Shugendo 842 of the Void Drinkers Yuigesa

Lore:

  • Developed in the high storm-swept ridges of Saṃsāra by yamabushi ascetics who sought enlightenment not by resisting the violent elements, but by drinking them into the spiritual vessel.
  • The practitioners practiced standing beneath freezing cataracts, kneeling amidst lightning strikes on exposed peaks, and walking over volcanic ash, teaching the body to act as an open void rather than an obstacle.
  • To aid novice pilgrims whose spiritual vessels were not yet tempered against raw energetic shock, master weavers of the mountain temples spun ritual vestment sashes infused with conductive soot, pulverized tourmaline, and sacred flax.
  • The item acts as a kinetic and elemental siphon, siphoning excess external energy into its woven lattice and allowing the wearer to vent or convert the stored charge rather than suffering internal ruin.
  • The number 842 was stamped onto the iron suspension ring by the hermitage stewards, recording the item’s place in the monastery’s ritual armory of protective ascetic vestments.

Description:

  • A ritual Buddhist surplice (yuigesa) worn diagonally across the chest, woven from coarse, natural flax fibers dyed a weathered slate-gray using mountain ash and soot.
  • Hanging from the chest fold are six decorative pompoms (fusabusa) fashioned from twisted hemp cords tipped with small, faceted black tourmaline beads.
  • The inner lining is stitched with fine filaments of cold-hammered meteoric iron that intersect over the heart in geometric Taoist hexagram patterns.
  • At the left hip, the ends of the stole loop through a dull iron ring incised with the numerical mark “842” alongside traditional Shinto protective seals.
  • When energy washes over the vestment, the slate-gray cloth momentarily darkens to obsidian, and the tourmaline tassels hum with a faint, static crackle.

Detailed Stats:

  • Item Tier: Tier 1
  • Rarity: Common
  • Armor Check (AC) Contribution: +0 AC
  • Item Health Points: Maximum Avatar Health Points plus 10 (Resilience 10 multiplied by Tier 1)
  • Resilience: 10
  • Weight: 1.0 pound
  • Bound Status: Unbound
  • Required Attunement: Simple attunement (10 minutes of still, kneeling meditation focusing on the breath while feeling the weight of the sash across the shoulder)
  • Component Requirements: Requires no consumed fuel; relies on ambient energetic absorption, though soaking the hem in pure mountain spring water once per lunar cycle preserves the tourmaline bindings

Passive Magics:

  • Dissipating Lattice: While worn and attuned, the woven tourmaline and iron threads continuously siphon stray kinetic and thermal energy. The avatar takes 2 less damage (to a minimum of 1) from non-magical falling damage and reduces all ambient environmental cold and heat damage by 2.
  • Static Grounding: The vestment bleeds ambient electrostatic and galvanic charges harmlessly into the earth. The avatar gains advantage on saving throws to resist being Paralyzed or Stunned by lightning, electrical shocks, or concussive sonic blasts.
  • Siphon’s Composure: When the avatar is struck by an energy-based attack (acid, cold, fire, lightning, or thunder), the sudden influx of absorbed power grounds the avatar’s footing, granting advantage on saving throws or checks against being knocked Prone or pushed back.

Activable Magics:

  • Siphon Influx: As a reaction when the avatar takes elemental (acid, cold, fire, lightning, or thunder) or force damage, the user clenches the iron ring to draw the harmful energy into the vestment’s weave. The avatar halves the incoming damage of the triggering attack. The sash absorbs and stores this energy for up to 1 minute as an internal charge (maximum 1 stored charge at a time). This property can be used once per short or long rest.
  • Ascetic’s Release: As an action while the vestment holds a stored charge from Siphon Influx, the avatar strikes the palm of their hand forward, venting the absorbed power in an explosive 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + avatar’s proficiency bonus + Wisdom modifier), taking 2d6 damage of the absorbed energy type on a failed save, or half as much damage on a successful one. Expending the charge clears the vestment’s lattice.
  • Metabolic Re-channel: As a bonus action while the vestment holds a stored charge from Siphon Influx, the avatar directs the captured energy into their own biological meridians instead of releasing it outward. The avatar consumes the charge to regain 1d6 + 2 Hit Points and gains a +10-foot bonus to movement speed until the end of their current turn.

Specific Slot:

  • Chest / Torso Slot (Worn over robes, tunic, or light armor)

Tags: Shugendo, Yuigesa, Vestment, Tier 1, Common, Chest Slot, Energy Absorption, Kinetic, Elemental, Siphon, Tourmaline, Attuned, Yamabushi, Sash, Grounding, Dissipation, Conversion, Kinetic, Lightning, Cold, Fire, Abjuration, Asceticism

Commerce and Acquisition of the Void-Drinker’s Yuigesa in Saṃsāra

  • High-Mountain Monastery Vestries and Ascetic Shrines:
    • Located along mist-shrouded ridge passes, volcanic crater rims, and near sacred high-altitude waterfalls, these stone sanctuaries are overseen by elder yamabushi abbots and monastic weavers.
    • In these quiet vestries, the stole is presented neatly folded upon a cedar tray alongside prayer bowls and incense burners, offered as essential ascetic armor for pilgrims braving thunderous peaks or freezing scree.
    • Standard travelers acquire the yuigesa for a customary donation of 85 silver to 110 silver, while initiated ascetics, ordained yamabushi acolytes, or wandering monks bearing temple seals receive an ecclesiastical courtesy price of 76 silver to 99 silver.
    • Selling a surplus stole back to a hermitage yields 55 silver to 70 silver in direct World Bank credit, or equivalent compensation in dried mountain rations, consecrated climbing cordage, and pure spring water.
  • Arcane Haberdasheries and Mystic Vestment Tailors:
    • Operating within the grand academic quarters, upper-tier artisan rows, and mage-district markets of major island capitols, these upscale boutiques cater to abjurers, battle-mages, and planar scholars.
    • Master tailors display the sash on polished mannequins beneath brass lanterns, using galvanic test rods and mana-sensitive needles to demonstrate to buyers how the tourmaline pompoms ground static discharge and blunt elemental backlash.
    • Unaffiliated spellcasters and travelers pay a retail price ranging from 100 silver to 135 silver, while recognized members of arcana colleges, weaver guilds, or formal expedition lodges obtain the standard 10% guild discount, bringing the acquisition cost down to 90 silver to 121 silver.
    • Selling a well-kept vestment to a boutique outfitter generally realizes between 70 silver and 90 silver deposited directly into the seller’s account, provided the woven iron filaments are unbroken and the tourmaline stones show no fractures.
  • Frontier Survival Outfitters and Storm-Warden Depots:
    • Stationed in rough palisade frontier towns, coastal sea-watch posts, and forward camps near erratic elemental rifts or lightning-wracked highlands, these utilitarian warehouses stock heavy expedition gear.
    • Quartermasters recommend the stole to scout avatars, caravan guards, and ruin explorers who routinely brave sudden elemental storms, falling crag rocks, or wild creatures wielding breath weapons.
    • Given the remote geography and high demand for passive hazard protection, the purchase price runs from 115 silver to 145 silver, though contracted frontier scouts and licensed wardens purchase it at a reduced rate of 103 silver to 130 silver.
    • A seller liquidating an extra sash at these forward posts can expect 75 silver to 95 silver in frontier scrip, supply chits, or official bank ledger transfers.
  • Salvage Dens and Smuggler Wharf Bazaars:
    • Found along the damp, low-tide docks beneath commercial ports or hidden behind curtained alcoves in underground trade warrens, these shady merchants trade in recovered delver equipment, unmarked salvage, and contraband relics.
    • Black-market fences market the stole to pit fighters, renegades, and covert couriers who need discreet kinetic and elemental protection that slips easily under mundane cloaks without the legal scrutiny of metal plate armor.
    • Prices fluctuate wildly depending on recent maritime shipwrecks and city watch crackdowns; an avatar might pick up a soot-stained sash for as little as 75 silver during a port surplus, or be charged up to 130 silver if elemental tensions are high.
    • Fences buy these vestments quickly with no questions asked, offering sellers 50 silver to 65 silver in physical coin, raw unrefined ore, or trade bar tokens to avoid paper trails with the World Bank.

