Lore: The creation of the Null-Wyrm Aegis 4791 represents a pinnacle of magical and alchemical engineering, achieved by fusing radically divergent fundamental forces into a single, stable artifact. Ancient records recovered from the deep-sea metropolises suggest this synthesis was first achieved by a gestalt of master alchemists and void-smiths attempting to create the ultimate triage and execution tool. They utilized a vacuum-forge to meld the fire-resistant, agile properties of draconic wyrmhide with the emotion-devouring density of Null-Iron. To prevent the organic wyrmhide from rejecting the absolute cold of the iron, the celestial essence of a Luminous Apricot was distilled and used as a localized magical catalyst, elevating the ambient magical affinity of the forging process. The Balsam Heartroot, a relic of empathic folk healing, was embedded into the core matrix of the armor to serve as a biological anchor. Finally, the surface was inscribed with ancient sealing runes utilizing Envenomed Ink. The apricot’s celestial light stabilized the shadowvine venom, creating a permanent, physical object that perfectly balances absolute predatory stillness with supreme magical and physical agility.
Description: The artifact exists as a single, seamless vambrace designed to sheath the forearm from the elbow down to the knuckles. The primary structure is composed of blackened, supple wyrmhide that has been metallurgically bonded with Null-Iron, resulting in a material that absorbs all ambient light and emits zero thermal or magical resonance. Intricate, ancient calligraphy is etched deeply into the dark surface, filled with Envenomed Ink that perpetually shimmers with a sickly, iridescent green-gold hue. At the inner wrist, perfectly flush with the armor’s surface, is the petrified Balsam Heartroot. The root no longer resembles organic wood but rather a crystalline knot of void-glass that pulses with the soft, sunset-colored celestial fire of the Luminous Apricot. The vambrace feels impossibly dense when held but becomes entirely weightless once attuned and worn. The air immediately surrounding the physical object is unnaturally still, smelling faintly of burnt leather, ozone, and crushed mint.
Specific Slot: Worn Item (Forearm)
Stats
- Tier: 5
- Value: Highly variable, driven entirely by sellers’ market dynamics, generally requiring extreme wealth or artifacts of equal tier in barter.
- Materials: Null-Iron, Wyrmhide, Shadowvine Venom, Luminous Apricot Essence, Balsam Heartroot, Distilled Apathy, Quicksilver Thread, Void-Glass.
- Weight: Negligible upon attunement.
- Durability: Indestructible by non-magical means, immune to fire, immune to environmental degradation.
Skills Gained While Openly Worn
- Alchemy: Master
- Calligraphy: Master
- Stealth: Master
- Medicine: Master
Tags: Tier-5, Worn-Item, Forearm-Slot, Null-Iron, Wyrm-Hide, Draconic-Agility, Apathy-Engine, Venom-Laced, Luminous-Affinity, Empathic-Void, Triage-Artifact, Predatory-Calm, Dark-Magic, Hoodoo-Fused, Unbreakable-Vambrace, Celestial-Catalyst, Shadow-Ordnance, Life-Siphon, Fear-Immunity, Paralyzing-Strike, Void-Forged, Alchemical-Synthesis, Nullified-Pulse, Stealth-Enhancer, Combat-Reflexes
Multiple Passives Magic
- The Draconic Void: The physical integration of wyrmhide and Null-Iron grants the avatar a permanent +2 to Armor Class and a +2 to Dexterity. The avatar is completely immune to elemental fire damage. Furthermore, the avatar’s internal chemical signals for anxiety are consumed, rendering them immune to Fear and Panic conditions. The avatar’s pulse drops to a near-zero state, making them permanently invisible to any creature or magical device that detects life-signs, heartbeats, or emotional heat signatures.
- Luminous Omniscience: The celestial essence of the apricot perpetually enhances the avatar’s magical affinity and fortifies their Mind’s Eye. The avatar perceives the intricate magical flows and structural weaknesses of the environment with perfect, emotionless clarity. This grants an extreme advantage on all checks requiring steady hands, long-term concentration, and the diagnosis of internal physical or magical ailments in creatures within a twenty-foot radius.
- Toxic Rejection: The Envenomed Ink integrated into the physical structure acts as an autonomous defense mechanism. Any entity that attempts a physical melee strike against the wearer, or touches the vambrace without explicit permission, is immediately subjected to the shadowvine venom. The attacker suffers instant localized paralysis and intense pain, severing their ability to maintain grapples or execute follow-up strikes.
Multiple Active Magics
- Siphon to the Abyss: By touching a willing or restrained target, the avatar can draw massive amounts of physical damage, disease, or psychological terror from the subject. Because the Balsam Heartroot is now encased in Null-Iron, the avatar does not experience the shared pain or physical burden. The affliction is instantly consumed and annihilated by the void-state of the armor, completely stabilizing the target while granting the avatar a temporary, concentrated surge of silver fire spell power.
- Celestial Stasis Field: The avatar channels their enhanced magical affinity through the inscribed venom-runes to project a thirty-foot aura of absolute stillness. Enemies caught within this radius find their emotions utterly dampened, stripping them of all combat drive and urgency, while simultaneously suffering from micro-paralysis that drastically reduces their movement speed and reaction times. Allies within the aura are shielded from panic but suffer the same lack of urgency.
- Venom-Step Execution: Utilizing the heightened reflexes granted by the wyrm-scales and the emotional detachment of the Hollow, the avatar executes a maneuver of terrifying precision. The avatar moves at an accelerated, draconic speed to deliver a precise strike. The celestial light of the apricot forces the Envenomed Ink to bypass standard magical barriers, injecting the paralytic toxin directly into the target’s physical or spiritual form, rendering them entirely immobile and wracked with pain.
The magical integrity of the Null-Wyrm Aegis 4791 is bound directly to its physical form, operating with a threshold of 100 item hit points. This value is derived from its tier 5 classification, scaling at a rate of 20 hit points per tier level. Because the integrated Wyrmhide and Null-Iron render the artifact entirely immune to all non-magical damage, environmental degradation, and elemental fire, standard attacks will not reduce this hit point pool. To damage the item, an attacker must specifically target the vambrace with deliberate sunder attempts using tier 4 or tier 5 magical weapons, pure elemental attacks excluding fire, or direct applications of silver fire spell power.
