Lore
Among Saṃsāra’s wanderers, there is whispered tale of a faceless gambler who vanished before her final hand was played. She left behind only a folded bundle of pale, rune-threaded undergarments and a note: “To wear absence is to draw chance and silence to your side.” Those who have worn them report the strange hush of a room leaning away from their presence, dice falling kindly, and unwanted attention slipping past as if nothing were there.
Description
LuckUnde 437 of the Hollow Veil appears as soft ivory underclothes stitched with fading gray sigils along seams. The cloth is cool to the touch and faintly drinks sound; when held close, even breath seems to hush. The waistband bears a single hollowed silver coin sewn flat and cold.
Slot
Undergarment / Waist (counts as one body slot)
Rarity & Tier
Common; Tier 1 avatar use
Magical Effects
Passives
- Veil of Unbeing — While worn, the avatar is harder to notice. Gain a subtle reduction in presence; creatures suffer slight difficulty noticing the wearer when they are still and not attacking (advantage on Stealth checks made to remain unnoticed when stationary).
- Tilt of Fortune — Whenever the avatar attempts any luck-driven check (games of chance, drawing lots, uncertain social gambles), they may roll twice and take the better result once per short period of play (such as once per narrative scene).
- Sound-Drift Ward — Footfalls and rustles dampen. Slight bonus to avoid detection by hearing (opponents have disadvantage on Perception checks relying solely on sound within 10 feet of the wearer).
Activables (must be visible to activate)
- Hollow Step — Once per long rest, the wearer may become muffled and half-forgotten for up to 1 minute. During this time they have advantage on Dexterity (Stealth) checks and enemies have a harder time recalling details about them (creatures must succeed on a moderate mental save or treat the wearer as an indistinct stranger until directly confronted).
- Lucky Misplace — Once per day, the wearer may declare that an incoming simple misfortune (dropping an item, tripping, being spotted by casual guard) “slips away.” Narratively, the GM ignores one such mishap or lets a small error go unnoticed.
Tags
Absence, Luck, Stealth, Fortune, Protective, Subtle, Common, Tier 1, Magic Garment, Underwear, Ward, Sound-Dampening, Memory Blur, Gambler’s Charm, Silent Movement, Risk Mitigation
Shops and Market Paths for LuckUnde 437 of the Hollow Veil
The item is considered modest in make yet unusually potent in quieting presence. Though not rare, it isn’t typically found among common tailors. It circulates through quieter, more specialized corners of Saṃsāra’s bustling trade.
1. Silent Stitchers’ Atelier
Small, discreet boutiques in alley courtyards of large cities where seamstresses and needlewrights specialize in garments imbued with subtle protective charms. Patrons arrive by whispered recommendation rather than street sign. The Hollow Veil is usually displayed folded behind glass with wards muting sound around it.
- Cost: about 8–10 silver coins (one gold in wealthier ports where the shop draws fashionable clientele).
2. Gambler’s Curio Booths
Tucked deep in dockside or market arcades near airship and zeppelin racing tracks. Run by retired luck-workers, dice casters, or carnival conjurers who peddle small charms. The item is sold beside weighted dice and whispered fortunes; sellers often test buyers with quick games of chance before offering it.
- Cost: 5–7 silver coins if the buyer proves lucky; up to 1 gold if the vendor senses desperation.
3. Shaded Trinket Stalls of the Back Markets
Bazaars behind tapestry partitions or half-hidden beneath floating city gondolas. Here, hedge-mages and stealth-gear brokers trade practical charms to mercenaries, smugglers, and discreet travelers. The Hollow Veil is presented alongside shadow-lanterns and minor untraceable gear.
- Cost: 6–8 silver coins for a plain weave; 1 gold 2 silver for reinforced stitching or added concealment runes.
