Elemental 219 of the Fractured Horizon

Lore: The Elemental 219 of the Fractured Horizon was created by a circle of eccentric air-mages who sought to capture the feeling of a sudden mountain mist. In the world of Saṃsāra, it is often found in the possession of confused acolytes or scatterbrained engineers who frequently wander into dangerous territory. The item is forged from “Dizzy-Copper,” a metal that vibrates at a frequency that gently disrupts the equilibrium of those nearby. It is said that wearing the 219 is like living in the split second between waking and dreaming; the world feels slightly tilted, and reality seems to stutter just enough to be charmingly nonsensical.

Detailed Stats

  • Slot: Neck (A loose, spinning pendant made of interlocking copper rings and a floating center-stone of “Cloud-Quartz”).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.1 lbs.
  • Material: Dizzy-Copper, Cloud-Quartz, and a thread of “Ethereal Wool.”

Skills Gained While Openly Worn

  • Innocent Obfuscation: The wearer gains a bonus to social checks when acting “harmlessly confused,” making others less likely to perceive them as a threat or a liar.
  • Instinctive Navigation: When lost, the wearer can “feel” the pull of the nearest exit or safety, though they cannot explain why they are walking in that direction.

Passive Magic

  • The Foggy Mind-Field: Any hostile creature attempting to read the wearer’s thoughts or sense their intentions finds only a swirling bank of gray mist and the faint sound of distant, tiny bells.
  • Haphazard Dodging: The air around the wearer ripples inconsistently. When attacked, the wearer’s body seems to “stutter” an inch to the left or right, making them harder to hit despite their apparent lack of coordination.
  • The Static Hum: The pendant emits a low-frequency hum that slightly dulls the senses of everyone within 5 feet, causing a general sense of “What was I just doing?” in those who linger too long.

Activable Magic

  • The Sudden “Huh?” (Normal Activation): The wearer taps the Cloud-Quartz, causing a localized burst of sensory confusion. A single target within 10 feet must pause and blink, losing their next minor action as they try to remember their current train of thought.
  • Blinking Horizon (Concentration Activation): The wearer begins to spin the copper rings. For the next minute, the wearer’s physical position seems to “lag” behind their movements. They appear to be two feet behind where they actually are, granting a defensive advantage against ranged attacks.
  • The Lost Traveler’s Luck (Reaction Activation): When the wearer fails a Dexterity-based check (like tripping over a wire), the ring releases a puff of air that catches them. They land in a “bewildered” but safe sitting position, avoiding all falling or hazard damage.

Tags: Neck-Slot, Elemental-Magic, Bewildered, Dizzy-Copper, Tier-1, Crowd-Control, Sensory-Disruption, Saṃsāra-Curio, Air-Manipulation, Mental-Fog, Defensive-Utility, Stutter-Step, Cloud-Quartz, Memory-Haze, Equilibrium-Shift, Non-Threatening, Erratic-Blink, Dizzy-Copper, Directional-Pull, Sensory-Blur, Haphazard-Grace, Ethereal-Wool

In the world of Saṃsāra, acquiring an Elemental 219 of the Fractured Horizon is often as accidental as the item’s magic itself. Because it is a common-tier curio, it flows through the hands of the absent-minded and the eccentric, rarely staying in one place for long.

Methods of Obtaining the Elemental 219

  • Lost and Found Auctions: These pendants are frequently found in the “Unclaimed Property” bins of trans-island airships or steam-train stations. Because the wearer often forgets they are wearing it—or forgets where they left it—many 219s end up being sold in bulk lots to low-tier scavengers.
  • The Eccentric’s Inheritance: A young avatar might receive this from a grandparent or mentor who was a retired air-mage. The hand-off is usually accompanied by a vague explanation that the item “helps with the focus,” despite it doing the exact opposite.
  • Alchemical Accidents: During the forging of more powerful air-artifacts, the “Dizzy-Copper” byproduct often crystallizes into these smaller rings. Apprentices are sometimes allowed to keep these “failures” or sell them to local markets to fund their studies.

