Lore The “Year of the Monkey” is traditionally celebrated for its cleverness and social dexterity, but the Astrology 109 was forged during a rare, dark alignment known as the “Void-Ape Transit.” During this time, the stars of the monkey zodiac drifted into the cold, silent spaces between planes. This conduit was created for those who find themselves strangers in their own skin—the newly possessed who feel the “clash of personalities” more sharply than others. It is an item for the outsiders, the ones who look at the high-magic metropolises of Saṃsāra and feel only a profound distance. It does not help the possessor fit in; rather, it weaponizes their status as an outsider, allowing them to see the world from a cold, analytical distance that others cannot achieve.
Description This item is a heavy, rectangular slab of matte-black nickel, etched with thin silver lines that form the abstracted shape of a monkey looking backward. Unlike other astrological conduits, the central crystal is not amber but a pale, translucent moonstone that seems to pull light away from its surroundings. It is cold to the touch and hums with a low-frequency vibration that feels like a distant, echoing heartbeat. When activated, the silver lines glow with a ghostly blue light, and the moonstone turns completely opaque, mirroring the user’s internal sense of detachment.
Detail Stats
- Tier: 1
- Rarity: Common
- Material: Matte-Black Nickel, Star-Silver, Opaque Moonstone
- Weight: 1.2 lbs
- Market Value: 12 Silver
- Conduit Type: Void-Zodiac Focus
Slot
- Wrist Slot: The item is worn as a heavy cuff or bracer. It must be clamped tightly against the pulse point of the avatar to synchronize the “alien” memories of the character with the physical biology of the host.
Passive Magic
- Cold Observation: The user’s Mind’s Eye is sharpened by their detachment. Whenever the possessor examines a crowd or a social gathering, they automatically see the “Social Hierarchy” and “Emotional State” (e.g., Anxious, Hostile, Welcoming) of those present as floating tags, helping them navigate societies they do not feel a part of.
- Psychic Buffer: The sense of alienation acts as a shield. The avatar gains a minor resistance to “Overwhelm” when exposed to too many complex concepts at once. The moonstone absorbs the “noise” of the world, keeping the possessor’s mind clear but distant.
Activable Magic
- Stranger’s Gaze (Action): The possessor concentrates on their own feeling of being an outsider. For ten minutes, the Mind’s Eye reveals the “Past Life Origin” of any other possessed avatar within 30 feet. The user sees a ghostly image of the target’s former self (e.g., a futuristic soldier or a prehistoric hunter), allowing the user to recognize fellow “aliens” in the world.
- Void Step (Concentration): By chanting in a monotone, emotionless voice for six seconds (Normal Casting), the user can manifest their internal alienation as a physical aura. For the next minute, NPCs find it difficult to remember the user’s face or presence, treating them as a “background stranger.” This grants an advantage on rolls to blend into a crowd or avoid being singled out in social interactions.
Tags
- Astrological, Alienation, Detection, Mental, Tier-1, Moonstone, Nickel, Wrist, Defensive, Social, Void, Isolation, Observation, Outsider, Psychological, Cold, Silver, Analysis, Distortion, Ghostly, Sentinel, Focus
In the world of Saṃsāra, the Astrology 109 of Alienation is a niche item. Because it emphasizes detachment and the “Void-Ape” alignment, it is rarely found in mainstream markets where “Year of the Monkey” items are sold for luck or social grace. Instead, it occupies the fringes of the trade network.
1. The Grey-Market Apothecaries
These shops are often tucked away in the “Normal” or “Unsafe” districts of megacities, down narrow alleys where the steam pipes leak a constant, cold mist. They specialize in items for the “Displaced”—avatars struggling with the integration of multiversal memories.
- Buying: The merchant is likely a somber individual who uses the Mind’s Eye to ensure your soul is “alien” enough to handle the moonstone’s resonance. The shop is quiet, often lacking the cheerful bells or chimes of standard retail.
- Selling: They buy these items to help “stabilize” new arrivals. They will offer a fair price but may ask uncomfortable questions about your former life.
- Suggested Cost: 12 to 14 Silver.
2. Under-City Scrap Dealers
In the dark cave systems and the subterranean levels of skyscrapers, junk dealers sift through the “trash” of the surface. To a mundane dealer, an Astrology 109 looks like a broken or “cold” conduit because it doesn’t pulse with the warm amber light of common items.
