Mantle of the Thorny Sovereign 623

by

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  • Lore: This artifact represents a corruption of Elara’s protective intent by the audacious philosophy of the Hubris Sorcerer. Legend tells of a disgraced noble who sought sanctuary in Elara’s glade but found her defensive magic “too meek.” He stole a vial of the Veil of Illusory Thorns and brought it to the creator of the Ofuda of Unrivaled Hubris. The sorcerer, intrigued by the concept of “weaponized nature,” used the Thornvine paste as the ink to inscribe his arrogance-runes onto a mantle of hubristic parchment. The result is an item that does not hide the wearer to protect them, but rather projects an illusion of such dangerous, thorny superiority that the world instinctively recoils. It turns the concept of “camouflage” into “social invisibility through intimidation”—people do not see you because they are too afraid to look.
  • Description: A stiff, high-collared mantle worn over the shoulders, appearing to be made of heavy, cream-colored parchment (the Ofuda material) that has been stained with a luminescent green paste. The edges of the mantle are tattered but constantly swirl with an illusion of sharp, translucent briars. When the wearer is calm, the thorns appear dormant and decorative. When the wearer asserts dominance or feels threatened, the illusion expands, creating a spectral, prickly aura that makes the wearer appear larger and more terrifying. It smells of crushed flowers and the metallic tang of ozone (victory).
  • Stats (Tier 2):
    • Intimidation: +2 (Passive)
    • Stealth: +2 (Passive – operates on “Aversion” rather than shadow)
    • Saving Throws vs Fear/Charm: Advantage (Passive)
    • Charges: 3 per day (Recharges by performing a significant act of public arrogance or domination).
  • Tags: Illusion, Arrogance, Nature, Protective Barrier, Intimidation, Social Dominance, Psychological Manipulation, Stealth, Misdirection, Tier 2, Merged Item, Mantle, Ego-Shield, Bramble-Command, Status Symbol, Psychic Armor, Paper-Tiger, Royalty, Bluff-Enhancer, Crowd Control, Thorn-Aura
  • Multiple Passives Magic:
    • Aura of Untouchable Hubris: The mantle projects a constant, low-level illusion that the wearer is surrounded by invisible, sharp objects. This grants a +2 bonus to Intimidation (the target fears getting close) and a +2 bonus to Stealth (observers subconsciously avert their gaze to avoid “conflict” with the prickly aura, effectively ignoring the wearer).
    • Ego-Thorn Resilience: The user’s confidence is physically manifested as a mental barrier. The wearer gains Advantage on Saving Throws against being Charmed or Frightened, as the wearer’s inflated ego (Ofuda) refuses to accept that any being is superior enough to influence them.
    • The Tyrant’s Stride: The wearer ignores difficult terrain caused by non-magical plants (brambles, undergrowth), as the illusionary thorns part the real vegetation before the wearer steps, a sign of nature bowing to their hubris.
  • Multiple Active Magics:
    • Rebuke of the Briar King (Reaction – 1 Charge): When physically attacked, the wearer can flare the mantle. The illusionary thorns instantly solidify into a terrifying, spectral visage of a snarling beast or a jagged wall. The attacker must make a Wisdom Save. On a failure, they are Frightened for 1 minute and the attack misses as they flinch away from the illusory spikes.
    • Grandeur of the Forest Court (Action – 1 Charge): The wearer creates a minor illusory duplicate of themselves within 10 feet (from the Veil), but unlike the subtle original, this duplicate is loud, radiant, and overwhelmingly arrogant (from the Ofuda). It shouts a challenge or boasts loudly. This creates a Distraction, granting the wearer (and allies) Advantage on attacks against enemies focused on the duplicate, or allowing the wearer to slip away using Stealth while eyes are fixed on the “King.”
    • Dominate Will (Action – 1 Charge): The wearer targets one creature and projects the full weight of the “Unrivaled Hubris” through the “Illusory Thorns.” The target perceives the wearer as a giant, thorny titan. The target must succeed on a Charisma Save or be forced to Kneel (Prone) and is unable to take hostile actions against the wearer until the end of their next turn.
  • Specific Slot: Worn Item (Shoulders/Back)

Item Hit Points and Repair

The Mantle of the Thorny Sovereign 623 is constructed from reinforced “hubristic parchment” and dried alchemical paste. While magically resilient to wear and tear, it is physically vulnerable to slashing and fire.

