Lore
The Resonant Malady is a mantle forged from the silk of worms that fed on the weeping willow trees surrounding the Kelemus dead-zones. It was designed for those who carry the “Affliction” of the multiverse—souls whose very presence disrupts the harmony of Saṃsāra’s magic. Rather than containing this internal rot, the mantle’s copper circuits are calibrated to channel the wearer’s suffering outward, turning their personal “cage” of pain into a tool for dismantling the physical and magical cages of the world. It is a common sight among the “Broken” who have realized that their scars are the keys to liberation.
Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Shoulder Slot
- Armor Check (AC): 2
- Item Health Points (HP): 32
- Weight: 2 lbs
- Attunement: Simple (requires 1 minute)
Skills Gained While Openly Worn
- Sufferer’s Insight: The avatar gains 1 point of temporary training in Medicine to diagnose magical “illnesses” or structural rot in restraints.
- Grim Determination: The avatar gains 1 point of temporary training in Intimidation while their Affliction is visibly pulsing through the mantle.
Passive Magic
- Aura of the Spectator: While the avatar remains stationary and non-aggressive, feral beasts must succeed on a difficult perception check to notice the wearer as anything other than a part of the decaying landscape.
- Sympathetic Rot: The mantle vibrates when near magical illusions or “gilded” deceptions, granting the wearer a subconscious understanding of the cage’s true nature.
- Weight of the Soul: The Affliction within the mantle subtly warps gravity, making the avatar’s backpack feel as though it has been lightened by the weight of two river-stones.
Active Magic
- Gilded Glance (Normal Chant): The wearer speaks a flourish of praise for the “beauty” of a restraint’s decay, granting them advantage on the next check made to physically or magically break that lock.
- Breath of the Open Sky (Silent Chant): The wearer releases a sudden burst of repressed Affliction-energy, increasing their movement speed by 10 feet for 6 seconds as they “run” from their own internal cage.
- Mirror of True Self (Ritual Chant): By chanting for 6 seconds, the wearer forces the mantle to glow with a dark ultraviolet light, dispelling illusions and revealing the true form of characters or objects within 10 feet for a duration of six heart-beats.
Tags
Possessed, Isekai, Steampunk, Magic-Circuit, Tier 1, Common, Shoulder Slot, Affliction, Liberation, Mind’s Eye, Saṃsāra, Resonance, Malady, Decay, Unbound, Silhouette, Catalyst, Entropy, Fragment, Penance, Threshold, Vocation
Acquisition and Commerce of the Uncaged 319 of the Resonant Malady
The Uncaged 319 of the Resonant Malady can be acquired through several means common to the tier system of Saṃsāra, including loot from fallen avatars, specialized questing, or direct trade.
Methods of Acquisition
- Combat Recovery: When a Tier 1 possessed avatar wearing this mantle dies, they vaporize into sparks, leaving behind the item and a crystal.
- Quest Rewards: Given its association with “Affliction” and the dead-zones of Kelemus, governments or temples of Kelemvor might grant this item to those tasked with investigating magical rot or structural decay in ruins.
- Initial Possession: A soul arriving from the multiverse might find themselves inhabiting an avatar that already possesses this gear, inheriting it along with the host’s memories.
Commercial Venues and Market Values
In Saṃsāra, the economy is a “sellers’ market” where prices vary based on regional access and availability, and buyers must beware of the condition of the goods.
- Pauper’s Market and Shanty-Stalls: These informal markets are often found in the lower districts of megacities or on the outskirts of smaller island towns.
- Estimated Purchase Price: 45 to 70 Silver coins.
- Estimated Resale Value: 18 to 28 Silver coins.
- Occultist Apothecaries: Located in major state cities, these shops specialize in items that interact with the Mind’s Eye and magical maladies.
- Estimated Purchase Price: 10 to 15 Electrum coins.
- Estimated Resale Value: 5 to 7 Electrum coins.
- Frontier Trading Posts: Found on uncharted islands or in remote jungle ruins where high-magic gear is scarce.
