Taweez 219 of the Kindred Soul

Lore: In the bustling trade-hubs of Saṃsāra, isolation is often a greater threat than physical violence. The Scribes of the Hearth-Fire created the Taweez 219 for those who travel long distances alone or seek to foster a deep, spiritual resonance with a specific companion. This amulet acts as a bridge of “Familiarity,” using Ruqyah verses of kinship to soften the barriers between two souls. It is often exchanged between lifelong friends, mentors and students, or bonded pets, ensuring that no matter the physical distance, the “feeling of home” remains tethered to the avatar.

Stats:

  • Tier: 1
  • Rarity: Common
  • Slot: Neck (Amulet) or Chest (Pinned to clothing)
  • Material: Polished sandalwood, fine copper wire, and parchment treated with rosewater.
  • Resonance: Must be “tuned” to one specific creature (The Familiar) over a 24-hour period.

Skills Gained While Openly Worn:

  • Insight (Familiarity): You gain an intuitive understanding of the moods and needs of your bonded companion, granting a +2 bonus to Wisdom (Insight) checks regarding them.
  • Cultural Diplomacy: The aura of comfort provided by the Ruqyah makes you appear more “familiar” and less threatening to strangers, granting a +1 bonus to Charisma (Persuasion) checks.

Passive Magic:

  • Comfort of the Known: While within 60 feet of your bonded companion, both you and the companion are immune to non-magical “Frightened” conditions.
  • The Lingering Presence: Even when separated by miles, you can feel a faint tug in the direction of your bonded companion, acting as a spiritual compass that points toward their location.
  • Shared Vitality (Minor): If the wearer or the companion rests while in physical contact, both recover an additional 1d4 Hit Points or equivalent resource at the end of the rest.

Activable Magics:

  • Ruqyah of the Tethered Voice: By touching the Taweez and whispering a short prayer, you can send a telepathic message of up to 10 words to your bonded companion. They can reply with a simple emotional impulse (joy, fear, safety).
  • Aura of the Welcome Guest: Once per day, you can flare the Taweez to release a 10-foot radius burst of soothing energy. All hostile creatures within the area must pass a Will/Spirit save or lose their “Aggressive” stance for 1 round, feeling a sudden, confusing sense of familiarity toward you.

Tags: Taweez, Ruqyah, Familiarity, Tier-1, Common, Empathy, Social, Bonding, Protection, Healing, Sandalwood, Kindred, Hearth-Bound, Resonant, Sympathetic, Homely, Anchored, Copper-Wired, Intuitive, Harmonic, Soothing, Kinship

On the world of Saṃsāra, the Taweez 219 of the Kindred Soul is an item born of domestic spirituality and the need for emotional grounding. Because it is of “Common” rarity, it is woven into the fabric of everyday life, often seen hanging from the necks of travelers or tucked into the swaddling clothes of infants.

How This Item Might Be Obtained

  • Inheritance and Gifting: The most common way to obtain a Taweez 219 is as a gift. It is tradition for parents to give one to a child leaving home for the first time, or for two people entering a partnership to exchange them. In these cases, the item is already “primed” with the familiarity of the giver.
  • Pilgrimage Rewards: Minor shrines dedicated to the Hearth-Fire often distribute these to pilgrims who complete a cycle of prayers. These versions are usually un-tuned, waiting for the user to select their companion.
  • The “Found” Bond: Occasionally, an avatar might find a discarded Taweez 219 in an abandoned home. Such an item carries “Lingering Familiarity,” which can sometimes lead the new owner to the previous owner’s descendants or a lost pet.

Shop Types, Sales Procedures, and Costs

The Neighborhood Apothecary (Residential Districts) These are small, cramped shops smelling of dried herbs, rosewater, and old paper. They serve the local community’s spiritual and physical needs.

