Lore: During the Bloom of Lathandus in the year 8422a, a young clockwork apprentice from the island of Selnus sought to capture the feeling of first sight. Using a fragment of a Tier 1 magic crystal and a series of delicate brass magic circuits, he crafted this locket to resonate with the wearer’s pulse. It was designed to ensure that the wearer never feels truly alone, projecting a sense of warmth and localized “adoration” that mirrors the internal state of the soul. These lockets became popular among diplomats and traveling performers who rely on the goodwill of strangers.
Description: A heart-shaped locket crafted from polished brass and inlaid with a tiny, glowing purple crystal shard. The front is engraved with a simplified image of Helios. When held, it emits a soft, rhythmic hum that synchronizes with the avatar’s heartbeat. It feels warm to the touch and smells faintly of blooming jasmine.
Stats
- Tier: 1
- Rarity: Common
- AC: 0
- Resilience: 10
- Item HP: 10 + (Avatar’s Max HP)
- Slot: Neck
Skills Gained (While Openly Worn)
- Temporary Skill Point: +1 to Social Intuition (or equivalent social skill).
Passive Magic
- Aura of Endearment: The avatar projects a subtle magical field that makes mundane creatures (Tier 0) slightly more inclined to offer assistance or friendly conversation.
- Resonant Warmth: The locket maintains the avatar’s body temperature in moderate cold, preventing discomfort during the week of Dimming.
- Mind’s Eye Clarity: When viewing a friendly NPC, the Mind’s Eye displays a small glowing heart icon next to their name, indicating a positive disposition toward the wearer.
Active Magic
- Glow of Adoration (Silent): As an action, the wearer can cause the locket to emit a soft, pulse-like light for 1 minute. This grants advantage on a single skill check involving persuasion or making a good first impression. (22-hour cooldown).
- Spark of Devotion (Normal): The wearer chants a short phrase of appreciation, causing the locket to release a tiny flare of purple light. This flare can be used to momentarily distract a feral beast, granting the avatar a free movement action to retreat without provoking a reaction (1 charge, replenishes at 11:00 noon).
Tags: Neck, Common, Tier 1, Social, Magic focus, Clockwork, Locket, Brass, Light-producing, Adoration, Heart-shaped, Sentimental, Radiant, Harmonic, Commemorative, Artisan-crafted, Empathic, Decorative, Resonant, Warm, Enchantment
Acquisition and Commerce of the Locket of Adoration
The Item 482-A of Undying Adoration can be obtained through several avenues within the 73 island countries, reflecting the social and industrial nature of the realm.
Methods of Acquisition
- Apprenticeship Rewards: Because these items are often crafted by aspiring artisans in the clockwork or jewelry guilds, they are frequently given to those who assist in the gathering of the brass or the small magic crystal shards required for their construction.
- Diplomatic Gifts: Newcomers to a major city or island nation might receive one as a gesture of goodwill from the local Guild Master or a representative of the Monarchy to ensure the “Isekai” traveler feels welcomed and stays within the legal boundaries of the state.
- Inheritance from Deceased Avatars: Since the locket is a common tier 1 item, it is frequently found among the belongings left behind by avatars who have perished. If the avatar was possessed, the locket would be dropped alongside the soul crystal in a flash of purple light.
- Salvage from Ancient Ruins: In the backwoods or jungles where ruins of old civilizations lie, these lockets can sometimes be found in buried lockboxes, their magic circuits still humming due to the slow replenishment of energy from the surrounding arcane weave.
Market Dynamics and Retail Locations
These items are primarily handled by specific types of vendors that cater to tier 1 avatars and the general sentient population.
- Clockwork Boutiques:
- These shops are found in the middle-class districts of walled cities and are filled with the sounds of ticking gears and escaping steam.
- The proprietors are usually members of the local artisans’ guild and take great pride in the “Originally made by” tags on the items.
