The origin of Tentacle 4429 of the Stage-Grasper is found in the deep-cave megacities and underwater metropolises of Saṃsāra, where entertainment is as vital as the steam that powers the mills. Long ago, a troupe of Cephalopod-avatars known as the “Ink-Cloud Players” sought a way to convey human-like emotion and theatrical presence despite their alien physiology. They worked with alchemists to infuse flexible silks with magic circuits capable of translating the subtle muscle twitches of a tentacle into sweeping, dramatic gestures. These sleeves were eventually mass-produced for the many Isekai souls who found themselves possessing aquatic or multi-limbed avatars and struggled to maintain their former stage presence. The magic within the fabric acts as a bridge between the character’s memories of the theater and the avatar’s physical form.
- Tier: 1
- Rarity: Common
- Slot: Tentacle (Worn over one or more flexible limbs)
- Color: Iridescent violet that shifts to deep crimson depending on the wearer’s projected emotion.
- Weight: 0.5 lbs
- Materials: Reinforced giant-mollusk silk, silver-threaded magic conduits, and small alchemical mood-dyes.
Skills Gained When Openly Worn
- Performance (Acting): The avatar gains the ability to use their tentacles to mimic human-like expressions, posture, and dramatic flourishes, even if they lack a humanoid face.
- Deception: This skill allows the avatar to subtly alter their physical presence to appear more or less threatening, effectively “playing a role” to mislead observers.
Passive Magics
- Emotive Resonance: The iridescent silk changes color to match the intended mood of the wearer’s performance. For example, it turns a vibrant blue for sorrow or a bright, jagged gold for triumph, helping to convey subtext to audiences.
- Fluidity of Motion: The magic circuits within the sleeve smooth out the natural undulating movements of the tentacle, allowing for sharp, precise, and “rehearsed” gestures that mimic the hand signals or arm movements of other sentient species.
- Vocal Mimicry Conduit: If the avatar possesses vocal cords (or uses them as a magic conduit), the sleeve pulses in synchronization with their speech, acting as a visual amplifier for their voice to ensure it reaches the back of the theater.
Active Magics
- Dramatic Spotlight: By focusing for a few seconds (Normal spell casting), the wearer causes the silver threads in the sleeve to emit a soft, localized beam of light that follows their movements for ten minutes. This ensures the “Actor” is always the center of attention in dark cave systems or murky waters.
- Persona Mask: The wearer can cause the sleeve to ripple and change its texture to mimic different materials, such as heavy iron, fine lace, or dragon scales. This lasts for one minute and is used primarily for costumes, providing a bonus to any “Mind’s Eye” check made by others to determine the wearer’s “role.”
Tags
- Utility, Social, Visual, Performance, High Magic, Aesthetic, Artistic, Charismatic, Dramatic, Eloquent, Expressive, Mimicry, Oratory, Persuasive, Presence, Theatrical
Additional Information
- The sleeve is designed to be worn over a single tentacle, but characters with multiple avatars at Tier 2 and above often purchase matching sets to coordinate their theatrical performances across different bodies.
- While the item is common among water-breathers, it is equally popular among forest-dwelling creatures with prehensile tails or vines who wish to engage in the political intrigue and social hierarchies of Saṃsāra’s skyscrapers.
- If the wearer is in a “Designated Safe Area,” the iridescent glow of the sleeve is often used as a fashion statement, signaling their status as a professional entertainer or socialite.
- Like all Tier 1 items, the Stage-Grasper is a conduit for the power of thought, allowing the character’s memories of their past life’s personality to shine through the alien physiology of the avatar.
- Touching this item if you are below Tier 1 will result in a stinging sensation as the magic circuits reject the unrefined mind of a non-possessed creature.
The Tentacle 4429 of the Stage-Grasper is a specialized garment found in the cultural hubs and aquatic districts of Saṃsāra. It can be obtained through several specific means:
- Theater Troupe Commission: Many established acting companies in floating cities or underwater metropolises order these in bulk. When an actor retires or perishes, their used sleeves are often sold to junior performers or pawned to cover debts.
- Tailored Inheritance: In families with a long history of public service or diplomacy, these sleeves are passed down as heirlooms, as they allow even non-humanoid avatars to interact with “high society” using familiar humanoid gestures.