  • How it is Bought/Sold: The apothecary does not simply hand over the item. They will ask you about the person or creature you wish to bond with, sometimes requiring a strand of hair or a drop of water they have touched to help “set” the sandalwood’s resonance. Selling one back is rare, as it is seen as selling a piece of one’s history.
  • Cost: 15 to 25 Silver Pieces.

The Caravanserai Outfitter (Trade Hubs) Large, bustling warehouses located near the city gates that sell bulk supplies for long-distance travel.

  • How it is Bought/Sold: Here, the Taweez 219 is sold as a “Traveler’s Comfort Kit.” It is usually mass-produced by apprentice scribes and sold in a simple linen pouch. The transaction is fast and impersonal. They will buy them in bulk from adventurers who find “unclaimed” stock in the wilds.
  • Cost: 10 Silver Pieces (standardized).

The Curio Stall (Floating Markets) Located on the canal-boats of the great delta cities, these stalls deal in second-hand charms and spiritual trinkets.

  • How it is Bought/Sold: These items are often “Pre-Loved.” The seller might claim a famous traveler once owned it to drive up the price. To sell one here, you must prove the sandalwood is still fragrant and the copper wire isn’t oxidized.
  • Cost: 5 to 30 Silver Pieces (highly dependent on the quality of the carving and the “story” attached to it).

The Scribe’s Sanctuary (Temple Districts) A quiet, high-end establishment where master calligraphers work under the protection of the Guild.

  • How it is Bought/Sold: This is for those seeking a “Masterwork” version of this common item. The parchment inside is hand-written with gold-flecked ink while the scribe recites the Ruqyah of Kinship. It is the most potent version of the common tier.
  • Cost: 50 Silver Pieces.

The Pulse of Kinship: Roleplay of the Taweez 219

In the world of Saṃsāra, the Taweez 219 of the Kindred Soul is not a weapon of war, but a weapon of the heart. Its roleplay centers on the concept of “belonging” and how the spiritual weight of familiarity can be used to anchor allies or disarm enemies.


In the Bustling Trade Cities and Grand Bazars

In “Safe” or “Normal” zones where the primary threats are social or political, the Taweez acts as a social lubricant and a secret line of communication.

  • Defensive Roleplay: When the avatar is being interrogated or pressured by aggressive merchant-lords, the Comfort of the Known passive allows them to remain unnervingly calm. The player roleplays this by maintaining steady eye contact and a relaxed posture, signaling to the party that they are not intimidated. The scent of sandalwood and rosewater emanating from the amulet creates a literal “comfort zone” that keeps nearby allies from succumbing to social pressure.
  • Offensive Roleplay: During a tense negotiation where a rival refuses to cooperate, the user activates the Aura of the Welcome Guest. The player roleplays a subtle shift in their voice—becoming warm and familiar, perhaps using a local dialect or a shared cultural greeting. The rival suddenly feels as though they are talking to an old childhood friend rather than a stranger, leading them to accidentally reveal information or offer a “friends and family” discount they hadn’t intended to give.

In the Frontier Outposts and Desert Way-Stations

In the lonely stretches of the world where the “Long Separation” sets in, the Taweez is used to maintain the tactical and emotional link between bonded pairs.

  • Defensive Roleplay: While the party is split—perhaps the Falconer is scouting ahead while the rest guard the camp—the Lingering Presence acts as a tether. The player roleplays “feeling” the steady, familiar pulse of their partner through the copper wire of the amulet. If that pulse becomes erratic, the user knows immediately that their friend is in trouble, even if no scream is heard, allowing for a faster response than a non-bonded group.
  • Offensive Roleplay: When tracking a target through a featureless desert, the user utilizes the Ruqyah of the Tethered Voice. The player roleplays whispering into the Taweez, sending silent, invisible tactical coordinates to their companion who is flanking the enemy. This “Silent Familiarity” allows the pair to execute a pincer movement with a level of coordination that appears supernatural to the target.

In “Unsafe” Ruins and High-Magic Dead Zones

In environments where spirits and corruption attempt to strip away an avatar’s identity, the Taweez 219 serves as a lighthouse of the self.