Environmental Roleplay and Combat Applications of the Void-Drinker’s Yuigesa

  • Thunder-Wracked Mountain Ridges and Lightning Scree:
    • Defensive Roleplay:
      • When crossing exposed high-altitude cols during violent electrical storms, the avatar wraps the stole tightly across their chest, letting the tourmaline tassels brush the damp gravel beneath their stride.
      • Stray electrostatic arcs from the clouds strike the avatar directly, but instead of charring flesh or stopping the heart, the charge bleeds harmlessly into the woven iron filaments and grounds into the earth with a soft hiss and the smell of ozone.
      • If a lightning elemental or storm drake unleashes a focused arc of lightning, the avatar clutches the iron ring to trigger Siphon Influx, halving the concussive blast and locking the electrical potential into the sash’s darkening weave.
    • Offensive Roleplay:
      • With the stole crackling with stored lightning, the avatar advances through the driving rain toward the storm beasts, unaffected by ambient shocking terrain.
      • Closing within striking distance, the user thrusts an open palm forward for an Ascetic’s Release, venting the absorbed electrical fury in a blinding 15-foot spray of arcing bolts that scorches nearby flyers and grounds leaping predators.
      • Alternatively, the avatar invokes Metabolic Re-channel, using the absorbed voltage to supercharge their muscular reflexes for an explosive sprint across narrow crags, cutting off an enemy’s retreat before the thunderclap fades.
  • Volcanic Fissure Fields and Magma Chasms:
    • Defensive Roleplay:
      • Traversing shifting basalt crusts over bubbling lava channels, the avatar allows the sash to absorb radiant convective heat, preventing burns and heat stroke while companions in heavy metal armor suffer severe thermal fatigue.
      • When geysers of superheated steam or liquid sulfur erupt, the tourmaline weave drinks in the ambient thermal surge, dampening the concussive shock and keeping the avatar’s footing solid against the trembling stone.
      • Caught in the direct blast of an obsidian salamander’s magma breath, the avatar clasps the waist ring to siphon the fire damage, trapping the molten heat within the vestment while emerging unscathed through the black smoke.
    • Offensive Roleplay:
      • Bearing a charged sash that radiates a dull cherry-red glow, the avatar wades through the sulfur fumes directly toward the fire-wrought beasts.
      • The avatar expels the trapped thermal energy through Ascetic’s Release, sending a concentrated wave of roaring flame back at the creatures’ vulnerable sensory eyes and unarmored underbellies.
      • Against heat-immune foes, the user diverts the trapped fire inward via Metabolic Re-channel, accelerating their cellular healing to close jagged shrapnel wounds instantly while maneuvering into an advantageous flanking position.
  • Sub-Zero Glacial Crevasses and Permafrost Caverns:
    • Defensive Roleplay:
      • While navigating sheer blue-ice walls and howling blizzards where flash-freezing winds numb extremities, the stole continuously siphons the lethal kinetic pull of the biting cold, stabilizing the user’s core body temperature.
      • If a snow bridge collapses beneath the party’s weight, the avatar’s fall is softened by the kinetic-dissipating weave, which bleeds the impact shock into the tourmaline beads and prevents broken limbs upon landing.
      • When targeted by a frost giant’s glacial ray or a winter wolf’s freezing breath, the user siphons the cryokinetic energy into the stole, preventing deep-tissue hypothermia and frostbite.
    • Offensive Roleplay:
      • The vestment turns frost-white as it locks in the sub-zero chill, leaving the avatar calm and unhindered in the blinding drift.
      • The avatar unleashes Ascetic’s Release, discharging a freezing cone of razor-sharp rime and crystallized air into mountain raiders, shattering their brittle wooden shields and freezing their hands to their spear shafts.
      • Utilizing the kinetic grounding, the avatar drives heavy thrusts into frozen targets without rebounding or slipping on the ice-covered rock.
  • Underground Arcane Vaults and Unstable Ley-Rifts:
    • Defensive Roleplay:
      • Exploring subterranean ruins laced with unstable mana conduits, leaking wild-magic radiation, and arcane glyph traps, the avatar wears the yuigesa as a spiritual lightning rod.
      • When a glyph detonates with pure force or caustic eldritch acid, the avatar reacts by grasping the hip ring, capturing the volatile mystical burst within the stole’s woven Taoist hexagrams.
      • The abjuration lattice absorbs the kinetic shockwave, keeping the avatar firmly rooted to the stone floor and preventing them from being thrown against jagged stalactites.
    • Offensive Roleplay:
      • Turning an enemy’s arcane power against them, the avatar channels the trapped magical fallout directly back at the rival cultists or automated vault sentinels using Ascetic’s Release, detonating the stored arcane force right in the middle of their defensive wards.
      • If wounded by arcane traps, the avatar activates Metabolic Re-channel, cleansing necrotic taint from their bloodstream and converting raw force energy into clean physical vitality to press the delve forward.
  • High-Seas Tempests and Wave-Battered Coastal Cliffs:
    • Defensive Roleplay:
      • Working aboard the salt-slick deck of a vessel caught in a raging gale, the avatar relies on the yuigesa to bleed away the jarring kinetic force of crashing rogue waves.
      • The static-grounding properties shield the avatar from the stinging salt spray and static buildup common along high wooden masts and iron rigging.
      • When struck by the sonic concussive screech of a sea kraken or thunderous coastal cannon fire, the sash deadens the acoustic vibration, protecting the avatar’s ears from rupture and preventing disorientation.
    • Offensive Roleplay:
      • After absorbing the thunderous impact of a battering wave or a siege engine’s concussive air-blast, the avatar surges forward along the rolling gunwales with sudden speed.
      • The stored kinetic charge is funneled through Ascetic’s Release, blasting a concussive shockwave across the gangplank to sweep boarding corsairs off their feet and send them tumbling into the churning sea.
      • The avatar holds the boarding line with unwavering stability, anchoring their stance to the pitching timbers while enemies struggle to maintain their footing in the storm.

