- Lore: The Prism-Heart Aegis 902 is a legendary gestalt artifact born from the convergence of four distinct legacies. It was forged by a Tier 5 master who sought to reconcile the protective warmth of the volcanic peaks with the cold clarity of alchemical transformation. By grinding a Transmutation Stone into a fine dust and mixing it with the glowing starch of Radiant Corn Chips, the artisan created a “living ceramic” that was then infused into the Chest 47 of Acupunctural Insight. Finally, the Sapphire Flame Ward 529 was set into the center of the garment as a pulsing power core. The result is an item that doesn’t just protect the body, but rearranges the very atoms of reality around the wearer, feeding off the memories of a thousand past lives to maintain its impossible existence.
- Description: This single physical object takes the form of a sleeveless duster made of shimmering, sun-colored Mooncloth that feels like cool silk but turns as hard as diamond upon impact. The back is embroidered with a glowing sunstalk pattern that emits a constant, soft golden radiance. Embedded along the spine and chest are twenty-four enchanted sapphire needles that pulse with a rhythmic blue-red light. At the solar plexus, a large, teardrop-shaped sapphire is encased in a silver frame streaked with molten veins. A faint scent of toasted corn and calming lavender follows the wearer, and the air around the garment hums with the resonant frequency of pure elemental power.
- Stats:
- Defense: +10 against all elemental, curse, and mental attacks.
- Offensive Enhancement: +5 to all elemental or physical attacks.
- Attributes: +5 Strength, +5 Perception, +5 Willpower.
- Transmutation Mastery: +30% success rate on all matter manipulation attempts.
- Skills Gained While Openly Worn:
- Master of Flows: The wearer automatically gains the ability to read the energy leylines of any creature or environment, effectively granting them advanced medical and alchemical knowledge.
- Matter Intuition: The wearer can instinctively feel the molecular structure of objects, allowing them to find structural weaknesses or hidden alchemical properties with a glance.
- Tags: Legend, Gestalt, Elemental, Transmutation, Healing, Warding, Illuminating, Tier 5, Protection, Sentience-Link, Aegis, Catalyst, Resonance, Chrono-Anchor, Kinetic, Volcanic, Alchemical, Astral, Bastion, Luminary, Soul-Bound
- Passive Magics:
- Omni-Aura of Purity: The wearer and all allies within 60 feet gain total immunity to minor curses and fear effects. Enemies within this range suffer disadvantage on all offensive spells and feel an oppressive, searing heat that drains their resolve.
- Eternal Sun-Sight: The wearer can see through magical darkness, fog, and illusions. This sight extends across planar boundaries, allowing the detection of ethereal or phased entities.
- Alchemical Sustenance: The garment slowly converts ambient magical energy into physical nourishment. The wearer no longer needs to eat to survive, though eating a meal still provides the standard +1 HP.
- Diamond-Chakra Flow: The embedded needles continuously realign the wearer’s energy. The wearer regains 5 HP at the start of every hour spent in a “Normal” or better safety area.
- Active Magics:
- Total Transmutation Surge (3 Charges/Day): The wearer touches an object or willing creature and instantly changes its material composition to another substance (e.g., turning a stone wall into iron or a wooden door into glass) for 1 hour.
- Supernova Reflect (2 Charges/Day): As a reaction to any incoming attack or spell, the wearer can reflect the effect back at the source with triple intensity. The reflected attack deals an additional 4d6 fire damage.
- Prismatic Pulse of Life (1 Charge/Day): The wearer releases a massive burst of golden and sapphire energy. All allies within 100 feet are healed for 20 HP, cleared of all negative status effects, and granted 20 temporary bonus HP.
- Specific Slot: Worn Item (Torso/Chest).
Item Durability and Targeted Damage
The Prism-Heart Aegis 902 is a Tier 5 gestalt object, meaning its physical integrity is reinforced by the combined magical density of its components. To disable the item’s magic, an attacker must overcome 150 Hit Points specifically targeted at the garment.
- Damage Threshold: Because it is made of Mooncloth infused with “living ceramic” starch and sapphire needles, it has a damage threshold of 15. Any single attack dealing less than 15 damage is ignored as the fabric instantly weaves itself back together.
- Disabling Magic: If the item’s HP is reduced to 0, the sapphire core dims and the “molten” veins turn to cold ash. The item remains physically intact but becomes a mundane, heavy duster, losing all stats, passives, and active magics.
- The “Crystal” State: As a Tier 5 object, if it is completely destroyed beyond its HP limit, it does not crumble into dust; instead, it collapses into a single, high-density Gestalt Crystal.
Repair Process
Repairing a Tier 5 artifact of this complexity requires more than standard tailoring or smithing.