  • Defensive Roleplay: Inside a “Dark Cave” megacity where the environment is designed to induce paranoia, the Comfort of the Known becomes a vital defense. The player roleplays reaching out to touch the companion or the amulet, using the physical sensation to dispel the magical “Fright” of the shadows. They might describe the rosewater scent of the Taweez cutting through the smell of decay, providing a sensory anchor that prevents the party from breaking and running.
  • Offensive Roleplay: Faced with a hostile spirit that feeds on isolation, the Falconer uses the Shared Vitality by touching their companion. The player roleplays a “Burst of Kinship,” where the two souls flare with a unified light. This doesn’t just heal them; it proves to the spirit that its power of isolation has no hold here. The spirit, finding no “cracks” in their familiarity, is often forced to retreat or becomes vulnerable to a follow-up strike.

The Responsibility of the Bond

Roleplaying with this item requires acknowledging the Emotional Feedback Loop. If the bonded companion is unhappy, the avatar feels a “hollow ache” in their chest. This encourages players to interact more deeply, checking in on their familiars or friends not just for mechanical buffs, but because the Taweez makes their connection a living, breathing part of the world’s magic.

Perception of Activation: Taweez 219 of the Kindred Soul

User’s Perspective

  • Visual: The world does not change color, but it gains a “softness.” Sharp edges of the environment seem to round out, and the avatar perceives a faint, golden tether—no thicker than a spider’s silk—stretching from their chest toward their bonded companion.
  • Auditory: All harsh, jarring noises (metal clashing, shouting) are filtered into a rhythmic, low-frequency hum that sounds remarkably like a familiar person’s breathing or a cat’s purr.
  • Tactile: A wave of intense, radiating warmth spreads from the sandalwood amulet across the chest. It feels as if a warm, weighted blanket has been draped over the user’s shoulders.
  • Extra-Sensory (Kindred Pulse): The user experiences “Phantom Presence.” They feel the physical weight and warmth of their bonded companion standing right beside them, even if that companion is miles away.
  • Extra-Sensory (Emotional Overlay): The user’s own emotions are briefly replaced by a “mirror” of the companion’s current state. If the companion is safe, the user feels a sudden, profound sense of contentment that washes away their own stress.

Observer’s Perspective

  • Visual: The sandalwood of the Taweez glows with a deep, internal amber light, making the copper wiring appear like veins of liquid fire. A faint, shimmering haze—much like heat distortion—surrounds the user in a 5-foot radius.
  • Olfactory: A sudden, overwhelming scent of home—freshly baked bread, blooming jasmine, or rain on dry earth—fills the air around the user, regardless of the actual environment.
  • Extra-Sensory: Those standing near the user feel an instinctive drop in their heart rate and a sudden, inexplicable urge to lower their weapons or stop arguing.

Positives

  • Immediate De-escalation: The “Aura of the Welcome Guest” can turn a lethal encounter into a diplomatic one by forcing enemies to feel a confusing sense of kinship.
  • Psychological Anchor: The item provides a near-total immunity to environmental paranoia or isolation-based magic, keeping the user grounded in reality.
  • Tactical Coordination: The “Tethered Voice” allows for secret communication that cannot be intercepted by mundane means or standard “Detect Magic” spells.

Negatives

  • Emotional Bleed: If the bonded companion experiences intense fear or pain, the user feels it as a physical blow, potentially causing a “Stun” or “Distraction” penalty during a critical moment.
  • The “Hollow” Comedown: When the activation ends, the user often experiences a sharp sense of loneliness or “homesickness” for several minutes, making them less effective in social situations.
  • Vulnerability to Possession: Because the Taweez softens the barriers between souls, certain “Mimic” spirits or high-tier demons can attempt to ride the connection to find the bonded companion.