4. Wanderer’s Gearhouse
Larger outfitting halls that serve caravans and lone roamers. These gearhouses occasionally stock the Hollow Veil as “starter warding wear” for new adventurers. Usually sealed in protective wrapping with a small slip of superstition lore.
- Cost: flat 1 gold to 1 gold 5 silver, with optional insurance or return guarantee.
5. Monastic Charity Reclaimers
Quiet temples devoted to teaching letting-go and self-effacement occasionally reclaim these garments from those moving on to higher tier gear. They sell them cheaply to novices beginning journeys of anonymity or meditation.
- Cost: donation-based, but typically 3–5 silver coins with a blessing.
Market Considerations
- Prices drift upward in high-demand environments such as cities with active espionage, smuggling, or racing.
- Bargaining and proving one’s own subtlety often lowers the price in clandestine venues.
- Legitimate outfitters offer warranties and purification rites; black-market sales may be cheaper but sometimes carry tainted or defective enchantments.
Roleplay of LuckUnde 437 of the Hollow Veil Across Environments
Urban Streets & Markets
- Defense: A wearer can blend into the crush of crowds. The Veil of Unbeing dampens footfalls and blurs presence; guards and informants overlook them as one more faceless traveler. Lucky Misplace can cancel a fumbled distraction (dropping contraband, bumping a merchant).
- Offense: An avatar casing a noble’s townhouse or slipping a message through watch patrols can pass close without notice. Hollow Step lets them slide into restricted courtyards or eavesdrop unnoticed for a vital clue.
Dense Forests & Wild Paths
- Defense: Moving through tangled brush becomes quieter; hunters or predators fail to pick up faint rustle. The dampened sound field can break line-of-scent hunting by sowing hesitation (predators pause when they can’t place noise).
- Offense: Ambushes from concealment are easier; the avatar can stalk quarry, set traps, or approach a clearing to overhear poachers or enemy scouts.
Cavern Networks & Forgotten Ruins
- Defense: Sound carries strangely underground; the Hollow Veil cuts echo. The avatar can skirt the edge of a monster’s lair without alerting it or cancel a loud stumble with Lucky Misplace.
- Offense: Ideal for scouting enemy placements or slipping past sentry golems. Hollow Step allows near-invisible repositioning around corners or through cracked stone doors.
Open Plains & Battlefield Edges
- Defense: Even in open terrain, the item helps to be overlooked; scouts scanning for threats may pass over the wearer if they remain still. Useful when lying low to avoid cavalry sweeps or patrols.
- Offense: An archer or alchemist can creep into flanking range to sabotage siege engines or mark a target before hostilities.
Ships, Airships, and Zeppelins
- Defense: The muted field swallows deck creaks; the wearer can move quietly past crew, hide during boarding actions, or avoid attention in crowded passenger spaces.
- Offense: Sabotaging ropes, sails, or small rigging while Hollow Step is active makes them a ghost on the rigging—useful for disabling pursuit or preparing an ambush before docking.
Dungeon & Crypt Crawls
- Defense: Many constructs or undead trigger on noise; the wearer can probe ahead in silence. Lucky Misplace may avert a triggering of pressure plates if the GM rules the “mishap” would have given them away.
- Offense: Great for silent takedowns, sliding behind enemies, planting alchemical traps, or signaling allies unseen.
General Defensive Play
- Creates safety through absence: less likely to be targeted, easier to slip away from watchful eyes.
- Cancels small disasters that would expose or endanger the group.
General Offensive Play
- Makes infiltration and first strikes practical: approach unseen, act before alarm spreads, choose engagement timing.
- Lets the avatar build narrative tension — ghostlike arrival, sudden action, vanishing afterward.
The garment’s magic is not brute force; it’s about controlling perception. It makes the character a whisper, a misstep that never happened, or the stranger no one can describe once the moment passes.