- Alchemical Re-Alignment: The primary method of repair involves a “Ritual of Re-Stitching.” A craftsman proficient in both Advanced Tailoring and Transmutation must use thread made from Phoenix feathers (to restore the fire essence) and a solution made from ground Glowing Sunstalk Corn (to restore the structural “living ceramic”).
- Mana Infusion: During the repair, the character must spend 10 Mana Boost points per session of work to jump-start the sapphire needles’ rhythmic pulsing.
- Environmental Requirement: The repair must take place in a Designated Safe Area (where AC is tripled) to ensure the delicate energy flows are not disrupted by environmental magic ebbs. If repaired in a less safe area, there is a cumulative 25% chance that the item gains a permanent “Misdirection” flaw, showing false stats to the wearer’s Mind’s Eye.
Obtaining the Prism-Heart Aegis 902
The acquisition of a Tier 5 gestalt item is a monumental event in Saṃsāra, as such objects are rarely “found” but are usually the result of intentional convergence.
- The Path of the Transmuter’s Trial: An avatar must travel to the ruins of the Celestria Academy’s central spire, located in a Deathly Area. There, they must place the four component items—Chest 47, Radiant Corn Chips, the Transmutation Stone, and the Sapphire Flame Ward—upon the Altar of Aetherius. The avatar must then survive a trial of “Overwhelm,” where the Mind’s Eye is flooded with 9,000 years of alchemical history. Success merges the items into the Aegis.
- The Gestalt Sacrifice: In the metropolises of the dark cave systems, a Tier 5 gestalt being (a group mind of multiple avatars) may offer the Aegis to a character who successfully negotiates a complex political treaty between warring island countries.
- Ancient Hoards: Occasionally, a Tier 5 item is discovered in the belly of a leviathan or within the throne room of a vaporized possessed foe. Because the item is Tier 5, a character below Tier 5 can wear it but will suffer the “Pain Penalty” (1d4 damage at 1d4 minute intervals) until they advance or remove it.
Market Dynamics and Shop Descriptions
Because this is a Tier 5 item, it is never sold in mundane markets. Transactions for Rhodium-level artifacts involve deep political intrigue, specialized environments, and “Buyer Beware” risks.
- Sky-Citadel Treasuries (Designated Safe Areas) These are the most secure locations in Saṃsāra, found in floating cities where AC is tripled. The shops are more like high-security museums, where items are kept behind magic-dampening fields. The “sellers” are often retired Tier 5 avatars who act as curators for the gods.
- Transaction Method: Direct purchase is rare. Instead, the transaction involves a “Life-Debt Contract.” The buyer pays a significant amount of Rhodium and signs a magical oath to defend the Citadel should it ever be attacked.
- Cost: 200–300 Rhodium pieces.
- The Deep-Vault Atriums (Somewhat Safe Areas) Located within the skyscrapers of walled metropolises, these shops cater to the elite. The environment is opulent, smelling of heavy incense and Phoenix-feather smoke. The shopkeepers use “Mind’s Eye” dampeners to prevent customers from seeing the true stats of the items until a “Viewers Fee” is paid in Gold.
- Transaction Method: Traditional bartering is supplemented by “Memory Swapping.” The seller may lower the price if the buyer allows a portion of their past-life memories to be copied into a magic crystal for the seller’s collection.
- Cost: 150–225 Rhodium pieces.
- Ethereal Black Markets (Unsafe Areas) Found in the uncharted smaller islands that appear and disappear, these markets exist in a state of constant flux. The “shops” are transient tents that phase in and out of reality. Sellers here are often rogue alchemists or “The Dispossessed” who have lost their avatars but retained their items.
- Transaction Method: High-risk bartering. The seller may accept other Tier 4 or 5 items in exchange, or perhaps a “Soul Domination” trade where the buyer temporarily cedes 5% of their avatar’s control to the seller for a year.
- Cost: 100–150 Rhodium pieces (The lower price reflects the extreme danger of the location and the possibility of “Misdirection” stats being placed on the item).
- The Volcanic Forge Conclaves (Normal Areas) Situated in the heart of volcanic islands where the steam for Saṃsāra’s industry is harvested. These are industrial cathedrals where the hum of magic circuits is deafening. The artisans here are the only ones capable of repairing the Aegis, and they occasionally sell prototypes.
- Transaction Method: “The Trial of the Forge.” In addition to the cost, the buyer must stand in the heat of the forge while the item is attuned to them, proving their physical Strength and Resistance can handle the Tier 5 power.
- Cost: 175–250 Rhodium pieces plus 10 units of Firewing Essence.