Perception of Activation:

  • Visual Perception:
    • User’s Perspective:
      • Grasping the iron ring causes the slate-gray cloth to instantly darken to an obsidian black as the woven meteoric iron threads trace glowing blue geometric hexagrams over the chest.
      • The six suspended pompoms flare with sharp, cold azure light, discharging tiny branching micro-sparks of static along the twisted cords.
      • Incoming elemental attacks—such as flame jets, lightning arcs, or frost gales—visibly bend inward toward the cloth, distorting around the avatar’s silhouette like water draining into a whirlpool.
      • The avatar’s vision acquires high-contrast clarity, highlighting ambient thermal currents and energy vectors as distinct, shimmering paths through the air.
    • Observer’s Perspective:
      • Observers see the user enveloped in an intense, localized vortex of brilliant cyan and cobalt light centered upon the diagonal stole.
      • The geometric hexagrams glow brightly against the darkened fabric, casting geometric shadows across the wearer’s neck and jaw.
      • Stray bolts of static and residual elemental wisps crackle harmlessly across the sash’s hem before grounding silently into the dirt beneath the user’s boots.
    • Positives:
      • The vibrant glow of the geometric runes clearly demonstrates that the defensive absorption matrix is fully operational.
      • The visible bending of energy trajectories allows the user to gauge the magnitude and direction of absorbed forces in real time.
    • Negatives:
      • The radiant blue luminescence makes concealment impossible in dark or shadowed environments.
      • The bright discharge can leave temporary after-images in the user’s eyes if activated in enclosed subterranean spaces.
  • Auditory Perception:
    • User’s Perspective:
      • A sharp, inward-rushing vacuum sound drowns out the immediate roar of incoming spells or breath weapons, resembling air collapsing into a hollow chamber.
      • As the energy is drawn into the iron filaments, a steady, low-frequency electrical drone resonates against the user’s ribs, harmonizing with their breathing.
      • The micro-sparks on the tourmaline tassels produce a persistent, crisp frying crackle like embers spitting in damp timber.
    • Observer’s Perspective:
      • Bystanders hear a sudden, muffled concussive pop as ambient energy is drawn inward, followed by a dry electric hum radiating from the sash.
      • The deafening roar of explosions or thunderclaps is drastically deadened, dropping to an eerie, subdued bass thrum within arm’s reach of the wearer.
    • Positives:
      • The dampening effect protects the user from deafening concussions caused by close-quarters detonations.
      • The steady pitch of the internal hum serves as an audible timer for how long the stored charge remains stable in the lattice.
    • Negatives:
      • The continuous static crackling and electrical whine make stealthy listening or quiet eavesdropping difficult while holding a charge.
      • Subtle spoken commands from nearby companions may be partially obscured by the localized acoustic dampening.
  • Olfactory Perception:
    • User’s Perspective:
      • The nostrils are filled with a crisp, stinging scent of sharp ozone, ionized mountain air, and heated iron wire.
      • A lingering trace of burned flax and ancient camphor wood smoke wafts upward from the heated hem of the vestment.
    • Observer’s Perspective:
      • Anyone standing near the user notices the clean, sharp smell of a lightning strike after a severe mountain thunderstorm.
      • Burning soot, brimstone, or foul chemical fumes in the surrounding area are thoroughly neutralized by the heavy rush of ionized air.
    • Positives:
      • The heavy ozone surge scours away choking smoke and foul, nauseating battlefield stenches.
    • Negatives:
      • The pungent scent of fresh electrical ionization is unmistakable to beasts and trackers who hunt by scent.
      • Prolonged inhalation of dense ozone can cause a minor tickle or dryness in the back of the throat.
  • Gustatory Perception:
    • User’s Perspective:
      • An unmistakable copper-and-zinc galvanic tang coats the surface of the tongue, accompanied by a faint, prickling numbness along the lips.
      • Swallowing produces a cool, mineralized sensation similar to drinking fresh water from a snow-fed mountain creek.
    • Observer’s Perspective:
      • Observers do not taste the activation, but notice the user involuntarily pressing their tongue to the roof of their mouth and gritting their teeth against the galvanic charge.
    • Positives:
      • The sharp metallic tang dispels mental fuzziness, grogginess, or hypnotic stupor instantly.
    • Negatives:
      • Leaves a persistent, dry metallic aftertaste that dulls the palate for several minutes afterward.
  • Tactile Perception:
    • User’s Perspective:
      • As the stole drinks in the energy, it does not burn; instead, a soothing, heavy pressure settles across the chest, feeling like a firm leaden embrace.
      • A cool, tingling current cascades down the spine and arms, raising body hair on end as excess charge bleeds into the ground.
      • The dull iron ring turns icy-cold to the touch, providing a stark tactile anchor point for the hand.
    • Observer’s Perspective:
      • The user’s clothing and loose hair float slightly on an invisible static cushion, drifting upward as if suspended underwater.
      • Touching the user during activation yields a light, harmless static jolt that tingles across the fingertips.
    • Positives:
      • Eliminates blistering heat from fire attacks and deep-tissue numbness from freezing cold, replacing trauma with manageable static tingling.
      • Firmly roots the wearer’s physical stance, absorbing kinetic recoil and preventing them from stumbling backward.
    • Negatives:
      • The sudden cold of the iron ring can cause minor finger stiffness in already freezing temperatures.
      • Static buildup causes lightweight garments to cling uncomfortably to the skin until grounded.
  • Extra-Sensory Perceptions:
    • Mind’s Eye Perception:
      • User’s Perspective: Looking inward through the Mind’s Eye reveals an energetic intake gauge; incoming destructive force is converted into clean numerical capacity values within a geometric hexagram lattice, displaying stored power percentages down to the single digit.
      • Observer’s Perspective: Observers viewing through their Mind’s Eye see the user’s status profile manifest a layered, abjuration shell, showing incoming elemental damage values halving and routing into an auxiliary energy pool.
      • Positives: Grants precise cognitive feedback regarding the exact amount of power stored, removing guesswork about whether a counter-release can be fired.
      • Negatives: The sudden influx of numerical kinetic readouts can momentarily distract the user during fast-moving melee skirmishes.
    • True Sight (Ultraviolet Spectrum):
      • User’s Perspective: In the ultraviolet spectrum, the avatar perceives the surrounding space warping into a deep indigo vortex centered on the chest, with chaotic, jagged mana spikes being smoothed into ordered, concentric bands of radiant violet light.
      • Observer’s Perspective: Viewers using True Sight see a magnificent, spinning mandala of violet and deep cobalt light unfurl from the iron ring, forming an impenetrable web of abjuration runes that catch and swallow raw magical currents.
      • Positives: Clearly maps out the exact perimeter of the siphon field, showing which allies are sheltered within the dampening shadow.
      • Negatives: The brilliance of the swirling ultraviolet mandala can briefly wash out faint, subtle optical illusions or hidden glyphs in the immediate area.
    • Soul Sense / Spiritual Attunement:
      • User’s Perspective: The soul experiences a profound state of unshakeable monastic emptiness (śūnyatā)—an absolute stillness wherein external violence is recognized as transient, harmless ripples across a vast, bottomless lake.
      • Observer’s Perspective: Sensitives nearby feel the user’s spiritual presence transform from an active biological consciousness into an impenetrable, silent void that absorbs ambient emotional volatility and chaotic spiritual intent.
      • Positives: Completely immunizes the user to existential dread, panic, and psychic shock while the spiritual void remains engaged.
      • Negatives: The detached, void-like state of consciousness temporarily reduces the user’s capacity for warm, empathetic interpersonal communication until the charge is discharged.

