Lore
The “Boundless Horizon” gear was first fashioned by a group of Isekai wanderers who felt the suffocating weight of their previous lives’ societal expectations even after arriving in Saṃsāra. These avatars sought to transmute the feeling of being “boxed in” by fate into a literal tool for exploration. The item is often given to newly possessed Tier 1 avatars who exhibit a restless spirit and a refusal to stay within the boundaries of charted island countries. It is said that the magic crystalline cells within the gear pulse with a soft ultraviolet light whenever the wearer is faced with a literal or metaphorical barrier, urging them toward the act of liberation. While common in rarity, it is highly valued by those who treat the 73 countries as merely the starting line for a much longer journey.
Detailed Stats
- Tier: 1
- Rarity: Common
- Slot: Shoulder Slot (A sturdy, enchanted leather mantle)
- Armor Check (AC): 2
- Item Health Points (HP): 32 (Calculated as 10 Resilience x Tier 1 + 22 Character base HP)
- Weight: 3 pounds
- Attunement: Simple (requires one minute)
Skills Gained While Openly Worn
- Wanderer’s Intuition: While openly worn, the avatar gains 1 point of temporary training in the Survival skill, reflecting an improved ability to navigate the backwoods and jungles of Saṃsāra.
- Breaker’s Insight: The avatar gains 1 point of temporary training in Perception specifically used for “Understanding the Cage,” allowing them to better see the magical composition of locks and barriers.
Passive Magic
- Mind’s Eye Compass: When the possessor ponders a route through unknown territory, the Mind’s Eye reveals key landmarks within a one-mile radius to help them move toward the “Boundless Horizon”.
- Aura of the Unbound: Non-sentient feral beasts are 10% less likely to initiate an attack on the wearer if the wearer is moving away from the beast’s perceived territory.
- Lightened Tread: The mantle subtly manipulates air currents to reduce the perceived weight of any standard backpack worn by 2 pounds, though the actual weight remains unchanged for trade purposes.
Active Magic
- Gilded Glance (Normal Chant): As an action, the wearer may speak a flourish of praise for the “Boundless Horizon” while looking at a mechanical or magical lock. This grants advantage on the next skill check made to physically or magically break that lock.
- Breath of the Open Sky (Silent Chant): The wearer can trigger a sudden burst of magical propulsion, increasing their movement speed by 10 feet for 6 seconds. As a silent chant, its power is dampened by 25%, resulting in a shorter duration of the speed boost.
- Ritual of the Crossroads (Ritual Chant): By singing or shouting for at least 6 seconds at a physical crossroads, the wearer can heighten their “True Sight,” allowing them to see the ultraviolet trails of magical flow for the next hour.
Tags
Originally made by: The Wayfinders, Modified by: Kaelen the Weaver, Adventurous, Liberation, Tier 1, Common, Shoulder Slot, Mind’s Eye compatible, Steam-pressed, Non-electronic, Industrial Age, Wanderer, Exploration, Uncharted, Wayfinding, Horizon, Pathbreaker, Cartography, Freedom, Survival, Discovery, Seeker
Acquisition and Commerce of the Uncaged 512 of the Boundless Horizon
The Uncaged 512 of the Boundless Horizon can be obtained through several standard avenues within Saṃsāra, including combat rewards, quest completions, or direct purchase from vendors. Additionally, because it is a Tier 1 common item, it is frequently found as part of the initial equipment for newly possessed avatars or can be claimed from the remains of a defeated avatar that has vaporized into sparks.
Methods of Acquisition
- Combat Rewards: If a Tier 1 possessed avatar wearing the mantle dies, it vaporizes into a cloud of sparks, leaving the item behind on the ground along with a crystal. If the defeated foe was a non-sentient feral beast or a non-possessed person, the mantle remains with the physical corpse.
- Quest Rewards: Local governments, such as those in one of the 73 island countries, may grant this gear to adventurers who perform services like mapping uncharted islands or clearing ruins.
- Starting Possession: A soul arriving from the multiverse may find themselves inhabiting an avatar that already possesses this mantle, inheriting the item along with the host’s memories.
Commercial Environments and Market Values
In Saṃsāra, commerce is a “sellers’ market” governed by the principle of “buyer beware,” meaning prices are not fixed and depend heavily on the location’s access and the local supply.