  • Item Hit Points (HP): The mantle has 10 Hit Points.
    • Disabled: If the item suffers 10 or more points of damage from a targeted attack (specifically slashing or fire damage), the parchment tears through the inscribed runes or the dried Thornvine paste is scorched away. The illusory aura instantly collapses, and the wearer loses all passive bonuses and active abilities. The item appears as a tattered, stained rag.
    • Damaged (1-9 HP lost): The illusion flickers. The “Aura of Untouchable Hubris” becomes intermittent, reducing the Stealth and Intimidation bonuses to +1.
  • Repairing the Item:
    • Skill Requirement: Repairing a disabled mantle requires a successful check in Calligraphy (to rewrite the arrogance runes) or Alchemy (to reconstitute the illusion paste).
    • Process: The physical repair requires approximately 1 hour. The tear must be mended using a mixture of gold dust and crushed brambles as a binding agent.
    • Re-Assertion: Once physically mended, the magic remains dormant until the wearer performs a Ritual of Assertion. The wearer must stand before a mirror (or an audience) wearing the mantle and shout a declaration of their own superiority for 1 full minute without stuttering or blinking. This act of hubris re-ignites the runes.

The Mantle of the Thorny Sovereign 623 is a Tier 2 item that occupies a niche between high fashion, military psychological warfare, and illicit ego-stoking magic. It is not found in common stores, but rather in places that cater to those who wish to project power.

Its value is generally expressed in Electrum (Tier 2 currency).

1. The House of Mirrors & Vanity (High-End Clothier/Enchanter)

  • Location: The fashion district of a capital city or a floating pleasure-palace.
  • Atmosphere: A boutique filled with enchanted mirrors that show the customer their “ideal self.” The air smells of ozone and expensive dye.
  • Buying/Selling Roleplay:
    • Buying: The proprietor markets it as “The Ultimate Statement Piece.” They focus on the Intimidation and Status aspects. “Why speak when your cloak can demand silence for you?” They will ask the player to strut, preen, and demonstrate their arrogance to “ensure the fit.”
    • Selling to them: They will be critical of the “parchment” material, calling it “rustic,” but fascinated by the illusion magic. They will buy it only if the seller can prove it was once owned by a tyrant or famous duelist.
  • Cost:
    • Buy Price: 600 Electrum (300 Gold). They charge a premium for the “fashion” element.
    • Sell Price: 250 Electrum (125 Gold). They claim they have to “re-line” it to make it sellable.

2. The War-College Quartermaster (Military/Mercenary Supply)

  • Location: Inside the fortified walls of a military academy or a mercenary guildhall.
  • Atmosphere: Strict, organized, and smelling of steel and oil.
  • Buying/Selling Roleplay:
    • Buying: Sold as “Officer’s Regalia.” They focus on the Defensive Posture and Battlefield control. “Keeps the troops in line and the enemy guessing. Good for a commander who leads from the front.” They require proof of rank or a combat demonstration to purchase.
    • Selling to them: They are pragmatic. They see the value in the stealth/intimidation mix for scouts or assassins. They will pay a fair price but won’t haggle.
  • Cost:
    • Buy Price: 450 Electrum (225 Gold). A standard military rate for “officer-grade magical equipment.”
    • Sell Price: 300 Electrum (150 Gold).

3. The Court of Whispers (Illegal/Black Market)

  • Location: A hidden cellar beneath a political building or a back-room in a gambling den.
  • Atmosphere: Shadowy, tense, filled with smoke and hushed conversations.
  • Buying/Selling Roleplay:
    • Buying: Sold as a “Fixer’s Coat.” They emphasize the Stealth and Dominate Will abilities. “Walk into a meeting, make them kneel, walk out. No one stops you because they’re too busy wetting themselves.”
    • Selling to them: They are eager. This item is perfect for their clientele (gang leaders, blackmailers). However, they will try to undercut the price by pointing out the “hubris” recharge requirement as a liability (“Hard to be arrogant when you’re hiding in a sewer”).
  • Cost:
    • Buy Price: 550 Electrum (275 Gold). High demand in the criminal underworld for items that grant authority.
    • Sell Price: 350 Electrum (175 Gold). They pay well because they know they can flip it fast.

4. The Hermit’s Glade (Druidic/Nature Enclave)

  • Location: Deep in an enchanted forest, far from civilization.
  • Atmosphere: Wild, overgrown, but peaceful.
  • Buying/Selling:
    • Buying: They would never sell this. They would view it as a corruption of nature magic (Elara’s work twisted by arrogance).
    • Selling to them: They might buy it to destroy it or cleanse it. They would pay the player to hand it over so they can “free the thorns.”
  • Cost:
    • Sell Price: 400 Electrum (200 Gold) – effectively a reward for “returning” the stolen magic. They might offer rare herbs or training instead of coin.

roleplay explanation for the Mantle of the Thorny Sovereign 623, demonstrating how its unique blend of illusory nature magic and weaponized arrogance functions in various settings.

1. The Grand Masquerade (Social/Political Environment)

In this setting, the Mantle acts as a tool of social dominance, turning etiquette into a battlefield.

