Finger 4402 of the Mimics Mask

Lore: In the opulent courts of the metropolitan lords and the grimy under-hives of Saṃsāra, the ability to be anyone but yourself is a survival necessity. The 4402 Model was originally synthesized by the “Silent-Chorus,” a sub-sect of the Hive that specialized in infiltration and social manipulation. These midi-rings were crafted from “Chameleonic-Osmium,” a metal that allegedly contains the fossilized vocal cords of a thousand extinct songbirds.

The ring is worn above the middle joint to keep it close to the nerve endings used in gesturing. It acts as a bio-rhythmic dampener and a vocal resonator. It does not just change how the wielder looks; it “rewrites” the subtle cues of their body language and the resonance of their throat, allowing an avatar to mimic the cadence of a high-born noble or the gravelly bark of a pit-boss with haunting accuracy.


Item Specifications

  • Slot: Finger (Midi/Knuckle Position – Left or Right)
  • Tier 1 Stats:
    • Vocal Modulation: The user can alter their voice to any pitch or tone they have heard within the last 24 hours.
    • Micro-Expression Control: Prevents involuntary muscle twitches in the face, granting a +1 bonus to resist being read by Insight or psychological analysis.
  • Skills Gained (When Openly Worn):
    • Thespian’s Intuition: You gain Proficiency in Deception and Performance.
    • Social Chameleon: You gain a +2 bonus to any check made to “Pass” as a member of a different social class or profession.
  • Color: Shifting Anthracite. The metal appears to change texture, moving from a matte charcoal to a polished mirror-finish depending on the wearer’s current “persona.”

Magic Properties

Passive Magics

  • The Empath’s Echo: The ring subtly vibrates when the wearer speaks a lie that is being believed by the listener, providing instant feedback on the success of a performance.
  • Mnemonic Persona: The ring “records” the posture and gait of those the wearer observes. You can maintain a disguise for twice the normal duration before physical fatigue begins to set in.

Active Magics

  • Gravel-Throat (1 Charge/Long Rest): You can project your voice up to 100 feet with perfect clarity, even in a crowded or noisy environment. The voice sounds authoritative and impossible to ignore.
  • Face-Blur (Concentration): For 1 minute, the wearer’s facial features become slightly indistinct to those not looking directly at them. This makes it impossible for guards or witnesses to give an accurate description of the wearer’s true face to others later.

Additional Information

  • Tags: Jewelry, Midi-Ring, Acting, Tier-1, Common, Social, Infiltration, Chameleonic-Osmium, Mimicry, Vocal-Mirror, Identity-Anchor, Stage-Presence, Gesture-Lock, Persona-Etch, Social-Veil, Echo-Hilt, Osmium-Draft, Guise-Link, Script-Thread, Shadow-Player
  • Historical Note: These were historically called “Tea Rings” because they were popular among spies who gathered intelligence while acting as servants in the tea houses of the high-wall districts.
  • Sizing: Because it sits above the knuckle, it is easily concealed by a larger, mundane ring worn at the base of the finger.
  • Appearance: A single, thick band of shifting anthracite with microscopic vertical grooves that resemble the patterns of a human fingerprint. It feels cold to the touch until it “bonds” with the wearer’s pulse.

Acquisition: The Audition and the Undercurrent

  • In the world of Saṃsāra, obtaining a Finger 4402 of the Mimic’s Mask typically involves navigating the social fringes or the specialized guilds of the urban centers.
  • The most common method of acquisition for a Level 1 Avatar is through the Guild of the Hollow Mask. In the walled towns, this guild operates public theaters that are fronts for espionage networks. A young Avatar who demonstrates exceptional ability in a public “Trial of Personas”—successfully convincing a crowd they are someone of higher or lower station—is often awarded the ring as a standard tool of the trade.
  • The item is also obtained through the inheritance of “Memory Rings.” Because these devices record the posture and gait of previous owners, they are sometimes found in the effects of deceased diplomats or traveling players. Finding one in a ruin often requires sifting through the remains of a metropolitan courier or a high-rise dressing room.

The Marketplace: Where the Persona is Traded

The Finger 4402 is a tool of subversion and high art, meaning it is rarely found in open hardware or general supply stores. It is primarily traded in two specific environments.