Crafting Recipe: Shugendo 842 of the Void-Drinker’s Yuigesa

Materials Needed:

  • Coarse Mountain Flax Fibers (2.0 pounds) – Unbleached, hand-spun fibers harvested from high-altitude slopes, cured for tensile strength.
  • Cold-Hammered Meteoric Iron Filament (24 feet) – Micro-drawn metallic wire extracted from high-purity sky-iron ore, conductive to kinetic and elemental energy.
  • Natural Volcanic Ash and Soot Pigment (0.5 pounds) – Finely sifted carbon soot collected from geothermal vents, mixed with mineral salts to dye the sash slate-gray.
  • Rough Black Tourmaline Nuggets (6 pieces, thumbnail-sized) – Untreated prismatic crystals with natural striations, suitable for faceting into terminal grounding beads.
  • Hand-Forged Bog Iron Ring (1 unit, 3-inch outer diameter) – Low-carbon iron hoop quenched in mountain mineral spring water to serve as the hip cinch.
  • Braided Hemp Cords (12 feet) – Stiff three-ply cords dyed black, used to anchor and suspend the six hanging pompoms (fusabusa).
  • Tier 1 Magic Crystals (2 units, coin-sized) – Extracted from elemental, kinetic, or storm-attuned Tier 1 creatures, utilized as sacrificial catalytic reagents to awaken the absorption lattice.
  • Pure Glacial Runoff Water (1 gallon) – Mineral-lean mountain water used to wash the fibers, set the soot dye, and bathe the tourmaline stones.
  • Refined Botanical Tree Sap (1 fluid ounce) – Clear, distilled resin used as an adhesive binder to secure the iron wire knots and stone bead caps.

Tools Required:

  • Traditional Upright Loom and Weaving Shuttles – For hand-weaving the coarse flax cloth and integrating the metal filaments into the warp and weft.
  • Jeweler’s Diamond Lap and Faceting Wheel – Hand-cranked or foot-treadle lapidary wheel to shape and drill the six tourmaline beads.
  • Hardened Steel Chisels and Gravers – Precision metal-cutting tools for incising the Taoist hexagrams and maker’s seal into the iron ring.
  • Small Charcoal Forge and Hand Bellows – For annealing, shaping, and quenching the iron hip ring and drawing out meteoric iron filaments.
  • Bone Needles and Thread Wax – Heavy-duty sewing implements for setting the inner lining, securing pompoms, and binding the borders.
  • Agate Mortar and Pestle – Non-porous stone bowl for grinding sacrificial magic crystals and mineral soot into microscopic dust.

Skill Requirements:

  • Textile Weaving / Tailoring: Level 6 or higher (Minimum level 5 required for base crafting, plus 1 additional level to match the Tier 1 item outcome).
  • Lapidary / Gem-Cutting: Level 3 or higher – For faceting, boring, and mounting the brittle black tourmaline beads without fracturing the crystalline planes.
  • Blacksmithing / Metal Inscription: Level 2 or higher – For forging the bog iron ring and cleanly incising the Shinto protective seals and the numerical mark “842.”
  • Alchemical Crafting: Level 1 or higher – For preparing the soot-and-ash mordant bath and pulverizing catalytic crystal reagents into an active dye slurry.

Crafting Steps:

  1. Preparation and dyeing of the flax weave:
    • Wash the raw flax fibers in glacial runoff water to strip natural oils and foreign particulate matter.
    • Boil the fibers in a vat containing the volcanic ash, soot pigment, and mineral salts for four hours until the flax takes on a uniform, weathered slate-gray tone.
    • Rinse thoroughly in cold spring water and allow the dyed strands to dry under mountain air away from direct sunlight.
  2. Weaving the conductive sash and energy lattice:
    • Set up the upright loom, stringing the dyed flax as the structural warp.
    • Interweave the continuous strands of cold-hammered meteoric iron filament through the weft, aligning the wires so they intersect diagonally across the upper chest section.
    • Form the woven cloth into a traditional diagonal stole pattern (approximately 6 feet in length and 8 inches in width), leaving reinforced cord loops along the front fold for tassel attachment.
    • Using bone needles and waxed thread, stitch the borders of the stole with a double-folded hem, sealing the interior iron conduits against the outside weather.
  3. Forging and engraving the suspension cinch ring:
    • Heat the bog iron in the charcoal forge until cherry-red, hammering it upon the anvil into a smooth, seamless three-inch ring.
    • Quench the ring in mineral spring water to temper the metal to medium hardness.
    • Use hardened steel gravers to cleanly cut the numerical mark “842” alongside traditional Taoist hexagram seals around the outer face of the collar.
    • Polish the ring with fine emery powder, leaving a dull, non-reflective gunmetal-gray finish.
  4. Cutting, drilling, and assembling the tourmaline pompoms:
    • Mount each raw black tourmaline nugget onto the faceting wheel, cutting them into multi-faceted spherical terminal beads.
    • Bore a micro-hole through the vertical axis of each bead using a diamond-tipped drill lubricated with glacial water.
    • Cut the braided hemp cords into six equal lengths, tying traditional decorative pompom clusters (fusabusa) around the tips.
    • Thread the faceted tourmaline beads onto the terminal ends of the cords, securing them with a droplet of refined botanical tree sap and tight overhand knots.
    • Stitch the upper ends of the six cords securely into the reinforced chest folds of the stole, ensuring each cord makes direct physical contact with an underlying meteoric iron conduit.
  5. Assembly and mechanical fitting:
    • Pass the lower ends of the slate-gray stole through the engraved iron ring, securing the fold with a traditional pilgrim knot so the ring hangs comfortably at the left hip.
    • Inspect all six tourmaline tassels to confirm they hang unhindered and can brush against conductive surfaces or the ground when the wearer kneels.
  6. Sacrificial crystal awakening and kinetic attunement:
    • Pulverize one coin-sized Tier 1 magic crystal in the agate mortar, dusting the fine luminous powder along the inner iron seams of the chest weave.
    • Place the second, intact Tier 1 magic crystal directly against the engraved iron ring while setting the assembled yuigesa upon a clean cedar board.
    • The crafter kneels in quiet zazen meditation, resting both palms flat over the center of the chest fold for one full exploration turn (10 minutes).
    • Through steady, measured breathing, the crafter visualizes an empty void that accepts and dissolves external force without resisting; during this communion, the intact crystal dissolves into pale azure light, settling permanently into the iron lattice and tourmaline beads.
    • Test the completed vestment by striking a flint near the cloth; verify that the tourmaline tassels emit a micro-fine static crackle, the fabric darkens momentarily toward obsidian, and stray sparks are instantly drawn into the weave and grounded.