- Isekai Starter Kits: New souls who find themselves in multi-limbed avatars often seek these out immediately to regain a sense of physical identity and agency over their new, alien forms.
The shops where this item is bought and sold are found in districts dedicated to the arts and social status. These establishments include:
- Master Clothiers: These high-end shops are filled with rolls of giant-mollusk silk and magic-infused threads. The shopkeepers are often Tier 2 or Tier 3 avatars who use their Mind’s Eye to ensure the “Emotive Resonance” of the silk is perfectly calibrated to the customer’s personality.
- Alchemical Haberdasheries: These stores specialize in accessories that change appearance. They are often dimly lit to better showcase the “Dramatic Spotlight” and “Persona Mask” features of their inventory.
- Seaside Exchange Bazaars: In harbor cities, these items are sold by specialized vendors who cater to water-breathing populations. The sleeves are displayed in large tanks of enchanted water to demonstrate how the colors shift under different pressures and moods.
Buying and selling this item follows the standard economic rules of Saṃsāra:
- Negotiation: Because the “Stage-Grasper” is a luxury item rather than a survival tool, the “buyer beware” principle is highly active. A merchant might claim a sleeve was worn by a famous tragic actor to double the price, regardless of its actual history.
- Accessibility: In a deep-cave megacity where theater is the primary form of news and entertainment, these items are common and relatively affordable. On a remote, uncharted island with no social hierarchy, the same item might be considered a priceless artifact of the gods.
- Currency: As a Tier 1 item, the cost is normally expressed in Silver.
- Suggested Value: A common suggested value for this item is 60 Silver or 12 Electrum. This price is higher than mundane clothing because of the complexity of the silver-threaded magic conduits and the mood-dye alchemy.
Theatrical Maneuvers and Dramatic Utility of the Stage-Grasper
The Tentacle 4429 of the Stage-Grasper allows an avatar to transform their alien physiology into a tool of psychological warfare and tactical misdirection. By projecting intent through the silk’s magic, an actor can manipulate the flow of a conflict or the safety of a room.
- Designated Safe Areas
- Defense: In high-society ballrooms or guarded inns where AC is tripled, the sleeve is used to maintain a “Social Shield.” The avatar roleplays by using the “Emotive Resonance” to project an aura of unassailable boredom or extreme importance. This discourages lower-tier NPCs or rivals from approaching with bothersome requests or hostile intent, effectively defending one’s social standing and privacy.
- Offense: Offense here is a “Staged Scandal.” The avatar uses “Vocal Mimicry Conduit” and “Dramatic Spotlight” to draw the eyes of every guard and noble in the room toward a rival. By performing a high-intensity dramatic monologue that highlights a rival’s perceived failures, the avatar can socially “assassinate” an opponent, destroying their political influence without ever touching a weapon.
- Somewhat Safe Areas
- Defense: Inside walled cities where AC is doubled, the “Persona Mask” is used to blend into the local color. The avatar roleplays by texturing the sleeve to look like the rough, utilitarian leather worn by dockworkers or city laborers. By “acting” as a background NPC, the avatar defends themselves against being targeted by street gangs or investigators looking for high-tier characters.
- Offense: The avatar can use the “Fluidity of Motion” to perform “Sleight of Tentacle.” While engaging a target in a distracting, colorful performance using the iridescent shifts of the silk, the avatar uses a secondary limb to pickpocket the target or plant a tracking device. The offense lies in the distraction created by the item’s inherent theatricality.
- Normal Areas
- Defense: In the wilds or between island nations, the “Dramatic Spotlight” serves as a defensive signaling tool. If the party is separated in a dark jungle or a deep sea trench, the avatar activates the spotlight to serve as a beacon. The roleplay involves the avatar taking a “Heroic Pose,” using the light to ward off nocturnal monsters that are sensitive to sudden, magical illumination.
- Offense: The avatar uses “Performance (Acting)” to feign injury or weakness. By manipulating the sleeve to turn a sickly, pale grey and moving the tentacle with a “limp,” they lure a predator or foe into a false sense of security. When the enemy closes in for the kill, the avatar drops the act, utilizing the “Fluidity of Motion” for a high-speed counter-attack.
