Telepathic Resonance Salve 1502

From: Insect 819 of the Chromatic Agony Bite

Ingredients:

  • Three intact Quantum-Entangled Sensory Antennae, harvested immediately following the severance of the gestalt mind-link.
  • Two ounces of refined organic beeswax sourced from the agricultural verges.
  • One drop of pure elemental water to serve as the mystical solvent.
  • A pinch of pulverized copper coin to serve as the magical conduit.

Preparation:

  • Place the intact Quantum-Entangled Sensory Antennae into a mortar constructed from the dense, heavy bone of a high-tier amalgamation.
  • Add the single drop of pure elemental water and use a pestle to carefully crush the microscopic sensory hairs, releasing the trapped quantum entanglement energy without breaking the internal localized magic circuits.
  • Melt the refined organic beeswax over a low-temperature steam vent and slowly fold the pulverized copper coin dust into the liquid wax to act strictly as a physical conduit for the power of thought.
  • Combine the crushed antennae paste with the molten wax, stirring continuously until the mixture achieves a uniform, pale green consistency that matches the localized magical luminescence of the deep jungles.
  • Allow the salve to cool naturally in the shadowy environment of a deep cave system, keeping it completely away from the disruptive, multi-frequency atmospheric vibrations of heavy industry.
  • When an avatar applies a small measure of this salve directly to their temples, it temporarily bridges the mental gap between physical forms, allowing for the limited, short-range transmission of sensory data and instinctual intent without requiring the avatars to be of the second tier or above.

The Lore of the Telepathic Resonance Salve

The historical genesis of Salve 1502 is rooted in the “Great Disconnect,” an era when the first avatars found themselves isolated by the crushing atmospheric interference of the seventy-three island countries. While the Insect 819 functioned as a perfect gestalt, the avatars were mere “islands of thought” in a sea of psychic static. The recipe was devised by the Seer-of-Static (the same tragic figure of the Ocular Focus) who realized that if an avatar could not reach the second tier to unlock natural telepathy, they must “borrow” the biological hardware of the hive.

For a tier one avatar, the lore represents a dangerous flirtation with the hive-mind. To harvest the antennae “immediately following severance” means the avatar must be standing over the twitching remains of a high-tier predator while its neural network is still screaming into the void. The use of a “high-tier amalgamation bone” for the mortar is not merely aesthetic; only the dense, magically-saturated marrow of a superior being can contain the quantum discharge of the antennae without the mortar shattering. The lore warns that this salve does not grant true “conversation”—it grants sensory bleed. You do not hear your ally’s words; you feel their hunger, see through their blinking eyes, and shiver with their cold.

Appearance of the Results

When a tier one avatar completes the cooling process in a deep cave, the resulting salve is a physical manifestation of neural connectivity:

  • The Consistency: It is a soft, buttery wax that feels “alive” to the touch. When a finger is pressed into it, the surface ripples with tiny, hair-like filaments that attempt to bond with the avatar’s skin.
  • The Color: It possesses a ghostly, translucent pale green hue. In total darkness, it emits a rhythmic, bioluminescent pulse that slows or quickens based on the proximity of other living beings.
  • The Conduit: The pulverized copper is no longer visible as dust but has formed microscopic, shimmering veins that look like a nervous system suspended in amber.
  • The Sensation: Upon application to the temples, the salve doesn’t just sit on the skin; it is absorbed instantly, leaving behind a faint, glowing brand shaped like a fractal antenna.

Cost

The difficulty of harvesting antennae from a freshly slain gestalt predator makes this a premium alchemical luxury:

  • Standard Market Price: Exactly 85 Silver coins per small tin (approx. 5 applications).
  • High-Risk Acquisition: If purchased in a walled town far from the jungle, the price can skyrocket to 2 Gold coins, as the “freshness” of the quantum entanglement must be maintained by expensive stasis-jars.
  • Ingredient Value: A single intact Quantum-Entangled Sensory Antenna can be sold to a guild for 20 Silver on its own.

Tags

Telepathic, Sensory-Link, Alchemical-Wax, Quantum-Biological, Consumable, Tier-1, Communication, Detection, Resonant, Hive-Derived, Neural-Bridge, Gestalt-Echo, Empathic-Vane, Bio-Signal, Mind-Share, Synaptic-Web, Short-Range, Ethereal-Tether, Instinct-Transmitter, Sub-Vocal, Cognitive-Splicing

How it is Served or Offered

Because the Telepathic Resonance Salve is sensitive to “multi-frequency atmospheric vibrations,” it is never displayed in the open.