- Purchase Cost: 12 to 15 Gold. The price is higher here because the item is guaranteed to be in pristine condition with a fresh polish.
- Sale Value: 5 to 7 Gold. Shopkeepers here are picky and will only buy back items that show no signs of magical or physical wear.
- Curio and Antiquity Traders:
- Located in the more crowded markets near seaports or city gates, these shops are cluttered with miscellaneous gear, sashes, and old pouches.
- Items here might have falsified lineages or names to make them seem more “legendary” than their tier 1 status suggests.
- Purchase Cost: 8 to 10 Gold. You might find a bargain here, but the “Buyer Beware” rule is in full effect as the item’s resilience might already be depleted.
- Sale Value: 3 to 4 Gold. These sellers buy in bulk and rarely offer more than the base material value.
- Guild Exchanges:
- These are official locations where guild members trade equipment. They are reliable but strictly regulated by the board of Guild Masters.
- Purchase Cost: 10 Gold (Fixed for members). The price is subsidized by the guild to ensure its members are properly equipped for social tasks.
- Sale Value: 8 Gold. The exchange offers the best rates for sellers to keep the circulation of useful tier 1 gear within the organization.
- Rural Peddlers:
- Found in villages and rural areas where the World Bank has no permanent branches, these traders move by covered wagon and often barter for items.
- Purchase Cost: 20 Gold or equivalent in trade. Due to the cost of access and the risk of travel through “unsafe areas,” rural prices are significantly higher.
- Sale Value: 2 to 5 Gold. Peddlers have limited gold on hand and prefer to trade in rations, water skins, or raw materials.
Roleplay Applications of Adoration in Conflict
The Item 482-A of Undying Adoration is rarely the primary tool of a warrior, but in the high-magic society of Saṃsāra, the power of thought and social resonance can be just as effective as a steam-powered blade.
Defensive Roleplay and Environmental Interaction
- De-escalation in Urban Centers: In the “Somewhat Safe” areas of a walled city, the Aura of Endearment is used to navigate social tension. An avatar might roleplay touching the locket while speaking to an aggressive city guard, attempting to trigger a sense of familiarity and “adoration” that makes the guard hesitate to levy a fine or deny passage through a city gate.
- Environmental Camouflage in Jungles: When traveling through the backwoods, the Resonant Warmth of the item allows an avatar to remain still and calm during a sudden cold snap. Defensively, this is roleplayed as maintaining a low physical and magical profile, as the locket keeps the wearer’s heart rate steady and body temperature masked against predators with Darkvision (infrared) who hunt by heat signatures.
- Tactical Retreat (Spark of Devotion): In an “Unsafe Area,” if the party is ambushed by a feral beast, the wearer invokes the Spark of Devotion. The roleplay involves shouting a short, appreciative chant toward the attacker—essentially “blessing” them with a momentary surge of confusing affection. This sudden flare of purple light from the neck slot provides the visual and mental distraction needed to move out of the creature’s reach without triggering a reaction.
Offensive Roleplay and Strategic Sabotage
- Social Infiltration and Sabotage: During political intrigue in a “Safe Area” like a Monarchy’s court, the item is used offensively to undermine rivals. By using the Glow of Adoration, the avatar roleplays becoming the center of attention in a room. This isn’t just vanity; it is a tactical strike on the social standing of an opponent, making the wearer’s arguments seem more “adorable” or “righteous” to the Guild Masters and Mayors present, effectively “attacking” the rival’s influence.
- Disruption of Feral Packs: While the locket has no direct damage stats, it can be used offensively against hive-mind creatures or swarms. The avatar might roleplay focusing their Mind’s Eye through the locket’s crystal to “identify” the swarm’s leader. By projecting the Aura of Endearment toward a specific target, they can cause temporary confusion within the pack’s social hierarchy, as the followers momentarily perceive the “enemy” as an object of adoration, breaking their formation.