- Unsafe Areas
- Defense: In regions where AC is halved, the “Persona Mask” is used to mimic the textures of the environment—such as jagged rock or slimy kelp. The avatar roleplays a “Living Statue,” holding perfectly still while the sleeve’s magic assists in matching the local terrain. This serves as a primary defense against roving bands of monsters that rely on visual movement to find prey.
- Offense: The “Vocal Mimicry Conduit” is used to project the sounds of a much larger, more dangerous creature. By throwing their voice into the surrounding dark, the avatar can “act” the role of a Tier 5 apex predator, frightening away groups of Tier 1 scavengers or forcing a tactical retreat from foes who cannot verify the source of the sound in the chaos.
- Deathly Areas
- Defense: In zones where AC is zero, the avatar uses the “Emotive Resonance” as a mental anchor. They project an internal state of “Absolute Focus” into the silk, which helps the character maintain domination over the avatar’s fear-response. The roleplay is grim; the avatar moves with the choreographed precision of a dancer in a hail of fire, using the sleeve to ensure every movement is perfectly timed to avoid the “guaranteed hits” of the environment.
- Offense: The “Dramatic Spotlight” is pushed to its limit, not for light, but as a blinding flash. As an act of desperation, the avatar uses their “Silver Fire Spell Power” to supercharge the silver threads, creating a one-time blinding flare that allows the character to strike at a foe’s crystal or weak point while they are momentarily visually overwhelmed.

Perception of Activation:
- Visual Perception
- Description: The iridescent violet silk of the sleeve begins to ripple with internal light, while the silver threads flare into a bright, focused glow. When the “Dramatic Spotlight” is engaged, a tight beam of white luminescence shoots upward from the largest silver node, illuminating the avatar and creating sharp, theatrical shadows.
- Positives: The light clarifies the avatar’s presence in murky or dark environments, ensuring every movement of the tentacle is visible to an audience or ally.
- Negatives: The sudden brightness can be blinding to the avatar if reflected off glass or water, and it makes the wearer an unavoidable target for anyone watching from the darkness.
- Auditory Perception
- Description: A faint, shimmering sound—resembling the ringing of fine crystal or the distant applause of a phantom crowd—vibrates through the limb. When the “Vocal Mimicry Conduit” is active, the sleeve produces a low, humming vibration that resonates in time with the wearer’s speech.
- Positives: The rhythmic vibration helps the avatar time their movements to their words, creating a more cohesive and professional performance.
- Negatives: The subtle ringing can interfere with the avatar’s ability to hear quiet environmental sounds, such as a footfall or a distant steam-valve leak.
- Haptic Perception
- Description: The tentacle experiences a sensation of “ghost muscles.” It feels as though the alien limb has been replaced by a humanoid arm with fingers and joints. The silk tightens slightly, providing a supportive, firm pressure that smooths out involuntary twitches.
- Positives: This artificial sensation makes it much easier for the character to control the tentacle using memories of their former humanoid life, leading to more “natural” gestures.
- Negatives: The tightening of the silk can cause a mild restriction in blood flow or magic circulation if the activation is maintained for too long, leading to a “pins and needles” sensation.
- Olfactory Perception (Extra-Sensory)
- Description: The avatar perceives the distinct, sharp scent of stage makeup, old velvet curtains, and the metallic tang of greasepaint, regardless of the actual environment.
- Positives: This scent acts as a psychological trigger for the character, anchoring them in their “Actor” persona and boosting their confidence during social challenges.
- Negatives: The phantom smell can mask the scent of actual environmental hazards, such as leaking alchemical gases or the musk of a nearby predator.
- Mind’s Eye Data Overlay (Extra-Sensory)
- Description: A “Social Map” manifests in the Mind’s Eye, displaying the emotional state and engagement levels of those watching the performance. Viewers are highlighted with colors indicating “Bored,” “Intrigued,” or “Hostile.”
- Positives: Allows the avatar to adjust their performance in real-time to better manipulate the emotions of their audience or to identify who is not being fooled by the act.
- Negatives: If the avatar is performing for a massive crowd, the sheer number of emotional data points can cause mental fatigue and visual clutter.