- Guild Master Outfitters: These shops are found in established cities with populations exceeding five thousand people and are often linked to local worker unions.
- Estimated Purchase Price: 40 to 60 Silver coins.
- Estimated Resale Value: 15 to 25 Silver coins.
- Artisan Weaveries in Central Cities: Located in the seat of government for an island country, these specialized shops offer items with specific artisan tags. Because of the proximity to government and high-tier commerce, prices are generally higher.
- Estimated Purchase Price: 8 to 12 Electrum coins.
- Estimated Resale Value: 4 to 6 Electrum coins.
- Rural Traveling Wagons: Found in small towns with fewer than five thousand residents or along wilderness paths, these merchants operate without state taxes but may inflate prices due to the scarcity of gear in the backwoods.
- Estimated Purchase Price: 700 to 900 Copper coins.
- Estimated Resale Value: 2 to 4 Silver coins.
Transaction Considerations
- Currency and Weight: While physical coins are used, they have significant weight; therefore, many traders prefer using World Bank accounts, which incur a 1% transaction fee.
- Taxation: Purchases made within Central Cities, State Cities, or established Towns are subject to a 3% sales tax.
- Item Condition: Shopkeepers generally refuse to buy items that are considered “broken,” which occurs when the item’s Health Points (HP) fall to half or below. Such items must be repaired before they can be sold at standard market rates.
Tactical Roleplay of the Uncaged 512 in Diverse Environments
The effectiveness of the Uncaged 512 of the Boundless Horizon varies significantly depending on the local environmental safety rating, which impacts how the avatar roleplays their offensive and defensive maneuvers.
Roleplay of Defense in Designated Safe Areas
- In guarded rooms or areas secured by the monarchy, the Armor Check (AC) of this gear is tripled.
- An avatar roleplays this by displaying a sense of supreme confidence and relaxation, perhaps casually leaning against a wall while utilizing “Wanderer’s Intuition” to study a map without fear of interruption.
- The mantle provides a robust physical and psychological buffer, allowing the wearer to focus entirely on their “Aesthetic Appreciation” of the secure surroundings.
Roleplay of Defense in Somewhat Safe Areas
- Within the walls of large cities or towns, the AC of the mantle is doubled.
- An avatar might roleplay this by moving purposefully through a crowded marketplace, using the “Aura of the Unbound” to subtly discourage pickpockets or aggressive feral pets that may be present.
- The wearer narratively describes the mantle’s leather stiffening slightly as a passive response to the chaotic energy of the urban environment.
Roleplay of Defense in Normal Areas
- In the general wilderness or uncharted islands, the AC remains at its base value of 2.
- Roleplay focuses on the “Lightened Tread” passive, with the character describing how they feel more agile and less fatigued while navigating thick jungles or rocky hills.
- The avatar uses the “Mind’s Eye Compass” to narrate their discovery of landmarks, maintaining a defensive posture while constantly scanning the horizon for potential threats.
Roleplay of Defense in Unsafe and Deathly Areas
- In unsafe areas, the AC is reduced by half; in deathly areas, AC is removed entirely, and all attacks against the avatar hit automatically.
- Roleplay in these environments is often desperate, focusing on the “Breath of the Open Sky” silent chant to narratively explain a narrow escape from a monster’s clutches.
- The character might roleplay the mantle’s ultraviolet pulse fading or flickering, symbolizing the overwhelming pressure of a hostile magical realm where their physical protections have failed.
Roleplay of Offense through Identification and Breaking
- Offensive roleplay utilizes the “Breaker’s Insight” to narrate the character’s ability to “see” the weaknesses in an enemy’s defenses or the magical bonds of a literal cage.
- An avatar might use the “Gilded Glance” active magic by shouting a flourish of praise for the horizon, narratively distracting a foe or overwhelming a magical lock with the sheer force of their desire for liberation.
- The player roleplays the “Ritual of the Crossroads” to manifest “True Sight,” describing the invisible power-rivers and magical circuits of their enemies as glowing targets to be dismantled.
Roleplay of Offense through Movement
- The “Breath of the Open Sky” is roleplayed as an offensive burst of speed, allowing the avatar to suddenly close the distance with a foe or reposition themselves for a tactical strike.