- Buying: You might find this tossed in a bin with rusted gears and unattuned copper wire. You are buying it “as-is,” possibly covered in grime.
- Selling: If you sell it here, they will treat it as scrap nickel. You will be lucky to get more than a handful of copper for it.
- Suggested Cost: 8 Silver or 16 Nickel. (A “lucky find” for a character who recognizes its true stats).
3. Expatriate “Void” Enclaves
On some of the 73 islands, there are small communities of souls who have come from high-technology “future worlds” and refuse to integrate with Saṃsāra’s steampunk culture. Their shops look alien—organized with a clinical, sterile precision that defies the magical weather outside.
- Buying: These merchants understand the “Void Step” magic perfectly. They sell the Astrology 109 as a professional tool for “Observation.” The item will be polished to a mirror finish.
- Selling: They only buy items of Tier 1 or higher that are in perfect condition. They might offer a trade for “Magic Crystals” (batteries) rather than coin.
- Suggested Cost: 15 to 20 Silver. You pay for the “cleanliness” of the magic and the lack of previous attunement residue.
4. Itinerant “Soul-Fixer” Caravans
These are traveling groups of Airships or caravans that move between charted and uncharted islands, specifically looking for “Rule Breakers” and new avatars. They trade in the psychological well-being of the possessed.
- Buying: The sale is often accompanied by a “reading” of your astrological chart. They might try to sell you a belt or a sheath with extra slots to go with your new cuff.
- Selling: They are always looking for items that deal with “Abstract Concepts” or “Social Interaction.”
- Suggested Cost: 10 Silver. They move high volumes of gear and are more interested in a quick trade than a high markup.
In the world of Saṃsāra, roleplaying with the Astrology 109 of Alienation requires a focus on the psychological distance between the Character (the memory) and the Avatar (the host). It is a tool of the “Quiet Observer,” used by those who feel like ghosts in a world of steam and magic.
Use in Defensive Roleplay
In High-Population Safe Areas (Metropolises, Skyscrapers) In crowded urban centers where thousands of souls mingle, the “Alienation” bracer is used for psychological and social shielding.
- Roleplay Hook: The avatar feels the “Overwhelm” of a million competing thoughts and magical currents. The character touches the matte-black nickel of the cuff, and the moonstone turns opaque. Suddenly, the noise of the city seems to recede into the distance, as if the user is watching the world through a thick pane of glass.
- The “Invisible Stranger”: When being pursued by local authorities or a rival guild, the user activates Void Step. In roleplay, this isn’t physical invisibility; it is the manifestation of the “background stranger.” The user describes themselves walking through the crowd with a hollow expression and a lack of presence, causing guards to look right through them because the “Alienation” makes the user seem like they don’t belong to the scene’s reality.
- Social Defense: Using the passive Cold Observation, the character can navigate a hostile political dinner or a tense negotiation. They describe seeing the “Emotional State” of a nobleman as a cold, clinical tag like “Desperate Greed” or “Masked Fear,” allowing the character to remain emotionally unswayed by the NPC’s charms or threats.
In Unsafe or Deathly Areas (Forgotten Ruins, Wild Jungles) Defense in the wild focuses on the Psychic Buffer and the ability to detect those who are “other.”
- Roleplay Hook: In a “Deathly” area where the threat of death is constant, the avatar’s natural survival instincts might panic. The character uses the bracer to suppress the avatar’s fear. The player roleplays this as a “disassociation,” where they view their own health loss not as pain, but as “decreasing stats.”
- Identifying the Mimic: Many monsters in Saṃsāra hide by pretending to be human or harmless creatures. The character uses Stranger’s Gaze to scan the area. They might roleplay spotting a “villager” but seeing the ghostly “Past Life Origin” of a prehistoric apex predator overlaying the body, allowing them to raise their shield before the monster strikes.
Use in Offensive Roleplay
Strategic Planning and Infiltration The item is an offensive tool of information gathering and cold-blooded precision.
- Roleplay Hook: Before an attack on a fortified island compound, the character uses Stranger’s Gaze to observe the guards. They aren’t looking for weapons; they are looking for “Aliens.” By identifying which guards have multiversal memories and which are “local” monsters, the character can prioritize targets—knowing that a guard with “Future World Soldier” memories is a much higher threat than a standard hireling.