- True Name Synergy: If a character has uncovered the True Name of a foe, they might roleplay whispering that name into the locket’s brass casing while using the Spark of Devotion. While the item is tier 1 and mundane in its base damage, the doubling effect of the True Name—combined with the distraction of the magical adoration—can be narrated as a psychological blow that leaves the target “Marked” and vulnerable to follow-up attacks from the rest of the party.

Perception of Activation:
- User’s Perspective
- Upon activation, the avatar feels a gentle, rhythmic thrumming against their sternum, perfectly matching the cadence of their own heartbeat.
- A blooming sensation of internal warmth spreads from the neck slot throughout the chest cavity, similar to the feeling of a sudden, pleasant memory.
- Through the Mind’s Eye, the user’s vision is subtly overlaid with a soft violet tint; friendly entities appear to have a gentle, pulsing outline that grows brighter as the locket’s hum intensifies.
- The scent of jasmine and warm brass becomes prominent, masking the metallic smell of nearby steam engines or industrial sulfur.
- Observer’s Perspective
- Observers see the polished brass heart suddenly flare with a deep purple radiance as the internal crystal shard ignites.
- The simplified engraving of Helios on the locket appears to “rotate” or shimmer, creating a localized optical illusion of a miniature, glowing star.
- Those standing within 5 feet may notice their own hair stand on end slightly due to the static mana discharge, accompanied by a faint sound like a distant, melodic chime.
- The wearer’s facial features appear softened and more symmetrical to onlookers, a direct result of the locket’s subtle mental redirection.
- Positives
- The activation provides an immediate “Social Anchor,” calming the avatar’s nerves and preventing the “Short-term Debuff” associated with social overwhelm.
- The extra-sensory warmth functions as a minor bio-feedback loop, allowing the character to monitor their avatar’s physical stress levels through the intensity of the vibration.
- The ultraviolet glow (visible to those with True Sight) acts as a beacon of safety for party members in “Darkness” weeks or low-visibility cave systems.
- It creates a “Harmonic Bridge” between the soul and the avatar, speeding up the integration of host memories for a tier 1 character.
- Negatives
- The activation is highly visible; the purple flare makes it impossible to remain hidden in “Unsafe Areas” or during stealth operations.
- The scent of jasmine is distinct and lingering, allowing creatures with “Natural Senses” or high tracking skills to follow the avatar’s trail with ease.
- The physical thrumming can be distracting during high-precision tasks, such as hacking a door or adjusting delicate magic circuits, potentially imposing a disadvantage on non-social skill checks.
- In “Deathly Areas,” the locket’s attempt to project adoration can be warped by the absence of protection, causing the hum to turn into a jarring, discordant vibration that causes minor discomfort.
Schematic 482-A: Forging the Heart of Adoration
- Materials Needed
- 1 Tier 1 Magic Crystal Shard: Specifically a fragment harvested from a creature that exhibited social or pack-based behaviors. Must be roughly the size of a coin.
- 3 Ounces of High-Grade Brass: Sourced from the smelting pots of a sanctioned island foundry to ensure purity for magic circuit conductivity.
- 2 Grams of Powdered Silver: Used to etch the internal “Mind’s Eye” interface runes within the locket casing.
- 1 Vial of Jasmine-infused Elemental Water: To provide the olfactory trigger and thermal regulation properties.
- Fine Silk Ribbon: A lite-gray or faction-colored cord for the neck slot attachment.
- Tools Required
- Precision Clockmaker’s Kit: Including jeweler’s loupes, micro-gears, and fine brass tweezers.
- Arcane Solder-Iron: A tool that uses magic flow to fuse magical components without damaging the crystal’s lattice.
- Steam-Powered Lathe: For shaping the curved, heart-shaped symmetry of the brass casing.
- Engraving Burin: For hand-carving the Helios sigil and any personal lineage tags onto the exterior.
- Skill Requirements
- Trained Skill: Alchemical Crafting (Level 2): Necessary for the stabilization of the jasmine-infused elemental water.
