Lore: This disturbing artifact was created when a desperate midwife, corrupted by the whispers of Phobos, attempted to use a Shugendo Pool of Nascent Forms to “cure” a child plagued by prophetic night terrors. She sought to draw the nightmares out of the child’s mind and trap them in the stone to drown them. However, the child was a potent conduit for the Fear God. The nightmares did not drown; they fertilized the stone. The obsidian of a Phobos Veil locket was melted down to seal the stone, fusing the “Potential of Life” with the “Essence of Terror.” The result is an object that does not merely show illusions; it incubates them. It teaches that fear is the most fertile soil of all, and that every shadow is pregnant with a monster waiting to be born.
Description: A heavy, fist-sized pendant hanging from a silver chain that feels greasy to the touch. The object is a smooth, egg-shaped fusion of river stone and jet-black obsidian. The natural depression on its face is no longer a bowl for water, but a dilated pupil that seems to look frantically around the room. The fossilized patterns on the surface have shifted; instead of ammonites or ferns, they resemble the curled, embryonic forms of screaming humanoids and beasts. When held, it feels distressingly warm and soft, pulsing with a rapid, terrified heartbeat.
Stats
- Tier: 2
- Rarity: Rare
- Attunement: Required (The user must sleep with the stone for a night, allowing it to feed on their dreams).
- Weight: 2 lbs.
- Charges: 3 per day (Regains 1d3 charges at midnight).
- Durability: 45 Item HP (The obsidian shell protects the soft core).
Tags: Tier-2, Merged-Relic, Worn-Item, Nightmare-Incubator, Psychic-Horror, Living-Illusion, Scrying-Doom, Fear-Birth, Corrupted-Shugendo, Emotional-Feedback, Void-Seed, Embryonic-Terror, Dark-Divination, Psychometric-Parasite, Dream-Eater, Bio-Arcane, Manifestation-Focus, Shadow-Pulse
Multiple Passives Magic
- Aura of Gestating Dread: The wearer projects a 10-foot aura of “Something is Wrong.” Enemies within this aura feel a primal, biological revulsion, suffering a -2 Penalty on Initiative rolls and Passive Perception, as they are distracted by the feeling that something is crawling on their skin.
- Sense of Catastrophe: The “Sense of Imminence” from the original stone has been twisted. The wearer gains an intuitive warning of bad potential. They cannot be Surprised by living creatures, as they can “hear” the murderous intent gestating in the enemy’s mind before the strike.
- Mother of Nightmares: The wearer gains Resistance to Psychic Damage and is Immune to the Frightened condition, as the stone eats their fear to fuel itself.
Multiple Active Magics
- Birth the Phantasm (Action, 1 Charge): The wearer pours a drop of water (or blood) into the depression and flings it. The liquid instantly expands into a Semi-Real Illusion of a horrific monster (Tier 2 threat). This illusion occupies a space, can flank enemies, and makes attacks using the wearer’s spellcasting stat. If it hits, it deals 2d8 Psychic Damage. The illusion lasts for 1 minute or until it takes any damage, at which point it bursts into harmless black sludge.
- Scry the Fatal Flaw (Action, 1 Charge): The wearer gazes into the stone’s pupil, focusing on an enemy. Instead of seeing the enemy’s potential for life, they see the enemy’s potential for death. The wearer learns one Damage Vulnerability, Resistance, or Immunity of the target. Additionally, the next attack made against that target by the wearer deals an extra 2d6 Necrotic Damage as they strike the weak point revealed by the vision.
- Induce Panic (Reaction, 1 Charge): When an enemy succeeds on an attack roll against the wearer, the wearer can flash the “Eye” of the stone. The enemy sees their own death reflected in the obsidian. They must succeed on a Wisdom Saving Throw or drop their weapon and become Frightened until the end of their next turn.
Specific Slot: Worn Item (Neck). Note: This item occupies the Neck slot. It hangs as a heavy pendant.
Item Hit Points & Magic Disruption The Ovum of the Phantom Womb 219 possesses 45 Magical Integrity Hit Points. These points represent the structural stability of the obsidian shell containing the volatile nightmare energy.
- Targeting: To disable the magic, an attacker must target the “Dilated Pupil” (the central depression). This requires a Called Shot with a -4 penalty due to the object’s small size and its tendency to swing erratically on its chain.
- Defenses: The Ovum has an Armor Class (AC) of 20. It is Resistant to Necrotic and Psychic damage, as it absorbs these energies to heal itself (converting damage into temporary HP). It is Vulnerable to Thunder damage (which fractures the crystal lattice) and Radiant damage (which burns the shadow-fetus inside).
- Thresholds of Destabilization:
- 22 HP or lower (Cracked Shell): The obsidian develops spiderweb fractures that leak black mist. The Aura of Gestating Dread dissipates. The Birth the Phantasm ability manifests illusions that are only half-formed and missing limbs, reducing their damage by half.