  • Offense (Dominate Will):
    • Scenario: A rival noble is publicly slandering your reputation in the center of the ballroom.
    • Roleplay: You do not shout him down. You simply step forward, and the Mantle flares. The illusory thorns expand, casting long, jagged shadows across the floor. You activate Dominate Will. To the noble, you suddenly appear ten feet tall, a titan of judgment. He stammers, his knees buckle, and he falls Prone in a bow before you. You smile and say, “Apology accepted,” making his forced submission look like an admission of your superiority.
  • Defense (Ego-Thorn Resilience):
    • Scenario: An enchantress attempts to cast Charm Person to manipulate you into signing a bad treaty.
    • Roleplay: The spell washes over you, but the Ofuda runes on the parchment glow violently. Your ego is simply too large to allow another into your mind. You don’t just resist the spell; you are offended by it. “You seek to command the storm?” you scoff. The charm shatters against your arrogance, and you gain Advantage on the save, leaving the enchantress shaken by your mental fortitude.

2. The Back-Alley Ambush (Urban/Stealth Environment)

Here, the item flips the concept of stealth. You don’t hide; you make people wish they hadn’t seen you.

  • Defense (Aura of Untouchable Hubris – Stealth):
    • Scenario: You are walking through a district controlled by a violent gang. They are looking for victims.
    • Roleplay: You do not crouch in shadows. You walk down the center of the street, chin high. The Mantle projects a low-level psychic field of “Danger.” The gang members see you, but their instincts scream that engaging you is suicide. They look away, pretending to clean their nails or check their boots. You pass with a Stealth check not because you are invisible, but because you have terrified them into ignoring you.
  • Offense (Rebuke of the Briar King):
    • Scenario: An assassin jumps from a roof, dagger drawn.
    • Roleplay: You don’t dodge. You flare the Mantle. The assassin sees the illusory thorns solidify into the gaping maw of a wooden wolf. Panic overrides their training. They flinch mid-air (Wisdom Save), their dagger missing you by an inch as they scramble backward, terrified of being impaled on spikes that aren’t physically there.

3. The Muddy Battlefield (Combat/Warfare Environment)

In mass combat, the Mantle serves as a beacon of command and a tool for crowd control.

  • Offense (Grandeur of the Forest Court):
    • Scenario: Your party is pinned down by archers in a tower. You need to draw their fire so the rogue can flank.
    • Roleplay: You unclasp the mantle and throw a “seed” of illusion (Action). A duplicate of you appears in the open—but it is louder, brighter, and more arrogant. It laughs at the archers, insulting their aim. The archers, provoked by the magical Hubris, focus all their fire on the illusion. Meanwhile, the real you slips away, using the distraction to close the distance.
  • Defense (The Tyrant’s Stride):
    • Scenario: The enemy Druid has cast Entangle, filling the battlefield with grasping roots and vines.
    • Roleplay: Your allies are struggling, hacking at the roots. You simply walk forward. The illusionary thorns of your Mantle project such dominance that the real plants recoil. The vines part before your boots, afraid to touch the “Sovereign.” You ignore the difficult terrain, marching relentlessly toward the enemy commander.

4. The Wilderness Duel (Nature/One-on-One Environment)

  • Offense (Intimidation – Passive):
    • Scenario: You encounter a territorial Owlbear blocking the path.
    • Roleplay: You spread your arms, expanding the Mantle to its full width. The visual effect makes you look three times your size, a bristling mass of spectral briars. You roar a challenge. The beast, confused by the mixture of Nature magic (which feels familiar) and Arrogance (which feels predatory), decides you are an Apex Predator. It retreats, unwilling to risk the thorns.
  • Defense (Recharging the Charges):
    • Scenario: The battle is over, and your mantle is dim (0 charges). You need to recharge it for the next fight.
    • Roleplay: You stand over the defeated foe. You don’t offer a hand up. You plant your boot on their chest (or a rock nearby) and shout a declaration of victory to the empty forest. “I am the law of this wood! None stand above me!” The parchment absorbs your hubris, the runes igniting with fresh green fire as the charges are restored.

Perception of Activation:

User’s Perspective

  • Sight: When the mantle activates, the user’s vision gains a sharp, high-contrast filter. Colors become vivid, and objects (or people) perceived as threats are outlined in a faint, sickly green aura. The illusionary thorns are not just visible to others; the user sees them sprouting from their own shoulders, translucent and ghostly, but moving in sync with their aggression.
  • Hearing: A low, resonant hum fills the user’s ears, sounding like a swarm of angry hornets or the deep grinding of tectonic plates. This “white noise” drowns out doubts and whispers, leaving only the sound of their own voice sounding louder and more commanding in their own head.
  • Touch: The parchment material feels stiff and unyielding, like wearing armor made of dried skin. When active, the mantle feels physically heavy, pressing down on the shoulders—not with the weight of fabric, but with the “weight of the crown.” A prickling sensation runs along the user’s spine, as if the illusory thorns are rooted in their own nervous system.
  • Smell: The scent of triumph fills the nose—a mix of ozone, copper (blood), and the sweet, cloying perfume of funeral flowers. It is the smell of a battlefield after the fighting has stopped.
  • Taste: A metallic tang, like biting a gold coin, coats the tongue. It is the taste of power, addictive and sharp.
  • Extra-Sensory (Ego-Expansion): The user feels physically larger than they are. Their proprioception (sense of body position) expands to include the 10-foot radius of the thorny aura. They feel as though they could reach out and crush distant objects. It is a rush of pure, unadulterated narcissism.