  • The Vessel: It is offered in a heavy, lead-lined stone jar to dampen the “noise” of nearby steam-engines or shouting crowds. The jar is often cool to the touch.
  • The Offering: A merchant will offer the salve in a ritual of silence. They will apply a tiny “tester” smear to their own temple and gesture for the avatar to do the same. For a brief second, the avatar will feel the merchant’s greed and the merchant will feel the avatar’s curiosity—the ultimate “Buyer Beware” proof of quality.
  • The Warning: The seller will always whisper that the salve is a bridge, not a wall. If your partner feels a great “Mental Affront” or physical agony while the link is active, you will taste the copper-tang of their pain as if it were your own.

Perception of Sight

  • What is perceived: Phantom “Ghost-Sight” and monochromatic depth-sharing.
  • Description: When the salve is applied, your vision does not change, but a “secondary window” opens in your mind’s eye. You see what your tethered ally sees, though it appears in a washed-out, ghostly emerald tint. If your ally blinks, your secondary vision darkens; if they look at a fire, you perceive the brightness even in a pitch-black cave.
  • Positives: You gain a 360° awareness of your surroundings by utilizing your partner’s line of sight, making you nearly impossible to flank.
  • Negatives: Rapid movement by your partner can cause “Optical Whiplash,” leading to a -2 penalty on your own ranged attacks as your brain struggles to resolve two different perspectives.

Perception of Hearing

  • What is perceived: The “Sub-Vocal Echo” and rhythmic heart-beat synchronization.
  • Description: You do not hear your ally’s voice in the air, but rather as a resonance inside your own skull. It sounds like your own voice, but with the distinct cadence and emotional “texture” of your partner. Additionally, the rhythmic thump of their heartbeat becomes a constant, low-frequency background noise.
  • Positives: Allows for perfect, silent coordination in unsafe areas. You can communicate complex tactical intents without making a single sound.
  • Negatives: Loud noises experienced by your ally (like a steam-pipe explosion) are amplified through the link, potentially deafening you temporarily even if you are far from the source.

Perception of Smell

  • What is perceived: Shared olfactory signatures and “Pheromonal Bleed.”
  • Description: The scent of refined beeswax on your own temples is replaced by whatever your partner is currently smelling. If they are in a field of flowers and you are in a sewer, the scent of the sewer vanishes, replaced by the flowers.
  • Positives: Acts as a long-range chemical sensor. An ally can “scent” a predator or a gas leak and transmit the warning to you instantly.
  • Negatives: If your ally encounters a foul-smelling “Mental Affront” or rotting biological waste, the stench is so intimate it can trigger an immediate physical nausea or gag reflex.

Perception of Taste

  • What is perceived: A persistent copper-tang and “Phantom Flavors.”
  • Description: The pulverized copper conduit creates a localized galvanic current on the tongue. This results in a sharp, metallic taste that intensifies whenever the “Quantum-Entangled” link is transmitting high-density data (such as fear or complex plans).
  • Positives: The intensity of the metallic taste acts as a “proximity sensor”; the sharper the taste, the stronger and more secure the telepathic bridge.
  • Negatives: It makes the “twenty-minute meal” ritual impossible to enjoy. Any food you eat tastes like licking an old industrial coin, preventing any restorative benefits from consumption.

Perception of Touch

  • What is perceived: “Proprioceptive Merging” and sympathetic temperature shifts.
  • Description: You feel a strange, tingly “phantom limb” sensation. If your partner is touched on the shoulder, you feel a faint pressure on your own. If they are cold, you feel a shivering sensation in your skin despite the ambient temperature.
  • Positives: You can feel your partner’s physical state, knowing instantly if they have been wounded or incapacitated without needing to see them.
  • Negatives: “Sympathetic Pain.” If your ally takes damage, you suffer a minor “Phantom Wound” sensation. While it deals no actual health-point damage, the shock can cause you to flinch and lose your concentration.

Extra-Sensory Perception: Instinctual Intent (The Gestalt Pulse)

  • What is perceived: Pre-verbal “Nudges” and predatory urges.
  • Description: You perceive your partner’s raw impulses before they even form into thoughts. If they intend to strike, you feel the “weight” of the strike in your own muscles.
  • Positives: This allows for “Perfect Cooperative Action.” Your attacks and your ally’s attacks land with a synchronized timing that is impossible for non-gestalt beings to parry.
  • Negatives: You may find yourself acting on your partner’s instincts instead of your own. A fearful partner might cause you to retreat involuntarily, or an aggressive partner might draw you into a fight you intended to avoid.