Trading Establishments and Costs

  • Curio Hubs and “Oddity” Emporiums Found in the mid-tier districts where scholars and hobbyists gather, these shops are overflowing with shelves that seem to defy gravity. They smell of old paper and ozone.
    • How it is Sold: The pendant is usually found hanging from a random hook or tangled with non-magical jewelry. The shopkeeper might seem slightly confused about how it got there, often blinking and resetting the price mid-conversation.
    • Cost to Buy: 35 Silver Pieces. It is priced as a “charming novelty” rather than a tactical tool.
    • Cost to Sell: 12 Silver Pieces. The merchant will likely claim they already have three in the back, even if they don’t.
  • The Traveler’s General Store Located near the docks of the floating islands, these shops sell essentials like rope, lanterns, and low-level charms for warding off motion sickness.
    • How it is Sold: It is marketed as a “Wanderer’s Friend,” sold to tourists who want a souvenir that helps them “find their way” (even if the way found is entirely accidental).
    • Cost to Buy: 50 Silver Pieces. Prices are higher here due to the high volume of uninformed travelers.
    • Cost to Sell: 15 Silver Pieces. The store prefers cash over trade-ins but will take it if the copper looks polished.
  • The Junk-Heap Stalls (Slum Markets) In the industrial underbelly, these stalls are little more than blankets spread on the ground covered in rusted gears and salvaged copper.
    • How it is Sold: It is sold as “Scrap with a Pulse.” You buy it from a scavenger who just wants enough coin for a hot meal and doesn’t understand why the pendant makes their head swim.
    • Cost to Buy: 20 Silver Pieces. You must dig through a pile of useless brass to find it.
    • Cost to Sell: 5 Silver Pieces. To a junk-dealer, it is just oddly-colored copper.

The Transaction of Distraction

Trading an Elemental 219 is famously frustrating. It is common for the buyer to hand over the silver, then immediately forget to pick up the pendant, or for the seller to accidentally put the item back in their pocket after receiving the payment. In Saṃsāra, it is considered good luck to complete a trade for a 219 on the first try without anyone asking, “Wait, what were we talking about?”

In the world of Saṃsāra, roleplaying with the Elemental 219 of the Fractured Horizon requires a performance of “Accidental Competence.” Your character doesn’t seem to be fighting so much as they are wandering through a conflict, with the environment twisting itself to protect your confused state.


Defensive Roleplay

  • The Overheated Factory (Industrial Hazard):
    • In a collapsing refinery, you roleplay the Haphazard Dodging. You aren’t leaping over falling pipes; you’re just bending down to tie a shoelace at the exact moment a brass beam whistles over your head.
    • Action: You describe the air shimmering with the “Blinking Horizon.” To an observer, you look like a flickering image on a bad screen. You roleplay your character’s genuine confusion—”Did that pipe just pass through me?”—as the elemental magic ensures the physical world just can’t quite find your true coordinates.
  • The High-Security Vault (Avoiding Detection):
    • When cornered by guards, you use Innocent Obfuscation.
    • Action: You lean into the “Bewildered” aspect. You play the part of a lost janitor or a confused tourist. You describe the Foggy Mind-Field projecting a sense of harmlessness. The guards find it difficult to stay angry or suspicious; their minds keep slipping off the idea of arresting you, as if you’re a smudge of static in their daily routine.
  • The Vertigo Cliffs (Environmental Safety):
    • When a bridge snaps or you slip on a ledge, you roleplay The Lost Traveler’s Luck.
    • Action: Instead of a panicked flailing, you describe your character letting out a soft “Oh dear,” as they fall. The air catches you like a giant, invisible pillow of wool. You roleplay landing softly in a sitting position, looking around with wide eyes, completely unharmed but entirely unsure of how you got down there.