The Prism-Heart Aegis 902 is a pinnacle gestalt item that demands the wearer manage the shifting flows of transmutation, volcanic heat, and acupunctural energy. Roleplaying its use requires balancing the “Master of Flows” skill with the physical intensity of the garment’s power.
Volcanic Regions & Ancient Forests (Normal to Unsafe Areas)
- Defense: In these elemental-heavy zones, the wearer feels the “Energy Radar” humming a deep, resonant bass. Roleplay involves the avatar leaning into the elemental flows rather than fighting them. As a lava flow or falling ancient tree threatens the group, the Omni-Aura of Purity manifests as a shimmering golden dome that smells of toasted corn, neutralizing the environmental heat or the “fear” effect of the crushing weight.
- Offense: The wearer uses “Matter Intuition” to spot the molecular “fault lines” in the environment. In a forest, they might touch a massive vine, using Total Transmutation Surge to turn it into razor-sharp silver wire to ensnare a foe. In volcanic areas, they use the Volcanic Surge aspect inherited from the Sapphire Ward to grab a glob of molten rock, their hands protected by the Mooncloth, and hurl it with +5 Strength as a guided projectile.
Walled Cities & Metropolises (Somewhat Safe Areas)
- Defense: In social settings or crowded markets, the duster’s shimmering patterns and herbal scent serve a defensive psychological role. The Ember of Resolve makes the wearer appear immovable and terrifyingly calm. If a rogue attempts a “Backstab” or a “Hidden Hex,” the Supernova Reflect triggers a blinding flash of blue-red light, leaving the attacker stunned and singed by their own redirected malice while the wearer continues their conversation uninterrupted.
- Offense: Offense in cities is often subtle. The wearer uses the “Mind’s Eye” enhancement to see through the walls of a building or the illusions of a corrupt merchant. By tapping a floorboard, they can use Total Transmutation Surge to turn the wood beneath a fleeing suspect into a pool of sticky, alchemical tar, effectively ending a chase without drawing a weapon.
The Endless Ocean & Floating Cities (Normal to Designated Safe Areas)
- Defense: While traveling on Zeppelins or Airships, the Aegis acts as a stabilizer. If the ship is targeted by a storm-mage’s lightning, the Diamond-Chakra Flow allows the wearer to act as a lightning rod, safely channeling the elemental energy through the enchanted needles and into the air, protecting the vessel. The soft gold radiance of the back embroidery serves as a lighthouse beacon for allies lost in the clouds or spray.
- Offense: In aerial or naval combat, the wearer can activate the Prismatic Pulse of Life. Instead of healing, the “Offensive Enhancement” allows them to channel the pulse into the ship’s magic circuits or sails, granting a temporary burst of “Silver Fire” propulsion or empowering the ship’s cannons with +5 elemental damage for a decisive broadside.
Dark Cave Systems & Ruined Spires (Deathly Areas)
- Defense: In areas where AC is eliminated and every attack hits, the Aegis becomes the avatar’s only lifeline. The Eternal Sun-Sight reveals creatures that exist between the folds of reality. Since the avatar cannot dodge, the player roleplays the Aegis as an active interceptor—the sapphire needles vibrate violently, and the Aura of Purity thickens into a visible, smoky shield that absorbs the “inevitable” hits. The wearer uses the Prismatic Pulse of Life to constantly refresh the 20 temporary HP of the party to negate the damage that bypasses their zeroed AC.
- Offense: Against the high-level gestalts and monsters of the deep, the wearer uses the Supernova Reflect as their primary weapon. Knowing every attack will hit, they bait the most powerful foe into striking them. Upon impact, the Aegis erupts in a supernova of reflected damage, turning the enemy’s guaranteed hit into a self-inflicted death blow. They may also transmute the very air in a 5-foot radius into solid lead to entomb a swarm of non-possessed monsters instantly.
Perception and Experience
- User Experience: You feel the 24 needles constantly “piquing” your skin, a sensation that is initially painful but soon settles into a rhythmic, heart-like throb that synchronizes your avatars’ memories. The taste of “silver fire” is heavy on your breath, and the world looks like a collection of energy threads waiting to be plucked.
- Observer Experience: They see an avatar wrapped in a cloak of literal sunlight. When you move, you leave faint, smoky after-images of blue and red. The scent of lavender and toasted grain provides a bizarrely comforting contrast to the overwhelming pressure of your Tier 5 presence.