- Emotional Echo (Extra-Sensory)
- Description: The avatar feels a surge of the “role” they are playing, as if the character’s memories are being amplified by the item. If playing a hero, they feel a rush of artificial bravery; if playing a villain, a cold sense of calculated malice.
- Positives: This makes the performance significantly more convincing, as the “Actor” is genuinely feeling the emotions they are projecting through the sleeve.
- Negatives: There is a risk of the character becoming “lost” in the role, finding it difficult to return to their normal personality once the activation ends.
Instruction: The Weaving of the Stage-Grasper’s Silk
Materials Needed
- Giant-Mollusk Silk: Two yards of raw, unprocessed silk harvested from the deep-sea mollusks of the southern islands. This material is prized for its natural flexibility and affinity for alchemical dyes.
- Silver Threading: Ten meters of high-conductivity silver wire, drawn thin enough to be woven into the fabric without hindering movement.
- Mood-Dye Solution: A vial of iridescent fluid created from crushed bioluminescent plankton, fermented grape skins, and the powdered scales of a mimic-octopus.
- Aura-Crystal Dust: A handful of finely ground Tier 1 magic crystals used to coat the silver threads, allowing them to act as antennas for the character’s thoughts.
- Alchemical Fixative: A clear, pungent resin used to bond the dyes and the silver to the silk, ensuring they do not wash away in water-breathing environments.
Tools Required
- Magic-Circuit Loom: A mechanical loom powered by a small steam-piston, capable of weaving metal and silk simultaneously into a singular, cohesive structure.
- Etching Quill: A tool tipped with a diamond point used to scribe micro-runes of “Expression” and “Light” onto the silver nodes of the sleeve.
- Steam-Press Mannequin: A pressurized form shaped like a tentacle used to test the elasticity and “ghost muscle” tension of the garment.
- Chromatic Basin: A temperature-controlled vat used for the infusion of the mood-dyes into the silk fibers.
- Mind’s Eye Calibration Wand: A glass rod used to channel the crafter’s own memories into the silk to “teach” it how to respond to theatrical intent.
Skill Requirements
- Textile Alchemy (Tier 1): Proficiency in treating organic fibers with magical reagents to ensure they retain color and conductivity.
- Kinetic Weaving: The ability to create a garment that adapts its shape to the undulating movement of a flexible limb without tearing or bunching.
- Social Memory Infusion: A specialized skill that allows the crafter to imprint the concept of “Performance” and “Persona” into the magic circuits.
- Basic Metallurgy: Knowledge of silver conductivity and how to prevent the metal from snapping under the stress of high-intensity theatrical gestures.
Crafting Steps
- Silk Preparation: The mollusk silk must be soaked in the chromatic basin for twelve hours. During this time, the temperature must be kept at a steady 38°C to ensure the mood-dyes bond perfectly with the fibers.
- Circuit Weaving: The silver threading is loaded onto the magic-circuit loom. As the silk is woven into a sleeve, the loom interlaces the silver in a double-helix pattern that mimics the nervous system of an avatar’s limb.
- Node Etching: Once the sleeve is woven, the etching quill is used to mark the primary silver junctions. These nodes are then coated with aura-crystal dust to create the points where the “Dramatic Spotlight” and “Persona Mask” will trigger.
- The Memory Imprint: The crafter places the sleeve onto the steam-press mannequin. They must hold the item and concentrate on a vivid memory of a theatrical performance. This “charges” the circuits with the intent of the “Actor” role.
- Final Fixation: The alchemical fixative is sprayed over the entire garment. It is then placed in a high-pressure steam chamber for one hour. This process permanently seals the silver and dyes into the silk, creating a water-resistant and magic-conductive finish.
- Verification of Motion: The crafter uses the calibration wand to simulate tentacle movement. They monitor the color shifts to ensure the “Emotive Resonance” responds correctly to different simulated moods. Any lag in color change requires a re-tuning of the silver nodes.
Many-Limbed Player and Mask of False God
In the epoch when the mountains were yet soft like the belly of a fish, and the 73 islands were but pebbles in the hand of the First Mover, there lived a creature of the Great Wet named Slirr-Vex. This Slirr-Vex was of the lineage of the many-tentacled, a dweller of the lightless cracks where the steam of the world’s heart bubbles into the brine. He possessed the memories of a Shore-Walker who had once stood upon boards of wood, shouting the words of poets to a sea of faces that did not possess gills.