Offensive Roleplay

  • The Crowded Market (The Sudden “Huh?”):
    • Your offense is Cognitive Interruption. You don’t strike with a blade; you strike with a question mark.
    • Action: You tap the Cloud-Quartz and describe a pulse of “Dizzy-Copper” resonance hitting an aggressive merchant or a pursuing thug. You roleplay the enemy stopping dead in their tracks, their eyes glazing over. “What was I… why am I holding this knife?” You use their bewilderment as your opening to simply walk away or gently push them into a fountain.
  • Combat Skirmish (Lag-Induced Advantage):
    • In an open fight, you roleplay the Blinking Horizon offensively.
    • Action: You describe your character walking toward an opponent. Because your image “lags” two feet behind your body, the enemy swings their weapon at empty air. You roleplay the “Stutter-Step” where you appear to be in one place, but your actual strike comes from another. It’s not a feint; it’s a biological glitch in the enemy’s perception of reality.
  • Tactical Navigation (Instinctive Pull):
    • When the party is trapped in a maze or a burning building, your offense is Breaking the Labyrinth.
    • Action: You don’t check maps. You describe your character spinning in a circle until they feel a “tug” on the pendant. You roleplay walking through a wall of smoke or a hidden door because it “looked like a nice way to go.” Your offense against the environment is the total refusal to acknowledge its complexity.

Perception of Activation:

  • Visual (The Soft-Focus Stutter)
    • User’s Perspective: The world begins to “ghost.” When you turn your head, a transparent trail of your surroundings follows, like a slow-exposure photograph. Hard edges on buildings and people soften into pastel blurs, and the center of your vision feels like it is looking through a lens smeared with fine honey.
    • Observer’s Perspective: The copper rings of the pendant begin to spin in opposing directions at impossible speeds, becoming a golden blur. The wearer’s physical form seems to “flicker” or lose frames, occasionally appearing to vanish for a micro-second only to reappear an inch away.
    • Positives: You become incredibly difficult to target with precision strikes or ranged weapons, as your true location is visually obscured by your “lagged” after-images.
    • Negatives: Depth perception becomes unreliable. Reaching for a specific object might take two or three tries as you misjudge the distance between the “true” object and its visual ghost.
  • Auditory (The Echoing Chime)
    • User’s Perspective: Every sound takes on a melodic, rhythmic quality. A scream sounds like a high-pitched flute note; a crashing pipe sounds like a deep bass drum. The air is filled with a constant, gentle tinkling of silver bells that somehow makes sense of the chaos.
    • Observer’s Perspective: A localized zone of “quiet” surrounds the wearer. Sounds entering this 5-foot radius are muffled and transformed into a low-frequency hum that induces a slight, harmless drowsiness in those nearby.
    • Positives: High-decibel attacks or deafening noises are neutralized and converted into pleasant, harmless melodies.
    • Negatives: You find it nearly impossible to follow verbal instructions or engage in serious dialogue, as the “music” of the world is far more interesting than the words being spoken.
  • Tactile (The Buoyant Numbness)
    • User’s Perspective: Gravity feels like a suggestion rather than a law. Your limbs feel light, as if you are wading through a warm, waist-high pool of water. You feel “tucked in” by the air, protected by a layer of invisible, fluffy wool.
    • Observer’s Perspective: The wearer moves with a haphazard, swaying grace. They appear to be “falling” forward with every step, yet they never tip over, seemingly caught by invisible gusts of wind.
    • Positives: You ignore all penalties from rough terrain and take zero damage from falls of less than 30 feet, as the air instinctively cushions your landing.
    • Negatives: You lack “bite” in your movements. Your physical strikes feel soft and lack impact, making it difficult to deal heavy physical damage to others.
  • Olfactory (The Lavender Steam)
    • User’s Perspective: The harsh, metallic smells of Saṃsāra’s industries vanish. In their place is the scent of sun-warmed laundry, lavender, and the crisp, clean smell of a mountain mist. It is deeply relaxing and mentally distracting.
    • Observer’s Perspective: A faint puff of cool, white vapor occasionally escapes from the Cloud-Quartz, carrying a scent that reminds observers of a childhood home or a safe place, momentarily lowering their guard.
    • Positives: You are completely immune to the effects of nausea-based gases, smoke inhalation, or foul stenches.
    • Negatives: The relaxing scent can make you so comfortable that you forget you are in a high-stakes or life-threatening situation.
  • Extra-Sensory (The Narrative Drift)
    • User’s Perspective: You stop perceiving the world as a series of facts and start seeing it as a series of “lucky accidents.” You feel a gentle, psychic “tug” on your center of gravity that leads you toward the most interesting (and usually safest) outcome, even if it makes no logical sense.
    • Observer’s Perspective: The wearer seems to have “Plot Armor.” They walk through crossfires and industrial collapses with a look of vacant wonder, untouched by the carnage around them.
    • Positives: You gain an instinctive “Sixth Sense” for traps and ambushes, wandering away from danger before it even triggers.
    • Negatives: You lose the ability to focus on “The Big Picture.” You might successfully escape a burning building but forget to bring the vital documents you were sent in to retrieve.
  • Extra-Sensory (The Equilibrium Shift)
    • User’s Perspective: You feel like the world is a spinning top and you are the only point of stillness at its center. You sense the “tilt” of reality, allowing you to slide through gaps in space that others don’t even see.
    • Observer’s Perspective: To look at the wearer for too long causes a mild sensation of sea-sickness or vertigo. Their presence “stretches” the local geometry in a way that is nauseating to the focused mind.
    • Positives: You can move through crowds or tight spaces without being slowed down, as people instinctively lean away from you to stabilize their own balance.
    • Negatives: Allies standing too close to you for extended periods may suffer from “Confusion” or “Nausea” penalties as their own senses struggle to reconcile your warped equilibrium.

