Astrology 812 of Aloof

Lore: Astrology 812 was charted during the “Year of the Metal Snake,” a time when the celestial gears turned with a cold, grinding precision. In the high-altitude monasteries of the 73 Islands, monks observed that those born under this sign possessed a “Glass Soul”—clear, reflective, but dangerously sharp. The item was forged to mimic this state: a sanctuary of absolute privacy. It is intended for Tier 1 characters who find the emotional “noise” of Saṃsāra’s inhabitants to be a distraction from their own cultivation. Legends say the original bearer was a bodhisattva who became so detached that even the hungry ghosts forgot he existed, passing through him as if he were moonlight.

Description: The item is a sleek, segmented finger-guard (vambrace-style) crafted from “Tearless Silver”—a Metal-element alloy that never tarnishes. Its surface is etched with micro-calligraphy of the “Earthly Branches” and the “Heavenly Stems.” At the center of the knuckle rests a “Blind Eye” obsidian, a gemstone that lacks any internal fire. When worn, the metal feels unnaturally cool, and the user’s voice takes on a slight, metallic resonance. It does not glow; rather, it seems to drink the light around it, creating a subtle “shadow-blur” around the wearer’s silhouette.

Detail Stats

  • Tier: 1
  • Rarity: Common
  • Material: Tearless Silver (Metal), Blind-Eye Obsidian
  • Weight: 0.2 lbs
  • Market Value: 15 Silver
  • Conduit Type: Introspection-Zodiac Focus

Slot

  • Ring/Finger Slot: Worn on the index finger. It acts as a directional focus for the user’s will, allowing them to “point away” the interference of others.

Passive Magic

  • Uninterested Gaze: The user is naturally resistant to social manipulation. You gain a +1 bonus to all Saves against Charm, Persuasion, or any effect that relies on emotional appeal. To the Mind’s Eye of others, you appear “Low-Resolution” or emotionally blank.
  • Still Water Shell: While the user remains silent and does not initiate social interaction, their “Karma Signature” is suppressed. Hostile entities with a Mind’s Eye must pass a Perception check to realize you are a primary threat; otherwise, they treat you as a “Background Character” until you act.

Activable Magic

  • Segmented Isolation (Action): The user taps the obsidian center. For 1 minute, you are encased in a “Mental Void.” You become immune to the “Overwhelm” condition caused by crowds or sensory chaos. During this time, you cannot be the target of “Social Combat” or “Intimidation.”
  • Cold Dismissal (Reaction): When a creature within 10 feet attempts to address you or influence you, you may expend a small burst of Metal Mana to manifest a “Wall of Silence.” The target must make a Will Save; on a failure, they lose interest in the conversation and move away, feeling a sudden, inexplicable sense of boredom or inadequacy.

Tags

  • Astrological, Aloof, Metal-Element, Snake, Tier-1, Silver, Finger-Slot, Stealth, Anti-Social, Protection, Silence, Indifference, Serenity, Analytical, Shroud, Masking, Steel, Resilient, Elevation, Subtlety, Nonchalance, Barrier

In the world of Saṃsāra, the Astrology 812 of Aloof is rarely found in bustling marketplaces. Because its nature is to repel attention, the shops that carry it are often those that require a specific effort to locate, catering to the solitary and the scholarly.

1. High-Altitude Scholastic Sanctums

Located in the “Cloud-Cutter” districts of major trade hubs—accessible only by long exterior elevators or private flight—these shops are silent, minimalist spaces. They smell of old parchment and cold metal.

  • Buying: These items are sold as “Distraction Filters” for high-level researchers or meditation aids for the wealthy. The transaction is conducted in hushed tones, often through a glass partition.
  • Selling: These sanctums will buy back the item for 9 Silver, but only if the “Blind Eye” obsidian shows no signs of emotional “scratches” or cracks.
  • Suggested Cost: 20 to 24 Silver.

2. Metal-Caster’s Silent Foundries

In the industrial or mining sectors of the 73 Islands, specifically those favoring the Metal element, these shops are found tucked away from the main steam-pipes and hammering. They are run by smiths who specialize in “Tearless Silver.”