It is recorded in the scrolls of the Salt-Eaters that Slirr-Vex felt a hollow in his spirit. His tentacles, though strong enough to crush the shells of the giant clams, could not grasp the subtle air of the “Drama.” When he wished to show the sorrow of a lost lover, his limbs only undulated like kelp in a storm. When he wished to show the fury of a betrayed king, he only turned the water black with his ink. He cried out to the alchemists of the Deep-Cave, those who boil the silk of the abyss in the sweat of the magic-crystals.
“Construct for me a skin that remembers!” Slirr-Vex commanded. “A sleeve that translates the language of my heart into the gestures of the sun-peoples, for I am an Actor trapped in the body of a beast.”
The alchemists labored through ninety-nine lunar cycles, harvesting the silk of the giant mollusks who sing in the dark. They wove the silver of the moon-reflection into the fabric, creating paths for the thoughts of Slirr-Vex to travel. They dipped the silk in the juices of the mimic-beasts, which possess the power to be what they are not. This was the birth of Tentacle 4429, known then as “The Limb of the Thousand Pretenses.”
When Slirr-Vex first donned the iridescent violet sleeve, the alien nature of his limb vanished from his Mind’s Eye. He felt the silver threads tingle like the nerves of a humanoid arm. He ascended from the trenches to the floating city of Aethel-Mar, where the air-breathers gather to watch the spectacles of the high-magic realms. He stood upon the stage of the Great Zephyr Theater, and for the first time, a creature of the ink and salt brought the crowd to their knees.
His tentacles moved with the grace of a thousand dancers. The “Emotive Resonance” of the silk turned a weeping violet when he spoke of the deep-sea loneliness, and a sharp, terrifying crimson when he acted the role of the Conqueror. The “Dramatic Spotlight” cut through the theater’s gloom, pinning him in a pillar of celestial white light that made his violet skin seem like the robes of a god. The Shore-Walkers wept, for they forgot they were looking at a monster of the depths.
But Slirr-Vex became drunk on the “Persona Mask.” He began to believe that the role was the reality and the reality was but a rehearsal. He sought to play the part of the God-King of Saṃsāra, a role forbidden by the laws of the Mind’s Eye. He used the “Vocal Mimicry Conduit” to project a voice of such thunderous authority that the very steam-pipes of the city began to vibrate in fear. He commanded the 7 billion souls to bow, and the “Emotive Resonance” of his sleeve turned a blinding, arrogant white that seared the eyes of the spectators.
The gods of the upper-currents looked down and saw the Player who wished to be a Creator. They saw that the silver threads of his sleeve were becoming one with his flesh, a “Rule Breaker” who had trained his very skin to be a conduit for a lie. As Slirr-Vex reached the crescendo of his false divinity, the alchemical fixative within the silk began to boil. The magic circuits within the sleeve screamed with the frequency of a broken truth.
The “Dramatic Spotlight” did not fade; it intensified until it became a pillar of fire. Slirr-Vex did not vaporize into sparks, for he had not yet finished his performance. Instead, he was cast back into the lightless trenches, the violet silk now fused to his tentacle as a permanent mark of his hubris. The memories of the Actor remained, but he was forever cursed to perform for the blind fish and the silent stones, his iridescent glow a beacon for the predators of the dark.
The sleeve was later found by a scavenger, torn from the limb of the ghost-actor, its magic still pulsing with the desire to be seen. It was brought to the markets of the skyscrapers, where it was renamed for the catalog of the common merchants, its ancient and terrifying history reduced to a tool for the junior players of the guild.
Moral of the Story: The mask that is worn too long becomes the face, and he who seeks to act the part of a god may find himself performing only for the silence of the abyss.
Suggested conversions to other systems:
Call of Cthulhu
The Embroidered Limb of the Deep Player
- Item Type: Artifact / Costume Piece
- Era: Modern or Gaslight
- Sanity Loss: 1/1d6 (upon witnessing the unnatural humanoid gestures of a cephalopod)
Characteristics and Mechanics:
- Performance/Art Bonus: When using tentacles to convey emotion or perform a scene, the wearer receives a +20% bonus to Art/Craft (Acting) and Disguise rolls.