Recipe: The Threading of the Wandering Mind

To recreate the Elemental 219 of the Fractured Horizon, an artisan must embrace a state of “purposeful distraction.” The goal is not to build a rigid machine, but to craft a harmonic loop that refuses to settle. If the artisan focuses too hard, the copper will harden and lose its dizzying property.

Materials Needed

  • 3 Ounces of Dizzy-Copper: An alloy of copper and powdered magnetic lodestone that has been “confused” by being stored near a spinning turbine for a lunar cycle.
  • One Raw Cloud-Quartz: A translucent stone that appears to contain moving gray smoke; it must be harvested from a high-altitude peak where the mist never clears.
  • Five Strands of Ethereal Wool: Ghostly, weightless fibers harvested from the “Dream-Sheep” that graze on the edges of the Ethereal Plane.
  • A Vial of Distilled Vertigo: An alchemical liquid made from the fermented nectar of hanging cliff-flowers.
  • Silver Solder: For securing the interlocking rings without dampening the vibration.

Tools Required

  • A Pendulum-Lathe: A spinning tool that moves in irregular patterns, ensuring the rings are never perfectly symmetrical.
  • Magnetic Suspension Clamps: Tools that hold the Cloud-Quartz in mid-air during the assembly so it never touches a solid surface.
  • A Tuning Fork (Key of B-Flat): Used to check the “hum” of the Dizzy-Copper.
  • Needle-Nose Pliers (Insulated): To handle the Ethereal Wool, which can drift away if touched by bare skin.

Skill Requirements

  • Rhythmic Smithing: The ability to hammer metal in a non-linear, erratic tempo.
  • Atmospheric Enchantment: Knowledge of how to seal “fog” within a mineral structure.
  • Intuitive Assembly: The skill to build an object based on “feel” rather than following a precise blueprint.

Crafting Steps

  1. Forging the Rings: Shape the Dizzy-Copper into three interlocking rings using the Pendulum-Lathe. Do not measure them; let the lathe decide their thickness. Strike them with the Tuning Fork; they should emit a sound that makes your head feel slightly heavy.
  2. The Cloud Sealing: Soak the Cloud-Quartz in the Distilled Vertigo for one night. The stone will begin to hum and the smoke inside will start to swirl rapidly.
  3. Threading the Wool: Take the Ethereal Wool and weave it through the center of the interlocking rings. This creates the “Safety Net” that will eventually cushion the wearer’s movements. The wool must be tied in “Slip-Knots” so it can shift and breathe.
  4. Suspending the Core: Place the Cloud-Quartz in the center of the copper rings using the Magnetic Clamps. It should float freely, held in place by the tension of the Ethereal Wool and the magnetic pull of the Dizzy-Copper.
  5. The Haphazard Solder: Use the Silver Solder to join the outer rings to a neck-chain. The join must be slightly “sloppy”—if it is too firm, the magic will be grounded and the pendant will become a simple piece of jewelry.
  6. The Calibration Walk: To activate the item, the crafter must put it on and walk through a familiar room with their eyes closed. If they manage to find the exit despite being completely disoriented, the Elemental 219 is successfully bound.

