Lore A young mage named Faelan, known for his clumsy attempts at enchantment, sought to create the perfect ofuda pouch. Distracted, he accidentally infused it with the essence of a Blunderbloom flower, creating an endearing but awkward, living pouch. Frustrated by its constant fumbling, Faelan sought an element to stabilize it. He traveled to the Isle of Whispers, believing the legendary soporific magic of a Sun-Reed could calm the pouch’s chaotic spirit. He managed to acquire one of the pale, golden reeds and, in a moment of misguided genius, wove it directly into the pouch’s fabric as a stiffener.
The magic did not stabilize; it merged. The pouch’s clumsy spirit did not quiet, but its fumbles became infused with the reed’s sleepy, solar energy. The item stopped being just a pouch and gained the reed’s ability to resonate, floating near its new owner’s head. The “91” is said to mark Faelan’s 91st attempt at this modification, the one where the pouch finally hiccuped a soft, melodic note and floated away from his workbench, satisfied with its new, combined nature.
Description This single object is a 25cm x 20cm pouch made of soft green fabric with sporadic purple and blue patterns. It floats gently near the avatar’s head, swaying with an endearing, ungainly motion. Five hollow, pale-gold Sun-Reeds are woven horizontally into the pouch’s structure, giving it a rigid frame that seems at odds with its soft, clumsy movements. It occasionally shuffles, hiccups, or fumbles, emitting soft, apologetic murmurs, yet the reeds woven into it emanate an aura of profound, sleepy peace.
Stats Tier: 2 Capacity: 10 slightly elastic slots for Ofuda.
Tags Living, Clumsy, Enchanted, Whimsical, Endearing Artifact, Protective Charm, Animated Accessory, Mischievous Companion, Adaptive Storage, Humorous Relic, Spiritbound Pouch, Quirk-infused, Playful Enchantment, Unpredictable Ally, Weapon, Focus, Instrument, Musical, Sonic, Pacifying, Non-Lethal, Sleep, Mind-Affecting, Enthralling, Herbal, Floating, Solar, Harmonic, Crowd Control, Debuff, Hybrid, Sentient, Soporific, Reagent Pouch, Aural, Woven, Lullaby
Passives Magic
- Endearing Aura: The pouch’s awkward, floating nature tends to disarm those around it. Those who see the pouch bobbing and murmuring are less likely to act with initial hostility toward the wearer.
- Harmonic Targeting: When the avatar uses a Symphonic Hum ability channeled through this item, they can choose a specific creature type (Beast, Humanoid, Plant, Elemental). If the target matches that type, the penalty on their saving throw is increased to -5.
- Protective Aura of Quiet: The pouch passively absorbs chaotic sound waves and dissonant psychic energy in its immediate vicinity. Sudden loud noises are slightly muffled, and the sharp edges of panic or hysteria in nearby allies are subtly dampened.
- Blunderguard: If the pouch accidentally fumbles an Ofuda while the avatar tries to retrieve it, the protective magic of the next Ofuda placed inside the pouch is doubled for a short duration.
Active Magics
- Symphonic Hum Focus: This item acts as the primary focusing instrument for the Bloom’s Symphonic Hum ability. The avatar channels its collective hum through the five Sun-Reeds woven into the pouch. This allows the creation of a tailored lullaby, inducing a state of blissful trance or sleep in targets.
- Ofuda Resonance: As an action, the avatar can channel the chime’s soporific energy through one Ofuda stored in the pouch, without physically retrieving it. This activates the Ofuda’s magic as if it were used normally, but the Sun-Reed’s harmony extends its duration by 50%. This expends the Ofuda from its slot.
Specific Slot Weapon / Focus (Ofuda pouch)
Item Integrity and Disablement
The Pouch of the Slumbering Blunderbloom 91 does not possess “hit points” in the way a creature does. Instead, it has a Magical Integrity Threshold commensurate with a Tier 2 enchanted, living item. Because it is a merged item, its magical properties are derived from two separate sources: the Blunderbloom-infused fabric (its living, clumsy nature, and ability to hold Ofuda) and the five Sun-Reeds woven into it (its ability to float, pacify, and act as a sonic focus).
To disable the item, an attacker must specifically target it and overcome this integrity threshold. The item is not easily broken. Its clumsy, bobbing nature might cause it to “fumble” a poorly aimed attack, causing the blow to glance off harmlessly. However, a deliberate, powerful, and successful strike aimed at the item will break its integrity.
When this threshold is breached, the item is effectively disabled. The five Sun-Reeds, which form its frame, would crack, their internal crystalline structure compromised. The soft green fabric would tear, and the Blunderbloom spirit animating the pouch would retreat, becoming dormant. The pouch would immediately cease floating, its glow would extinguish, and it would fall to the ground, likely spilling any remaining Ofuda from its damaged slots. Its magical abilities (both passive and active) would cease to function until it is repaired.
Item Repair
Repairing the Pouch of the Slumbering Blunderbloom 91 is a complex and expensive process, as it requires restoring two different, magically merged components. The process is far more involved than simple mending.
First, the physical damage to the pouch itself must be addressed. A master weaver, preferably one with skill in enchanting, must meticulously stitch the torn fabric. This requires Enchanted Elastic Thread to restore the slots and an infusion of Blunderbloom Petals to coax the pouch’s shy, clumsy spirit back into the repaired vessel.
Second, and more difficult, the five cracked Sun-Reeds must be repaired. Their soporific magic comes from their unique internal structure, which must be perfectly restored to hold the correct “tune.” This requires the reeds to be carefully bound with Luminous Gossamer Silk, which acts as a magical conduit. The artisan must then re-harmonize the reeds, perhaps by traveling to the Sunken Marsh of the Isle of Whispers to bathe them in the sleepy, setting sun, or by seeking a master bard to play a perfect, continuous lullaby over them for a day and a night.
Finally, a ritual must be performed to re-merge the two now-healed magical signatures. The awakened Blunderbloom spirit and the re-tuned Sun-Reeds must be convinced to co-exist again, re-establishing the magical resonance that allows the item to float and function.
Given the unique nature of the Pouch of the Slumbering Blunderbloom 91, it is not an item that can be found in a common marketplace or a standard enchanter’s shop. Its status as a one-of-a-kind, Tier 2 merged item—born from an accident and possessing a “living,” clumsy personality combined with the magic of exceptionally rare Sun-Reeds—means it would only surface in very specific, high-end, or clandestine locations. The “seller’s market” and “buyer beware” principles of Saṃsāra would be in full effect, with the item’s value being wildly subjective.
