The Shroud of the Solar Nebula 5104

Lore

  • The Shroud of the Solar Nebula 5104 was born from a theoretical impossibility during the “Conjunction of the Burning Root.”
  • Seeking to protect the most sacred Sun-Oak from a cosmic blight, a high-ranking Veltarii Druid and a Master Alchemist from the Phoenix Guild performed a ritual to graft the living, star-dusted vines of the Grove Mantle into the eternal, fiery feathers of the Phoenix’s Embrace.
  • The result is a Tier 3 artifact that exists as a self-sustaining cycle of celestial growth and solar destruction, representing a forest that burns forever but is never consumed.
  • It is said that the wielder of this shroud carries the weight of a dying star wrapped in the cool moss of a primordial forest, acting as a bridge between the deep earth and the high heavens.

Description

  • This Tier 3 artifact appears as a voluminous, hooded cloak constructed from midnight-blue velvet that has been “burned” with radiant gold and orange streaks.
  • Thousands of phoenix feathers are woven into the mossy fabric, appearing as flickering embers that drift within a dark nebula.
  • A thick network of living, glowing vines—dusted with iridescent starlight spores—acts as the primary structure, writhing slowly to secure the garment across the wearer’s chest in an intricate “Solar-Knot.”
  • The cloak perpetually sheds a light trail of glowing leaves and fiery cinders that vanish before hitting the ground.
  • It smells of ozone, wet earth, and the distinct, sharp scent of woodsmoke from a sacred fire.

Stats

  • Tier: 3
  • Armor Class (AC): +2 (The vines and feathers harden into a kinetic-thermal shell).
  • Resistance: Fire, Poison, and Disease.
  • Value: Estimated at 65,000 to 85,000 Gold Marks.
  • Weight: 4 lbs.

Skills Gained While Openly Worn

  • Nebula Stealth: The wearer can blend into both natural foliage and celestial shadows, gaining a +4 bonus to all Stealth tasks.
  • Solar Survival: Proficiency in identifying all flora and fauna influenced by celestial or elemental fire.
  • Phoenix Dexterity: The wearer moves with unparalleled grace, gaining Advantage on all Acrobatics checks.

Tags

  • Tier-3, Worn-Item, Legendary-Merged, Nature-Fire, Celestial-Plant, Living-Armor, Rebirth, Immortality, Adaptive-Camouflage, Radiant-Aura, Symbiotic-Garment, Star-Moss-Texture, Evasion-Enhancement, Nebula-Weave, Grappling-Vines, Bio-Luminescent, Forest-Ward, Eternal-Flame, Stellar-Symbiote, Solar-Canopy, Ash-Born-Vine, Void-Graft, Nova-Root, Galactic-Gardener, Thermal-Lattice, Phoenix-Pulse, Nebula-Nurtured, Astral-Thicket, Rebirth-Knot

Multiple Passives Magic

  • Photosynthetic Resurgence: While standing in starlight, sunlight, or high-heat environments, the wearer regains 1d10 Hit Points at the start of each minute. Additionally, the mantle adapts its appearance to grant Advantage on Stealth checks in any environment.
  • Verdant Flame Conduit: The wielder can cast all Druidic and Fire-based cantrips without somatic or material components. The vines perform the gestures while the feathers provide the elemental fuel.
  • Rooted Immortality: The wearer is immune to being magically aged and cannot be paralyzed or petrified. The mantle’s constant cycle of growth and burning keeps the wearer’s vitality in a state of perpetual renewal.

Multiple Active Magics

  • Wings of the Star-Vined Phoenix (1/Long Rest): As a bonus action, the wearer manifests massive, ethereal wings made of burning vines and starlight. This grants a flying speed of 90 feet for 1 hour. While flying, the wielder can move through solid objects as if they were difficult terrain, leaving a trail of distracting sensory illusions (Wisdom Save DC 18 or be Dazzled).
  • Solar Constellation Grasp (1/Short Rest): The vines lash out up to 30 feet. They can grapple a target (Strength contest) or pull the wielder to a location. If a target is grappled, the vines pulse with solar energy, dealing 2d6 Radiant and 2d6 Fire damage per turn.
  • Nebula Rebirth (1/Long Rest): If reduced to 0 hit points, the wearer is instantly engulfed in a “Solar Nebula.” They are restored to maximum hit points, and all enemies within 20 feet take 4d6 Radiant damage and are knocked prone. All negative conditions are removed as the wearer “rises” from the ashen spores.

Specific Slot

  • Worn Item (Shoulders)

Item Hit Points and Disabling Thresholds

  • Magical Integrity: The Shroud of the Solar Nebula 5104 possesses 110 Magical Integrity Hit Points. These points represent the delicate balance between the living, star-dusted vines and the eternal, fiery feathers.
  • Targeting the Heart-Knot: To specifically disable the artifact’s magical properties, an attacker must target the “Solar-Knot” located at the wearer’s throat. This is a small, writhing cluster of glowing vines and concentrated phoenix-down. Targeting this specific point requires a Called Shot with a -4 penalty.
  • Vulnerabilities and Resistances:
    • Vulnerabilities: The Shroud takes double damage from Necrotic energy, which withers the vines and dims the feathers’ light.
    • Resistances: It is immune to Fire damage and resistant to Radiant and Bludgeoning damage.
  • Thresholds of Destabilization:
    • 55 HP or lower (Flickering Nova): The symbiotic connection falters. The Photosynthetic Resurgence healing slows to 1d4 Hit Points per minute, and the Wings of the Star-Vined Phoenix flight speed is halved to 45 feet.
    • 0 HP (Ashen Cinder): The vines turn to cold grey ash and the feathers lose all luster, becoming brittle and grey. All magical properties (passive and active) cease to function. The item remains only as a heavy, soot-stained cloak providing no mechanical benefits.

Repair and Restoration Process

Restoring a Tier 3 artifact of this magnitude requires the “Ritual of the Eternal Spore,” a synthesis of high-tier alchemy, botany, and celestial attunement.