1. The Costume-Master’s Annex (The Playwright’s Backroom)

  • Found behind the heavy velvet curtains of grand metropolitan theaters or within the hidden basements of traveling circuses. These shops serve performers, but their real profit comes from selling “Social Edge” to those who need to move unnoticed.
  • The environment is filled with the scent of greasepaint, old silk, and drying leather. The shopkeepers are often experts in human behavior who watch a customer’s every twitch to see if they are “worthy” of the ring’s calibration.
  • The sales process involves the buyer “trying on” the ring while performing a short monologue. If the ring’s Chameleonic-Osmium does not shift color to match the performance, the shopkeeper may refuse the sale, claiming the buyer lacks the “soul” for the item.

2. The Fence of the Silk District (The Whisper-Brokers)

  • In the wealthier districts of the walled towns, these items are sold in boutique jewelry shops that cater to the nobility. These shops have “blind” backrooms where the 4402 model is sold to political fixers and blackmailers.
  • The environment is sanitized and luxurious, featuring soft carpets and tea service. The transaction is conducted with extreme discretion, often involving the item being tucked into a standard jewelry box to hide its true purpose from puzblic view.
  • Here, the ring is sold as a “Memory Ring” for sentimental reasons, providing a legal cover for its alchemical infiltration properties.

Cost and Trade Value

  • A standard purchase from a reputable Costume-Master’s Annex costs between 75 and 90 silver pieces. The higher price compared to movement tech reflects the complexity of the vocal-resonance enchantments.
  • A “Used” or “Memory-Heavy” ring found at a whisper-broker costs between 40 and 55 silver pieces. These often contain the “ghost-postures” of the previous owner, which can be a hindrance or a help depending on the buyer’s needs.
  • The sale price to a merchant is typically between 25 and 30 silver pieces. Merchants are wary of buying these from strangers, fearing the item might be “hot” or linked to a recent high-profile crime.
  • Within the Hive, the item is traded for biological data-slates or 4 units of alchemical slag. The Hive views these rings as vital for their “Silent-Chorus” modules to interact with the metropolitan lords.
  • The price of items varies in different parts of the world due to the cost of access and availability. It is a sellers’ market with the idea of buyer beware as to how much they are willing to pay. Although many items have suggested values, there is no set price per item or tier.

The Haggle Roleplay Note

  • When buying or selling the Finger 4402, the merchant will often challenge the player to a game of “The Mirror.” The player must mimic the merchant’s exact vocal tone and hand gestures for one minute.
  • If the player succeeds on a DC 12 Deception or Performance check, the merchant may offer a “Professional Discount” of 10 silver pieces, recognizing a fellow student of the craft. Failure might lead the merchant to raise the price, citing the need for “advanced training” that the ring will have to compensate for.