Perception of Activation:
User’s Perspective
The moment the Hollow Veil awakens, the air around your skin pulls inward, a subtle hush that feels like exhaling without breath. Fabric that was cool and inert turns weightless and distant, as if you’ve stepped halfway out of your own outline. Your heartbeat sounds muted to your own ears. The silver coin sewn at the waist chills sharply, then fades to nothing, and with it goes a portion of your sense of being seen. The world’s noise dulls; footsteps soften and speech seems to happen a room away. A faint tug at your memory warns that faces might forget you even as they look your way.
Extra-sensory: a blank place forms in your Mind’s Eye, a faint gray blur where your own presence once glowed. Threads of probability feel slack and slippery, chance bending toward your favor in small but potent ways. You glimpse the next few seconds as hazy ghost-echoes — a stumble avoided, a glance turning aside.
Observer’s Perspective
To those nearby, the wearer seems to fade slightly — edges soften, sound around them thins. There is a brief silver shimmer near the waistline, then it swallows itself and vanishes. It’s easy to overlook the wearer after that; eyes slide past and even if noticed, details don’t stick well. Listeners may hear a quick dampening of echoes and then normal ambient sound, but somehow missing one subtle note — the wearer’s presence.
Extra-sensory: someone attuned to magic might sense a hollow place, as if a small footprint has been lifted from the weave. Chance itself seems to waver — dice skew slightly, paths of pursuit falter.
Positives
- Strong feeling of control and safety; accidents and noise seem to retreat.
- Confidence surge from near-invisibility and subtle good fortune.
- The world’s edges become less threatening; stealth and movement feel frictionless.
Negatives
- Unsettling sensation of erasure; some feel lightly dissociated, “not fully here.”
- Social interactions can become strained — companions may momentarily overlook or forget you.
- Prolonged use may cause quiet mental fatigue, mild isolation, or an odd fear of being permanently unseen.
Crafting Recipe: LuckUnde 437 of the Hollow Veil
Materials Needed
- Veilspun Linen (3 yards) — lightweight linen pre-soaked in silence-infused alchemical dye to carry muting resonance.
- Thread of Fortune (1 spool) — fine gray silk spun with powdered gambler’s stone and moonlit dew; subtly bends probability.
- Hollow Coin of Forgetting (1) — a silver coin pierced and etched with minor absence glyphs; anchors the garment’s magic.
- Ash of Lost Footsteps (small pinch) — collected from crossroads where no one lingers; binds the dampening field.
- Rune Ink (vial) — alchemical ink mixed with powdered shadow quartz and low-burn oil to hold the runic pattern.
Tools Required
- Silent Loom or Needle Frame — to weave and sew without stray resonance breaking the spell.
- Rune-etching stylus — for precise glyph carving on the coin and waistband seams.
- Whisper-mage’s chalk — to draw the muting circle around the workspace.
- Small alchemical crucible — for infusing Thread of Fortune and fixing glyphs.
Skill Requirements
- Linenworking & Tailoring — fine garment shaping and fit adjustments.
- Runecrafting (basic) — accurate placement and sequence of muting/fortune runes.
- Low Alchemy — brewing silence dye and sealing ash into fibers.
- Arcane Binding — simple anchoring of luck and absence magic to a wearable object.
Crafting Steps
- Prepare Silence Dye — simmer Veilspun Linen in a bath of silence tincture and Ash of Lost Footsteps until the cloth drinks in quiet; hang to dry under still air.
- Weave Threads of Fortune — interlace Thread of Fortune along seams and waistband, whispering absence mantras to set probability drift.
- Carve Hollow Coin — inscribe luck and erasure runes onto the silver coin; pass it briefly through dream-mist or a muffled bell to attune it.
- Runic Embroidery — use Rune Ink to trace the sigils across waist and leg openings, ensuring a complete circuit.
- Circle Binding — place finished garment within a chalk-drawn muting circle; pour faint magic to fuse runes with cloth and coin, sealing dampening and luck effects.
- Testing — put on the garment and stand silent for a full minute; if your heartbeat sounds distant and small noises dim, the item is successfully awakened.