Gray Shoulder-Cloth That Drinks Sky-Fire 842

In the time when the moon was still walking very close to the mud-huts, so close that an old woman could hit its white chin with a crooked throwing-stick, there was great noise in the cloud-regions. The world was not yet dry, and the big snakes of fire that live inside the black smoke were continually leaping down from the sky to bite the heads of the people. When a man went out to dig for bitter roots with his curved pig-rib, a yellow sky-tooth would come down without barking, and where the man had stood there would remain only two burnt sandals and a smell like roasted grease.

The people of the low valleys had great terror in their marrow. They put big pots of wet clay upon their skulls, but when the fire-snake touched the clay, the pots burst into ten pieces and the grease inside their brains boiled like mutton-stew. They ran into the dark holes of the badgers, but the fire-snakes ran down the roots of the trees and bit them in the dark water.

There lived upon the high bald stone of the cloud-reach an ascetic man whose name in the scratched bark-rolls was called The Man Who Does Not Close His Ribs. He had no wife, no spotted goats, and no bronze pot to boil fish. His coat was not made of wolf-fur, but was woven of the coarse grass that grows where the ice melts into the gray gravel. For forty winters and two he had sat upon a square rock, keeping his knees pulled up to his chin, breathing only three times while the sun walked from the pine-tree to the cedar-tree.

He saw that the people in the mud-huts were crying out to the seven star-dogs, begging them to eat the lightning so that their thatch would not burn. The hermit spoke to his own knees: “The people are foolish like sheep that run against a stone wall. When a stone falls from the cliff, the sheep tries to push the stone with its soft forehead, and its head becomes flat like a pancake. The fire that falls from the sky cannot be bitten by an iron knife, and it cannot be turned away by a shield of bull-hide. It must be invited into the belly of the house like a cold traveler, and given an empty room to sleep in until its madness has turned into clear grease.”

Therefore, he took the rough flax-reeds that grow beside the frozen pond. He did not wash them in the grease of dead hogs, but he took the black soot that falls from the mouth of the fire-hole where the mountain spits red sand. He boiled the grass in the black soup until it was gray and cold like the skin of a dead toad. Then, with a spindle carved from an owl’s leg-bone, he spun the thread.

Now it is written in the clumsy marks of the tablet that he climbed into the deep ditch where a piece of the sky had fallen down in the first winter. The sky-piece was a heavy stone of dark iron that had no rust upon its face. He took a heavy hammer of river-granite and beat the sky-iron for six moons until he drew out a long wire, as thin as the hair that grows upon the belly of a young spider. This wire he threw back and forth through the gray grass-thread upon his loom, weaving six four-sided shapes, such as the grandmothers draw in the dirt when they wish the frost not to kill the melon-vines.

At the end of the gray band he hung an iron ring that had been quenched in the cold water of the goat-spring, and into the ring he cut eight scratches, four scratches, and two scratches, which was the tally of the breaths he took while the sky-iron was red upon his stone. From the chest of the cloth he hung six tufts of twisted hair, and at the bottom of each tuft he tied a black stone of the thunder-gravel, which is the stone that pulls the hair when rubbed upon a dry fox-skin.

When the sash was made, he put it across his left shoulder, so that the six black stones hung down over his navel and the iron ring rested upon his hip-bone.

Then the great red storm that had nine bellies came over the mountain-ridge. The sky became dark like the bottom of an old tar-kettle, and the wind began to pull the pine-trees out of the dirt by their yellow roots. Out of the thick black belly of the cloud came the King of the Fire-Lizards, which was an ancient sky-beast made entirely of white-hot lightning, having claws of blue flame and a mouth that opened like a burning furnace three miles across.

The sky-beast looked down upon the bald rock and saw the old man standing with his feet bare upon the frost. The beast made a noise that shook the stones inside the mountain, thinking to turn the hermit into a little heap of gray cinder such as an old beggar leaves behind a ditch. It gathered all the yellow fire of the seven valleys into its breast, and it threw itself down from the cloud-height like a falling star, striking the old man directly upon the crown of his skull.

The men in the mud-huts who were looking up from the valley covered their eyes and wept, saying: “Lo, the grandfather who sat upon the high rock is eaten up. His ash is blown into the great salt lake, and we have no one to speak to the wind.”

Yet it was not so upon the high bald stone. When the white lightning-fang struck the hermit’s head, it did not cook his skin, for the gray cloth of flax and sky-iron drew the tooth down from his skull like water flowing into an empty ditch. The slate-gray sash became black like the stone of the deep mines, and the six four-sided shapes upon his breast began to shine with an azure light that was brighter than the midday sun. The six black stones that hung over his belly spun around and around on their cords, throwing out a shower of small blue sparks that made a frying noise like dried peas in hot oil.

The fire went into the meteoric iron wires and did not go into the heart of the man. The old hermit felt his ribs become heavy and cold, as if he were wearing an iron coat that had been brought out of a snow-drift. The breath in his nostrils smelled of the clean stone that has been washed by rain, and the skin of his belly did not have a single blister.

The King of the Fire-Lizards was very astonished, for its belly was now empty of thunder, and its claws were thin and pale like tallow-candles. It lay upon the gravel of the peak, panting with a small whistling sound like a dying bird.

The hermit looked upon the beast and said: “You have given to me the burning broth of the clouds, but you did not know that my house was empty. When a jar is full of oil, a spark will break the jar, but when the jar is empty, you may drop three burning coals into its belly and the jar will only become pleasantly warm for the hands of an old traveler.”

Then the old hermit took the thumb of his right hand and hooked it into the iron ring that hung at his hip. He took a great breath of the cold mountain air, and he struck his right palm forward toward the sky-beast.

The cloth upon his chest gave back that which it had drunk. From the center of the six blue shapes there came an outward roar like five hundred brass horns blown in a cavern. The captured lightning rushed out of the palm of his hand, not as a ragged serpent of blind fury, but in a wide, straight road of clean blue fire that caught the King of the Fire-Lizards by its pale wings. The beast was lifted off the bald rock and thrown back into the middle of the sky-hole, where its burning bones broke into a thousand falling stars that dropped harmlessly into the water of the ocean.

Then the gray cloth lost its bright blue markings and became once again dull like the dust of the road, and the black tourmaline stones hung straight and quiet upon their hemp strings. The hermit sat down upon his rock, took his two knees between his dry hands, and began once more to count the walking of the sun.

When the people of the mud-huts came climbing up the steep scree with baskets of yellow plums and bundles of cured deer-skins to worship him as a god who holds the thunder in his teeth, the hermit picked up his crooked willow-stick and drove them down the path, crying: “Go back to your turnips and your swine-pens! I am no god of the clouds, but only a tailor who has learned how to sew an open doorway into an old grass rag. If you build your walls thick like iron, the storm will break them into dust, but if you learn to become empty like the valley, the wind will blow over you and never find a handle to take hold of.”