When the item suffers damage, the quicksilver thread and the void-glass matrix begin to fracture, disrupting the perfect equilibrium between the organic and inorganic components. If the artifact’s hit points are successfully reduced to exactly zero, the physical vambrace does not shatter or disintegrate due to the indestructible nature of the base materials. Instead, the celestial light of the Luminous Apricot essence extinguishes, and the Envenomed Ink ceases to shimmer. In this state, the magical conduit is broken. The item instantly loses all multiple passives magic, multiple active magics, and skill enhancements, reverting to a mundane, extremely heavy forearm guard that burdens the wearer without providing any tier 5 benefits.
Repairing the Null-Wyrm Aegis 4791 requires a highly specialized restoration process that cannot be accomplished in the field or through standard healing magic, as avatars and their gear gain no restorative benefits from short rests. The disabled artifact must be transported to a specialized artisan possessing master-level proficiencies in Alchemy and Calligraphy. The physical repair must take place within the absolute zero-pressure environment of a vacuum-forge to prevent ambient magic and oxygen from contaminating the Null-Iron.
The artisan must procure a fresh extraction of Luminous Apricot essence to reignite the celestial catalyst and a full vial of Distilled Apathy to reset the void-state of the iron casing. The repair sequence mandates twenty-four hours of uninterrupted, continuous labor. During this time, the artisan must meticulously re-inscribe the damaged sealing runes using newly prepared Envenomed Ink while simultaneously re-threading the microscopic quicksilver channels that connect the petrified Balsam Heartroot to the outer wyrm-scales. The economic cost of this restoration requires an expenditure of rare magical reagents, specialized alchemical base fluids, and pure gold equivalent to exactly half the localized market value of a fully functioning tier 5 artifact. Upon successful completion of the twenty-four-hour forging cycle, the item’s hit points are fully restored to 100, and all magical properties instantly reactivate.
Obtaining the Null-Wyrm Aegis 4791 is an extreme undertaking reserved for entities that have reached the absolute peak of advancement within the physical and magical constraints of the world. Because this is a Tier 5 artifact, it exists at the absolute limit of what the gods permit a mortal soul to possess before compulsory advancement forces a halt to their progression.
The artifact is not a naturally occurring phenomenon and cannot be harvested or scavenged from standard creatures. The methods of obtaining this specific amalgamation of Null-Iron, Wyrmhide, Shadowvine Venom, Luminous Apricot essence, and Balsam Heartroot are restricted to the following avenues:
- Looting a Tier 5 Crystal: When an avatar possessing the Null-Wyrm Aegis 4791 reaches zero health points and perishes, they vaporize into a cloud of sparks and leave behind a crystal. The artifact will remain near the crystal. Securing the item in this manner requires surviving a combat encounter with a Tier 5 gestalt entity, likely within a Deathly area where the attacker’s Armor Class is completely negated.
- Commissioning a Gestalt Forge: A character may obtain the item by funding the creation process. This requires locating a highly specialized facility equipped with a vacuum-forge and hiring a team of master alchemists, void-smiths, and druidic handlers. The individual must source and provide the raw materials, including the exceptionally rare Shadowvine venom and Null-Iron, and finance the twenty-four-hour continuous forging cycle.
- Exploration of Uncharted Ruins: The artifact may be recovered from the deepest sectors of forgotten ruins or the collapsed infrastructure of old civilizations located in the backwoods and jungles. These environments are classified as Unsafe or Deathly areas and are heavily populated by creatures possessing memories from past lives.
The Null-Wyrm Aegis 4791 is entirely absent from common markets, provincial towns, and standard adventurer supply depots. It is traded exclusively within the most fortified and elite commercial sectors of the world. In accordance with the established economic structures, the cost for Tier 5 items is expressed in Rhodium.
High-Spires Prestige Exchanges These elite trading floors are located in the upper echelons of the floating cities and the penthouses of metropolitan skyscrapers. They cater exclusively to corporate negotiators, high-ranking political strategists, and Tier 5 characters.
- The Transaction: Security is absolute, utilizing heavily guarded, silence-warded chambers. The item is displayed within an extradimensional storage unit, rendering it temporarily unattuned and inert. Buyers are required to undergo a rigorous verification process to prove they do not possess ten openly worn attuned items, ensuring the purchase will not trigger immediate death from the pain of divine consequences.
- The Cost: 1,200 to 1,500 Rhodium. The exorbitant price reflects the absolute pristine condition of the artifact, the prestige of the exchange, and the guarantee that the Envenomed Ink runes have been freshly stabilized with celestial light.
Deep-Sea Void-Smith Forges Situated within the industrial and engineering sectors of the underwater metropolises, these specialized enclaves focus on high-pressure alchemical manipulation and deep-water Null-Iron refinement.
- The Transaction: The transaction is conducted directly with the master artisans who understand the exact metallurgical bonding process of the artifact. Before the exchange is permitted, the buyer must undergo a physical and psychological trial to prove their nervous system can withstand the total emotional severing caused by the artifact’s empathy-draining core. Telepathic signage is used to maintain the curated silence of the facility.
- The Cost: 800 to 1,100 Rhodium. The financial cost is often slightly lower than the floating cities, but the void-smiths frequently demand supplementary payment in the form of raw, unrefined Null-Iron or perfectly intact sheets of Wyrmhide to fuel their future engineering projects.
Shadow-Market Apex Syndicates These shifting, hidden markets operate in the lawless island territories and the deepest, unmapped regions of the dark cave systems. They are run by high-tier Sin-Eaters and merchants who trade exclusively in items that permanently alter the soul.
- The Transaction: Exchanges occur in absolute darkness to prevent the celestial glow of the Luminous Apricot essence from drawing unwanted attention. The merchants do not speak. Buyers must rely entirely on their Mind’s Eye to verify the exact stats and identify any false or misleading properties the item might possess.
- The Cost: 600 to 900 Rhodium. This is the lowest available market price, but it carries extreme risk. Artifacts purchased here are often “hungry,” having absorbed massive amounts of trauma from a previous, deceased owner. The buyer risks immediate psychological backlash upon attuning to the item.
Capital Metropolis Antiquity Vaults These heavily fortified museums and relic dealerships are located in the center of the largest surface cities. They specialize in historical artifacts and items tied directly to the lore of ancient figures, such as the Thornbloods or the Silent Quill.
- The Transaction: The purchase involves navigating extreme bureaucratic hurdles. The buyer must prove their identity and provide a detailed account of their past lives and former abilities. The item is treated as a historical treasure rather than a mere weapon, and the transaction is overseen by a council of historians who ensure the artifact is going to a culturally significant individual.