Walker-Who-Is-Lost and Horizon-that-Breaks

In the Old-Before-Now, when the Sky-was-Solid and the Breath-Makers (Mages) were too Straight-Minded, there was a Small-Thought-Man named Pilo. Pilo had a Head-of-Clouds. He forgot the Eat-Time and the Sleep-Place. The High-Kings (Mages) laughed with Sharp-Teeth-Sounds and gave him a Gift-of-Joke. They gave him the Metal-that-Dances (Dizzy-Copper) and said, “Make a Thing-of-Order.”

Pilo did not have the Straight-Ruler. He had only a Spinning-Heart. He took the Metal-and-Mist and tied them with Sleep-Hair (Ethereal Wool). He made a Neck-Circle that had no End-or-Start. The Kings-of-Order saw it and said, “It is a Noth-Thing. It is a Huh-Stone.”

Then came the Great-Fire-Hiss (The Warlord). The Warlord had Eyes-of-Pointy-Spears. He came to the Cloud-City to make the People-into-Dust. The Smart-Mages ran with Fast-Legs, but Pilo stayed. He did not stay because he was Big-Brave; he stayed because he was Looking-at-a-Bug.

The Warlord threw a Fire-Strike, but the air did a Stutter-Blink. The Fire went Left-when-it-should-be-Right. The Warlord was Much-Angry. He ran at Pilo with a Heavy-Blade. Pilo tripped over his own Foot-Mistake. But the Neck-Circle did a Catch-Gale. Pilo did not hit the Hard-Ground; he sat on the Air-Cushion and looked at the Warlord with Water-Eyes.

The Warlord looked into Pilo’s Foggy-Mind. He saw No-Plan. He saw No-Fear. He saw Nothing-to-Cut. The Warlord’s head did a Spin-Nausea. He said, “Where am I? Why is the Earth-Tilted?” The Warlord forgot his Kill-Thoughts and wandered into the Mist-Woods, looking for his Lost-Yesterday. Pilo just smiled and asked the Wind where his Left-Sandal had gone.

The Moral of the Story

The sharpest sword cannot cut the fog, and the fastest runner cannot catch the man who does not know where he is going; for in the world of Saṃsāra, a bewildered heart is a fortress that no logic can besiege.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Pendant of the Fractured Horizon Item Type: Wondrous Item, Common

  • Slot: Neck
  • Haphazard Dodging: While wearing this pendant, you gain a +1 bonus to AC. Additionally, attackers do not gain Advantage on attack rolls against you as a result of you being Flanked or Prone, as your physical position seems to “stutter” unpredictably.
  • The Sudden “Huh?” (Action): You can target one creature within 10 feet. The target must succeed on a DC 12 Intelligence saving throw or lose its reaction until the start of its next turn and have Disadvantage on the next Ability Check it makes within 1 minute.
  • The Lost Traveler’s Luck (Reaction): When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your level. You always land on your feet (or in a comfortable seated position).
  • Innocent Obfuscation: You have Advantage on Charisma (Deception) checks, provided you are acting confused, lost, or harmless.

Call of Cthulhu (7th Edition)

Unique Name: The Dizzy-Copper Curio Item Type: Enchanted Artifact

  • Slot: Neck
  • The Foggy Mind-Field: Any attempt to use Psychology or magical mind-reading on the wearer suffers a Penalty Die. The investigator sees only swirling mist and hears distant bells.
  • Haphazard Dodging: In combat, if the wearer chooses to Dodge, they gain a Bonus Die to the roll. The attacker finds it physically nauseating to track the wearer’s “stuttering” movements.
  • The Static Hum: Anyone standing within 5 feet of the wearer for more than one round must pass a POW check or suffer a Penalty Die to their next Skill roll due to sudden mental fog.
  • Sanity Support: The wearer’s bewildered state acts as a buffer. They reduce all Sanity losses by 1 (to a minimum of 0), as they are never quite sure if the horrors they see are actually happening.