Here are the types of “shops” and scenarios where this item might be bought and sold:
1. The Bespoke Arcane Atelier
Location: Found in an affluent district of a floating city or within a magically-warded skyscraper in a metropolis. This establishment is less a shop and more a gallery, run by a master artisan or a connoisseur of magical oddities who deals only in unique, high-tier artifacts. How it is Sold: The pouch would be on display in a private, by-appointment-only showroom, likely floating in a comically clumsy orbit within a specialized containment field, its apologetic murmurs faintly audible. The proprietor would present the item by recounting its full, known lore—emphasizing its rarity, the “priceless” nature of its Sun-Reed components, and its unique, merged enchantment. The sale would be a long, negotiated affair, perhaps over spiced tea, with the seller highlighting its non-lethal, crowd-control capabilities for a discerning client, while the buyer would point to its clumsy unpredictability and mere Tier 2 status as a severe drawback. Cost: The proprietor would open negotiations at an exorbitant price, perhaps 5 Rhodium, knowing it to be an anchor. A realistic, final negotiated price would be between 18 and 25 Platinum pieces. The buyer would be paying for the sheer rarity of the Sun-Reeds and the item’s undeniable uniqueness as a “living” magical focus.
2. The ‘Spirited’ Oddities Emporium
Location: Tucked away in a bohemian quarter or a district known for its whimsical magic, this shop is cluttered from floor to ceiling with items that possess a mind of their own. It is run by an eccentric collector (perhaps a being who appreciates “living” items) who values an item’s personality and story far more than its raw power. How it is Sold: The Pouch of the Slumbering Blunderbloom 91 would likely be floating freely around the shop, “helping” the owner in its own fumbling way. The shopkeeper would insist that any potential buyer “interview” with the pouch. The transaction would be framed as an adoption. The seller would be more concerned with finding an owner who would appreciate the pouch’s quirks and not become frustrated with it. A buyer who treats the pouch dismissively or as a simple tool would be refused a sale at any price. Cost: The cost here is less fixed. The shopkeeper might be open to a trade for another item of equal “spirit” (such as a “melancholy locket” or a “devious set of dice”). If forced to accept coin, the proprietor would ask for a price that “feels right,” likely based on the item’s personality. Cost: Approximately 50 to 75 Gold pieces, with the seller strongly preferring a portion of that price to be paid in rare, beautiful fabrics or exotic, sweet-smelling pollens, which the pouch enjoys.
3. The Clandestine Auction House
Location: In a hidden, magically-secured vault beneath a major port city or within one of the megacities in a dark cave system. This is not a legal, registered auction, but a secret gathering for shadow brokers, artifact smugglers, and wealthy individuals with flexible morals. How it is Sold: The pouch would be listed simply as “Lot 91: The Floating Pouch.” It would be brought out and demonstrated by a handler who, upon trying to retrieve an Ofuda, would have it “fumbled” back out, only for the pouch to emit its disarming murmur and then a soft, soporific note from its reeds, causing the handler to yawn. The auctioneer would hype its bizarre, merged properties as “an unpredictable infiltration tool” and “a charming, non-lethal bodyguard.” Bidding would be tense and silent, using magical signets. The item was likely acquired after its original creator, Faelan, “lost” it. Cost: The price is determined purely by the buyers in the room and how they perceive its utility. A spy might see its pacifying hum as invaluable, while an enchanter sees only a flawed, chaotic artifact. The “buyer beware” rule is absolute. The bidding would likely start at 30 Gold and could escalate rapidly. Final Sale Price: Anywhere from 80 Gold to 4 Platinum pieces, depending on whether two particularly motivated bidders (like a bard-assassin and an artifact researcher) are in attendance.
4. The Adventurer’s Guild “Hunter’s Market”
Location: A quarterly or semi-annual market event held at a major Guild Hall, where adventurers and explorers come to sell unclassified, strange, or dangerous items they have recovered from ruins or monsters. How it is Sold: This is a direct, chaotic, seller’s market. The item might still be in the possession of Faelan himself, who has grown utterly exasperated with its clumsy “help” and is looking to offload it. He would have a stall, the pouch floating and hiccuping beside him. He would passionately and frustratingly describe its abilities, demonstrating how it fumbles his Ofuda one moment and then puts a rowdy customer to sleep the next. He is not a professional merchant and would be looking to recoup his (significant) material costs and be rid of the thing. Cost: Faelan would calculate his cost based on the rare Sun-Reeds (which he may have nearly died acquiring), the Luminous Gossamer Silk, the Blunderbloom petals, and the 90 failed attempts before this one. He would set a high, but not astronomical, price, and be willing to haggle if the buyer seems sympathetic to his plight. Cost: A firm 12 Platinum pieces, with Faelan refusing to go lower, stating, “That’s what the reeds cost me! You’re getting the clumsy spirit for free!”
The Pouch of the Slumbering Blunderbloom 91 is a unique and quirky tool, and its use in conflict is as much about misdirection and personality as it is about power. Its “living” nature means it is an active participant, for better or worse.
Here is how it might be used for offense and defense in different environments.
1. In a Crowded Urban Metropolis or Political Setting
Scenario: The avatar is in a tense negotiation in a high-rise office, or has been cornered by City Guard in a busy marketplace.
Offensive Use (Non-Lethal Control): The avatar is surrounded by four angry guards, their steam-powered impact batons humming. “Give it up, Bloom! You’re cornered!” As they advance, the avatar doesn’t draw a weapon but instead begins a low, clear hum. The Pouch of the Slumbering Blunderbloom 91, floating erratically by the avatar’s shoulder, resonates. The five Sun-Reeds woven into its frame glow with a soft, solar light. The avatar activates the Symphonic Hum Focus, using Harmonic Targeting for “Humanoid.” The sound that emerges is not a weaponized blast, but an impossibly pure, multi-toned lullaby. The lead guard, fist raised, suddenly feels the weight of a 22-hour shift. His anger dissolves into profound weariness. “Wha…?” He yawns, his knees buckle, and he slumps against a fruit stall, fast asleep. A second guard stumbles, his baton clattering to the ground. “I… must… rest…” The avatar doesn’t fight the guards; it “tucks them in” where they stand, creating an opening to slip away into the crowd.
Defensive Use (Social De-escalation): A stern magistrate and her bodyguards confront the avatar. “Your papers are not in order. Explain your presence, or this will end poorly.” The atmosphere is hostile. As the avatar begins to speak, the Pouch, perhaps sensing the tension, hiccups loudly—a soft, melodic ‘bloop!’—and sways apologetically, its green and purple patterns seeming to “blush.” The magistrate’s stern expression falters. Her bodyguards exchange a confused glance. The pouch has activated its Endearing Aura. The sheer, awkward charm of the living, floating, apologetic bag has broken the tension. The magistrate’s anger has been disarmed, replaced by befuddled curiosity. “What… in the Seven Hells… is that?” The avatar has just used the pouch’s clumsiness as a social shield, turning a hostile confrontation into a simple (if bizarre) inquiry.
2. In the Wilds or Ancient Ruins
Scenario: The avatar is exploring a dark, overgrown jungle ruin and disturbs a nest of territorial, beast-like monsters (e.g., Shadow-Stalkers).