- The Cost: 1,000 to 1,400 Rhodium. The price reflects the extensive documentation, historical verification, and absolute authenticity of the artifact’s draconic and folk-magic origins.
Tactical Roleplay and Environmental Application of the Null-Wyrm Aegis 4791
Floating Cities and High-Spires (Urban Environments)
- Defense: In the extreme altitudes of the floating metropolises, the avatar utilizes the Draconic Void to entirely suppress the biological response to vertigo or the panic of a sudden structural collapse. If an airship is breached, the avatar roleplays a terrifyingly calm demeanor, moving with perfect draconic agility across falling debris. The Toxic Rejection acts as a flawless ward against the high-density population of assassins in these political hubs; any unseen attacker attempting a grapple or melee strike is instantly subjected to the Shadowvine venom, their arm seizing in agonizing paralysis before the blade can find its mark.
- Offense: Within crowded council halls or high-stakes negotiations, the avatar activates the Celestial Stasis Field to dominate the room without drawing a weapon. The roleplay involves standing perfectly still as the aura projects outward, watching as rival politicians or corporate negotiators lose their passion, their voices trailing off as their urgency is devoured by the void. For direct assassination, the avatar utilizes Venom-Step Execution, crossing a lavish penthouse in a blur of wyrm-enhanced speed to deliver the paralyzing ink directly into a target’s spiritual form, leaving them perfectly immobile and silent for extraction or execution.
Deep-Sea Underwater Metropolises
- Defense: The crushing pressure and inherent claustrophobia of the ocean depths trigger no emotional response from the avatar. If a deep-sea dome fractures, the avatar remains entirely devoid of fear, using Luminous Omniscience to perfectly calculate the flow of incoming water and identify the exact structural weaknesses of the failing glass. The nullified pulse renders the avatar completely invisible to massive aquatic predators that hunt by sensing the frantic heartbeats and electrical fear-signals of drowning victims.
- Offense: When combating aquatic horrors or rival deep-sea factions, the avatar uses Siphon to the Abyss on panicked allies or civilians caught in the breach. The roleplay requires the avatar to physically touch the drowning or terrified individual, instantly stripping the water-filled panic from their mind and stabilizing them, while converting that terror into a massive surge of silver fire spell power. This unresistable damage is then channeled through the water to annihilate the approaching threat without the need for verbal chanting or somatic gestures that water resistance might hinder.
Volcanic and Elemental Hazard Zones
- Defense: The physical integration of the wyrmhide grants absolute immunity to the environmental extremes of lava flows, magma geysers, and ash storms. The avatar roleplays walking directly through walls of magical fire with a deadened, glassy-eyed stare, completely unbothered by the heat that incinerates the surrounding landscape. The Mind’s Eye, enhanced by the celestial catalyst, allows the avatar to perceive the shifting elemental magic driving the volcanic activity, granting the foresight to step precisely where the crust is stable.
- Offense: When engaging fire elementals, rogue wyrms, or specialized elemental cultists, the avatar holds a supreme advantage. The avatar roleplays wading into the enemy’s most devastating fire-based attacks without flinching, utilizing the wyrm-scales’ dexterity to navigate the chaotic battlefield. The avatar then triggers the Venom-Step Execution. Because the Luminous Apricot essence forces the Envenomed Ink to bypass standard magical immunities, the avatar injects the paralyzing toxin directly into the molten cores of the elemental entities, freezing living fire into agonizing, immobile statues.
Dark Cave Systems and Subterranean Labyrinths
- Defense: In the pitch-black, claustrophobic tunnels of the underground, the avatar becomes the ultimate ghost. The total cessation of the avatar’s heartbeat and the absolute absorption of ambient light by the Null-Iron allow them to stand completely undetected in the center of a cavern filled with blind, life-sensing horrors. The avatar roleplays the eerie silence of the vambrace, moving without displacing the stale air. The Balsam Heartroot’s empathic void allows the avatar to sense the lingering pain or disease of creatures lurking in the dark long before they are visible.
- Offense: When an ambush is detected, the avatar activates the Celestial Stasis Field to instantly strip the predatory hunger from a swarm of subterranean beasts. The roleplay shifts from stealth to methodical culling. The creatures, robbed of their biological drive to attack or flee, become sluggish and confused. The avatar moves among them with predatory calm, utilizing the +2 Dexterity bonus to deliver precise, emotionless strikes, systematically clearing the cavern without ever elevating their own resting heart rate.
Overgrown Jungles and Ruined Civilizations
- Defense: Ancient ruins are frequently protected by eldritch illusions, madness-inducing wards, and lingering spiritual plagues. The avatar relies on the Draconic Void to walk through these psychological minefields with total apathy. Illusions designed to prey on a trespasser’s deepest fears find no purchase in the avatar’s hollowed mind. If the avatar inadvertently touches a cursed artifact or a toxic plant, the Toxic Rejection and the void-glass matrix isolate the threat, preventing the corruption from spreading beyond the point of contact.
- Offense: The avatar utilizes the draconic agility to traverse the dense jungle canopy with flawless balance. When a corrupted jungle apex predator is located, the avatar drops from the canopy using Venom-Step Execution. The roleplay highlights the stark contrast between the chaotic, vibrant life of the jungle and the absolute, chilling stillness of the avatar’s descent. The strike delivers the Envenomed Ink, locking the massive beast in agonizing paralysis, allowing the avatar to harvest its components or bypass it entirely without engaging in a protracted, noisy conflict.

Perception of Activation:
User’s Perspective
- Sight: The blackened wyrmhide spanning the forearm seems to consume all ambient light, turning the limb into a localized silhouette of the void. The etched runes filled with Envenomed Ink flare to life, shimmering with a sickly, iridescent green-gold luminosity that leaves trailing afterimages in the air. At the inner wrist, the petrified Balsam Heartroot pulses rapidly, casting a sunset-colored celestial fire from the Luminous Apricot essence that illuminates the microscopic quicksilver threads binding the armor together.
- Sound: A total cessation of internal biological noise occurs instantly. The thrum of the heartbeat and the rush of blood vanish from the ears. The surrounding environment sounds crystalline but distant, as if listening to the world through a thick pane of ice. A faint, low resonance vibrates directly into the bones of the arm from the Heartroot, humming with absolute, unyielding stability.