  • Buying: You buy the finger-guard directly from the maker. It is often unboxed, handed over wrapped in a piece of grey felt. There is no haggling; the price is firm and final.
  • Selling: The smiths will buy the item back for its raw material value, roughly 5 Silver, intending to melt it down and forge it anew.
  • Suggested Cost: 12 to 15 Silver.

3. “The Empty Stall” (Itinerant Shadow-Markets)

A phenomenon in Saṃsāra where a merchant sets up a stall that seems empty to the casual observer. Only those with a Mind’s Eye tuned to “Detachment” or “Aloofness” notice the grey-clad peddler sitting perfectly still within.

  • Buying: The merchant does not speak; you point to the item, and the price is written on a slate. If you speak too much, the merchant may simply close the stall and vanish.
  • Selling: They offer the best trade-in value for other “Zodiac” items, valuing the Astrology 812 at 11 Silver in trade credit.
  • Suggested Cost: 15 Silver.

4. Grey-Sector Pawn Brokers

Located in the “in-between” spaces of the city—alleys that lead nowhere or sub-basements beneath the noise. These shops are for those who have lost their connection to the world and wish to sell the very thing that helped them disappear.

  • Buying: The items here are often second-hand and may carry the “vibe” of their previous, lonely owners.
  • Selling: These brokers are predatory, offering only 3 or 4 Silver, knowing that the seller is likely desperate to reconnect with society and needs the coin to buy “Aliveness” items.
  • Suggested Cost: 10 to 12 Silver.

In the world of Saṃsāra, the Astrology 812 of Aloof is a tool for those who treat social and magical interaction as a form of friction. Roleplaying this item involves a shift from active engagement to a cold, observant passivity.


Defensive Roleplay

In Safe or Somewhat Safe Areas (Social Gatherings, Markets) In these zones, the item is used to maintain Psychological Privacy and avoid the “clutter” of others’ desires.

  • Roleplay Hook: When a pushy merchant or a talkative socialite approaches, the character taps the obsidian knuckle. The player describes the character’s expression becoming as unreadable as a frozen lake. You roleplay a “non-presence,” looking through people rather than at them, causing the NPCs to lose their train of thought or feel an instinctive urge to look for a more “interesting” target.
  • The “Still Water” Response: If a character is being pressured to join a cause or make an emotional promise, they roleplay the silver cooling their blood. The player describes the character’s voice losing its inflection, becoming a flat, metallic “No” that offers no room for argument or negotiation.

In Unsafe or Deathly Areas (Combat, Hostile Ruins) In hostile zones, the “Aloof” energy is used for Threat Misdirection.

  • Roleplay Hook: During a chaotic skirmish, the player roleplays the character standing perfectly still while others panic. The “Still Water Shell” makes them appear as nothing more than a statue or a shadow. The player describes the enemy’s gaze sliding off them, preferring to attack the “louder,” more emotionally charged party members.
  • The Void Barrier: When targeted by a mental attack or a fear-inducing roar, the character roleplays the “Segmented Isolation.” Instead of showing fear, the player describes the character adjusting their finger-guard and checking a metaphorical watch, treating the world-ending threat as a minor, boring inconvenience.

Offensive Roleplay

Strategic Emotional Deconstruction The “Aloof” energy is used offensively to Invalidate an opponent’s momentum.

  • Roleplay Hook: During a confrontation with a boastful villain, the character uses the Cold Dismissal reaction. As the villain reaches the climax of their speech, the character roleplays a slight, bored sigh. The player describes the “Wall of Silence” hitting the villain, causing them to stumble over their words as they realize their grand performance has absolutely no audience in the character.
  • Analytical Strike: By using the “Mental Void,” the character filters out the “noise” of combat—the blood, the screams, the dust. The player roleplays this as a clinical, mechanical strike. They don’t swing with “Fury” or “Justice”; they strike because the math of the battlefield dictates it is the most efficient path to silence.