Perception of Activation: Prism-Heart Aegis 902
User’s Perspective
Upon activation, your consciousness is immediately tethered to the molecular vibrations of your surroundings. You see the duster’s sunstalk embroidery flare into a brilliant, liquid gold that casts long, sharp shadows even in high noon. The central sapphire teardrop doesn’t just glow; it seems to fold the space around it, pulsing with a deep violet-red light that reveals the “skeletons” of nearby objects as glowing geometric grids. You hear a profound, multi-layered sound: the low, tectonic groan of the earth beneath you, the high-pitched “zing” of the enchanted needles aligning with your chakras, and a soft, rhythmic crunching sound, like the breaking of sun-dried grain. Your sense of smell is flooded with a sharp, ozone-rich scent of a lightning strike softened by a warm, buttery aroma of toasted corn and lavender. You feel a sudden, intense heat at your solar plexus that rapidly cools into a soothing, metallic vibration throughout your limbs. Most notably, you taste a cool, mineral-like flavor on the back of your throat, as if you are breathing in the essence of gemstones.
Observer’s Perspective
To those watching, you undergo a terrifying and beautiful transformation. They see your silhouette become blurred by a thick, shimmering aura of blue-red smoke that smells of autumn harvests and old libraries. The garment you wear begins to hum with a frequency that can be felt in the observer’s own chest, a vibration that suggests immense, coiled power. The sapphire at your chest becomes a miniature sun, casting a light so pure it seems to wash the color out of the nearby environment, leaving only shades of gold and deep blue. Observers may notice that the air within ten feet of you ripples like a heat haze, and small pebbles or loose grass may begin to levitate slightly as the Aegis realigns the local gravitational and elemental flows. They sense an aura of absolute authority and ancient calm emanating from you, making it difficult to maintain a hostile gaze or an aggressive stance.
Extra-sensory Perceptions
- Molecular Intuition: You perceive the “fault lines” in physical matter. You don’t just see a stone wall; you sense the microscopic cracks and the alchemical tension holding the atoms together, showing you exactly where to strike to turn it into sand.
- Chrono-Memory Echoes: You experience “ghost memories” from the avatar’s past lives. When you look at an enemy, you might see a faint overlay of who they were in a previous reincarnation, providing insight into their instinctual fighting style.
- Elemental Synesthesia: You begin to “see” sounds and “hear” temperatures. A nearby fire sounds like a chorus of crackling voices in a specific key, while a cold wind manifests as a series of jagged, translucent blue streaks in your vision.
- Mana-Kinesis: You feel the ebb and flow of magic in the air as a physical pressure against your skin, allowing you to tell the direction and intensity of a spell being cast long before it manifests.
Positives
- Absolute Awareness: The activation removes all sensory “noise,” allowing you to focus on the essential truths of your environment, effectively eliminating the possibility of being surprised by mundane or magical traps.
- Harmonious Flow: The needle-induced chakra alignment creates a state of perfect physical grace, making every movement feel effortless and precise.
- Psychological Bastion: The overwhelming scent of herbs and the grounding thrum of the needles provide total immunity to mental fatigue and magical despair during the duration of the activation.
Negatives
- Sensory Overload: The transition back to normal senses after the activation ends can be jarring, often resulting in temporary “gray-scale” vision or a ringing in the ears as the world suddenly feels dull and disconnected.
- The “Beacon” Effect: The sheer magnitude of the visual and auditory display makes stealth impossible; you are a literal and metaphorical sun in the darkness, attracting the attention of every creature within several miles.
- Empathetic Strain: Sensing the molecular “pain” or “stress” in objects can be emotionally taxing for avatars with a high degree of empathy, as the constant intake of environmental data can lead to a sense of exhaustion after the activation subsides.
Ritual of the Fourfold Soul: Forging the Prism-Heart Aegis 902
Items Merged
- Chest 47 of Acupunctural Insight: The structural lattice and energy-conductor.
- Radiant Corn Chips: The alchemical bonding agent and light-essence source.
- Transmutation Stone: The core of matter manipulation and catalyst for change.
- Sapphire Flame Ward 529: The central power core and guardian of resolve.
Additional Materials Needed
- 12 Hanks of Phoenix-Feather Thread: To re-stitch the seams with eternal fire.
- 3 Vials of Firewing Essence: To stabilize the volcanic heat within the sapphire.
- 1 Pound of Star-Forged Silver Dust: To act as a medium for the new rune-veins.
- 1 Flask of Distilled Moon-Water: To cleanse the items of their individual identities.
- A Handful of Consecrated Obsidian Shards: For the grounding of the internal needles.
Tools Required
- The Altar of Aetherius (or a Tier 5 Alchemical Lab): A high-magic environment.
- Jeweler’s Fine Chisels and Hammer: For the intricate setting of the stone.
- Heated Silver Needles: For the precision sewing of the chakra points.
- Mortar and Pestle (Enchanted): To grind the corn and stone into a “Living Ceramic.”