Offensive Use (Indirect Attack): A large Shadow-Stalker, all black fur and glowing red eyes, leaps from the shadows. The avatar, in a panic, tries to draw an “Ofuda of Blinding Light” from the pouch. True to its nature, the pouch fumbles, “sneezing” the Ofuda out of its slot and onto the mossy ground. “Not now!” the avatar yells. The beast leaps again. The avatar shoves a new Ofuda—one of “Scorching Fire”—into the now-empty slot. The Blunderguard magic, triggered by the previous fumble, flares to life. The avatar then uses Ofuda Resonance. The reeds sing, but this time the note is sharp and hot. The pouch itself channels the magic, and the Scorching Fire Ofuda activates from within the pouch, its magic doubled by Blunderguard and its duration extended by the reeds. A jet of flame erupts not from the avatar’s hands, but from the floating pouch, surprising the beast and forcing it to retreat from the unexpected, magically-enhanced attack.
Defensive Use (Sensory Shield): The avatar enters a vast, dark cavern. A rival adventurer, hidden in the shadows, triggers a “Flash-Bang” glyph, a sonic-and-light-based trap designed to stun intruders. The cavern erupts in a deafening CRACK and blinding light. The avatar’s companions are staggered, hands to their ears, spots in their eyes. The avatar, however, is merely startled. The Protective Aura of Quiet from the pouch’s Sun-Reeds passively dampened the worst of the sonic blast, turning the deafening crack into a muffled thud. The pouch’s own apologetic murmuring provided a grounding, counter-frequency that kept the avatar from being overwhelmed, allowing them to react while their enemies and allies are still disoriented.
3. In a High-Stakes Infiltration or Factory
Scenario: The avatar is sneaking through a mag-steam factory, trying to remain undetected, and is spotted by a patrolling clockwork sentinel or a night watchman.
Offensive Use (Targeted Pacification): A single watchman rounds the corner, his lantern beam falling on the avatar. He opens his mouth to shout an alarm. The avatar hums a single, sharp note. The Symphonic Hum Focus activates instantly, not with a broad lullaby, but a focused, harmonic “shush.” The watchman’s shout dies in his throat, replaced by an involuntary yawn. His eyes grow heavy. He believes he is just… suddenly… very tired. He leans against a steam-pipe to “rest his eyes for a moment” and immediately slumps into a light, peaceful doze, the alarm never raised. The avatar, with a relieved pat for the clumsy pouch, continues on.
Defensive Use (Unpredictable Distraction): The avatar is tiptoeing across a narrow metal gantry, high above the clanking factory floor. They try to silently pull a “Lock-Picking” Ofuda from the pouch for the door ahead. The pouch, in its most charmingly awkward way, fumbles the retrieve. The Ofuda doesn’t just drop; the pouch hiccups and it flutters out, landing on the gantry with a noticeable thwap. A guard on the level below looks up. “Huh? Who’s there?” The avatar freezes. But the guard’s eyes are not on the avatar. They are on the pouch, which is floating just off the gantry, swaying in a way that looks profoundly guilty, as if it’s trying to hide. The guard is baffled. He’s seen air elementals, he’s seen levitation magic, but he’s never seen a floating, embarrassed bag. This is the Endearing Aura combined with its inherent clumsiness. The guard doesn’t raise an alarm, but calls out, “Oi! Is that one of Faelan’s new… contraptions? Stop wobbling, you’re making me seasick!” The guard, disarmed and assuming it’s just a quirky piece of floating machinery, goes back to his patrol, grumbling about “mad mages.” The clumsy defense just saved the mission.

Perception of Activation:
User’s Perspective:
- Sight: The pouch shimmers with its soft green glow, the purple and blue patterns rippling like a nervous flower. Simultaneously, the five pale-gold Sun-Reeds woven into its frame begin to glow with a steady, warm, sun-bleached light, creating a bizarre contrast of chaotic energy and serene stillness. The Ofuda slots may visibly twitch or shuffle.
- Sound: The user hears a layered, contradictory symphony. Close to their ear are the pouch’s characteristic playful, high-pitched murmurs, hiccups, and apologetic giggles. Underneath this, a profound, pure, multi-toned harmonic hum resonates from the reeds, a sound that feels ancient, deep, and impossibly peaceful.
- Smell: A faint, earthy fragrance of blooming wildflowers wafts from the fabric, now blended with a warmer, dusty, and deeply sleepy scent, like sun-baked reeds or chamomile.
- Touch: The fabric feels warm, springy, and restlessly alive, as if it wants to squirm. At the same time, the user feels a powerful, low-frequency vibration from the rigid reeds, a thrumming resonance that feels like a deep, powerful purr, vibrating through the user’s gear and into their own chest.
- Taste: An unexpected tang of fresh herbs and citrus briefly tingles the tongue, followed by a dry, sweet aftertaste, like warm milk.
- Extrasensory: The user experiences a sharp, dizzying, extrasensory pull in two opposite directions. They feel the Blunderbloom’s emotional nudge of clumsy enthusiasm and chaotic, playful energy, a feeling of “Oops! Let’s go!” This is immediately met by a powerful, conflicting wave of soporific magic from the Sun-Reeds, an overwhelming aura of blissful, sleepy peace that commands “Shh, let’s rest.”
- Extrasensory (Harmonic): As the reeds attune, the user feels a brief, empathetic connection to their target, a “sense” of the target’s consciousness as the lullaby is specifically tailored to it.
Observer’s Perspective:
- Sight: The floating pouch glows faintly, its floral patterns shifting in a comical, wobbling manner. This is contrasted by the five golden reeds, which light up with a steady, mesmerizing, and serene golden light. The pouch’s motion itself is a contradiction: it bobs and sways with its usual endearing ungainliness, yet the hum from the reeds seems to give it a smoother, more deliberate, harmonic motion, like a clumsy dancer being led by a master.
- Sound: Onlookers hear the faint, whimsical giggles and “hiccups” from the pouch, but these are almost immediately overlaid by a set of incredibly pure, beautiful, and resonant notes. The sound is disarming, as the silly noises make the powerful, sleepy music seem accidental.
- Smell: A soft, pleasant floral scent drifts towards onlookers, but it is mixed with a warm, dusty aroma that makes the air feel still and the observers suddenly feel very comfortable.
- Touch: If an observer were to touch the pouch, it would feel lively and squirm, while simultaneously emitting a powerful, low-frequency vibration that feels heavy and deeply soothing, making their hand tingle and feel weighted.
- Extrasensory: Sensitive observers feel a chaotic, playful aura from the pouch, as if it’s a friendly, clumsy animal. This is immediately and powerfully overshadowed by a tangible, rolling wave of soporific magic that emanates from the reeds, a feeling of sudden, profound peace and an almost overwhelming urge to sit down and rest.
Positives:
- The activation is a powerful form of “social camouflage.” The clumsy, whimsical nature of the Blunderbloom (sights, sounds) disarms observers and makes the activation seem like a harmless, silly quirk.
- This “disarming” layer makes the soporific, pacifying magic of the Sun-Reeds far more effective, as targets are less likely to perceive it as a magical attack and may not even attempt to resist.
- The dual-sensory input can be charming to allies, reducing tension and creating a moment of lightheartedness even as a powerful magic is being deployed.
- The chaotic sounds (hiccups, giggles) can help mask the precise, harmonic tones, making it difficult for enemy mages to identify the exact nature of the spell being cast or to counter-it.
