Dread Echo Relic 714

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  • Lore: The Dread-Echo Relic 714 was birthed from a desperate ritual conducted by a high-ranking Druze initiate who sought to manifest the weight of spiritual judgment into a tangible guardian. By merging the Druze 483 of Awful Dread with the Amulet of Veiled Echoes, the mystic successfully tethered the shadowy Minion 226 to the cold, oppressive frequency of spiritual dread. This Tier 2 artifact is whispered to be a “living penitentiary,” where the minion acts as a sentinel of the wearer’s conscience, feeding off the echoes of regret to fuel its manifestation in the physical world.
  • Description: This single physical object is a palm-sized pendant of blackened obsidian shaped into a hollow, fractured cage. Inside the cage, the shimmering silver mist of the Veiled Echoes is trapped, swirling around a central aetherite crystal that pulses with a cold, violet-blue light. Jagged silver etchings of the Druze star wrap around the obsidian, and a coarse shadow-silk cord serves as the neck attachment. The item feels perpetually damp and heavy, occasionally emitting a low, discordant hum that harmonizes with a faint, melodic chime.
  • Stats:
    • Perception: +4 (Enhanced by the minion’s awareness and the amulet’s spiritual sensitivity).
    • Resistance (Mental & Curses): +3 (The shadowy presence buffers the wearer’s mind against external manipulation).
    • Social Penalty: -2 to Charisma-based social checks (Persuasion/Charm) due to the overwhelming aura of dread.
  • Skills Gained While Openly Worn:
    • Master of Appraised Dread: The wearer can instinctively appraise the spiritual “weight” or guilt of any creature they look at, identifying moral weaknesses or hidden treacherous intentions.
    • Shadowed Arcana: The wearer gains proficiency in identifying and manipulating shadowy or necrotic magical devices.
  • Tags: Tier 2, Druze Mysticism, Minion, Shadow, Ethereal, Dread, Sentient, Protective, Neck Slot, Spectral, Soul-Bound, Relic, Symbiotic, Occult, Penitent, Gloom, Harmonized, Vigilant, Ethereal-Cage, Malice-Deterrent, Whispering
  • Passive Magics:
    • Sentinel of Regret: Minion #226 is permanently semi-manifested as a flickering shadow draped over the wearer’s shoulders. It grants the wearer a +2 bonus to avoid being surprised and automatically whispers warnings when a creature with malicious intent enters a 20-foot radius.
    • Aura of the Veiled Judgment: The 3-meter aura of dread is now infused with spectral mist. Enemies within the area suffer a -1 penalty to all attack rolls as shadowy echoes of their own past failures distract and haunt their movements.
    • Spectral Navigation: The wearer can see clearly through magical fog, smoke, and non-magical darkness up to 60 feet.
  • Active Magics (3 Charges per Day):
    • Summon Shadow of Judgment (1 Charge): Fully manifest Minion #226 for 10 minutes. In addition to its standard stealth and arcane skills, the minion’s attacks now force targets to succeed on a DC 13 Wisdom saving throw or be Frightened for 1 round.
    • Echoed Gaze of the Seer (1 Charge): The wearer focuses through the aetherite crystal to gain Magical Sight for 1 hour. This reveals magical auras, ley lines, and the “spiritual scars” on living beings, providing a +3 bonus to all Investigation checks.
    • Veiled Reflection (1 Charge): As a reaction to a mental attack or curse, the wearer can cause the minion to absorb the effect. The minion then releases a pulse of “Awful Dread,” reflecting the effect back at the source. The source must succeed on a DC 13 Wisdom save or take 1d8 psychic damage.
  • Specific Slot: Worn Item (Neck).

Item Durability and Targeted Damage

The Dread-Echo Relic 714 possesses a physical form reinforced by the spectral mist contained within. To disable the item’s magic, an attacker must overcome 60 Hit Points specifically targeted at the obsidian cage.

  • Damage Threshold: The item has a damage threshold of 8. Attacks dealing less than 8 damage are absorbed by the shifting mists and jagged silver etchings without affecting the item’s integrity.
  • Disabling Magic: If the item’s HP is reduced to 0, the obsidian cage shatters and the internal mist dissipates. Minion #226 is forcibly banished back to the echoed realms, and the wearer loses all associated stats, passives, and active magics. The item becomes a collection of inert, blackened shards and a frayed silk cord.
  • The “Crystal” State: Because this is a Tier 2 item, if it is “killed” (reduced to 0 HP), it leaves behind a single Dread-Echo Crystal. This crystal is inactive but contains the dormant essence of the minion and the Druze star.