Observer’s Perspective

  • Sight: To an onlooker, the wearer seems to grow in stature. Shadows deepen around them, and the air shimmers with a green, prickly heat-haze. The thorns on the mantle don’t just look real; they seem to reach out hungrily. If the observer tries to focus on the wearer’s face, their eyes water, as if looking into a bright light or a dust storm.
  • Hearing: The wearer’s voice takes on a strange, reverberating quality, echoing slightly even in open fields. The sound of their footsteps is unnaturally heavy, sounding like the tread of a giant.
  • Smell: A wave of “predator scent” rolls off the wearer—musk, ozone, and crushed greens. It triggers a primal “flight” response in prey animals and nervous individuals.
  • Extra-Sensory (The Pressure): Standing near the wearer feels like standing next to a high-voltage pylon or a cliff edge. There is a palpable psychic pressure that pushes people away, making them want to kneel or flee just to relieve the tension.

Positives

  • Psychological Warfare: The item wins fights before they start. The sensory overload creates a “fear aura” that breaks enemy morale instantly.
  • Command Presence: The user is impossible to ignore (unless they want to be). In a chaotic battlefield, their voice cuts through the noise, making them a natural rallying point for allies.
  • Emotional Armor: The “Ego-Shield” protects the user from trauma. They don’t feel fear because the item convinces them they are invincible.

Negatives

  • Social Isolation: The aura of hubris is hard to turn off completely. Allies may find the user exhausting or terrifying to be around, leading to resentment.
  • The Feedback Loop: The “addictive” taste of power and the physical rush of the ego-expansion can make the user reckless. They might start fights they can’t win just to feel the rush of the mantle recharging.
  • Target Fixation: While the mantle intimidates minions, it acts as a challenge to other “Alpha” predators. Powerful monsters or rival tyrants will instinctively target the wearer to prove dominance.

Recipe: The Ritual of the Crowned Bramble

This Tier 2 crafting ritual describes the aggressive synthesis of delicate illusion magic with the overwhelming force of ego-magic. It is not a gentle weaving, but a conquest of materials, forcing the defensive nature of the Veil to serve the aggressive will of the Ofuda.

Items Merged:

Additional Materials Needed:

  • 2 Yards of Giant Wasp Silk: A material known for its stiffness and association with predatory nature, used to expand the surface area of the Ofuda.
  • 1 Ounce of Gold Dust: To feed the Hubris magic and act as a conductive mordant for the illusion paste.
  • 3 Drops of “Conquered Blood”: Blood taken from a sentient creature the crafter has personally defeated or intimidated into submission. This seals the “Sovereign” aspect.
  • Iron-Bark Resin: To stiffen the silk into a mantle shape and bind the thorns.

Tools Required:

  • Obsidian Quill: For rewriting and expanding the runes of the Ofuda.
  • Mannequin of the Vanquished: A stand for the mantle, ideally carved to look like a cowering figure.
  • Mirror of Self-Aggrandizement: A mirror enchanted to show the viewer as slightly larger and more radiant than they are, used to focus the arrogance magic.
  • Alchemical Brazier: To heat the resin and paste mixture.

Skill Requirements:

  • Calligraphy (Adept): To expand the intricate script of the Ofuda without breaking its logic loop.
  • Alchemy (Adept): To stabilize the illusion paste into a permanent dye.
  • Intimidation (Proficiency): The crafter must possess a forceful personality; the magic will recoil if the crafter hesitates.

Crafting Steps:

  1. The Expansion of Ego: Place the Ofuda of Unrivaled Hubris in the center of the Giant Wasp Silk. Using the Obsidian Quill, trace lines from the Ofuda onto the silk, effectively “bleeding” the runes outward. You must verbally boast of your crafting skill while doing this. If you falter or show humility, the ink will run, ruining the silk.
  2. The Poisoning of the Paste: Pour the Veil of Illusory Thorns into the Alchemical Brazier. Add the Gold Dust and Iron-Bark Resin. Heat until the mixture turns a violent, glowing green. The gold represents the corruption of nature by greed and status.
  3. The Application: Paint the boiling green mixture onto the silk, following the lines of the expanded runes. You are not just painting; you are sculpting the illusion. As the paste cools, it will rise from the fabric, forming the 3D illusion of translucent thorns.
  4. The Blood Seal: Apply the 3 Drops of Conquered Blood to the collar of the mantle. This acts as the “Command Word” trigger. The mantle will stiffen immediately, the silk hardening into the consistency of heavy parchment.
  5. The Domination: Place the mantle on the Mannequin of the Vanquished. Stand before the Mirror of Self-Aggrandizement so you can see the mantle’s reflection behind you.
  6. The Awakening: Shout a command at the reflection (e.g., “Kneel!”, “Obey!”, “I am the Peak!”). The illusory thorns in the mirror should flare and strike the reflection of the mannequin. If successful, the physical mantle will pulse with the scent of ozone and ozone, and the Mantle of the Thorny Sovereign 623 is born.

Stone-Script of Lonely Giant

Read this, o small one, and fear the big shadow. This is the scratching on the wall of the Dead-City, written by the hand that shakes.

In the Time of Soft Rain, there was a man called Little-High. He was of the blood of kings, but his chair was small, and his voice was like a mouse under a drum. The people looked over him, not at him. His heart was a sour grape, full of the juice of wanting.

Little-High ran to the Green-Place, where the Soft-Mother [Elara] stirred the pot of “Do-Not-See-Me.” She made the Juice-of-Hiding-Thorns. She said to him, “Drink, and be safe. The tiger cannot eat what the tiger cannot see.”

But Little-High spit on the ground. “I do not want to be the hidden rabbit!” he scream. “I want to be the tiger! No, I want to be the Mountain that the tiger fears!”

He stole the Juice-of-Hiding. He ran to the Black-Tower, where lived the Paper-Man [The Hubris Sorcerer]. The Paper-Man wrote words that made the sky heavy. He had the Scroll-of-I-Am-Best.

Little-High said, “Mix them! Make the Hiding-Juice into the Hitting-Juice.”

The Paper-Man laughed, a sound like dry leaves breaking. “To make the shield into a sword is to cut the hand,” he said. But he took the gold. He took the Scroll-of-I-Am-Best, which smelled of old pride. He painted it with the Juice-of-Hiding.

The magic fight! The Green-Juice want to be quiet. The Paper-Scroll want to be loud. They wrestle on the table. The Paper-Man sew them together with the string of a Wasp-Spider. It became the Skin-of-the-Sharp-King.

Little-High put it on his shoulders.

CRACK! The air broke. Little-High was not small. To the eyes of men, he grew tall as a tower. The green thorns did not hide him; they grew out of his spirit, long and hungry. They were “Eye-Lies,” but the fear was “Heart-True.”

He walked back to his small chair. The guards saw a Monster-God of Brambles. They threw down their spears and ate the dirt [bowed]. The people did not look over him; they covered their eyes because his brightness hurt. He shouted, “I am the Tallest!” and the trees bent their wood to agree.

He was happy. He was the Sovereign of Spikes.

But the mantle drank his kindness to feed his size. When his wife came to hug him, she saw only the knives of his aura. She ran away. When his friend came to share wine, the Mantle whispered, “He is small. Crush him.” So Little-High crushed him with the weight of his voice.

Soon, the city was empty of noise. Only Little-High sat on his big chair. He was the biggest thing in the world, because he had chased everything else away. He tried to take off the Skin, but the thorns had grown into his neck-meat. He shouted at the mirror, “I am the Best!” and the mirror broke from fear.

He sits there still, the King of the Empty Room, wrapped in the green knives that keep the world safe from him.

Moral of the Story: If you build a wall of fear to make yourself look tall, do not be surprised when no one can reach over it to hold your hand.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: Mantle of the Green Tyrant Type: Mythos Artifact Slot: Worn (Shoulders)

Description: A stiff, parchment-like cloak stained with a phosphorescent green paste. It smells of ozone and rotting orchids. When worn, the user appears larger, surrounded by a hallucinatory aura of writhing, spectral thorns.

Mechanics:

  • Aura of Hubris (Passive): The wearer gains a Bonus Die on all Intimidate rolls. However, they suffer a Penalty Die on Charm rolls, as their presence is naturally repelling.
  • Aversion Field (Passive): The wearer gains a Bonus Die on Stealth rolls against human observers. This is not due to shadow, but a psychic compulsion that forces observers to avert their gaze in submissive fear.
  • Rebuke of the Briar (Reaction): When attacked in melee, the wearer may spend 4 Magic Points (MP). The attacker must make a Sanity Roll (1/1d4). If failed, they hallucinate the thorns impaling them and the attack misses automatically.
  • Dominate Will (Active): The wearer may spend 1D6 MP and 1d4 Sanity points to cast a localized version of the Dominate spell. The target opposes with POW. If the wearer wins, the target falls prone and cannot act for 1 round, overwhelmed by the wearer’s psychic “size.”