- Ritual Cauldron: For the integration of the essences and potions.
Skill Requirements
- Mastery of Transmutation: Necessary to rearrange the molecular structure of the components.
- Advanced Tailoring/Jewelry Crafting: Required to handle the Mooncloth and set the sapphire core.
- Elemental Resonance Training: Needed to harmonize the blue-red warding with the golden sunstalk energy.
- Gestalt Willpower: The artisan must be able to withstand the memory-flooding of four distinct legacies during the merger.
Crafting Steps
- 1. The Grinding of the Catalyst: Place the Transmutation Stone and a large portion of Radiant Corn Chips into the enchanted mortar. Grind them together while chanting incantations of “Matter-Change” until they form a fine, shimmering golden dust.
- 2. The Alchemical Wash: Submerge the Chest 47 in a ritual cauldron filled with Distilled Moon-Water and Firewing Essence. This “softens” the existing enchantments of the garment, preparing it to receive the new soul-lattice.
- 3. The Needle-Vein Setting: Take the Sapphire Flame Ward 529 and carefully disassemble its silver frame. Using the Star-Forged Silver Dust, draw new veins connecting the sapphire teardrop to the twenty-four needles of the Chest 47.
- 4. Application of the Living Ceramic: While the garment is still damp with essence, rub the “Living Ceramic” dust (from step 1) into the fibers. This will cause the cloth to shimmer with a permanent internal light and grant it the durability of diamond.
- 5. The Phoenix Re-Stitching: Using the Phoenix-Feather Thread, sew the sapphire teardrop into the solar plexus of the chest piece. You must follow the exact chakra charts of Lo-Mai, ensuring each stitch connects the volcanic energy of the ward to the elemental awareness of the cloth.
- 6. The Final Consecration: Place the completed garment on the altar during a peak magical weather event. Infuse the item with 10 Mana Boost points to jump-start the rhythmic “heartbeat” of the sapphire core.
- 7. Binding the Memories: The artisan must place their hands upon the item and visualize the merger of the four legacies—the healer, the farmer, the alchemist, and the wanderer—locking them into a single physical gestalt.
Sun-Gulp and Needle-Sky Robe 902
In the before-time, when the Great Cycle was yet a small-wheel and the many-lives were but a single-breath, there was a void of the mind. The World-Giver, whose name is lost to the dust-eating wind, saw that the avatars were but clay-dolls, brittle and dark-eyed. Then came the Four-Fold Gatherers, whose feet walked upon the stars like they were stepping-stones in a shallow brook.
The first was the Needle-Finger Healer, who stole the silver-stings from the Sky-Porcupine to sew the energy-holes in the air. The second was the Sun-Chewing Tiller, who fed the golden-corn to the hungry light until the light became crunchy and solid-to-hold. The third was the Change-Making Stone-Watcher, who could tell a mountain to become a bird, and the mountain would grow feathers out of fear. The fourth was the Fire-Eye Wanderer, who carried a teardrop of the blue-deep mixed with the red-anger of the mountain-belly.
Great trouble fell upon the land of the Seven-Billion-Souls. A shadow-gestalt, a thing of non-memory and hunger-teeth, began to eat the safety-places. The AC of the world was becoming zero, and every bite of the shadow was a hit-that-never-misses. The Four-Gatherers met at the high-place where the air is thin like a worn blanket.
“We must make a skin that does not break,” said the Needle-Finger. “We must make a light that does not go-dim,” said the Sun-Chewer. “We must make a thing that is another-thing,” said the Stone-Watcher. “We must make a shield that bites-back,” said the Fire-Eye.
They threw their heart-treasures into the Great Cauldron of the First-Steam. The Corn-Chips became the glue of the world, and the Stone became the change-spirit. The Silver-Needles pierced the Blue-Teardrop, and the Robe of Sun-Gold was born. But the robing was too heavy for a single-soul. It was a weight of 902-burdens, for the number was the count of the stars that fell during the mixing.
A hero, whose past-lives were as many as the sand-grains, stepped into the Sun-Gulp Robe. The robe ate his smallness and gave him the Big-Mind. When the shadow-gestalt struck, the robe did not just stop the blow; it changed the blow into a flower, and then changed the flower into a bolt of silver-fire. The hero did not move, yet he was everywhere. He did not speak, yet the energy-threads sang his name.
The robe shined so bright that the dark-cave-systems became noon-places. The monsters who had no memories saw the light and were afraid, for they could not understand a thing that was four-things but also one-thing. The hero walked across the planes of existence, and where his feet touched, the AC of the world was doubled and tripled. He became the Aegis, the Prism-Heart, the 902-Secret.