Rite of the Hearth’s Reflection: Crafting Recipe for Taweez 219

Materials Needed

  • Heart-Sandalwood: A cross-section of aged sandalwood taken from a tree that grew within sight of a family dwelling.
  • Refined Copper Wire: 12 inches of high-purity copper, symbolizing the conductive nature of affection and memory.
  • Rosewater Parchment: A small strip of vellum or heavy paper that has been pressed between rose petals and sun-dried.
  • Kindred Catalyst: A small physical token of the intended bond (a lock of hair, a piece of a worn garment, or a whisker) to be sealed inside the wood.
  • Honey-Wax: Pure beeswax mixed with a drop of honey to seal the parchment compartment.

Tools Required

  • Copper Etching Stylus: A pointed tool used to scribe the Ruqyah verses onto the sandalwood surface.
  • Scented Crucible: A small clay pot used to warm the honey-wax without scorching the sweetness.
  • Polishing Silk: A soft cloth used to buff the sandalwood until it glows from the natural oils.
  • Precision Wire-Cutters: For the intricate wrapping of the copper “veins” around the amulet.

Skill Requirements

  • Tier 1 Woodworking: The ability to carve and hollow a small “spirit-pocket” into the sandalwood without splitting the grain.
  • Basic Alchemy (Aromatics): Understanding how to fix the scent of rosewater and sandalwood so it survives the magical activation.
  • Ruqyah of Kinship (Recitation): The crafter must be able to hum the “Melody of the Hearth” continuously during the assembly to ensure the item feels “familiar” to the touch.

Crafting Steps

  1. Carving the Vessel: Shape the sandalwood into a smooth, shield-like or teardrop pendant. Carve a tiny, hollow chamber in the center to hold the Kindred Catalyst.
  2. Inscribing the Word: Using the copper stylus, etch the “Verses of the Unified Spirit” onto the back of the wood. As you carve, you must visualize a shared memory of comfort or safety.
  3. Preparing the Scroll: Write the names or symbols of the bonded pair onto the Rosewater Parchment using ink mixed with a drop of the user’s own blood (for vitality). Fold this tightly and place it into the sandalwood chamber alongside the catalyst.
  4. Sealing the Hearth: Melt the Honey-Wax in the crucible. Pour it carefully over the chamber opening to seal the parchment and catalyst within. The scent of warm honey signifies the closing of the “Safety Loop.”
  5. The Copper Weaving: Wrap the copper wire around the sandalwood in a pattern of nine interlocking loops. These loops represent the “Nervous System of the Soul,” allowing the Ruqyah’s energy to flow outward from the parchment to the wearer.
  6. The First Breath: Hold the completed Taweez 219 over the smoke of a small hearth fire. Recite the final Ruqyah of Recognition. The copper should turn a bright, polished orange, and the wood should begin to emit the scent of jasmine and rose.
  7. Bonding: The item is not active until it is worn for one full night by the user while they sleep near their companion.

Two-Whose-Shadows-Intertwined and Great-Cold-of-Distance

Foreword of the Dust-Gatherer: This speech-skin was pulled from the “Thirsty-Basement” of a city that was swallowed by the sand. The ink is “Burnt-Sugar” and the grammar is a “Stumbling-Biped.” It is the first-song of the Heart-Tether, translated from the Whispers-of-the-Forgotten-Root.

In the time when the World was “Quiet-and-Wide” and the stars were “Close-Enough-to-Burn,” there lived a Weaver named Hawa-of-the-Soft-Loom. Hawa was a woman of the “Warm-Palm,” but her house was “Stolen-by-Winter.” She lived in a valley where the spirits were “Ice-Needles,” hiding in the wind to make the people “Forget-the-Faces-of-Kinsmen,” turning a brother into a “Cold-Stranger” and a mother into a “Ghost-of-the-Fog.”

Hawa had a child, a “Seedling-of-Her-Own-Meat,” who was called the Small-Runner. But the King-of-Frost was a “Greedy-Thief.” He cast the “Curse-of-the-Labyrinth” upon the valley, making every path turn into a “Circle-of-Nowhere.” The Small-Runner stepped into the mist and was “Eaten-by-the-Grey.” Hawa said to the Maker-of-Homes, “The distance has teeth. My heart-rib is ‘Gone-to-the-Void’ and I cannot feel the warmth of his skin. We are ‘Broken-Links’ in the frozen dark.”

