to imbue the completed mantle with the passive and active magical properties.
  • Weaver or Tailor Training: At least 1 point of trained skill in tailoring to ensure the item fits correctly in the shoulder slot.
  • Mind’s Eye Literacy: The ability to “identify” the magical resonance of the components to ensure they meet common rarity standards.

Crafting Steps

  • Pattern Preparation: Cut the light-gray silk into the traditional v-shaped or draped mantle format designed for the shoulder slot.
  • Circuit Laying: Use the steam-powered loom to press the fine copper magic circuits into the silk, forming the intricate pathways visible on the exterior.
  • Crystal Bonding: Place the mantle into the arcane infusion chamber and apply heat through magic-driven steam to bond the crystal shards to the copper junctions.
  • Manual Calibration: Use the solder pen to bridge any gaps in the magic circuits, ensuring the “Aura of the Spectator” passive is properly grounded.
  • Enchantment Chanting: While the item is still warm from the steam, perform a 10-minute ritual chant of admiration to imbue the item with its specific active magics.
  • Final Inspection: Use the Mind’s Eye to confirm the item has reached a resilience of 10 and the Armor Check (AC) is correctly set to 2.

Ancient Record Concerning Uncaged 742 Great Looking

In the many days before this day, resting upon the dirt-rock that refuses to fall from the high breathing-air, there lived a woman who forced small metal circles to bite each other. Her name sound was Elara of the High Winds. She dwelled in the city that floats above the water-ground, a place where the kings demand the counting of shiny metal pieces for the right to stand. Elara possessed the eye-power of the turning wheels, but her chest-muscle beat with heavy water when she looked upon the peoples who walked with invisible heavy strings tying their ankles to the rules of the kings. She looked through her glass-circles out of the tall stone-tree, placing her seeing-balls upon the sky-beasts. These sky-beasts were the lion-birds, the ones who do not ask permission from the dirt to jump into the empty nothing. They flapped their feather-arms and went to the places of their own choosing.

Elara felt the great chest-water for the lion-birds. She gave them the high respect-thoughts. She desired to make a thing of holding this respect-thought for the fresh souls who possess the meat-vessels of the first tier of counting. To do this, she captured the gray spit-threads of the leaf-eating worms. She wove the spit-threads into a flat skin that drapes over the joining of the arm and the neck. It was a cloth of light gray, like the cloud that brings no rain. But the cloth was empty of the thinking-power. It was only a dead skin of the worm.

To give the cloth the thinking-power, Elara traveled to the places of hot water breath. She took the red metal that is named copper and stretched it until it was like the hair of a baby. She laid the red metal hairs upon the gray worm-skin. She made the hairs into the shapes of the invisible power-rivers. Then, she required the purple stones of magic sickness. These are the stones that grow inside the meat of the feral walking-things. She crushed the purple stones into pieces as small as the sand. She pushed the hot water breath, which is the marriage of the fire-element and the water-element, onto the cloth. The hot water breath forced the purple sand to bite the red metal hairs. The cloth became awake. It drank the invisible power-rivers of the world.

The cloth was named the Un-Boxed Number Seven Hundred and Four Tens and Two of the Great Looking. Elara placed the metal tag of her name-sound upon it. She declared that it must be worn where the eyes of others can fall upon it. When the cloth is worn on the outside, the wearer suddenly knows the brain-water of those who wish to run away from the king’s heavy strings. The wearer also knows the sweet mouth-sounds to make the kings feel happy and not angry.

A fresh soul took the cloth. This soul was of the first tier of counting. The soul walked into the market where the sellers demand too many shiny metal pieces. The soul possessed the True Seeing in their eye-balls. Because of the True Seeing, the soul saw the cloth glowing with the invisible purple light that hurts the eyes of insects. The soul exchanged the heavy silver circles for the cloth.