Optional: add extra fortune tilt by including a mote of destiny-charged bone dust (from game beasts) but risk slight instability in probability.
Vanishing Gambler and Hollow Veil
Once there was told, in wind-worn speech and broken tongue, the story of she called Miríen, who walked not by feet alone but by fortune’s slip and silent hour. The words come to us ragged; they were pulled through many mouths, from tongue to tongue until cracked and crooked, yet the heart of them still lives.
In the elder age, before steam sang and towers clawed at sky, Miríen was of small folk who lost more than they won. Cards and dice were cruel to her hands, and the world gave her no favor. But she kept to shadows and learned where luck hides. She sought the mute loom of Nhar-Sull, a place said to dwell at the edge of sound where even whispers drown. There she wove linen from quiet itself, spinning threads soaked in moon-night dew and smoke of lost footsteps. She stitched the sign of hollow chance, a coin without ring or clink, into the band.
It is said she wore this secret cloth on the night she faced the King of Dice, a man who owned every wager and whose eyes could count the roll before it fell. He called her fool and let her sit, for he liked to break the small and eager. The hall grew still; some swore the candles bent away from her shape, and dice rolled like soft water, landing where she wished. All debts turned to her, all tables emptied, and the King grew pale and quiet.
But power of absence eats also the one who bears it. The more Miríen wore the Veil, the less the world could hold her name. On the last throw, she vanished from the chair and left behind only the folded garment and the hollow coin, cold and still. Some say she walked beyond memory; some say fortune claimed her to balance the scales.
Merchants, thieves, and pilgrims passed the garment from hand to hand. Those who put it on walked unseen, won wagers, slipped death for a night. Yet each felt the hush grow heavy: companions forgot their face, lovers turned eyes away, and joy dimmed as if one stood outside the circle of firelight. So it passed into whispers and finally into craft — those who know the pattern can make it anew, though few dare to wear it long.
Moral of the Story: To clothe oneself in absence is to borrow favor from chance, but too much borrowed luck empties the heart; remain part of the world, lest the world forget you.
Suggested conversions to other systems:
Call of Cthulhu (7th edition)
LuckUnde 437–B “Veil of the Unseen Stake”
Item Type: Arcane garment (undergarment); Attunement: wearer must don it for one full hour of quiet.
Powers:
• Veil of Unbeing: While the wearer remains still or moves at half speed, Stealth gains a flat +10% bonus. Opponents attempting to notice the wearer by sound make Spot Hidden or Listen at Hard difficulty.
• Tilt of Fortune: Once per session the wearer may convert a single failed Luck roll into a success by spending 5 fewer Luck points than normally required, or may reroll a failed games-of-chance test (take the better).
• Sound-Drift Ward: Footfalls and clothing noise are damped; ambushers gain a bonus die on the initial Stealth roll if they began the round wearing the garment.
• Hollow Step (activation): Spend 3 Magic points; opposed POW vs. POW against the most alert observer. On a success, for 1 minute the wearer becomes “half-noticed”: observers suffer Disadvantage (penalty die) on Spot Hidden and Psychology to track or read the wearer; any description of the wearer after the scene requires an INT×5 test at Hard difficulty.
Drawbacks and Costs:
• Borrowed Absence: First donning per day requires a SAN 1/1D3 loss as the self thins.
• Forgettable Aura: For the rest of a scene after using Hollow Step, Charm and Persuade are one step harder (Regular becomes Hard) against anyone who witnessed the effect.
• Keeper Guidance: Long use invites narrative complications—friends overlook the wearer, witnesses fail to recall faces, paper trails go missing at the Keeper’s discretion.
Blades in the Dark
LuckUnde 437 “Shadow-Luck Drawers”
Type: Fine arcane clothing (0 load if worn as part of normal attire).
Attune/Arcane: Resonates with the ghost field; no special action needed to wear.