- Even though the silent chant is 25% less efficient, the character narrates the sudden propulsion as a manifestation of their refusal to be “boxed in” by the current battle lines.
- The avatar might use this speed to reach a trapped ally or a vital component of a “Gilded Cage,” roleplaying the physical and magical actions required to release an imprisoned entity.

Perception of Activation:
- User’s Perspective
- The wearer experiences a sudden cooling sensation across their shoulders as the mantle stabilizes their body temperature.
- An extra-sensory hum vibrates within the Mind’s Eye, filtering out sensory overload into organized, quantifiable data.
- Colors in the avatar’s field of vision become significantly more saturated, and hidden magical signatures or illusions appear highlighted in shades of deep purple and ultraviolet.
- A profound sense of mental and physical clarity washes over the user, dissolving feelings of fatigue or confusion.
- Observer’s Perspective
- The weathered brown leather of the mantle begins to pulse with a soft, deep purple light as the copper circuits and crystals engage.
- A faint scent resembling ozone mixed with fresh ink emanates from the gear, noticeable only to those standing very close.
- Those with True Sight perceive a vibrant ultraviolet aura enveloping the gear and extending in a ten-foot radius around the wearer.
- In dark environments, shadows are visibly pushed back by the soft luminescence of the activated circuits.
- Positives
- The activation provides the user with an instantaneous intuitive understanding of the artistry and structural composition of nearby mechanical or magical objects.
- The gear acts as a strong psychological anchor, providing defense against magical despair and terror.
- The user gains immediate clarity regarding the “true nature” of their surroundings, such as identifying the weaknesses in a cage’s magical bonds.
- Negatives
- The soft purple glow and ozone scent make the wearer 10% less likely to remain unnoticed by feral beasts in dark environments, unless they are perfectly stationary.
- Powerful magic users can detect the specific “Aesthetic Appreciation” signature of the gear from up to one hundred feet away.
- Prolonged reliance on the deep purple Mind’s Eye visualization can lead to temporary sensory fatigue or a sense of detachment once the item is unattuned.
Recipe for the Uncaged 512 of the Boundless Horizon
- Materials Needed
- Weathered Brown Leather: One large hide of premium, durable leather to serve as the base for the shoulder mantle.
- Fine Copper Wire: Three meters of thin, conductive copper intended for steam-pressing into the leather circuits.
- Magic Crystalline Cells: Five small, faceted Tier 1 crystals to serve as the magical power storage and focal points.
- Enchanted Alchemical Solder: A small amount of adhesive material used to permanently bond the copper and crystals to the leather substrate.
- Elemental Water and Fire Essence: Small vials used to generate the specialized steam required for the pressing process.
- Tools Required
- Industrial Steam-Press: A heavy mechanical device used to emboss the copper circuits into the thick leather under high pressure.
- Fine Solder Pen: A hand-held tool for making delicate connections between the copper pathways and the crystalline cells.
- Jeweler’s Loupe: Essential for inspecting the microscopic integrity of the magic circuits and crystalline facets.
- Mind’s Eye Focus: A specialized lens or meditative tool to ensure the magical flow aligns with the intended geometric patterns.
- Skill Requirements
- Tailoring or Leatherworking: Proficiency is required to properly cut, hem, and format the hide for a Tier 1 shoulder slot.
- Alchemical Crafting: Knowledge is necessary to handle the fire and water essences and apply the alchemical solder safely.
- Magical Crafting: Required to imbue the gear with the “Adventurous” roleplay emphasis and the specific active and passive magics.
- Mind’s Eye Literacy: The ability to perceive and calibrate the magical resonance of the components during assembly.
- Crafting Steps
- Pattern Preparation: Cut the weathered brown leather into the mantle shape and hem the edges to ensure it fits the shoulder slot comfortably.
- Circuit Embossing: Lay the fine copper wire onto the leather in a compass-like geometric pattern and use the industrial steam-press to embed it into the surface.
- Crystalline Placement: Use the fine solder pen and alchemical solder to secure the magic crystalline cells at the key intersections of the copper pathways.
- Arcane Infusion: Combine the fire and water essences within the steam-press to create an elemental burst that binds the magical flow to the copper circuits.