- Touch: Absolute numbness spreads from the vambrace up the shoulder and across the chest, erasing any sensation of fatigue, physical pain, or muscle strain. The incredibly dense artifact feels completely weightless upon the flesh. The air immediately surrounding the forearm turns unnaturally still and freezing cold, yet the avatar experiences no biological shivering or discomfort from the temperature drop.
- Smell: An intense, astringent odor of crushed mint and healing salves mixes sharply with the acrid, metallic tang of ozone. Beneath this sits the ancient, musky scent of burnt draconic leather and the sickeningly sweet aroma of the Shadowvine venom, ready to be deployed.
- Taste: A flat, metallic void settles on the tongue. It mimics the sensation of biting down on a piece of cold iron or tasting the heavy static charge in the atmosphere moments before a massive lightning strike.
- Extra-Sensory Perceptions:
- Empathic Vacuum: There is a sudden, jarring deletion of all internal emotional dialogue. The avatar’s mind is cleared of a storm and replaced by a crystalline, predatory stillness. The raw terror, disease, or physical agony of a targeted creature is sensed merely as cold data points to be consumed and annihilated, entirely disconnected from any feeling of sympathy or shared burden.
- Magical Resonance Mapping: The celestial catalyst of the apricot forces the avatar’s Mind’s Eye wide open. The magical flows, structural weaknesses, and biological vulnerabilities of all entities within a thirty-foot radius are perceived perfectly as glowing, sunset-colored lines superimposed over the physical world.
- Temporal Dilation: The complete absence of adrenaline and the “fight or flight” chemical response creates a perfectly linear perception of time. The avatar can track high-speed movements, falling debris, or complex magical casting with absolute, emotionless precision, unburdened by the urge to rush or flee.
Observer’s Perspective
- Sight: The observer witnesses the avatar’s arm become a focal point of absolute darkness, contrasting violently with the glowing green-gold runes and the pulsing celestial fire of the crystalline root. The avatar’s facial expressions go completely slack, all tension leaving the jaw and brow, while their eyes take on a glassy, unblinking, predatory fixedness. Their movements become terrifyingly efficient, lacking any of the small, wasted adjustments caused by natural hesitation.
- Sound: The ambient noise around the avatar abruptly drops. The sound of their breathing and footsteps vanishes entirely, creating a localized dead-zone of complete silence that feels oppressive, heavy, and highly unnatural to those standing nearby.
- Touch: If an observer steps within the immediate radius, they feel a severe drop in ambient temperature and a chilling, static indifference radiating from the avatar. The air itself feels thick, numb, and difficult to move through.
- Smell: A wave of bittersweet crushed mint and burnt leather washes over the observer. This is immediately followed by an underlying, sickeningly sweet note of the Shadowvine venom that bypasses conscious thought and triggers a primal biological warning instinct.
- Taste: Observers may experience a sudden, dry bitterness at the back of their throats, a sympathetic physiological reaction to the potent alchemical toxins and void-magic manifesting in the immediate atmosphere.
- Extra-Sensory Perceptions:
- The Nullifying Chill: Sentient observers caught within the Celestial Stasis Field feel an immediate, chilling suppression of their own survival instincts and emotional drives. A micro-paralytic apathy descends upon their nervous systems, draining their motivation to attack or flee.
- Aura of the Inevitable: Those possessing magical sensitivity perceive the avatar not as a living being, but as a localized singularity of absolute stillness. This triggers an instinctual dread that is simultaneously, and confusingly, damped by the artifact’s emotion-devouring field, leaving the observer feeling hollowed out.
Positives
- Total immunity to all fear, panic, and emotional manipulation allows for the flawless execution of complex, high-stakes tasks in the most horrific or dangerous environments.
- The complete suppression of the avatar’s biological signature, pulse, and emotional heat renders them perfectly undetectable by life-sensing magic, thermal tracking, or subterranean predators relying on heartbeat detection.
- The autonomous injection of Shadowvine venom upon physical contact provides an absolute, perfect defense against melee grapples, unseen physical strikes, or unauthorized attempts to disarm the avatar.
- The ability to instantly draw and annihilate massive amounts of physical damage or disease from allies without suffering the corresponding pain or fatigue ensures the avatar serves as the ultimate, unbreakable triage anchor on any battlefield.
Negatives
- The absolute severance of empathy makes standard social interactions, political negotiations, or basic alliances incredibly difficult to maintain. The avatar appears entirely devoid of humanity, projecting a coldness that easily offends or terrifies potential allies.
- The complete absence of the natural adrenaline response means the avatar may ignore slow-moving environmental hazards or fail to react to secondary dangers that do not trigger the item’s direct defenses, simply because their body sends no signals of urgency.
- The massive influx of consumed trauma, poison, and pain into the void-state of the Null-Iron requires periodic, intense focus to safely process. There is a risk of a total psychological and physical crash if the artifact is forcibly unattuned or destroyed while holding massive amounts of siphoned affliction.
- The permanent aura of predatory stillness and toxic magic permanently marks the avatar as a highly dangerous, unnatural entity. This draws extreme suspicion, fear, and potential hostility from lawful factions, deeply spiritual communities, or entities sensitive to the flow of natural life.
Crafting Recipe: Synthesis of the Null-Wyrm Aegis 4791
Items Merged
- Hoodoo 119 of Balsam Heartroot (Tier 1 Chest-Slot Charm)
- Envenomed Ink (Tier 1 Poisonous Alchemical Substance)
- Dark 442 of the Anxiety free Hollow (Tier 1 Null-Iron Finger-Slot Ring)
- Wyrmhide Bracers (Tier 1 Draconic Forearm-Slot Armor)
- Luminous Apricot (Tier 1 Magical Crop and Celestial Catalyst)
Additional Materials Needed
- One supplemental vial of Distilled Apathy to ensure the expanded Null-Iron matrix maintains its absolute void-state during the physical stretching process.
- One additional spool of Quicksilver Thread to weave the extensive microscopic magical channels required to connect the biological heartroot to the outer wyrm-scales.
- One jar of heavy alchemical Binding Resin to secure the organic and inorganic transition zones against the extreme pressures of the vacuum-forge.
- One ounce of pure gold dust to act as a conductive buffer between the raw draconic energy of the wyrmhide and the emotion-devouring vacuum of the Null-Iron.