Repair Process

Repairing a Tier 2 gestalt item requires reconnecting the spiritual bond between the shadow and the obsidian.

  • Materials Required: The repair requires 10ml of Shadowed Water Essence and a Vial of Enchanted Mist to entice the minion back into the physical shell. The shards must be re-bound using Tarnished Silver melted in a Steam-Powered Etching Forge.
  • Spiritual Re-attunement: A craftsman with Intermediate Enchantment Knowledge must perform a “Lament of Rejoining.” During this 1-hour ritual, the character must spend 3 Mana Boost points to relink the aetherite crystal’s frequency to the wearer’s soul.
  • Environmental Requirement: Repairs must be conducted in a Somewhat Safe Area or better. Attempting to repair the relic in an Unsafe or Deathly area risks the minion manifesting as a hostile “Echo of Regret” that attacks the repairer during the process.

Obtaining the Dread-Echo Relic 714

The Dread-Echo Relic 714 is a Tier 2 gestalt item, which means it is rarely found as a natural drop or a standard product. It is primarily obtained through intentional fusion or specific narrative milestones:

  • The Ritual of the Weeping Forge: An avatar must possess both Tier 1 components and bring them to a site of spiritual resonance, such as a “Shadowgrot” or a mountain “Khalwa.” By spending 5 Mana Boost points and performing a “Spiritual Lament” during a lunar eclipse, the items merge into the relic.
  • The Penitent’s Reward: A Druze Mystic may gift this item to a Tier 2 avatar who has successfully completed a “Trial of Regret,” proving they can handle the psychological weight of a sentient shadow companion.
  • Discovery in Ruined Spires: In rare instances, the relic can be found in the wreckage of a high-altitude airship or a submerged sanctum where a previous owner perished. Because it is Tier 2, the item is often guarded by the “Echoes” of its former master.

Market Dynamics and Shop Descriptions

As a Tier 2 item with sentient and mystical properties, the Dread-Echo Relic 714 is not found in general general stores. It is traded in specialized environments where the buyers and sellers understand the risks of “Awful Dread.”

Undergrid Reliquaries (Megacity Shadow Markets) Located in the damp, steam-filled lower levels of cities like Valthorne, these shops are hidden behind heavy iron doors etched with dampening runes. The shopkeeper is usually a rogue alchemist or a disgraced mystic.

  • How it is Sold: The item is kept in a lead-lined glass case to contain the aura. The seller will use a “Mind’s Eye” projection to show the buyer the minion’s combat capabilities without fully releasing it.
  • Transaction Method: Payment is made in Jade Coins. The seller often demands a “Secret for a Secret,” requiring the buyer to whisper a genuine regret into a sensory-stone to stabilize the item before the transfer.
  • Cost: 85–110 Jade Coins.

Mountainous Khalwa Sanctums (Normal Areas) These are stone-carved shrines located in the Starveil Archipelago. They are quiet, smelling of cold stone and incense, and are operated by Druze initiates.

  • How it is Sold: The relic is displayed on a velvet cushion atop a stone pedestal. It is treated with reverence rather than as a mere tool.
  • Transaction Method: The transaction is formal and ritualistic. Buyers must prove their Tier 2 status through a display of Willpower. While Jade Coins are accepted, these shops prefer bartering for high-quality Obsidian or Aetherite shards.
  • Cost: 75–90 Jade Coins (plus a donation of spiritual materials).

Drifting Black-Market Zeppelins (Unsafe Areas) These are rogue airships that dock briefly at floating cities. The shops are cramped, filled with the hiss of escaping steam and the smell of ozone.

  • How it is Sold: The relic is often sold “as-is,” sometimes with minor durability damage. The seller may not fully disclose the “Beacon” tag or the social penalties associated with the item.
  • Transaction Method: High-speed bargaining. Transactions are done in Rhodium if the buyer is wealthy, but usually, it is 120+ Jade Coins due to the danger of transporting such a conspicuous “Beacon” through monster-infested skies.
  • Cost: 120–150 Jade Coins.

Submerged Trading Domes (Underwater Settlements) In cities like Thaloryn, these shops are located near the steam vents. The environment is bioluminescent and pressurized.

  • How it is Sold: The item is kept in a pressurized bubble. The shadow-silk cord is highly valued here as it does not degrade in salt water.
  • Transaction Method: Telepathic negotiation is the standard. The seller and buyer link minds to ensure the “Sentient” tag of the minion is compatible with the buyer’s psyche.
  • Cost: 95–125 Jade Coins.