Negatives:
- The activation is not subtle. It is a confusing mess of lights, sounds, and magical energies that will draw the attention of everyone in the vicinity, ruining any attempt at stealth.
- The user’s own extrasensory “dizziness”—being pulled between “go” and “sleep”—can be disorienting and may require focus to overcome, potentially causing a momentary delay in their next action.
- In a moment of high tension or seriousness (e.g., a solemn ritual, a parley), the pouch’s whimsical activation and apologetic murmurs may be seen as deeply inappropriate, disrespectful, or just plain annoying, undermining the user’s authority.
- The conflicting signals can be confusing to allies who are not familiar with the item, making them wonder if the item is malfunctioning or if the user is in control.
Crafting Recipe: Pouch of the Slumbering Blunderbloom 91
This is an exceptionally complex and unorthodox crafting procedure. It attempts to merge two items with diametrically opposed magical natures: the chaotic, clumsy, “living” energy of the Blunderbloom Pouch and the serene, orderly, “soporific” energy of the Sun-Reed Chime. This process is highly volatile, and failure will almost certainly result in the destruction of one or both original items.
Items Merged
- 1x Blunderbloom Ofuda Pouch (Tier 1)
- 1x Sun Reed Chime of Slumber 55 (Tier 1)
Additional Materials Needed
- 1 Spool of Re-Spun Luminous Gossamer Silk: The silk from the original chime must be painstakingly unwound and re-spun with a binding agent to handle the new, chaotic energy.
- 3 Vials of Soporific Resonance Paste: An alchemical slurry made from powdered Sun-Reed fragments (not from the chime itself), crushed dream-shards, and Blunderbloom nectar. This paste acts as a magical insulator and conduit.
- 1 “Spirit-Quiet” Charm: A small, silver charm inscribed with runes of stillness and acceptance. This is necessary to stop the Blunderbloom’s spirit from panicking and “fleeing” the pouch during the merge.
- 5 Spirit-Whisper Needles: Delicate, hollow needles designed to carry an enchanter’s intent. They are almost guaranteed to break.
Tools Required
- Enchanter’s Weaving Frame: A specialized loom that can hold a magical item in a suspended, magically-dampened state.
- Arcane Unravelling Hook: A fine-tipped hook made of polished bone, used to safely unbind the Luminous Gossamer Silk from the chime without breaking its magical strand.
- Harmonic Tuning Fork: A precision-tuned instrument used to test the resonance of the reeds and ensure their magic is not “cracking” during the process.
- Alchemical Brazier and Application Set: For mixing and applying the Soporific Resonance Paste at a precise, magically-receptive temperature.
Skill Requirements
- Enchanting (Expert): The crafter must be able to manage two wildly different magical auras simultaneously and force them to merge.
- Weaving/Leatherworking (Master): The physical act of weaving rigid, hollow reeds through a soft, “living” fabric pouch without causing physical or magical tearing is extraordinarily difficult.
- Alchemy (Intermediate): Required to properly mix and activate the Soporific Resonance Paste.
- Herbalism or Arcane Lore (Basic): The crafter must understand the nature of both Blunderblooms and Sun-Reeds to even attempt the procedure.
Crafting Steps
- Deconstruct the Chime: The process must begin by carefully and methodically disassembling the Sun-Reed Chime. Using the Arcane Unravelling Hook, the crafter must unbind the Luminous Gossamer Silk, a process that can take hours. A single snag or break in the silk will cause its magic to dissipate, rendering it useless. Once unwound, the five Sun-Reeds must be separated and laid on a quiet, still surface.
- Pacify and Secure the Pouch: The crafter must secure the Blunderbloom Ofuda Pouch to the Enchanter’s Weaving Frame. The pouch, being “alive” and clumsy, will actively resist. It will squirm, fumble the straps, and attempt to “hiccup” tools off the workbench. The Spirit-Quiet Charm must be placed on the pouch’s “mouth” to placate its spirit, lulling it into a state of curious acceptance.
- Prepare the Reeds: The Soporific Resonance Paste must be mixed in the brazier until it gives off a scent of warm reeds and wildflowers. Each of the five Sun-Reeds must be carefully coated in this paste. This acts as a buffer, protecting the reed’s pure harmony from the pouch’s chaotic energy, while also making the pouch’s spirit “see” the reeds as a sleepy, non-threatening object.
- The First Weave: Thread a Spirit-Whisper Needle with the re-spun Gossamer Silk. This is the moment of greatest risk. The crafter must take the first coated reed and begin to horizontally weave it through the fabric of the living pouch.
- Spiritual Negotiation: As the needle pierces the fabric, the pouch’s spirit will panic, glowing and shivering violently. The crafter must, while physically sewing, “whisper” their intent through the hollow needle, assuring the pouch’s spirit that this new object is a friend, a “sleeping companion.” The clumsy energy will fight the needle, making it incredibly difficult to maintain a straight, horizontal line.
- Harmonic Binding: The crafter must repeat this difficult, nerve-wracking process for all five reeds, spacing them in a precise harmonic ratio. The Luminous Gossamer Silk must be used to stitch the reeds not just to the pouch, but to wrap them in the same intricate knots that once held them together as a chime. This binds the two magical sources into a single matrix.
- The Final Merge: Once all five reeds are woven and bound, the pouch will be shuddering with conflicting energy—hiccuping one moment and humming a pure note the next. The crafter must strike the Harmonic Tuning Fork and touch it to the central reed. This sends a single, unifying frequency through the entire object.
- Completion: If successful, the pouch will absorb the note. The chaotic and the serene magic will “lock” together. The Spirit-Quiet Charm will shatter, its purpose fulfilled. The pouch will unlatch itself from the frame, its clumsy wobbling now smoothed by the harmonic hum of the reeds, and it will float for the first time. If it fails, the item will violently tear itself apart as the magic recoils, destroying both original items.
Scroll of Ninety-First Error
It came to pass, in the annals of the steam-time, that there was a maker, a sorcerer, known only by his failures. His name was Faelan, but the scrolls call him the Mage of Many Mistakes. For ninety times he had tried to make a thing, and ninety times the thing was an un-success. Yet his ninety-first un-success was the greatest.
He sought to make a bag, a pouch, for his paper-charms. He took the green fabric of the meadows and the petals of the Blunderbloom, which is the flower that trips on its own roots and stumbles with the wind. He spoke the spells of animation, but his mind did wander, [like a lost Flitter], and the spirit he bound was clumsy. It was a living bag that fumbled the very charms it was meant to hold. It would make oops-sounds, small apologetic murmurs, and hiccup the paper-charms onto the floor. The Mage of Many Mistakes was full of frustration.
He said unto his workbench, “This bag is too much motion-noise. It must have stillness.”
He journeyed to the place of the Sunken Marsh, where the sun is said to put its head to rest. There he found the hollow reeds that drink the sleepy light. These were the reeds of the Chime of Slumber. He took five, which was a [number of great power], and brought them to his tower.
“I will put the stillness into the clumsy,” he said. “I will make the motion-noise become not-sound.”