Infiltration and Presence-Erasure

  • Roleplay Hook: When moving into a guarded area, the character doesn’t hide behind crates; they roleplay walking as if they simply belong nowhere. By leaning into the “Low-Resolution” passive, the character roleplays a sense of “Un-belonging” so profound that guards simply assume they are a servant, a shadow, or a glitch in their own perception.
  • The Final Word: Offensively, the item is used to end a conflict by simply “leaving” it emotionally. The character roleplays turning their back on a defeated foe while they are still speaking, using the Cold Dismissal to ensure the enemy feels too small and insignificant to even attempt a parting strike.

The Burden of the Peak

Constant use of the Astrology 812 leads to a state of Social Entropy.

  • The “Ghosting” Effect: The character may find that even their allies start to forget to count them in for meals or travel plans. The player can roleplay a growing frustration—or a smug satisfaction—at being a ghost among the living.
  • Emotional Atrophy: Over time, the character might struggle to express genuine joy or anger even when they want to. The player roleplays “simulating” emotions to fit in, but always with a slight metallic “wrongness” that betrays their detachment.

Perception of Activation:

User’s Perspective

  • Sight: The world loses its vibrancy, shifting into a palette of muted greys and cold blues. The “visual noise” of the environment—flickering lights, dust motes, and the distracting facial expressions of others—is smoothed over as if viewed through a frosted lens.
  • Hearing: Sounds become isolated and clinical. Background chatter and ambient music are dampened into a low, indistinct hum, while critical sounds (a clicking lock, a drawing blade) become sharp and distinct, like a single note played in an empty hall.
  • Touch: A sensation of bracing, dry cold spreads from the index finger upward to the shoulder. The wearer feels a strange “slickness” to their skin, as if a layer of frictionless glass now separates them from the physical world.
  • Extra-Sensory (Echo-Location): The user perceives the “social reach” of others as visible, tangled threads of heat. Activating the item allows the user to simply see the gaps between these threads, moving through the “quiet spaces” where no one is looking.
  • Extra-Sensory (Pulse-Dampening): The user can feel their own heart rate being forced into a rhythmic, mechanical tempo. This “Inner Stillness” provides a mental workspace where time feels as though it has slowed, allowing for cold calculation amidst chaos.
  • Extra-Sensory (Emotional Static): The user perceives the emotions of others not as feelings, but as “Visual Distortion.” An angry man appears as a flickering, low-quality image, making it easy to ignore his rage and focus on his physical movements.

Observer’s Perspective

  • Visuals: The wearer seems to “recede” into the background, even if they are standing in direct light. Their features become difficult to fixate on, and the silver finger-guard emits a faint, shadow-like vapor that blurs the outline of the hand.
  • Auditory: When the wearer speaks, their voice lacks any “echo” or warmth, sounding as though it is coming from a great distance or through a metal grate.
  • Presence: Observers experience a sudden drop in interest. A guard might look directly at the wearer and feel an inexplicable urge to check their boots or look at the sky, finding the wearer’s presence “unimportant” or “boring.”

Positives

  • Unflappable Focus: Immunity to social pressure and emotional “noise” allows for perfect execution of tasks in high-stress environments.
  • Natural Stealth: The ability to be “uninteresting” is often more effective than being invisible, as it doesn’t trigger magical alarms or suspicion.
  • Mental Fortress: Provides a reliable sanctuary against psychic intrusion or empathetic overload.

Negatives

  • Social Erosion: The user becomes so difficult to notice that allies may accidentally leave them behind or forget to include them in vital communications.
  • The “Cold-Shoulder” Karma: NPCs who are successfully “Dismissed” may later harbor a subconscious resentment toward the wearer, even if they don’t know why.
  • Communication Lag: The user finds it difficult to project urgency or passion; trying to rally a crowd while the item is active is nearly impossible.