- Chant Activation: While the item is still warm from the press, perform the “Normal,” “Silent,” and “Ritual” chants to set the active magic abilities.
- Final Calibration: Use the Mind’s Eye to verify the item’s Health Points and ensure the “Aura of the Unbound” passive magic is properly localized.
Un-Boxed 512 Far-Away Sky-Line
In the time of the very old days, when the Great Dirt-Rock of Many Waking-Ups was loud with the shouting hammers of the cities, there came a group of souls from the sky-water of the Many-Places-Before. These souls fell into the meat-vessels of the first counting of the power. They called themselves the Finders of the Walking-Path. But the Finders of the Walking-Path were very sad in their brain-meats. They looked at the heavy stone-trees of the cities and the seventy and three floating dirts, and they said, “This is a heavy box. We have run away from the heavy boxes of the Many-Places-Before, but now we are in a new heavy box of the Great Dirt-Rock.” They wanted to walk where the dirt meets the sky, which they called the Far-Away Sky-Line.
There was a man of the strings, named Kaelen the String-Pusher. He looked at the sad brain-meats of the Finders of the Walking-Path and he wanted to make a skin for the shoulders that would break the heavy boxes. Kaelen the String-Pusher took the dead skin of the large brown grass-chewer beasts. He made the skin very tough but soft for the wearing. Then he took the soft red dirt-metal, the copper, and he pulled it into very thin hairs. He did not sew the red dirt-metal. He used the angry hot cloud-water of the heavy machines to push the red dirt-metal deep into the dead skin of the grass-chewer. He pushed it in the shapes of the direction-arrows that point to the everywhere.
Then, Kaelen the String-Pusher took the hard purple light-stones that hold the unseen lightning. He placed the hard purple light-stones at the crossing-places of the red dirt-metal. He spoke the weird air words to the hot cloud-water, and the unseen lightning burned into the dead skin. The skin became the Un-Boxed Number Five Hundreds and One Ten and Two. It was a skin of the common finding, but it held the great walking-desire.
It came to be that a fresh soul from the sky-water fell into a new meat-vessel in the center of the loud metal-smoke city. The fresh soul was very afraid. The loud noises of the metal teeth eating the metal teeth made the soul feel trapped in a dark hole. The people of the city gave the fresh soul the Un-Boxed dead skin of the grass-chewer. The fresh soul put the skin upon the joining of the arm-bones and the head-bone.
Immediately, the seeing-grape inside the brain-meat of the fresh soul became very bright. The unseen lightning of the purple light-stones hummed a quiet song of the walking. The fresh soul looked at the heavy stone-trees of the city and did not feel trapped. The seeing-grape knew the directions of the far places. The heavy sack of carrying upon the back of the soul suddenly felt as if it was filled with the floating-air. The unseen lightning pushed the air around the sack, making the weight go away by the measure of two large river-stones. The fresh soul began to walk away from the loud metal-smoke city.
The soul walked into the deep green-wood where the trees have the choking-vines. The soul used the weird air of the seeing-grape to find the safe walking-paths. In the dark of the green-wood, a terrible beast of the feral mind with teeth like sharp stones watched the soul. The beast wanted to eat the meat-vessel of the soul. But the dead skin of the grass-chewer pushed a smell of the not-trapped into the air. Because the soul was walking away toward the Far-Away Sky-Line, the beast smelled the Aura of the Unbound. The beast thought with its feral brain-meat, “That walking-meat is leaving my sleep-dirt. I will not bite it.” The beast went back to sleep.
The fresh soul walked until they found a heavy iron door in the side of a tall dirt-mountain. The iron door had a big lock made of bad magic strings that kept the door closed forever. The soul did not have the sharp metal sticks or the heavy hitting-stones to break the door. The soul stood before the door and used the gold-looking of happy words, which is the Gilded Glance. The soul opened the mouth-hole and spoke the loud flourish of praise. The soul said to the iron door, “You are a very strong door of great making. The one who made you has the smart hands. But the Far-Away Sky-Line is more beautiful than your closed holding.” The unseen lightning of the words hit the bad magic strings. The seeing-grape of the soul saw the weak places of the lock. The soul touched the lock, and the bad magic strings broke like dried grass. The heavy iron door opened.