He did not seek harmony. He sought control. He took the reeds of the sun and, with great force and [words of binding], he wove them into the living pouch. He made the reeds a bone-frame for the soft, clumsy bag.
The magic did not break; it screamed. The bag’s spirit of oops fought the reeds’ spirit of shhh. The shop of the mage was filled with a terrible sound, a giggle and a pure note, a stumble and a perfect chord, all at once. The item, this Ninety-First Error, tore itself from the bench. It floated near the mage’s head, swaying with a terrible, sick motion, half-clumsy, half-serene. It made a sad-murmur and also a sleepy-hum.
“It is ruined!” cried the mage. “It is neither one thing nor the other!” He cast it from his tower.
The Pouch of the Slumbering Blunderbloom 91, as the index now calls it, fell. But it did not land. It floated in the alley. And it was found by a man whose heart was full of motion-noise.
This man was called the Agitator. He was not a warrior. He was a man who spoke words that made other men angry. He lived in the great steam-city, a place of political intrigue. He walked into the halls of the powerful, but his words were small, and the guards were large. He was always removed. He needed a way to make them listen.
He found the floating pouch. It wobbled near him, its green fabric looking [like a bruised flower]. The purple patterns shivered. He touched it. The reeds hummed a note of peace. The pouch hiccuped and fumbled, bumping into his chin.
“You are like me,” said the Agitator. “You are full of two minds. You wish to be calm, but you are clumsy. You wish to act, but you are sleepy.”
The Agitator took the Pouch of Two-Spirits to the great Hall of Cogs. That day, a stern magistrate was passing a law that would [harm the small people]. The magistrate was protected by three great Sentinels in steam-powered armor. Their fists were iron. Their hearts were (translation uncertain: hard-coal).
The Agitator stood up to speak. “I must object!”
The magistrate scoffed. “Remove this small-sound.”
The three Sentinels walked forward. Their foot-falls were thunder. The Agitator was afraid. He looked at the pouch, and the pouch, sensing his fear, began to fumble the air. It swayed with an endearing, ungainly motion. It looked, to all the world, like a lost, drunken butterfly. It bumped into the first Sentinel’s helmet with a soft ‘bloop!’
The great warrior, armored in metal, stopped. He looked at the clumsy, floating bag. He saw its purple patterns [rippling apologetically]. He heard its sad-murmur. The Sentinel’s hard face, seen through his visor, became… confused. The pouch’s Endearing Aura had activated. The clumsy spirit had disarmed the Sentinel’s anger. “What… is this… folly?” the Sentinel asked.
The Agitator saw his chance. But he did not use anger. He saw what the pouch had done. He did not use the clumsy. He used the sleep.
He began to hum. It was a low, clear note. He was not a singer, but he channeled his will. The Pouch of Two-Spirits understood. The five pale-gold Sun-Reeds, woven into its frame, began to glow with a light like the setting sun. The pouch’s clumsy wobble smoothed into a serene orbit. The Symphonic Hum Focus was activated.
The Agitator targeted “Humanoid.”
A pure, five-note harmony filled the air. It was not a loud sound, but it went inside the ear. The second Sentinel, who was raising his impact-baton, suddenly felt the great weight of his armor. He felt the long hours of his shift. He did not feel anger. He felt a profound need for rest. His baton clattered to the floor. He yawned. “The magistrate… makes… a good point… must… sleep on it…” He leaned against a pillar and fell into a deep, blissful trance.
The third Sentinel, seeing his comrades felled by a floating bag and a yawn, turned to the magistrate. “I am not paid enough for this… magic-foolishness.” And he walked away.
The Agitator now stood alone before the magistrate. The magistrate was not clumsy. The magistrate was not sleepy. He was just… alone. His power, which came from his Sentinels, was gone.
The Agitator did not speak again. He simply floated the Pouch of the Slumbering Blunderbloom 91 forward. It hiccuped. The reeds hummed. The magistrate looked at the terrible, contradictory, powerful, and utterly foolish thing.
“The law… we will… [re-examine the text],” the magistrate said, and he fled the hall.
The Agitator, who was once a small-sound, was now a peace-sound. He learned that to control a room, one did not need a loud voice or a sharp sword. One only needed the right tool. And sometimes, the most powerful tool is the one that is both a mistake and a miracle.
Moral of the Story: True power is not found in perfection, but in the harmony one can build between the clumsy and the serene.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Fumbling Resonator of Hypnos Type: Mythos Artifact (Whimsical/Alien)
Description: A bizarre artifact consisting of a 25cm x 20cm pouch made of a soft, green, living fabric that floats and moves with an ungainly, clumsy motion. Strange, floral-like patterns in purple and blue shift on its surface. Five pale-gold, hollow reeds are woven horizontally into its structure, providing a rigid frame. The pouch audibly murmurs and hiccups, yet the reeds emanate a profound, soporific hum. It can hold up to 10 items (such as Ofuda, charms, or spell components).
Game Mechanics: The pouch floats near its Keeper, occupying no space, but it is visibly and audibly strange.
- Endearing Aura (Passive): The pouch’s clumsy, non-threatening, and bizarre behavior is deeply perplexing. When the Keeper first engages in a social encounter, any non-player character attempting to act with immediate hostility or aggression must first succeed on a Psychology roll. Failure means they are disarmed by the item’s sheer absurdity, pausing to question what they are seeing rather than attacking. This effect is broken if the Keeper takes any hostile action.
- Aura of Quiet (Passive): The reeds passively absorb chaotic, ambient sound. The Keeper gains a Bonus Die (1d10) on all Listen checks.
- Soporific Hum (Active): To activate, the Keeper must hum a corresponding note and spend 3 Magic Points and 1d3 SAN points. Target one living creature within 20 yards who can hear the hum. The target must make an opposed POW vs. Keeper’s POW roll.
- On a Failure: The target falls into a deep, magical slumber for 10 minutes. They can only be awoken by taking physical damage or by an Extreme Medicine or Psychoanalysis roll.
- On a Success: The target is overcome with extreme lethargy, suffering a Penalty Die (1d100) on all physical skill rolls for 1d4 rounds.
- Harmonic Targeting: When using the Soporific Hum, the Keeper may declare a specific type of target (e.g., Human, Deep One, Byakhee, Beast). If the target is of that chosen type, they suffer a Penalty Die (1d100) on their opposed POW roll.
- Ofuda Resonance (Active): The Keeper can spend 1 Magic Point to activate a magical charm or use a spell component (like an Ofuda) from within the pouch, as if they were holding it. If the spell or charm has a duration, its duration is extended by 50%.
- Blunderguard (Quirk): When the Keeper attempts to retrieve a non-magical item from the pouch, roll 1d100. On a 01-10, the pouch fumbles and “hiccups” the item, causing it to fall to the ground. This fumble triggers the Blunderguard: the next use of the Soporific Hum or Ofuda Resonance within the next minute is automatically considered a “success” (the target gets no resistance roll, or the spell activates at maximum potency).
Blades in the Dark
The Wobbling Song-Pouch Tier: II Type: Wondrous Item, Ghostly, Resonant
Description: A clumsy, floating pouch woven from an unknown, living fabric. It’s framed by five sun-bleached reeds that seem to sing when you channel your will. It bobs near your head, murmuring and occasionally fumbling its contents. It holds 10 Ofuda, charms, or other small items.