The Dramaturgy of the Shifting Mask

  • The High Courts and Noble Galas (Defense): When an Avatar is cornered by suspicious inquisitors or rival socialites, the Finger 4402 provides a biological “poker face.” Roleplay involves the wielder touching the midi-ring to their thumb, triggering a micro-expression lock that flattens their emotional tells. The user can describe how the ring’s anthracite metal turns a reflective mirror-polish, mirroring the cold, detached elegance of the nobility and making it impossible for others to discern the Avatar’s true fear or intent.
  • The High Courts and Noble Galas (Offense): Offensively, the ring facilitates the “Social Sabotage.” By utilizing the vocal modulation, the Avatar can roleplay mimicking the voice of a high-ranking official to issue contradictory or embarrassing orders within a crowded room. The wielder uses the ring to project a “Gravel-Throat” command that sounds like a royal decree, causing guards to stand down or rivals to retreat in confusion, effectively winning a conflict without drawing a blade.
  • Under-Hive Markets and Industrial Slums (Defense): In the dangerous, chaotic alleys where a recognizable face is a liability, the “Face-Blur” is used to evade pursuit. The Avatar roleplays blending into the hazy, smog-filled background of the slums. By activating the ring, the user describes their features becoming a non-descript smudge in the peripheral vision of bounty hunters, allowing them to walk past a checkpoint as just another anonymous laborer in the industrial machine.
  • Under-Hive Markets and Industrial Slums (Offense): The “Mnemonic Persona” is used for high-stakes infiltration. The Avatar roleplays observing a specific pit-boss or gang lieutenant, using the ring to “record” their aggressive gait and violent cadence. The Avatar then assumes this identity to walk into a secure warehouse. The offense lies in the intimidation; the Avatar uses the ring to radiate a projected aura of authority and menace that forces lower-level thugs to yield ground or surrender information out of pure habitual fear.
  • Military Outposts and Garrison Walls (Defense): When caught in a restricted area, the ring provides the “Uniform of the Voice.” The Avatar roleplays the role of a weary, low-ranked soldier or a frantic messenger. By dampening their micro-expressions, they remain calm under the pressure of a sergeant’s interrogation. The defense is the maintenance of the lie; the ring vibrates against the knuckle to signal when the listener has accepted the deception, allowing the Avatar to navigate the outpost without drawing suspicion.
  • Military Outposts and Garrison Walls (Offense): The Avatar uses “Gravel-Throat” to create tactical distractions. Roleplay involves the Avatar hiding in a ventilation shaft or behind a steam-pipe and projecting a commanding officer’s shout toward the far end of the hallway. This “vocal lure” pulls defenders away from their posts. Once the guards are distracted, the Avatar uses the ring to maintain a silent, practiced posture of a different guard, allowing them to strike from ambush or sabotage equipment while appearing to “belong” in the room.
  • The Open Scrublands and Traveler Caravans (Defense): In the wilderness where travelers are wary of the Hive, the ring is used to assume the “Pilgrim’s Guise.” The Avatar roleplays the soft-spoken, non-threatening demeanor of a lost merchant or a wandering scholar. The “Empath’s Echo” provides defensive feedback; if the caravan leader grows suspicious, the ring’s vibration changes, alerting the Avatar to shift their performance before the situation turns violent.
  • The Open Scrublands and Traveler Caravans (Offense): The ring allows for the “False Prophet” maneuver. An Avatar can roleplay a religious or spiritual figure, using the ring to give their voice an unnatural, resonant quality that suggests divine or ancient power. This is used to manipulate the morale of a group, either heartening allies with a false sense of destiny or terrifying enemies into dropping their weapons before a “holy” wrath that is entirely fabricated by the Chameleonic-Osmium.

Perception of Activation: Finger 4402 of the Mimic’s Mask

  • Auditory Perception: The Sub-Vocal Hum
    • Description: Upon activation, a low-frequency vibration resonates through the wielder’s jawbone and inner ear. It sounds like the distant, simultaneous murmuring of a vast crowd compressed into a single, steady drone.
    • Positives: This hum acts as a tuning fork for the voice. By focusing on the pitch, the avatar can effortlessly slide their vocal cords into the correct tension for any desired persona.
    • Negatives: The internal noise makes it difficult to detect very faint external sounds, such as the soft click of a door latch or a whispered secret from several feet away.
  • Tactile Perception: Nerve-Ending Synchronization
    • Description: The midi-ring exerts a cooling, tightening pressure around the knuckle. A sensation of “phantom threads” seems to spread from the finger, across the back of the hand, and up into the facial muscles.
    • Positives: The wielder gains absolute conscious control over every micro-muscle. They can prevent a flinch, hold a fake smile indefinitely without twitching, or perfectly replicate the trembling hands of an old man.
    • Negatives: The “masking” sensation can be numbing; the avatar may find it difficult to feel actual physical pain or temperature changes on their face and hands while the effect is active.
  • Visual Perception: The Anthracite Flux
    • Description: The wielder sees the ring shift from a dull, light-absorbing black to a shimmering, oily spectrum. In the peripheral vision, the air around the wielder’s own hands appears to ripple slightly, like heat haze.
    • Positives: This visual feedback confirms the “Face-Blur” is active, giving the wielder confidence in their anonymity.
    • Negatives: The slight distortion in the peripheral vision can cause minor depth-perception errors, making it risky to perform high-precision physical tasks like lockpicking or surgery while the blur is engaged.
  • Extra-Sensory Perception: The Empathic Compass
    • Description: A cold prickling sensation on the back of the neck that moves toward the left or right depending on the suspicion levels of the person being addressed.
    • Positives: It serves as a literal “lie detector” for the avatar’s own performance. If the prickling stops and becomes a warm glow, the avatar knows the mark has been fully deceived.
    • Negatives: This sensory input can be overwhelming in large crowds, leading to “Social Static” that causes the avatar to become momentarily confused about which persona they are currently maintaining.
  • Extra-Sensory Perception: Ghost-Memory Overlay
    • Description: Brief, flickering flashes of muscle memory—images of how a different person would hold a glass, tilt their head, or narrow their eyes.
    • Positives: This provides an instinctive “cheat sheet” for acting. The avatar doesn’t have to think about how a soldier stands; their body simply assumes the posture.
    • Negatives: The wielder may occasionally experience “Identity Drift,” where they find themselves using the mannerisms or vocal tics of a previous owner of the ring without intending to do so.
  • Extra-Sensory Perception: Harmonic Projection
    • Description: A psychic awareness of the reach of one’s own voice. The wielder “sees” the sound waves of their speech as translucent ripples extending through the environment.
    • Positives: This allows for perfect “Gravel-Throat” targeting, ensuring a command reaches a specific person’s ears at the back of a room without deafening those standing nearby.
    • Negatives: Maintaining this spatial awareness requires significant mental focus, making it difficult to keep track of physical threats coming from behind or above.