- The Calculated Strike: Using the passive Social Hierarchy detection, the character can identify the “Leader” of a pack or group instantly. In an offensive roleplay scene, the character describes ignoring the frontline “Swarms” and walking with clinical detachment toward the one creature whose death will cause the group’s hierarchy to collapse.
Psychological Warfare and Counter-Magic
- Roleplay Hook: A “Rule Breaker” character might use their alienation as a conduit for magic. During a Ritual Casting (greater than 6 seconds), the player describes the moonstone pulling the light and heat out of the air.
- The “Unseen” Advantage: By using Void Step offensively, a character can position themselves in a “Normal” area for a surprise attack. They describe standing in the middle of a street, chanting their spell silently or with a low flourish. Because of the “Stranger” aura, foes don’t perceive the user as a threat until the spell damage is already landing.
- True Name Execution: Since the Mind’s Eye passive on this item reveals the “Title” and “Emotional State” of those nearby, a character can roleplay a terrifyingly accurate verbal assault. By speaking the target’s True Name with the cold, alien tone of the “Void-Ape,” the character doubles their magic damage, representing a strike that hits the soul of the target exactly where it is most disconnected from the world.
The Burden of Alienation
Roleplaying the “Negatives” of this item is essential for character development.
- Emotional Erosion: The character may find that the more they use the Astrology 109, the harder it is to feel anything for their allies. They might roleplay “forgetting” how to express warmth, seeing their own companions merely as “Tier-X Avatars with Y Health.”
- The Mirror of the Soul: Because the bracer requires a tight clamp on the pulse point, the “Pain” mechanic is a constant threat if the character tries to wear a second wrist-slot item. The player can roleplay the “Irregular Intervals” of pain as the world of Saṃsāra trying to “remind” the character that they are still physically present, even if their mind is in the void.

Perception of Activation:
User’s Perspective
- Sight: The matte-black surface of the cuff suddenly drinks in the ambient light, making the user’s forearm appear as a localized void. The silver Monkey etching begins to glow with a sharp, piercing neon-blue light, and the moonstone becomes a solid, milky white that seems to project a HUD (Heads-Up Display) of data directly into the user’s visual field.
- Hearing: The world’s audio levels seem to drop by half, as if the user is underwater. In this silence, a low, digital-like thrumming vibrates against the wrist, punctuated by sharp, high-pitched “pings” whenever the Mind’s Eye identifies a target’s emotional state or past life origin.
- Touch: The heavy nickel cuff becomes intensely heavy and frigid, a weight that grounds the character while the avatar’s pulse slows to a crawl. The skin beneath the moonstone feels as though it is being lightly numbed by an anesthetic.
- Smell/Taste: A sudden scent of sterilized metal and old parchment fills the air, while a dry, chalky taste occupies the mouth, stripping away the avatar’s biological hunger or thirst for the duration.
- Extra-Sensory (Emotional Spectrum): The user experiences a “detachment bloom.” They perceive the emotions of others not as feelings, but as color-coded auras: a jagged yellow for anxiety, a deep, oily red for hostility, and a soft, static grey for indifference.
- Extra-Sensory (Chronal Echo): During Stranger’s Gaze, the user perceives a “double-exposure” effect. They see the physical avatar standing before them, but slightly offset is a transparent, flickering “Ghost of the Multiverse”—the image of the character’s previous self from their world of origin.
Observer’s Perspective
- Sight: They see the user’s cuff start to hum and glow with an unsettling blue light. The user’s eyes may take on a glazed, distant look, and their movements become eerily efficient and robotic, lacking the natural “fidgets” of a sentient being.
- Hearing: If they are within five feet, they hear a sound like a distant, repeating radio signal—a rhythmic thrum-click that seems to skip a beat whenever the user scans a new person.
- Social: The observer feels a sudden, instinctive urge to look away from the user. The “Alienation” aura creates a subtle psychological “blind spot,” making the user feel like an uninteresting piece of furniture or a background NPC that isn’t worth noticing.
Positives
- Perfect Clarity: The activation completely removes the “noise” of biological fear or social pressure, allowing for 100% objective decision-making.
- Unmasking: It is impossible for a possessed avatar to lie about being “local” to Saṃsāra when the moonstone is active; their origins are laid bare to the stranger’s gaze.