Game Mechanics: The pouch is a Worn item that does not count for load. It is strange and will attract unwanted attention in polite society.
- Endearing Aura (Passive): Its awkward, living nature is disarming. When you Sway or Consort with someone who can see the pouch, take +1d to your roll.
- Aura of Quiet (Passive): The reeds muffle the world. When you Prowl or Study a situation by listening in, you get +1 Effect.
- Soporific Hum (Active): You can channel the ghost-field through the pouch to create a magical lullaby. This is an Attune action.
- On a 6: You achieve your goal. A single target or a small group (2-3) of similar targets falls into a peaceful, oblivious slumber.
- On a 4-5: You do it, but there’s a consequence. Either the hum is loud and draws attention, or the sleep is light and they’ll wake from any sudden noise, or you must take 1 Stress to complete the song.
- On a 1-3: You fail, or your hum is dissonant. You draw attention, take 1 Stress, and may enrage your target.
- Harmonic Targeting: You can Set Up a Soporific Hum action by Studying your target’s nature (e.g., Skovlander Guard, Dock-Rat, Hollow). On your next Soporific Hum action against that target type, you gain +1 Effect.
- Ofuda Resonance (Active): You can expend a prepared Ofuda or charm from the pouch without touching it. This allows you to use its magic as part of another action (e.g., you activate an Ofuda while you Finesse a lock). This costs 1 Stress.
- Blunderguard (Quirk): The pouch is clumsy. The GM can offer you a Devil’s Bargain or have you suffer a Consequence related to the pouch fumbling an item. If you accept, the next time you use Ofuda Resonance or Soporific Hum, it has +1d to its roll.
Dungeons & Dragons (5th Edition)
Pouch of the Blunderbloom Lullaby Wondrous Item, Rare (Requires Attunement)
This 10-slot pouch is made of soft green fabric with shifting purple and blue floral patterns. It is framed by five pale-gold reeds. While you are attuned to this item, it floats gently around your head, swaying with a clumsy, endearing motion. The pouch is a living, sentient item (Neutral) with a clumsy and apologetic personality; it communicates via soft murmurs and hiccups.
- Endearing Aura (Passive): The pouch’s charming, awkward nature is disarming. You have advantage on Charisma (Persuasion) checks made to de-escalate a hostile social encounter, provided you or your allies have not taken any hostile actions.
- Aura of Quiet (Passive): The reeds passively muffle chaotic sounds. You have advantage on Wisdom (Perception) checks that rely on hearing.
- Soporific Hum: This item has 5 charges and regains 1d4 + 1 expended charges daily at dawn. As an action, you can expend 1 charge to channel a magical lullaby through the pouch’s reeds, targeting one creature you can see within 60 feet.
- Harmonic Targeting: When you take this action, you must choose one of the following creature types: Beast, Elemental, Humanoid, or Plant. The target must succeed on a DC 15 Wisdom saving throw. If the target’s type matches your chosen type, it makes this save with disadvantage.
- Effect: On a failed save, the creature falls unconscious for 1 minute. This effect ends for a creature if it takes damage or if someone uses an action to shake or slap the creature awake.
- Ofuda Resonance: As a bonus action, you can expend 1 charge to magically activate a spell scroll or similar magic-inscribed item (such as an Ofuda) stored within the pouch, as if you were holding it. If the item’s magic has a duration of 1 minute or longer, its duration is doubled (to a maximum duration of 24 hours).
- Blunderguard (Quirk): This pouch is clumsy. When you attempt to retrieve an item from the pouch as an object interaction, roll a d20. On a 1, the pouch fumbles and “hiccups,” and you fail to retrieve the item. This failure empowers the item: the next time you use the Ofuda Resonance ability before the end of your next turn, any spell cast from the item is treated as if it were cast using a spell slot one level higher.
Knave (2nd Edition)
Slumbering Blunder-Pouch Item: Slumbering Blunder-Pouch Slots: 1 (Worn, floats near head) Capacity: Holds 10 items (e.g., Ofuda, scrolls, tools, rations). Tags: Magical, Living, Floating, Clumsy, Musical, Soporific, Protective
Description: A soft, living pouch framed by 5 golden reeds. It floats clumsily near your head, murmuring, hiccuping, and occasionally fumbling its contents.
Mechanics:
- Endearing Aura (Passive): When you first meet a creature and act non-aggressively, their reaction roll is made with Advantage.
- Aura of Quiet (Passive): You have Advantage on Wisdom saves to resist being deafened or frightened by a sound-based effect.
- Lullaby (Active): As your action, you can channel a hum through the pouch’s reeds. Target one living creature within 60ft. The target must make a Wisdom save. On a failure, the target falls into a magical sleep for 1 turn (10 minutes) or until it takes damage.
- Harmonic Targeting: When you use Lullaby, you may declare a creature type (Beast, Humanoid, Plant, or Elemental). If the target is of that type, its Wisdom save is made with Disadvantage.
- Resonant Activation (Active): As your action, you can use one magical item (like a scroll or Ofuda) that is stored inside the pouch without needing to have it in your hands. If the item’s effect has a duration, it is extended by 50%.
- Blunderguard (Quirk): The pouch is clumsy. When you try to retrieve an item from the pouch, roll a d6. On a 1, the pouch fumbles it, and the item drops to your feet. If this happens, the next time you use Lullaby or Resonant Activation this day, the target’s save is automatically made with Disadvantage or the item’s effect is doubled (e.g., double damage, double targets, or double duration).
Fate Core
The Two-Souled Pouch of 91 Type: Extra (Wondrous Item)
This item is a sentient, floating pouch that is treated as an Extra. It has its own aspects and stunts that the player can utilize.
Aspects:
- High Concept: Clumsy, Living Lullaby Pouch
- Trouble: Helpful Fumbles and Apologetic Hiccups
- Other: Harmonic Sun-Reed Frame
- Capacity: 10 Slots for Ofuda
Stunts:
- Endearing Aura: Because I have the Clumsy, Living Lullaby Pouch, I gain a +2 bonus to Rapport checks made to de-escalate a conflict or disarm a non-hostile NPC’s suspicion. This stunt can only be used if the pouch is visible and the user has taken no hostile action.
- Soporific Hum: Because I have the Harmonic Sun-Reed Frame, I can use my Will skill to non-violently Create an Advantage (Peacefully Drowsy or Magically Sedated) on a single target who can hear my hum. I can also use Will to Overcome a target’s conscious, aggressive state.
- Ofuda Resonance: Once per scene, I can use an appropriate skill (like Lore or Will) to activate a one-use magical item (like an Ofuda or a potion) from within the pouch, as a supplemental action, without needing to retrieve it first.
- Blunderguard: The pouch’s trouble, Helpful Fumbles and Apologetic Hiccups, can be compelled by the GM to cause the user to drop a retrieved item or have the pouch interrupt a serious moment. In addition, when the user accepts this compel, the free invoke they gain from it (in the form of a boost like “Heightened Power”) must be used on the next Ofuda Resonance or Soporific Hum action.