Roleplay and Environmental Dynamics of the Dread-Echo Relic 714

The Dread-Echo Relic 714 requires the wearer to roleplay a constant internal and external dialogue between the crushing weight of spiritual judgment and the shifting, deceptive nature of a sentient shadow.


Megacities and Crowded Metropolises (Somewhat Safe Areas)

  • Defense: In the neon-lit Undergrid or high-society guild halls, the Sentinel of Regret acts as a silent bodyguard. Roleplay the minion as a flickering displacement in the air—a blur that suddenly solidifies to parry a pickpocket’s hand or whispers a cold warning directly into your mind before an assassin can strike. The Veiled Reflection is used to absorb social “attacks” like charms or magical coercion, manifesting as the shadow-minion momentarily stepping in front of the wearer to “swallow” the spell.
  • Offense: The wearer uses Master of Appraised Dread to navigate political intrigue. By staring at a corrupt official, you perceive their “spiritual scars,” allowing you to blackmail them with the weight of their own guilt. In combat, the Summon Shadow of Judgment creates a diversion; while the minion frightens the guards with its horrific spectral eyes, the avatar uses the Spectral Navigation to move through steam-clogged alleys or smoke-filled rooms with perfect clarity.

Mountainous Archipelagos and Open Wilds (Normal Areas)

  • Defense: While climbing jagged peaks or traversing misty valleys, the Aura of the Veiled Judgment creates a buffer against territorial beasts. Roleplay the predators hesitating as they enter the 3-meter zone, distracted by spectral echoes of their past hunts or ancestral fears. If a storm-mage from a rival tribe attacks, the wearer uses the Echoed Gaze of the Seer to see the ley lines of the storm, allowing the avatar to stand in the eye of the magical current where the energy is weakest.
  • Offense: The avatar can send Minion #226 ahead as a scout. Because it is Ethereal and Shadowy, it can glide through rock crevices or up sheer cliffs to sabotage a rival camp’s steam generators. In a direct confrontation, the minion uses its shadowy weapons to strike at the enemy’s feet, tangling their shadows and imposing the Frightened condition while the avatar delivers a finishing blow with the advantage gained from the dread.

Floating Cities and Airship Decks (Normal to Unsafe Areas)

  • Defense: On the deck of a swaying zeppelin, the minion uses its Protective and Empathic tags to stabilize the wearer. If the ship is boarded by sky pirates, the minion manifests as a swirling mist that obscures the wearer’s position. The wearer roleplays the Echo of Regret to stay calm during the chaos, recalling previous aerial battles to maintain a steady hand on the wheel or a weapon.
  • Offense: During ship-to-ship boarding, the avatar activates Awful Gaze through the relic. The oppressive light fills the cramped corridors of a pirate ship, causing defenders to freeze in terror as their own past failures manifest in the flickering purple light. The wearer then unleashes the minion to “decipher” and manipulate the enemy’s magic circuits, causing their engines to hiss and stall as the shadow-minion touches the core.

Underwater Settlements (Submerged/Normal Areas)

  • Defense: In the bioluminescent depths, the Spectral Navigation is invaluable for seeing through silt or dark trenches. The minion acts as a sonar, its Sentient mind feeling the pressure changes and telepathically warning the avatar of incoming leviathans. When faced with the crushing dread of the deep, the relic’s aura makes the wearer appear like an apex predator, causing smaller hostile creatures to scatter.
  • Offense: In the tight, pressurized chambers of an underwater dome, the avatar uses Shattered Insight to locate structural weak points in a foe’s defensive bubble. Roleplay the shadow-minion “bleeding” through the seals of a pressurized door to strike from the inside, its shadowy weapons ignoring the resistance of the water and dealing psychic damage that bypasses physical armor.

Dark Cave Systems and Ruined Spires (Deathly Areas)

  • Defense: In environments where AC is eliminated, survival depends on the Sentinel of Regret. Since every attack hits, roleplay the minion frantically intercepting blows with its shadowy form, absorbing damage that would otherwise kill the avatar. The Veiled Reflection becomes the primary defense, turning every unavoidable hit back onto the attacker with a pulse of Awful Dread that punishes them for their aggression.
  • Offense: Within the absolute dark of a cave metropolis, the Echoed Gaze of the Seer is the only way to track the “spiritual scars” of invisible, non-possessed monsters. The avatar roleplays a grim executioner, moving through the zero-visibility darkness with the minion. They strike with precision at the hidden “ley lines” of their foes, using the advantage from the Frightened state to end fights before the avatar’s limited HP is overwhelmed by the lack of defense.