- Estimated Purchase Price: 800 to 1,100 Copper coins.
- Estimated Resale Value: 3 to 5 Silver coins.
Trade Considerations
- Banking and Fees: Traders often utilize World Bank accounts to avoid the physical weight of coins, typically incurring a 1% transaction fee.
- Taxation: A 3% sales tax is generally applied to transactions within established towns and central cities.
- Repairs: Items that are considered “broken” (having Health Points at or below 50%) cannot be sold until they are repaired at a local workshop.
Tactical Roleplay of the Uncaged 319 in Diverse Environments
The Uncaged 319 of the Resonant Malady functions differently based on the environmental safety rating of the location, dictating how the avatar roleplays their defensive and offensive capabilities.
Roleplay of Defense in Designated Safe Areas
- In guarded rooms or monarchical strongholds, the Armor Check (AC) of the mantle is tripled.
- An avatar roleplays this by displaying a somber, unshakeable calm, standing as an immovable sentinel of “Affliction” while utilizing “Sympathetic Rot” to observe the room’s magical integrity.
- The character narrates a sense of absolute security, as the mantle’s passive resonance harmonizes with the area’s established protections.
Roleplay of Defense in Somewhat Safe Areas
- Within large cities or established towns, the AC of the mantle is doubled.
- An avatar might roleplay this by moving through crowds with “Grim Determination,” their presence causing a subtle, unsettling ripple in the local magical flow that discourages interference.
- The wearer narratively describes the silk of the mantle darkening and the copper circuits humming with a low-frequency vibration as a defensive response to the proximity of others.
Roleplay of Defense in Normal Areas
- In the general wilderness, backwoods, or jungles, the AC remains at its base value of 2.
- Roleplay focuses on the “Aura of the Spectator,” with the character describing how they remain perfectly still and silent, fading into the visual “rot” of the environment to avoid detection by feral beasts.
- The avatar roleplays the “Weight of the Soul” passive, narrating how they navigate difficult terrain with a strange, gravity-defying lightness despite their heavy internal burden.
Roleplay of Defense in Unsafe and Deathly Areas
- In unsafe areas, the AC is halved; in deathly areas, AC is removed entirely, and all enemy attacks hit automatically.
- Roleplay becomes frantic and visceral, focusing on the “Breath of the Open Sky” silent chant to narratively explain a desperate, high-speed dash away from an overwhelming threat.
- The avatar may roleplay the mantle’s circuits flickering or glowing with a sickly, unstable light, signifying that the “Affliction” is reaching a breaking point in a hostile realm.
Roleplay of Offense through Identification and Breaking
- Offensive roleplay utilizes “Sufferer’s Insight” to narrate the character’s ability to “diagnose” the exact point of structural or magical failure in an enemy’s cage or armor.
- Using the “Gilded Glance” active magic, the avatar shouts a flourish of praise for the “beauty” of the restraint’s decay, narratively accelerating the entropy of the lock until it shatters.
- The player roleplays the “Mirror of True Self” ritual, describing how the dark ultraviolet light reveals the hidden vulnerabilities and “illusions” of their opponents, marking them for destruction.
Roleplay of Offense through Movement
- The “Breath of the Open Sky” is roleplayed as an offensive release of repressed energy, allowing the avatar to suddenly lunge forward or reposition for a strike against a magical bond.
- Even though the silent chant is 25% less efficient, the character narrates the speed as a physical manifestation of their refusal to remain trapped by their own internal malady.
- The avatar might use this sudden burst to intercept a threat or reach a “Gilded Cage” before its spells can reset, roleplaying the physical and magical actions required to unravel the bonds.

Perception of Activation:
- User’s Perspective
- The wearer experiences a cold, crawling sensation up the spine as the mantle makes contact, often accompanied by a fleeting, ghostly whisper in their native multiverse tongue.
- An extra-sensory hum vibrates within the Mind’s Eye, clarifying the surrounding magical structure and highlighting flaws.
- The user receives a distant, empathetic spike of historical sorrow during the activation process.