Numenera & Cypher System
The Resonant Blunder-Sack Type: Artifact Level: 5 (1d6 + 4) Form: A floating, 25cm x 20cm green pouch with purple/blue patterns, framed by five pale-gold reeds. It visibly wobbles, hiccups, and murmurs. It has 10 internal slots. Effect (Passive): The user’s tasks to persuade, deceive, or otherwise socially disarm a target are eased by one step, so long as the target can see the pouch’s clumsy, endearing behavior. Effect (Passive): Tasks related to perceiving sound are eased by one step. Effect (Active – Soporific Hum): As an action, the user channels their will through the pouch, which emits a complex, soporific harmony. This targets one living creature within short range. The target must succeed on a Level 5 Intellect defense roll or fall into a light, peaceful sleep for one minute. The sleep ends if the creature takes damage. Effect (Active – Harmonic Targeting):S When using the Soporific Hum, the user can choose a creature type (such as Beast, Humanoid, Plant, or Elemental). If the target matches that type, the difficulty of the Intellect defense roll is increased by one step (to Level 6). Effect (Active – Ofuda Resonance): As an action, the user activates one cypher (or similar item, like an Ofuda) stored in the pouch, expending it from its slot. The effect of that cypher is treated as being one level higher. This action also triggers the Depletion roll for the artifact. Blunderguard (Quirk): If the user fumbles a roll (rolls a 1) while attempting to retrieve a different item, the next use of Ofuda Resonance within the next hour does not trigger a depletion roll. Depletion: 1 in 1d20 (Check is rolled when Ofuda Resonance is used).
Pathfinder (2nd Edition)
Blunderbloom Lullaby Pouch Item 5 Uncommon, Magical, Enchantment, Evocation, Primal, Living, Sonic, Sleep Price: 150 gp Usage: Worn (floats near head); Bulk: — Capacity: Holds up to 10 items of Negligible Bulk (e.g., Ofuda, scrolls, talismans).
This pouch is made of soft green fabric with shifting patterns, framed by five pale-gold reeds. It floats near your head, moving with a clumsy, apologetic wobble.
Passive:
- Endearing Aura (Aura, Emotion) 10 feet. Any creature entering the aura (or the first time the wearer interacts with them) must attempt a DC 19 Will save.
- Failure: The creature is charmed for 1 round and cannot use hostile actions against the wearer during that time.
- Success: The creature is temporarily immune for 10 minutes.
- This effect breaks immediately if the wearer or their allies take any hostile action.
- Aura of Quiet: You gain a +1 item bonus to Perception checks to Listen.
Activate [two-actions] (concentrate, manipulate, enchantment, sleep, sonic) Frequency once per 10 minutes; Effect You channel a lullaby through the pouch. Target one living creature within 60 feet. The target must attempt a DC 19 Will save.
- Critical Success The target is unaffected.
- Success The target is Slowed 1 for 1 round.
- Failure The target falls unconscious for 1 minute.
- Critical Failure The target falls unconscious for 10 minutes.
- This effect has the Incapacitation trait.
Activate [one-action] (manipulate, concentrate) Frequency once per round; Requirements An item with the Consumable trait (like a talisman, scroll, or Ofuda) is stored in the pouch; Effect You activate the item from within the pouch. If the item’s magic has a duration, the duration is extended by 50% (e.g., 1 minute becomes 1 minute 30 seconds).
Blunderguard (Quirk): When you attempt to Interact to retrieve an item from the pouch, the pouch might fumble. The GM can, as a reaction, declare the pouch fumbled it. The item falls to the ground in your space. If this happens, you gain the “Blunderguard” state: the next time you Activate the pouch for its two-action Soporific Hum or its one-action Ofuda Resonance, any target’s saving throw against the effect takes a –2 circumstance penalty. This state lasts for 1 minute or until used.
Savage Worlds (Adventure Edition)
The Slumbering Blunder-Pouch Type: Magic Item (Wondrous)
Description: A floating, clumsy, living pouch framed by 5 Sun-Reeds. It bobs near the user’s head, murmuring and hiccuping. It can hold 10 Ofuda (or other paper-sized items).
Mechanics:
- Powers: The pouch grants the Slumber and Protection powers. It contains 10 Power Points that can only be used to activate these two powers or its Ofuda Resonance ability. The user activates these powers by humming, using their Spirit as the arcane skill.
- Harmonic Targeting (Ability): When the user activates the Slumber power, they may choose a specific creature type (Beast, Humanoid, Plant). If the target is of that type, the Slumber power is cast with a +1 bonus to the Spirit roll, and the target resists at a -1 penalty (these stack).
- Endearing Aura (Ability): The pouch’s clumsy nature is disarming. The user gains a +1 bonus to Persuasion rolls when attempting to de-escalate a situation or make a favorable first impression.
- Aura of Quiet (Ability): The user gains a +1 bonus to Notice rolls that rely on hearing.
- Ofuda Resonance (Ability): As an action, the user can activate a consumable magic item (like an Ofuda or scroll) from within the pouch. This costs 1 Power Point from the pouch’s pool. If the item’s effect has a duration, double the duration.
- Blunderguard (Quirk): The pouch is clumsy (a Hindrance). When the user rolls a Critical Failure (snake eyes) on an attempt to retrieve an item or on a roll to use one of the pouch’s powers, the fumble is comedic (the pouch hiccups and fumbles). However, this “resets” the magic. The user immediately gains 1d4+1 Power Points for the pouch’s pool (up to its maximum of 10).
Shadowrun (6th Edition)
Evo “Komorebi” Bi-Resonant Pouch Type: Living Focus (Spellcasting) / Bioware Rating: 3 Availability: 20R Cost: 95,000¥ Essence: 0.5
Description: A product of Evo’s strangest bio-engineering and magical research departments. This 25cm x 20cm pouch is a vat-grown, living bioconstruct (soft green fabric with purple/blue “blossom” patterns) that is symbiotically merged with five magically-attuned, bio-resonant “reeds.” It floats near its owner’s head, exhibiting a quirky, clumsy, and almost apologetic personality. Its dual-natured, living aura is baffling to astral perception. It has 10 internal slots.
Game Mechanics:
- Focus (Spellcasting, Rating 3): The pouch acts as a Spellcasting Focus. Its living, clumsy nature means it will occasionally “fumble” or “hiccup” astrally, which can be distracting.
- Endearing Aura (Passive): The pouch’s visibly clumsy and whimsical behavior is disarming. The user gains a +1 dice pool bonus to all social tests made to de-escalate a conflict or make a favorable first impression (Etiquette, Con).
- Aura of Quiet (Passive): The reeds passively absorb ambient sound, sharpening the user’s hearing. The user gains a +1 dice pool bonus to Perception (Hearing) tests.
- Soporific Hum (Active, Spell): The pouch grants the user the ability to cast the Lullaby spell (a variant of Sleep). Treat this as a Force 3 spell. The user must use the pouch as the focus for this spell.