- 0 HP (Miscarriage of Magic): The stone splits open with a wet pop, spilling harmless black sludge. The “Pupil” closes permanently. All magic ceases, and the item becomes a mundane, broken stone.
Repairing the Item Repairing this artifact is a harrowing process known as the “Incubator’s Mending.” It cannot be repaired by physical tools alone; it must be healed emotionally.
- Materials:
- Obsidian Dust: To fill the physical cracks (Cost: ~20 Gold).
- A Captured Night Terror: The crafter must sleep with the broken stone and deliberately induce a nightmare, trapping the psychic residue in a Soul-Catching Crystal or Dream-Catcher to use as mortar.
- Process: The repair takes 4 hours and must be performed in absolute darkness.
- Skill Check: Requires an Occult check (DC 15) to manipulate the nightmare energy without being consumed by it, or a Jeweler’s Tools check (DC 18) to physically seal the stone.
- Action: The crafter mixes the obsidian dust with the captured nightmare essence to create a dark paste, sealing the cracks.
- Result: A successful check restores the item to 45 HP. A failure causes the stone to siphon a memory from the crafter, permanently removing a specific happy memory (roleplay effect) to patch itself, while inflicting 3d6 Psychic damage on the repairer.
The Ovum of the Phantom Womb 219 is a Tier 2 artifact that straddles the line between divinatory tool and cursed weapon. It is shunned by respectable merchants but highly sought after by spies, illusionists, and cultists of the Fear God.
Shops and Venues:
The Asylum of Broken Mirrors (Secluded Mental Institution)
- Description: A sanatorium located on a fog-shrouded island, run by “healers” who study the mind by breaking it. The halls echo with screams. The Ovum is kept in a soundproof vault, labeled “Subject 219.”
- Buying/Selling: The doctors here trade in madness. To buy the Ovum, one must offer a new “patient” (a captured enemy or a volunteer) or a rare text on psychosis. They view the sale as a “clinical trial release.”
- Cost:1,800 – 2,200 Gold (or equivalent in research materials).
- Note: The item comes with a “medical file” detailing the fates of previous owners.
The Dream-Eater’s Den (Underground Warlock Coven)
- Description: A hidden basement beneath a harmless-looking tea shop. The air is thick with opium smoke and lavender. The patrons are all asleep, trapped in magical dreams. The Ovum hangs above the leader’s bed, catching nightmares.
- Buying/Selling: The transaction happens within a shared dream. The buyer must lucid dream to negotiate. If they lose control of the dream, the Coven keeps their soul. If they succeed, they wake up with the Ovum in their hand.
- Cost: 1,500 Gold + A memory of true fear (which the buyer loses forever).
The Shadow-Market of the Faceless (Wandering Carnival)
- Description: A traveling market that sets up only during the new moon. The stalls sell masks, mirrors, and secrets. The Ovum is sold by a “Blind Seer” who claims the stone is her eye.
- Buying/Selling: The Seer demands payment in “Futures.” She uses the Ovum to look at the buyer. If she sees a death she likes, she sells it cheap, hoping to hasten that fate. If she sees a boring life, she refuses to sell.
- Cost:1,200 – 1,600 Gold (Unpredictable).
- Risk: The Seer might put a “tracer” curse on the item to watch the buyer’s demise remotely.
The Grave-Robber’s Exchange (Back-Alley Fence)
- Description: A dingy pawn shop in the worst part of town. The owner thinks it’s just a creepy necklace he pulled off a dead cultist. He keeps it in a lead box because it “whispers too much.”
- Buying/Selling: Pure cash transaction. No questions asked. He wants it gone because it’s scaring his guard dogs.
- Cost: 800 – 1,000 Gold (A bargain, but highly risky due to lack of history/curse identification).
Value Adjustment for Tier 2: As a Tier 2 item, the Ovum of the Phantom Womb commands a price reflecting its powerful summoning and scrying abilities.
- Base Value: 1,500 Gold.
- Platinum Conversion: 150 Platinum.
- Rhodium Conversion: 15 Rhodium.
- Reasoning: While the Phobos Veil (~150g) and Shugendo Stone (~100g) are cheap, the fusion creates a summonable ally (Birth the Phantasm), which is a high-value combat mechanic, pushing the price well above the sum of its parts.
Below are scene-first, bite-sized roleplay beats and tactical cues for using the Ovum of the Phantom Womb 219 for defense and offense across common Saṃsāran environments.
Urban Megacity (Crowded Market / Back Alley) Defense (The Pariah’s Walk)
- Perception & feel: The stone feels greasy and fever-hot against your sternum. As you walk, you feel a psychic pressure pushing outward.
- Observer: People in the crowd instinctively part around you, clutching their coats and avoiding eye contact. They feel a wave of nausea when you pass, like the drop in stomach pressure before vomiting.
- Roleplay lines: “Do not look at me. You won’t like what looks back.” / “The shadows here are pregnant with teeth.”
- Tactics & beats:
- Aura of Gestating Dread: Use the passive initiative penalty to ensure you act before street thugs. Describe them hesitating, scratching at their skin as if bugs are crawling on them, ruining their ambush timing.
