Lore: When the sky-lantern festivals of Veridora first dimmed beneath the rise of austere Purity Orders, a trickster artificer known only as “Laughing Ash” smuggled forbidden merriment into the streets. Mixing gutter-ember soot, tinsel from outlawed parade masks, and shadow-ink brewed beneath eclipsed moons, the artificer forged a slender ear-cuff that could twist gloom into giddy hysteria. Though authorities dismissed it as a carnival bauble, whispered tales insist the cuff once toppled a magistrate’s tribunal when solemn witnesses erupted in uncontrollable laughter mid-verdict.
Description: A matte onyx ear-cuff shaped like an open-mouthed jester skull, teeth picked out in tarnished silver. Within each tooth, micro-glyphs of inverted jest scroll inward, visible only by lightning flash. When the cuff stirs, faint chuckles—too soft to source—flutter at its edge. Weight: negligible; resilience akin to tempered brass.
Specific Slot: Ear (counts as one worn magical item).
Detail Stats
- Tier: 1 Rarity: Common Magic School: Dark Magic
- Attunement: 1-minute worn attunement; one bearer at a time.
- Safety Limits: Wearing more than ten active items or forcing higher-tier currents inflicts standard Saṃsāra pain penalties.
Passive Magics
- Smirking Aura — Creatures within 10 ft perceive the bearer as mildly entertaining, granting the bearer +1 to Persuasion checks that lean on humor, wit, or levity.
- Mirthful Veil — Lowers nearby tension: once per short rest when a social contest begins, opponents suffer −1 to intimidation attempts for the first minute.
- Gleeful Echo — Each time the bearer succeeds on a Charisma-based check by making others laugh, the bearer gains 1 temporary hit point (max 5) that fades after a short rest.
Activable Magics
- Cackle Spark (1/short rest, bonus action) — The jester skull releases a crack of shadow-fire confetti. One creature within 30 ft that can hear bursts into involuntary laughter (DC 12 Wisdom save). On failure the target is incapacitated by mirth for up to 1 minute or until it takes damage.
- Hilarity Link (2 mana boost, action) — A smoky ribbon of dark chuckles tethers the bearer’s shadow to that of a willing or cackling creature within 15 ft for 5 minutes. While linked, either participant can transfer up to 3 hit points once per round; each hit point moved triggers a shared giggle audible only to them. When the link ends, both parties take 1 psychic damage per hit point they gave away, as sorrow returns. Cooldown: 10 minutes; using more than twice per day risks misdirection—next Deception attempt suffers disadvantage due to lingering snickers.
Tags: Ear-Cuff, Dark-Magic, Amused, Laughter-Charm, Shadow-Confetti, Humor-Manipulation, Tier-1, Common, Trickster-Relic, Soot-Carnival, Ember-Jester, Shadow-Giggle, Lantern-Mirth, Mockery-Ribbon, Hushed-Chortle, Festive-Subversion
Shops where and how this item might be bought and sold:
- Carnival Relics Booth — Night-Crest Arcade, Veridora
A narrow lattice stall behind velvet drapes, lit by ruby-glass lanterns that flicker with concealed pyrotechnics. The proprietor—masked in half-ash makeup—keeps the ear-cuff pinned to a rotating wheel of outlawed festival trophies. Patrons must tell a fresh joke to prove a “mirthful spirit” before negotiation begins. Listed price: 48 gp, with a 5 gp hush fee for each witness who overhears the deal. - Laughing Lantern Cart — Twilight Bazaar Causeway, Summa-Rift
A hand-pushed cart hung with cracked paper lanterns painted as grinning moons. The cuff rests inside a lacquer box amid trick-sparks and prank powders. Coins are never counted aloud: buyers clap out their offer in rhythmic beats; attendants translate rhythm to coinage. Trades usually settle around 42 gp or equivalent in rare spark-powder pouches. - Court Fool’s Curio Cabinet — Spire of Revelry, Veridale
Hidden behind a sliding jesters’ mural in the palace’s disused theatrics wing, this cabinet showcases relics once wielded by royal jokers. Acquisition requires a written limerick placed under a silver bell; acceptance summons the steward, who presents the cuff on crushed-velvet. Price fixed at 60 gp, payable only in gold “laugh-crowns” minted for past coronation parades, or by documented proof of a successfully staged public prank. - Whisper-Bend Revel Apothecary — Whisper-Bend Hamlet
Outwardly a herbal remedy shop, its curtained back room stocks items that “lighten burdens of the heart.” The ear-cuff sits between vials of giggle-gas and pop-dust sweets. Cost: 45 gp or barter for three bundles of Silent Veil Polypore or an equal measure of soothing draught ingredients. Transaction ends with a rosemary-smoke puff sealing the pact. - Gleam-of-Cinders Caravan — Emberroad Trade Route
A black-lacquer wagon trimmed with ember-glass wind chimes. Merchants conduct business at dusk, laying items on a soot-silk mat that glows when genuine laughter rings nearby. The cuff trades for 40 gp or two casks of dusk-wine prized for festival punch. Payment recorded on bone-slates tossed into an on-board brazier—erasing all ledger traces. - Iron-Reef Dockside Sideshow Kiosk — Sub-Platform 9, Iron-Reef Docks
A rickety booth plastered with caricature posters. Dockworkers seeking levity before night shifts buy gag artefacts here. Price floats with cargo manifests: lantern-silk surplus drops cost to 38 gp; gemstone shortages raise it to 52 gp. Only stamped harbor scrip is accepted. Purchase confirmed by wax token—two crossed jester hats—that melts by moonset.