When the soul put the cloth upon the arm-joining, the cloth whispered the humming of the lion-birds into the ear-holes of the mind. The heavy bag of carrying upon the soul’s back suddenly felt as if it had eaten the floating-air. Two pounds of heaviness became a lie, though the bag still held the same number of rocks and water-skins. The soul walked into the wild places where the feral walking-things bite the meat of travelers. But the soul did not make the angry movements. The soul stood like the stone tree. Because the soul stood like the stone tree, the feral walking-things looked at the soul and saw only a boring nothing. The cloth pushed the thoughts of the boring nothing into the brains of the feral beasts, making them ten parts of a hundred less likely to bite.

One day, the soul walked into a place where the defense-numbers are cut into two equal halves. It was a place of high danger. The soul saw a companion-person trapped inside a cage made of the shiny yellow metal. The companion-person could not break the yellow metal. The soul felt the great chest-water of respect for the companion-person’s desire to be free. The purple sand inside the red metal hairs glowed very bright. The soul opened their mouth-hole and spoke the normal words of high praise. This was the Action of the Gold-Covered Eye-Throw. Because the soul spoke the high praise, the invisible power-rivers made the hands of the soul very smart. The soul touched the shiny yellow metal cage and knew exactly how to make it fall apart.

But the feral walking-things of the high danger place heard the normal words of high praise. They came with the sharp mouth-bones. The soul knew their defense-numbers were too small. The soul made the quiet mouth-noise, closing the lips tight. This was the Action of the Breathing of the Empty Ceiling. The cloth fed the legs of the soul with the speed of the frightened water-fish. The soul ran ten foot-lengths faster in the six heart-beats of the turning circle. The soul escaped the sharp mouth-bones, running away into the safe places.

Later, when the sun-fire went into the ground, the soul sat with the companion-person. The soul did the long mouth-noise for the fraction of the sun’s travel, singing the song of the great respect-thoughts. This was the Action of the Mirror of Good Doing. The soul tied their brain-water to the companion-person. Until the next time the sun-fire went into the ground, the soul could throw a protective number at the companion-person when the bad magic tried to hurt them. This made the soul very loud in the invisible power-rivers, but the companion-person was kept safe from the failing of the bones.

The cloth moved from one fresh soul to another fresh soul across the seventy and three dirt-rocks in the water. It was traded for the copper circles and the silver circles. Sometimes it was broken by the sharp metal sticks of the enemies. When it was broken, the fresh soul felt the pain of the broken mind-string. The purple light died. The fresh soul was forced to sit for the fraction of the sun’s travel, pushing their brain-water back into the red metal hairs until the cloth remembered how to wake up. Many fresh souls leveled their counting-tiers while wearing the cloth of Elara. When they became the second tier of counting, the cloth caused the irregular pain-bites, forcing them to take it off and give it to a new fresh soul. And so the cloth continued to watch the lion-birds forever.

The moral of the story: The eyes that look with greatness upon the un-held bird make the strongest key for the box of gold.

Suggested conversions to other systems:


Call of Cthulhu 7th Edition

Mantle of the Ancient Admirer

  • Item Type: Occult Artifact (Fringes of the Mythos)
  • Skill Bonus: While worn, the investigator gains a +10% bonus to Persuasion and Insight checks when dealing with individuals who value freedom or are currently oppressed.
  • Sanity Cost: 1/1d4 SAN (Initial attunement).
  • Special Mechanics:
    • Aura of Curiosity: If the wearer remains stationary and non-aggressive, feral creatures or low-Intelligence Mythos entities require a Hard Success on a Spot Hidden check to notice the investigator as a threat.
    • Gilded Glance: Once per day, the investigator may spend 5 Magic Points to gain a Bonus Die on a Locksmith or Mechanical Repair check to free a trapped entity.
  • Syntax: Artifact; requires attunement; non-modern electrical components.