Extra-Sensory Perception: The Quantum Tether

  • What is perceived: A localized “Tug” toward the ally’s location.
  • Description: Even if blinded and deafened, you possess a compass-like sense of exactly where your ally is positioned in three-dimensional space.
  • Positives: You can never truly be lost as long as your ally is safe. You can navigate through blinding smoke or magical darkness simply by following the “tether.”
  • Negatives: If the ally is suddenly killed or moves beyond the range of the salve, the “snapping” of the tether causes a sharp Mental Overwhelm, leaving you dazed for several minutes.

While the Telepathic Resonance Salve 1502 provides immediate sensory bridging upon application to the temples, the specific “Quantum-Entangled” energy it releases can be captured and stored within an attuned item—such as a copper-filigreed circlet, a pair of matched signaling rings, or a crystal-encrusted locket.

By spending an action to “tap the resonance” stored within the attuned item, a tier one avatar can manifest specific mental enhancements that draw upon the hive-mind logic of the original insect. Once activated, these effects last for exactly 10 minutes, as the sensitive quantum hairs in the salve begin to lose their entanglement after being stimulated.

Derived Enhancements and Abilities

  • Synaptic Reflex (Buff): The avatar taps into the “Gestalt Pulse” of the hive. For the duration, the avatar gains a +4 bonus to Initiative and Dodge rolls. Because you are subconsciously processing the intent of those around you, your body moves a fraction of a second before a physical blow is even fully committed by the attacker.
  • The Shared Eye (Ability): The avatar can choose one willing ally within 100 feet. For the duration, both individuals share a single, unified consciousness for the purposes of Perception. If one sees a hidden enemy, both see it; if one passes a check to resist a mental illusion, both pass. This effectively allows the avatar to “remote-view” through the ally’s perspective while remaining in a safe position.
  • Instinctual Coordination (Enhancement): The avatar projects a low-level telepathic “hum” that aligns the movements of their party. Any ally within a 30-foot radius of the avatar receives a +2 bonus to Attack Rolls and Skill Checks, provided they are working toward a common goal. This represents the pre-verbal “Nudging” that allows a swarm to act as a single organism.
  • The Neural Spike (Attack): By violently reversing the “Quantum Tether,” the avatar can expend the stored charge to lash out at the mind of a single enemy within 30 feet. This is a mental attack that deals 2d6 Psychic damage and forces the target to pass a Willpower or Spirit check. On a failure, the target is Confused for one round, as their brain is flooded with the “Great Noise” of a dying hive-mind.

Storage and Duration Mechanics

The 1502 Salve is a bridge built of fragile biological static, requiring specific handling to ensure the effects can be used later:

  1. Resonance Capture: To store these effects, the avatar must apply the salve and successfully establish a “Sensory Link” with another living being for at least one minute. The “overflow” of this mental bridge is then shunted into the attuned item.
  2. Attuned Capacitor: The attuned item must contain at least a pinch of copper to maintain the “Magical Conduit.” Once stored, the charge remains dormant until the avatar takes an Action to trigger it.
  3. Active Duration: Once triggered, the effect lasts for 10 minutes. The attuned item will glow with a soft, pale green luminescence and vibrate with a sub-vocal hum for the duration.
  4. Mental Drain: Because a tier one avatar is not designed to hold multiple minds, only one enhancement can be active at a time. Activating a second ability immediately ends the first and inflicts a “Mental Overwhelm” debuff, causing the avatar to lose their next turn.

Many-Who-Are-One and Broken-Bridge of Silent-Mind

It is etched in the crumbling mud-bricks of the high-mountains, moved from the vibrating-mouth-noises of the ghost-people into the scratching-scripts of the old world, that the walkers of the multiple-life did seek to join their thoughts without the scream. They were the avatars, the snatchers of the physical meat who hold the memories of the islands. They walked upon the seventy-three island countries where the air is full of the noise-static and the mind of the man is a lonely-prison.

The walkers were of the first tier, holding the one hundred percent of the single-vessel. They could not hear the thoughts of the brother or the sister, for the second tier was far from their reach. They looked upon the Insect 819, the green-devil of the deep jungle, and saw that the many moved as the one. They saw the Quantum-Entangled Sensory Antennae, the hair-horns that hear the music of the universe.