He would let no king touch the iron ring, nor would he sell the weave for twenty carts of dried copper, for he said that a garment which drinks the fury of the world must belong only to one whose own heart has ceased to manufacture anger.

Moral of the Story: He who sets up a hard shield against the tempest will see his bronze shattered and his pride cast into the ditch, but he who empties his own vessel and becomes as an open channel shall receive the fiercest wrath of heaven without harm, turning the destructive fire of the heavens into the tranquil power of his own returning hand.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Surplice of the Void Conduit

  • Description: A weathered sash of slate-gray mountain flax worn diagonally across the torso. Cold-hammered meteoric iron filaments run through the inner lining, while six black tourmaline tassels dangle over the chest. An iron ring marked with an archaic numerical seal secures the hip cinch. The fabric passively dissipates kinetic and electrical shock, channeling destructive energies safely into the ground or re-directing them through the wearer’s physical vessel.
  • Item Classification: Arcane Ward / Taoist Vestment
  • Weight: 1.0 lb
  • Sanity Loss: None to wear or attune. Witnessing the sudden siphon of raw elemental energy or venting of stored lightning causes 0/1 Sanity loss to sensitive onlookers.

Game Mechanics:

  • Static Grounding (Passive): The wearer is insulated against ambient electrical and kinetic trauma. Gain a bonus die (+1D) on CON rolls to resist the paralyzing or stunning effects of lightning, electric shocks, and extreme concussive force.
  • Kinetic Dissipation (Passive): Subtract 2 points of damage from any non-magical falling damage and reduce damage taken from ambient freezing cold or scorching heat environments by 2 points.
  • Siphon Influx (Reaction): When struck by an attack or spell that deals elemental (fire, cold, electricity) or pure concussive/force damage, the wearer may spend 2 Magic Points and an immediate reaction to clutch the iron ring. Halve the incoming damage. The surplus energy is stored within the vestment for up to 10 combat rounds (1 minute) as a volatile charge. Only 1 charge can be held at any time.
  • Ascetic’s Release (Active): As an attack action, while holding a stored charge from Siphon Influx, the user may thrust an open palm toward an opponent within 15 feet. Roll Fighting (Brawl) or Throw. On a success, the stored charge vents into the target, dealing 2D6 damage matching the type originally absorbed. This empties the sash’s stored charge.
  • Vital Re-channel (Active): While holding a stored charge, the user may spend an action and 1 Magic Point to re-channel the energy into their own physical meridians, converting the raw energy into physiological recovery to immediately heal 1D6+1 Hit Points.

Blades in the Dark

The Void-Drinker’s Yuigesa

  • Classification: Arcane Implement / Elemental Siphon
  • Load: 1 Load (Worn diagonally across the chest)
  • Quality: Tier I fine item

Item Features:

  • Fine Craftsmanship: Woven from ash-treated flax lined with sky-iron wire, decorated with tourmaline beads and an incised iron ring cinch.
  • Grounding Lattice: The stole passively bleeds away stray static charges, falls, and ambient elemental heat or cold, keeping the scoundrel anchored.

Game Mechanics:

  • Grounded Stance (Passive): You cannot be involuntarily moved, knocked down, or swept off your feet by explosions, concussive pressure waves, or sudden electrical arcs.
  • Siphon Influx (Special Armor): You may mark this item as your Armor tick against harm caused by electricity, fire, cold, or concussive force. When you do so, reduce the incoming Harm level by 1, and the stole retains a charge of raw energy until the end of the current score or scene.
  • Ascetic’s Release (Active): While the vestment holds a charge, you may spend 1 Stress to vent the trapped energy in a sudden, explosive burst. You gain Potency on an immediate Skirmish, Wreck, or Prowl action against targets in close quarters, inflicting violent shock or elemental destruction. Expending this discharge clears the stored charge.
  • Inner Conduit (Active): While holding a charge, spend 1 Stress to channel the captured energy inward to purge physical shock, immediately removing a level 1 physical harm penalty for the duration of the scene.

Dungeons & Dragons (5th Edition)

Void-Drinker’s Yuigesa

  • Wondrous Item, common (requires attunement)
  • Item Category: Worn (chest/torso)
  • Weight: 1 lb

Item Properties:

  • Static Grounding: You have advantage on saving throws against being paralyzed or stunned by lightning damage or concussive thunder effects.
  • Impact & Thermal Dissipation: You reduce non-magical falling damage by 2, and you have resistance to ambient environmental damage caused by extreme cold and extreme heat.
  • Firm Footing: When an effect would push you or knock you prone using physical impact or elemental force, you have advantage on the saving throw or ability check to resist it.

Active Properties:

  • Siphon Influx: When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to grip the iron ring cinch. You gain resistance to the triggering damage type against that single attack or effect. The vestment absorbs this energy, holding 1 charge of that damage type for up to 1 minute. The vestment can hold only 1 charge at a time. Once used, this reaction cannot be used again until you finish a short or long rest.
  • Ascetic’s Release: As an action while the vestment holds a charge from Siphon Influx, you can extend your hand to release the stored energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 2d6 damage of the stored energy type on a failed save, or half as much damage on a successful one. This expends the charge.
  • Metabolic Re-channel: As a bonus action while the vestment holds a charge from Siphon Influx, you can convert the energy inward. You regain 1d6 + 2 hit points, and your walking speed increases by 10 feet until the end of your turn. This expends the charge.

Knave (Second Edition)

Ascetic’s Storm-Siphon Surplice

  • Item Slots: 1 Slot (Worn over armor/clothing across chest)
  • Item Quality: 3/3 Durability
  • Hands Required: 0 Hands when worn; 1 Hand to grasp the iron cinch ring for activation
  • Base Value: 120 copper coins

Item Mechanics:

  • Impact Grounding (Passive): When calculating falling damage, treat all falls as being 10 feet shorter than they actually are. In addition, you have a +2 bonus to Constitution saving throws to resist environmental exposure from extreme blizzard cold or desert heat.
  • Balance Anchor (Passive): You gain a +2 bonus to Strength saving throws made to avoid being knocked down, bowled over, or thrown by explosions and concussive shockwaves.
  • Siphon Influx: Once per day, when you suffer damage from an elemental attack (such as fire, cold, or lightning) or a magical force blast, you can use your reaction to clutch the hip ring. Halve the incoming damage. The surplice stores this energy for up to 10 exploration rounds (or 1 combat encounter).
  • Ascetic’s Blast: While holding a stored charge, you may spend your action to blast the energy outward in a wide sweep. Target up to two adjacent creatures; each takes 2d6 damage matching the stored element. If this attack deals 8 or more damage, make an Item Save (d20, target 11+); on a failure, the stole suffers 1 point of Quality damage from the intense strain.
  • Internal Channel: Instead of blasting the stored charge outward, you may spend an action to absorb it, immediately regaining 1d6 Hit Points. This expends the charge safely without checking for Quality loss.