Across Saṃsāra, each venue frames the Dark 217 of Amused as a harmless diversion, masking the hidden bite of dark-laced hilarity behind laughter, smoke, and carnival glimmer.
Roleplay in different environments:
- Festival Street Parade
Defense The ear-cuff’s Mirthful Veil lowers tension among watching sentries; stern officers caught in the swirl of lantern-dust laugh more readily, buying the bearer freedom to weave through tight cordons. Gleeful Echo cushions stray elbows and playful shoves with brief pulses of temporary vitality.
Offense A sudden Cackle Spark directed at a rival float’s captain turns precise drumbeat orders into wheezing hilarity, delaying the parade sequence and scattering protectors. In the confusion, Hilarity Link tethers a merrymaker as cover—shared laughter lets the bearer draw on the reveler’s stamina while slipping contraband beneath the float’s frame. - Courtroom Tribunal Chamber
Defense Proceedings heavy with solemnity tip toward levity; the magistrate’s glare softens under Smirking Aura, reducing the sting of questioning. When a prosecutor attempts intimidation, Mirthful Veil imposes the first falter, making threats seem exaggerated.
Offense A whispered jest followed by Cackle Spark collapses a key witness into unseemly giggles, casting doubt on their composure. Shadow-tethering the startled bailiff through Hilarity Link siphons a trickle of vigor, leaving the official faint and halting the next line of inquiry. - Underground Gambling Den
Defense Candle-lit alcoves fill with smoke; the cuff dims the lamps further, masking tell-tale tells and twitching fingers. Each small win earned with clever banter stacks Gleeful Echo’s buffer, cushioning any sudden knife swipe from a disgruntled gambler.
Offense At a decisive moment, Cackle Spark ripples across the card table, forcing a stone-faced rival into howling laughter and revealing hidden cards. A quick Hilarity Link to a charmed spectator transfers chips’ worth of stamina; as the link snaps, both parties wobble, leaving surveillance sluggish. - Forest Ambush Camp
Defense Bandits lurking in brush find their threats blunted by Smirking Aura; snide remarks deflate their resolve. The first arrow grazes harmlessly against Gleeful Echo’s temporary hit points.
Offense Aimed Cackle Spark topples the lookout into a fit, breaking the alarm whistle. Linking shadows with that same sentry through Hilarity Link drains strength each time they gasp, easing silence for companions to bypass traps. - Seaborne Merchant Vessel
Defense Midnight deck patrols lose edge when the cuff projects soft snickers into the wind, causing sailors to underestimate odd footsteps. Should mutineers close in, a pulse of laughter reshapes fear into confusion, granting space to retreat belowdecks.
Offense Hilarity Link lashed to the quartermaster lets the bearer siphon vitality while forging manifests. If spotted, a point-blank Cackle Spark sets the boatswain roaring, his bell dropped overboard, erasing alarms beneath the waves. - Academic Dueling Hall
Defense Student observers, stirred to amusement by the cuff, cheer the bearer’s parries; the boost to morale converts into precise footwork under Gleeful Echo. Harsh critiques volleyed by rival mages lose their sting amid suppressed chuckles.