Offense (The Reflection of Doom)
- Perception & feel: You catch a pickpocket’s eye. The stone’s pupil dilates, and you feel the thief’s own worst nightmare unlock inside the obsidian.
- Observer: The thief freezes, staring into the black stone. They scream at something only they can see, backing away into a wall, dropping their knife.
- Roleplay lines: “Look deep. See how it ends.”
- Tactics & beats:
- Induce Panic: When the thug swings a club, flash the stone (Reaction). Describe them seeing their own corpse rotting in the reflection. They drop the weapon and flee (Frightened condition), clearing the alley without bloodshed.
Deep Wilderness (Night-Time Jungle / Swamp) Defense (The Watchful Embryo)
- Perception & feel: You are sleeping. Suddenly, the necklace tightens like a noose—a frantic, throbbing warning. The “Sense of Catastrophe” wakes you instantly.
- Observer: You wake up with weapon in hand before the twig even snaps. Your eyes are black voids for a split second.
- Roleplay lines: “It screams so I don’t have to.” / “Something hungry is being born nearby.”
- Tactics & beats:
- Sense of Catastrophe: Nullify the GM’s attempt to Surprise the party. Narrate that the stone “heard” the intent of the stalking jaguar before it pounced.
Offense (The Shadow-Birth)
- Perception & feel: You pour a drop of canteen water into the eye. It hisses. You fling it, and the water doesn’t splash; it grows.
- Observer: The water drop hits the mud and violently expands into a shivering, multi-limbed horror made of shadow and swamp gas. It shrieks and lunges.
- Roleplay lines: “I give you life. Go take theirs.”
- Tactics & beats:
- Birth the Phantasm: Summon the illusion behind the enemy lines. It occupies a square, providing Flanking for your Rogue, while dealing Psychic damage to the enemy Shaman who tries to disbelieve it.
High-Society (Noble Court / Diplomatic Summit) Defense (The Emotional Void)
- Perception & feel: A rival diplomat tries to Intimidate you. You feel the fear rise in your throat, but the stone sucks it away instantly. You feel hollow and cold, completely immune to their threats.
- Observer: The diplomat’s words hit a wall. You stare back with dead, unblinking eyes. The diplomat begins to sweat, unnerved by your lack of reaction.
- Roleplay lines: “Your words are barren seeds.”
- Tactics & beats:
- Mother of Nightmares: Automatically succeed on saves against Fear or emotional manipulation. Describe the stone pulsing as it eats the psychic energy directed at you.
Offense (The Diagnosis of Ruin)
- Perception & feel: You focus on the corrupt King. The stone overlays his image with a vision of his death—a blackened heart stopping.
- Observer: You smile a cruel, knowing smile. You whisper to the Paladin exactly where to strike.
- Roleplay lines: “He thinks he is iron, but his heart is glass. Strike the left ventricle.”
- Tactics & beats:
- Scry the Fatal Flaw: Identify that the “invincible” bodyguard has Vulnerability to Lightning. Your next attack (or a communicated order to an ally) exploits this, dealing the bonus Necrotic damage as you sever his lifeline.
Perception of Activation: User’s Perspective (The Avatar):
- Sight: The world looks like an ultrasound scan—grainy, grey, and shifting. Living things glow with a pulsing, embryonic light.
- Sound: The background noise is replaced by the wet, rhythmic thump-thump of a rapid heartbeat (the stone’s) and the high-pitched wailing of unborn things.
- Touch: The stone feels soft and yielding, like pressing a finger into raw meat. It is disturbingly warm, sweating a thin, oily residue.
- Smell: The scent of amniotic fluid (salty, musky) and ozone.
- Taste: A copper penny placed under the tongue.
- Extra-Sensory: A sense of Parasitic Affection. You feel a maternal/paternal instinct toward the horrors you summon, a desire to protect the nightmares.
Observer’s Perspective:
- Sight: Shadows around the wearer seem to detach from the floor and reach out. The wearer’s shadow does not match their movements.
- Sound: A faint, wet squelching sound when the wearer moves.
- Touch: The air feels humid and oppressive.
- Smell: Stale air from a sealed tomb.
- Extra-Sensory: A primal “Flight” response. The lizard-brain screams that a predator is near.
Failures & Recoveries (How to Play Mistakes):
- Failed Summon: “Stillbirth.” You throw the water, but it just splashes. The stone screams in disappointment. You take 1d4 Psychic damage as the nightmare dies in your mind.
- Resisted Panic: “The mirror broke.” The enemy looks into the stone and laughs. They are too crazy or too stupid to be scared. The stone goes cold and dormant for a round.
Team Synergies:
- With a Rogue/Assassin: “I see the crack in the armor.” Use Scry the Fatal Flaw to call out Vulnerabilities, allowing the Rogue to switch to the correct poison or damage type.
- With a Necromancer: “Feed the Fear.” The Necromancer’s undead minions benefit from the Aura of Gestating Dread, as enemies are already penalty-ridden and easier to hit.