- Colors in the avatar’s field of vision desaturate slightly, replaced by high-contrast tones where magical illusions or hidden mechanisms pulse with dark ultraviolet and blue highlights.
- A profound, grim clarity settles over the user’s mind, repressing personal fear and doubt in favor of an objective, clinical focus on dismantling obstacles.
- Observer’s Perspective
- The mantle’s silk texture visibly darkens, resembling dried willow bark.
- The copper circuits begin to hum and glow faintly with an unsettling, dark ultraviolet light.
- A faint, sickly-sweet scent resembling decaying flowers and copper tarnish emanates from the garment, noticeable only in immediate proximity.
- Those with True Sight or magical sensitivity perceive a jagged, dark ultraviolet “rot-aura” enveloping the gear in a ten-foot radius around the wearer.
- A low-frequency, dissonant vibration can be heard by those close by, which causes a subtle, empathetic “illness” in the stomach.
- Positives
- The activation provides an instantaneous intuitive understanding of the artistry and structural composition of nearby mechanical or magical objects.
- The gear acts as a strong psychological anchor, repressing magical despair and terror to enable an objective perspective.
- The user gains a visceral “diagnosis” of their surroundings, identifying the weakest bonds in any restraint.
- Negatives
- The soft ultraviolet glow and residual ozone scent make the wearer 10% less likely to remain unnoticed by feral beasts in dark environments, unless perfectly stationary.
- Powerful magic users can detect the specific “Aesthetic Appreciation” and “Resonant Malady” signature of the gear from up to one hundred feet away.
- Prolonged reliance on the grim clarity visualization can lead to temporary empathetic detachment.
- The user may experience a persistent feeling of “phantom sickness” once the item is unattuned.
Recipe for the Uncaged 319 of the Resonant Malady
- Materials Needed
- Kelemus Dead-Zone Silk: Silk harvested from worms fed on weeping willows within magical dead-zones to form the mantle base.
- Fine Copper Wiring: Conductive copper strands used to create the intricate magic-circuits.
- Dark Magic Crystalline Focal Points: Small crystals capable of holding and pulsing with ultraviolet energy.
- Decaying Willow Extract: A biological component used to treat the silk and give it the texture of dried bark.
- Alchemical Bonding Solder: A medium to permanently affix the copper circuits and crystals to the silk.
- Tools Required
- Industrial Steam-Press: A heavy device used to emboss the copper wiring into the silk under high pressure.
- Precision Solder Pen: A tool used to create stable connections between the magic circuits and crystalline focal points.
- Mind’s Eye Calibration Lens: An apparatus used to ensure the circuits are tuned to the frequency of the Resonant Malady.
- Apothecary’s Vials: For the safe handling and application of decaying willow extract.
- Skill Requirements
- Tier 1 Tailoring: Proficiency in working with exotic silks and shoulder-slot garment construction.
- Magical Crafting: Necessary to imbue the item with the specific “Affliction” roleplay emphasis.
- Alchemy: Required to treat the materials with dead-zone extracts without damaging the structural integrity.
- Mind’s Eye Literacy: The ability to perceive and tune the dark ultraviolet auras during the assembly process.
- Crafting Steps
- Preparation of the Base: Treat the Kelemus dead-zone silk with willow extract until it reaches the consistency and appearance of weathered bark.
- Circuit Embossing: Lay the fine copper wiring in jagged, resonant patterns and use the steam-press to embed them into the silk.
- Crystal Integration: Affix the dark magic crystalline focal points at key circuit junctions using the precision solder pen.
- Affliction Infusion: Perform the “Normal,” “Silent,” and “Ritual” chants to anchor the internal rot-magic into the copper pathways.
- Resonance Calibration: Use the Mind’s Eye to verify that the mantle correctly translates the wearer’s suffering into the “Sufferer’s Insight” and “Grim Determination” skills.
- Final Inspection: Confirm the item has 32 Health Points and that the “Aura of the Spectator” passive is successfully localized.