Quality and Effects:
• Fine, Subtle: Counts as a Fine item when used for covert action; its magic is quiet and difficult to study.
• Veil of Unbeing: When you Prowl while motionless or moving slowly, take +1d. When you Set Up an ally’s stealth, increase the effect by one level if you remain unnoticed.
• Tilt of Fortune: Once per score, resist a consequence related to detection or a small mischance (dropped tool, squeaky hinge) with +1d.
• Hollow Step (activation): Push yourself (2 stress) to become Obscured for a short span; you are treated as having Potent effect against observation by sight or sound, and Tier I–II security measures fail to register you unless you interact with them directly.
• Memory Slip: After you leave a scene where Hollow Step was active, NPCs who weren’t directly engaged with you take −1d to recall or identify you until someone presents hard evidence.
Complications:
• The Forsaken Note: After any use of Hollow Step, until the end of the score take −1d to Consort or Sway when trying to be memorable or vouched for.
• Devil’s Bargains the GM may offer: an ally briefly “forgets” you at a crucial handoff; your heat goes down by 1 now but a future witness statement becomes contradictory.
Dungeons & Dragons (5e rules)
LuckUnde 437, Hollow Veil Underwraps
Wondrous item (common), requires attunement.
While attuned and wearing this garment:
• Veil of Unbeing: If you are motionless at the start of your turn, you have advantage on Dexterity (Stealth) checks until the start of your next turn, and creatures have disadvantage on Wisdom (Perception) checks that rely on hearing to detect you within 10 feet.
• Tilt of Fortune: Once per short or long rest, when you make an ability check involving chance, stealth, or subtle misdirection (such as Stealth, Sleight of Hand, a tool check for gambling, or a Deception check to pass unnoticed), you can roll an additional d20 and choose which result to use.
• Hollow Step (activation): Once per long rest as a bonus action, you thin your presence for 1 minute. During this time you have advantage on Dexterity (Stealth) checks, and the first creature that sees you each round must succeed on a DC 13 Wisdom saving throw or be unable to accurately recall your features for 1 hour (they remember “someone” but not specifics). This does not affect creatures that cannot be charmed.
Drawback:
• Fading Impression: While attuned, you have disadvantage on Charisma (Persuasion) checks made to leave a strong personal impression or to be recognized by name or face until your next long rest after using Hollow Step.
Slot: Undergarment (counts as clothing and does not interfere with armor).
Notes for the DM: The garment should not grant invisibility; its power manipulates attention and memory. Treat it as silent-image-adjacent narrative advantage rather than hard stealth in bright light with direct scrutiny.
Knave (2nd edition)
LuckUnde 437 “Coin-Sewn Underthings”
Type: Garment; 1 slot (worn). Tags: Silent, Subtle, Fortune, Absence.
Effects:
• Veil of Unbeing: When you keep still or move slowly, you gain Edge on checks to avoid notice, and creatures have Disadvantage on attempts to hear you at close range.
• Tilt of Fortune: Once per expedition, before you learn the result, you may declare a minor chance favors you; roll with Edge on a single test involving stealth, misdirection, or games of chance.
• Hollow Step (activation): 1/day, become half-forgotten for 10 minutes. During this time, your first failed stealth-related test counts as a success at the lowest possible margin, and anyone not directly engaged with you must test to recall you later with Disadvantage.
Usage and Depletion:
• After each use of Hollow Step, roll a d6 Usage die; on a 1–2 the die steps down (d6→d4). When it would step below d4, the magic goes dormant until you spend a night in complete silence and offer 5 silver in alms or service to a quiet shrine.
Drawback:
• Thin Place: While worn, tests to impress, garner reputation, or be recognized suffer Disadvantage if you used Hollow Step within the last watch.
Fate Core
LuckUnde 437 — “Hollow Veil Wraps”
Aspect: Garment of Soft Vanishing
Invokes: Stealth, luck-bending, quiet movement, slipping memory.
