Item 732B of Affectionate Embers

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Lore: In the soot-heavy districts of Saṃsāra’s industrial hubs, warmth is often a luxury bought with coin and coal. The “Affectionate Embers” were first forged by a lonely foundry-alchemist who missed the touch of his distant kin. He captured the residual warmth of a lingering hug and bound it to a small brass charm. These items are now common sights among young lovers and close-knit adventuring parties, serving as a reminder that even in the coldest damp of a “Forgotten Area,” one is never truly alone.

Description: This item appears as a small, heart-shaped brass cage, no larger than a walnut, suspended on a fine copper chain. Inside the cage, a tiny, Tier 1 violet crystal shard glows with a soft, pulsing orange light—resembling a coal that refuses to go out. The metal is always warm to the touch, and when the wearer is near someone they feel a genuine bond with, the cage emits a faint, pleasant scent of toasted cinnamon and cedarwood.

Stats

  • Tier: 1
  • Rarity: Common
  • AC: 0
  • Resilience: 8
  • Item HP: 5
  • Slot: Neck

Skills Gained (While Openly Worn)

  • Temporary Skill Point: +1 to Persuasion when acting out of genuine care or selflessness.

Passive Magic

  • The Shared Hearth: While within 10 feet of an ally who also wears an “Affectionate” tagged item, the avatar gains a +1 bonus to Resolve saves.
  • Inner Glow: The wearer is immune to the “Chilled” status effect caused by mundane weather.
  • Sympathetic Pulse: The crystal pulses in time with the wearer’s heartbeat; it glows slightly brighter when an ally within 30 feet takes damage, acting as a silent emotional alarm.

Active Magic

  • Kindle Spirit (Silent): Once per Long Rest, the wearer can touch the cage to an ally. The ally gains 1d4 + 1 Temporary Hit Points as a wave of comforting warmth washes over them.
  • Flicker of Hope (Normal): As a Bonus Action, the cage emits a 15-foot burst of bright violet light. All allies in the area gain Advantage on their next check to resist a Fear effect. This ability can be used once per Short Rest.

Tags: Neck, Common, Tier 1, Fire, Social, Empathy, Light, Support, Charm, Warmth, Ritual, Bound, Devotion, Heartfelt, Unity, Solace, Kinship, Gentle, Radiant, Guardian, Sentiment, Cozy

Acquisition and Commerce of the Affectionate Embers

The Item 732-B is a staple of emotional connectivity across the 73 islands of Saṃsāra. Because it relies on a Tier 1 crystal tuned to internal heat, it is often found where community and survival intersect.

Methods of Acquisition

  • Foundry Farewells: In the heavy industrial districts, master smiths often gift these charms to apprentices who are graduating to “Multi-Timer” status. It serves as a literal piece of the home-forge to carry into the cold unknown.
  • Festival of the Shared Flame: During the annual solstice celebrations on the central islands, these items are mass-produced by local clerics and distributed to couples or new adventuring parties to symbolize their “Shared Hearth.”
  • Salvage from the Damp: Many are found in the pockets of discarded coats within “Forgotten Areas.” Because the brass cage is resilient, the “Embers” often survive long after their original owners have moved on, waiting for a new heartbeat to wake the crystal.
  • Inheritance: It is common for a Tier 1 avatar to start their journey with this item already in their inventory, passed down from a parent or guardian who survived their own era of island-hopping.

Market Dynamics and Retail Locations

Trading in “Affectionate” items requires a shopkeeper who understands that the value is in the pulse, not just the metal.