Un-Boxed 319 Echo-Sickness
In the before-before times, when the Great Dirt-Rock of Many Waking-Ups was still coughing the bad dust from the old hurt, there was a place where the magic-rivers did not flow. The people of the walking-meat called this place the Dead-Dirt of Kelemus. In the Dead-Dirt of Kelemus, the trees did not have happy leaves. The trees only had the falling strings of sadness, and they were called the Trees that Cry Sad-Water. The magic of the world was broken here, and the air smelled of the old sleep.
There was a soul who fell from the sky-water of the Many-Places-Before. This soul was put into a meat-vessel that was very heavy with the Inside-Rot. The people called this soul Kaelen the Cough-Maker. Kaelen the Cough-Maker had the Affliction. The Affliction was a heavy box inside the chest-cage, making the breath taste like old iron and the seeing-grapes see only the broken pieces of the world. Kaelen the Cough-Maker looked at the heavy boxes of the cities, the cages of the kings, and the bad-health of the magic-strings, and Kaelen felt very trapped.
Kaelen the Cough-Maker wanted to make a skin for the shoulders that would take the inside bad-health and push it to the outside heavy boxes. Kaelen walked into the Dead-Dirt of Kelemus. Kaelen watched the little ground-crawlers, the fat worms, who ate the falling strings of the Trees that Cry Sad-Water. Kaelen gathered the spit-strings of the fat worms. The spit-strings were very strong, but they looked like the dead bark of the sad trees. Kaelen wove the spit-strings into a heavy shoulder-hide.
Then, Kaelen the Cough-Maker found the soft red dirt-metal, the copper. Kaelen used the angry hot cloud-water of the loud heavy machines to push the red dirt-metal into the dead-bark spit-strings. Kaelen did not push the red dirt-metal in straight lines. Kaelen pushed the red dirt-metal in the jagged shapes of the bone-shivers, the shapes of the sickness that ran through the meat-vessel. At the crossing-places of the red dirt-metal, Kaelen placed the hard purple light-stones. But these light-stones were not the happy light; they were the stones of the unseen dark-lightning, the bad-health light. Kaelen spoke the coughing words of the Echo-Sickness, and the dark-lightning bit into the spit-strings. It became the Un-Boxed Three Hundreds and Ten-Nine. It was a skin of the common finding, but it held the heavy weight of the soul’s rot.
It came to be that another fresh soul fell from the sky-water into the Great Dirt-Rock. This new soul also had the Inside-Rot. The new soul was put in the middle of a loud metal-smoke city, and the seeing-grapes of the new soul cried because the heavy boxes of the city were too tight. The people of the city gave the new soul the Un-Boxed dead-bark spit-strings of Kaelen the Cough-Maker. The new soul put the skin upon the joining of the arm-bones and the head-bone.
Immediately, the spine-bone felt a cold crawling, like the legs of a frozen spider. The seeing-grape inside the brain-meat heard a quiet, sad whisper from the Many-Places-Before. But the seeing-grape also became very sharp. The dark unseen lightning of the purple light-stones hummed the song of the Echo-Sickness. The new soul looked at the heavy stone-trees of the city, and the new soul saw the sickness in the stones. The new soul saw where the magic-strings were weak and rotting. The heavy sack of carrying upon the back of the new soul suddenly felt lighter, because the Echo-Sickness changed the pulling-down of the dirt.
The new soul walked away from the loud metal-smoke city. The new soul walked into the deep green-wood. In the dark of the green-wood, a terrible beast of the feral mind, with eyes like angry fire, waited to eat the meat-vessel of the new soul. But the new soul stood very still. The dead-bark spit-strings of the mantle pushed out the Aura of the Spectator. The terrible beast smelled the decay of the sad-water trees and the old iron of the Affliction. The beast looked with its feral brain-meat and saw only a rotting stump of the dead-wood. The beast did not want to eat the sick dead-wood. The beast walked away.