- Trained Skill: Magical Crafting (Level 3): Required to successfully bind the Tier 1 crystal to the brass magic circuits without shattering the stone.
- Trained Skill: Fine Metalworking (Level 2): To ensure the locket opens and closes smoothly and retains its Resilience of 10.
- Crafting Steps
- Phase 1: The Vessel: Use the steam-lathe to forge two identical hollow halves of the heart from the brass. Polish the exterior until the surface reflects like a mirror.
- Phase 2: Etching the Circuits: Using the powdered silver and engraving burin, scribe the internal magic circuits. These must follow a “Radiant Circular” pattern to allow the magic flow to thrum rhythmically.
- Phase 3: Crystal Integration: Place the Tier 1 Magic Crystal Shard into the central housing. Use the Arcane Solder-Iron to connect the silver-etched lines to the crystal’s natural facets.
- Phase 4: Elemental Infusion: Carefully pour the jasmine-infused water into the micro-cavities of the brass. This creates the “Resonant Warmth” passive effect.
- Phase 5: Sealing and Attunement: Snap the two halves together. The artisan must perform a 10-minute ritual to wake the Mind’s Eye interface.
- Phase 6: Final Tagging: Engrave the “Originally made by:” tag on the interior hinge. The locket will begin to hum with a soft purple glow once the circuit is complete.
First Heart-Throb and Great Sighing of Moon
In the season when the Helios did not yet know the path of the east and the VaporSphere was but a flickering lamp in the high-above, there was a being of much smithing whose name has been eaten by the moths of time. This smithing-soul lived upon the island of the 74th country, which is now the island that was but is no longer, for it has dived beneath the salt-waters. The smithing-soul was heavy of chest and hollow of spirit, for he had looked upon the daughter of a Great Monarchy and his Mind’s Eye was blinded by the ultraviolet light of her beauty. Yet, she did not perceive him, for her slots were filled with the gear of high-tiers and her attention was fixed upon the racing of the Griffons.
The smithing-soul went unto the cavern of the Magic Crystalline Cells, where the magic viruses are most infectious and the air is thick with the scent of potential. He did find a crystal that was Tier 1 in its size—about the weight of a heavy coin—but Tier 5 in its longing. It was a crystal born from the heart of a feral beast that had died of a broken spirit because its pack had traveled beyond the 100-yard proximity and its Tier Dice had withered into nothingness.
He took this crystal to his steam-lathe. He did combine the elemental fire of his furnace with the elemental water of his tears to create a steam of such purity that the gears of his shop began to sing in the ancient tongue. He hammered the brass of the earth, crying out in the Somatic way, though he was not a Rule Breaker, he was breaking the rules of his own heart. He spoke to the brass, saying, “Thou shalt be a vessel of the Adoration which I cannot speak, for I have not the credentials to roleplay my love before the throne.”
For many cycles of the Illumination and the Dimming, the smithing-soul labored. He etched the circuits with the silver of his own memories, forgoing his own soul-participation until he was but 5% of a man. He placed the locket upon the neck-slot of a mechanical bird and sent it to the daughter of the King. When the daughter did touch the brass, the ritual attunement was performed in a single second, for the item was bound not to her avatar, but to the very concept of her being.
Suddenly, the daughter of the Monarchy felt the Aura of Endearment. She looked out from her skyscraper of millions of souls and her Mind’s Eye was opened. She saw the smithing-soul in his dusty shop, and the locket projected his image into her thoughts, doubled in damage to her indifference. She ran through the city gates, paying the silver fee with a hand that trembled. The guards did not stop her, for they too felt the Spark of Devotion radiating from her neck, and they believed her to be a goddess of the Hearthlands returned to the moon.
But the story is poorly understood here, for the scrolls are torn. It is said that when they met, the locket flared so brightly with the Glow of Adoration that the VaporSphere itself experienced a solar eclipse. The high-magic of the moment caused a Wild Magic storm. The locket, being but a common item of Tier 1, could not contain the Tier 5 emotions of the smithing-soul. It began to hum with such a jarring vibration that the resilience of the item was tested unto the breaking.