- With an Illusionist: “Layer the Nightmare.” The Illusionist casts Silent Image to hide the party; you use Birth the Phantasm to create a distraction that draws fire away from the hiding spot.

Perception of Activation:
User’s Perspective (The Avatar):
- Sight: As you focus on the stone, the dilated pupil widens until it swallows the iris. Your vision greys out, replaced by a grainy, shifting texture reminiscent of looking through murky water or a medical ultrasound. Living targets do not glow with light, but with a pulsing, embryonic red heat, revealing their locations even through walls or darkness.
- Sound: The ambient noise of the world is submerged under the sound of rushing fluid. You hear the wet, rapid thump-thump-thump of the stone’s heartbeat syncing with your own, accompanied by a high-pitched, distant keening—the collective cry of nightmares waiting to be born.
- Touch: The obsidian shell, usually hard as glass, softens in your grip. It feels disturbingly like warm, yielding flesh or a heavy organ removed from a body. The silver chain feels slick and greasy, coating your neck in a cold, oily residue that you cannot wipe off while the magic is active.
- Smell: A pungent, biological scent floods your nose—a mix of salty amniotic fluid, musk, and the copper tang of old blood. It is the scent of a birth gone wrong.
- Taste: The back of your throat fills with the taste of salt water and iron, as if you have bitten your tongue.
- Extra-Sensory Perceptions:
- The Mother’s Instinct: You feel a fierce, twisted protectiveness over the horrors you conjure. When you summon a Phantasm, you feel a rush of maternal/paternal pride, viewing the monstrosity as your “child.”
- The Doom-Sense: You feel the future not as a path, but as a weight. You can sense when bad things are about to happen as a physical pressure in your gut, a biological warning that a predator is near.
Observer’s Perspective:
- Sight: The shadows around the wearer seem to detach from the floor, writhing like tendrils of smoke or umbilical cords. The wearer’s eyes go completely black for a second. The stone pendant pulses visibly, expanding and contracting like a breathing lung.
- Sound: A faint, wet squelching noise is audible when the wearer moves, sounding like footsteps in mud or wet meat slapping against stone.
- Touch: The air temperature drops, but the humidity spikes. It feels oppressive and sticky, like the air before a violent storm or inside a fever ward.
- Smell: A waft of stale air, like a tomb that has been sealed for centuries, mixed with the smell of wet dog or animal fear.
- Extra-Sensory Perceptions:
- Primal Revulsion: Observers feel a deep, lizard-brain urge to flee. It is not just fear; it is a biological rejection, the feeling that the wearer is “unclean” or a vector for disease.
Positives:
- Psychological Dominance: The sheer visceral horror of the item’s activation breaks the morale of civilized enemies instantly; guards and nobles are likely to retch or flee rather than fight.
- Hyper-Awareness: The “Sense of Catastrophe” makes the wearer nearly impossible to ambush, as the stone “screams” psychically before a blow lands.
- Emotional Numbing: The stone eats the wearer’s fear, allowing them to walk into terrifying situations with a flat, dead calm.
Negatives:
- Social Pariah: The aura of revulsion lingers. Even after deactivating the item, animals will growl at the wearer, and children will cry in their presence.
- The Feeding: The stone drains mental energy. After a long usage, the wearer feels “hollowed out” and emotionally drained, as if they have given blood.
- Corrupting Affection: The user may start to find normal, beautiful things boring, finding beauty only in twisted, dark, or broken things (a side effect of the Phobos corruption).
Crafting Recipe: The Ritual of the Dark Gestation
Items Merged:
- Shugendo 811 of the Pool of Nascent Forms (Tier 1 Shugendo Item)
- Spatial Illusion 47 of Phobos Veil (Tier 1 Magical Object)
Additional Materials Needed:
- 1 Phial of Black Amniotic Fluid: An alchemical solvent created by dissolving a Doppelganger’s egg in acid; acts as the suspension medium for the fusion.
- Crystallized Night-Terror: A physical residue harvested from a Dream-Eater or extracted from the pillow of someone who died of fright.
- The Midwife’s Caulk: A paste made from crushed moth wings and grave-dirt, used to seal the seam between the river stone and the obsidian.
- 3 Drops of the Crafter’s Blood: To mimic the biological connection of a mother to a child, binding the item to a living host.
Tools Required:
- Crucible of Silenced Screams: A ceramic pot inscribed with runes of silence, used to melt the obsidian without releasing the fear-magic explosively.
- Obsidian Scalpel: To carve the “Pupil” into the Shugendo stone’s depression.
- Spirit-Lamp: Burns with a cold, blue flame to heat the materials without cracking the river stone.
- Silver Tongs: To handle the components, as touching them directly during fusion causes psychic burns.
Skill Requirements:
- Expert Occult/Arcana: To manage the volatile Phobos energy and corrupt the Shugendo purity.
- Expert Medicine: The ritual follows the metaphysical steps of a surgery or birth; knowledge of anatomy helps guide the formation of the “fetus” inside the stone.