The Casting of the Unreachable Peak: Recipe for the Astrology 812

Materials Needed

  • The Body: 3 ounces of Tearless Silver (a Metal-element alloy infused with mercury and powdered quartz to prevent oxidation).
  • The Void-Lens: 1 “Blind Eye” Obsidian (a volcanic glass formed in total darkness, devoid of any internal light-refraction).
  • The Etching Pigment: 1 vial of Ground Ash from a burnt Book of Law (used to fill the micro-calligraphy and anchor the “Apathy”).
  • The Seal: 0.5 ounces of Liquid Lead (to provide the “heavy” psychological dampening needed to isolate the wearer).
  • The Quenching Fluid: 1 pint of Glacial Water collected from a peak where no human has ever stepped.

Tools Required

  • Vacuum Crucible: A pressurized furnace that removes all air during the melt to ensure the metal never “breathes.”
  • Shadow-Lathe: A precision tool used to carve the segmented joints so they move with zero friction and zero noise.
  • Diamond-Tipped Micro-Stylus: For engraving the 812 Heavenly Stems into the interior surface of the silver.
  • Isolation Chamber: A sound-proof, light-proof room where the final assembly must take place to prevent the item from absorbing external “noise.”

Skill Requirements

  • Metal-Element Metallurgy (Tier 1): Expertise in working with Tearless Silver and lead-based stabilizers.
  • Astrological Charting: Mastery of the “Year of the Metal Snake” cycles to ensure the obsidian is set during a peak period of detachment.
  • Psychic Shielding: The crafter must be able to “empty their mind” during the forging; any stray emotion felt by the smith will “stain” the silver, making it warm rather than aloof.
  • Precision Gem-Setting: The ability to mount the obsidian in a “tension-grip” so it never touches the user’s skin directly.

Crafting Steps

  1. The Cold-Melt: Melt the Tearless Silver in the vacuum crucible. The temperature must be kept at the absolute minimum required for liquid state to prevent the metal from “becoming angry” (overheating).
  2. Segment Casting: Pour the silver into seven distinct molds to create the segmented finger-guard. Each segment represents a different layer of the “Earthly Branches.”
  3. The Etching of Stems: Using the micro-stylus, engrave the internal micro-calligraphy. As you engrave, rub the ground ash of the burnt Law-Book into the grooves to seal the concept of “Objective Truth” into the metal.
  4. Setting the Blind Eye: Place the obsidian into the knuckle housing. It must be set during a “Lunar Void,” a time when the moon provides no guidance to the traveler.
  5. Lead-Isolator Application: Flow the liquid lead into the microscopic gaps between the silver joints. This acts as a psychic weight, ensuring the item’s magic stays “heavy” and localized to the wearer.
  6. The Still-Quench: Plunge the segments into the glacial water. The water should not boil; if the metal is properly prepared, it should simply turn the water into a fine, scentless mist.
  7. The Assembly of Silence: Thread the segments together using silver wire. The completed item is ready when it feels room-temperature to the touch but leaves a sensation of “numbness” in the crafter’s fingers.

Iron Serpent and Man of No-Shadow

In the time of “First-Freezing,” when the Great Gears of Saṃsāra were newly-oiled with the “Oil-of-Logic,” there lived a Sage of the Metal-Zodiac who possessed a “Heart-of-Polished-Glass.” While other men were “Hot-with-Sorrow” and “Wet-with-Laughter,” this Sage walked upon the high peaks where the air is too thin to carry the “Smell-of-Human-Striving.” He was like a stone in a stream; the world flowed around him, but the water could not “Soak-the-Stone.”

The ancient glyphs of the “Silent-Scribes” (translated poorly as “The People Who Forget to Wave”) say the Sage desired a “Skin-that-is-not-a-Skin.” He spoke to the Great Metal Snake that dwells in the “Cave-of-Zero-Echoes.” The Sage said, “O, King of the Sharp-Scale, the voices of the 73 Islands are a ‘Hammering-in-my-Skull.’ When men weep, my ears bleed. When men boast, my eyes ache. Give me a ‘Wall-that-is-small-as-a-Finger’ so I may be alone in the center of the crowd.”

The Metal Snake, who does not use “Loud-Words,” shed a single scale made of “Tearless-Silver.” He also spat a “Stone-of-Night” (the Blind-Eye Obsidian) that had never seen the “Face-of-the-Sun.” The Snake hissed a “Cold-Equation,” and the Sage used his mind to “Knit-the-Metal” into a segmented guard.