  • Materials Needed:
    • Stardust-Infused Sap: Gathered from a Veltarii Sun-Oak that has been struck by a falling star (Cost: ~500 Gold).
    • Molten Phoenix Tear: A rare reagent harvested during a Phoenix’s rebirth cycle (Cost: ~1,000 Gold).
    • Void-Silk Thread: Spun from spiders living in the vacuum between floating islands (Cost: ~200 Gold).
  • The Process:
    • Environment: The repair must be conducted during the “Golden Hour” (dawn or dusk) when the energies of the sun and the stars are in perfect balance.
    • Skill Requirements: Requires a DC 22 Nature check or DC 22 Arcana check.
    • Action: The artisan must painstakingly re-stitch the void-silk into the charred feathers while feeding the Stardust-Sap and Molten Phoenix Tears to the “Solar-Knot.”
  • Results:
    • Success: Restores 2d20 Hit Points per hour of intensive labor.
    • Critical Success: The Shroud undergoes a mini-resurgence, restoring all Hit Points and granting the repairer a temporary +2 bonus to all Fire or Nature based checks for 24 hours.
    • Failure: The Shroud’s defense mechanisms trigger, releasing a 2d6 Fire and Radiant burst to the repairer. No integrity points are restored.

The Shroud of the Solar Nebula 5104 is a Tier 3 merged artifact of immense complexity, representing a convergence of celestial alchemy and primordial nature. Because it is a merged item requiring both legendary and rare components, it is almost never found as naturally occurring loot. It is typically obtained through high-stakes specialized commerce, ancient hidden repositories, or as a direct reward for resolving world-altering conflicts involving the Veltarii or the Phoenix Guilds.

The following venues represent the primary locations where such an item might be encountered, along with the specific economic and social conditions required for its acquisition.

  • The Solarium of the Rooted Star (Upper-Tier Floating Cities)
    • Description: This boutique is located in the most exclusive districts of Saṃsāra’s sky-cities, housed within a spire that tracks the movement of the sun and stars. The interior is a vertical garden where the air is pressurized and filtered to mimic high-altitude purity. The shop is illuminated by captured starlight, and the inventory is displayed on living wooden pedestals that pulse with bioluminescence.
    • The Merchant: A Master Artificer who holds dual citizenship in the Merchant’s Guild and the Circle of the Moon-Touched Root. They deal only with those who possess significant political influence or a verified lineage of heroic deeds.
    • The Acquisition Process: The Shroud is kept in a vacuum-sealed glass case to prevent its spores from reacting to the city’s industrial pollutants. Buying the item requires a formal “Attunement Interview” where the merchant uses a specialized prism to scan the buyer’s aura for compatibility with solar and nature magics. If the aura is deemed too “cold” or “mechanical,” the sale is declined regardless of the gold offered.
    • Cost: 75,000 to 90,000 Gold Marks. In many cases, the merchant requires 50,000 Gold in physical coinage and a Letter of Credit or a title to a small estate on the Zephyrstone Islands to cover the remaining value.
  • The High-Alchemist’s Vault (Underground Megacity Sectors)
    • Description: Located deep beneath the soot-stained streets of the industrial districts, this is a heavily fortified laboratory rather than a traditional shop. It smells of sulfur, ozone, and ancient parchment. The walls are lined with lead-shielded cabinets containing volatile reagents and experimental Tier 3 fusions.
    • The Merchant: A reclusive Alchemist or “Graft-Master” who specializes in the illegal or borderline-heretical merging of artifacts. They are often sought after by those who want the power of the Shroud without the oversight of the major guilds.
    • The Acquisition Process: Access is by invitation only, usually through a series of “dead-drops” and secret handshakes. The Shroud is sold as a “Custom Prototype.” The buyer must sign a waiver stating that any accidental “Solar Nebula” activations within city limits are not the responsibility of the seller.
    • Cost: 60,000 to 80,000 Gold Marks. The merchant prefers payment in high-density currency like Platinum (6,000 – 8,000 Platinum) or Rhodium (600 – 800 Rhodium) to minimize the physical bulk of the transaction. They may also accept “Trade-In” credits for other Tier 2 items.
  • The Phoenix-Bound Trading Circle (Veltarii Deep-Wilderness)
    • Description: This is a seasonal gathering that occurs only during a solar eclipse or a significant celestial alignment. It takes place in a clearing where the trees have been petrified into glass by ancient fires. There are no buildings; goods are displayed on carpets woven from sun-bleached grass.
    • The Merchant: A council of Beastmasters and Fire-Walkers who view the Shroud not as merchandise, but as a sacred responsibility. They do not “sell” the item in the conventional sense.
    • The Acquisition Process: This is a pure barter economy. To “buy” the Shroud, the candidate must offer an item of equal spiritual and tier-weight. Common trades include the heart-seed of a World-Tree, a vial of primordial fire from the planet’s core, or a Tier 3 weapon of equivalent power. The trade is finalized when the buyer steps into a ceremonial fire while wearing the Shroud; if they emerge unburned, the trade is accepted.
    • Cost: Estimated Value of 65,000 – 75,000 Gold. However, the price is paid in “Life-Value” items. For example, a set of Tier 2 Masterwork Armor plus the “Life-Debt” of a rescued Veltarii Elder would be considered a fair exchange.
  • The Ethereal Auction of the Mirage-Maker (Demi-Plane / Spirit Realm)
    • Description: This venue exists only in the “Space Between,” accessible via a portal in the Thespian District during a specific lunar phase. The environment is a surreal opera house where the “audience” consists of spirits, ancient avatars, and wealthy collectors from across the realms.
    • The Merchant: An illusionary construct controlled by the Mirage-Maker, acting as an impartial auctioneer.
    • The Acquisition Process: The Shroud is the centerpiece of a high-stakes auction. Bidding is competitive and often aggressive. Participants bid using “Standard Gold Equivalents,” but the actual payment can be converted into rare materials or even “Service Bonds” (magically binding contracts for future labor).
    • Cost: 90,000 to 120,000 Gold Marks. Because of the competitive nature of auctions, the price often inflates beyond the standard market value. It is common for the final price to include at least one “Favor to be Named Later” by the Mirage-Maker.
  • The Smuggler’s Grotto (Submerged Sea-Caves)
    • Description: A damp, bioluminescent cavern accessible only by divers or aquatic avatars. The Shroud is kept in a pressurized, waterproof coral chest to protect its velvet and feathers from the salt-spray.
    • The Merchant: A syndicate of rogue salvagers who recovered the Shroud from a crashed floating city or a lost temple. They are looking for a quick, “no-questions-asked” liquidation of the asset.
    • The Acquisition Process: The transaction is tense and brief. The buyer must prove they are not an agent of the Guilds. There is no fitting or attunement check; the buyer takes the item as-is, “Buyer Beware.”
    • Cost: 55,000 to 65,000 Gold Marks. This is the lowest possible price point for a Tier 3 item of this quality, reflecting the risk and the lack of a formal “Certificate of Origin.” The smugglers typically demand payment in portable gems or high-value pearls to facilitate a quick escape.