Behind the door was the long-lost walking-path of the old times. But the breaking of the bad magic strings made a loud thunder-noise. The thunder-noise woke up a different beast of the feral mind, a beast with the many legs of the ground-creeper. The many-legged beast ran very fast to eat the soul. The soul did not speak the loud words this time. The soul closed the mouth-hole and thought the quiet thoughts of the fast wind. This was the silent mouth-noise of the Breath of the Open Sky. The purple light-stones on the shoulder-skin glowed very bright. The unseen lightning rushed into the walking-sticks of the soul. The soul ran away with the speed of the frightened birds for six beats of the blood-pumper. The many-legged beast could not catch the soul.
The soul ran until they reached the edge of the great salt-water. Here, the walking-path crossed with the water-path. The soul stood upon the crossing-place and sang the very loud mouth-noise for six beats of the blood-pumper. This was the singing of the Ritual of the Crossroads. The seeing-grape inside the brain-meat became as clear as the clean window-glass. The soul looked out over the great salt-water and saw the invisible power-rivers of the world flowing in the air. The soul saw that the seventy and three floating dirts were not a box, but only the first stepping-stones in a very large pond. The soul knew that the walking would never end, and the brain-meat was very happy.
The moral of the story: The meat-vessel is only trapped in the heavy box if the seeing-grape forgets to look at the far places where the sky touches the dirt.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Wanderer’s Mantle of Eldritch Geometry
- Item Type: Artifact (Occult)
- Sanity Loss: 0/1D2 (Learning the True Name of the item may cost Sanity)
- Armor: 1 point of physical protection (Does not stack with modern body armor)
- Skill Bonuses: While the mantle is openly worn, the investigator receives a +10% bonus to Navigate and Track skills. Additionally, they receive a Bonus Die on Spot Hidden checks specifically intended to perceive magical traps or the structural weaknesses of physical restraints.
- Aura of the Unbound: Feral animals and non-intelligent Mythos entities suffer a penalty to their Sense rolls when the wearer is moving away from them, effectively increasing the difficulty of the creature’s tracking or pursuit by one level.
- Lightened Tread: The wearer’s carrying capacity is treated as if their STR and SIZ are each 5 points higher for the purposes of determining encumbrance and movement penalties.
- Gilded Glance (Active): The investigator may spend 5 Magic Points and speak a flourish of praise regarding the item’s craftsmanship. For the next hour, they gain a Bonus Die on all Mechanical Repair or Locksmith checks made to bypass a barrier.
- Breath of the Open Sky (Active): By spending 3 Magic Points, the wearer may increase their MOV value by +2 for 1 combat round. As this is a silent chant in the world of Saṃsāra, the effect is brief but provides a sudden burst of tactical positioning.
- Ritual of the Crossroads (Active): By spending 10 Magic Points and performing a 6-second vocalization at a junction or landmark, the wearer can see the “invisible power-rivers” of the area. This functions as a successful Occult roll to detect active spells or the residue of magical travel within a 100-yard radius for the duration of one hour.
Blades in the Dark
The Wayfinder’s Gilded Cape
- Item Type: Fine Clothing (1 Load)
- Quality: Fine (+1)
- Tier: 1
- Artistic Discernment: You get +1d to Survey or Study when you are examining a lock, cage, or magical barrier to find its flaws.
- Aura of the Unbound: When you are moving away from a feral or animalistic threat, you have Potency on any Resistance rolls involving being tracked or cornered.
- Lightened Tread: This item counts as 0 Load for the purposes of encumbrance penalties, although it still occupies 1 Load slot in your inventory.
- Gilded Glance (Active): Spend 1 Stress to gain Potency on a Finesse or Tinker action used to overcome a restraint or open a path.
- Breath of the Open Sky (Active): Spend 1 Stress to gain an extra Move or to perform a brief, high-speed dash that allows you to bypass an obstacle that would normally require an action.
- Ritual of the Crossroads (Active): Perform a Group Action using Study. On a success, the crew gains a clear understanding of the magical “veins” in the area, providing a +1d to all Prowl or Transport actions for the remainder of the score while in that district.
Dungeons & Dragons (2024 Revised 5th Edition)
Mantle of the Unfettered Path
- Wondrous Item, Common
- Armor Class: While wearing this mantle, you gain a +2 bonus to AC if you are not wearing heavy armor. (This reflects the Tier 1 armor bonus of Saṃsāra).