Offense Before initiative is formally declared, Cackle Spark staggers an opponent, leading judges to pause the bout. A well-timed Hilarity Link then channels stamina from a laughing companion in the gallery, fueling a decisive flurry once the duel resumes.
Across banquet, alley, or battlefield, the ear-cuff reshapes dread into delirious mirth, turning laughter itself into shield and blade.

Perception of Activation:
- User’s Perspective
- Sight — The jester-skull glints with shifting violet sparks; a swirl of ember-orange confetti seems to spiral outward before vanishing.
- Sound — An abrupt, echo-less cackle resonates inside the ear canal, followed by faint chuckling that matches the rhythm of the heartbeat.
- Touch — The cuff cools to a crisp chill, then tingles along the jawline as if invisible fingertips trace a smile.
- Smell — A fleeting whiff of charred sugar and carnival smoke drifts past the nose, gone before the next breath.
- Taste — A fizzing sweetness coats the tongue, akin to popping candy bursting in silence.
- Extra-sensory — A pulse of buoyant mirth brushes the mind; the bearer glimpses murky silhouettes of nearby emotional “funny bones,” sensing who is primed to laugh.
- Observer’s Perspective
- Sight — The ear-cuff’s eye sockets bloom with purple glow, and the air around the bearer ripples like heat-haze sprinkled with ember motes.
- Sound — Listeners hear a brief snort of laughter they cannot source; silence resumes as if the sound was swallowed.
- Touch — Those within a few paces feel a skin-prickle similar to static, coupled with an odd urge to grin.
- Smell — A dim hint of burnt toffee teases the edge of recognition before dissipating.
- Taste — None distinct, though some report a ghostly tickle at the back of the throat compelling a suppressed chuckle.
- Extra-sensory — Empathic onlookers perceive a smoky ribbon arcing from the cuff toward anyone amused; Mind’s Eye users read flickering glyphs spelling “jest, jest, jest” around the bearer.
- Positives
- Ambient tension weakens, granting social leverage and easing negotiations with humor.
- Flash of mirth can interrupt hostile intentions, buying crucial moments to act.
- Temporary vitality from shared laughter cushions minor harm.
- Negatives
- Repeated activations may induce vertigo and lingering giggle-fits in the bearer.
- Light distortions and unexplained laughs can draw suspicion from vigilant authorities or superstitious foes.
- Psychic backlash after shadow tethering leaves a dull ache, shaking focus during delicate tasks.
Recipe Title: The Laughing Shadow Ear-Cuff
- Materials Needed
- Volcanic gutter-ember soot, sifted fine, 3 teaspoons
- Tinsel shavings from an outlawed parade mask, 12 strands
- Shadow-ink brewed beneath a moonless sky, 6 ml
- Onyx ingot, 25 g, veined with faint hematite
- Tarnished silver flakes, 1 g, hammered paper-thin
- Micro-glyph seed pearl dust, 1 pinch
- Whisper-spark resin (for binding ember motes), 2 droplets
- Single shard of Silent Veil Polypore, thumb-nail size
- Crafter’s own laugh, captured in a crystal phial at the moment of genuine amusement
- Tools Required
- Ember-forge crucible lined with gloom-quartz
- Bone-handled engraving awl tipped in night-jade
- Shadow-loom clamp for molding ear-cuff curvature
- Lunar-phase lens to reveal hidden micro-glyph alignment
- Smoke-hood bellows infused with rosemary ash
- Char-polish cloth woven from raven-silk
- Ironsong tuning fork set to a chuckle-chime resonance
- Skill Requirements
- Journeyman metallurgist familiar with dark-aligned alloys
- Trained rune-smith capable of sub-millimetre glyph work
- Alchemical artisan versed in stabilising mirth-based vapours
- Ritualist comfortable weaving personal emotional echoes into objects
- Crafting Steps
- Ember Smelt: Under the smoke-hood bellows, combine onyx ingot and volcanic soot within the gloom-quartz crucible. Heat until the mix flows like black glass; slowly fold in silver flakes, stirring counter-clockwise seven times to bind reflective gleam into the dark matrix.
- Tinsel Infusion: While the alloy remains molten, add parade-mask tinsel strand by strand. Each strand must fully dissolve before the next; whisper a single line of comedic verse with every addition to charge the brew with levity.