Fate Core

Ascetic’s Stole of the Open Void

  • Aspect: Sky-Iron and Tourmaline Yuigesa
  • Aspect: Empty Vessel of the Yamabushi
  • Aspect: Cinch Ring of Grounded Force

Stunts:

  • Kinetic and Environmental Grounding: Because you wear the attuned sash of the mountain ascetics, you gain a +2 bonus to Physique when defending against, overcoming, or resisting environmental extremes (such as freezing blizzards, volcanic heat, or thin air), falling damage, and forced movement or being knocked down by physical impacts.
  • Siphon Influx: Once per scene, when you are hit by an elemental (fire, cold, lightning) or magical force attack, you may spend a Fate Point to invoke the stole’s abjuration weave as an immediate defense reaction using Physique. If you succeed, reduce the incoming shift value by 2 and place the situational aspect Stored Elemental Charge with one free invoke on yourself.
  • Ascetic’s Expulsion: While you have the Stored Elemental Charge aspect, you may invoke it to make an explosive counter-attack using Shoot or Fight against a target within your zone or an adjacent zone. This attack hits with a +2 bonus and inflicts stress matching the absorbed element. Invoking this clears the Stored Elemental Charge aspect.
  • Void Absorption: Alternatively, while holding Stored Elemental Charge, you may spend an action to channel the energy inward, clearing the aspect to remove a mild physical consequence or clear 2 physical stress boxes.

Cypher System / Numenera (Discovery & Destiny)

Void-Drinker’s Yuigesa

  • Level: 2
  • Form: A coarse slate-gray flax sash woven with fine meteoric iron wires, weighted by six black tourmaline tassels and cinched by an inscribed iron ring.
  • Kind: Artifact (Depletion: 1 in 1d20, checked when triggering Siphon Influx, Ascetic’s Release, or Metabolic Re-channel)

Game Mechanics:

  • Static and Kinetic Dissipation (Passive): While worn over the torso, the stole continuously grounds stray energy. Tasks to resist being knocked down, shoved, or stunned by shockwaves or lightning are eased by one step. The wearer reduces damage taken from falling and ambient extreme heat or cold by 2 points.
  • Siphon Influx (Action / Reaction): When the wearer is struck by an elemental (fire, cold, electricity) or pure force attack, they can grasp the iron ring as an immediate interrupt. The Might defense roll against the attack is eased by two steps, and incoming damage is halved. The stole absorbs and holds 1 charge of that energy type for up to 10 minutes. Roll for Depletion.
  • Ascetic’s Release (Action): While the stole holds an energy charge, the user may direct their palm outward to release the power in a 15-foot cone. All targets in the area take 4 points of damage of the stored elemental type (halved on a successful Speed defense roll). This expends the stored charge. Roll for Depletion.
  • Metabolic Re-channel (Action): While holding an energy charge, the user may turn the power inward into their biological meridians. This expends the charge to restore 3 points to their Might Pool or Speed Pool and grants an immediate +10 feet to movement for 1 round. Roll for Depletion.

Pathfinder (Second Edition)

Void-Drinker’s Yuigesa – Item 2

  • Traits: Uncommon, Abjuration, Evocation, Invested, Magical
  • Price: 35 gp
  • Usage: worn garment (chest/torso); Bulk: L

Description:

  • This monastic stole is woven from ash-dyed flax interlaced with fine filaments of cold-hammered meteoric iron. Six cords tipped with faceted black tourmaline tassels hang across the front, and the fabric cinches at the left hip with an engraved bog-iron ring bearing Shinto seals.

Passives:

  • Dissipating Weave: While invested, you gain a +1 item bonus to Reflex saving throws and Fortitude saving throws against effects that deal electricity damage, cold damage, or fire damage, and against effects that would knock you prone or push you.
  • Fall Dissipation: You reduce any falling damage you take by an amount equal to 2 plus your level.

Activate:

  • Siphon Influx (Reaction – Manipulate): Trigger: You take acid, cold, electricity, fire, or force damage. Frequency: Once per day. Effect: You grip the iron hip ring to draw the incoming energy into the sash. You gain resistance equal to 5 against the triggering damage instance. The yuigesa absorbs this energy and stores it as a charge matching the absorbed damage type for up to 1 minute (maximum 1 charge stored at a time).
  • Ascetic’s Release (Two Actions – Concentrate, Manipulate): Frequency: Usable only while storing an energy charge. Effect: You strike forward with an open palm, expending the stored charge to unleash a 15-foot cone of raw elemental fury. Creatures in the area take 2d6 damage of the stored energy type (basic Reflex save against your class DC or spell DC).
  • Metabolic Re-channel (Single Action – Concentrate, Manipulate): Frequency: Usable only while storing an energy charge. Effect: You direct the captured charge inward into your meridians. You regain 1d6 + 2 Hit Points and gain a +10-foot status bonus to your land Speed until the end of your current turn.

Savage Worlds (Adventure Edition)

Void-Drinker’s Yuigesa

  • Type: Minor Arcane / Bio-Kinetic Relic
  • Weight: 1.0 lb
  • Cost: $250 (esteemed by mountain hermits, wandering ascetics, and storm pathfinders)

Special Abilities:

  • Grounded Mass: The stole bleeds stray kinetic and shock energy directly into the earth. The wearer receives a +1 bonus on Vigor rolls to resist environmental heat, cold, and electrical hazards, as well as a +1 bonus to resist being knocked Prone or pushed back by physical or concussive impacts.
  • Impact Softening: The wearer treats all falls as being 2 yards (1 inch) shorter when calculating falling damage.
  • Siphon Influx: Once per encounter, when the character takes damage from an elemental attack (fire, ice/cold, electricity) or a concussive/force blast, they may take an instant Free Action to grasp the iron cinch ring. The incoming damage of that attack is reduced by 4 points (or -1 wound if dealing direct wounds). The sash absorbs the energy, retaining 1 charge for up to 3 rounds.
  • Ascetic’s Blast: While holding a stored charge, the user may spend an Action to vent the trapped energy in a Cone Template originating from their hand. Everyone within the cone must make an Agility roll at -2 or suffer 2d6 damage of the absorbed energy type. This empties the stole’s stored charge.
  • Internal Re-channel: While holding a stored charge, the user may spend an Action to vent the energy into their body, immediately soaking 1 level of Fatigue or removing the Shaken condition without making a Spirit roll. This expends the charge.

Shadowrun (Sixth World Edition)

Yamabushi Void-Drinker’s Stole (Force 2 Qi / Spellcasting Focus)

  • Item Classification: Enchanted Qi Focus / Abjuration Fetish
  • Force: 2
  • Karma Cost to Bind: 6 Karma
  • Availability: 4 (L)
  • Cost: 9,000 Nuyen
  • Form: A coarse sash of ash-dyed flax worn diagonally across the chest, interwoven with micro-drawn meteoric iron filaments and decorated with six tourmaline tassels. A cold-forged bog iron cinch ring marked with traditional warding glyphs and the seal 842 secures the hip wrap.