- Intermediate Jeweler: To melt and reshape the obsidian locket around the stone without destroying the silver chain.
- Constitution Save (DC 15): The crafter must resist the wave of nausea and dread emitted during the fusion.
Crafting Steps:
- The Corrupting of the Water (Preparation): Place the Shugendo 811 Stone into the Crucible. Pour the Black Amniotic Fluid over it. As the fluid fills the natural hollow of the stone, the fossilized patterns of ammonites and ferns will begin to twitch and dissolve, reforming into twisted, skeletal shapes. The stone effectively “dies” and is prepared for rebirth.
- The Melting of the Veil (Liquefaction): Suspend the Spatial Illusion 47 Locket over the Spirit-Lamp. Do not remove the chain. Heat the obsidian until it drips like black wax. Recite the Antiphon of Phobos (a chant of fear). The runes on the locket will scream silently as they melt. Allow the molten obsidian to drip directly into the hollow of the Shugendo stone, covering the Black Fluid.
- The Insemination (Fusion): Before the obsidian hardens, press the Crystallized Night-Terror into the center of the molten black glass. This seed of fear acts as the “soul” of the new artifact. Use the Obsidian Scalpel to shape the cooling glass into the form of a dilated pupil. The Shugendo stone will shudder violently as it accepts the foreign magic.
- The Binding of the Flesh (Encapsulation): Apply the Midwife’s Caulk to the edges where the obsidian meets the river stone. As the paste dries, it will turn the texture of the object from cold rock to warm, yielding “flesh-stone.” Prick your finger and drop the Crafter’s Blood onto the chain. The silver will absorb the blood, tarnishing instantly to a greasy grey-black.
- The First Cry (Activation): The object is now hot and pulsing. To wake it, you must submerge it in ice water to “shock” it into life. The water will boil instantly. When you pull the Ovum of the Phantom Womb 219 out, it will be soft, warm, and beating with a rapid, terrified rhythm.
Mother Who Birthed Shadow
(Transcribed from the inner walls of a buried nursery in the Village of No-Cries)
Hear the reading of the Time-of-Broken-Sleep.
There was the Woman-Who-Catches [Midwife]. Her hands were rivers of peace. She held the Stone-of-Morning [Shugendo Pool]. When she poured water, she saw the bird inside the egg. She saw the oak inside the seed. She said, “All beginnings are good.” This was the First Mistake.
In the village, a child was born. The Boy-of-Glass-Eyes. He did not cry for milk. He cried because he saw the Walker-in-Darkness [Phobos]. The Night-Mares did not stay in his sleep. They walked in the room. They scratched the walls. The Boy screamed until his throat was raw meat. The village could not sleep. The fear was a thick smoke.
The Woman-Who-Catches said, “I will clean him. I will take the bad seed out.” She took the Stone-of-Morning. She washed the Boy with the water of potential. She pulled the Night-Mares out of his ears. She pulled the screaming out of his mouth. But the Night-Mares were strong. They did not want to go into the air. They wanted a house.
The Woman took her Locket-of-Hiding [Phobos Veil]. It was black glass. It was a cage for light. She melted the black glass. She poured it over the Stone-of-Morning. She said the Word-of-Binding. She thought: “I will trap the Fear in the Stone. The Stone is the Womb of Life. It will turn the Fear into a Flower.”
This was the Great Mistake. The Stone-of-Morning knew only how to say “Grow.” It did not know how to say “Die.” The Stone drank the Fear. It tasted the terror of the Boy. It felt the power of the Walker-in-Darkness. The Stone said: “This is a new seed. I will feed it.”
The black glass hardened. It did not seal the stone. It became an Eye. The Eye opened. It did not look at the light. It looked at the dark corners. The stone grew warm. It became soft like meat. The little pictures of ancient shells on the stone twisted. They became pictures of little men screaming.
The Woman-Who-Catches held the stone. She smiled. She thought she had won. Then the stone kicked in her hand. Thump-Thump. A heartbeat. Fast like a trapped bird. The stone whispered, “Mama.”
The Shadow did not die. It was born. It crawled out of the Eye. It was not a dream anymore. It had teeth. It ate the Woman’s name. It ate the village’s quiet. The Boy-of-Glass-Eyes stopped crying. He laughed. He saw that the Stone was pregnant with his dreams.
Now the stone is the Egg-of-Phobos. It waits for water. It waits for blood. It wants to show you the potential of your fear. It wants to show you what lives in the dark part of your mind, and it wants to give it skin.
Moral of the Story: Do not plant the seed of a nightmare in the soil of creation, for the earth does not judge what it nurtures; it will grow a monster with the same love that it grows a rose.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Ovum of the Phantom Womb Type: Mythos Artifact (Cursed Pendant) Cost: 1D6 Sanity to attune; variable MP to activate. Equip: Neck (Heavy, warm).
Description: A fist-sized pendant of river stone and obsidian that feels like warm, wet flesh. It pulses with a frantic heartbeat.