- Alien Charisma: The investigator may spend 4 Magic Points to activate the “Emotive Resonance.” For the next hour, they gain a Bonus Die on Persuasion or Charm checks against those who can see the iridescent shifts of the silk.
- Dramatic Flare: Success in a Spot Hidden roll while viewing the wearer reveals the “Dramatic Spotlight,” but failing to realize it is magical may lead to the “Overwhelm” effect, causing a -5% penalty to all skill checks for 1d4 rounds.
- The Actor’s Twitch: If a fumbled roll occurs during a performance, the silver threads constrict, dealing 1d3 damage and causing the limb to spasm uncontrollably for the remainder of the scene.
Syntax/Usage:
- Passive: +20% to Art/Craft (Acting) and Disguise.
- Active: 4 MP for “Alien Charisma” (1 hour duration).
Blades in the Dark
The Stage-Grasper’s Sleeve
- Item Type: Fine Clothing (1 Load)
- Tier: 1
- Quality: Fine (+1 quality level for relevant actions)
Mechanics and Actions:
- Staged Misdirection: You may push yourself or spend 1 Stress to use the sleeve’s “Persona Mask” during a Score. This grants you potency when using the Sway or Deceive actions to impersonate someone of a different social class or species.
- The Spotlight’s Grace: When performing a distraction or “acting” to draw attention away from your crew, the sleeve provides +1d to the pool. The iridescent colors are difficult for guards to look away from.
- Method Actor’s Burden: If you use the item to assist in a Downtime activity related to Vice or Stress relief, you take +1 result level, but you must take a “Distracted” harm until your next score as you struggle to drop the persona.
Syntax:
- Fine (+1 Quality)
- Spend 1 Stress: Gain +1d or potency to Sway/Deceive for impersonation.
Dungeons & Dragons
Tentacle 4429: The Mime’s Shroud
- Item Type: Wondrous Item
- Rarity: Common
- Attunement: Required (by a creature with tentacles, vines, or prehensile limbs)
Stat Block:
- Passive (Worn): You gain proficiency in the Performance and Deception skills. If you are already proficient, you add double your proficiency bonus to checks made to mimic the gestures, posture, or social cues of humanoid creatures.
- Dramatic Spotlight (Active): You can cast the Light or Dancing Lights cantrip at will, centered on the sleeve. While the light is active, you have advantage on Performance checks made to influence a crowd.
- Persona Mask: As an action, you can change the color and texture of the sleeve to match any non-magical fabric or natural material (such as stone or wood). This provides a +5 bonus to Stealth checks made to hide in matching environments.
- Attunement Pain: If you are below 2nd level or have reached your attunement limit, you take 1d4 cold damage every 10 minutes as the silver threads draw heat from your limb to maintain the “ghost muscle” sensation.
Syntax:
- Wondrous Item (Common), requires attunement.
- Passive: Expertise in Performance/Deception (humanoid mimicry).
- Active: Light/Dancing Lights at will; +5 Stealth (stationary).
Knave
The Iridescent Tentacle Wrap
- Item Type: Clothing (1 Slot)
- Quality: 3 (Uses)
Mechanics:
- Fluid Mimicry: While wearing this wrap, your alien limbs move with humanoid precision. You do not suffer the usual penalties for using tools or weapons designed for humans.
- False Persona: Spend 1 Quality (use) to activate the “Persona Mask.” For 10 minutes, you are indistinguishable from a different profession or role (e.g., a city guard or a dockworker) from a distance.
- Blinding Flare: Spend 1 Quality (use) to cause the silver threads to flash. All creatures in a 10-foot radius must check against their Strength or be blinded for 1 round.
- Tearing Hazard: If you are entangled or grappled, the silk may tear. Roll a d6; on a 1, the item is destroyed and occupies 0 slots until repaired at a major metropolis.
Syntax:
- 1 Slot.
- Quality: 3.
- Passive: No penalties for using humanoid-spec tools.
- Spend 1 Quality: 10-minute disguise or 10-foot blinding flash.
Fate
The Stage-Grasper’s Iridescent Sleeve
- Type: Extra (Asset)
- Aspects: Method Actor of the Deep, The Silver-Threaded Gesture.