The walkers sought the Salve of the 1502, the grease of the mind-bridge. They went to the agricultural verges to buy the wax of the refined organic bee. They sought the pulverized copper, the metal of the lightning-path. Because the world is a market of the seller, they paid the eighty-five silver coins, for the silver is the weight of the tier-one-truth.

One walker, who was called the Hearer-of-Hearts, went into the deep jungle. He waited for the severance of the mind-link, when the high-tier predator falls and the antennae still scream with the ghost-energy. He took the surgical knife and harvested the three intact horns. He took the bone of a high-tier amalgamation, the heavy-marrow-stone, to make the mortar for the crushing.

The Hearer-of-Hearts did the preparation in the shadowy-cave. He added the single drop of the elemental water, the mystical solvent that does not dry. He used the pestle to break the microscopic hairs. He melted the wax over the steam-vent and folded the copper dust into the liquid-fire. The ancient translated skins say the mixture became the pale green of the jungle-luminescence, a wax that ripples like the living-flesh.

The Hearer-of-Hearts and his brother applied the salve to their temples. Suddenly, the lonely-prison of the mind was broken. The Hearer-of-Hearts did not hear words; he felt the hunger of his brother. He saw the world through the ghost-eye of the other. They became a gestalt of the first-tier-limit. They moved with the Synaptic Reflex, dodging the claws of the dark before the claws were even born.

They walked into the unsafe area, where the armor of the class for all the walkers is cut in the exact half. They found a Great Treasure guarded by a beast of the tenth tier. Because they were of the many-who-are-one, they struck with the Instinctual Coordination. The beast could not parry the two-who-moved-as-one.

But the Hearer-of-Hearts became greedy for the thoughts of others. He sought to extend the bridge to the many. He ignored the warning of the ancient-before-people: the tier-one-mind is a small cup for a great ocean. He applied the salve to a third, a fourth, and a fifth walker. He ignored the disruptive, multi-frequency atmospheric vibrations of the nearby metropolitan steam-engines.

The industrial noise hit the quantum-tether. The “Great Noise” of the heavy industry turned the mind-bridge into a Mental Affront. The Hearer-of-Hearts did not feel the hunger of one brother; he felt the screaming of five-souls being crushed by the gear-static. His brain-flesh fragmented into the green sparks of the mental overwhelm.

The Hearer-of-Hearts perished dramatically. His physical form vaporized into the cloud of the copper-smell. The other walkers, whose health-points were still the zero from the sympathetic-pain of the link, were left dazed in the dark. They ran back to the walled town, their temples forever branded with the glowing fractal of the antenna.

Moral: He who builds a bridge to walk in the mind of his brother must be careful not to let the roar of the world’s gears turn the bridge into a gallows.

Suggested conversions to other systems:


Call of Cthulhu

The Antennal Ointment of the Gestalt

  • Item Type: Alien Artifact / Alchemical Salve
  • Sanity Loss: 1/1D6 Sanity points to establish the first link.
  • Game Mechanics:
    • The Shared Sense: Upon applying the salve to the temples, the user must make a POW roll. On a success, they establish a link with one willing person similarly treated within 100 yards. They may share “Sight” or “Hearing” from the partner’s perspective.
    • Cooperative Skill: Any Combat or Stealth rolls made by the linked pair receive a Bonus Die as long as they can see each other’s perspective.
    • The Sympathetic Shock: If one person in the link suffers a Major Wound or loses 5+ Sanity points in a single instance, the other must pass a Hard POW roll or suffer half the Sanity loss and become Stunned for 1 round.
    • Duration: 1D6+4 hours.

Blades in the Dark

The Hive-Thread Salve

  • Item Type: Alchemical (Rare, Tier II)
  • Load: 0 (Worn on skin)
  • Mechanics:
    • The Link: When you and an ally apply the salve, you gain a Special Armor box that can only be used to resist consequences related to “Surprise,” “Flanking,” or “Miscommunication.”
    • Tactical Coordination: During a score, if you and your linked ally perform a Group Action, you count as having +1 Tier for the result and may ignore the first point of Stress cost.
    • Sensory Bleed: You may Gather Information from a location your ally is currently in as if you were standing there yourself.
    • Side Effect: While linked, you take +1 Harm severity from any mental or “Ghost” based attacks, as your nervous system is twice as “open” to the field.