The smithing-soul, fearing the destruction of his creation and the death of his avatar from the pain of the tier-mismatch, did invoke the True Name of the Moon. The locket shattered, but instead of leaving behind Crystal Shards, it left behind a fragrance of jasmine that covered the 73 islands for an entire month of Blooming. The daughter and the smithing-soul were merged into a single gestalt of two avatars, and they did disappear into the Extradimensional Storage of the gods, where time does not pass and they remain in suspended animation, adored and adoring, until the day the Great Thermohaline Exchange shall cease its flow.
The people of Saṃsāra still seek the fragments of this first locket, for they believe that even a single brass gear from its casing can grant a permanent bonus to the willpower of the lonely. They tell the story in the evening at 16:00, when the Helios is down and the cold of the darkness begins to creep into the rural areas where the taxes are not paid. They say the smithing-soul did not die, for a character cannot be killed, and he is merely waiting for a Tier 5 avatar to carry his Adoration once more across the planes of existence.
Moral of the Story: It is not the tier of the crystal that determines the power of the light, but the clarity of the thought that directs the flow through the conduit of the heart.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Resonant Heart of the Hearthlands
- Classification: Arcane Artifact / Minor Relic
- Sanity Loss: 0/1D3 (to realize the item is synchronized to your pulse)
- Stats: * POW: Increases effective POW for social rolls by +5 when active.
- APP: Grants a +10% bonus to Persuasion or Charm checks.
- Game Mechanics:
- Pulse Synchronization: The user must spend 1 Magic Point to activate the locket for one hour. While active, the Keeper provides one “Bonus Die” to any social interactions intended to de-escalate violence.
- Thermal Comfort: The wearer ignores penalty dice caused by mundane cold weather or freezing environments.
- Psychological Buffer: If the investigator fails a Sanity roll due to a social trauma or betrayal, they may expend 2 Luck points to “re-roll” the check as the locket vibrates with a calming reassurance.
- Syntax: (Passive) +10% Charm/Persuasion; (Active) 1 MP for 1 hr of +5 POW/Bonus Die on social rolls.
Blades in the Dark
Unique Name: The Spark of Devotion
- Item Type: Arcane Charm (1 Load)
- Tier: I
- Game Mechanics:
- Aura of Endearment: When you use a Consort or Sway action while openly wearing the charm, you gain +1 Effect. The social “adoration” makes your presence more impactful in a room.
- Flash of Devotion: You may expend a use of the item (check a load box) to create a momentary, blinding purple distraction. This allows you to perform a Prowl or Skirmish action to disengage from a fight with Potency.
- Devil’s Bargain: The GM may offer a bonus die if the locket’s adoration causes an unintended NPC to become obsessively attached to you, creating a future complication.
- Syntax: Consort/Sway +1 Effect; Expend 1 Load for Potency when escaping/disengaging.
Dungeons & Dragons (2024 Edition)
Unique Name: Locket of the Adored
- Item Type: Wondrous Item, Common
- Weight: —
- Attunement: Required
- Game Mechanics:
- Social Resonance: While wearing this locket, you have a +1 bonus to Charisma (Persuasion) checks.
- Glow of Adoration (1 Charge): As a Bonus Action, you can expend 1 charge to emit a 10-foot radius of dim purple light. For the next minute, you have Advantage on the next Charisma-based ability check you make. The locket regains its charge daily at dawn.
- Heartbeat Senses: You can sense the general emotional state (Friendly, Neutral, or Hostile) of any creature within 10 feet of you that has a heartbeat.
- Syntax: +1 Persuasion; 1 Charge/Long Rest: Advantage on next CHA check (1 min duration).