Tactical Synchronicity: Roleplaying the Shroud of the Solar Nebula 5104

High-Altitude Spire Districts and Floating Islands

  • Defensive Roleplay: While patrolling the precarious walkways of a sky-city, the wielder utilizes the Rooted Immortality passive. The roleplay describes the wielder standing firm against a gale-force wind or a gravity-altering spell that would send others plummeting. The vines of the shroud are narrated as weaving themselves momentarily into the very masonry of the spire, anchoring the wielder with the strength of a mountain. If an assassin strikes with a paralyzing dart, the roleplay depicts the phoenix feathers glowing with a sudden, intense heat that incinerates the toxin before it can enter the bloodstream, the wielder never breaking their stride.
  • Offensive Roleplay: To engage an enemy airship, the wielder activates Wings of the Star-Vined Phoenix. The roleplay focuses on the massive, burning wings unfurling with a sound like a forest fire in a vacuum. The wielder narrates diving through the hull of the ship—not by breaking it, but by phasing through the wood and metal via the Nebula-Weave. As they pass through, they leave behind a “sensory chaff” of illusory, burning leaves that daze the crew, allowing the wielder to manifest on the bridge and deliver a devastating strike before the alarm is even raised.

Volcanic Canyons and Elemental Fire Planes

  • Defensive Roleplay: In an environment of flowing magma, the Photosynthetic Resurgence is described as a state of ecstatic empowerment. The roleplay focuses on the wielder walking through a rain of ash and cinders, their skin absorbing the heat to close wounds in real-time. When a fire elemental lunges, the wielder’s Armor Class bonus is narrated as the vines and feathers hardening into a ceramic-like shell that rings like a bell upon impact, completely unfazed by the heat that would melt lesser armor.
  • Offensive Roleplay: The wielder utilizes the Solar Constellation Grasp to dominate the fiery terrain. The roleplay describes the glowing vines lashing out across a river of lava to seize a fleeing foe. As the vines tighten, the wielder narrates the “Solar-Pulse”—a surge of radiant energy and white-hot flame that travels down the vine, turning the target into a living torch. The wielder pulls the enemy toward them, the scent of woodsmoke and ozone masking the smell of the elemental struggle.

The Deep-Wilderness and Primeval Jungles

  • Defensive Roleplay: Hidden within the dense canopy, the Nebula Stealth skill is narrated as a total dissolution of the self. The roleplay depicts the wielder leaning against a tree, the mossy fabric of the shroud and the star-dusted vines shifting texture so perfectly that a predator walks within inches without sensing a heartbeat. If discovered, the wielder uses the Walk of the Void-Wood (inherited from its lineage) to vanish, leaving the predator to bite at a fading silhouette of starlight and falling leaves.
  • Offensive Roleplay: When clearing a path through hostile flora, the Verdant Flame Conduit is used with artistic precision. The roleplay describes the wielder simply gesturing with a hand while the vines of the shroud perform the complex somatic movements to cast a Thorn Whip infused with fire. The wielder narrates the vines of the forest rising up to obey the shroud, entangling enemies in a web of burning thorns that pulse with the rhythm of the wielder’s own breathing.

Subterranean Vaults and Necrotic Catacombs

  • Defensive Roleplay: In the oppressive damp and rot of an ancient tomb, the shroud acts as a sanctuary. The roleplay describes the Radiant Aura pushing back the literal and metaphorical darkness. The wielder narrates the bioluminescent spores on the cloak flaring to reveal hidden pit traps or pressure plates. When a swarm of undead lunges, the wielder triggers Nebula Rebirth. The roleplay focuses on the blinding explosion of solar energy that disintegrates the nearest skeletons into fine ash, the wielder rising from the center of the blast like a vengeful star.
  • Offensive Roleplay: To defeat a high-tier necrotic guardian, the wielder uses the Solar Survival skill to identify the “cold-spot” in the guardian’s spectral form. The roleplay describes the wielder charging forward, their movements enhanced by Phoenix Dexterity. They strike with the gauntleted hands (if applicable) or a weapon, but the roleplay emphasizes the shroud’s vines reaching out to “stitch” the guardian’s shadow to the ground with anchors of starlight, preventing the spirit from fleeing back into the stone walls.

Industrial Megacities and Smog-Choked Alleys

  • Defensive Roleplay: Amidst the soot and iron of a city, the shroud feels like a defiant piece of the wild. The roleplay describes the Adaptive-Camouflage turning the cloak into the color of wet slate and rusted pipes. When cornered by a group of enforcers, the wielder uses the Solar Constellation Grasp defensively. They narrate the vines shooting upward to grab a high fire-escape, hoisting the wielder out of danger with a “whoosh” of air and a faint trail of sparks, leaving the enforcers staring at an empty alleyway that smells faintly of rain-soaked pine.
  • Offensive Roleplay: In a crowded marketplace, the wielder uses the Radiant-Aura to embolden an oppressed crowd. The roleplay focuses on the wielder standing atop a fountain, the shroud beginning to hum with the Phoenix-Pulse. They narrate the crowd’s fear vanishing, replaced by a “courage-heat” that flows from the shroud. As the wielder leaps into the fray, the roleplay describes their grace as “unnatural,” a blur of midnight-blue and gold that strikes with the weight of an era, each movement punctuated by the rhythmic, harmonic giggle of the quantum-vines.

Perception of Activation:

The activation of the Shroud of the Solar Nebula 5104 is a cataclysmic sensory event that bridges the gap between biological growth and solar destruction. It is not merely a garment being utilized; it is a localized ecosystem and a dying star achieving a state of synchronized resonance.