Tools Required
- Vacuum-Forge: A highly specialized, airtight alchemical furnace utilizing steam-driven bellows to pump out all oxygen and ambient magic, ensuring the metal and organic components are worked within a literal void.
- Non-Resonant Ceramic Anvil: An impact surface that absorbs kinetic energy without ringing or vibrating, preventing the introduction of warm frequencies or sonic noise into the Null-Iron during the shaping process.
- Rune Engraving Tools: Diamond-tipped chisels capable of scoring the indestructible surface of the fused wyrmhide and Null-Iron matrix.
- Enchanter’s Brush: A fine-tipped applicator spun from lightweaver spider silk, used to handle the highly toxic Envenomed Ink without degrading the bristles.
- Insulated Bone Tongs: Specifically carved from the remains of entities that perished in absolute silence, used to handle the materials without transferring the artisan’s body heat or pulse into the artifact.
Skill Requirements
- Vacuum Metallurgy (Master): The absolute physical mastery required to shape indestructible metal and bond it with organic draconic hide in an oxygen-free, magic-suppressed environment using only the radiant heat of channeled magic-flow.
- Alchemy (Master): The precise chemical knowledge required to extract the celestial essence of the Luminous Apricot, stabilize the highly volatile Shadowvine venom within the Envenomed Ink, and perfectly balance the Distilled Apathy.
- Calligraphy (Master): The unwavering manual dexterity needed to perfectly scribe ancient sealing runes onto a curved, armor-plated surface without a single micro-fraction of deviation.
- Leatherworking (Master): The physical understanding of draconic anatomy required to manipulate, stretch, and bond the wyrmhide without destroying its natural fire-resistant properties or its supple agility.
- Emotional Decoupling: An extreme mental discipline requiring the artisan to enter a state of total emotional blankness. The presence of excitement, fear, or frustration during the twenty-four-hour forging cycle will instantly shatter the void-glass matrix and ruin the artifact.
Crafting Steps
- The Void Expansion: The artisan must begin by placing the Dark 442 of the Anxiety free Hollow into the Vacuum-Forge. Utilizing the Insulated Bone Tongs and the Non-Resonant Ceramic Anvil, the Null-Iron ring must be heated to a dull, grey liquidity. The artisan then introduces the supplemental vial of Distilled Apathy, physically hammering the liquid metal to expand its mass until it forms the structural base of a forearm vambrace. This process must be conducted in absolute silence, ensuring no sonic vibrations contaminate the void-state of the iron.
- The Draconic Amalgamation: While the Null-Iron remains in a hyper-dense, malleable state within the vacuum, the artisan must introduce the Wyrmhide Bracers. The pure gold dust is sprinkled evenly across the interior surface of the draconic leather to act as a magical buffer. The wyrmhide is then physically pressed into the cooling Null-Iron. The Binding Resin is applied to the edges, fusing the supple, fire-resistant organic hide directly into the indestructible, emotion-devouring inorganic metal. The resulting material must immediately turn pitch black, consuming all ambient light within the forge.
- The Celestial Petrification: The artisan must carefully extract the glowing, sunset-colored essence from the Luminous Apricot. This celestial liquid is then injected directly into the core of the Balsam Heartroot. The intense magical affinity of the apricot immediately petrifies the organic wood, transforming the heartroot fragment and its attached bird and mouse bones into a single, crystalline knot of void-glass that pulses with celestial fire. This petrified root is then embedded flush into the inner wrist section of the vambrace, serving as the empathic and magical anchor for the entire artifact.
- The Venomous Inscription: Removing the vambrace from the forge, the artisan utilizes the Rune Engraving Tools to carve a continuous, interlocking sequence of ancient sealing runes across the entire blackened surface of the wyrmhide matrix. The artisan must then use the Enchanter’s Brush to carefully fill these deep grooves with the Envenomed Ink. The celestial light radiating from the petrified heartroot interacts with the ink, stabilizing the Shadowvine venom and causing the runes to permanently shimmer with a sickly, iridescent green-gold luminosity.
- The Quicksilver Neural Binding: To ensure the separate magical properties function as a single physical entity, the artisan must weave the Quicksilver Thread throughout the internal structure of the vambrace. These microscopic metallic threads must connect the petrified Balsam Heartroot at the wrist directly to the venom-filled runes and the wyrm-scales covering the forearm. This creates a unified magical nervous system, allowing the Toxic Rejection and the Celestial Stasis Field to trigger autonomously based on the empathic input received by the root.
- The Twenty-Four Hour Cycle: The fully assembled Null-Wyrm Aegis 4791 must be returned to the Vacuum-Forge. The artisan seals the chamber, plunging the artifact into an absolute zero-pressure void. For the remainder of a continuous twenty-four-hour cycle, the artisan must channel a steady, unwavering stream of magic-flow into the forge while maintaining perfect Emotional Decoupling. The artisan must not sleep, eat, or experience any fluctuation in heart rate. When the cycle is complete, the forge is opened. If the air in the room instantly grows freezing cold and all ambient sound is consumed, the tier 5 artifact is permanently stabilized and ready for attunement.
Arm-Cover of Quiet-Death Beast
In the time of the before-dust, when the sky-fire-beasts did make the loud noises upon the mud-folk, there was a walker-of-the-paths known in the old tongue as [Untranslatable: He-Who-Hammers-the-Nothing]. This hammer-man did have a heart that was full of the eye-water [sorrow or tears] because the mud-folk did shake with the great-fear. The great-fear was a sickness that did make the hands drop the spear and the legs forget the running.
The hammer-man did speak to the wind: “I shall make the wrapping of the arm that eats the shaking-sickness. It shall be a wall of the cold-star.”
First, the hammer-man did walk to the red-dirt-hollows where the quiet-healers do sit in the moss-shadows. He did speak with the old-mother of the soft-voice. He did ask for the chest-knot of the quiet-hands, the wood-fragment that weeps the resin-blood and listens to the pain of the dying. The old-mother did say, “The root-of-the-heart is for the sharing of the burden, not the making of the war-stone.” But the hammer-man did give her a jar of his own blood-promises, and she did give him the wood-knot with the bird-bone and the mouse-bone.
Second, the hammer-man did walk to the high-stone-spires where the sky-is-touchable. He did seek the merchants of the hollow-mind. He did trade a mountain of the silver-coins for the finger-hoop of the heavy-iron [Null-Iron]. The scroll-words say this iron was born in the dead-zones where the magic-flow does not drink the water. The finger-hoop did swallow the light and make the air-feel-dead. The hammer-man did put the hoop in his pouch, and his leg did forget how to feel the joy of the walking.