But the story-tellers of the old-dust warn: the Robe is a hungry-sun. It seeks the mind that can hold many-faces. If a small-soul wears the Sun-Gulp, the needles will not balance the chakra, but will instead drink the life-water until only a crystal remains.
Moral of the Story: When the world is a shadow that never misses, be the light that changes the shape of the hit; but remember, to carry the sun, one must first have a heart of many-rooms.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Artifact Name: The Chrono-Alchemical Duster of Aetherius Classification: Unique Arcane Artifact Description: A shimmering duster of indestructible silk, pulsing with a deep violet-red light. It smells of ozone and ancient harvests.
Stat Block & Mechanics:
- Armor: 10 points (Physical and Magical). Reduces all incoming damage.
- POW: +20 (Affects Magic Points and Sanity Resistance).
- Skills: +25% to Science (Chemistry/Alchemy), +20% to Medicine, +20% to Spot Hidden.
- Sense Flows: The wearer can spend 1 Magic Point to automatically detect the presence of Mythos entities or magical residues within 60 feet.
- Molecular Transmutation: By spending 10 Magic Points and 1D10 Sanity, the wearer can alter a non-magical object’s composition (e.g., lead to gold, stone to air) for 1 hour.
- Supernova Reflection: As a reaction to an attack, the wearer may spend 5 Magic Points to reflect the damage back at the attacker. The attacker must make an Extreme POW roll or take the full damage as fire.
- Sanity Loss: 1/1D6 Sanity points per day while worn due to the overwhelming influx of past-life memories.
Blades in the Dark
Item Name: The Prism-Heart Regalia Tier: VI (Fine Quality) Load: 1 (Worn)
Mechanics:
- Master of Flows: You gain +1d to Tinker when handling alchemicals and +1d to Attune when interacting with the ghost field.
- Omni-Aura: When you lead a Group Action to Command or Consort, you may spend 1 Stress to grant all participants +1 Effect.
- Supernova Reflect: When you suffer Harm from a supernatural source, you may resist with Resolve. If you do, the source suffers the same Harm (level for level) as a burst of “Silver Fire.”
- Total Transmutation: Spend 2 Stress to change the quality of a tool or environmental obstacle (e.g., making a “Fine” lock “Poor” by softening the metal) for the duration of the score.
- Drawback: The item is a Glorious Beacon. Any attempt to use Prowl or stealth is automatically at a Desperate position or Zero Effect.
Dungeons & Dragons (5th Edition)
Item Name: Prism-Heart Aegis 902 Type: Wondrous Item, Legendary (Requires Attunement)
Stat Block & Mechanics:
- Armor Class: Your AC becomes 18 + Dexterity Modifier (Max 2).
- Ability Score Increase: Your Strength, Wisdom, and Charisma scores increase by 2, to a maximum of 22.
- Omni-Aura of Purity: You and friendly creatures within 30 feet of you are immune to the Frightened condition and have resistance to Psychic damage.
- Eternal Sun-Sight: You have Truesight out to a range of 60 feet.
- Active – Total Transmutation (3 Charges/Day): You can cast Polymorph (willing creatures only) or Fabricate as an action without expending a spell slot.
- Active – Supernova Reflect (2 Charges/Day): When you are hit by a melee attack, you can use your reaction to deal 4d10 fire damage to the attacker and push them 15 feet away.
- Active – Prismatic Pulse (1 Charge/Day): As an action, you release a pulse. You and all allies within 30 feet regain 50 hit points and are cured of all blindness, deafness, and diseases.
Knave (2nd Edition)
Item Name: The 902-Needle Sun-Robe Inventory Slots: 1 (Worn)
Mechanics:
- Armor Defense: 18 (The robe acts as a high-tier suit of plate but weighs nothing).
- Master of Matter: Once per day, you may touch any non-living object and change its material to anything else (Wood to Iron, Stone to Gold) permanently.
- Needle-Sense: You gain Advantage on all rolls to detect traps, hidden passages, or magical auras.
- Supernova Reflect: Whenever an enemy rolls a natural 1 or 2 on an attack roll against you, they take 2d6 fire damage as the robe flares.
- Prismatic Healing: Once per day, you may heal yourself and all nearby allies for 1d10 + your Level HP by releasing a golden light.
- Beacon: You can never be surprised, but you also cannot hide. All enemies in the dungeon know your general direction.
Fate Core
Artifact Name: The Aegis of 902 Prisms Classification: Unique Legendary Artifact High Concept: Ultimate Gestalt Garment of Alchemical Radiance
Stunts:
- Omni-Aura of Purity: You may use your Will skill to defend against any mental or social attack, regardless of the source. Additionally, you may spend a Fate Point to clear a mental or emotional consequence for yourself or an ally in the same zone.