Blades in the Dark

The Uncaged Mantle

  • Item Type: Occult Gear (1 Load)
  • Tier: 1
  • Special Mechanics:
    • Admiration Gaze: When you Consort or Sway by expressing genuine admiration for a target’s independence, you gain +1d to your roll.
    • Ghost-Mask: When stationary, you have Potency when resisting detection by feral ghosts or non-sentient echoes.
    • Liberation Ritual: You may expend 1 Stress to perform a “Gilded Glance.” This allows you to perform a Finesse or Tinker action to break a physical or low-level arcane restraint with Increased Effect.
  • Syntax: Occult; Tier 1; 1 Load; grants Potency vs. Feral detection.

Dungeons & Dragons (2024 Revised 5th Edition)

Uncaged 742 of Admiration

  • Item Type: Wondrous Item, Common
  • Attunement: Requires Attunement (Ritual, 10 minutes)
  • Slot: Shoulder (Mantle)
  • Game Mechanics:
    • Skill Training: While wearing this mantle, you are considered proficient in the Insight and Persuasion skills. If you are already proficient, you add a +1 bonus to checks made with these skills.
    • Aura of the Spectator: Feral beasts have Disadvantage on Wisdom (Perception) checks made to detect you if you have not moved or taken an action since the start of your last turn.
    • Gilded Glance: You can cast Knock as a Ritual without components. Once used, this property cannot be used again until the next dawn.
  • Syntax: Wondrous Item; Common; Requires Attunement; AC +2 (Standard Tier 1 calculation).

Knave 2nd Edition

Mantle of the Free-Flying Lion

  • Item Type: Clothing (1 Slot)
  • AC Bonus: +2
  • Item HP: 10 + Player Max HP
  • Special Mechanics:
    • Spirit of Admiration: Gain Advantage on CHA saves or checks when praising a target’s autonomy or strength.
    • Feather-Weight: This item and one additional item in your inventory (such as a backpack) do not count toward your encumbrance limit.
    • Breaking the Cage: Once per day, you may automatically succeed on a check to break a non-magical lock or restraint. This act is loud and draws immediate attention.
  • Syntax: Gear; 1 Slot; +2 Armor; Resilience 10.

Pathfinder 2e

Uncaged 742 of Admiration

  • Item Level: 1
  • Price: 50 Silver Pieces
  • Usage: Worn (Shoulder)
  • Bulk: L (Light)
  • Lore: Crafted by artisans in the 73 island countries to honor the themes of liberation.
  • Specific Game Mechanics:
    • Skill Training: While this mantle is invested (attuned), you gain a +1 item bonus to Diplomacy checks made to express admiration and Society checks to understand local laws regarding incarceration.
    • Aura of the Spectator: Feral beasts have a -2 penalty to Perception checks made to detect you if you remain stationary and non-hostile.
    • Gilded Glance (Action): (Concentrate, Manipulate) You attempt to disable a Tier 1 lock or restraint. You gain a +1 item bonus to the Thievery check. If successful, the item is unlocked or broken.
  • Syntax: Item 1; Invested; Prerequisite: Mind’s Eye Literacy.

Savage Worlds Adventure Edition (SWADE)

Mantle of the Liberator

  • Item Type: Magic Gear (Shoulder Slot)
  • Rarity: Common
  • Armor: +1 (Standard Tier 1 equivalent)
  • Weight: 3 lbs
  • Specific Game Mechanics:
    • Admiration Edge: The wearer gains the Charismatic Edge when dealing with those they have publicly admired during the session.
    • Aura of the Spectator: Feral beasts suffer a -2 penalty on Notice rolls to detect the wearer if the wearer does not move or attack.
    • Gilded Glance: As a limited action, the wearer adds +2 to any Thievery roll made to pick a lock or escape manacles.
  • Syntax: Gear; Common; Requires 1 minute of attunement to activate passive benefits.