Blueprint: Synthesizing the Finger 4402 of the Mimic’s Mask

  • Materials Needed
    • Chameleonic-Osmium (2 Ounces): A rare, light-sensitive heavy metal that reacts to bio-electric pulses. It must be harvested from the discarded “identity-cores” of high-tier Hive modules.
    • Echo-Quartz Dust (A Thimbleful): Ground crystals found in the resonant caverns beneath the metropolitan theaters. These store vocal frequencies.
    • Preserved Vocal-Cord Filament: A single, microscopic strand of synthetic vocal tissue, typically salvaged from medical refuse in the alchemical districts.
    • Nerve-Link Gel: A conductive, translucent paste used to ensure the ring’s pulse-bond with the wielder’s knuckle.
  • Tools Required
    • Resonance Chamber: A small, sound-proofed box used to temper the metal using specific vocal frequencies rather than traditional heat.
    • Fine-Point Etching Stylus: For engraving the chameleonic patterns that allow for the “Face-Blur” distortion.
    • Bio-Metric Calibrator: A hand-held device used to sync the ring’s micro-vibrations to the crafter’s unique pulse.
    • Precision Jewelers’ Mandrel: To ensure the anthracite band is shaped to fit the specific knuckle-taper of a midi-ring.
  • Skill Requirements
    • Psychological Observation: The crafter must be able to visualize and “hold” a persona in their mind during the cooling phase.
    • Advanced Metallurgy: Knowledge of how to manipulate osmium-group metals without causing them to become brittle or inert.
    • Sonic-Alchemy: The ability to use sound and resonance to alter the molecular structure of metal.
  • Crafting Steps
    • The Silent Smelting: Place the Chameleonic-Osmium into the resonance chamber. Instead of a furnace, use a series of high-pitched tuning forks to agitate the molecules until the metal becomes soft and pliable.
    • Vocal-Cord Weaving: Carefully thread the synthetic vocal filament through the cooling osmium. This creates the internal “resonator” that will eventually facilitate the vocal modulation.
    • Etching the Identity-Matrix: While the metal is in its anthracite-flux state, use the stylus to carve the 4402 memory-code. During this step, the crafter must whisper a series of contradictory lies into the metal to “prime” its deceptive nature.
    • Infusing the Echo-Dust: Apply the Echo-Quartz dust to the surface of the ring. It will sink into the grooves of the etching, providing the “Empath’s Echo” feedback mechanism.
    • The Mirror-Temper: Subject the ring to a sudden, intense flash of bright light followed by total darkness. This “shocks” the osmium, granting it the ability to shift between matte and mirror finishes.
    • Nerve-Link Coating: Apply a thin layer of the conductive gel to the inner circumference of the band. This ensures that the ring can read the wearer’s micro-expressions through the skin.
    • The Final Performance: To complete the bond, the crafter must wear the ring and successfully perform a three-minute impersonation of a nonexistent person. If the ring glows violet and then settles into its shifting anthracite color, the synthesis is complete.

Ghost-of-Many-Throats and Ring-That-Hides-Meat

It is scratched-deep upon the hollow-pipes of the Lower-Deep-Ducts, where the “Voices-of-Before” do rattle in the steam. In the “Era-of-the-Frozen-Tongue,” the people of the Hive were “Always-Known.” Their faces were like the “Open-Book-of-the-Lords,” and their hearts did leak through their eyes like the “Oil-of-a-Broken-Machine.” If a man did have the “Hate-for-the-King,” the King did see it upon the man’s lip before the man did speak. If a woman did seek the “Bread-of-the-Secret-Larder,” her walk did tell the guards of her “Guilt-of-Hunger.”