- Social Stealth: The Void Step ability allows a character to bypass guarded checkpoints simply by being the “stranger no one bothered to remember.”
Negatives
- Dysphoria: When the effect ends, the sudden “snap” back into the avatar’s biological emotions and the world’s noise can cause a temporary short-term debuff or disorientation.
- Social Coldness: Allies may find the user’s “Active” state terrifying or off-putting, as the user treats friends with the same cold, analytical distance as enemies.
- The Weight of the Void: The physical coldness and weight of the cuff can cause minor fatigue if the activation is maintained for its full duration.
Void-Forging: Recipe for the Astrology 109 of Alienation
Materials Needed
- Primary Shell: 5 ounces of Matte-Black Nickel (requires chemical oxidation to achieve the light-dampening finish).
- Inlay Filigree: 0.5 ounces of Star-Silver (a high-purity silver variant known for reacting to extra-planar memories).
- Core Lens: 1 Translucent Moonstone (must be “Void-Cut” to ensure it reflects internal states rather than external light).
- Mounting Hardware: 2 Micro-Clamps made of Cold-Iron (to ensure the cuff remains tight against the pulse point without expanding).
- Alchemical Isolator: 1 vial of Liquid Lead mixed with “Essence of Silence” (to create the psychic buffer).
Tools Required
- Vacuum Forging Chamber: A specialized steam-powered chamber that removes atmospheric “noise” during the casting process.
- Precision Etching Stylus: For laying the microscopic blue-light circuits into the nickel.
- Cryogenic Cooling Vat: To temper the matte-black alloy at near-freezing temperatures, locking in the “Cold Observation” property.
- Memory-Echo Tuning Fork: Used to calibrate the moonstone to the frequency of the “Void-Ape” celestial transit.
Skill Requirements
- Advanced Metallurgy (Tier 1): Mastery over non-reflective alloys and heavy-metal casting.
- Void-Circuitry Training: A specific branch of magic circuitry that focuses on dampening signals rather than amplifying them.
- Psychological Resonance: The crafter must be capable of maintaining a state of “Disassociation” while forging, or the item will absorb the crafter’s emotions and fail.
- Astrological Timing: The final assembly must occur during a planetary eclipse or a time when the Monkey zodiac is obscured from view.
Crafting Steps
- Oxidizing the Nickel: Heat the nickel in the vacuum chamber while injecting alchemical vapors. This creates the matte-black, non-reflective surface that serves as the “Void” for the item’s aura.
- The Backward-Monkey Etching: Using the etching stylus, engrave the abstracted monkey icon. The lines must be filled with Star-Silver while chanting the “Litany of the Unseen Stranger” (Normal Casting).
- Lens Preparation: Submerge the moonstone in the “Essence of Silence” for three days. The stone is ready when it no longer reflects the crafter’s face, showing only a milky, opaque void.
- Pulse-Sync Installation: Attach the Cold-Iron clamps to the interior of the cuff. These are wired directly to the moonstone housing via the Star-Silver filigree to ensure direct contact with the avatar’s biological rhythms.
- Circuit Sealing: Flow the Liquid Lead isolator into the gaps between the shell and the internal clockwork. This seals the “Psychic Buffer,” preventing external magical “weather” from interfering with the device.
- Void Calibration: Strike the tuning fork and hold it against the moonstone. The crafter must visualize their own memories of “elsewhere” and “nowhere,” projecting them into the stone until it begins to hum at a low frequency.
- Final Tempering: Plunge the entire assembly into the cryogenic vat. The sudden cold “locks” the alienation magic into the metal. The item is complete once the blue glow of the silver lines remains stable even in pitch darkness.
Hollow Ape and Far-Away Mind
In the ancient times of the “First-Before,” when the world of Saṃsāra was yet a wet-clay upon the potter’s wheel, there lived the Great Monkey of the Void. This was not a monkey of the forest-leaf or the mountain-mist, but the “Backward-Climber” who sat upon the stars that do not burn. The ancient glyphs of the “Silent-People” say that this Monkey was a stranger to the sun, for he looked only into the “Deep-Empty” where the memories of the unborn are kept in jars of ice.