Game Mechanics:

  • Grounding Lattice (Passive): The woven tourmaline and iron threads continuously bleed ambient electrostatic and kinetic force into the earth. The bonded bearer gains a +1 dice pool bonus on Body Tests to resist falling damage, environmental cold/heat exposure, and electrical damage. In addition, the bearer gains +1 to Defense Rating against attacks that deal Electricity damage.
  • Impact Stability (Passive): When an attack or effect would forcibly knock down the character, add +2 dice to the Athletics or Body test to remain standing.
  • Siphon Influx (Reaction): When struck by an attack or spell that deals elemental damage (Fire, Cold, Electricity, Acid) or raw physical blast/force damage, the user spends an Immediate Action (or interrupts with 5 Initiative Score) to clutch the iron cinch ring. The incoming damage value is halved before applying damage soak. The sash traps this elemental essence as an internal charge for up to 3 Combat Turns (maximum 1 charge stored at a time).
  • Ascetic’s Release (Active): As a Major Action while holding an elemental charge, the bearer can extend their palm to unleash the stored energy in a short-range cone attack. Treat this as an Exotic Ranged Weapon attack (using Agility + Athletics or Sorcery) dealing 4P elemental damage (matching the absorbed type) with an AP of -2 out to Near range. This expends the stored charge.
  • Vital Re-channel (Active): As a Minor Action while holding an elemental charge, the user may direct the captured power inward to heal physical shock, immediately removing 1 box of Stun damage and clearing the Off-Balance status.

Starfinder (Second Edition)

Void-Drinker’s Yuigesa – Item 2

  • Traits: Tech, Magical, Abjuration, Evocation
  • Price: 80 credits
  • Bulk: Light
  • Hands: 0 (worn diagonally across chest/torso)
  • Form: A slate-gray ritual stole woven from natural plant fibers and fine sky-iron wire, decorated with six faceted black tourmaline pendants and cinched at the hip by an inscribed iron loop.

Game Mechanics:

  • Static and Impact Dissipation (Passive): While worn over clothing or light armor, the sash passively absorbs kinetic shock and stray current. You gain a +1 item bonus to Reflex saving throws against electricity and sonic effects, and you treat all falls as being 10 feet shorter when determining falling damage.
  • Sturdy Stance (Passive): You gain a +1 item bonus to your Fortitude and Reflex DC against being Shoved or Tripped.
  • Siphon Influx (Reaction – Manipulate): Trigger: You take acid, cold, electricity, fire, or sonic damage. Frequency: Once per day. Effect: You grip the iron hip ring to channel the incoming energy into the fabric. You gain resistance 5 against the triggering damage instance. The sash retains this energy as a charge for up to 1 minute (maximum 1 charge).
  • Ascetic’s Expulsion (Two Actions – Concentrate, Manipulate): Frequency: Usable only while holding a stored charge. Effect: You cast forward a wave of discharged power in a 15-foot cone. Each creature in the area takes 2d6 damage of the absorbed energy type (basic Reflex save against your class DC or spell DC). Expending this blast empties the stole.
  • Metabolic Transfer (Single Action – Concentrate, Manipulate): Frequency: Usable only while holding a stored charge. Effect: You route the captured charge into your own biometrics. You gain 4 temporary Hit Points that last for 10 minutes, and your land Speed increases by 10 feet until the end of your current turn.

Traveller (Mongoose 2nd Edition)

Kinetic-Dissipative Void Stole

  • Tech Level: TL 4 (Primitive Bio-Harmonic / Electrostatic Siphon Lattice)
  • Weight: 0.5 kg
  • Cost: Cr 500 (commissioned by planetary scouts, mountain ascetics, and surface hazard explorers)
  • Description: A traditional monastic over-shoulder sash woven from coarse natural fibers and fine meteoric iron filaments. Six tourmaline counter-beads terminate at the chest cords, and an engraved low-carbon iron ring secures the waistband. The stole acts as an electrostatic ground and kinetic deadener.

Game Mechanics:

  • Electrostatic & Impact Bleed: While worn over body suits or light cloth armor, the stole absorbs ambient kinetic and electrical energy. The wearer gains DM+1 to all END checks made to resist exposure to blizzards, desert heat, and electric shock traps. Furthermore, reduce all damage from falls or concussive blunt impact by 2 points.
  • Kinetic Anchor: The wearer gains DM+1 on STR or DEX checks made to maintain balance when struck by shockwaves, explosions, or high-gravity turbulence.
  • Energy Siphon: Once per day, when subjected to an attack dealing energy damage (laser, plasma, flame, or electric discharge) or blast concussion, the wearer may spend a reaction to clutch the hip ring. Halve the incoming damage before applying armor. The stole stores this charge for up to 3 rounds of combat.
  • Kinetic Discharge: While the stole holds an energy charge, the user may spend a significant action to vent the stored energy forward via an open palm. Treat this as a Melee (Unarmed) attack against an adjacent target (or within 3 meters); on a hit, it inflicts 2D damage matching the absorbed energy profile.
  • Internal Grounding: Alternatively, while holding a charge, the user may spend a minor action to ground the energy internally, immediately removing 1 point of temporary physical characteristic damage caused by fatigue or stun.

Warhammer Fantasy Roleplay (Fourth Edition)

Yuigesa of the Ascetic Void

  • Item Category: Magical Artefact / Trappings
  • Availability: Exotic (woven by Cathayan mountain mystics and wandering yamabushi)
  • Encumbrance: 1
  • Location: Chest / Shoulder
  • Cost: 6 GC (or presented to initiates who have endured three days beneath a freezing cataract)

Item Properties:

  • Lightning and Shock Grounding: The woven sky-iron wire and tourmaline pendants ground electrical arcs and violent concussions. The wearer gains a +10% bonus to Endurance Tests to resist cold, heat exposure, and electrical damage, and treats all falls as being 2 yards shorter when calculating falling damage.
  • Unyielding Center: The wearer gains a +10% bonus to Athletics Tests made to resist gaining the Prone Condition from physical blasts, shockwaves, or charging opponents.
  • Siphon Influx: Once per encounter, when the character suffers damage from an elemental attack (Magic Missiles, Fire, Cold, Lightning) or an explosive concussive blast, they may take an instant Free Action to grasp the iron cinch ring. The character gains the benefit of Ward (9+) against the triggering damage instance, and the stole retains a charge of that energy type for up to 3 Rounds.
  • Ascetic’s Wrath: While holding a stored charge, the character may spend an Action to vent the trapped power outward. The character unleashes a cone template extending 4 yards from their hand; all targets within the template suffer a hit with a Damage equal to +4 plus the absorbed element’s profile, resisted with an Agility or Dodge Test. This clears the sash’s stored charge.
  • Harmonious Absorption: Instead of releasing the energy outward, the character may spend an Action while holding a charge to draw the power inward, immediately removing 1 Fatigued Condition or healing 1d10 Wounds up to their maximum Wounds.