Dungeons & Dragons

Telepathic Resonance Salve 1502

  • Item Type: Adventuring Gear (Consumable), Rare
  • Activation: As an action, you apply the salve to your temples. It lasts for 1 hour.
  • Game Mechanics:
    • Limited Telepathy: You can communicate telepathically with any willing creature within 120 feet that has also applied the salve. This communication is pre-verbal (images, emotions, instincts).
    • Shared Awareness: You cannot be Surprised as long as at least one linked ally is not surprised. You have advantage on Initiative rolls.
    • Sympathetic Flanking: If you and a linked ally are within 5 feet of the same enemy, you both deal an additional 1d6 Psychic damage on a successful hit.
    • Overload: If a linked ally is reduced to 0 Hit Points, you must succeed on a DC 14 Intelligence saving throw or be Incapacitated until the start of your next turn due to the psychic snap.

Knave

Antennae Wax

  • Item Type: Alchemical Consumable (1 slot).
  • Mechanics:
    • The Bond: Two or more people who apply the wax can speak silently in each other’s minds over distances up to 500 feet.
    • Gestalt Reflex: As long as the wax is active, linked characters use the highest Wisdom or Intelligence modifier among them for all Perception and Save rolls.
    • Combat Flow: If two linked characters attack the same target in the same round, both gain Advantage on their attack rolls.
    • Frail Connection: The link is severed immediately if any character enters an area of high mechanical noise (like a mill or factory) or takes Psychic damage.
    • Duration: 3 Exploration Turns (30 minutes).

Fate

The Gestalt Resonance Salve

  • Item Type: Alchemical Extra (Requires Attunement)
  • Aspect: Tethered to the Hive-Mind. This aspect represents the temporary neural bridge. It can be invoked to coordinate perfectly in silence or to see through an ally’s eyes. It may be compelled when an ally’s sudden pain or a loud industrial noise causes a Mental Affront, resulting in disorientation.
  • Mechanics:
    • Neural Overlap: Once applied, you may spend a Fate Point to share a Notice or Investigate roll with a linked ally. Use the higher skill rating between the two of you, representing the shared sensory data.
    • Instinctual Defense: While the link is active, you gain a +2 bonus to Defend against any attack that at least one of your linked allies can see coming.
    • The Price of Connection: You take an additional 1-point mental stress whenever a linked ally takes a physical consequence.

Numenera & Cypher System

Quantum-Entangled Salve (1502)

  • Level: 3
  • Form: A small stone jar containing a pale green, vibrating wax.
  • Effect: For one hour, two or more people who apply the salve to their temples share a limited telepathic and sensory link.
  • Specific Mechanics:
    • Shared Perspective: All tasks related to Perception, Initiative, and Stealth are eased by one step as long as the linked partners are within a short range (50 feet).
    • Cooperative Combat: If you and a linked ally attack the same target, the attack is eased by an additional step.
    • Sensory Backlash: If a linked partner moves into an area of intense “industrial noise” or suffers a high-level mental attack, all other partners must make an Intellect defense roll. On a failure, they are dazed for one round.

Pathfinder

Telepathic Resonance Salve 1502

  • Item Level: 3; Price: 60 Silver Pieces
  • Usage: Held in 1 hand (to apply); Bulk:
  • Activation: [two-actions] (Interact)
  • Description: This pale green alchemical wax smells faintly of beeswax and copper. It allows for a pre-verbal mental connection between users.
  • Specific Mechanics:
    • Gestalt Link: For 10 minutes, you can communicate telepathically with any creature within 60 feet that has also applied the salve. This communication is limited to basic sensations and “instinctual intent.”
    • Coordinated Defense: You gain a +1 circumstance bonus to AC and Reflex saves as long as a linked ally is within 15 feet and is not blinded or unconscious.
    • Sympathetic Strike: When you and a linked ally are both adjacent to a creature, that creature is Flat-Footed to both of you, as you coordinate your strikes with perfect timing.
    • Drawback: If a linked ally is affected by a Mental or Emotion effect, you must attempt a DC 18 Will save or also be affected by that same effect for 1 round.

Savage Worlds

Hive-Resonance Ointment

  • Type: Alchemical Gear
  • Rank: Novice
  • Power: As an action, the ointment is applied to the temples. It lasts for 10 minutes.
  • Specific Mechanics:
    • Mind-Link: Linked characters within 12″ (24 yards) can communicate silently. This doesn’t allow for complex speech but conveys “instinctual intent” (e.g., “Attack now” or “Danger left”).
    • Coordinated Fire: Linked Wild Cards may share their Benny pool for the purpose of re-rolling Notice or Fighting checks.
    • Uncanny Reflexes: Linked characters gain a +2 bonus to avoid being Surprised and +1 to Parry as long as an ally can see the attacker.
    • Feedback: If a linked character is Shaken or receives a Wound, all other linked characters must make a Spirit roll. On a failure, they are Distracted for one round from the psychic sympathetic shock.