Compels: Social fading, forgettable presence, trouble leaving an impression.
Permissions: Requires attunement scene — the wearer must meditate in silence for an hour to harmonize with the runes.
Stunts:
• Veil of Unbeing — When you carefully hide or remain still, spend 1 Fate Point to gain +2 to Overcome with Stealth.
• Tilt of Fortune — Once per session you may invoke the garment’s Aspect for free on a single risky or chance-driven action (games, bluffing, avoiding bad luck).
• Hollow Step — Pay 1 Fate Point to vanish into social absence for one exchange. Enemies cannot create an Advantage to notice or recall you that exchange; afterwards, allies and witnesses have difficulty describing you (GM may apply “Indistinct” temporary Aspect).
Drawback: Any scene after Hollow Step gives a free compel: “Too Easy to Forget,” penalizing Rapport or Presence to be remembered or trusted.
Numenera & Cypher System
LuckUnde 437, Hollow Veil Unders
Level: 3 (for overcoming or crafting)
Wearable (clothing slot).
Effect:
• Veil of Unbeing — While still or slow, +1 asset to Speed defense rolls to avoid detection or traps triggered by noise; Stealth tasks eased by one step.
• Tilt of Fortune — Once per day reroll any one d20 test related to stealth, deception, or luck; must take better result.
• Hollow Step (activation): Expend 2 Intellect points to enter “half-forgotten” state for 10 minutes. During this time tasks to notice, remember, or track you are hindered by one step; immediate witnesses take +1 difficulty to describe you accurately for the next hour.
Depletion: 1 in 1d20 after each Hollow Step; if depleted, requires a night’s meditation in silence to recharge.
GM Intrusion: The garment’s magic might overshoot — even allies fail to recognize you mid-scene.
Pathfinder (2nd Edition)
LuckUnde 437 Hollow Veil Underwear
Worn Item, Common, Invested, Magical
Level 3; Price 50 gp; Usage worn (underclothes); Bulk L
Activate [one-action] command, mental; Frequency once per day; Effect You activate Hollow Step, becoming harder to remember for 1 minute. During that time you gain a +1 status bonus to Stealth and Deception checks to Hide or Create a Diversion. Any creature that observes you must succeed at a DC 18 Will save or be unable to recall precise details about you until the end of the day.
Passive: While worn and invested, you gain a +1 item bonus to Stealth checks when not moving faster than half Speed, and opponents take a –1 circumstance penalty to hearing-based Perception checks within 10 feet.
Drawback: While invested, you take a –1 penalty to Diplomacy checks to Make an Impression or Request after using Hollow Step that day.
Craft Requirements: Magical tailoring and runic sewing; must know the Silent Stitching formula.
Savage Worlds (Adventure Edition)
LuckUnde 437 “Absent Veil”
Gear Type: Magical Clothing (underwear)
Cost: $100 (or 1 gold equivalent in Saṃsāra)
Weight: negligible; Min Str —
Abilities:
• Veil of Unbeing: +1 Stealth when motionless or moving at Pace 2 or less.
• Tilt of Fortune: Once per session, reroll any single Agility or Smarts-based roll (stealth, gambling, trickery) and keep the better result.
• Hollow Step (activation): Spend 1 Benny to become “Unremarkable” for 3 rounds — all Notice rolls against you are at –2, and witnesses must make a Smarts roll at –2 later to recall your details.
Drawback: After Hollow Step ends, Charisma –2 for the remainder of the scene as even allies find you strangely hard to connect with.
Notes: Does not stack with other invisibility or vanish powers; this is subtle perception manipulation only.