- Mirth Coalescence: Lower the flame, drizzle in shadow-ink and whisper-spark resin together. The mixture will emit faint violet sparks; strike the Ironsong tuning fork so its chuckle-chime ripples through the metal, harmonising swirl patterns that evoke laughter.
- Mold and Quench: Pour the alloy onto the shadow-loom clamp preset to an ear-cuff curvature. Press the Silent Veil Polypore shard against the inner curve as the metal cools; this seeds acoustic dampening into the structure. Quench in an oil bath scented with burnt sugar for scent-memory binding.
- Glyph Engraving: Under the lunar-phase lens, inscribe inverted jest glyphs around the jester-skull motif using the night-jade awl. Dust each fresh groove with seed pearl powder to lock micro-runic circuitry, then polish gently with raven-silk cloth until the outlines gleam faintly.
- Laugh Imprint: Unstop the crystal phial and release the captured laugh onto the cuff. The sound should sink into the metal, causing a brief shimmer of ember motes. Seal the imprint by tracing the cuff’s edge three times with a fingertip while recalling a moment of pure amusement.
- Final Attunement: Place the cuff beneath total darkness for one hour. At the thirtieth minute, clap once; the cuff will answer with a barely audible snicker, signalling successful infusion of Dark Magic and amusement.
The ear-cuff is now complete—store it in a velvet pouch strewn with carnival confetti until first attunement.
Cinder-Laugh Canticle of the Ear-Bone
That Cracked the Silence of Eight-Fold Lanterns
In the dusk-written age before the counting of steam-ships but after the forgetting of sky-herds, there wandered a shadow-smelter named Ash-Who-Grins-At-Rain.
(The papyrus margins insist he was “one who nailed thunder to jokes,” though scholars dispute what thunder means in this tongue.)
He carried soot in his hair and silver in his grin, claiming both were trophies wrested from the belly of a starlit furnace. When festivals were outlawed and lanterns were dimmed so mourning could grow long, Ash-Who-Grins-At-Rain felt the world shiver beneath too much straight-faced stone.
So in a cellar beneath Veridora, where parade drums once slept, he stirred gutter-ember soot with mask tinsel and shadow-ink distilled from a moon that never rose. The pot laughed in little violet blisters, and each blister sang a different jest only the blind mice could hear. From this mirth-simmering brew he forged an ear-cuff shaped like a skull forever caught mid-cackle, its teeth counting down to the next punchline.
He gifted the cuff to a silent minstrel girl, Vessa of Empty Bells, whose tongue had been fined into quiet for overtuning the grief of nobles. The moment metal kissed cartilage, Vessa tasted sugar-fire and carnival smoke, and she laughed—a low ripple that nudged shutters, rattled judge scrolls, and bent the city’s night watch into sudden hilarity. Laughter spread quicker than plague letters: staircases giggled, oil lamps sputtered chuckles, and magistrates found verdicts dissolving into snorts.
But the cuff is a circle of dark mirth; its jokes seek deeper chambers. In the High Court where sorrow was engraved like taxes, Vessa stood witness against a Purity Lord who hoarded gloom as tithe. One wink from the jester skull loosed Cackle Spark: the bailiff went breathless with glee, jurors clutched their ribs, and the Lord’s own robe shook itself into knots of mocking faces. Records claim the Lord fled, leaving behind a single shoe that argued loudly with itself until dawn.
Yet mirth drawn from shadow leaves debts in shade. Each night, when lanterns slept, the cuff whispered elder puns so potent they frayed the seams of sanity. Vessa began to trade vitality for the laughter of crowds, linking shadows with adoring spectators through Hilarity Link. Their joy buoyed her dance, but every shared giggle pressed a quiet bruise on the soul’s underside. Gaps appeared in memory where sorrow should live; lilies wilted in her footprints, not from darkness but from laughter grown sharp as blades.
Eventually a ragged procession of jesters—faces half-painted, half-haunted—approached her. They knelt, not in homage, but pleading for silence, their own mirth long since hollowed. Vessa, hearing echoes of her own hollow, unhooked the cuff. The skull hissed, ash-glints flaring, and she cast it into the Mausoleum of Unheard Melodies, where forgotten jokes wander like pale moths.