Perception of Activation: Dread-Echo Relic 714

User’s Perspective

When you activate the relic, the world immediately shifts into a cold, monochromatic spectrum. You see the aetherite crystal within the obsidian cage flare with a piercing violet-blue light, while the internal mist begins to churn violently, manifesting as a thick, shadowy smoke that spills over your hands. You hear a dual-layered sound: the low, mournful groan of the “Awful Dread” and a series of sharp, melodic whispers from Minion #226 that seem to originate from inside your own skull. The scent of ozone and graveyard dampness becomes overwhelming, accompanied by a sudden, icy drop in temperature that makes your breath mist in the air. You feel a heavy, throbbing pressure against your neck as the shadow-silk cord vibrates in time with a new, secondary heartbeat. A bitter, copper-like taste coats your tongue, underscoring the spiritual burden being channeled.

Observer’s Perspective

To those watching, the activation is a chilling display of spiritual weight. They see the obsidian cage pulse with a dim, unsettling light that seems to draw the color out of the immediate area. A flickering, mirage-like figure of shadows (Minion #226) materializes behind you, its glowing eyes peering over your shoulder with a judgmental gaze. Observers hear a discordant wail that chills the blood, making them feel an instinctive urge to look away. The air around you becomes visibly thick with a swirling, ethereal mist that casts mesmerizing but disturbing patterns on the floor and walls. They sense an aura of profound unease and “Awful Dread” emanating from you, making you appear as a somber judge or a harbinger of buried secrets.

Extra-sensory Perceptions

  • Empathic Weight: You perceive a sudden surge of emotional clarity, feeling the “spiritual scars” and hidden guilt of those around you as physical weights or dark stains on their auras.
  • Temporal Stutter: A brief sensation of time slowing occurs, granting you a moment of heightened reaction as the shadowy presence of the minion aligns your reflexes with its own ethereal speed.
  • Ley Line Sight: Your “Mind’s Eye” opens to see the hidden flow of magic in the environment, manifesting as jagged, glowing ley lines that reveal the structural weaknesses of magical barriers or items.
  • Echoed Instinct: You experience fleeting flashes of the minion’s memories—otherworldly vistas and forgotten realms—providing an intuitive understanding of arcane devices and locks.

Positives

  • Intimidating Authority: The overwhelming aura of dread can de-escalate conflicts by cowing lesser foes into submission without a single strike.
  • Guardian Vigilance: The minion’s empathic resonance ensures you are never truly alone, providing constant warnings about the intentions and locations of hidden threats.
  • Arcane Clarity: The magical sight allows for the precise identification of traps and hazards that would be invisible to the naked eye.

Negatives

  • Social Isolation: The oppressive aura and scent of graveyard dampness make casual social interaction nearly impossible; people naturally shrink away from you in discomfort.
  • Psychological Strain: Constant exposure to the “spiritual scars” and guilt of others can lead to emotional exhaustion or a lingering sense of paranoia.
  • Beacon of the Void: The activation is highly conspicuous, alerting both mundane and supernatural entities to your presence, making stealth or blending in a crowded market impossible.

Ritual of the Shadow-Cage: Forging the Dread-Echo Relic 714

Items Merged

Additional Materials Needed

  • 10ml Shadowed Water Essence: To act as the conductive fluid for the shadow-silk bonding.
  • 1 Vial of Enchanted Mist: To stabilize the crystalline core during the molecular transition.
  • 5g Tarnished Silver: For soldering the fractured runes of the obsidian cage.
  • 2 Moonstone Chips: To act as energy dampeners so the dread does not consume the minion.
  • 1 Coarse Shadow-Silk Cord: To weave the two separate amulets into a single wearable relic.

Tools Required

  • Steam-Powered Etching Forge: To heat the obsidian to a state of spiritual receptivity.
  • Cursed Anvil: Used to hammer the silver into the jagged star-patterns.
  • Magic Circuit Siphoner: To transfer the sentience of Minion 226 from its original crystal into the new aetherite center.
  • Crystal Lathe: For precisely cutting the new housing for the merged mists.
  • Enchantment Table: To anchor the ritual during the curing process.

Skill Requirements

  • Runecrafting (Level 2): For the precise etching of the 483-tally and the Druze star.
  • Intermediate Enchantment Knowledge: To manage the delicate soul-merging process.
  • Basic Alchemy: For the preparation and application of the water essence and mist.
  • Spiritual Lament Proficiency: The crafter must be able to chant the dirge of judgment to keep the energies harmonized.