Third, the hammer-man did travel to the twilight-valley of the goddess-who-weeps-gold. He did trespass in the garden of the celestial-fire to pluck the twilight-flesh-orb [Luminous Apricot]. The fruit did glow with the sunset-colors, holding the sight-beyond-sight inside its juice. The guardians of the garden did try to strike him, but he did run away, holding the flesh-orb close to his chest so the celestial-light did not leak onto the soil.
Fourth, the hammer-man did go into the deep-shadow-trees where the scribes-of-the-silence do hide their paper-truths. He did find the biting-vine that grows where the moon-eye cannot look. He did milk the vine for the poison-water and mix it with the black-dust of the scribe-pots. This was the writing-water-of-the-body-stop [Envenomed Ink], the liquid that makes the flesh freeze into the stone-agony.
Fifth, the hammer-man did seek the running-hunters of the Thorn-Blood. He did barter for the scale-skin of the lesser fire-beast [Wyrmhide]. The skin was still hot with the memory of the fire-breath, holding the fast-running-magic in its dead scales.
With the five pieces of the earth-and-sky gathered, the hammer-man did walk into the belly of the black-mountain. He did build the oven-of-no-breath [Vacuum-Forge]. The scroll-words say he did push all the air out of the room with the great steam-lungs, making a hole-in-the-world where the fire could not speak. He did place the finger-hoop of the hollow-mind upon the stone-that-does-not-ring. He did hit the iron until it was flat like the water-surface, stretching the heavy-nothing into the shape of the lower-arm-cover. He did pour the weeping-water of the emotion-death [Distilled Apathy] upon the iron so it did not forget how to be empty.
Then, he did press the scale-skin of the fire-beast onto the iron. He did sprinkle the yellow-metal-dust [Gold] between the skin and the iron so they did not hate each other. The skin did turn the color of the starless-night.
He did take the twilight-flesh-orb and crush its sunset-juice directly into the chest-knot of the quiet-hands. The wood and the bones did scream a silent-scream, turning into the hard-glass of the void-star. The wood-knot did become a pulsing-heart of the celestial-fire, and he did push it into the wrist-hole of the arm-cover.
With the needle of the spider-silk, he did write the ancient-words upon the black scales using the writing-water-of-the-body-stop. The sunset-light from the hard-glass-root did touch the poison-words, and the words did shine with the sick-green-gold-light that hurts the eyes to look upon. He did sew the whole thing with the metal-string-that-runs-like-water [Quicksilver Thread], tying the poison to the root and the root to the scales.
The hammer-man did close the oven-of-no-breath for [Untranslatable: a period of time equal to the dying of a sun, likely twenty-four hours]. When he did open the oven, the arm-cover was born.
The scroll-words tell of the day the Many-Mouthed-Terror came to the mud-folk. The Terror did breathe the invisible-wind of the pure-panic. The mud-folk did fall to the earth, their hearts exploding from the great-fear.
But the hammer-man did wear the Arm-Cover of the Quiet-Death Beast. The heavy-iron did eat the invisible-wind. The hammer-man did feel no eye-water. He did feel no heart-beating. He was as the mountain-stone.
The Terror did try to bite the hammer-man, but the teeth did touch the scale-skin. The sick-green-gold-words did flare, and the writing-water-of-the-body-stop did jump into the Terror’s blood. The Terror did become a statue of the screaming-agony, unable to move the many-mouths.
The hammer-man did use the fast-running-magic of the scale-skin to step to the Terror. He did place the hard-glass-root upon the Terror’s flesh. The root did pull all the life-blood and the soul-sickness out of the Terror, drinking it into the heavy-iron. The Terror did turn to the grey-ash and blow away in the normal-wind.
The mud-folk did cheer for the hammer-man. They did sing the songs of the great-saving. But the hammer-man did not smile. He did look at the mud-folk with the glassy-eyes of the winter-wolf. The Arm-Cover of the Quiet-Death Beast did eat his joy of the victory. It did eat his love for the mud-folk. The heavy-iron did whisper to his blood that all the noise of the living was just a bother to the great-stillness.
The hammer-man did walk away from the singing-folk. He did walk into the deep-shadow-trees and he did never take the arm-cover off his flesh. The scroll-words say he is still standing there in the dark, perfectly still, waiting for the end of the world without a single worry in his quiet-head.
Moral of the Story: He who binds the cold-iron to the warm-flesh to escape the fear of the dying-time, shall find that the breathing-without-feeling is just the grave-box that walks upon the ground.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition) The Null-Wyrm Vambrace
- Item Type: Great Old One Artifact / Dark Magic Relic
- Sanity Loss: 1D6/1D20 (1D6 upon first attunement; 1D20 if the user witnesses the item “drinking” a soul via Siphon to the Abyss).
- Skill Bonuses: +30% to Stealth, +20% to Medicine (Diagnosis/Surgery), +20% to Firearms (Precision aiming only).
- Combat Mechanics: * Toxic Rejection: Any creature engaging the user in a Brawl or Grapple must succeed on a Extreme CON roll or suffer localized paralysis (loss of use of limb) for 1D10 hours and 1D6 HP damage from intense pain.
- Venom-Step Execution: By spending 5 Magic Points, the user may take an immediate extra action to move up to their full MOV and make a single attack with a +20% bonus. If successful, the target is paralyzed for 1D6 minutes.
- Specific Game Mechanics:
- The Emotional Void: While worn, the user is immune to Panic and Phobias. The user cannot be pushed into a “Bout of Madness.” However, they lose the ability to use the Psychology or Persuade skills successfully (Auto-fail).
- Dead-Pulse Step: The user is undetectable by any means that tracks biological life-signs (heartbeat, heat, breath).
- The Price of Stillness: Every 24 hours the item is worn, the user must make a Hard POW roll. On a failure, they permanently lose 1 point of APP and 1 point of POW as their humanity is slowly hollowed out.
Blades in the Dark The Hollow-Scale Aegis
- Item Quality: Fine (Tier V)
- Load: 0 (Worn on forearm)
- Specific Game Mechanics:
- Draconic Void (Passive): You gain +1 Armor box. This armor can be used to resist consequences involving fire, fear, or panic. You take +1d to Prowl rolls and any rolls involving precision or steady hands.