- Master of Alchemical Flows: Gain a +2 to Create an Advantage using Lore or Crafts when interacting with the physical properties of matter or identifying elemental weaknesses.
- Supernova Reflect: Once per scene, when you succeed with style on a physical defense roll, you may choose to deal a 3-shift physical hit to the attacker as a fiery counter-burst instead of taking a boost.
- Total Transmutation: Spend a Fate Point to instantly change the material aspect of an object in your zone (e.g., “Solid Iron Door” becomes “Brittle Glass Door”) for the remainder of the scene.
Drawback Aspect: The Radiant Beacon. This aspect can be compelled by the GM to ensure you cannot hide or to attract the attention of powerful, memory-hungry entities across the multiverse.
Numenera & Cypher System
Artifact Name: The Gestalt Weave 902 Level: 1d6 + 4 (Level 10) Form: A sleeveless duster made of shimmering, sun-colored smart-matter fabric embedded with 24 sapphire needles. Depletion: 1 in d100
Mechanics:
- Armor: +3 Armor.
- Omni-Aura (Passive): The wearer is immune to fear-based effects and gains an asset to all Intellect defense tasks.
- Matter Intuition: The wearer gains an asset to all tasks involving alchemy, crafting, or identifying the level/function of a device.
- Total Transmutation (Active): As an action, the wearer can change the material of a solid object (up to size of a vehicle) into another material of the same level or lower.
- Supernova Reflect (Active): When the wearer is hit by an attack, they can use a reaction to deal damage equal to the artifact’s level to the attacker. This damage is fire-based.
- Prismatic Pulse (Active): As an action, the wearer can release a pulse that restores a number of points to the Might, Speed, or Intellect Pools of all creatures within short range equal to the artifact’s level.
Pathfinder (2nd Edition)
Artifact Name: Prism-Heart Aegis 902 Item Level: 20 Price: — (Artifact) Usage: Worn garment; Bulk: L Traits: Artifact, Abjuration, Evocation, Transmutation
Stat Block & Mechanics:
- AC Bonus: +3 Potency, +3 Resilient Explorer’s Clothing.
- Attributes: You gain a +2 apex bonus to your choice of Strength or Wisdom.
- Omni-Aura (Emanation): 30-foot emanation. You and allies in the area gain a +2 status bonus to saving throws against mental and fear effects.
- Matter Intuition: You are legendary in Arcana and Crafting. When you use Identify Magic on an item, you also learn its material hardness and HP.
- Supernova Reflect (Reaction): Trigger: A creature hits you with a melee attack. Effect: The attacker takes 4d10 fire damage (DC 40 basic Reflex save). On a critical failure, the attacker is also blinded for 1 round.
- Total Transmutation (3 Actions): (Frequency: 3/day) You cast a 9th-level Disintegrate or Polymorph spell (DC 42). If used to transmute an object, the change is permanent unless dispelled.
- Prismatic Pulse (2 Actions): (Frequency: 1/day) You cast a 9th-level Heal spell as a 30-foot emanation.
Savage Worlds (Adventure Edition)
Artifact Name: Aegis of the Sun-Gulp 902 Type: Unique Relic Armor: +6
Mechanics:
- Attribute Boost: Increase Strength and Vigor by two die types (max d12+2).
- Omni-Aura: The wearer and all adjacent allies gain +4 to all rolls to resist Fear or magical Tests of Will.
- Matter Mastery: The wearer may cast the Object Reading and Relief powers using their Smarts as their Arcane Skill. They have 20 Power Points dedicated only to these powers, which recharge at 5 per hour.
- Supernova Reflect: If an enemy fails an attack roll against the wearer, the wearer may immediately spend a Benny to deal 2d10 fire damage to that enemy as a free action.
- Total Transmutation: As an action, the wearer may change the material of an object. This functions as the Lower Trait power (affecting Hardness/Toughness) but is themed as physical transformation.
- The Beacon (Hinderance): The wearer has the Distinctive Features Hinderance (cannot be hidden) and the Big Mouth Hinderance (the item’s history is whispered to everyone nearby).
Shadowrun (6th Edition)
Item Name: Prism-Heart Aegis 902 Type: Unique Mystic Focus (Bonded Vestment) Rating: 10 Availability: Unique Cost: — (Requires a Great Ritual)
Stat Block & Mechanics:
- Armor Rating: 12.
- Attribute Boost: Gain +2 to Body, Strength, and Willpower while worn.
- Astral Awareness: The wearer gains the equivalent of Astral Perception. If they already possess it, they gain a +2 dice pool bonus to all Astral Combat tests.