User’s Perspective

  • Sight: As the active magics ignite, the wielder’s vision shifts into a high-contrast spectrum. A shimmering geometric web, similar to a celestial map, overlays their surroundings, highlighting thermal vents, life forces, and structural weaknesses in nearby objects. The hood becomes transparent from the inside, though the exterior remains a roiling nebula. Thousands of phoenix feathers flare with a molten intensity, casting long, orange-gold shadows that dance in rhythm with the wielder’s pulse. The iridescent spores on the vines begin to jitter, leaving persistent neon-green streaks in the air as the wielder moves.
  • Sound: The wielder experiences a dual-layered auditory phenomenon. Beneath the immediate surroundings is a low, rhythmic thrumming like the heartbeat of a planet, punctuated by the melodic, haunting cry of a distant phoenix. Every movement of the wielder produces a sound like wind rushing through high-altitude pine needles, mixed with the sharp, rhythmic crackle of a controlled fire.
  • Touch: The 4-pound weight of the shroud vanishes instantly, replaced by a buoyant sensation of anti-gravity. The interior Dragonhide lining generates a deep, penetrating warmth that feels like being submerged in a sun-warmed spring. A static-electric prickling sensation travels across the wielder’s skin, a tactile indicator of the active phasing magic. When the Solar-Knot (the clasp) absorbs a hit, the wielder feels a brief, cold “pinch” that is immediately replaced by a surge of revitalizing heat.
  • Smell: A sharp, aggressive scent of ozone (like a lightning strike) is immediately followed by the rich, loamy smell of wet forest earth and crushed pine. This settles into a nostalgic aroma of burning cedarwood and expensive temple incense.
  • Taste: The wielder experiences a sudden, fleeting sweetness on the back of the tongue, reminiscent of raw honeycomb or spun sugar, followed by the metallic, copper-like tang of silver and a bitter, grounding aftertaste of pine sap.
  • Extra-Sensory (Root-Sense): The wielder feels a phantom extension of their nervous system reaching through their feet into the ground. They can “feel” the vibrations of footsteps hundreds of feet away and the moisture levels of the soil beneath them.
  • Extra-Sensory (Temporal Dilation): When Nebula Rebirth or Wings of the Star-Vined Phoenix are active, time appears to slow. The wielder perceives the trajectory of arrows and the muscle-twitches of enemies with crystalline clarity, allowing for “frame-skip” reactions that ignore standard physics.

Observer’s Perspective

  • Sight: To an observer, the wielder becomes a blur of midnight blue and molten gold. They appear to skip frames in reality, appearing a few inches away from where they were a microsecond before. A cloud of glowing leaves and fiery cinders perpetually orbits the wielder, defying gravity. When the wielder takes flight, the massive ethereal wings don’t just glow; they bleed starlight that illuminates the entire battlefield in an ultraviolet hue.
  • Sound: Observers hear a sound that shouldn’t exist: a combination of a roaring bonfire and a silent forest. The harmonic giggling from the quantum-vines acts as a disorienting background noise that makes it difficult to pin down the wielder’s exact location by ear.
  • Touch: The air within a 20-foot radius of the wielder becomes pressurized and warm. Observers feel a “push” against their skin, as if they are walking into a headwind made of static electricity. This pressure causes hair to stand on end and can cause minor sparks to jump between metal objects.
  • Smell: The environment is suddenly scrubbed of all local odors, replaced by the suffocatingly sweet scent of night-blooming jasmine, woodsmoke, and ozone.
  • Extra-Sensory (The Absurdity Field): Both allies and enemies feel a sudden, jarring sense of carefreeness. The weight of the battle feels “fake” or theatrical. This creates a primal unease, as the subconscious recognizes the danger while the conscious mind is being lulled into a state of whimsical amusement.

Positives

  • Tactical Precision: The “Root-Sense” and geometric vision grant the wielder 360-degree awareness, making ambushes against them functionally impossible.
  • Unmatched Mobility: The anti-gravity effect and the ability to phase through solid objects allow the wielder to bypass fortifications and obstacles that would stop any other avatar.
  • Morale Surge: Allies within the Radiant Aura feel a reckless, inspired bravery, their physical wounds closing as the shroud’s heat stimulates their own cellular regeneration.
  • Psychological Sabotage: The Absurdity Field can cause high-tier enemies to hesitate or make unforced errors, as their tactical focus is undermined by the shroud’s reality-bending humor.

Negatives

  • Sensory Overload: After the activation ends, the wielder often suffers from “Static Vision” or temporary deafness as their senses re-adjust to a non-quantum, non-divine reality.
  • Beacon Status: The intense glow, scent of woodsmoke, and ozone trail make the wielder a target for every long-range combatant or sensor-array on the battlefield.
  • Symbiotic Strain: The vines of the Solar-Knot tighten significantly during high-stress combat. If the wielder becomes panicked, the shroud can constrict painfully, mimicking the user’s anxiety and potentially hindering deep breathing.
  • Vertigo: The “frame-skipping” movement can cause severe motion sickness and disorientation for allies who are trying to coordinate closely with the wielder.

The Rite of the Burning Nebula: Forging the Shroud 5104

Items Merged

Additional Materials Needed

  • Vial of Supernova-Sap: A high-density biological fluid harvested from a Sun-Oak that has survived a direct strike of concentrated starlight.
  • Molten Phoenix Tear: A rare reagent gathered from the ashen remains of a rebirth cycle; it acts as the primary heat-regulator for the fusion.
  • Void-Silk Thread (1 spool): Spun by spiders in the vacuum between floating islands, used to stitch celestial feathers into mossy fabric.
  • Star-Dusted Spores (5 ounces): Concentrated bioluminescent fungi to stabilize the adaptive camouflage of the living vines.
  • Nebula-Iron Ingots (2): To reinforce the Solar-Knot at the throat, ensuring it can withstand the gravitational pull of the merged magic.

Tools Required

  • Quantum-Resonant Anvil: A forge surface that exists in multiple states, preventing the shifting alloy and star-silk from phasing through the floor during the hammer-strikes.
  • Druidic Grafting Knife (Paradox-Tuned): A blade of obsidian that can cut through biological vines and ethereal feathers without severing their magical lifelines.
  • Enchanting Basin (Pressurized): A vessel used to submerge the items in a high-pressure environment, mimicking the conditions of a star’s core.
  • Star-Metal Needle: A needle forged from fallen meteorites, capable of piercing the multidimensional fabric of the cloak.
  • Mana-Infused Bellows: To stoke the forge to temperatures capable of melting legendary gold embroidery without burning the organic moss.

Skill Requirements

  • Legendary Tailoring: The precision to weave delicate phoenix feathers and star-silk into a single, cohesive garment.
  • Master Nature & Botany: The expertise to keep the Vined Mantle’s ecosystem alive while it is grafted into the intense heat of the Phoenix’s Embrace.
  • Expert Fire Enchantment: The ability to bind eternal flames to organic matter without incinerating the living components.
  • Quantum Arcanology: Knowledge of the “Mirth-Wave” and “Probability-Gaps” required to manage the subatomic stability of the merged object.
  • Spirit Binding: To ensure the phoenix-spirit remains harmonized with the grove-essence during the transformation.