- Celestial Stasis (Active): Spend 2 Stress to activate an aura of apathy. For the rest of the scene, any NPCs in your immediate presence lose their “Urgency.” They will not sound alarms or initiate combat unless directly attacked first.
- Siphon to the Abyss (Active): When you Aid an ally or Lead a Group Action to resist a physical or mental consequence, you may spend 1 Stress to clear that consequence entirely. The item “drinks” the harm. You take +1 Momentum on your next action.
- The Flaw: You are Cold. You have Zero Effect on any social actions involving sincerity, trust, or leadership. You cannot lead a group action for Consort or Sway.
Dungeons & Dragons (5th Edition) The Null-Wyrm Aegis 4791
- Wondrous Item, Legendary (Requires Attunement)
- Armor Class: You gain a +2 bonus to AC while wearing this vambrace.
- Dexterity: Your Dexterity score increases by 2, to a maximum of 20.
- Passive Properties:
- Immunity: You have immunity to fire damage and the Frightened condition.
- Stealth: You have advantage on Dexterity (Stealth) checks. You are invisible to creatures that rely on tremorsense or blindsight based on heartbeats or heat signatures.
- Active Abilities:
- Toxic Rejection: When a creature hits you with a melee attack, it must succeed on a DC 18 Constitution saving throw or be Paralyzed until the end of its next turn and take 2d6 poison damage.
- Siphon to the Abyss: As an action, you can touch a creature that is Poisoned, Frightened, or has at least 1 hit point. You remove one condition or heal them for 4d8 hit points. You gain a charge of “Silver Fire.” On your next turn, you can expend this charge to add 4d8 force damage to a spell or weapon attack.
- Venom-Step Execution: As a bonus action, you can move up to your speed without provoking opportunity attacks. If you make a melee attack at the end of this movement, the target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns.
- Curse: While attuned to this item, you have disadvantage on all Charisma (Persuasion and Performance) checks. You gain no benefit from a Short Rest (including Hit Die recovery).
Knave (2nd Edition) Vambrace of the Silent Void
- Item Slots: 0 (Worn on forearm)
- Armor Class: +2 bonus.
- Quality: Indestructible.
- Specific Game Mechanics:
- Emotional Void: The wearer automatically passes all Morale or Fear-based saves.
- Predatory Precision: The wearer gains a +2 bonus to all ranged attacks and any rolls involving delicate manual tasks.
- Dead-Pulse: The wearer is invisible to undead, spirits, and any creatures that hunt by scent or heartbeat.
- Active Magics (Once per day each):
- Siphon: Touch an ally to heal them for 2d10 HP or remove a Poison/Disease effect. The wearer takes no damage from this.
- Stasis: All enemies within 30 feet must make a WIS save or become “Dazed” (cannot take actions) for 3 rounds or until they take damage.
- Venom-Strike: Make an attack. On a hit, the target is Paralyzed for 1d6 turns.
- The Cost: The wearer cannot benefit from any “Inspirational” or “Leadership” bonuses from other players. The wearer cannot recover HP during any rest shorter than a full night (Long Rest).
Fate Core The Null-Wyrm Aegis
- Item Type: Extra (Unique Tier 5 Artifact)
- High Concept Aspect: Predatory Stillness of the Fused Void
- Permissions: Must have attained Tier 5 standing and possess the “Merged Memories” of a Saṃsāra character.
- Passive Benefits:
- Emotional Void: You gain a +2 bonus to Defend against any Mental or Provoke attacks involving fear, intimidation, or emotional manipulation.
- Draconic Agility: You gain a +2 bonus to Athletics rolls involving balance, dodging, or high-speed movement.
- Fire Immunity: You automatically succeed on any Defend rolls against mundane fire and gain +4 Shifts of armor against magical fire.
- Special Stunts:
- Venom-Step Execution: Once per scene, you may spend a Fate Point to move anywhere within two zones and deliver a strike. If you succeed, you apply the “Paralyzed and In Agony” situation aspect with two free invokes instead of dealing stress.
- Siphon to the Abyss: Once per scene, you may touch an ally and clear one of their mild or moderate physical consequences. You do not take the consequence yourself; the void annihilates it.
- The Cost (Compel): Because you are Empathically Severed, the GM may compel this item to make you fail social interactions involving warmth, sincerity, or reading the room.
Numenera & Cypher System The Singularity Vambrace
- Level: 10
- Form: A heavy, light-absorbing forearm guard etched with glowing green runes and a sunset-colored crystalline wrist-insert.
- Effect (Passive):
- Nullified Signature: You gain a three-step asset to all Stealth tasks. You are completely invisible to any biological or mechanical sensor that detects life-signs, heat, or heartbeats.
- Absolute Calm: You have an asset on all Speed defense rolls and all tasks requiring manual precision (sniping, lockpicking, alchemical mixing).
- Environmental Shield: You are immune to fire and environmental heat.
- Effect (Active):
- Stasis Field (5 Intellect points): You project an aura in short range. All creatures in the area find the difficulty of all tasks increased by two steps as their urgency and motor functions are dampened.
- Toxic Rejection (3 Speed points): As a reaction to being touched or hit in melee, the attacker must make a Might defense roll (Difficulty 8) or become paralyzed and take 10 points of damage.
- Depletion: — (Artifact is Tier 5 and permanent)
- Drawback: The difficulty of all tasks involving positive social interaction, persuasion, or empathy is increased by two steps.
Pathfinder (2nd Edition) Null-Wyrm Aegis 4791
- Item 20 | Rare, Abjuration, Artifact, Cold, Enchanment, Magical
- Usage: Worn (Bracers); Bulk: L
- Statistics:
- Armor Class: You gain a +3 status bonus to AC.
- Dexterity: You gain a +2 apex bonus to your Dexterity score.
- Passive Properties:
- Emotional Void: You are immune to fear and emotion effects.
- Void-Pulse: You are undetected by tremorsense and any sense that detects life-signs or body heat.
- Elemental Immunity: You have immunity to fire.
- Activate [A] (Envision, Poison): Toxic Rejection. Trigger: A creature hits you with a melee attack or touches you. Effect: The creature is exposed to Shadowvine Venom (DC 45 Fortitude save). On a failure, the creature is Paralyzed 1 and Slowed 1 for 1 minute.
- Activate [AA] (Envision, Healing): Siphon to the Abyss. Effect: You touch a willing creature. You remove one condition (Frightened, Sickened, or Enfeebled) or restore 10d8 HP. This does not transfer to you. You gain 1 point of Mana Boost (Silver Fire).