Specific Game Mechanics:
- Mother of Nightmares (Passive): The wearer is immune to Sanity loss caused by witnessing gore, biological horror, or transformation. They gain Armor 2 against Psychic attacks (spells affecting POW).
- Sense of Catastrophe (Passive): The Keeper must warn the user if they are walking into an ambush. The user gains a Bonus Die on Spot Hidden rolls to detect living threats.
- Active Ability: Birth the Phantasm: By spending 6 Magic Points and 1D4 Sanity, the user flings water from the stone. A horrifying, semi-real entity (SIZ 60, DEX 60, Damage 1D8) manifests for 1D6 rounds. It attacks enemies of the user. Witnesses to the “birth” must make a Sanity Roll (1/1D4).
- Active Ability: Induce Panic: As a reaction to being attacked, the user can flash the stone’s pupil. The attacker must make a Hard POW roll. Failure means they drop their weapon and flee in terror (Involuntary Action).
- Curse: The user suffers from chronic nightmares. They do not regain Sanity naturally. Each night, there is a 5% chance the stone whispers a spell to them, or tries to birth a monster while they sleep.
Blades in the Dark
Name: The Incubator Locket Tier: II (Rare / Illegal) Load: 1 (Arcane Item) Type: Cursed Artifact
Lore: A merger of Skovlan spirit-binding and Iruvian fear-glass. It incubates the user’s nightmares into weapons.
Specific Game Mechanics:
- Aura of Gestating Dread: When you Command or Wreck using fear/intimidation, you have Potency.
- Sense of Catastrophe: You cannot be surprised. You may mark 1 Stress to negate the “Surprised” condition or reduce the effect of an ambush from Desperate to Risky.
- Active: Birth the Phantasm: You may mark 2 Stress to summon a Ghostly Construct (Scale 1) to fight for you. It is terrifying and violent.
- Effect: It acts as a Gang (Quality equal to your Tier +1) for one skirmish.
- Active: Scry the Fatal Flaw: When you Study an enemy, you can ask the GM: “What is this enemy’s specific vulnerability?” The GM must answer truthfully. You gain +1d when exploiting this weakness.
- Consequence: The item feeds on you. If you overindulge (use it 3+ times in a score), you take Level 2 Harm: “Psychic Anaemia”.
Dungeons & Dragons (2024 / 5th Edition)
Name: Ovum of the Phantom Womb Type: Wondrous Item Rarity: Rare (Requires Attunement) Slot: Neck
Description: A heavy obsidian and stone pendant that feels like a living organ. It throbs with a rapid heartbeat.
Specific Game Mechanics:
- Mother of Nightmares: You have Resistance to Psychic damage and Immunity to the Frightened condition.
- Aura of Gestating Dread: Hostile creatures within 10 feet of you have a -2 penalty to Initiative rolls and Passive Perception.
- Sense of Catastrophe: You cannot be Surprised by living creatures while you are conscious.
- Charges: The item has 3 charges. It regains 1d3 expended charges daily at midnight.
- Active Spells (Expends 1 Charge):
- Birth the Phantasm: As an Action, you cast Summon Undead (Ghostly Spirit form only), but the creature is a Construct type made of shadow and fear. It lasts for 1 minute (no concentration required).
- Scry the Fatal Flaw: As a Bonus Action, choose one creature you can see. You learn its Damage Vulnerabilities, Resistances, or Immunities. The next time you hit it with an attack before the end of your turn, deal an extra 2d6 Necrotic damage.
- Induce Panic: As a Reaction when a creature hits you with an attack, you force the attacker to make a DC 15 Wisdom Saving Throw. On a failure, the creature drops whatever it is holding and becomes Frightened of you until the end of its next turn.
Knave (1e / 2e Compatible)
Name: The Nightmare Seed Slots: 1 (Worn) Quality: 3 (Living Stone)
Description: A wet, warm stone eye on a chain. It whispers about birth and death.
Specific Game Mechanics:
- Defense: You cannot be Surprised.
- Immunity: You are immune to Fear effects.
- Active: Birth Terror: As an action, lose 1 Quality point. You vomit a nightmare-creature (Stats equivalent to a Level 2 Monster) that fights for you for 3 rounds before dissolving into sludge.
- Active: The Evil Eye: As an action, stare at an enemy. They must make a Wisdom Save (DC 15). Failure means they reveal their greatest physical weakness (e.g., “Fire,” “The left knee”). Attacks targeting this weakness deal Double Damage.
- Active: Panic: As a reaction to being hit, lose 1 Quality point. The attacker must Save vs. Wisdom or drop their weapon and flee.
- Curse: The item must be fed a drop of your blood every morning (1 HP damage). If not fed, it screams loudly, preventing stealth and rest.
Fate Core System
Name: Ovum of the Phantom Womb 219 Permissions: Requires an Aspect related to Nightmares, Corruption, or Parenting (e.g., Midwife of the Void). Cost: 2 Refresh.