Crafting Steps

  • Preparation of the Base: Place the Mantle of the Star-Vined Grove onto the Quantum-Resonant Anvil. Use the Druidic Grafting Knife to carefully slit the bark of the living vines, exposing the green cambium. Immediately coat the incisions with Supernova-Sap to prevent the magic from leaking.
  • Integration of the Feathers: Begin deconstructing the Phoenix’s Embrace. Carefully remove each legendary feather and stitch them directly into the mossy velvet of the Mantle using the Star-Metal Needle and Void-Silk Thread. The feathers must be placed in a pattern that mimics the spiraling arms of a galaxy.
  • Binding the Solar-Knot: Gather the vines of the Mantle and the golden embroidery of the Embrace at the throat of the garment. Use the Nebula-Iron Ingots and the Arcane Hammer to forge the Solar-Knot clasp. This knot must be struck in rhythm with the “Heartbeat of the Sun” to ensure the vines do not wither from the heat of the phoenix feathers.
  • The Pressure Baptism: Submerge the entire assembly into the Pressurized Enchanting Basin filled with Molten Phoenix Tears. Increase the pressure until the ambient light turns ultraviolet. This forces the celestial camouflage of the cloak and the radiant resurgence of the feathers to occupy the same physical space at a molecular level.
  • The Spore Infusion: While the item is still submerged and glowing, introduce the Star-Dusted Spores into the basin. The spores will bond with the living vines, granting them the ability to jitter between realities and match any environmental texture.
  • The Final Breath (Stabilization): Remove the shroud from the basin. While the metal of the Solar-Knot is still malleable, the crafter must deliver a profound satirical observation or a joke that “cracks the logic of the universe.” The resulting “Mirth-Wave” will collapse the probability of the assembly, locking the two Tier levels into a single, stable Tier 3 artifact.
  • Cooling and Attunement: Place the shroud under the light of a setting sun or a clear starlit sky for one hour. The garment should begin to emit the scent of ozone and wet earth, followed by the faint, harmonic giggle of the vines. The Shroud of the Solar Nebula 5104 is now a single physical object, ready to be worn on the shoulders of a worthy avatar.

Scratch-Words of Shroud of Solar Nebula 5104

These are the dust-writings pulled from the broken clay plates of the Before-Sky, pushed into the tongue of the now-speakers by the tired eye-readers. It is the long-telling of the Time of the Burning-Root, when the star-fires walked on legs and the green-wood learned how to eat the sun.

In the cycles of the Old-Heavy-Dirt, there was a great sickness in the high-air. The sky was crying black water, and the shadow-mouths were opening to bite the Tree-That-Holds-The-Day. This tree was the mother of all leaves, the great Sun-Oak, and if the shadow-mouths chewed its roots, the world would forget how to be warm.

To the bottom of the Tree came the Green-Speaker. He was a man made of quiet-dirt, and he wore upon his shoulders the Moss-That-Hides-The-Stars. This was a heavy-cloth of living string, which held the magic of the not-seen and the sleeping-poison. But the Moss-That-Hides-The-Stars was afraid of the shadow-mouths, for the shadow-mouths were cold, and the moss needed the warm-light to drink.

To the top of the Tree came the Hot-Bird-Maker. He was a man made of smoke and loud-thought, and he carried the Blanket-of-the-Burning-Bird. This was a skin of the eternal-flame-chicken [translator note: Phoenix], which gave the power of the wake-up-after-death and the hot-wind-flight. But the Blanket-of-the-Burning-Bird was too angry. If the Hot-Bird-Maker put it on the Tree-That-Holds-The-Day, the fire would eat the wood to save it, which is the logic of fools.

The Green-Speaker and the Hot-Bird-Maker looked at the shadow-mouths falling from the black water. The Green-Speaker said with his mouth of dirt, “Your fire-blanket is too hungry. It will bite the mother of leaves.”

The Hot-Bird-Maker said with his mouth of smoke, “Your hiding-moss is too weak. It will freeze in the teeth of the big-dark-nothing.”

They saw that two things of great power were failing because they were two. They decided to make the Marriage of the Impossible-Burn.

They built a bowl of the hard-water [obsidian or stone] at the roots of the Tree. They placed the Blanket-of-the-Burning-Bird into the bowl. The feathers screamed like angry metal. They took the Moss-That-Hides-The-Stars and forced it over the feathers. The living strings cried out in the language of burning sap.

To stop the fighting of the magic, they poured the tears of the waking-flame-bird over the heavy-cloth. They took the spit of the sky-spider [void-silk] and forced the sharp needles of falling-rocks to tie the fire to the wood. The Hot-Bird-Maker blew the breath of the sun-belly upon it. The Green-Speaker sang the song of the deep-dirt.

There was a noise that broke the hearing of the world. It was a loud-funny-sound, a giggle of the angry-math that makes the rules of the heavy-dirt fall down. When the light stopped blinding their eyes, there were no longer two items. The fire-blanket and the hiding-moss were gone. In the bowl rested one single physical thing. It was the Shroud of the Solar Nebula 5104.

The dust-writings say the Shroud was a beautiful terror. It was the color of the sleep-sky, but it bled the fire of the waking-sun. It had strings of life that wriggled like worms of light, wrapping themselves into a heart-knot. It smelled of the angry-sky-flash [ozone] and the happy-wet-dirt.

The Green-Speaker put the single heavy-cloth upon his shoulders. He did not burn, and he did not freeze. The Shroud of the Solar Nebula 5104 drank the light of the dying Tree and gave it back as the breath of the rebirth.

The shadow-mouths came down from the crying sky. They were cold and had teeth made of the forgetting-time. The biggest shadow-mouth lunged to bite the head of the Green-Speaker.

The Green-Speaker did not lift a spear. He used the magic of the Solar-Constellation-Grab. The living strings of the Shroud shot forward from his chest. They grabbed the shadow-mouth. The strings pulsed with the heat of the anger-sun. The shadow-mouth shrieked as the light-burn filled its empty belly.

Many shadow-mouths jumped upon the Green-Speaker. They piled upon him like a mountain of black water. They crushed him into the heavy-dirt. His heart stopped beating. He was dead.