The Cost:

  • Psychological Decay: Putting on the mantle for the first time costs 1d6 Sanity.
  • The Complex: If the wearer suffers a Bout of Madness while wearing the mantle, they automatically develop Megalomania, believing they are a god-king of nature.

Blades in the Dark

Name: The Sovereign’s Husk Item: Arcane Implement (Tier 2) Load: 1 (Worn)

Description: A heavy mantle of enchanted parchment and illusory brambles. It projects an aura of terrifying authority, turning social standing into a physical weapon.

Game Mechanics:

  • Commanding Presence: When you make an Action Roll using Command to intimidate or force submission, you get +1d.
  • Thorn-Shield (Special Armor): You may mark this item’s load box to use it as Special Armor.
    • Protect: Negate physical harm from a melee attack (the attacker flinches from the illusory spikes).
    • Resist: Negate the consequences of a Fear or Intimidation attempt against you (your ego is too big to be scared).
  • The Tyrant’s Gaze (Active): You can expend 2 Stress to force a single NPC to freeze or kneel. This counts as a Potent setup for a follow-up action.

Drawback (Devil’s Bargain):

  • Alienation: When you use the mantle’s power, the GM may offer a Devil’s Bargain: “You succeed, but you treat your allies like minions. Take -1d to your next Teamwork roll or Consort roll as they resent your arrogance.”

Dungeons & Dragons (5th Edition)

Mantle of the Thorny Sovereign 623 Wondrous Item, Rare (Requires Attunement)

Description: This heavy parchment mantle is etched with runes of arrogance and stained with illusory paste. It grants the wearer a terrifying, prickly aura.

Passive Benefits:

  • Aura of Hubris: You have Advantage on Charisma (Intimidation) checks.
  • Ego-Shield: You are immune to the Frightened condition.
  • Aversion Stealth: You can attempt to hide even when you are only lightly obscured, as creatures instinctively look away from you.

Active Abilities (3 Charges): The mantle has 3 Charges. It regains 1d3 charges daily at dawn only if the wearer spends 1 minute shouting a boast about their own superiority.

  • Rebuke of the Briar King (Reaction): When a creature hits you with a melee attack, you can expend 1 Charge. The attacker must succeed on a DC 15 Wisdom saving throw. On a failure, they take 2d10 psychic damage and become Frightened of you until the end of their next turn. The attack that triggered this reaction deals half damage.
  • Dominate Will (Action): You expend 1 Charge to target a creature within 30 feet. They must succeed on a DC 15 Charisma saving throw. On a failure, they fall Prone and are Incapacitated until the start of your next turn, cowering before your majesty.
  • Grandeur (Action): You expend 1 Charge to cast Silent Image, creating a 15-foot tall, roaring duplicate of yourself to distract enemies.

Curse (The Paper Tiger): If you take fire damage while wearing the mantle, the illusions fail. You lose all benefits of the item until the start of your next turn.


Knave (2nd Edition)

Name: Mantle of the Thorny Sovereign Type: Relic Slots: 1 (Clothing)

Description: A cloak of stiff paper and ghostly thorns. Makes the wearer look like a giant to their enemies.

Mechanics:

  • Bonus: +2 Charisma (Intimidation only).
  • Power 1 (Fear): You flare the mantle. All enemies within 30 feet must make a Wisdom Save. If they fail, they cannot attack you this round.
  • Power 2 (Kneel): You point at one target. They must make a Charisma Save or fall Prone and drop their weapon.
  • Power 3 (Avert): You walk through a crowd. You automatically succeed on Stealth checks as long as you do not attack or speak, as people are too afraid to acknowledge your presence.
  • Durability: The Mantle has 3 Usage Dots.
    • Using a Power marks 1 Dot.
    • Recharge: The item recovers 1 Dot if the wearer publicly humiliates a rival or subordinate.
    • Fragility: If the wearer takes Fire damage, mark 1 Dot immediately.

Fate Core

Name: Mantle of the Thorny Sovereign 623 Type: Extra (Arcane Artifact) Permissions: Requires a High Concept related to nobility, tyranny, or nature magic. Cost: 2 Refresh

Aspects:

  • High Concept: Regalia of the Paper Tyrant
  • Trouble: Fragile as Ash and Ego (The GM can compel this when you take physical stress from fire or when your authority is successfully challenged, causing the illusions to falter.)

Stunts:

  • Aura of Untouchable Hubris: You gain a +2 bonus to Provoke when you use your presence to intimidate others. Additionally, you can use Provoke instead of Stealth to move unnoticed through a crowd, provided you do not interact with anyone (you are forcing them to look away).
  • Rebuke of the Briar King: Once per scene, when you are attacked using Fight, you can defend with Provoke. If you succeed with style, you inflict 2 mental stress on the attacker as they flinch away from the illusory spikes.
  • Dominate Will: You can spend a Fate Point to place the situation aspect Kneeling in Submission on a target in your zone. They cannot attack you until they overcome this aspect (Fair difficulty +2).