The Maker-of-Homes gave to Hawa a branch from the “Sandalwood-that-Bears-Fruit-in-Dreams” and a spool of “Red-Copper-that-Bleeds.” He said, “Inscribe the Ruqyah-of-the-Return. Wrap the copper like a ‘Vein-of-Memory.’ When the cold-ghosts make the world a stranger, give them the ‘Aura-of-the-Hearth’.”

Hawa sat by the “Last-Coal-of-the-Fire.” She carved the wood with a “Thorn-of-Kindness.” She wrote the “Verses-of-the-Recognized-Face” upon a skin of roses. She recited the Ruqyah until her breath was a “Cloud-of-Incense.” She bound the copper wire in “Interlocking-Grins.” The other villagers said, “Hawa plays with a ‘Toy-of-Wood’ while the frost devours the youth. It will not melt the snow; it will not ‘Fill-the-Belly’.”

But Hawa walked into the “Great-White-Silence.” Her Taweez 219 began to breathe. It became a “Pulsing-Amber-Coal” upon her chest. It smelled like “Baked-Flour-and-Old-Stories.”

She spoke the Ruqyah-of-the-Tethered-Voice. She did not shout with her “Meat-Tongue,” but with her “Spirit-Tongue.” Through the copper wire, she sent a “Hook-of-Love.” Miles away, in the “Belly-of-the-Mist,” the Small-Runner felt a “Tug-at-the-Navel.” He did not see the path with his “Wet-Eyes,” but with his “Heart-Eyes.” The Taweez acted as a “Light-that-is-not-Light,” a “Familiarity-that-Pierces-the-Stranger-Mist.”

Then came the “Demon-of-the-Forgotten-Path,” a spirit of “Blue-Salt” that makes a man forget his own name. It stood before Hawa to “Freeze-her-Memory.” Hawa released the Aura-of-the-Welcome-Guest. The demon, which had never known a “Cradle-Song” or a “Warm-Stew,” was hit by the “Smell-of-Rosewater.” It became “Confused-with-Peace.” It looked at Hawa and did not see an “Enemy-to-Eat,” but a “Mother-to-Obey.” Its ice-scales melted into “Tears-of-Spring.”

Hawa found the Small-Runner by following the “Copper-Heat.” They stood in the center of the “Dead-Winter,” but they were a “Living-Hearth.” The frost-ghosts could not enter the “Circle-of-the-Kindred-Soul.” They returned to the village, and the paths “Obeyed-their-Feet,” for the Taweez had made the wilderness “Familiar-and-Tame.”

The translation ends here, but the parchment is stained with a “Sweet-Oil” that never dries.

Moral of the Story: No desert is too wide and no winter is too cold for the heart that carries its home in a piece of wood, for the stranger is only a friend whose Ruqyah has not yet been spoken.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Amulet of the Hearth’s Shadow Classification: Enchanted Artifact / Psychological Anchor Item Description: A sandalwood pendant wrapped in copper, smelling faintly of rosewater and home. It feels unnervingly warm when a loved one is mentioned.

  • Sanity Cost: 1 point to “Tune” the item to a companion.
  • Comfort of the Known (Passive): The wearer and their tuned companion gain a Bonus Die on Sanity rolls to resist effects that cause Indefinite Insanity or Phobias, provided they are within 10 yards of each other.
  • The Lingering Presence (Passive): By spending 1 Magic Point, the wearer can sense the general direction and emotional state of their tuned companion, regardless of distance.
  • Aura of the Welcome Guest (Active): Spend 4 Magic Points. The wearer projects an aura of unnatural familiarity. Any human or sentient entity intending harm must succeed on an Extreme POW Check or be unable to initiate violence for 1d4 rounds, viewing the wearer as a “non-threat” or “old acquaintance.”
  • Note: If the tuned companion dies, the wearer takes an immediate 1d6 Sanity loss as the copper wire turns black and cold.