- Mana-Kinesis Aura: Any hostile spell cast within 20 meters of the wearer suffers a -3 dice pool penalty as the Aegis disrupts local mana flows.
- Reflecting Flame Gaze (Reaction): When targeted by a spell, the wearer may spend 1 Edge to reflect the spell back at the caster. Use the wearer’s Willpower + Rating (10) to determine the success of the reflection. The caster suffers the original spell effect plus 3P (fire) damage.
- Total Transmutation: As a Major Action, the wearer can spend 2 Edge to transform the molecular structure of a barrier or object (Rating x 2 meters volume). This can turn a reinforced concrete wall into brittle glass or liquid mercury for (Willpower) minutes.
- The Beacon: The item possesses an Astral Signature so bright it can be seen from the metaplanes. Stealth is impossible; the wearer is always visible on the Astral Plane.
Starfinder (2nd Edition)
Item Name: Prism-Heart Aegis 902 Item Level: 20 Price: — (Artifact) Usage: Worn (Torso); Bulk: L Traits: Artifact, Hybrid, Magical, Tech
Stat Block & Mechanics:
- Armor Class: Provides a +15 Item bonus to EAC and KAC.
- Ability Boost: +2 Apex bonus to Strength and Wisdom.
- Omni-Aura (Emanation): 60-foot emanation. Allies gain a +4 status bonus to saving throws against fear, charms, and radiation.
- Matter Intuition: The wearer is considered to have Legendary proficiency in Physical Science and Mysticism. They can use a Move Action to identify the hardness and structural weak points of any starship or vehicle they can see.
- Supernova Reflect (Reaction): Trigger: A creature hits you with a melee or ranged energy attack. Effect: The Aegis flares. The attacker takes 10d6 fire and holy damage (DC 40 basic Reflex save).
- Total Transmutation (3 Actions): (3/Day) Functions as a 10th-level Disintegrate or Polymorph spell. When used on non-living tech, it can convert the item’s material (e.g., Ceramic to Adamantine) for 24 hours.
- Prismatic Pulse (2 Actions): (1/Day) Releases a wave of restorative nanites and magic. All allies in a 30-foot burst regain 100 HP and 50 Stamina.
Traveller (Mongoose 2nd Edition)
Item Name: Ancient Psionic Lattice 902 Tech Level: 21 (Ancients/Mythical) Weight: 0.5 kg Cost: MCr 500+ (Estimated)
Stat Block & Mechanics:
- Protection: 15 (Protects against physical, energy, and radiation damage).
- Attribute Enhancement: Increases STR and END by +4.
- Psionic Interface: If the wearer has a PSI rating, it is increased by +4. If they have no PSI, they gain a temporary PSI rating of 6 and the Telekinesis and Awareness talents while wearing the item.
- Matter Mastery: The wearer may perform a “Transmutation Task” (INT + Psionics, 10-60 seconds, Difficult 10+). Success allows the molecular restructuring of up to 1 displacement ton of matter (e.g., turning a bulkhead into lead or water).
- Supernova Deflection: Any time the wearer is hit by a laser or plasma weapon, the item automatically reflects 2D6 damage back at the shooter as a Free Action.
- The Beacon: The item emits a unique neutrino and psionic signature detectable from adjacent hexes in space. Stealth and concealment tasks suffer a -6 DM.
Warhammer Fantasy Roleplay (4th Edition)
Item Name: The Sun-Gulp Robe of Lo-Mai Type: Legendary Artifact Encumbrance: 1 AP: 5 (All Locations)
Stat Block & Mechanics:
- Attribute Bonuses: +20 Strength, +20 Willpower, +15 Fellowship.
- Omni-Aura: The wearer is immune to Fear and Terror. Allies within 12 yards gain the Fearless Talent.
- Elemental Mastery: The wearer counts as having the Arcane Magic (Pyromancy) and Arcane Magic (Chamon) Talents. They may cast spells from these lores using their Willpower instead of Language (Magick).
- Supernova Reflect: When the wearer successfully uses a Dodge or Parry, the attacker immediately suffers a hit with a Damage of 10 plus the wearer’s SB, ignoring all AP from non-magical armor.
- Total Transmutation: As an Action, the wearer may make a Challenging (+0) Willpower test to turn a piece of terrain or a weapon into a different material. Turning a foe’s sword into lead or a stone floor into mud requires an Opposed Willpower test.
- Corruption of the Sun: Every time an Active Magic is used, the wearer must roll a D100. On a 01-05, they gain 1 Corruption point as the ancient, alien memories of the Aegis overwhelm their mortal psyche.