The translated-skins tell of the Master-Mime-of-the-Shadows, who did live in a “Room-of-No-Mirrors.” This one did say, “The body is a traitorous-tongue that wags without the permit.” The Master did go to the Pit-of-Anthracite and did gather the Chameleonic-Osmium, which is the “Metal-That-Doubteth-Its-Own-Shape.” They did take the “Screams-of-the-Song-Birds” and did press them into the metal using the “Hammer-of-Silence.”

They did forge the Finger 4402, a “Midi-Hoop” for the joint-of-the-gesture. It was not a “Ring-of-Beauty,” but a “Cage-for-the-True-Self.” When the Master did slide the 4402 upon the knuckle, their voice did become the Thousand-Vines-of-Sound. They did walk into the “Palace-of-High-Light” and did speak with the “Gold-Throat-of-the-Prince.” The guards did bow, for their ears did tell them a “Lying-Truth” that their eyes did not dare to fight.

One time of the “Great-Inquisition-of-Faces,” the Lords-of-the-Wall did gather all the people to find the “One-Who-Stole-the-Sun-Key.” Each person did walk before the Mirror-of-Honesty, which did make the face turn “Red-of-Shame” if a lie was held in the mouth. When the Mimic-Avatar did stand before the glass, they did touch the Finger 4402. The anthracite did turn to the “Mirror-Finish,” and the Avatar’s face did become as “Blank-as-the-Unwritten-Page.”

The Master did not speak with their own voice, but did use the Gravel-Throat to sound like the “Very-Mirror-Itself.” The voice did say, “This one is as pure as the New-Steam.” The Lords did tremble, for they thought the “God-in-the-Glass” had spoken. The Avatar did walk away, their “Micro-Expressions” locked in a “Steel-Box-of-Acting.”

The translated-skins say that the Avatar did become a “Ghost-in-the-Hive,” wearing a “New-Meat” every day. They were the beggar in the morning and the merchant in the dusk. The ring did “Remember-the-Step” of every man, and the “Empath’s-Echo” did tell the Avatar when the “Net-of-the-Lie” was tight and when it was “Loose-of-Doubt.” Because of the 4402-Model, the people did learn that “Truth-is-a-Heavy-Burden,” but a “Well-Crafted-Lie” is a “Wing-of-Mercury.”

Moral: He who shows his “True-Face” to the world is a target for the “Arrow-of-Judgment,” but he who wears the “Mask-upon-the-Finger” can walk through the “Fire-of-Suspicion” and never “Singe-the-Eyebrow-of-Reality.”

Suggested conversions to other systems:


Call of Cthulhu

The Actor’s Hollow Knuckle-Band

  • Item Type: Artifact / Modern Gear
  • Skill: Disguise, Persuade, or Psychology
  • Game Mechanics:
    • Chameleonic Resonance: Grants a Bonus Die to all Disguise and Acting rolls. When mimicking a specific voice, the wearer may substitute an Art/Craft (Acting) roll for any check to pass as that person vocally.
    • The Still Face: The wearer may spend 1 Magic Point to automatically succeed on a Psychology check to hide their own emotions or motives from an observer for one scene.
    • Vocal Projection: As long as the ring is worn, the investigator can project their voice to be heard clearly over loud machinery or storms without a roll.
    • Sanity Loss: 0/1d2. Prolonged use causes the investigator to occasionally respond to the wrong name, realizing they have momentarily forgotten which persona is their true self.

Blades in the Dark

The Chorus-Master’s Midi-Ring

  • Item Type: Gear (Fine, Small)
  • Load: 0
  • Mechanics:
    • Flawless Impersonation: This is Fine quality gear. When you Sway or Deceive while in a disguise, you gain Potency to your action.
    • Vocal Mimicry: You may expend a Special Ability or take 1 Stress to perfectly replicate the voice of any person you have heard speak for at least one minute. This effect lasts for the duration of the score.
    • The Unseen Face: When using the ring’s “Face-Blur” during a flashback or a daring escape, any heat generated by the score is reduced by 1, as witnesses find it difficult to provide a clear description of your features to the Bluecoats.