Knave (2nd Edition)
Unique Name: The Heart-Throb Locket
- Item Slots: 1 Slot
- Durability: 3 (Resilience)
- Value: 500gp
- Game Mechanics:
- Passive Bonus: While worn in a visible slot, add +1 to Reaction Rolls when encountering non-hostile NPCs or creatures.
- Warmth: The wearer is immune to the effects of extreme cold weather and does not need to roll for Fatigue during snowstorms or freezing nights.
- Fragile Adoration: If the wearer takes a Wound to the slot containing the locket, the item is destroyed, and the wearer must immediately roll a check against their Charisma (CHA) or be Stunned for 1 round by the emotional backlash.
- Syntax: +1 Reaction Rolls; Immune to Cold Fatigue; 1 Slot.
Fate (Condensed/Core)
Unique Name: The Heart’s Rhythmic Locket
- Item Type: Extra (Cost: 1 Refresh or a Stunt slot)
- Aspect: Warmth of the Hearthlands
- Game Mechanics:
- Social Magnetism: Gain a +2 bonus to Create an Advantage or Overcome with Rapport when attempting to leave a positive first impression or de-escalate a tense social situation.
- Pulse Sync: Once per session, you may invoke the item’s aspect for free to reroll a failed social check, representing the locket’s calming thrum steadying your resolve.
- Passive Protection: The locket acts as an armor of sorts against environmental cold; you can ignore any passive “Freezing” or “Chilling” scene aspects.
- Syntax: +2 Rapport (Social first impressions); 1 Free Invoke per session; Ignore Cold Scene Aspects.
Numenera & Cypher System
Unique Name: Resonant Biome-Amulet
- Level: 1d6 (Internal Level 3 recommended)
- Form: A heart-shaped brass locket inlaid with a pulsing violet synth-crystal.
- Effect:
- Passive: While worn, the difficulty of all Persuasion and Pleasant Social Interaction tasks is decreased by one step.
- Environmental Shield: The user is immune to damage or movement penalties from ambient cold environments (though not direct cold-based attacks).
- Depletion: 1 in 1d20 (Check upon using the Active Flare).
- Active Flare: The user can spend 1 point from their Intellect Pool to cause the locket to flare. For one round, any feral creature or beast within immediate range must make a level check or be hesitant to attack the user, treating them as a non-threat.
- Syntax: Asset to Social Tasks; Immune to Cold Environments; Depletion 1 in 1d20.
Pathfinder (2nd Edition)
Unique Name: Locket of Heartfelt Adoration
- Item Rank: 1
- Usage: Worn (Neck); Bulk: L
- Traits: Invested, Magical, Enchantment
- Game Mechanics:
- Social Grace: You gain a +1 item bonus to Diplomacy checks to Make an Impression.
- Heartbeat Resonance: You gain a +2 circumstance bonus to Perception checks to Sense Motive against creatures with a heartbeat within 10 feet.
- Activate [A]: Envision, Interact; Frequency: Once per day; Effect: The locket pulses with a soothing violet light. You cast a 1st-level Charm spell (DC 15). This version of the spell only targets a creature’s attitude toward you and does not grant the “friendly” status for combat purposes; it simply makes them find you highly “adorable” or trustworthy for 10 minutes.
- Syntax: +1 Item Bonus (Diplomacy); +2 Circumstance Bonus (Sense Motive 10ft); 1/Day: Charm (DC 15).
Savage Worlds (Adventure Edition)
Unique Name: The Adored One’s Charm
- Item Type: Minor Artifact
- Game Mechanics:
- Social Edge: The wearer gains the Attractive Edge while the locket is openly worn. If the wearer already possesses the Attractive or Very Attractive Edge, they gain an additional +1 to Persuasion rolls.
- Rhythmic Calm: The wearer gains a +2 bonus to Spirit rolls made to recover from being Shaken by a social or fear-based effect.
- Environmental Resistance: The locket provides a +4 bonus to Vigor rolls made to resist the effects of Cold Hazards (see Hazards in SWADE).