But the Shroud of the Solar Nebula 5104 does not allow the staying-dead. The magic of the Nebula-Rebirth remembered the trick of the eternal-flame-chicken. From under the mountain of shadow-mouths, there was a cough of a baby-star. The heavy-dirt exploded in a sphere of the blinding-white-hot. The shadow-mouths were turned into the grey-snow of ash.

The Green-Speaker stood up. His wounds were closed by the happy-wet-dirt magic. From his back burst the massive wings of the Star-Vined-Flight. They were not feathers and they were not leaves. They were the fire-that-grows. He pushed the air and flew into the black water of the sky, leaving a trail of glowing leaves that made the remaining shadow-mouths dizzy with the funny-light.

He flew through the shadow-mouths, not hitting them, but passing through their bodies like wind through an open window, burning them from the inside out with the heat of the quiet-forest-fire.

The sky stopped crying black water. The shadow-mouths ran away to hide in the cracks of the world. The Tree-That-Holds-The-Day was safe.

The Green-Speaker returned to the heavy-dirt. The dust-writings claim he could not take the single heavy-cloth off his shoulders. The living strings had become his own blood, and the fire-feathers had become his own breath. He walked into the deep-green-quiet, a man who was also a burning star, leaving behind the smell of the temple-smoke and the sound of the laughing-wood.

Moral of the Story: The wood that runs from the fire will always freeze in the dark, and the fire that hates the wood will always starve in the cold. Only when the leaf embraces the ember can the forest learn how to fly.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Shroud of the Solar Nebula 5104

  • Item Type: Artifact of the Outer Realms / Living Vestment
  • Description: A heavy, moss-textured mantle woven with feathers that pulse like dying stars. Living vines act as a clasp, writhing in a slow, hypnotic rhythm.
  • Sanity Loss: 1/1D8 Sanity points to attune. Witnessing the Nebula Rebirth costs observers 1/1D6 Sanity.
  • Game Mechanics:
    • Armor: Provides 4 points of armor against physical attacks. The wearer is completely immune to fire and heat damage.
    • Nebula Stealth: The wearer receives a Bonus Die on all Stealth checks. In natural or celestial lighting, this becomes two Bonus Dice.
    • Rooted Immortality: The wearer is immune to all non-magical poisons, diseases, and any spells or effects that cause unnatural aging.
    • Wings of the Star-Vined Phoenix (Active): Spend 10 Magic Points. The wearer manifests ethereal wings, gaining a Flying speed equal to triple their Move rate for 1 hour. While flying, they may pass through solid objects by succeeding at a POW check.
    • Solar Constellation Grasp (Active): Spend 5 Magic Points. Entangling vines lash out (Range: 10 yards). Use Fighting (Brawl) to hit. Target is maneuvered into a Grapple (STR 90). The target takes 1D6 Burn damage and 1D6 Magic damage per round.
    • Nebula Rebirth (Active): If the wearer reaches 0 Hit Points, they automatically erupt in a solar flare. They are restored to maximum Hit Points. All enemies within 5 yards must pass a Hard DODGE roll or take 2D10 radiant damage and be knocked prone. This ability functions once per 24-hour period.

Blades in the Dark

The Solar Nebula Shroud 5104

  • Item Type: Fine Relic (Tier III Quality)
  • Load: 1 (A single physical object worn on the shoulders)
  • Description: A cloak of Iruvian fire-silk and ancient Skovlan vines. It smells of woodsmoke and damp earth.
  • Passives:
    • Living Armor: You gain +2 Armor boxes specifically for resisting physical harm or environmental hazards (fire/poison).
    • Nebula Stealth: You have Potency when performing a Prowl action to hide or infiltrate, regardless of the lighting or terrain.
    • Rooted Immortality: You are immune to the “Aged” or “Withered” conditions caused by ghost-touch or arcane anomalies.
  • Active Mechanics:
    • Wings of the Star-Vined Phoenix: Spend 2 Stress to manifest wings. You gain Great Position and Potency on all movement actions involving height or speed for the duration of the scene. You may “phase” through walls as an extra-effort maneuver.
    • Solar Constellation Grasp: Spend 1 Stress to use the vines as a long-range grappling tool or weapon. This grants Potency to a Skirmish or Wreck action. Targets seized take Heat damage.
    • Nebula Rebirth: Once per score, if you would take Level 4 Harm (Fatal), you may instead clear all Stress and Harm as you erupt in a supernova. This creates a “Complication” for anyone nearby as they are blinded or scorched by the light.

Dungeons & Dragons (5th Edition)

Shroud of the Solar Nebula 5104

  • Wondrous Item (Shoulders), Legendary (Requires Attunement)
  • Armor Class: While wearing this shroud, you gain a +2 bonus to AC.
  • Passives:
    • Nebula Stealth: You have advantage on Dexterity (Stealth) checks.
    • Solar Resilience: You have immunity to fire damage and resistance to poison damage. You are immune to being magically aged and the paralyzed condition.
    • Photosynthetic Resurgence: If you are in starlight or sunlight, you regain 10 hit points at the start of each of your turns.
  • Active Abilities:
    • Wings of the Star-Vined Phoenix (1/Long Rest): As a bonus action, you sprout wings. You have a flying speed of 90 feet for 1 hour. You can move through creatures and solid objects as if they were difficult terrain. A creature you pass through must succeed on a DC 18 Wisdom save or be incapacitated by dazzling light until the end of its next turn.
    • Solar Constellation Grasp (1/Short Rest): As an action, vines lash out at a target within 30 feet. The target must succeed on a Strength contest against you or be grappled. While grappled, the target takes 2d6 radiant damage and 2d6 fire damage at the start of each of its turns.
    • Nebula Rebirth (1/Long Rest): When you drop to 0 hit points, you can use your reaction to be engulfed in a solar nebula. You regain all your hit points, and each creature within 20 feet of you must make a DC 18 Strength saving throw. On a failure, a creature takes 4d6 radiant damage and is knocked prone.

Knave (2nd Edition)

The Solar-Vine Shroud 5104

  • Item Slot: 1 (Worn on shoulders)
  • Armor Bonus: +2 (Hardness 12)
  • Durability: 110/110
  • Description: A mossy, star-flecked mantle that vibrates with a low, rhythmic giggle.
  • Passives:
    • Nebula Stealth: You gain a +4 bonus to all checks made to hide or sneak.
    • Rooted Immortality: You are immune to poisons, diseases, and effects that drain age or youth.
    • Fire Immunity: You take zero damage from fire, regardless of the source.
  • Active Abilities:
    • Wings of the Phoenix (1/Day): You gain Flight (Speed 90) for 1 hour. You may pass through solid walls up to 5 feet thick.
    • Constellation Grasp (At Will): As an action, grapple a target up to 30 feet away. The target takes 2d6 fire and 2d6 radiant damage each round they are held.
    • Nebula Rebirth (1/Day): If reduced to 0 HP, you immediately return to full HP. All nearby enemies must make a STR save or be knocked prone and take 4d6 damage.