Numenera & Cypher System

Uncaged Artifact 742

  • Level: 1d6 (Tier 1)
  • Form: A mantle of light-gray silk embedded with copper circuits and purple crystal shards.
  • Effect:
    • Passive: The wearer gains Asset on all tasks related to social interaction (Persuasion) when the tone is one of admiration or respect.
    • Passive: Feral creatures find the wearer difficult to notice; the Difficulty of the creature’s Perception task is increased by one step.
    • Active (Action): The wearer can “Identify” the structural weakness of a cage or restraint, providing an Asset to the task of breaking it.
  • Depletion: 1 in 1d20 (Check upon using the active “Gilded Glance” ability).
  • Syntax: Artifact; Tier 1; Shoulder-worn.

Fate Core

Mantle of the Uncaged Soul

  • Aspect: Admiration of the Sovereign Spirit
  • Stunts:
    • Aura of the Spectator: Because I wear the Mantle of Admiration, I gain +2 to Stealth checks to remain unnoticed by feral animals, provided I am not acting aggressively toward them.
    • Gilded Glance: Once per session, I can use Notice instead of Burglary to find the fundamental weakness in a physical or magical cage and gain an advantage on the roll to break it.
  • Lore: This item was birthed from Elara of the High Winds’ desire to see all things un-boxed.
  • Syntax: Gear; Common Rarity; Occupies 1 Slot.

Shadowrun 6th World

The Admiration Mantle (Uncaged 742)

  • Item Type: Magic-Infused Armor Accessory
  • Defense Rating: +1
  • Capacity: 1
  • Specific Game Mechanics:
    • Aura of the Spectator: While the wearer is stationary, feral critters suffer a -2 dice pool penalty to Perception Tests to detect the wearer.
    • Gilded Glance: When attempting to bypass a physical or magical lock to liberate a sentient being, the wearer gains a +1 dice pool bonus to the relevant Engineering or Sorcery Test.
    • Admiration Social: Gain 1 point of Edge when performing a Social Test involving genuine praise or admiration toward a contact.
  • Syntax: Accessory; requires a minor ritual to attune (1 minute).

Starfinder 2nd Edition

Uncaged 742 Mantle

  • Item Level: 1
  • Price: 50 credits
  • Bulk: L
  • Usage: Worn (Shoulders)
  • Specific Game Mechanics:
    • Skill Training: You gain a +1 item bonus to Diplomacy and Perception checks.
    • Aura of the Spectator: Feral creatures take a -1 penalty to Perception DCs against your Stealth checks if you did not move during your last turn.
    • Gilded Glance (1 Action): You can focus on a restraint or cage within 30 feet. You gain a +1 item bonus to your next check to Disable Device on that object.
  • Syntax: Wondrous Item; Common; Tier 1.

Traveller (Mongoose 2nd Edition)

Mantle of the Uncaged

  • Item Type: Ceremonial Armor
  • TL: 4
  • Protection: +2
  • Weight: 1.5 kg
  • Cost: Cr 500
  • Specific Game Mechanics:
    • Social Influence: Provides a DM+1 to all Persuasion or Diplomat checks when expressing admiration for another’s independence.
    • Feral Camouflage: Feral animals suffer a DM-2 to all Recon or Survival checks to track or detect the wearer while the wearer is stationary.
    • Breaking the Cage: The wearer gains a DM+1 to any Mechanic or Electronics check made to release a lock or prisoner.
  • Syntax: Tech Level 4; Shoulder Slot.

Warhammer Fantasy Roleplay 4th Edition

Uncaged 742 of Admiration

  • Item Type: Magical Garment
  • Encumbrance: 0
  • Availability: Common
  • Armor Points: 1 (Shoulders)
  • Specific Game Mechanics:
    • Skill Training: While worn, gain a +5 bonus to Charm and Intuition Tests.
    • Aura of the Spectator: Creatures with the Bestial Trait suffer a -10 penalty to Perception Tests to find you if you remain still.
    • Gilded Glance: You may spend 1 Fortune point to automatically pass a Pick Lock Test to release a trapped person or animal.
  • Syntax: Requires attunement through a short ritual of praise.