Aspects:
- Item Aspect: Pulsing Obsidian Embryo
- Trouble: Hunger for the Psychic Feed (The wearer can be Compelled to terrify innocents to feed the stone).
Stunts:
- Mother of Nightmares: You are immune to the Fear aspect. You gain Armor:2 against mental attacks targeting your sanity or courage.
- Sense of Catastrophe: You gain the Danger Sense stunt. You get a +2 to Notice checks when defending against ambushes or traps. You are never considered “Surprised.”
- Birth the Phantasm: Once per session, you may spend a Fate Point to summon a Nightmare Construct into your zone. It operates as a Good (+3) nameless NPC that attacks your enemies using Fight or Provoke. It has one stress box and vanishes if taken out.
- Scry the Fatal Flaw: You can use Lore or Empathy to Create an Advantage against an enemy. If you succeed, you place the Aspect Exposed Biological Weakness on them with two free invokes.
Numenera & Cypher System
Name: The Gestation Module Level: 7 Form: A warm, ovoid nodule of synth-stone and crystal that mimics a heartbeat. Depletion: 1 in 1d20 (Check per Active use).
Effect:
- Passive (Dread Aura): All hostile creatures within immediate range suffer a Hindrance (difficulty increased by one step) on Initiative and Perception tasks.
- Passive (Mental Shield): The user has an Asset on Intellect defense rolls against fear and psychic intrusion.
- Active (Birth the Phantasm): The user flings fluid from the device. It expands into a Level 5 Construct made of hard-light and psychic static. It fights for the user for one minute.
- Active (Scry Weakness): The user stares into the device. They learn the target’s Level and one damage susceptibility (e.g., Fire, Electricity). The user’s next attack against that target is Eased by two steps and deals +3 damage.
- Active (Panic): Enabler (Reaction). When hit by an attack, the user flashes the device. The attacker must make a Level 6 Intellect defense roll or flee in terror for one round.
Pathfinder (2nd Edition Remaster)
Name: Ovum of the Phantom Womb Price: 1,200 gp Usage: Worn (Neck); Bulk: L Level: 9 Traits: Rare, Magical, Divination, Illusion, Mental, Visual, Invested
Description: An obsidian egg that feels like living flesh. It whispers of birth and death.
Specific Game Mechanics:
- Mother of Nightmares (Passive): You gain Resistance 10 to Mental damage and Immunity to the Frightened condition.
- Sense of Catastrophe (Passive): You cannot be Off-Guard due to being Surprised. You gain a +2 item bonus to Initiative rolls.
Activate — Birth the Phantasm [two-actions] (concentrate, manipulate); Frequency: Once per day. Effect: You cast Summon Undead (3rd rank), appearing as a shadowy horror. The creature gains a +1 status bonus to attack rolls against creatures that are Frightened.
Activate — Scry the Fatal Flaw [one-action] (concentrate); Effect: You Recall Knowledge about a creature you can see (using Occultism or Medicine). On a success, you learn a Weakness (or lowest save). Your next Strike against that creature before the end of your turn deals an additional 2d6 Void (Negative) damage.
Activate — Induce Panic [reaction] (emotion, fear, visual); Trigger: A creature hits you with a Strike. Effect: The attacker must attempt a DC 27 Will save.
- Success: Unaffected.
- Failure: The creature becomes Frightened 2 and drops one held item.
- Critical Failure: The creature becomes Fleeing for 1 round.
Savage Worlds (Adventure Edition)
Name: Ovum of the Phantom Womb Type: Relic (Seasoned) Weight: 2 lbs Cost: 3,000 gp (Illegal/Cursed)
Description: A nightmare incubator worn around the neck.
Specific Game Mechanics:
- Aura of Gestating Dread: Enemies within 2″ (4 yards) of the wearer suffer a -1 penalty to Notice and Athletics (Initiative) rolls.
- Sense of Catastrophe: The wearer gains the Danger Sense Edge.
- Mother of Nightmares: The wearer gains +4 to Spirit rolls to resist Fear.
- Power Points: The Ovum has 15 Power Points that recharge at a rate of 1 per hour.
- Powers (Use Spirit or Occult to activate):
- Summon Ally (3 PP): “Birth the Phantasm.” Summons a Bodyguard construct made of shadow.
- Fear (2 PP): “Induce Panic.” Area Effect (Cone). Targets resist with Spirit. Trapping: They see their own death in the stone.
- Smite (2 PP): “Fatal Flaw.” Self only. Damage appears as Necrotic/Void.
- Detect/Conceal Arcana (2 PP): “Scry.” Detects the presence of life and weaknesses.
Shadowrun (6th Edition / Sixth World)
Name: The Incubator Stone (Ovum of the Phantom Womb) Category: Magic Focus / Alchemical Artifact Availability: 16F (Forbidden) Cost: 24,000¥ (plus 12 Karma to bond) Rating: 4
Lore: A twisted magical focus originating from a toxic shamanic tradition. It appears as a warm, pulsing stone that bleeds astral sludge.