Stress Track:

  • Hubris Charge: [ ] [ ] [ ] (Recover one box by creating an advantage based on your superiority over another).

Numenera & Cypher System

Name: Mantle of the Thorny Sovereign Level: 6 Form: A high-collared cloak made of stiff, synth-parchment that projects holographic brambles. Effect:

  • Passive: While worn, the user has an Asset on all interaction tasks involving intimidation or command. The user also has an Asset on stealth tasks against living creatures, as the projection triggers a subconscious aversion response.
  • Active (Thorn-Wall): The user expends 2 Intellect points. For the next minute, the user has +1 Armor and Speed defense tasks are eased, as attackers hesitate to strike the illusory spikes.
  • Active (Kneel): The user expends 4 Intellect points to target a creature within immediate range. The target must make an Intellect defense roll (Difficulty 6). On a failure, the target loses their next turn and falls prone.
  • Fragility: If the user takes 5 or more points of damage from a fire-based attack, the artifact immediately depletes. Depletion: 1 in 1d20 (Check each time an Active ability is used).

Pathfinder (2nd Edition)

Mantle of the Thorny Sovereign 623 Item 8 Uncommon, Enchantment, Illusion, Invested, Magical, Visual Price: 475 gp Usage: Worn (Cloak); Bulk: L

Description: A cloak of heavy parchment inscribed with arrogant script and stained with luminescent green paste. It projects a terrifying aura of spectral thorns.

Passive Benefit: You gain a +1 item bonus to Intimidation and Stealth checks. You gain a +1 circumstance bonus to saves against Fear effects.

Activate: [Reaction] Envision (Rebuke); Trigger: A creature within reach hits you with a melee attack; Frequency: Once per hour. Effect: You flare the mantle, causing the illusory thorns to lunge. The attacker must succeed at a DC 24 Will save.

  • Critical Success: The creature is unaffected.
  • Success: The creature is Frightened 1.
  • Failure: The creature is Frightened 2 and the triggering attack deals only half damage as they flinch.
  • Critical Failure: The creature is Frightened 3 and the attack misses completely.

Activate: [Two-Actions] Command, Interact (Dominate Will); Frequency: Once per day. Effect: You cast the Command spell (DC 24 Will save), issuing the order to “Drop” (fall prone) or “Flee.”

Drawback: If you take fire damage while wearing the mantle, you become Clumsy 2 for 1 round as the parchment smolders and the illusions glitch violently.


Savage Worlds (Adventure Edition)

Mantle of the Thorny Sovereign Type: Enchanted Item (Seasoned) Weight: 2 lbs

Description: A stiff cloak that makes the wearer appear larger and surrounded by ghostly briars.

Passive Powers:

  • Menace: The wearer gains the Menace Edge (+2 to Intimidation).
  • Aversion Field: The wearer gains a +1 bonus to Stealth rolls against sentient beings, who instinctively avert their gaze.

Active Powers (5 Power Points): The mantle has 5 Power Points (PP) that recharge at a rate of 1 per hour, or fully recharge if the wearer spends a Benny to boast of a victory.

  • Fear (2 PP): As an action, the wearer projects a wave of terror. Targets within a Large Blast Template must make a Spirit roll (at -2 if the wearer raises) or become Distracted/Panicked.
  • Deflection (3 PP): The wearer activates the Rebuke, granting -2 to incoming attacks (or -4 with a raise) as enemies avoid the illusory thorns.

Hindrance (Arrogant): While wearing the mantle, the character gains the Arrogant Major Hindrance. They must demean their opponents and never refuse a challenge. If the mantle is destroyed (it has Toughness 8, flammable), the user is Shaken.


Shadowrun (Sixth Edition)

Name: Mantle of the Thorny Sovereign Category: Magical Focus (Unique) / Alchemical Vestment Rating: 5 Availability: 16F (Forbidden) Cost: 45,000¥ (Estimated Street Value)

Description: A high-collared armored coat made from Awakened parchment-leather and infused with bio-luminescent algae. In the astral, it appears as a roiling cloud of jagged spikes. It projects a mana-field that forces observers to look away or cower.