The new soul walked until they found a cage of shining yellow metal. It was a Gilded Cage, made by the kings of the seventy and three floating dirts to hold a bird of the pure magic. The new soul looked at the shining yellow metal. The new soul used the gold-looking of the sickness, the Gilded Glance. The new soul opened the mouth-hole and spoke the loud flourish of praise to the rot. The new soul said, “You are a very shining cage. But your shine is a lie. Your inside is crying and your metal is tired. I praise your beautiful breaking.” The dark unseen lightning of the words hit the shining yellow metal. The sickness of the soul touched the sickness of the cage. The lock of the cage turned brown and broke like a dry leaf. The bird of the pure magic flew into the Far-Away Sky-Line.
But the breaking of the Gilded Cage made the magic-guards of the kings very angry. The magic-guards came running with heavy hitting-sticks. The new soul did not speak the loud words this time. The new soul closed the mouth-hole and thought the quiet thoughts of running from the chest-pain. This was the silent mouth-noise of the Breath of the Open Sky. The purple light-stones on the shoulder-skin glowed with the sick dark-lightning. The new soul ran away with the speed of a falling rock for six beats of the blood-pumper. The magic-guards could not catch the soul, because the soul was running away from its own cage.
The new soul ran until they reached the Valley of the False Seeing. Here, the bad kings had put big illusions of happy houses and safe walls to trick the walking-meat. The new soul stood in the middle of the False Seeing and sang the very loud mouth-noise for six beats of the blood-pumper. This was the singing of the Mirror of True Self. The dead-bark spit-strings glowed with a very dark purple light that hurt the seeing-grapes. The light pushed away the happy houses and the safe walls. The new soul saw the real meat of the valley: empty dirt and broken bones. The soul knew that the world was sick, but the soul also knew that their own sickness was the sharpest stick to break the world’s false boxes. The brain-meat was grim, but the soul was not trapped.
The moral of the story: The sickness inside the meat-vessel is a heavy stone, but if you push the heavy stone against the shiny walls of the world’s cages, the shiny walls will break before the stone does.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Parasitic Shroud of the Dead-Zone
- Item Type: Artifact (Occult)
- Sanity Loss: 1/1D4 (The user must confront their own internal decay)
- Armor: 1 point of physical protection
- Skill Bonuses: While worn, the investigator receives a +10% bonus to Medicine (diagnosing structural or magical rot) and Intimidate. They also receive a Bonus Die on Spot Hidden checks to see through illusions or find weaknesses in physical restraints.
- Aura of the Spectator: Feral animals suffer a penalty to their Sense rolls when the wearer is stationary, treating the investigator as part of the environment.
- Weight of the Soul: The investigator’s effective STR for determining encumbrance is increased by 5 points.
- Gilded Glance (Active): Spend 5 Magic Points and praise a lock’s “beautiful decay.” Gain a Bonus Die on the next Locksmith or Mechanical Repair roll.
- Breath of the Open Sky (Active): Spend 3 Magic Points to increase MOV by +2 for 1 combat round as a burst of repressed energy.
- Mirror of True Self (Active): Spend 10 Magic Points to emit ultraviolet light. For 6 rounds, all illusions within 10 feet are dispelled.
Blades in the Dark
The Blighted Resonant Mantle
- Item Type: Fine Clothing (1 Load)
- Quality: Fine (+1)
- Tier: 1
- Sufferer’s Insight: You get +1d to Survey or Study when examining a lock or cage to find its flaws.
- Aura of the Spectator: When you are stationary in a wilderness or ruins environment, you have Potency on Stealth or Prowl rolls to remain unnoticed by feral threats.
- Weight of the Soul: This item counts as 0 Load for encumbrance, though it still fills a slot.
- Gilded Glance (Active): Spend 1 Stress to gain Potency on a Tinker or Finesse action used to dismantle a restraint.
- Breath of the Open Sky (Active): Spend 1 Stress to gain an extra Move or a high-speed dash that bypasses an obstacle.
- Mirror of True Self (Active): Perform a Group Action using Study. On a success, all magical deceptions within your immediate area are revealed for the remainder of the scene.
Dungeons & Dragons (2024 Revised 5th Edition)
Mantle of the Resonant Malady
- Wondrous Item, Common
- Armor Class: While wearing this mantle, you gain a +2 bonus to AC if you are not wearing heavy armor.