Game Mechanics:
- Theatrical Fluidity: You gain a +2 bonus to Create an Advantage or Overcome actions using Rapport or Deceive when your performance relies on physical body language or mimicking humanoid social cues.
- Persona Mask (Active): Once per scene, you can spend a Fate Point to perfectly mimic a specific role or texture. This provides a +2 bonus to Stealth (to blend in) or Deceive (to maintain a disguise) for the remainder of the scene.
- Dramatic Flare: When you succeed with style on a Performance-related roll, the “Dramatic Spotlight” creates such a compelling visual that you may place a “Mesmerized” aspect on one bystander with a free invoke.
Syntax:
- +2 to Rapport/Deceive for physical mimicry.
- Once per scene: Spend 1 Fate Point for +2 to Stealth or Deceive.
Numenera & Cypher System
The Cephalopod’s Emotive Shroud
- Level: 1d6 (Tier 1)
- Form: A shimmering, violet silk sleeve that pulses with light.
Game Mechanics:
- Assets: The wearer has an asset on all tasks involving deception, public speaking, and acting. The “Fluidity of Motion” makes alien gestures appear familiar and comforting to humanoids.
- Active (Enabler): By spending 2 points from their Intellect Pool, the wearer can activate the “Persona Mask” for one hour. During this time, the difficulty of all tasks to maintain a disguise or hide in plain sight is reduced by an additional step.
- Depletion: When the “Dramatic Spotlight” is used to blind or significantly distract a foe (Level 3 or higher), roll for depletion. On a 1, the silver threads dull, and the item must be recharged at a magic-circuit station.
Syntax:
- Level 1d6 Social Artifact.
- Asset: Deception and Performance tasks.
- 2 Intellect Points: Reduce Disguise/Stealth difficulty by one step.
Pathfinder (2nd Edition)
Tentacle 4429: The Stage-Grasper’s Sleeve
- Item Type: Wondrous Item, Invested
- Usage: Worn (Tentacle or Prehensile Limb); Bulk: L
- Level: 1; Price: 20 Silver
Stat Block:
- Thespian’s Grace: You gain a +1 item bonus to Performance checks and Deception checks to Impersonate. This bonus increases to +2 if the impersonation relies primarily on non-verbal gestures.
- Dramatic Spotlight (One Action): You activate the silver nodes. The sleeve casts light in a 20-foot radius (and dim light for the next 20 feet). While this light is active, you gain a +1 status bonus to Performance checks to fascinate an audience.
- Persona Mask (Two Actions): Once per day, you can use the sleeve to cast Illusory Disguise (DC 15). This version of the spell only changes your textures and the appearance of the limb wearing the sleeve, though it can make the rest of your body appear slightly more “humanoid” in posture.
- Invested Pain: If you Invest this item while over your limit, you are Clumsy 1 as the “ghost muscle” sensation conflicts with your actual motor functions.
Syntax:
- Item 1, Invested.
- +1 Item Bonus: Performance and Deception (Impersonate).
- Activate: One Action (Light and +1 Status Bonus to Performance).
Savage Worlds (Adventure Edition)
The Actor’s Tentacle Wrap
- Type: Weird Science Gizmo / Gear
- Rank: Novice
Game Mechanics:
- Dramatic Presence: The wearer gains a +1 bonus to Performance and Persuasion rolls. The “Emotive Resonance” of the silk makes the avatar’s intent clearer to those who do not share their species.
- Persona Mask (Active): As an action, the wearer may roll their Performance skill. On a success, they gain the benefit of the Thief Edge for the next 10 minutes when attempting to hide or blend into an environment.
- Dramatic Spotlight: The wearer can cause the sleeve to emit light (as a torch). If used to suddenly flare in an opponent’s face, the wearer makes a Performance vs. Agility roll. On a success, the foe is Distracted.
- Malfunction: On a Critical Failure, the magic circuits “freeze” the limb. The avatar takes a -2 penalty to all Agility-based rolls involving that tentacle until the item is removed and recalibrated.
Syntax:
- +1 Performance and Persuasion.
- Action: Roll Performance to gain Thief Edge benefits for 10 minutes.
- Action: Performance vs. Agility to Distract a foe.