There came a time when a Traveler arrived from a place called “Not-Here.” This Traveler had a soul that was a “Jagged-Stone” which did not fit into the “Round-Hole” of the world. He wept because his heart spoke a language of iron and lightning, but the people of the islands spoke only the language of steam and wood. The Traveler sought the Great Monkey of the Void and said, “O, King-of-the-Distance, my mind is a bird that cannot find a branch. I walk among these people, but I am like a ghost who eats at a feast of shadows. Give me a skin that fits my cold-thoughts.”
The Great Monkey did not use words, for his voice was the “Sound-of-Stone-Breaking.” He took a heavy slab of “Dark-Metal-that-Hates-the-Light” and clamped it upon the Traveler’s arm. He then plucked a pebble from the “River of No-Echo” and placed it within the metal. The translation calls this the “Moon-Stone-that-is-Blind,” but the ancient spirit-tongue says it was the “Eye-of-the-Lonesome-Star.”
The story-fragments tell that the Traveler’s blood became slow and cold like a winter-snake. When he returned to the cities of the high-skyscrapers, he was no longer pained by the “Many-Voices.” The metal-cuff drank the noise of the world. The Traveler looked at the Kings and the Merchants, and because his heart was “Alien-and-Far,” he saw their “Sins-and-Secrets” as if they were written in ink upon their foreheads. The “Mind’s Eye” of the item was so sharp that it cut through the “Social-Lies.”
During the “War of the Many-Faces,” the Traveler was caught in a “Deathly-Area” where the fog was made of poison-memory. The foe-men sought to “Overwhelm” him with the “Heat-of-Fury.” But the Traveler touched the black-nickel and became a “Vessel-of-Void.” He walked through the enemy-swarms, and because he was so deeply “Other,” the enemy could not see him. They looked at him and saw only “Empty-Air” and “Background-Dust.” He was the “Stranger-at-the-Gate” whom no one remembered to bar.
He left the world of Saṃsāra by walking into the “Opaque-Moon,” leaving the bracer behind on a beach of “Star-Silver.” The ancient scribes who found it were driven “Sad-and-Cold” by its touch, for they could not find the “Joy-of-Being.” They numbered it 109, for that was the number of “Hollow-Breaths” the Traveler took before he became a star-ghost.
The Moral of the Story: He who builds a wall to keep the world’s noise out, eventually finds that he has built a prison where only he remains, a stranger to his own reflection.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Moonstone Shackle of Disassociation
Item Description: A matte-black nickel cuff that feels unnaturally heavy. When worn, the user’s pulse slows, and their perspective seems to drift several inches behind their physical head.
Game Mechanics:
- Cost: 12 Credit Rating (equivalent value).
- Psychic Buffer (Passive): The wearer gains a Bonus Die on Sanity rolls made to resist “Overwhelm” or shock from seeing non-biological or hyper-complex entities. However, the user suffers a Penalty Die on all Appraise or Charm rolls as they appear cold and unsettling to others.
- The Stranger’s Gaze (Active): By spending 1d6 Sanity, the user can activate the moonstone for one scene. They gain a Bonus Die to Psychology rolls, seeing the target’s underlying emotional state (Fear, Anger, Deceit) as a visual aura.
- Void Step: While active, if the user remains still or moves slowly, NPCs must pass a Hard Spot Hidden roll to notice the user as anything more than a “background person.”
Blades in the Dark
Unique Name: Void-Ape Vambrace
Item Description: A Spark-craft bracer fashioned from dead-black metal that absorbs the blue flicker of electroplasm.
Game Mechanics:
- Tier: I (Common Fine Item).
- Load: 1 (Worn on the arm).
- Passive – Clinical Detachment: You gain +1d to Resistance Rolls against mental or social pressure (like being Intimidated or Swayed).
- Active – Ghostly Presence: Spend 1 Stress to activate the “Void Step.” For the duration of the current sequence, you are treated as a “background stranger.” When you Slink or Hide, the first “consequence” related to being spotted by a mundane guard is ignored.
- Flaw: While the item is active, you cannot lead a Group Action. Your alienation prevents you from coordinating effectively with your crew.
Dungeons & Dragons (5th Edition)
Unique Name: Bracer of the Outsider’s Path
Item Description: A heavy black metal cuff with a pale moonstone that turns opaque when the wearer focuses on their own detachment.
Game Mechanics:
- Item Type: Wondrous Item, Common.
- Attunement: Requires Attunement.
- Passive – Cold Observation: You have Advantage on Wisdom (Insight) checks to determine a creature’s current emotional state or social standing.