The Shroud of the Solar Nebula 5104 continues to shed a light trail of glowing leaves and fiery cinders, even when the avatar is at rest.


Fate Core / Fate Accelerated

The Shroud of the Solar Nebula 5104

  • Item Type: Tier 3 Legendary Symbiotic Regalia
  • High Concept: Living Ecosystem of Celestial Fire and Primordial Growth
  • Description: A voluminous cloak of midnight velvet and phoenix feathers, bound by star-dusted vines that pulse with the rhythm of a dying sun.
  • Stunts:
    • Photosynthetic Resurgence: Once per scene, if you are in a high-heat or brightly lit environment (starlight/sunlight), you may clear your lowest-level physical stress box as a free action.
    • Nebula Stealth: You gain a +2 bonus to Stealth actions. When you succeed with style on a Stealth roll, you may create a situational Aspect “Dazzling Stardust Trait” with one free invoke instead of taking a boost.
    • Wings of the Star-Vined Phoenix (Active): Spend a Fate Point to manifest wings for the remainder of the scene. You gain the “Flight” capability and may move through solid obstacles. If an opponent attempts to track or notice you while flying, they suffer a -2 penalty due to sensory illusions.
    • Solar Constellation Grasp (Active): You can use the “Physique” skill to make physical attacks up to two zones away. If you succeed, the target is “Entangled in Burning Vines” with a free invoke.

Numenera & Cypher System

Shroud of the Solar Nebula 5104

  • Level: 8 (Tier 3 Artifact)
  • Form: A bio-organic mantle of feathers and writhing cables that smells of ozone and woodsmoke.
  • Depletion: 1 in 1d20 (Check after using a “Nebula Rebirth” or “Wings” activation).
  • Passive Abilities:
    • Solar Shielding: You gain +2 Armor. You are immune to fire and heat damage.
    • Nebula Stealth: You have an Asset on all tasks involving stealth, camouflage, or hiding.
    • Rooted Immortality: You are immune to disease, poison, and any effect that would alter your age.
  • Active Abilities:
    • Wings of the Star-Vined Phoenix (5 Intellect points): You gain the ability to fly (Long range) for one hour. You can pass through solid objects of level 8 or lower.
    • Solar Constellation Grasp (3 Might points): You lash out at a target within Short range. On a hit, the target takes 6 points of fire/radiant damage and is bound (difficulty 8 to escape).
    • Nebula Rebirth (Action): If you are incapacitated or reach 0 in any Pool, you erupt in a nova. You restore 10 points to each of your Pools. All creatures in Immediate range take 8 points of damage and are knocked prone.

Pathfinder (2nd Edition)

Shroud of the Solar Nebula 5104

  • Traits: Artifact, Rare, Abjuration, Fire, Illusion, Invested, Plant, Primal
  • Usage: Worn (Shoulders); Bulk: 1
  • Base Defense: You gain a +2 item bonus to AC and a +2 status bonus to saving throws against poison and disease.
  • Passives:
    • Fire Immunity: You are immune to fire damage.
    • Nebula Stealth: You gain a +4 item bonus to Stealth checks.
    • Photosynthetic Resurgence: At the start of your turn, if you are in bright light, you regain 10 Hit Points.
  • Activate [Reaction] (Nebula Rebirth): Frequency: Once per day. Trigger: You are reduced to 0 Hit Points. Effect: You are restored to your maximum Hit Points. All creatures in a 20-foot emanation take 4d6 radiant damage (DC 30 basic Reflex save) and are knocked prone on a failure.
  • Activate [Two-Actions] (Wings of the Star-Vined Phoenix): (Concentrate, Morph, Polymorph) Frequency: Once per day. You gain a fly Speed of 90 feet for 1 hour. You gain the effects of the “Passwall” spell while moving.
  • Activate [One-Action] (Solar Constellation Grasp): (Attack, Fire, Radiant) Frequency: Once per hour. You lash out at a target within 30 feet. Make a melee Athletics check or a primal spell attack roll. On a hit, the target is Grabbed and takes 2d6 fire and 2d6 radiant damage.

Savage Worlds (Adventure Edition)

The Shroud of the Solar Nebula 5104

  • Type: Relic (Tier 3)
  • Weight: 4 lbs.
  • Passives:
    • Solar Resilience: The wearer has +2 Toughness and is Immune to Fire and Heat.
    • Nebula Stealth: The wearer gains a +2 bonus to Stealth rolls (+4 in natural settings or starlight).
    • Rooted Immortality: The wearer is Immune to Poison, Disease, and the “Slow” or “Lower Trait (Aging)” powers.
  • Unique Powers:
    • Wings of the Star-Vined Phoenix (1/Long Rest): Manifest wings as a Limited Action. Gain Flight (Pace 24) for one hour. The wearer can move through solid objects as if they were “Incorporeal.”
    • Solar Constellation Grasp (At Will): As an Action, use a Shooting or Athletics (Throwing) roll to grapple a target up to 10″ (20 yards) away. On a success, the target is Entangled and takes 2d6 Radiant damage. On a Raise, the target is Bound and takes 3d6 Radiant damage.
    • Nebula Rebirth (1/Long Rest): When the wearer would be Incapacitated, they instead heal all Wounds and Fatigue. A Medium Burst Template centered on the wearer deals 4d6 damage; targets must make an Agility roll or be knocked Prone.

The Shroud of the Solar Nebula 5104 remains a single physical object that rests upon the shoulders, its vines constantly adjusting to the wielder’s physique while its feathers maintain a low, smoldering heat.