The story-fragments tell of a “Great-Feast-of-Noise” held by a Mad King who wished to “Own-the-Souls” of all who looked upon him. The King used a “Magic-of-Loud-Colors” that made all men dance until their bones broke. But the Sage walked through the palace wearing the Astrology 812. Because his heart was “Aloof-and-High,” the King’s colors could not “Find-a-Hook” in his spirit. The Sage sat at the table and ate “Nothing,” looking through the King as if the King were “Transparent-Mist.”

The King grew “Red-with-Shouting” and demanded, “Why do you not bow? Why do you not bleed?” The Sage merely tapped his finger-guard, and a “Wall-of-Boredom” fell upon the room. The King forgot his own name; the guards forgot their swords; the fires in the hearth forgot to burn. The Sage walked out of the palace, and because he was so “Other-and-Far,” the palace forgot he had ever been there.

He climbed back to the “Mountain-of-No-Breath” and vanished into the “Mirror-of-the-Sky.” He left the item upon a “Throne-of-Ice.” It is said that if you find it, you will feel a “Peace-that-is-Colder-than-Death,” and your own shadow will start to “Leave-You,” for it has no one left to follow.

The Moral of the Story: He who stands upon the highest peak sees everything clearly, but he will find that the wind is too cold to permit any guest to stand beside him.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Finger-Guard of the Unseen Sage

Item Description: A segmented silver ring that covers the index finger. It remains unnaturally cold even in sweltering heat. Looking at it for too long makes the observer feel a sense of profound, hollow boredom.

Game Mechanics:

  • Cost: 15 Credit Rating (equivalent value).
  • Still Water Shell (Passive): The wearer gains a Bonus Die on Stealth rolls, but only when moving through crowds or public spaces. NPCs must pass a Hard Intelligence Check to recall the wearer’s face or clothing after a 10-minute period has passed.
  • Segmented Isolation (Active): Once per day, the user may touch the obsidian knuckle to their temple. For 1d10 minutes, the user is immune to Social Influence and gains a Bonus Die to resist Sanity loss from witnessing mass panic or social chaos.
  • The Negative: While worn, all Charm and Persuade rolls are made with a Penalty Die. The user is simply too distant to connect with others.

Blades in the Dark

Unique Name: Tearless Silver Signet

Item Description: A Tier I fine item. A heavy, articulated silver finger-shield. It emits a faint “null-resonance” that deadens emotional vibrations in the immediate vicinity.

Game Mechanics:

  • Tier: I (Common Fine Item).
  • Load: 0 (Worn).
  • Passive – Uninterested Gaze: You gain +1d to Resistance Rolls against being swayed, manipulated, or emotionally blackmailed.
  • Active – Cold Dismissal: Spend 1 Stress to ignore a “Heat” or “Suspicion” consequence during an infiltration. You become so “uninteresting” that the guard or witness simply looks away and forgets you were there.
  • Flaw: You cannot use the Help action for a teammate’s social roll while this item is visible. Your aloofness sours the atmosphere.

Dungeons & Dragons (5th Edition)

Unique Name: Ring of the Distant Snake

Item Description: Wondrous Item, Common (Requires Attunement). A sleek finger-guard of dark silver etched with celestial coordinates.

Game Mechanics:

  • Passive – Uninterested Gaze: You have Advantage on saving throws against being Charmed or Frightened.
  • Passive – Still Water Shell: While you are in a crowd of 10 or more people and remain silent, you are under the effects of the Nondetection spell.
  • Active – Cold Dismissal (1/Long Rest): As a reaction when a creature within 30 feet targets you with a social interaction or a mind-affecting spell, you can force them to make a DC 13 Charisma Saving Throw. On a failure, the creature becomes indifferent toward you and chooses a different target for its action (if possible).
  • Roleplay Penalty: You have Disadvantage on Charisma (Persuasion) checks while attuned to this item.

Knave (2nd Edition)

Unique Name: The Apathetic Talon

Item Description: A metallic finger-sleeve. It makes the wearer feel as though everyone around them is speaking a language they don’t care to learn.