Blades in the Dark

Unique Name: Kindred Spirit’s Tether Classification: Fine Arcane Implement (Tier I) Item Description: A copper-wound sandalwood charm that pulses with the heartbeat of a chosen crewmate or pet.

  • Load: 0 (Worn).
  • Quality: Fine (+1 Quality to actions involving your tuned companion).
  • Shared Vitality (Passive): During Downtime, if you and your tuned companion both perform a Recover action together, you both gain +1 segment to your healing clock.
  • The Lingering Presence (Passive): You always know if your tuned companion is in “Stress” or “Trauma.” You gain Potency when performing a Protect action for them.
  • Aura of the Welcome Guest (Special Ability): Spend 1 Stress to release a soothing scent. For the next few minutes, any Consort or Sway actions against hostile NPCs gain +1 Effect, as the targets find you strangely trustworthy.
  • Tethered Voice (Special Ability): Spend 1 Stress to whisper a message to your tuned companion. They hear it as if you were standing next to them, even if you are across the district.

Dungeons & Dragons (5th Edition)

Unique Name: Taweez 219 of the Kindred Soul Classification: Wondrous Item, Common (Requires Attunement) Item Description: A sandalwood amulet etched with Ruqyah and wrapped in copper wire. It grows warm when your closest ally is in danger.

  • Insight (Passive): While attuned, you have advantage on Wisdom (Insight) checks made to discern the intentions or emotional state of your tuned companion.
  • Comfort of the Known (Passive): While within 30 feet of your tuned companion, both you and the companion have advantage on saving throws against being Frightened.
  • Shared Vitality (Passive): When you use a Hit Die to regain hit points during a short rest while touching your tuned companion, you both regain an additional 1d4 hit points.
  • Ruqyah of the Tethered Voice (Action): You can cast the Message cantrip, but only to target your tuned companion. This version has no distance limit as long as you are on the same plane of existence.
  • Aura of the Welcome Guest (Action): Once per long rest, you can cast Calm Emotions (DC 13). The spell only lasts for 1 minute and does not require concentration, but it ends if you or your allies take a hostile action.

Knave (2nd Edition)

Unique Name: The Scent of Home Classification: Relic (1 Slot) Item Description: A wooden charm that smells of baked bread. It vibrates when a friend is near.

  • Comfort of the Known (Passive): You and your companion gain Advantage on saves against Fear or Morale failure while within eyesight of each other.
  • The Lingering Presence (Passive): You can always sense the direction of your tuned companion. If they are in a different room, you know their general distance.
  • Tethered Voice (Active): Once per day, you may send a telepathic message of any length to your companion. They can respond once.
  • Aura of the Welcome Guest (Active): You may brandish the amulet. Any NPC of your level or lower must make a Spirit Save. On a failure, they treat you as a “Neutral” acquaintance for 1 turn, even if you were previously enemies.
  • Sunder (Rule): If you take a hit that would kill you, you may choose to have the Taweez shatter instead. You survive with 1 HP, but your bond with your companion is broken until a new relic is crafted.

Fate (Core / Condensed)

Unique Name: Taweez 219 of the Kindred Soul Classification: Relationship Extra (Cost: 1 Refresh)

  • Aspect: Inseparable Spiritual Bond. This aspect can be invoked to resist mental trauma or to coordinate actions without speaking. It can be compelled to cause the user distress or a penalty when their bonded companion is harmed or out of reach.
  • Comfort of the Known (Passive): You gain +2 to Defend against any psychological attacks or social maneuvers aimed at inducing fear or isolation, provided your companion is in the same scene.
  • Stunt — Tethered Voice: You may spend a Fate Point to communicate with your bonded companion regardless of distance for the remainder of the scene. This communication is purely mental and silent.
  • Stunt — Aura of the Welcome Guest: Once per session, you can use Rapport to create a zone-wide Familiarity advantage. For the rest of the exchange, enemies must spend a Fate Point to initiate an attack against you or your companion.