Dungeons & Dragons

Finger 4402 of the Mimic’s Mask

  • Item Type: Wondrous Item (Ring), Common
  • Game Mechanics:
    • Master of Disguise: While wearing this ring on a finger between the first and second knuckle, you have advantage on Charisma (Deception) and Charisma (Performance) checks made to pass yourself off as another person.
    • Vocal Mimic: You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the sound is faked.
    • Face-Blur: As an action, you can cause your facial features to become indistinct for 10 minutes. Any creature attempting to identify you later from memory has disadvantage on the check. Once used, this property cannot be used again until you finish a long rest.

Knave

The Anthracite Identity-Hoop

  • Item Type: Jewelry (0 Slots)
  • Mechanics:
    • Voice-Shifter: The wearer can perfectly imitate any voice they have heard.
    • Liar’s Pulse: The ring vibrates when the wearer successfully deceives a target. The wearer always succeeds on saves to maintain a “poker face” against mundane interrogation.
    • Blurred Visage: Once per day, the wearer can make their face unmemorable. Any NPC who encountered the wearer during this time must make a Wisdom Save to remember the wearer’s face or distinguishing features after 1 hour has passed.
    • Social Camouflage: While wearing the ring, the user can use their Intelligence or Charisma bonus in place of Stealth when trying to hide in plain sight within a crowd.

Fate

The Osmium Persona-Link

  • Item Type: Social Infiltration Extra
  • Aspect: The Man of a Thousand Echoes. This aspect can be invoked to flawlessly replicate a specific individual’s social mannerisms, bypass security checkpoints through sheer confidence, or recover from a social blunder by “switching” personalities. It can be compelled when the “Identity Drift” causes the wielder to manifest an inconvenient personality trait from a previous owner at the worst possible moment.
  • Mechanics:
    • Vocal Chameleon: You gain a +2 bonus to Deceive or Perform when the action involves vocal mimicry or verbal impersonation.
    • Emotional Dead-Drop: Once per session, you can use the ring to automatically succeed on a defend action against an attempt to read your true intentions or emotional state.
    • Indistinct Silhouette: When you use the ring’s face-blurring property, you can create a Hard to Identify advantage on yourself with two free invokes, representing the difficulty witnesses have in recalling your specific features.

Numenera & Cypher System

Finger 4402 (The Mimic’s Knuckle-Band)

  • Level: 1d6 (Typically Level 2)
  • Form: A shifting anthracite midi-ring that pulses in rhythm with the wearer’s heartbeat.
  • Effect: The wearer gains supernatural control over their voice and physical identity cues.
  • Specific Mechanics:
    • Infiltration Resonance: All tasks involving deception, acting, or disguise are eased by one step.
    • Vocal Synthesis: The wearer can perfectly mimic any sound or voice they have heard within the last 24 hours. This is an asset to any task involving verbal trickery.
    • Face-Blur (Depletion): The wearer can cause their features to become hazy and unmemorable for one hour. This makes it impossible for NPCs to identify the wearer later. This has a depletion roll of 1 in 1d20.
    • Psychological Shield: The wearer is immune to any effect that would force them to tell the truth or reveal their true emotions unless the effect is of a higher level than the ring.

Pathfinder (2E)

Finger 4402 of the Mimic’s Mask

  • Item Level: 1; Price: 20 Silver Pieces
  • Usage: Worn (Midi-Ring); Bulk:
  • Description: This anthracite-osmium ring bonds with the wearer’s nerves, allowing for total control over vocal cords and facial micro-expressions.
  • Specific Mechanics:
    • Thespian’s Edge: You gain a +1 item bonus to Deception checks to Impersonate and Performance checks to Act.
    • Vocal Mimicry: [one-action] (Auditory, Concentrated) You mimic a voice or sound you have heard recently. Listeners must succeed at a Perception DC against your Deception DC to notice the ruse.
    • Micro-Expression Lock: [reaction] (Trigger: A creature uses Sense Motive on you). You fix your expression into a perfect mask. The creature takes a -2 circumstance penalty to its Perception check to Sense your Motive.
    • Blurred Identity: [one-action] (Frequency: once per day; Duration: 10 minutes). Your face becomes difficult to focus on. Any creature that saw you during this time must succeed at a DC 15 Will save to remember your appearance clearly enough to describe it to others.