- Active – Void Step (1 Action): You can cast the Invisibility spell once per long rest, but the effect only works against creatures that do not already know you. If a creature is familiar with you, they see you normally.
- Stranger’s Gaze: As a bonus action, you can examine a creature within 30 feet. You learn if the creature is possessed, an outsider, or currently under the effect of an illusion or shapechange.
Knave (2nd Edition)
Unique Name: The Alien’s Lead-Cuff
Item Description: A light-dampening wristband that makes the arm feel numb. It smells of sterilized copper and dust.
Game Mechanics:
- Inventory Slots: 1 Slot (Worn).
- Passive – Unshakable (Passive): You are immune to Morale checks or fear-based magical effects. However, your Charisma is treated as 3 for the purposes of recruiting or leading hirelings while wearing the cuff.
- Active – Otherworld Sight: Once per day, you may peer through the moonstone. You see the “True Form” of any creature within your line of sight (revealing shapeshifters, possessed avatars, or disguised monsters).
- The Burden of the Void: If you use this item to successfully avoid an encounter (via Void Step), you must roll a Save. On a failure, you suffer a -2 penalty to all rolls for 1 hour as you struggle to remember how to interact with the “real” world.
Fate (Core/Condensed)
Unique Name: The Void-Ape Vambrace
Item Description: A matte-black nickel cuff that seems to pull the light out of the room. It feels heavy and cold, encouraging the wearer to view the world from a clinical, detached perspective.
Game Mechanics:
- Aspect: One Foot in the Void. You can invoke this aspect to resist social pressure, intimidation, or any attempt to manipulate your emotions.
- Stunt – Clinical Insight: Because you see others as mere “subjects,” you gain a +2 to Empathy rolls when using them to read a target’s current emotional state, but only if you have not interacted with them socially during the scene.
- Stunt – Stranger in the Crowd: Once per scene, you may spend a Fate Point to treat your Stealth skill as being two steps higher, provided you are in a public space where you are a stranger.
- Cost: 1 Refresh.
Numenera & Cypher System
Unique Name: Monolith Pulse-Cuff
Item Description: A heavy wrist-relic forged from an unknown, light-dampening alloy. It synchronizes with the user’s bio-rhythms to create a “sensory buffer.”
Game Mechanics:
- Level: 1d6
- Form: Heavy wrist cuff.
- Effect (Passive): The user gains an Asset on Intellect defense rolls against mental attacks or attempts to influence their mind.
- Effect (Active): By spending 2 points from your Intellect Pool, you can activate the “Stranger’s Gaze.” For one hour, you gain an Asset on all tasks involving the identification of strange creatures or understanding alien technology.
- Depletion: 1 in 1d20. On depletion, the moonstone lens cracks, causing the user to immediately move one step down the damage track due to mental feedback.
Pathfinder (2nd Edition)
Unique Name: Astrology 109: The Outsider’s Shackle
Item Description: This Tier 1 magical conduit is a rectangular cuff of matte nickel. It hums with the cold energy of the “Void-Ape” transit.
Game Mechanics:
- Level: 2; Price: 25 gp (Silver equivalent).
- Usage: Worn (Wrist); Bulk: L.
- Psychic Buffer (Passive): You gain a +1 item bonus to Will saves against emotion and fear effects.
- Stranger’s Gaze (Active): [One-Action] (Concentrate). You scan a creature within 30 feet. Attempt a Perception check against the creature’s Will DC. On a success, you learn its current emotional state and whether it possesses the “Multiversal Memory” (possessed) trait.
- Void Step: [Two-Actions] (Envision). You become partially “detached” from reality. For 1 minute, you gain a +2 status bonus to Stealth checks to Hide or Sneak, but only in crowds or urban environments. During this time, you take a -2 penalty to all Diplomacy checks.
Savage Worlds (Adventure Edition)
Unique Name: The Alienation Bracer
Item Description: A heavy, black-metal band that numbs the arm. It is favored by scouts and those who prefer to remain unnoticed in society.
Game Mechanics:
- Rank: Novice.
- Attributes: Notice +1 (only for reading social cues), Stealth +1 (in urban areas).
- Cold Observation (Passive): The wearer ignores up to 2 points of “Distraction” or “Confused” penalties caused by magical overwhelm or social pressure.