  • Alchemical Curio Stalls:
    • Found in the middle-districts of major cities, these stalls are identified by the hanging bundles of herbs and the soft hum of low-tier resonators.
    • Purchase Cost: 12 to 14 Gold. The price reflects the cost of the refined brass and the pre-charged Tier 1 violet shard.
    • Sale Value: 6 Gold. Merchants here check the “resonance” of the cage; if the brass is tarnished by neglect, the price may drop.
  • Pawn Shops and “Rusty Scupper” Exchanges:
    • These are the gritty shops found near the docks of industrial islands. They see these items as “utility heaters” rather than sentimental tokens.
    • Purchase Cost: 9 Gold. You can find them for cheaper here, though they are often soot-covered and the “toasted cinnamon” scent may be faint.
    • Sale Value: 4 Gold. The pawn-broker is only interested in the weight of the copper chain and the raw value of the shard.
  • High-Society Boutique Jewelers:
    • Located in the skyscrapers or “Floating Gardens,” these shops sell polished, luxury versions of the Embers, often with custom-etched brass cages.
    • Purchase Cost: 20 to 25 Gold. You are paying for the “Social Prestige” tag and the pristine condition of the copper chain.
    • Sale Value: 10 Gold. These jewelers only buy back items that are “unbonded”—meaning they haven’t absorbed the “emotional residue” of a previous wearer.
  • Traveling “Hearth-Warden” Caravans:
    • These nomadic merchants specialize in survival gear for the cold-hearted wastes. They view the Embers as essential safety equipment.
    • Purchase Cost: 11 Gold. They keep prices fair to encourage group survival among travelers.
    • Sale Value: 5 Gold (usually traded for supplies like coal or rations rather than raw coin).

Tactical Bonds: Roleplaying with Affectionate Embers

The Item 732-B of Affectionate Embers is more than a trinket; it is a manifestation of protective heat. In Saṃsāra, where the cold of the “Forgotten Areas” can freeze the soul as easily as the skin, roleplaying with this item involves leaning into the sensory warmth and the invisible threads connecting a party.

Defensive Roleplay and Environmental Interaction

  • The Living Shield in the Frost: When navigating the high-altitude peaks or damp, sunless ruins, the avatar roleplays the “Internal Furnace” of the group. While others shiver, the avatar describes the Inner Glow as a localized aura, perhaps pulling an ally close so the scent of cinnamon masks the smell of decay. They roleplay a character who is physically unmoved by the biting wind, acting as a steady, warm anchor for the team.
  • Resisting the Chills of the Void: Against enemies that use “Fear” or “Despair” magic—such as the Hollow-Men of the industrial slums—the avatar taps into the Shared Hearth. Roleplay involves describing the brass cage pulsing rhythmically against the chest, providing a “phantom heartbeat” that reminds the avatar of their allies. This allows the player to roleplay a “Refusal to Break,” standing firm against psychic pressure that would scatter a solitary traveler.
  • The Sympathetic Alarm: In a defensive standoff, the avatar uses the Sympathetic Pulse to roleplay heightened awareness. Even if they cannot see a wounded ally behind a steam-pipe or around a corner, the player describes a sharp, stinging heat from the charm that alerts them to their friend’s distress. This leads to roleplay of sudden, intuitive reactions—turning to guard a flank just as an ally is struck.

Offensive Roleplay and Strategic Sabotage

  • Kindle Spirit (The Reinvigorating Touch): During an offensive push that has stalled, the avatar roleplays a “Combat Medic” of the spirit. By using Kindle Spirit, the avatar doesn’t just grant Temporary HP; they describe a literal transfer of fire. They might grasp an ally’s shoulder, the charm flaring orange, and roleplay a brief, intense words of encouragement that “ignites” the ally’s resolve to jump back into the fray.
  • Flicker of Hope (The Blinding Radiance of Unity): In a coordinated strike, the avatar uses the Flicker of Hope as a tactical signal. The player describes the avatar holding the cage aloft, calling out to their companions. The resulting violet burst isn’t just light—it’s a visual representation of the party’s bond. The roleplay centers on the moment of transition: the avatar converts “Affection” into a blinding flash that emboldens their friends to strike while the enemy is dazzled by the “light of kinship.”
  • Persuasive Empathy as Sabotage: In social conflict or negotiations with hostile Guild Masters, the avatar uses the Persuasion bonus to “sabotage” an opponent’s aggression. The avatar roleplays a character who speaks with such genuine warmth and selflessness that it makes the opponent’s greed or anger seem small and aesthetically offensive. By roleplaying a “Heartfelt Appeal,” the avatar can break a deadlock or convince a wavering guard to step aside, using “Affection” as a wedge to split the enemy’s resolve.