Shadowrun (6th World)

The Shroud of the Solar Nebula 5104

  • Item Type: Unique Alchemical/Arcane Body Focus (Tier 3 Prototype)
  • Rating: 6
  • Availability: Unique
  • Cost: 750,000¥ (Estimated Black Market Value)
  • Description: A voluminous, hooded mantle of midnight-blue velvet and phoenix feathers, held together by star-dusted vines. In the astral plane, it appears as a roiling galaxy of mana.
  • Game Mechanics:
    • Armor (Passive): Provides +4 Armor (Physical) and +4 Armor (Astral). The wearer is completely immune to Fire and Heat damage.
    • Nebula Stealth (Passive): Adds the Focus Rating (6) to all Sneaking tests. In natural or celestial lighting, add +2 to the Defense Rating.
    • Rooted Immortality (Passive): The wearer gains +6 dice to all Body or Willpower tests to resist Toxins, Pathogens, or any magical effect that causes unnatural aging.
    • Wings of the Star-Vined Phoenix (Major Action): Spend 2 Edge to manifest wings for 1 hour. This grants a Flight Speed of (Magic x 5) meters per combat round. The wearer may spend 1 additional Edge to phase through a solid barrier (up to 1 meter thick) as part of a movement action.
    • Solar Constellation Grasp (Major Action): The vines lash out with a Reach of 10 meters. Use Magic + Athletics vs. Reaction + Intuition. On a success, the target is Grappled and suffers 4P (Fire) and 4P (Radiant) damage at the start of each of the wielder’s turns.
    • Nebula Rebirth (Automatic): If the wearer’s Physical Condition Monitor is filled, they erupt in a solar flare. Clear all damage boxes. All enemies within 10 meters suffer 8P damage and the Prone status. This can occur once per 24 hours.

Starfinder (2nd Edition / Playtest)

Shroud of the Solar Nebula 5104

  • Item Type: Tier 3 Hybrid (Magic/Technological) Relic
  • Level: 16
  • Price: 95,000 Credits
  • Bulk: 1; Slot: Shoulders
  • Passives:
    • Armor Class: You gain a +3 item bonus to AC and a +3 status bonus to Reflex saves.
    • Solar Resilience: You gain Immunity to Fire. You have Resistance 15 to Poison and a +4 status bonus to saving throws against diseases and magical aging.
    • Photosynthetic Resurgence: At the start of your turn, if you are in starlight or sunlight, you regain 15 Hit Points.
  • Active Abilities:
    • Wings of the Star-Vined Phoenix [Two-Actions] (1/Day): You manifest ethereal wings. You gain a fly speed of 90 feet for 1 hour. You gain the Incorporeal trait while moving through solid objects, though you must end your movement in an unoccupied space.
    • Solar Constellation Grasp [One-Action] (At Will): You command vines to strike a target within 30 feet. Make a melee attack roll using your highest proficiency. On a hit, the target takes 3d6 Fire and 3d6 Radiant damage and is Grappled (DC = 10 + your Level + your key ability modifier).
    • Nebula Rebirth [Reaction] (1/Day): Trigger: You are reduced to 0 HP. Effect: You are restored to your maximum HP and Stamina. Each creature within a 20-foot emanation takes 10d6 Radiant damage (Basic Reflex DC 34) and is knocked Prone.

Traveller (Mongoose 2nd Edition)

TL16+ Solar Nebula Shroud 5104

  • Item Type: TL16+ Bio-Synthetic Psychotropic Relic
  • Mass: 2 kg
  • Price: Cr 8,500,000 (Artifact)
  • Skill Requirements: Science (Biology) 1, Athletics (Dexterity) 1
  • Description: A genetically engineered symbiotic cloak that draws energy from starlight to regulate the wearer’s biological functions and provide high-density thermal shielding.
  • Game Mechanics:
    • Solar Shielding (Passive): Provides 18 points of Protection. The wearer is completely immune to heat-based weaponry (Plasma, Fusion, Lasers) and environmental heat up to 5,000°C.
    • Nebula Stealth (Passive): Grants a DM+4 to all Stealth checks. The cloak incorporates advanced chameleon technology that masks thermal and visual signatures.
    • Environmental Adaptation (Passive): The wearer is immune to all airborne toxins, diseases, and vacuum exposure (for up to 1 hour).
    • Wings of the Phoenix (Active): As a Significant Action, the wearer engages a gravitic flight field. Gain Flight (Speed: 100 km/h) for 1 hour. The wearer can pass through thin bulkheads (less than 10cm) by expending 10 points of internal battery charge.
    • Grasping Vines (Active): As a Significant Action, extend tendrils up to 15 meters. Resolve as a Melee (Unarmed) attack. If successful, the target is bound and suffers 3D damage from thermal discharge each round.
    • Rebirth Protocol (Automatic): If the wearer’s Endurance reaches 0, the shroud initiates a cellular reconstruction. Restore all physical Characteristics to maximum. This depletes the power core for 24 hours.

Warhammer (Wrath & Glory / 4th Edition)

The Shroud of the Solar Nebula 5104

  • Item Type: Legendary Archeotech/Xenos Hybrid Relic (Tier 3)
  • Value: 25 (Unique); Tier: 3
  • Keywords: [Magical], [Artifact], [Chaos], [Nature]
  • Description: An impossible garment that appears to be woven from the warp-shadow of a dying sun and the living roots of a Maiden World. It hums with a frequency that unsettles the logic of the Materium.
  • Game Mechanics (Wrath & Glory):
    • Armor (Passive): Provides +4 Armor Rating. The wielder is immune to the On Fire condition and all fire-based damage.
    • Nebula Stealth (Passive): The wearer gains +4 bonus dice to all Stealth (Ag) tests. While in shadows or natural foliage, enemies suffer a -2 DN penalty to detect the wearer.
    • Rooted Immortality (Passive): The wearer is immune to the Poisoned and Bleeding conditions. They add +3 bonus dice to any test to resist the influence of Nurgle’s rot or similar corruptions.
    • Wings of the Star-Vined Phoenix (Action, 4 Glory): The wielder manifests wings for the scene. Gain a Flight Speed of 20m. The wielder may move through solid walls as if they were not there, provided the movement ends in an open space.
    • Solar Constellation Grasp (Action, 2 Wrath): Target an enemy within 20m. Make a Weapon Skill test. On a success, the target is Restrained and takes 4 + 2 ED (Fire/Radiant) damage at the start of each round.
    • Nebula Rebirth (Automatic, 1/Session): If the wielder is reduced to 0 Wounds, they erupt in a Nova. Restore all Wounds and Shock. All enemies within 15m suffer 12 + 4 ED damage and are knocked Prone.

The Shroud of the Solar Nebula 5104 remains a single physical object upon the shoulders, its weightless presence a constant reminder of the thin veil between life and celestial fire.