- Activate [AA] (Envision, Teleportation): Venom-Step Execution. Effect: You Stride twice. At any point during this movement, you can make a melee Strike. On a hit, the target must succeed at a DC 45 Fortitude save or be Paralyzed for 1 round.
- Constraint: You cannot benefit from any effects granted during a 10-minute Short Rest.
Savage Worlds (Adventure Edition) The Void-Scale Vambrace
- Item Type: Relic (Tier 5)
- Armor: +4 Toughness.
- Passive Abilities:
- Predatory Calm: The wearer is immune to Fear, Intimidation, and the effects of the Shaken status caused by mental shock.
- Draconic Reflexes: Increase Agility by two die types (e.g., d8 to d12). You gain +2 to all Athletics and Stealth rolls.
- Elemental Shield: You take zero damage from fire or heat-based attacks.
- Active Abilities:
- Celestial Stasis: As an action, spend a Benny or 5 Power Points to create a Medium Burst Template centered on you. All enemies in the template must make a Spirit roll at -4 or be Stunned and Slowed.
- Venom-Step: As a limited action, you may move twice your Pace and make a Fighting attack at +2. If the attack hits, the target must make a Vigor roll at -4 or be Paralyzed for 1d6 rounds.
- Drawback: Socially Dead. You suffer a -4 penalty to all Persuasion and Performance rolls. You gain no benefit from “Command” or “Leadership” Edges used by allies.
Shadowrun (6th World Edition) The Null-Wyrm Qi-Vambrace
- Item Type: Qi Focus (Level 10) / Alchemical Artifact
- Availability: 20 (Unique)
- Cost: 500,000¥ (Estimated Rhodium conversion)
- Game Mechanics:
- The Emotional Void (Passive): The user is immune to the Fear and Confused status effects. Any mana-based spell targeting the user’s emotions or mind suffers a -10 dice pool modifier.
- Draconic Reflexes (Passive): Provides a +4 dice pool bonus to Athletics and Stealth tests. The user’s Reaction and Agility attributes are increased by +2 (even if this exceeds natural maximums).
- Null-Pulse Stealth (Passive): The user is invisible to Ultrasound, Infrared, and Thermal sensors. Life-detection spells and astral perception of the user’s “living heat” fail automatically.
- Toxic Rejection (Active): When an opponent hits the user in melee, the opponent must resist a Toxin (Contact) with a Power of 12 and a Speed of Immediate. Failure causes the Paralyzed status for 1d6 Combat Turns.
- Siphon to the Abyss (Minor Action): The user may touch a willing target to remove one Level of any physical or mental condition. This generates 1 Edge for the user (max 1) which must be used for a Combat or Defense test.
- Negative: The user’s lack of micro-expressions and emotional “flatness” imposes a -6 dice pool modifier to all Social Influence tests. The user is “Astrally Cold,” appearing as a dead zone in the astral plane.
Starfinder (2nd Edition / Compatibility) Null-Wyrm Aegis 4791
- Item Level: 20
- Price: 850,000 Credits
- Bulk: L
- Category: Hybrid Artifact (Worn)
- Game Mechanics:
- The Emotional Void (Passive): You are immune to the Frightened and Staggered conditions. You gain a +4 circumstance bonus to Will saves against all enchantment and emotion effects.
- Elemental Shield (Passive): You have Immunity to Fire.
- Unshakable Focus (Passive): You gain a +4 insight bonus to Medicine checks and any skill checks involving manual precision. You gain the Evasion and Improved Evasion feats.
- Celestial Stasis (Two Actions): You project a 30-foot aura. All enemies in the area must succeed at a DC 40 Will save or be slowed and take a -2 penalty to AC and Reflex saves for 1 minute.
- Venom-Step Execution (Two Actions): You move up to triple your speed. You may make one melee attack at any point during this movement. On a hit, the target must succeed at a DC 40 Fortitude save or be Paralyzed for 1d4 rounds.
- Negative: You take a -6 penalty to all Diplomacy and Performance checks. You gain no benefit from short rests.
Traveller (Mongoose 2nd Edition) The 4791 Void-Sleeve
- TL: 15 (Anomalous)
- Mass: 0.5 kg
- Cost: Cr 2,000,000
- Type: Psionic-Bonded Advanced Armor
- Game Mechanics:
- Armor Bonus: +10 Protection (Melee and Energy).
- Passive Reflexes: The traveler increases their Dexterity DM by +2. They gain DM+4 to all Stealth and Athletics checks.
- Thermal Invisibility: The wearer is invisible to IR Sensors, Life-Sign Scanners, and Biometric detectors.
- Toxic Rejection (Reaction): Any creature making physical contact with the sleeve must make an END check (12+) or be instantly Paralyzed for 1D6 x 10 minutes.
- Siphon Worry (Task): By making a Medic check (6+), the traveler can remove 2D6 points of characteristic damage (STR, DEX, or END) from a patient. The traveler suffers no ill effects.
- Negative: The traveler suffers a DM-6 to all Persuasion, Carouse, or Leadership checks. The item’s presence is unsettling to animals, who will refuse to approach within 10 meters.
Warhammer 40,000 (Wrath & Glory) Aegis of the Sunless Wyrm
- Tier: 5
- Rarity: Unique (Relic)
- Keywords: Armor, Dark Magic, Draconic, Void
- Game Mechanics:
- Armor Rating: +4 Base Resilience.
- Passive – The Emotional Void: The user is immune to Fear and Terror. The user automatically succeeds on any Resolve tests to resist psychological trauma or warp-induced despair.
- Passive – Draconic Agility: Add +3 to the user’s Agility attribute. The user gains +3 bonus dice to all Stealth (A) and Athletics (S) tests.
- Active – Celestial Stasis (Action): Spend 3 Glory to force every enemy within 15 meters to make a Willpower Test (DN 10). Failure causes the target to become Hindered and Vulnerable for the remainder of the scene.
- Active – Venom-Step (Action): The user may move their full Speed and make a melee attack. If successful, the target takes 1d6 Mortal Wounds and is Paralyzed (cannot take actions) for their next turn.
- Negative: The user suffers a +3 DN penalty to all social tests involving Charm or Persuasion. The user’s soul signature is “Hollowed,” providing no benefit from any communal or leadership-based buffs from allies.