- Syntax: Grants Attractive Edge; +2 to Spirit rolls (vs. Social Shaken); +4 Vigor vs. Cold.
Shadowrun (6th Edition)
Unique Name: The Mana-Sync Locket
- Item Type: Focus (Enchanted Jewelry)
- Object Resistance: 9
- Astral Signature: Pulsing Violet (Social Resonance)
- Game Mechanics:
- Social Focus: This item acts as a Rating 1 Emotion Focus. When active, it adds +1 die to all Influence and Con tests.
- Bio-Thermal Sync: The wearer gains a +1 Heat Resistance rating. This protects against minor environmental cold but does not stop cold-elemental magic.
- Mana Flare (Active): Spend 1 Minor Action to flare the locket. This creates an immediate “Social Distraction” for anyone viewing the user on the physical plane. Any NPCs attempting to attack the user in the current Combat Round suffer a -1 dice pool penalty as they momentarily find the user too “sympathetic” to target.
- Syntax: Rating 1 Emotion Focus (+1 Influence/Con); +1 Heat Resistance; Flare (Minor Action): -1 attack penalty for foes.
Starfinder (2nd Edition / Playtest)
Unique Name: Hearth-Core Adoration Amulet
- Item Level: 1; Price: 450 Credits
- Bulk: L; Slot: Neck
- Traits: Magical, Tech, Emotion
- Game Mechanics:
- Diplomatic Interface: You gain a +1 item bonus to Diplomacy checks to Make an Impression or Request.
- Life-Sign Resonance: While the amulet is powered (standard battery usage: 1 charge/hour), you gain a +2 circumstance bonus to Perception checks to Sense Motive against living biological creatures within 15 feet.
- Flash of Empathy (Active): As a Reaction [R] when a creature within 30 feet targets you with an attack, you can cause the amulet to pulse. The attacker must succeed at a Will Save (DC 13) or take a -2 penalty to the attack roll as they are overcome with a sudden feeling of adoration.
- Syntax: +1 Diplomacy (Impress/Request); +2 Sense Motive (15ft); Reaction: Flash of Empathy (DC 13 Will).
Traveller (MgT2)
Unique Name: The Ancient “Lover’s” Medallion
- Item Type: TL 13 Psionic Focus / Curio
- Weight: —
- Cost: Cr 15,000 (Black Market)
- Game Mechanics:
- Social Magnetism: The wearer receives DM+1 to all Persuasion and Carouse checks where physical presence is a factor.
- Environmental Protection: The medallion functions as a localized thermal regulator. The wearer is treated as being in a “Temperate” environment even if the external temperature is as low as -20°C.
- Psionic Resonance: If the wearer has a PSI rating, they may expend 1 PSI point to “Pulse” the medallion. This forces an NPC to make a difficult (10+) SOC check or become Friendly toward the wearer for the next 1D6 minutes.
- Syntax: DM+1 Persuasion/Carouse; Cold Protection (-20°C); 1 PSI: Forced Friendly SOC check.
Warhammer (4th Edition)
Unique Name: The Gilded Heart of Lathandus (Relic)
- Item Type: Trinket / Amulet
- Availability: Rare
- Encumbrance: 0
- Game Mechanics:
- Aura of Adoration: The wearer gains +10 to all Charm Tests. Additionally, the wearer is treated as having the “Attractive” Talent. If they already have it, they gain +1 SL to successful Charm Tests.
- Warmth of the Soul: The wearer is immune to the “Cold” Condition caused by non-magical weather.
- Ward of the Devoted: Once per session, when the wearer is targeted by an attack, they may spend 1 Fortune Point to force the attacker to make a Challenging (+0) Cool Test. If the attacker fails, they must choose a different target or lose their Action as they are struck by a sudden sense of adoration for the wearer.
- Syntax: +10 Charm; Attractive Talent; Fortune Point: Force Cool Test vs. Attack.