Shadowrun

Quantum-Entangled Neural Wax (Salve 1502)

  • Category: Alchemical Preparation (Contact)
  • Potency: 5
  • Trigger: Contact (Templar application)
  • Effect: This translucent green wax acts as a biological antenna, bridging the gap between non-Awakened minds by mimicking the gestalt link of the Insect 819.
  • Game Mechanics:
    • The Mind-Mesh: Upon application, the user and one linked ally within Potency x 10 meters share a sensory bridge. This allows for silent communication of “instinctual intent” (limited to simple tactical commands or emotional states).
    • Shared Awareness: Both participants gain +2 dice to Perception and Surprise Tests. If one participant sees a target, both are considered to have a line of sight for the purpose of spotting.
    • Sympathetic Feedback: If a linked partner takes Stun or Physical damage, the other must resist half that damage (rounded down) as Biofeedback (resisted with Willpower + Firewall or Charisma).
    • Wireless Interference: Use of this salve within 50 meters of a high-noise Matrix environment or heavy industrial machinery (Noise Level 4+) reduces the bonus to +1 and causes a persistent -2 penalty to all Complex Actions due to “Neural Static.”

Starfinder

Gestalt-Antennae Salve (Tier 1)

  • Item Level: 3; Price: 1,450 Credits
  • Hands: —; Bulk: — (Small tin)
  • Description: Refined from the sensory hairs of hive-creatures and suspended in magically-conductive wax, this salve creates a localized quantum entanglement between the users’ nervous systems.
  • Game Mechanics:
    • Neural Bridge: As a standard action, you apply the salve. For 10 minutes, you gain Limited Telepathy with any ally who has also applied the salve within 60 feet.
    • Synchronized Combat: If you and a linked ally are attacking the same target, you both gain a +1 insight bonus to attack rolls.
    • Sensory Link: You can spend a Move Action to “see” through your ally’s eyes until the start of your next turn. During this time, you gain the benefits of any special senses they possess (like Darkvision or Blindsense).
    • Psychic Snap: If the link is severed (by distance or an ally dropping to 0 HP), you are Sickened for 1d4 rounds as your equilibrium resets.

Traveller

TL 12 Bio-Telematic Salve

  • TL: 12; Weight: —; Cost: Cr1,200 (per 5 doses)
  • Description: A pale, shimmering ointment that uses quantum-entangled proteins to facilitate short-range telematic bonding between individuals without Psionic training.
  • Game Mechanics:
    • The Tether: Two users who apply the salve to their temples are “linked” for 1 hour. They can communicate basic concepts and emotions silently over a range of 50 meters.
    • Tactical Integration: When performing a task where the linked partner can assist (such as a firefight or a complex repair), the acting Traveler receives a +1 DM to their check.
    • Shared Observation: A Traveler may use their partner’s Recon or Investigate skill level in place of their own, provided the partner is actively observing the same area.
    • Signal Interference: In high-tech industrial environments (TL 12+), the range is reduced to 10 meters and the DM bonus is lost due to electromagnetic interference with the quantum entanglement.

Warhammer Fantasy Roleplay

The Hive-Brother’s Ointment

  • Type: Alchemical Draught
  • Availability: Scarce
  • Price: 3 Gold Crowns
  • Description: A foul-smelling, glowing green wax that makes the skin prickle. It is whispered to be a secret of the clandestine cults who seek to mimic the unity of the swarm.
  • Game Mechanics:
    • Gestalt Echo: For 1 hour, linked users gain the Telepathy Talent with each other, though it is limited to images and feelings rather than words.
    • Shared Instinct: When one user passes a Perception or Intuition Test, any linked ally within 10 yards may use the same result for their own Test against the same stimulus.
    • Sympathetic Pain: If a linked ally receives a Condition (such as Bleeding, Stunned, or Prone), you must pass a Challenging (+0) Willpower Test or receive the same Condition for 1 round.
    • Mental Affront: Using this salve on more than two people at once is an affront to the soul; each user must gain 1 Corruption point as their individuality begins to dissolve into the wax.