Crafting Steps

  • 1. The Breaking of the Shell: Place the Druze 483 on the Cursed Anvil. Use the Jagged Runecarver to carefully hollow out the center of the obsidian, creating a “cage” lattice rather than a solid stone.
  • 2. The Mist Extraction: Use the Magic Circuit Siphoner to draw the swirling mist and the sentience of Minion 226 from its original amulet. Store it temporarily within the Steam-Chilled Crucible filled with Enchanted Mist.
  • 3. Soldering the Star: Melt the Tarnished Silver in the forge and flow it into the jagged etchings of the obsidian cage. While the silver is molten, press the Moonstone Chips into the base of the cage to provide an energy buffer.
  • 4. The Core Infusion: Carefully place the Dim Aetherite Crystal inside the hollowed obsidian. Release the captured Minion 226 essence into the cage. The mist will instinctively wrap around the aetherite, seeking a new physical home.
  • 5. Weaving the Shadow-Silk: Thread the Enchanted Shadow-Silk Cord through the top of the cage. Seal the entry points with a drop of Shadowed Water Essence, bonding the cord to the stone through a molecular “flash-freeze.”
  • 6. The Lament of Rejoining: While the relic is on the Enchantment Table, perform a 1-hour Spiritual Lament. You must channel 5 Mana Boost points into the item to synchronize the “Awful Dread” of the stone with the “Veiled Echoes” of the mist.
  • 7. Lunar Curing: Leave the completed Dread-Echo Relic 714 under the light of a new moon for one full night. This allows the sentient minion to fully manifest its “Sentinel of Regret” passive ability and bond with the new Tier 2 structure.

Scroll of Caged Ghost-Judge 714

In the season of the Big-Dark, when the sky-fire was hiding and the islands of Saṃsāra were but wet-stones in a black-soup, there walked a Man of Many-Sorrows. This Man, his name-sounds lost to the tooth of time, carried a stone of heavy-hurt. It was a stone that remembered the 483 who fell into the wind-teeth of the Mistcrag. He wore it on his neck, and the stone was cold, like a brother who has stopped breathing.

But the Man was lonely in his dread. He sought a shadow-friend, a ghost-companion who lived inside the Mist-Glass. This ghost was the Echo of the Veils, a spirit that had no face but many-eyes. The Man spoke to the ghost with a voice of steam and sadness, saying, “I have too much judge-weight, and you have too much empty-echo. Let us be a one-thing.”

They went to the Forge of the Weeping-Steam. The Man took the Stone of 483-Hurt and broke its middle-belly. He took the Mist-Glass and poured the face-less ghost into the stone-hollow. The ghost screamed a silver-sound, and the stone moaned a purple-sound. The stars turned their heads away, for the merging was a heavy-task. The Man used the silk of shadows to tie the ghost to the judgment-star, making a cage for the spirit that was also a house.

When the work was finished, the number 714 appeared upon the obsidian. The translators of the old-dust argue over this count; some say it is the sum of the Man’s sins plus the ghost’s years, but others say it is the weight of the silver-needles used to stitch the shadow.

The hero, now the Bearer of the Shadow-Cage, walked into the megacities. He did not need to speak, for the Relic spoke for him in the minds of the wicked. When a thief looked upon the Man, the thief saw his own hands covered in the blood of yesterday. When a liar spoke, the ghost inside the cage whispered the truth so loud that the liar’s ears bled. The Man became a judge of the Undergrid, his feet moving with the speed of a mirage, his neck-relic pulsing with the light of a dead-star.

But a great King of the Cave-Systems, a man of no-conscience, sought to steal the Cage. He sent a thousand non-possessed monsters to eat the Man. The Man did not run. He opened the cage-door of his mind. The Shadow-Judge (Minion 226) came out, as big as a mountain-cloud. Every monster that looked into the shadow’s eyes saw a broken-cycle of their own life and fell down, their hearts stopping from the awful-weight.

The hero lived for many-tiers, but always he was cold. The shadow-friend was loyal, but it was a loyalty born of shared-pain. The people of the islands gave him much Jade, but they never touched his hand, for the smell of the graveyard followed him like a hungry dog.

Moral of the Story: To walk with a shadow is to never be alone, but a house built of judgment is a cold place to sleep, and he who wears the weight of the dead must learn to carry the silence of the living.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Artifact Name: The Obsidian Oubliette of #226 Classification: Unique Arcane Artifact Description: A palm-sized piece of blackened obsidian etched with a silver star, containing a trapped, swirling mist that whispers secrets of past sins.