Shadowrun (6th World Edition)
The Synth-Silk Stage Wrap
- Item Type: Magical Focus (Social)
- Rating: 1
- Availability: 3 (Legal)
Game Mechanics:
- Artistic Interface: This item functions as an offline social processor. When the wearer performs a physical Con or Performance test that relies on non-verbal cues (gestures, body language), the user receives a +1 dice pool bonus.
- Emotion Projection: The iridescent silk provides a +1 bonus to Influence tests when the avatar is attempting to project a specific mood (Fear, Joy, or Trust) to a target who can see the sleeve.
- Physical Translation: For Awakened characters with non-humanoid limbs, this item serves as a mentor-spirit conduit, allowing them to use “human” social skills without the typical -2 penalty for alien physiology.
- Feedback: If the wearer exceeds their Essence-related attunement slots, they suffer 1 box of Stun damage every 10 minutes as the silver threads vibrate at a frequency that conflicts with the avatar’s nervous system.
Syntax/Usage:
- Rating 1 Focus.
- +1 Dice Pool: Con/Performance (Gestural) and Influence.
Starfinder (2nd Edition / Playtest)
Tentacle 4429: The Holo-Silk Sleeve
- Item Type: Worn Magic Item
- Level: 1
- Bulk: L
Stat Block:
- Passive (Worn): You gain a +1 item bonus to Performance checks and Deception checks made to Impersonate. The “Fluidity of Motion” passive ensures your tentacle movements are interpreted as familiar social gestures by humanoid species.
- Dramatic Spotlight (Active): As a move action, you can cause the sleeve to emit a beam of light as per the Light spell. While this is active, you gain a +1 status bonus to Diplomacy checks made to influence an audience or a group of observers.
- Persona Mask (Active): Once per day, you can activate the silk to gain the benefits of the Disguise Self spell for 10 minutes. This is a magical effect that alters the texture and perceived shape of the limb and the immediate vicinity of the avatar’s body.
- Level Restriction: If you are lower than Level 1, you are Clumsy 1 while wearing the sleeve due to the “ghost muscle” sensory feedback.
Syntax:
- Level 1 Magic Item.
- +1 Item Bonus: Performance and Deception.
- Active: Move Action (1/Day status bonus to Diplomacy).
Traveller (Mongoose 2nd Edition)
The Stage-Grasper’s Alchemical Wrap
- Item Type: TL 4 Social Tool
- Weight: 0.2 kg
Mechanics:
- Social Bonus: The user gains a DM+1 to all Persuade and Deception checks when their performance relies on physical presence or acting a specific role.
- Visual Signaling: The “Dramatic Spotlight” feature can be used to send signals across 1km in clear air or underwater. This allows for the use of the Signals skill even without a radio, provided the recipient can see the flashes.
- Environmental Adaptation: The mood-dyes are resistant to high pressure and salinity. The item functions perfectly in underwater metropolises or the high-pressure environments of gas giant moons.
- Fragility: If the user is hit by a melee attack, roll 2d6. On a result of 2, the silver threads are severed, and the item loses all magical functionality until repaired with a successful Mechanic check (1 hour).
Syntax:
- DM+1: Persuade and Deception.
- Signaling: 1km range (Visual).
Warhammer (Fantasy Roleplay 4th Edition)
Tentacle 4429: The Mummer’s Silk
- Item Type: Tool / Talisman
- Availability: Scarce
Game Mechanics:
- Thespian Skills: The wearer gains a +10 bonus to all Entertain (Acting) and Charm tests. The magical resonance makes the avatar’s alien gestures feel strangely “right” to the observer.
- Hidden Intent: When using the “Persona Mask” texture change, the user gains +1 Success Level to any Stealth (Urban) test while stationary, as the sleeve mimics the surrounding architecture or clothing styles.
- Second Sight: The item glows with the Wind of Ghyran (Green Magic) or Hysh (White Magic) depending on the mood projected. If used as a focus for light-based spells, it adds +1 to the Casting Test.
- The Cost of Fame: If the avatar reaches zero HP and vaporizes into sparks while wearing the sleeve, the item is consumed in the flare and cannot be recovered from the crystal site.
Syntax:
- +10 Bonus: Entertain (Acting) and Charm.
- +1 SL: Stealth (Urban) when stationary.