Shadowrun (6th Edition)
LuckUnde 437 “Veil Underwraps”
Gear Type: Magical Clothing (Undergarment)
Availability: 4; Cost: 1,500¥ (approx. 1 gold 5 silver equivalent in Saṃsāra)
Capacity: —; Wireless: no digital element (focus-driven magic only)
Game Effects:
• Veil of Unbeing — Provides +2 dice pool to Sneaking Tests when user is moving at half movement or less. Opponents suffer –2 dice on Perception Tests relying on sound within 5 meters.
• Tilt of Fortune — Once per run, the user can spend 1 Edge to reroll any failed Stealth or Luck-based test without needing another Edge refresh.
• Hollow Step (Complex Action, Magic 3+) — Costs 2 Magic points or 1 Edge to activate. For [Magic] Combat Rounds, the user’s presence blurs: anyone observing must make a Willpower + Intuition (3) test or fail to retain details about them. Cameras and sensors record but gain a –2 dice penalty to Spot the user clearly.
Drawback: After Hollow Step ends, the wearer suffers –2 dice on Social Tests to be remembered, recognized, or trusted for the remainder of the scene.
Starfinder
LuckUnde 437, Hollow Veil Undergarments
Level 2; Price 950 credits; Bulk L; Slot: worn (underclothes)
Aura faint divination and illusion
Passive:
• Veil of Unbeing — While motionless or moving at half speed, you gain a +2 circumstance bonus to Stealth checks and a +2 circumstance bonus to AC vs. attacks of opportunity triggered by movement.
• Tilt of Fortune — Once per day, reroll one failed Stealth or Bluff check; must take the better result.
Active (Hollow Step):
Activation: Move action; Usage 1/day; Duration 1 minute. You become semi-unnoticed: Stealth checks gain +4 bonus, and creatures must succeed at a Will save DC 12 + your level or be unable to recall identifying details about you for 1 hour.
Drawback: After using Hollow Step, take a –2 penalty on Diplomacy checks for 10 minutes due to residual presence dampening.
Crafting: Requires “Silent Thread” hybrid infusion and Mysticism DC 18.
Traveller (Mongoose 2e)
LuckUnde 437 “Hollow Veil Smallclothes”
TL: 8 (arcano-steam adaptation)
Cost: Cr1,000; Mass: negligible; Slots: worn
Traits: Stealth (+1), Probability Skew
Effects:
• Veil of Unbeing — Provides DM+1 to Stealth checks when not moving faster than half normal movement.
• Tilt of Fortune — Once per session, reroll one check tied to chance or concealment (Stealth, Gambling, Deception); keep the better result.
• Hollow Step — May be triggered once per day; make an opposed Check: Stealth vs. Recon or INT; on success observers cannot recall specifics and surveillance logs blur. Lasts 10 minutes.
Side Effect: After use, DM–1 to Influence or Admin attempts to be remembered or recognized until next significant rest.
Availability: Military/Scout black market or specialist discreet outfitters.
Warhammer Fantasy Roleplay (4e)
LuckUnde 437 — “Veil of the Hollow Gambler”
Type: Clothing (Wondrous Garment)
Encumbrance: Negligible; Availability: Rare; Price: 20 gc
Qualities: Subtle, Enchanted, Luck
Game Effects:
• Veil of Unbeing — Gain +10 to Stealth Tests if you remain still or move slowly; enemies take –10 to Perception Tests to hear you within 6 yards.
• Tilt of Fortune — Once per session, may reroll a failed Stealth, Gamble, or Sleight of Hand Test; must accept the second result.
• Hollow Step (Willpower Test, 1/day) — On success, for WP Bonus Rounds you count as Unremarkable: creatures must succeed at a Hard (–20) Perception Test to follow or describe you after.
Drawback: Miscast Chance — each use of Hollow Step gives a cumulative +1% chance of Tzeentch’s Notice for arcane casters until next dawn. Social Penalty — –10 to Fellowship Tests to be recognized or leave a strong impression after Hollow Step.
Craft: Rare hedge-mage tailoring; Arcana (Channelling) + Trade (Tailor) average test.