- Attunement: Requires Attunement.
- Weight: 3 lbs.
- Wanderer’s Intuition: You gain proficiency in the Survival skill. If you are already proficient, you add double your proficiency bonus to checks made with that skill.
- Breaker’s Insight: You have Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to discern the nature of locks, cages, or magical barriers.
- Aura of the Unbound: Feral beasts have Disadvantage on Wisdom (Perception) checks to sense your presence as long as you are moving away from them.
- Lightened Tread: Your carrying capacity is increased by 30 pounds.
- Gilded Glance (Active): You can use a Bonus Action to praise the item’s craftsmanship. For the next minute, you have Advantage on any check made to open a lock or disable a trap. You can use this feature once, and you regain the ability to do so when you finish a Long Rest.
- Breath of the Open Sky (Active): On your turn, you can take the Dash action as a Bonus Action. This movement does not provoke opportunity attacks from feral beasts. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
- Ritual of the Crossroads (Active): You can spend 1 minute performing a ritual at a crossroads or landmark. For the next hour, you have Darkvision out to 60 feet and can see the faint ultraviolet trails of any spell cast in the area within the last 24 hours.
Knave (2nd Edition)
The Uncaged Traveler’s Hide
- Item Slots: 1
- Armor: 2 (Tier 1 Armor points)
- Resilience: 10
- Quality: Common
- Wanderer’s Intuition: You gain Advantage on all Wisdom checks related to navigating the wilderness or finding food and water.
- Breaker’s Insight: You gain Advantage on checks to identify the materials or flaws of any cage or door.
- Aura of the Unbound: Feral monsters will ignore you unless you attack them, provided you are moving away from their lair or territory.
- Lightened Tread: You may carry 2 additional items without occupying an inventory slot.
- Gilded Glance (Active): Once per day, you may automatically succeed on a check to pick a non-magical lock or find the weakness of a cage.
- Breath of the Open Sky (Active): Once per day, you may move double your normal speed for one round. This movement is silent and does not trigger reactions.
- Ritual of the Crossroads (Active): Once per day, by spending 1 turn (10 minutes) at a crossroads, you can see any magical auras or invisible creatures within your line of sight for the next hour.
Fate Core
The Horizon-Breaker’s Mantle
- Item Type: Stunt-Based Gear
- Aspect: Boundless Spirit of the Uncaged
- Game Mechanics:
- Wanderer’s Intuition: Because I wear the Horizon-Breaker’s Mantle, I gain a +2 bonus to Notice or Investigate rolls when navigating unknown wilderness or seeking landmark paths.
- Aura of the Unbound: I gain a +2 bonus to Stealth rolls to remain unnoticed by feral beasts, provided I am moving away from their perceived territory.
- Gilded Glance: Once per session, I can use my appreciation of a lock’s craftsmanship to find its flaw, allowing me to use Lore instead of Burglary to overcome a physical or magical restraint.
- Syntax: Item Aspect; +2 Stunt bonuses; Limited use Active ability.
Numenera & Cypher System
Uncaged Artifact 512
- Item Type: Artifact
- Level: 1d6 + 1 (Tier 1)
- Form: A weathered brown leather mantle with glowing copper circuits and purple crystals.
- Game Mechanics:
- Mind’s Eye Clarity: The wearer is trained in all tasks related to navigating wilderness and identifying the craftsmanship of locks or cages.
- Aura of the Unbound: The difficulty of tasks for feral creatures to notice or track the wearer is increased by one step as long as the wearer is moving away from the creature.
- Gilded Glance (Action): The wearer can spend 2 points from their Intellect Pool to gain an Asset on the next task involving the physical or magical dismantling of a restraint.
- Depletion: 1 in 1d20
- Syntax: Level 1-6 Artifact; Training/Asset-based bonuses; Depletion roll required.
Pathfinder 2e
Uncaged 512 of the Boundless Horizon
- Item Level: 1
- Price: 50 Silver (Standard Tier 1 market value)
- Usage: Worn (Shoulders); Bulk: L
- Game Mechanics:
- Skill Bonus: While you have this mantle invested, you gain a +1 item bonus to Survival checks and Perception checks to find hidden paths or weaknesses in locks.