Blades in the Dark

Unique Name: The Cloud-Quartz Locket Item Type: Fine Item (0 Load / Worn)

  • Slot: Neck
  • Quality: Fine (+1 Tier for effectiveness when Swaying guards by acting harmless or Prowling through hazardous environments).
  • Haphazard Dodging: You may take 1 Stress to ignore a physical consequence (like “Harm” or “Tangled”) resulting from a failed or risky roll. You simply “weren’t quite there” when the blow landed.
  • Blinking Horizon: During a score, you can expend a utility charge to make your position “lag.” For the rest of the scene, you gain +1d to all defense rolls against ranged attacks or firearms.
  • Instinctive Navigation: When the crew is “Lost” or in a “Dead End,” you may make a Fortune Roll using the item’s Quality. On a success, you find a way out that you cannot logically explain.

Knave (2nd Edition)

Unique Name: 219 Horizon-Pendant Item Type: Magic Item (1 Slot)

  • Slot: Neck
  • Passive: Enemies attacking you must roll twice and take the lower result if they are more than 10 feet away (Ranged Disadvantage).
  • The Sudden “Huh?” (Usage Die: d6): As an action, choose a target. Roll the Usage Die. On a 4-6, the target is Stunned for 1 round. On a 1, the Cloud-Quartz dims and the item is inactive until you spend an hour wandering aimlessly.
  • The Lost Traveler’s Luck: You are immune to falling damage and always land safely.
  • Innocent Obfuscation: You automatically succeed on any check to appear as a non-combatant or “bystander” unless you are holding a drawn weapon.

Pathfinder (2nd Edition)

Unique Name: Elemental 219 Stutter-Step Pendant Item Type: Item 1, Invested, Magical, Air, Illusion

  • Slot: Neck; Bulk:
  • Haphazard Dodging (Passive): You gain a +1 item bonus to AC. Due to your physical stuttering, you are immune to the Circumstance Bonus attackers usually gain from Flanking you.
  • The Traitor’s Chill (Passive): You gain a +1 item bonus to Deception checks to Feint or to appear as a non-combatant.
  • The Sudden “Huh?” [One-Action]: (Enchantment, Mental) Frequency: Once per hour. Effect: You radiate a pulse of confusion. One creature within 30 feet must attempt a DC 15 Will save.
    • Success: The target is unaffected.
    • Failure: The target is Stupefied 1 for 1 minute as they struggle to maintain their train of thought.
  • The Lost Traveler’s Luck [Reaction]: Trigger: You would take damage from a fall. Effect: The pendant releases a cushion of air. You treat the fall as 30 feet shorter than it actually is and always land in a seated position.

Savage Worlds (Adventure Edition)

Unique Name: 219 Dizzy-Copper Locket Item Type: Enchanted Pendant

  • Innocent Obfuscation: The wearer gains a +2 bonus to Performance or Persuasion rolls when trying to convince others they are harmless, lost, or not a threat.
  • Haphazard Dodging: Attackers subtract 1 from Fighting or Shooting rolls made against the wearer. The wearer’s physical image “flickers,” making it hard to lead a shot or time a swing.
  • The Sudden “Huh?”: As an action, the wearer can force an opponent within 5” (10 yards) to make a Smarts roll at -2. On a failure, the opponent is Distracted and Vulnerable until the end of their next turn.
  • The Lost Traveler’s Luck: The wearer ignores up to 4 points of Falling Damage and never suffers the Prone condition from falling or being pushed.

Numenera & Cypher System

Unique Name: 219 Reality-Lag Pendant Item Type: Artifact (Level 1d6)

  • Form: Interlocking copper rings surrounding a smoke-filled crystal.
  • Depletion: 1 in 1d20
  • Effect (Blinking Horizon): All Speed defense rolls are eased by two steps. The wearer’s “frame-rate” is inconsistent, making them an elusive target.
  • Effect (The Sudden “Huh?”): The wearer spends 2 Intellect points to target a creature within short range. The target’s next action is hindered by two steps as they experience a momentary total lapse in memory.
  • Effect (Foggy Mind-Field): Any attempt to mentally influence or probe the wearer’s mind is hindered by two steps.
  • Effect (Haphazard Grace): When the wearer fails a physical task (like climbing or jumping), they can roll a second time. If the second roll is a success, they succeed in a way that looks like a total accident.