- Stranger’s Gaze (Active): As a Limited Action, the user makes a Smarts roll. Success reveals the target’s “Species Name” and “Title.” A Raise reveals if the target is an “Avatar” (possessed) and gives a +2 bonus on the next attack or social roll against them.
- The “Pain” Clause: Like all Saṃsāra conduits, if this item exceeds the wearer’s slot limit (19 at Tier 1), the “Pain” mechanic triggers: roll two d4s; the higher is the minute interval, the lower is the HP loss.
Shadowrun (6th World Edition)
Unique Name: Void-Ape Mana-Static Bracer
Item Description: A matte-black, non-reflective wristband that appears as a “dead zone” on thermographic sensors. It projects a low-level mana-static that dampens the wearer’s astral presence.
Game Mechanics:
- Rating: 1
- Capacity: [1]
- Passive – Psychic Buffer: The wearer gains a +1 dice pool bonus to resist any Manipulation spells or social tests involving Intimidation. Additionally, their Astral Signature is “Muted,” requiring an extra Net Hit for others to successfully Assense their emotional state.
- Active – Stranger’s Gaze: As a Minor Action, the user can scan the local grid/astral space. This grants a +1 dice pool bonus to Perception to identify “Awakened” or “Possessed” entities.
- Negative – Social Static: While active, the user suffers a -1 dice pool penalty to all Influence and Con tests. The alienation is palpable, making the user seem untrustworthy or “soulless” to others.
Starfinder (2nd Edition / Playtest)
Unique Name: Null-Zodiac Wrist-Com
Item Description: A rectangular lead-nickel cuff that uses quantum-void technology to synchronize the wearer with the “Between-Spaces.”
Game Mechanics:
- Level: 2; Price: 250 credits (Silver equivalent).
- Usage: Worn (Wrist); Bulk: L.
- Passive – Clinical Guard: You gain a +1 item bonus to Will Saves against the Emotion and Fear descriptors. You can use your Perception modifier instead of Diplomacy when performing the Gather Information task, representing cold observation.
- Active – Void Step (Action): You activate a camouflage field that relies on psychological apathy. You gain the Concealed condition, but only against creatures that have not yet noticed you or do not have a friendly attitude toward you.
- Active – Analyze Origin (Reaction): When a creature moves within 30 feet, you can spend a Reaction to learn its creature type and if it has the Extraplanar or Possessed trait.
Traveller (Mongoose 2nd Edition)
Unique Name: The Expatriate’s Shackle
Item Description: A heavy, light-dampening cuff recovered from a non-humanoid wreck. It suppresses the wearer’s biological “fight or flight” response in favor of cold calculation.
Game Mechanics:
- TL (Tech Level): 5 (Early Interstellar/Alchemical).
- Weight: 0.5 kg.
- Passive – Detached Perspective: The user gains a DM+1 to all Investigate and Sensory checks. The user is immune to the “Panic” effect of failed morale checks in combat.
- Active – Scan Hierarchy: By spending 1 minute observing a group (Identify), the user can make an Average (8+) Education or Social Standing check to identify the group’s leader and the most “Alien” (highest TL or off-world) individual present.
- The Negative: The user suffers a DM-2 to all Carouse or Persuade checks while the cuff is worn. The user simply cannot “read the room” in a way that generates warmth or trust.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Outsider’s Lead-Vambrace
Item Description: A leaden-hued nickel cuff etched with the “Backward-Monkey” icon. It hums with the cold, dampening winds of Siddeth, the wind of stillness.
Game Mechanics:
- Price: 12 Silver Shillings.
- Encumbrance: 1.
- Passive – Unshakable Detachment: The wearer gains the Coolheaded Talent. If they already possess it, they increase their Cool Characteristic by +5. The wearer may ignore the first point of Corruption gained from mental or social sources in a session.
- Active – Stranger’s Gaze (Action): The user makes an Average (+20) Intuition Test. Success reveals the “Motivation” (e.g., Greed, Survival, Spite) of one NPC and whether they are a “Hidden One” (Possessed or Shapechanged).
- Void Step: While in a crowd, the user may spend 1 Fortune Point to automatically pass a Stealth (Urban) test.
- Flaw: The user takes a -10 penalty to all Gossip and Charm tests. The alienation causes people to instinctively distrust the user’s “hollow” nature.