- Lullaby (Mana, Mental): (Target: 1, LOS, Drain: F-2) The target resists with Willpower + Logic. If net hits are scored, the target falls into a light, peaceful sleep for (net hits) Combat Rounds, or until harmed or woken.
- Harmonic Targeting (Active): When casting Lullaby using the pouch, the user may declare a specific metatype or creature type (e.g., Human, Ork, Hell Hound). The target suffers a -1 dice pool penalty to their Resistance Test.
- Resonant Activation (Active): As a Minor Action, the user can instantly activate a Spell Fetish or use a dose of Reagents stored within the pouch without physically retrieving them.
- Blunderguard (Quirk): If the user Glitches on a skill test related to agility or manual dexterity (e.g., Sneaking, Gymnastics, Palming), the pouch’s clumsy spirit is “in tune” with the user’s. The user gains +2 dice to their next Spellcasting test using the pouch.
Starfinder
Blunderbloom Reso-Pouch Level: 5 Price: 2,900 credits Type: Wondrous Item, Magical Slot: — (floats near head, does not occupy a slot); Bulk: L
Description: This bizarre, floating pouch is a 25cm x 20cm bag made of a soft green, living fabric that displays shifting purple and blue patterns. Five pale-gold, technologically-infused reeds are woven into its frame. It bobs through the air with an endearing, clumsy motion, often emitting soft, apologetic-sounding beeps and hums. It has 10 internal slots that can hold items of negligible bulk.
Game Mechanics:
- Endearing Aura (Passive): The pouch’s clumsy, whimsical nature is disarming. The user gains a +1 insight bonus to Diplomacy checks made to charm, de-escalate a conflict, or make a good first impression.
- Aura of Quiet (Passive): The reeds are in fact sophisticated, passive sound-dampeners. The user gains a +1 insight bonus to Perception checks that rely on hearing.
- Soporific Hum (Active): As a standard action, 3 times per day, the user can cause the pouch to emit a complex, soporific harmony. This targets one living creature within 30 feet. The target must succeed on a DC 16 Will save or fall asleep for 1 minute. This is a mind-affecting, sleep effect. The target awakens if it takes damage or if another creature uses a standard action to shake it awake.
- Harmonic Targeting (Active): When using Soporific Hum, the user can declare a creature type (e.g., Humanoid, Beast, Plant). If the target is of that type, the save DC for that use increases to DC 18.
- Resonant Activation (Active): Once per day, as a standard action, the user can activate a consumable item (such as a spell gem or serum) stored within the pouch without retrieving it, as if they were holding it. If the item’s effect has a duration, its duration is doubled.
- Blunderguard (Quirk): The pouch is clumsy and occasionally “helps.” The first time in a day that the user rolls a 1 on a d20 for an attack roll or skill check, the pouch fumbles (narrative). The user may, as a reaction, accept this fumble. If they do, the next use of Soporific Hum within 1 minute has its save DC increased by +2.
Traveller (Mongoose 2nd Edition)
“Faelan’s Folly” Harmonic Pouch Type: Anomalous Artifact Tech Level: 14 (Anomalous) Cost: 850,000 Cr (Black Market) Weight: 0 (floats); Legality: Restricted
Description: A one-of-a-kind artifact, believed to be a failed experiment in merging bio-engineering and psionic resonance. It appears as a 25cm x 20cm pouch of soft, green fabric with shifting purple/blue patterns. It is framed by five golden reeds of unknown composition. The item floats, is apparently sentient (clumsy, apologetic), and can hold up to 10 small items (e.g., injectors, data-wafers).
Game Mechanics:
- Endearing Aura (Passive): The pouch’s clumsy, living nature is baffling. Any non-friendly target interacting with the user for the first time in a scene must make a Difficult (10+) Willpower check. On failure, they are disarmed by the item’s absurdity and suffer a -1 DM to their next social or combat check against the user.
- Aura of Quiet (Passive): The reeds generate a minor sound-dampening field. The user gains a +1 DM to all Recon (listen) checks.
- Soporific Hum (Active): As a significant action, the user can mentally direct the pouch to emit a soporific, harmonic wave, targeting one living creature within 10 meters. This is an attack.
- Check: User’s Willpower + 1D vs. Target’s Willpower + 1D
- Effect: If the user’s roll is higher, the target falls into a light, peaceful sleep for 1d6 minutes or until physically harmed or woken.
- Harmonic Targeting (Active): When using Soporific Hum, if the user has successfully made a relevant Lore check (e.g., Biology, Lore) regarding the target’s species, the Soporific Hum attack gains a +1 DM.
- Resonant Activation (Active): Once per day, as a minor action, the user can instantly use one consumable item (e.g., drug injector, stim) stored in the pouch as if it were in their hand.
- Blunderguard (Quirk): When the user rolls a 2 on 2d6 (a critical failure) on any check not related to the pouch, the pouch fumbles. The next use of Soporific Hum within the hour gains a +2 DM.
Warhammer Fantasy Roleplay (4th Edition)
The Soporific Blunder-Sack Type: Enchanted Item (Artefact) Encumbrance: 0 (Floats) Availability: Unique Price: Priceless (would be sought by Alchemists, Wizards, and collectors)
Description: A truly bizarre artefact, this pouch is made of a soft green fabric that seems… alive. It has shifting purple and blue patterns and is framed by five pale, golden reeds. It floats near its owner with a clumsy, apologetic motion, emitting soft, embarrassing murmurs and hiccups. It has 10 slots for storing small items like Ofuda, scrolls, or components.
Game Mechanics:
- Qualities: Magical, Living, Ethereal (floats), Unreliable
- Endearing Aura (Passive): The pouch’s bizarre, clumsy nature is unsettling but disarming. The first time the user interacts with an NPC in a social setting, the NPC must make a Challenging (+0) Cool Test. If they fail, their attitude towards the user is improved by one step (e.g., Hostile to Indifferent) as they are charmed or baffled by the item.
- Aura of Quiet (Passive): The reeds absorb chaotic sound. The user gains a +10 bonus to all Perception (Listen) Tests.
- Soporific Hum (Active): As a Full Action, the user may make a Challenging (+0) Willpower Test to channel a lullaby. If successful, one living target within 6 yards who can hear the song must make an opposed Cool Test against the user’s Willpower Test result.
- Effect: If the target fails, they fall into a deep, magical sleep and gain 1d4+1 Unconscious Conditions. They will only awaken if they take Wounds or after 1d10 rounds.
- Harmonic Targeting (Active): When using Soporific Hum, the user can declare a creature type (Beast, Humanoid, Plant). If the target is of that type, they suffer a -10 penalty to their opposed Cool Test.
- Resonant Activation (Active): Once per day, the user may, as an Action, use any one magical scroll, parchment, or blessing stored in the pouch as if they were reading it, without it leaving the pouch.
- Blunderguard (Quirk – Unreliable): When the user attempts to retrieve an item from the pouch, roll 1d10. On a 1, the pouch “hiccups” and fumbles the item, which drops to the ground. When this happens, the user gains a +1 SL bonus to the next Soporific Hum or Resonant Activation Test they make.