Numenera & Cypher System

Unique Name: Taweez 219 (Sandalwood Resonator) Classification: Artifact (Level 1d6)

  • Form: A carved wooden pendant that smells of rosewater and vibrates with a low thrum.
  • Comfort of the Known (Passive): All tasks to resist fear, panic, or social intimidation are eased by one step while within immediate range of the bonded companion.
  • Effect (Action — Lingering Presence): The user spends 2 Intellect points to know the exact distance, direction, and physical health of their bonded companion.
  • Effect (Action — Welcome Guest): The user spends 3 Intellect points to emit a soothing frequency. All NPCs of a level lower than the Artifact Level within short range are settled. They will not initiate combat unless provoked and become eased for all positive social interaction tasks.
  • Depletion: 1 in 1d20 (Check only when using Welcome Guest).

Pathfinder (2nd Edition)

Unique Name: Taweez 219 of the Kindred Soul Item 1 | Common | Invested | Magical | Abjuration | Emotion | Mental

  • Usage: worn (necklace); Bulk:
  • Prerequisite: You must spend 24 hours in close proximity to a willing creature to bond the item to them.
  • Comfort of the Known (Passive): You gain a +1 status bonus to Will saves against Fear effects. This bonus increases to +2 if your bonded companion is within 30 feet.
  • Shared Vitality (Passive): During a 10-minute rest, if you and your companion are touching, you both regain an additional 1d4 Hit Points.
  • Ruqyah of the Tethered Voice [One-Action]: (Concentrate, Lingual, Mental) You send a brief mental message to your bonded companion. This functions as the Message cantrip but has a range of 1 mile and does not require line of sight.
  • Aura of the Welcome Guest [Two-Actions]: (Auditory, Emotion, Mentally, Ruqyah) You recite a verse of familiarity. Each enemy within a 15-foot emanation must attempt a DC 15 Will save. On a failure, the creature is Calmed for 1 round (it cannot use hostile actions but can defend itself). On a critical failure, it is Calmed for 1 minute.

Savage Worlds (Adventure Edition)

Unique Name: Taweez 219 (The Hearth-Amulet) Rank: Novice; Weight:

  • Comfort of the Known (Passive): The wearer and their bonded companion gain a +2 bonus to Spirit rolls made to resist Fear or social Intimidation.
  • The Lingering Presence (Passive): The wearer always knows the general direction of their companion. They ignore “Dim” lighting penalties when trying to locate or track their bonded partner.
  • Tethered Voice (Action): The user makes a Spirit roll. On a success, they can communicate telepathically with their partner for 5 minutes. On a Raise, the link is so strong they can also share sensory input (smell, touch).
  • Aura of the Welcome Guest (Action): The wearer spends 1 Power Point (or uses a Benny). They cast the Empathy power using their Spirit as the arcane skill. Additionally, targets who fail their resistance roll are Distracted as they struggle with sudden feelings of kinship toward the user.
  • Shared Vitality (Passive): When the user or companion spends a Benny to soak damage while in physical contact, they may add +1 to the final Soak roll.

Shadowrun (6th World)

Unique Name: Kindred-Bond Alchemical Amulet Classification: Alchemical Focus (Rating 2) Item Description: A polished sandalwood pendant etched with mana-sensitive Ruqyah calligraphy. It vibrates at the same frequency as the user’s bonded partner.