The cuff, craving ears and heartbeat, gnawed through stone. It slipped away into bazaars, carnival carts, and dockside kiosks, each new bearer certain they could wield amusement without price. Some toppled tyrants with riotous guffaws; some broke peace treaties when ambassadors burst out laughing mid-signature; one scholar convinced mirrors to recite limericks until dawn shattered their reflections. And always, after the final giggle, a faint ache settled—an after-taste of burnt toffee and regret.
(Preserved note: “Translation halts here; scroll edges chewed by creatures that laugh at paper.”)
Moral: Laughter pulled from deep shadow sweetens the hour but stains the dawn.
Suggested conversions to other systems:
Call of Cthulhu — Laughing-Shadow Ear-Cuff
- Item Type: Minor Artifact (common rarity) Slot: Ear
- Passive Effects
- +10 % to Charm or Persuade rolls that lean on humour, banter, or levity.
- Nearby tension weakens: anyone attempting Intimidate or Psychoanalysis against the wearer suffers –10 % for the first combat round or social exchange.
- Each time the wearer succeeds at making another character laugh, the wearer heals 1 Hit Point (maximum 5 per game day).
- Active Effects
- Cackle Spark — Spend 5 Magic Points; target within POW × 5 feet hears an echoing laugh. Opposed POW vs POW: on success, the target collapses in mirth, treated as “Incapacitated” for 1D6 rounds or until harmed. Sanity cost 0/1. Usable once per hour.
- Hilarity Link — Spend 5 Magic Points; tether shadows to one willing or laughing target within 5 m for 5 minutes. Either participant may transfer up to 3 HP total during the link. When it ends, each loses HP equal to half the amount they gave away (round up). Sanity cost 1/1D4. Recharge after a night’s rest.
Blades in the Dark — Mirth-Ember Cuff
- Item Category: Fine Item (0 Load once attuned) Slot: Ear
- Passive Benefits
- +1d to Sway or Consort rolls that rely on jokes, puns, or playful mockery.
- When entering a tense situation, opponents suffer –1 effect level on Command actions that attempt fear for the first few moments.
- The first time per score you succeed in making someone laugh, take +1 armour against the next level-1 harm.
- Active Abilities
- Cackle Spark — Once per score, push yourself (1 stress) to unleash a burst of sinister confetti; a target at Near range takes level-2 temporary harm “Uncontrollable Laughter” (incapacitated until they resist or you break eye-contact).
- Hilarity Link — 2 stress. Create a shadow tether to a willing or laughing creature for the remainder of the scene. Either may spend 1 stress to resist harm done to the other (narratively described as vitality transfer). At score’s end, both mark level-1 harm “After-laugh Ache”.
Dungeons & Dragons — Ear-Cuff of Amused Shadow
- Wondrous Item (ear-cuff), common, requires attunement Slot: Ear
- Passive Properties
- You gain a +1 bonus to Charisma (Persuasion) checks rooted in comedy, wit, or light-hearted banter.
- Once per short rest at the start of an encounter, creatures that attempt to frighten or intimidate you have disadvantage on the first such attempt (Mirthful Veil).
- Gleeful Echo: whenever you succeed on a Persuasion check that causes audible laughter, you gain 1 temporary hit point (maximum 5), fading at the end of a short rest.
- Active Properties
- Cackle Spark (Recharge — Short Rest). Bonus Action. One creature you can see within 30 ft must succeed on a DC 12 Wisdom saving throw or fall prone and become incapacitated with laughter for up to 1 minute (as Tasha’s Hideous Laughter); the target repeats the save at the end of each turn and whenever it takes damage.
- Hilarity Link (Recharge — Long Rest). Action. Create a 15-ft shadow tether to one willing or laughing creature for 5 minutes. Once per round, either of you can use a reaction to transfer up to 3 hit points to the other. When the link ends, both creatures take psychic damage equal to the total hit points they transferred away.
Knave — Umbral Jest Cuff
- Gear Slot Cost: 1 Rarity: Common Slot: Ear
- Passive Effects
- Gain a +1 bonus (or Advantage, if using optional rules) on CHA tests involving jokes, teasing, or playful negotiation.
- While the cuff is worn, the first intimidation attempt against you each encounter suffers Disadvantage.
- After each successful laughter-based CHA test, gain 1 temporary HP (to a maximum of 5) that lasts until your next full rest.