- Aura of the Unbound: You gain a +1 item bonus to Stealth checks against creatures with the animal trait, provided you are moving away from them.
- Gilded Glance (Action): (Concentrate, Manipulate) Frequency: Once per day. You attempt to Pick a Lock or Force Open a cage. You gain a +2 item bonus to this check. If successful, you also identify any magical properties the restraint possessed.
- Syntax: Item 1; Invested; Prerequisite: Mind’s Eye Literacy.
Savage Worlds Adventure Edition (SWADE)
Mantle of the Horizon Finder
- Item Type: Magic Gear
- Armor: +1 (Standard Tier 1 shoulder protection)
- Weight: 3 lbs
- Game Mechanics:
- Wanderer’s Intuition: The wearer adds +2 to Survival rolls for navigation and Notice rolls to find weaknesses in barriers.
- Aura of the Unbound: Feral animals suffer a -2 penalty to Notice rolls to detect the wearer if the wearer is moving away from them.
- Gilded Glance: The wearer gains the Thief Edge solely for the purpose of picking locks or escaping restraints. If they already have the Thief Edge, they gain a +2 bonus to those specific checks.
- Syntax: Gear; +1 Armor; Skill/Edge modifications; Requires 1 minute attunement.
Shadowrun (6th World)
The Horizon-Link Mantle (Uncaged 512)
- Item Type: Armor Accessory (Shoulder)
- Defense Rating: +2
- Game Mechanics:
- Artistic Discernment: While the mantle is active, the wearer gains a +1 dice pool bonus to Engineering or Cracking tests to identify the structural weaknesses or subroutines of physical and digital locks.
- Aura of the Unbound: Feral critters suffer a -2 dice pool penalty to any Perception tests made to detect or track the wearer, provided the wearer is moving away from the creature’s territory.
- Gilded Glance: Once per combat cycle, the wearer may spend a Minor action to “Appreciate” a lock; the next test to bypass that lock gains a +2 dice pool bonus.
- Syntax: Armor Accessory; Capacity 1; Requires simple attunement (1 minute).
Starfinder (2nd Edition Playtest)
Uncaged 512 Mantle of the Far-Seeker
- Item Level: 1
- Price: 50 Credits
- Usage: Worn (Shoulders)
- Bulk: L
- Game Mechanics:
- Wanderer’s Intuition: You gain a +1 item bonus to Survival checks and Perception checks made to find hidden paths or vulnerabilities in cages.
- Aura of the Unbound: You gain a +2 item bonus to Stealth checks against creatures with the animal or mindless traits, provided you moved away from them during your last turn.
- Gilded Glance (1 Action): You cast a limited Knock spell once per day; this ability can only target physical or magical restraints intended to cage or bind a sentient being.
- Syntax: Wondrous Item; Common; Requires Investment.
Traveller (Mongoose 2nd Edition)
The Wayfarer’s Shoulder Hide (Uncaged 512)
- Item Type: Ceremonial Clothing / Light Armor
- TL: 4
- Protection: +2
- Weight: 1.5 kg
- Cost: Cr 500
- Game Mechanics:
- Wanderer’s Intuition: The wearer gains a DM+1 to all Survival (Navigation) or Mechanic (Locks) tests when identifying the composition of barriers.
- Aura of the Unbound: Any feral animal or non-sentient predator must succeed at a Recon check (DM-2) to notice or track the wearer if the wearer is moving away from them.
- Lightened Tread: The wearer’s encumbrance limits are treated as if they have STR+1 for the purpose of carrying gear across long distances.
- Syntax: Armor (Shoulder); Requires 1 minute to don and calibrate.
Warhammer (Fantasy Roleplay 4th Edition)
Mantle of the Unfettered Soul (Uncaged 512)
- Item Type: Magical Garment
- Encumbrance: 0
- Availability: Common
- Armor Points: 1 (Shoulders)
- Game Mechanics:
- Artistic Discernment: Gain a +10 bonus to Evaluate or Intuition Tests when examining the craftsmanship of locks, cages, or traps.
- Aura of the Unbound: Creatures with the Bestial Trait must pass a Hard (-20) Perception Test to notice you if you are moving away from their territory and not acting as a threat.
- 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).