Stat Block & Mechanics:

  • Sanity Loss: 1/1D4 (Initial bonding), plus 1 point whenever the Minion is fully manifested.
  • POW: +10 (Affects Magic Points and Resistance).
  • Skills: +15% to Appraise, +10% to Psychology, +10% to Stealth.
  • Sentinel of Regret (Passive): The wearer is never considered “surprised” by human or sentient opponents, as the amulet telepathically alerts them to hostile intent.
  • Summon Shadow of Judgment (Active): Once per day, for 1D10 minutes, the wearer can summon a Shadowy Stalker (STR 50, DEX 80, SIZ 50, INT 70, CON 50). The stalker uses the wearer’s Stealth skill +10%. Attacks deal 1D6 psychic damage and force a Sanity check (0/1D4).
  • Echoed Gaze (Active): Costs 3 Magic Points. The wearer can see magical auras and invisible entities for 1 hour.
  • Drawback: The wearer suffers a -10% penalty to all Charm or Persuade rolls due to the unsettling aura of the item.

Blades in the Dark

Item Name: The Penitent’s Echo-Cage Tier: II (Fine Quality) Load: 1 (Worn)

Mechanics:

  • Spectral Sentinel: You gain +1d to Resistance rolls against mental or supernatural harm.
  • Master of Appraised Dread: When you use Gather Information to investigate a person’s motives, you gain +1 Effect level.
  • Summon Shadow (Active): Once per score, spend 1 Stress to manifest your shadow minion to perform a Stealth or Infiltrate task as if it were a Tier III Cohort.
  • Supernova Reflect: When you take Stress from a supernatural source, you may spend 1 additional Stress to force the source to also take 1 Level of Harm (Psychic).
  • Drawback: Distinctive. This item is a “Beacon” in the ghost field. Spirits and those sensitive to the supernatural can track you easily. You take -1d to Prowl in areas with high spiritual activity.

Dungeons & Dragons (5th Edition)

Item Name: Dread-Echo Relic 714 Type: Wondrous Item, Rare (Requires Attunement)

Stat Block & Mechanics:

  • Ability Score Increase: Your Wisdom score increases by 1, to a maximum of 20.
  • Skill Proficiencies: You gain proficiency in the Insight and Stealth skills.
  • Passive – Sentinel of Regret: You have advantage on Initiative rolls. Additionally, while the amulet is worn, you cannot be surprised while you are conscious.
  • Active – Summon Shadow (1 Charge/Day): You can use an action to summon a Shadow (Stat block from the Monster Manual) for 10 minutes. It is loyal to you and acts on your turn. It has an additional skill: +6 to Appraise.
  • Active – Echoed Gaze (1 Charge/Day): You can use an action to gain the benefits of the Detect Magic and See Invisibility spells for 1 hour.
  • Drawback – Aura of Dread: You have disadvantage on Charisma (Persuasion) checks made against non-evil creatures.

Knave (2nd Edition)

Item Name: The Caged Ghost-Stone Inventory Slots: 1 (Worn)

Mechanics:

  • Armor Defense: +1 (The spectral mist thickens around the wearer during combat).
  • Master of Dread: You gain Advantage on all rolls to Intimidate or sense the motives of NPCs.
  • Needle-Sense: You gain Advantage on all rolls to find hidden traps or identify the value of strange artifacts.
  • Summon Shadow: Once per day, you may summon a shadow duplicate of yourself that can move through walls and scout for 10 minutes. It cannot attack but can pick locks using your Dexterity.
  • Echoed Gaze: Once per day, the stone glows, revealing all magical items and secret doors within your line of sight for 10 minutes.
  • Drawback: You take -2 to all reaction rolls with NPCs who are not accustomed to dark magic.

Fate Core

Artifact Name: The 714th Burden of Echoes Classification: Tier 2 Unique Artifact High Concept: Obsidian Ghost-Cage of Spiritual Judgment

Stunts:

  • Sentinel of Regret: Once per scene, you may use your Notice skill to defend against a physical attack as the minion intercepts the blow. Additionally, you gain a +2 bonus to Notice when detecting an NPC’s hidden malicious intent.
  • Master of Appraised Dread: You gain a +2 bonus to Lore or Empathy rolls when attempting to identify the “spiritual scars,” guilt, or magical weaknesses of a target.
  • Summon Shadow of Judgment: Once per session, you can manifest Minion #226 as a separate NPC with Fair (+2) Stealth and Fair (+2) Lore. While manifested, it provides a +2 bonus to any teamwork action related to infiltration or scouting.
  • Veiled Reflection: Once per session, when you successfully defend against a mental or magical attack, you can spend a Fate Point to immediately inflict a 2-shift mental hit on the attacker as they are overwhelmed by their own dread.