- Active Effects
- Cackle Spark — Once per hour, as a reaction to eye contact within 30 ft, force a creature to save vs CHA; on failure it is incapacitated by laughter for 10 minutes or until harmed.
- Hilarity Link — Once per exploration turn, create a 15-ft tether to a willing or laughing creature; the link lasts 10 minutes. Either participant may, once during the link, move up to 3 HP from their total to the other. When the link ends, both suffer 1 damage per point they shifted away.
Fate — “Jester-Skull Cuff”
- Narrative Aspect: “Shadow-Laughter That Frays Gravitas” (always on)
- Stunts
- Smirking Aura. Once per scene, spend 1 Fate Point to give yourself +2 to an Overcome or Create Advantage with Rapport or Provoke when you joke or tease.
- Cackle Spark. Spend 1 Fate Point and point at a target in your zone or an adjacent zone; they gain the situational aspect “Uncontrollable Laughter” with two free invocations, lasting until someone uses a overcome action against Fair (+2) opposition or the scene ends.
- Hilarity Link. Spend 1 Fate Point plus an action to tether your shadow to a consenting or Uncontrollably Laughing target in your zone. While linked, either participant can choose to redirect up to 2 stress per exchange to the other. When the link ends, both mark a mild consequence “After-Laugh Ache.”
- Refresh Cost: 1 (if purchased at character creation). Slot: Ear
Numenera & Cypher System — “Echo-Giggle Ear-Cuff”
- Level 3 Form Ring-style ear-cuff Rarity Common
- Passive Effects
- Ease pleasant social tasks using humour by one step.
- At the start of a tense encounter you may declare a Levity Field; creatures attempting to Intimidate or frighten you face one-step hindrance for one round.
- Active Abilities (each costs 3 Intellect points; depletion 1 in 1d20 after any activation)
- Cackle Spark. Action; one creature within Short range makes an Intellect defense roll (level 3). Failure: the target is stunned by laughter for ten rounds or until damaged.
- Hilarity Link. Action; tether to a willing or laughing creature in Immediate range for five minutes. Once each round either participant may move up to 3 Pool points (any combination) to the other. When the link ends both suffer 1 Intellect damage per point they gave away. Slot: Ear
Pathfinder (Second Edition) — “Ear-Cuff of Shadowed Jest”
- Item Level 3 Price 45 gp Bulk — Usage worn, ear Traits Magical, Shadow, Auditory, Emotion
- Passive Benefit
- +1 item bonus to Diplomacy checks that rely on jokes or playful banter.
- Once per hour when a creature attempts Coerce or Demoralize you, it takes a –1 circumstance penalty.
- Activate ◆ (Envision, Mental) — Cackle Spark; Frequency once per 10 minutes; Effect Target one creature within 30 feet. DC 17 Will save. Failure: the creature is stunned 1 and flat-footed while doubled over in laughter for 1 minute; it can attempt a new save at the end of each turn or when it takes damage (success ends the effect).
- Activate ◆◆ (Envision, Manipulate) — Hilarity Link; Frequency once per day; Effect Shadow tether to a willing or laughing creature within 15 feet for 5 minutes. Once per round either participant can, as a free action, transfer up to 3 Hit Points to the other. When the effect ends, each creature takes mental damage equal to half the total HP it transferred away (minimum 1).
Savage Worlds Adventure Edition — “Ring-Laugh Cuff”
- Type Magic Item Encumbrance — Rarity Common Requires one hour attunement
- Passive Powers
- Charisma +1 when attempts involve humour or light-hearted banter.
- In the first round of any confrontation, foes suffer –1 to Intimidation rolls against you.
- Active Powers (Power Points 3, recharges 1 PP per hour)
- Cackle Spark (1 PP, Smarts roll vs target Spirit, Range Smarts × 2) — Failure: target gains the Distracted and Vulnerable Conditions for 1 minute, shaking with laughter; a critical failure incapacitates it until shaken.