- Attunement: Requires Attunement
- Weight: 2 lbs
- Grim Determination: You gain proficiency in the Intimidation skill.
- Sympathetic Rot: You have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to discern illusions or the structural flaws of locks.
- Aura of the Spectator: If you remain stationary, feral beasts have Disadvantage on Wisdom (Perception) checks to detect you.
- Weight of the Soul: Your carrying capacity is increased by 30 pounds.
- Gilded Glance (Active): As a Bonus Action, you can praise a restraint. You gain Advantage on your next check to open that lock or cage. Useable once per Long Rest.
- Breath of the Open Sky (Active): As a Bonus Action, your walking speed increases by 10 feet until the end of your turn. You can use this a number of times equal to your Proficiency Bonus per Long Rest.
- Mirror of True Self (Active): As an Action, you emit dark ultraviolet light. For the next minute, you have True Sight out to 10 feet. Useable once per Long Rest.
Knave (2nd Edition)
The Afflicted Traveler’s Shroud
- Item Slots: 1
- Armor: 2
- Resilience: 32 (Item HP)
- Quality: Common
- Sufferer’s Insight: You gain Advantage on checks to diagnose structural flaws or magical sickness in barriers.
- Aura of the Spectator: Feral monsters will ignore you if you remain perfectly still.
- Weight of the Soul: You may carry 2 additional items without occupying inventory slots.
- Gilded Glance (Active): Once per day, automatically succeed on a check to pick a non-magical lock by identifying its decay.
- Breath of the Open Sky (Active): Once per day, move double your speed for one round as a burst of energy.
- Mirror of True Self (Active): Once per day, reveal all hidden mechanisms and dispell illusions within a 10-foot radius for 1 turn.
Fate Core
The Resonant Shroud of Affliction
- Item Type: Stunt-Based Gear
- Aspect: Channeling the Internal Rot
- Game Mechanics:
- Sufferer’s Insight: Because I wear the Resonant Shroud, I gain a +2 bonus to Notice or Investigate rolls when diagnosing the structural weaknesses or magical flaws of restraints and cages.
- Aura of the Spectator: I gain a +2 bonus to Stealth rolls to remain unnoticed by feral beasts, provided I remain perfectly stationary and non-aggressive.
- Gilded Glance: Once per session, I can use a flourish of praise for a lock’s decay to find its flaw, allowing me to use Lore instead of Burglary to overcome a physical or magical barrier.
- Syntax: Item Aspect; +2 Stunt bonuses; Limited use Active ability.
Numenera & Cypher System
Uncaged Artifact 319
- Item Type: Artifact
- Level: 1d6 (Tier 1)
- Form: A mantle of dark silk resembling dried willow bark with jagged copper circuits and dark ultraviolet crystals.
- Game Mechanics:
- Grim Determination: The wearer is trained in all tasks related to Intimidation and identifying the structural rot of locks or cages.
- Weight of the Soul: The wearer’s carrying capacity is increased as if they had an additional 2 points in their Might Pool for encumbrance purposes only.
- Mirror of True Self (Action): The wearer can spend 3 points from their Intellect Pool to emit dark ultraviolet light, revealing the true nature of all objects and dispelling illusions within immediate range for one minute.
- Depletion: 1 in 1d20
- Syntax: Level 1-6 Artifact; Training/Asset-based bonuses; Depletion roll required.
Pathfinder 2e
Uncaged 319 of the Resonant Malady
- Item Level: 1
- Price: 15 Silver (Standard Tier 1 common value)
- Usage: Worn (Shoulders); Bulk: L
- Game Mechanics:
- Skill Bonus: While you have this mantle invested, you gain a +1 item bonus to Medicine checks to diagnose structural flaws and Intimidation checks.
- Sympathetic Rot: You gain a +1 item bonus to Perception checks to discern illusions or see through magical deceptions.