Game Mechanics:

  • Inventory Slots: 1 Slot (Finger).
  • Passive – Social Ghost: You are treated as having an Intelligence of 18 for the purposes of resisting charms or illusions, regardless of your actual stats.
  • Passive – Forgettable: Reaction rolls for neutral NPCs are shifted one step toward “Apathetic” or “Ignore” rather than “Hostile” or “Friendly.”
  • Active – Mental Void: Once per day, you may become “Invisible” to any creature currently engaged in a conversation or an argument. This effect lasts until you speak or attack.
  • Penalty: You cannot recruit Henchmen or Hirelings while wearing this item; they find your lack of charisma unsettling.

Fate (Core/Condensed)

Unique Name: The Metal Snake’s Isolation Guard

Item Description: A segmented silver finger-sleeve that creates a palpable sense of distance between the wearer and the world. It is cold to the touch and hums with a low, metallic frequency.

Game Mechanics:

  • Aspect: Untouchable Objectivity. You may invoke this aspect when you need to remain calm under pressure or when your lack of emotional investment allows you to see a solution others missed.
  • Stunt – Still Water Shell: You gain +2 to Stealth rolls to remain unnoticed in plain sight, provided you are in a crowded or busy environment and do not speak.
  • Stunt – Cold Dismissal: Once per session, you may use Will in place of Rapport or Deceive to end a social interaction. You don’t convince the other person; you simply make them so uncomfortable or bored that they leave of their own accord.
  • Cost: 1 Refresh.

Numenera & Cypher System

Unique Name: Obfuscating Talon of the Serpent

Item Description: A finger-mounted artifact of pre-human origin, crafted from a stable, non-oxidizing alloy and capped with a void-dark stone.

Game Mechanics:

  • Level: 1d6 (Minimum 3).
  • Form: Segmented finger-guard.
  • Effect (Passive): The user gains an Asset to all Intellect defense rolls against mental influence or attempts to read their mind/emotions.
  • Effect (Active): By spending 2 points from your Intellect Pool, you activate “Segmented Isolation.” For one hour, you become a “background detail.” NPCs will not interact with you unless you initiate it, and you gain an Asset to all tasks involving sneaking or hiding in urban environments.
  • Depletion: 1 in 1d20. On depletion, the obsidian stone turns to dust, leaving the user feeling vulnerable and “exposed” for the next 24 hours.

Pathfinder (2nd Edition)

Unique Name: Astrology 812: Shackle of the Distant Snake

Item Description: This Tier 1 magical conduit is a finger-guard of Tearless Silver etched with Metal-elemental runes of detachment.

Game Mechanics:

  • Level: 2; Price: 25 gp (Silver equivalent).
  • Usage: Worn (Finger); Bulk: —.
  • Uninterested Gaze (Passive): You gain a +1 item bonus to Will Saves against Mental and Emotion effects. Your DC for others to use the Sense Motive action against you increases by 2.
  • Still Water Shell (Passive): If you have not taken a hostile action or spoken in the last minute, you gain a +2 status bonus to Stealth checks to Hide in a crowd.
  • Cold Dismissal (Reaction): [Trigger: A creature within 30 feet targets you with a Diplomacy or Intimidation check.] You release a pulse of cold apathy. The creature must attempt a Will Save against your Class DC or Spell DC. On a failure, their action is wasted as they lose interest or feel intimidated by your silence.

Savage Worlds (Adventure Edition)

Unique Name: The Apathy Spike

Item Description: A sleek, metal-element finger-guard. It discourages social bonding in favor of absolute, clinical focus.

Game Mechanics:

  • Rank: Novice.
  • Attributes: Stealth +1 (only in crowds), Smarts +1 (only for resisting social influence).
  • Segmented Isolation (Passive): The wearer gains +2 to all checks to resist Provoke or any social “Tests.”
  • Cold Dismissal (Active): As a Limited Action, the wearer makes a Smarts roll against a target’s Spirit. With a success, the target is Distracted. On a Raise, the target also becomes Vulnerable as they are unnerved by the wearer’s total lack of reaction.
  • The “Pain” Clause: While wearing this, the user has the Mean Hindrance. If they already have it, they suffer an additional -2 penalty to Persuasion rolls.