Drawback Aspect: The Oppressive Chill. This aspect can be compelled by the GM to make you fail social rolls involving charm or to cause you to be noticed by entities sensitive to spiritual trauma.


Numenera & Cypher System

Artifact Name: The Dread-Echo Cage Level: 4 Form: A palm-sized obsidian pendant containing a swirling, sentient mist. Depletion: 1 in d20

Mechanics:

  • Enabler: You are trained in all tasks related to stealth and identifying magical or spiritual properties of items.
  • Sentinel of Regret (Passive): You gain an asset to Initiative tasks and Intellect defense tasks against mental intrusion.
  • Summon Shadow (Active): As an action, you manifest the minion for 10 minutes. The minion acts as a Level 4 follower that can perform tasks related to scouting, lockpicking, or information gathering.
  • Echoed Gaze (Active): By spending 2 points from your Intellect Pool, you gain the ability to see magical auras and invisible creatures within short range for 10 minutes.
  • Veiled Reflection (Active): When you take damage from a source within immediate range, you can use your reaction to deal 4 points of ambient damage to the attacker.
  • Drawback: The difficulty of all positive social interaction tasks is increased by one step due to the aura of dread.

Pathfinder (2nd Edition)

Artifact Name: Dread-Echo Relic 714 Item Level: 5 Price: 150 gp Usage: Worn (neck); Bulk: L Traits: Artifact, Divination, Emotion, Occult, Shadow

Stat Block & Mechanics:

  • Item Bonus: You gain a +1 item bonus to Perception and Stealth checks.
  • Sentinel of Regret (Passive): You gain a +2 circumstance bonus to Perception checks for Initiative. You can act in a surprise round even if you were unaware of the enemies.
  • Master of Appraised Dread: You gain a +2 item bonus to Sense Motive checks. On a success, you also learn if the target is currently under a curse or mental effect.
  • Summon Shadow (Two Actions): (Frequency: 1/day) You cast Summon Entity as a 3rd-level spell to summon a shadow minion (reskinned from the Summon Animal or Summon Fey list). It gains a +2 status bonus to Stealth and Thievery checks.
  • Echoed Gaze (Two Actions): (Frequency: 1/day) You gain the effects of Detect Magic and See Invisibility for 1 hour.
  • Veiled Reflection (Reaction): Trigger: A creature targets you with a mental or fear effect. Effect: The relic attempts to counteract the effect (Counteract modifier +11). On a success, the attacker must succeed on a DC 20 Will save or become Frightened 1.

Savage Worlds (Adventure Edition)

Artifact Name: Shadow-Cage of the Penitent Type: Unique Relic Armor: +1 (Spectral shielding)

Mechanics:

  • Sentinel of Regret: The wearer gains the Danger Sense Edge. If they already have it, they gain a +2 to the Notice roll to avoid surprises.
  • Master of Appraised Dread: You gain a +2 bonus to Notice and Research rolls when identifying magical items or sensing the motives of others.
  • Summon Shadow (Active): Once per session, you can cast the Ally power using your Smarts as your arcane skill. The ally is a Shadow Minion with the Ethereal and Stealth d10 special abilities.
  • Echoed Gaze (Active): Once per day, you gain the Detect/Conceal Arcana power (Self) for 1 hour, specifically tuned to see secret doors and invisible spirits.
  • Veiled Reflection (Active): When the wearer is targeted by a Test of Wills and the opponent fails, the opponent is automatically Shaken.
  • Drawback: The wearer has the Mean Hinderance (due to the aura of dread). If they already have it, the penalty to social rolls increases to -2.