  • Bonding Cost: 6 Karma (Must be bonded to a specific person or critter).
  • Comfort of the Known (Passive): The wearer and their bonded companion gain a +2 dice pool bonus to resist any Mental or Mana-based Manipulation spells that induce Fear or Confusion while in line of sight of each other.
  • The Lingering Presence (Passive): As long as both parties are on the same plane of existence, the user can determine the direction of their partner with a Simple Perception + Intuition (2) Test.
  • Ruqyah of the Tethered Voice (Active): As a Minor Action, the user can send a short “emotional burst” or a 5-word message to their partner. This uses the Mana plane and is not detectable by standard Matrix or Commlink sniffers.
  • Aura of the Welcome Guest (Active): As a Major Action, the user can spend 1 point of Edge to force all NPCs within 5 meters to resist with Willpower + Charisma. On a failure, they suffer a -2 dice pool penalty to any hostile actions directed at the user for (Rating) Combat Rounds.

Starfinder (2nd Edition / Playtest)

Unique Name: Taweez 219 “Empathy Node” Classification: Hybrid Magic/Tech Item (Level 2) Item Description: A sandalwood casing containing a sub-harmonic copper resonator. It syncs the bio-rhythms of two individuals to foster total familiarity.

  • Level: 2; Price: 450 Credits; Bulk:
  • Usage: Worn (Neck)
  • Insight (Passive): You gain a +1 insight bonus to Diplomacy and Perception checks. This increases to +3 when the check directly involves your bonded companion.
  • Comfort of the Known (Passive): You and your companion gain a +2 circumstance bonus to saving throws against the Frightened and Shaken conditions while within 30 feet of each other.
  • Ruqyah of the Tethered Voice (Action): As a standard action, you can cast Telepathic Message with a range of 1 mile, but only targeting your bonded companion.
  • Aura of the Welcome Guest (Action): Once per day, as a standard action, you can emit a 15-foot-radius soothing pulse. Enemies in the area must succeed at a DC 13 Will save or become Indifferent toward you for 1d4 rounds (this effect ends if you take a hostile action).

Traveller (Mongoose 2nd Edition)

Unique Name: Taweez 219 “Social Harmonic” Classification: TL-12 Psionic Accessory Item Description: A traditional-looking sandalwood charm that hides a sophisticated psionic resonance lattice. It is used by diplomats and deep-space scouts to maintain mental health.

  • TL: 12; Weight: —; Cost: Cr 2,000
  • Stable Mind (Passive): The wearer and their companion receive a DM+2 to all checks made to resist the effects of “Space-Madness,” isolation-induced fatigue, or psionic fear.
  • The Lingering Presence (Passive): The wearer can sense the general health and distance of their partner. If the partner is injured, the wearer receives an immediate notification via a “warmth” in the amulet.
  • Tethered Voice (Active): If the wearer has any Psionic strength (PSI 1+), they can send a mental image or short phrase to their partner over planetary distances as a Significant Action.
  • Aura of the Welcome Guest (Active): The wearer may make a Diplomacy (SOC) check with a DM+2. On a success, any hostile non-combat situation is de-escalated to “Tense Neutrality” as the targets feel a strange sense of kinship with the traveller.

Warhammer Fantasy Roleplay (4th Edition)

Unique Name: Taweez of the Kindred Hearth Classification: Blessed Amulet (Common) Item Description: A sandalwood charm wrapped in copper wire, smelling of dried roses and beeswax. It is a symbol of unbreakable friendship and loyalty.

  • Price: 2 Gold Crowns; Enc: 0
  • Comfort of the Known (Passive): The wearer and their companion gain the Fearless (Each Other) trait. Additionally, they gain a +10 bonus to Cool Tests while standing within 2 yards of one another.
  • Shared Vitality (Passive): When performing the Heal skill on their bonded companion, the wearer ignores any penalties for “Poor Conditions” and provides an additional +1 Wound healed.
  • Aura of the Welcome Guest (Action): The wearer can make a Challenging (+0) Charm Test. If successful, any hostile human targets within (Fellowship Bonus) yards are struck by a sense of familiarity and cannot initiate an attack on their next turn.
  • Tethered Voice (Action): The wearer can whisper into the wood to send a message to their companion. This message is delivered by the “Wind of the Hearth” and can be heard by the companion up to (Willpower) miles away, provided they are outdoors.