Shadowrun (6th World Edition)

Unique Name: Snake-Zodiac Data-Static Guard [Rating 1]

Item Description: A chrome-finished, articulated finger-cover that emits a subtle white-noise frequency in both the Matrix and the Astral Plane. It makes the wearer’s aura and digital footprint appear “boring” and easy to overlook.

Game Mechanics:

  • Rating: 1
  • Type: Mana-Static Focus (Universal)
  • Passive – Still Water Shell: While active, the wearer increases the Threshold for others to perform Assensing or Snoop actions against them by +1. Your emotional state always appears “Neutral/Calm” regardless of your actual feelings.
  • Active – Segmented Isolation: As a Minor Action, the user can dump “Bio-Static” into their surroundings. For (Rating x 2) minutes, the user gains a +1 dice pool bonus to resist all Manipulation spells and Intimidation tests.
  • Negative – Unreliable Social: The user takes a -2 dice pool penalty to all Con or Etiquette tests that rely on building rapport or empathy. You are simply too “flat” to be likable.

Starfinder (2nd Edition / Playtest)

Unique Name: Astrology 812: Null-Signal Vambrace

Item Description: A piece of sleek, Metal-element cyber-circuitry that wraps around the index finger. It uses void-dampeners to minimize the wearer’s social and thermal profile.

Game Mechanics:

  • Level: 2; Price: 250 Credits.
  • Usage: Worn (Finger); Bulk: —.
  • Passive – Uninterested Gaze: You gain a +1 item bonus to Will Saves against Mental and Emotion effects. Your DC to be detected by Sense Motive or Diplomacy increases by 1.
  • Active – Cold Dismissal (Reaction): Trigger: A creature within 30 feet attempts to influence you or use a language-dependent effect. Effect: You emit a “Wall of Silence.” The target must succeed at a Will Save (DC = 10 + half your level + your Key Ability Modifier). On a failure, they lose interest and their action is wasted.
  • Negative: You take a -1 penalty to all Diplomacy and Perform checks.

Traveller (Mongoose 2nd Edition)

Unique Name: The Diplomat’s Silence (Zodiac Model 812)

Item Description: A TL-12 silver finger-shield recovered from the high-monasteries of Saṃsāra. It generates a localized “Social-Dampening Field” that makes the wearer remarkably forgettable.

Game Mechanics:

  • TL (Tech Level): 12 (High Stellar).
  • Weight: —.
  • Passive – Presence Suppression: All NPCs attempting to remember the user’s face or details after a meeting suffer a DM-2 on their check. The user is immune to the “Distracted” combat condition caused by noise or shouting.
  • Active – Mental Void: By taking a Significant Action, the user can activate the field for 10 minutes. During this time, the user gains a DM+2 to all Stealth checks in urban or social environments.
  • The Penalty: The user suffers a DM-2 to all Persuade and Carouse checks. Trying to be “the life of the party” while wearing the 812 is an automatic failure.

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: The Serpent’s Silver Fingertip

Item Description: A segmented silver talon etched with the runes of the Metal Snake. It radiates a chilling indifference that numbs the social instincts of those nearby.

Game Mechanics:

  • Price: 15 Silver Shillings.
  • Encumbrance: 0.
  • Passive – Icy Detachment: The wearer gains the Coolheaded Talent. If they already possess it, they instead gain a +5 bonus to Willpower. The wearer is immune to the Awe and Intimidate effects of any creature with a lower Initiative characteristic than their own.
  • Active – Cold Dismissal (Action): The user makes a Channelling (Chamon) or Cool Test. On a success, one target within 4 yards becomes Bored. The target must pass a Willpower Test or immediately cease all social interaction with the wearer and move at least 2 yards away.
  • Flaw – Unsettling Presence: The user takes a -10 penalty to all Charm, Gossip, and Leadership tests. Most people find the wearer’s lack of reaction deeply “off-putting.”