- Gilded Glance (Action): (Concentrate, Manipulate) Frequency: Once per day. You attempt to Pick a Lock or Force Open a restraint. You gain a +2 item bonus to this check. If successful, you identify any magical properties the barrier possessed.
- Syntax: Item 1; Invested; Prerequisite: Mind’s Eye Literacy.
Savage Worlds Adventure Edition (SWADE)
The Sufferer’s Resonant Mantle
- Item Type: Magic Gear
- Armor: +1 (Standard Tier 1 shoulder protection)
- Weight: 2 lbs
- Game Mechanics:
- Sufferer’s Insight: The wearer adds +2 to Notice rolls to find weaknesses in barriers and Medicine rolls to diagnose structural rot.
- Aura of the Spectator: Feral animals suffer a -2 penalty to Notice rolls to detect the wearer if the wearer remains perfectly still.
- Mirror of True Self: The wearer can cast the Detect Arcana power using their Spirit as the arcane skill. This reveals illusions and hidden mechanisms within 5″ (10 yards).
- Syntax: Gear; +1 Armor; Skill/Power modifications; Requires 1 minute attunement.
Shadowrun (6th World)
The Resonant-Rot Mantle (Uncaged 319)
- Item Type: Armor Accessory (Shoulder)
- Defense Rating: +2
- Game Mechanics:
- Sufferer’s Insight: While active, the wearer gains a +1 dice pool bonus to Engineering or Biotech tests to identify structural rot or magical vulnerabilities in physical restraints.
- Aura of the Spectator: Feral critters suffer a -2 dice pool penalty to Perception tests to detect the wearer, provided the wearer remains perfectly stationary.
- Mirror of True Self: Spend a Minor action to pulse ultraviolet light; reveal hidden digital icons or magical illusions within a 10-meter radius for one combat round.
- Syntax: Armor Accessory; Capacity 1; Requires simple attunement (1 minute).
Starfinder (2nd Edition Playtest)
Uncaged 319 Mantle of the Afflicted Seer
- Item Level: 1
- Price: 15 Credits
- Usage: Worn (Shoulders)
- Bulk: L
- Game Mechanics:
- Grim Determination: You gain a +1 item bonus to Intimidation checks and Perception checks to find hidden paths or vulnerabilities in cages.
- Aura of the Spectator: Feral beasts have a -2 penalty to Perception checks against you while you are stationary.
- Mirror of True Self (1 Action): You emit a dark ultraviolet pulse. For one minute, you gain the effects of Detect Magic and can see through non-magical illusions within 30 feet.
- Syntax: Wondrous Item; Common; Requires Investment.
Traveller (Mongoose 2nd Edition)
The Malady Shroud (Uncaged 319)
- Item Type: Ceremonial Clothing / Light Armor
- TL: 4
- Protection: +2
- Weight: 1 kg
- Cost: Cr 150
- Game Mechanics:
- Sufferer’s Insight: The wearer gains a DM+1 to all Medic or Mechanic (Locks) tests when identifying the composition of barriers or biological rot.
- Aura of the Spectator: Feral animals suffer a DM-2 to all Recon or Observation checks to notice the wearer if they remain immobile.
- Weight of the Soul: The wearer’s encumbrance limits are treated as if they have STR+1 for long-distance travel.
- Syntax: Armor (Shoulder); Requires 1 minute to don and calibrate.
Warhammer (Fantasy Roleplay 4th Edition)
Mantle of the Resonant Malady (Uncaged 319)
- Item Type: Magical Garment
- Encumbrance: 0
- Availability: Common
- Armor Points: 1 (Shoulders)
- Game Mechanics:
- Sufferer’s Insight: Gain a +10 bonus to Evaluate or Heal Tests when examining the craftsmanship of locks or identifying the presence of magical rot.
- Aura of the Spectator: Creatures with the Bestial Trait must pass a Hard (-20) Perception Test to notice you if you are stationary.
- Gilded Glance: You may spend a Fortune point to gain a +20 bonus on a single Pick Lock or Channelling Test to undo a physical or magical restraint.
- Syntax: Worn (Shoulder); Requires simple attunement (1 minute).