Specific Game Mechanics:
- Mother of Nightmares (Passive): While the focus is active, the wielder gains +4 dice to resist Manipulation spells, Fear powers, and Critter Powers with the [Emotion] trait.
- Aura of Gestating Dread: All living hostile targets within (Magic) meters of the wielder suffer a -2 dice penalty to Initiative and Perception tests due to primal revulsion.
- Active Ability: Birth the Phantasm: The wielder can cast a unique version of the Phantasm spell (Realistic, Multi-Sense) using the Focus Rating in place of the Spellcasting skill. The illusion takes the form of a horrific monstrosity.
- Damage: If a target believes the illusion, the Phantasm can inflict Stun Damage equal to the wielder’s Magic attribute (resisted by Willpower).
- Active Ability: Scry the Fatal Flaw: Simple Action. The wielder makes an Assensing + Intuition [Astral] test against a target. Net hits add to the Attack Rating of the wielder’s next attack against that target.
- Active Ability: Induce Panic: Interrupt Action (-5 Initiative). When attacked, the wielder flashes the stone. The attacker must resist a Fear effect (Power = Focus Rating x 2). Failure inflicts the Dazed status and forces a Glitch on their attack roll.
Starfinder (2nd Edition Playtest)
Name: Ovum of the Phantom Womb Item Level: 8 Price: 9,000 Credits Usage: Worn (Neck); Bulk: L Traits: Magical, Occult, Illusion, Mental, Visual, Cursed
Description: An obsidian pendant that twitches on its chain. It allows the wearer to birth nightmares into reality.
Specific Game Mechanics:
- Nightmare Ward (Passive): You gain a +2 item bonus to Will saving throws against Fear effects and illusion spells.
- Catastrophe Sense: You gain a +2 item bonus to Initiative rolls.
Activate — Birth the Phantasm [two-actions] (concentrate, manipulate); Frequency: Once per day. Effect: You cast Phantom Steed, but the form is a combat-capable horror (use the statistics of a Summoned Creature rank 3). It has the Frightful Presence aura (DC 26).
Activate — Scry the Fatal Flaw [one-action] (concentrate); Effect: Choose one creature you can see. You attempt a Perception check to Seek against their Deception DC (or Level DC). On a success, you learn one Resistance or Weakness. Your next Strike against them deals an additional 2d6 Void damage.
Activate — Induce Panic [reaction] (emotion, fear, visual); Trigger: A creature hits you with a Strike. Effect: The stone projects a vision of the attacker’s death. The attacker must attempt a DC 26 Will save.
- Success: The creature is Frightened 1.
- Failure: The creature is Frightened 2 and drops one held item.
- Critical Failure: The creature is Fleeing for 1 round.
Traveller (Mongoose 2nd Edition)
Name: The Psionic Gestation Node TL: 16 (Ancient/Biotech) Mass: 1 kg Cost: MCr 2 (Unique/Illegal)
Lore: A bio-crystalline computer that interfaces with the user’s subconscious fear center to project telepathic assaults.
Specific Game Mechanics:
- Passive Shielding: The user operates under a constant Psionic Shield (Strength 2) while wearing the node.
- Danger Sense: The user gains DM+2 to Initiative rolls, as the node predicts hostile intent.
- Psionic Ability: Phantasm: Requires PSI 9+. The user projects a semi-autonomous telepathic construct.
- Check: Difficult (10+) Telepathy check.
- Effect: Creates a visual and mental monster. Targets must make an INT check. Failure means they perceive the monster as real and will waste combat rounds attacking it. The monster cannot deal physical damage but causes 1D Psionic damage (stress) per round to those engaging it.
- Psionic Ability: Panic: Reaction.
- Effect: When attacked at Close range, the user forces the attacker to make a Morale Check (2D). If failed, the attacker breaks off the attack and retreats.
- Cost: Using Active abilities costs 2 PSI points and inflicts 1 point of damage to the user (the node feeds on blood).
Warhammer Fantasy Roleplay (4th Edition)
Name: The Egg of Tzeentch (or The Beating Stone) Encumbrance: 1 Availability: Unique (Chaos Artifact) Qualities: Magical, Cursed
Lore: A smooth stone that feels like a beating heart. It whispers the secrets of mutation and terror.
Specific Game Mechanics:
- Passive – Mother of Nightmares: The wearer gains the Fearless Talent. They are immune to Terror caused by Daemons or Mutants.
- Passive – Sense of Catastrophe: The wearer cannot be Surprised.
- Active – Birth the Phantasm: The wearer spends an Action to summon a Poltergeist (or similar spirit) controlled by the stone for 1d10 rounds.
- Cost: The wearer suffers 1 Corruption Point.
- Active – Induce Panic: When attacked, the wearer can use a Free Action to flash the stone.
- Effect: The attacker must pass a Hard (-20) Willpower Test or gain 3 Broken Conditions immediately.
- Curse: The wearer must test for Mutation every week they wear the stone. The stone slowly corrupts their mind, giving them the Distracted Condition whenever they are in a place of peace or safety.