Shadowrun (6th Edition)

Item Name: Dread-Echo Relic 714 Type: Unique Dual-Natured Focus (Level 2) Availability: 6 (R) Cost: 18,000¥ (plus Ritual Bonding)

Stat Block & Mechanics:

  • Rating: 4 (Equivalent to a Force 4 Spirit Focus).
  • Attribute Boost: Gain +1 to Willpower and Intuition while the focus is active.
  • Dual Natured: The relic exists on both the Physical and Astral planes. While worn, the user can perceive the Astral Plane (Astral Perception) at all times.
  • Sentinel of Regret (Passive): The user gains a +2 dice pool bonus to Surprise Tests. The minion whispers through the user’s DNI or astral link, preventing them from being caught unaware by sentient beings.
  • Summon Shadow of Judgment (Active): As a Major Action, the user can manifest a Shadow Spirit (Force 4) for (Rating x 2) minutes. This spirit uses the user’s Stealth skill and possesses the Fear and Search powers.
  • Veiled Reflection (Reaction): When the user is targeted by a mana-based spell, they may spend 1 Edge to add the Relic’s Rating (4) to their Resistance test. If successful, the caster suffers 2S (Stun) damage from the psychic backlash of the “Awful Dread.”
  • The Social Penalty: The oppressive aura imposes a -2 dice pool penalty to all Social Influence tests (except Intimidation, which receives a +1 bonus).

Starfinder (2nd Edition)

Item Name: Dread-Echo Relic 714 Item Level: 5 Price: 3,200 Credits Usage: Worn (Neck); Bulk: L Traits: Artifact, Hybrid, Magical, Shadow

Stat Block & Mechanics:

  • Armor Class: Provides a +1 Item bonus to EAC and KAC.
  • Sentinel of Regret (Passive): You gain a +2 status bonus to Perception checks for Initiative. You can act in a surprise round even if you failed your Perception check to notice the threat.
  • Master of Appraised Dread: You gain a +2 status bonus to Mysticism checks to identify magic items or tech with a magical aura.
  • Summon Shadow (Two Actions): (1/Day) You cast Summon Creature as a 3rd-level spell to summon a Shadow Minion (reskinned from the Shadow or Undead lists). The minion has a +10 bonus to Thievery checks to pick locks or disable devices.
  • Echoed Gaze (Two Actions): (1/Day) You gain the effects of See Invisibility and Detect Magic for 1 hour.
  • Veiled Reflection (Reaction): Trigger: You are targeted by a mind-affecting effect. Effect: The relic flares with violet light. You gain a +2 status bonus to the saving throw. If you succeed, the attacker is Frightened 1 until the end of their next turn.

Traveller (Mongoose 2nd Edition)

Item Name: Ancient Echo-Lattice 714 Tech Level: 15 (Psionic/Ancient) Weight: 0.15 kg Cost: Cr 250,000 (Black Market)

Stat Block & Mechanics:

  • Protection: 2 (Psionic Shielding).
  • Attribute Enhancement: Increases EDU and SOC (Intimidation only) by +1.
  • Psionic Talent: If the user has a PSI rating, they gain +1 PSI while wearing the lattice. If they have no PSI, they gain the Awareness talent with a temporary PSI of 4.
  • Sentinel of Regret: The user gains a +1 DM to all Recon checks. The lattice vibrates when sentient biological life is within 10 meters, even through bulkheads.
  • Summon Shadow (Active): Once per day, the user may manifest a “Hard-Light Shadow” for 10 minutes. This entity has STR 6, DEX 9, and can perform tasks such as lockpicking or scouting at Skill level 2.
  • Echoed Gaze: Once per day, the user can tune the lattice to see infrared, ultraviolet, and electrical flows for 1 hour.
  • Drawback: The lattice emits a low-frequency hum that is unsettling. All non-hostile Social interactions suffer a -1 DM.

Warhammer Fantasy Roleplay (4th Edition)

Item Name: The Caged Spirit of Lo-Mai Type: Arcane Relic Encumbrance: 0 AP: 1 (Neck)

Stat Block & Mechanics:

  • Attribute Bonuses: +5 Willpower, +5 Initiative.
  • Sentinel of Regret (Passive): The bearer gains the Danger Sense Talent. If they already possess it, they gain +1 Fortune point at the start of any session where the relic is worn.
  • Master of Appraised Dread: The bearer gains a +10 bonus to all Intuition and Evaluate tests when dealing with magical or cursed objects.
  • Summon Shadow (Active): Once per day, the bearer may make a Challenging (+0) Willpower Test to summon a Shadow Stalker for 1 hour. The Stalker has the Ethereal and Fear (1) traits and uses the bearer’s Stealth score.
  • Echoed Gaze (Active): As an Action, the bearer may see the “Winds of Magic” (equivalent to Second Sight) for 1 hour.
  • Veiled Reflection (Reaction): If the bearer successfully defends against a spell or a melee attack, they may spend 1 Advantage to force the attacker to make a Challenging (+0) Cool Test or receive 1 Fear condition.
  • The Burden: The bearer receives a -10 penalty to all Fellowship tests with anyone who does not possess the Witchsight talent.