Game Mechanics:

  • Bonding: Requires 10 Karma to bond.
  • Passive (Aura of Hubris): The wearer gains a +3 dice pool bonus to Intimidation tests. The wearer adds their Focus Rating (5) to their Social Limit (or Defense Rating) when resisting Social Maneuvers.
  • Passive (Aversion Field): The wearer gains a +2 dice pool bonus to Stealth tests against living targets. This is a mental manipulation effect (Illusion), not physical concealment.
  • Active (Rebuke of the Briar – Minor Action): The wearer flares their aura. For the remainder of the Combat Round, any enemy attempting a melee attack against the wearer must resist a Fear effect (Force 5). If they fail, they suffer the Shaken status and lose 2 Attack Rating.
  • Active (Dominate Will – Major Action): The wearer targets one sentient being within LOS. Opposed Test: Magic + Charisma vs. Willpower + Intuition. Net hits determine how long the target is compelled to the Prone position (forceful submission).
  • The Flaw (Paper Tiger): The item is vulnerable to fire. If the wearer takes Fire damage, the Focus deactivates immediately and cannot be reactivated until the damage is repaired (Armorer + Logic test) and the wearer spends a standard action asserting their dominance verbally.

Starfinder (1st Edition)

Name: Mantle of the Thorny Sovereign Level: 8 Price: 9,500 Credits Bulk: 1 Type: Magic Item (Worn, Shoulders)

Description: A cloak of stiff, rune-etched material that generates a holographic and psychic field of jagged thorns. It smells of ozone and crushed vegetation.

Game Mechanics:

  • Capacity: 20 Charges (Recharges 1 charge per hour, or fully recharges if the wearer defeats a significant enemy in single combat).
  • Passive (Sovereign’s Presence): While worn, you gain a +2 insight bonus to Intimidate checks and Stealth checks.
  • Active (Briar Rebuke – Reaction): When you are hit by a melee attack, you can spend 2 Charges to force the attacker to make a DC 16 Will save. On a failure, they become Frightened for 1d4 rounds. On a success, they are Shaken for 1 round.
  • Active (Kneel Before Me – Standard Action): You spend 4 Charges to cast Command (DC 16) on a target within 30 feet. The only command available is “Drop” (fall prone).
  • Active (Grandeur – Move Action): Spend 1 Charge to create an illusory duplicate (as per Holographic Image I) that appears to roar and posture, providing flanking bonuses for you and your allies for 1 round.
  • Drawback: If you take Fire damage, the mantle’s circuits overload. You lose the passive bonuses and cannot use active abilities for 1d4 rounds.

Traveller (Mongoose 2nd Edition)

Name: Psionic Mantle (Sovereign-Pattern) TL: 14 (Psionic/Biotech) Weight: 1 kg Cost: MCr 2.0 (Restricted)

Description: A bio-plasmic cloak grown from genetically modified plant matter and infused with psionic crystals. It interfaces with the user’s aggression centers to project a telepathic field of dominance.

Game Mechanics:

  • Requirement: User must have Psionic Strength (PSI) 1+.
  • Augment (Intimidation): Grants DM+2 to Persuade (Intimidate) checks. The user appears larger and more threatening to observers.
  • Augment (Stealth): Grants DM+1 to Stealth checks. Observers feel a subconscious “push” to avert their gaze.
  • Active (Neural Spikes): By expending 4 Psi Points as a reaction to a physical threat, the user projects a blast of psychic terror. All enemies within Short Range must make a Difficult (10+) Willpower check. Failure applies the Stunned condition for 1 round.
  • Active (Command): By expending 2 Psi Points, the user exerts total mental dominance over a single target. The target must make a Very Difficult (12+) Willpower check. Failure forces them to obey a single, non-suicidal word of command (e.g., “Stop,” “Kneel”).
  • Fragility: The bio-matter is extremely flammable. If the wearer takes damage from fire or laser weapons, the mantle takes permanent damage (reducing its effectiveness) unless repaired.

Warhammer Fantasy Roleplay (4th Edition)

Name: The Cloak of the Bramble King Type: Magical Artifact Rarity: Unique Encumbrance: 1 Price: 300 GC (Estimated)

Description: A heavy cloak of cured skin and parchment, glowing with the green wind of Ghyran but twisted by the pride of Slaanesh. It projects an illusion of spectral thorns that seem all too real to those who fear the wearer.

Game Mechanics:

  • Aura of Hubris: The wearer gains the Menacing Talent and a +20 bonus to Intimidate Tests.
  • Aversion: The wearer gains a +10 bonus to Stealth Tests against living targets, as they are magically compelled to look away.
  • Reaction: The Briar’s Bite: If struck in melee, the wearer may spend a point of Advantage to force the attacker to pass a Hard (-20) Cool Test. If failed, the attacker gains the Broken Condition as they believe the spectral thorns are tearing their flesh.
  • Active: Kneel!: The wearer shouts a command (Language (Magick) Test). Target must pass a Challenging (+0) Willpower Test. Failure confers the Prone Condition and the target cannot stand up for 1 round.
  • The Curse (Tinderbox): The parchment is unnaturally dry. If the wearer is hit by a Fire attack, the cloak ignites instantly. The wearer takes 1d10 + 5 damage (ignoring armor) and the cloak loses all magical properties until repaired by a Master Wizard.