- Hilarity Link (2 PP, Smarts range) — Maintainable up to 5 minutes. Two linked characters may, once per round as a free action, transfer one Wound or up to 3 Fatigue levels/Power Points between them. When the link ends both must make a Vigor roll; failure inflicts one level of Fatigue from psychic backlash. Slot: Ear
Shadowrun (Sixth World) — Jest-Shade Ear-Cuff Focus
- Category Magical Focus (Illusion / Trickster Tradition) Form Onyx-garnet ear-cuff
- Force 2 (common street grade; higher up to 4) Availability 4 R Cost 5,000 ¥ × Force
- Bonding Cost 2 Karma × Force Slot Ear
- Passive Benefits
- While worn and bonded, add the cuff’s Force as bonus dice to Con or Influence tests that use jokes, puns, or light-hearted banter.
- The first Intimidation attempt against the wearer in a scene suffers –1 edge as the cuff disperses tension.
- Active Powers
- Cackle Spark Complex Action, 1 Drain. Target within Charisma × 2 m rolls Willpower + Logic vs wearer’s Magic + Charisma + Force. Net hits impose the Enthralled status (incapacitated with laughter) for Force Combat Turns or until damaged.
- Hilarity Link Major Action, 2 Drain, 1/day. Shadow tether to a willing or laughing target within Force m for Force × 10 Combat Turns. Once per Turn, either participant may transfer up to 2 Stun boxes to or from the other as a Free Action. When the link ends, each suffers Stun equal to boxes shifted away from them. Critical Glitch: wearer also takes Physical Drain equal to half Force (rounded up).
Starfinder — Ring-Cuff of Umbral Glee
- Item Level 4 Price 3,300 cr Bulk L Slot Ears
- Aura moderate enchantment (emotion, shadow)
- Passive Magic
- +1 circumstance bonus to Diplomacy checks that rely on humour.
- As a move action, create a 5-ft aura of dim ember-light for 1 minute; creatures other than you take –1 to Perception checks relying on sight within the aura. 1/day.
- Activated Magic
- Cackle Spark Standard action, 1 Resolve Point, Will DC 15. Humanoid within 30 ft becomes fascinated for 10 rounds or until harmed.
- Hilarity Link Move action, 1 Resolve Point, 1/day. Shadow tether a willing or laughing creature within 15 ft for 5 minutes. Once per round as a swift action, either participant may transfer up to 5 Hit Points to the other. When the link ends, each takes non-lethal damage equal to half the total they shifted away (minimum 1).
Traveller (Mongoose 2e) — Laugh-Shadow Ear-Cuff
- Tech Level 14 Mass Negligible Traits Psionic, Emotion, Rare/8
- Cost Cr 150,000 Slot Ear
- Passive Benefits
- Grants DM +1 to Persuade or Steward checks that hinge on humour or levity.
- First Opposed check each encounter that attempts to threaten or coerce the wearer suffers DM –1.
- Active Functions
- Cackle Spark Full action, 1 Psionic Strength. Project telepathic mirth at one target within 20 m; target resists with END + Edu (Average 8+). Failure imposes the Charmed condition for 1D3 × 10 minutes, treating the wearer as a trusted jester unless harmed.
- Hilarity Link 1/day, 2 Psionic Strength. Tether shadows to a willing or laughing target at Short range for 10 minutes. Once per Round, either may shift up to 3 characteristic points (any mix) to the other; lending cannot reduce a characteristic below 3. When the link ends, both suffer 1D3 psychic damage per full 3 points transferred away.
Warhammer Fantasy Role-Play (4th Edition) — Ear-Cuff of the Laughing Skull
- Rarity Rare Type Magical Trinket Enc 0 Traits Dark Magic, Shadow, Auditory, Emotion
- Passive Effects
- Fellowship Tests that employ jokes or playful mockery gain +10.
- During the first Round of any conflict, foes take –10 to Intimidate Tests against you.
- Active Powers
- Cackle Spark Half Action, CN 3, Recharge Scene. Choose target within WP × 2 yds; target opposes with Cool. On failure, it gains the Condition Entranced (incapacitated by laughter) for 1D10 Rounds or until wounded. Fumbled Cool Test also inflicts Blinded for 1 Round.
- Hilarity Link Extended Action, CN 5, 1/day. Shadow tether to a willing or Entranced creature within 6 yds for WP Bonus minutes. Once per Round, either participant may transfer up to 3 Wounds (not exceeding maximum) to the other as a Free Action. When the link ends, both Test Endurance; failure inflicts 1 Fatigue and Bleeding (Minor) from psychic backlash.
- Miscast On a Chaos Manifestation, wearer takes Corruption equal to CN instead of other effects.