Savage Worlds

Chameleonic-Osmium Ring

  • Type: Social Gear
  • Rank: Novice
  • Weight:
  • Specific Mechanics:
    • Master Imposter: The wearer gains a +1 bonus to all Persuasion and Performance rolls when acting or in disguise.
    • Vocal Playback: The wearer can perfectly mimic any voice heard within the last day. This grants a +2 bonus to Persuasion rolls when used to impersonate a specific person over a comms system or through a door.
    • Poker Face: The wearer gains a +2 bonus to rolls made to resist Social attacks or tests that rely on reading the wearer’s true emotions (such as Intimidation or Taunt).
    • Face-Blur: Once per day, the wearer can activate a “Blur” effect. For the next 10 minutes, anyone trying to describe the wearer later suffers a -2 penalty to their Smarts roll to recall details.
    • Identity Fatigue: If the ring is used for more than 4 hours in a single day, the wearer suffers a level of Fatigue that can only be recovered by removing the ring for at least one hour.

Shadowrun

The Vocal-Morph Knuckle Focus (Model 4402)

  • Category: Social Gear / Infiltration Focus (Rating 1)
  • Availability: 10R
  • Cost: 3,500¥
  • Game Mechanics:
    • Voice Masking: The ring functions as a Rating 1 Voice Modulator. It can record up to 10 minutes of a target’s speech and perfectly replicate the pattern, pitch, and cadence.
    • Bio-Feedback Dampener: Adds +(Rating) to all Con and Etiquette Tests when the user is attempting to hide their true identity or emotional state.
    • Facial Distortion: When the active “Face-Blur” is triggered, it imposes a -2 dice pool penalty on any witness attempting a Memory Test or using image-recognition software to identify the user.
    • Signal Interference: Due to the shifting osmium, the item causes a -1 penalty to any Matrix Perception tests performed on the user’s person.

Starfinder

Mimic’s Mask Midi-Ring

  • Item Level: 1; Price: 275 Credits
  • Category: Technological Item (Worn, Finger)
  • Bulk:
  • Capacity: 20; Usage: 1/hour
  • Game Mechanics:
    • Persona Calibration: While worn and powered, the ring grants a +2 circumstance bonus to Bluff checks to forge a disguise or impersonate another creature.
    • Frequency Mimicry: You can spend 1 charge as a standard action to perfectly mimic any voice or sound you have heard within the last hour. This effect lasts for 10 minutes.
    • Blank Slate: As a reaction, you can spend 2 charges to gain a +4 bonus to your Sense Motive DC, making it harder for others to determine your true intentions or if you are lying.
    • Identity Encryption: You gain a +2 bonus to saving throws against effects that would magically discern your alignment or true nature.

Traveller

TL 13 Identity-Sieve Ring

  • TL: 13; Weight: —; Cost: Cr1,200
  • Description: A specialized knuckle ring utilizing sub-vocal resonators and micro-electronic static generators to mask social identity.
  • Game Mechanics:
    • Social Camouflage: Grants a DM+1 to any Deception or Persuade checks involving impersonation or undercover work.
    • Vocal Replication: The ring can record any voice heard for more than one minute and replicate it perfectly, providing a DM+2 to any rolls made to bypass voice-coded security locks.
    • Memory Drift: Anyone attempting to describe the wearer after an encounter suffers a DM-2 to their Intelligence check to recall facial features or specific identifying marks.
    • Technical Drawback: In high-tech areas (TL 15+), the ring’s static signature can be detected by specialized security scanners with a successful Electronics (Sensors) check.

Warhammer 40,000 Roleplay (Wrath & Glory)

The Chameleonic-Osmium Band

  • Value: 4 (Rare)
  • Keywords: [HIVE], [INFILTRATION], [SOCIAL]
  • Game Mechanics:
    • The Voice of the Many: You gain +1d to all Deception (Cha) tests and Persuasion (Cha) tests made while in a disguise or impersonating another character.
    • The Face of No One: You may spend 1 Glory to activate the “Face-Blur” for the duration of a scene. During this time, you cannot be identified by sight alone, and any attempt to track you via social cues or visual records suffers a +2 DN penalty.
    • Vocal Resonance: As a Combat Action, you can use the ring to project a booming, authoritative command. Any NPC within 10 meters must succeed on a DN 3 Resolve Test or be Pinned for one round.
    • Linguistics Support: The ring provides a +1d bonus to any test made to understand or mimic an unfamiliar dialect or accent.