Fate (Core/Condensed)

Unique Name: Elemental 219 Fractured Horizon Item Type: Stunt/Extra

  • Aspect: Wait… Where Was I?
  • Stunt (Haphazard Dodging): Because I am always slightly out of sync with reality, I get a +2 to Athletics rolls to defend against any physical attack, provided I describe my defense as a clumsy or accidental movement.
  • Stunt (The Sudden “Huh?”): Once per scene, I can use Deception to place a Momentary Amnesia situation aspect on a target in my zone with two free invokes.
  • Stunt (Innocent Obfuscation): I can use Rapport instead of Stealth to “hide in plain sight.” People don’t fail to see me; they just fail to care that I’m there because I look so bewildered.
  • Cost: This item requires 1 Refresh.

Shadowrun (6th World Edition)

Unique Name: Elemental 219 “The Glitch-Pendant” Item Type: Illusion Focus (Force 2)

  • Slot: Neck
  • Haphazard Dodging: The wearer’s physical image “stutters” in meatspace. Anyone targeting the wearer with a physical attack (Melee or Ranged) suffers a -2 dice pool penalty.
  • The Foggy Mind-Field: The wearer gains a +2 dice pool bonus to resist any Mana-based spells or Astral social actions. To an assensing mage, the wearer’s aura looks like a low-resolution image with “static” around the edges.
  • The Sudden “Huh?” (Minor Action): The wearer can spend 1 Edge to force a target within 10 meters to lose their next Minor Action as they suffer a momentary cognitive reset.
  • Blinking Horizon: On the Matrix, if the wearer is using a persona, their icon constantly shifts coordinates. Any “Trace Icon” or “Brute Force” actions against the wearer’s deck suffer a -2 penalty.

Starfinder (2nd Edition / Playtest)

Unique Name: 219 Fractured Horizon Loop Item Type: Level 2, Magic Item

  • Slot: Neck
  • Bulk:
  • Haphazard Dodging (Passive): You gain a +1 status bonus to Armor Class. If an attacker rolls a natural 1 on an attack against you, they become Off-Guard until the start of their next turn as they overreach against your “lagged” image.
  • The Lost Traveler’s Luck (Passive): You gain a +2 circumstance bonus to saving throws against effects that would knock you Prone. When falling, you treat the distance as 30 feet shorter for the purpose of damage.
  • The Sudden “Huh?” [1-Action]: (Enchantment, Mental) Effect: A target within 30 feet must attempt a DC 16 Will save.
    • Success: The target is unaffected.
    • Failure: The target is Stunned 1.
  • Innocent Obfuscation: You gain a +1 status bonus to Deception checks to appear as a non-combatant or to Diplomacy checks to request directions or minor help.

Traveller (Mongoose 2nd Edition)

Unique Name: 219 Sensory-Disruption Charm Item Type: TL 13 Gravitic/Psionic Curio

  • Weight:
  • Cost: Cr 12,000
  • Haphazard Dodging: The pendant generates a micro-gravitic warp. Any ranged attack made against the wearer suffers a -2 DM.
  • The Static Hum: Any character within 2 meters of the wearer must make a Routine (6+) INT check each round or suffer a -1 DM to all skill checks due to a sudden, mild “spaciness.”
  • The Lost Traveler’s Luck: The wearer effectively has a built-in Slowlight or personal grav-chute. They ignore the first 10 meters of any fall and take no damage.
  • Innocent Obfuscation: When dealing with Law Level encounters or Customs, the wearer receives a +2 DM on Admin or Persuade checks to be dismissed as a “clueless tourist.”

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: 219 Amulet of the Fogged Mind Item Type: Worn Relic

  • Value: 4 (Uncommon)
  • Keywords: [AESTHETIC], [ANY]
  • Haphazard Dodging: The wearer gains +1 Defense. Furthermore, the wearer can never be the target of a Called Shot.
  • The Foggy Mind-Field: Any attempt to use Psychic Powers to read the wearer’s mind or affect their emotions is hindered by +2 DN.
  • The Sudden “Huh?” (Spend 1 Ruin/Glory): As an action, the wearer causes a target within 15m to become Distracted. If the target was already Distracted, they become Stunned instead.
  • Instinctive Navigation: In a complex environment (ruined hive city, space hulk), the wearer gains +2d6 to any Survival (Wil) test to find a specific location or exit, though they cannot explain the route they took.