Perception of Activation:

  • User’s Perspective
    • As the charm activates, the avatar feels a sudden, blossoming heat against their sternum, spreading through the chest like a swallow of high-proof cider.
    • The ears perceive a faint, rhythmic crackling—the sound of a dry log settling in a fireplace—even in total silence.
    • Extra-Sensory: The avatar experiences “Tether-Sight,” where thin, shimmering orange threads of light become visible to them, connecting their heart to the hearts of nearby allies.
    • A deep, comforting scent of cedarwood and burnt sugar fills the nostrils, momentarily overriding the smell of industrial ozone or stagnant swamp water.
  • Observer’s Perspective
    • Observers see the brass cage hum with a low-frequency vibration as the violet crystal inside turns a fierce, sun-bright orange.
    • The copper chain begins to glow with a dull red heat, though it does not burn the wearer’s skin or clothing.
    • Those standing near the avatar feel a “Pressure of Presence”—a localized surge of warmth that makes the hair on their arms stand up, accompanied by a sense of inexplicable safety.
    • When Flicker of Hope is used, observers see a violent, radial expansion of violet light that looks like a shattering stained-glass window made of pure energy.
  • Positives
    • The Inner Glow provides a state of “Biological Zen,” allowing the avatar to maintain steady hands and clear thoughts in freezing temperatures that would normally cause shivering and distraction.
    • The Sympathetic Pulse acts as a “Biometric Radar,” alerting the user to an ally’s injury before the ally even has time to cry out.
    • The lingering scent of cinnamon acts as a mild sedative for the wearer, granting a +2 bonus to stay calm when faced with “Grisly” or “Disturbing” sights.
  • Negatives
    • Emotional Overheat: If an ally within the “Tether-Sight” feels intense hatred or agony, the avatar’s charm may burn uncomfortably hot, inflicting a minor penalty to Concentration.
    • The bright orange glow makes the avatar a “Priority Target” for creatures that hunt by heat-signature or those sensitive to the “Light” tag in dark environments.
    • The Cinnamon Trail: The pleasant scent is pervasive; trackers or beasts with a keen sense of smell gain a bonus to follow the avatar’s trail for up to an hour after the item is deactivated.
    • If the charm is used too frequently, the avatar may experience “Hearth-Lethargy,” finding the normal, un-magical air of Saṃsāra feels unnaturally cold and depressing by comparison.

Schematic 732-B: Forging the Heart of the Foundry-Friend

  • Materials Needed
    • 1 Tier 1 Magic Crystal Shard: A “Vibrant” variety is preferred, ideally harvested from a geothermal vent or a creature that thrives in heat.
    • 2 Ounces of Scrap Brass: Must be sourced from a domestic item that has seen long use (e.g., an old fireplace poker or a grandmother’s tea kettle) to ensure the “Affectionate” resonance.
    • 1 Foot of Fine Copper Wire: High-purity copper is required to act as the conduit for the thermal pulse.
    • 1 Pinch of “Eternal Soot”: Scraped from a hearth that has not been extinguished for at least a year.
    • 1 Dram of Cedar and Cinnamon Oil: Used to quench the metal and seal the sensory aura.
  • Tools Required
    • Micro-Forge or Jeweler’s Torch: Capable of precise, localized heating to melt the brass without damaging the crystal.
    • Needle-Nose Mandrel: For shaping the fine brass bars of the heart-shaped cage.
    • Fine-Grit Polishing Stone: To ensure the cage is smooth and does not snag on the wearer’s clothing.
    • Enchanting Tweezers: Lead-lined tools used to seat the crystal shard into the cage while it is still glowing.
  • Skill Requirements
    • Trained Skill: Fine Metalworking (Level 2): Necessary for the delicate task of weaving the brass bars into a symmetrical, heart-shaped cage.
    • Trained Skill: Alchemical Infusion (Level 1): Required to properly bond the scented oils to the metal so the aroma survives the heating process.
    • Trained Skill: Empathic Resonance (Level 1): Vital for “awakening” the crystal shard so it responds to the heartbeat of the wearer.
  • Crafting Steps
    • Phase 1: Shaping the Cage: Melt the scrap brass and draw it into fine rods. Using the mandrel, bend the rods into a heart-shaped cage, leaving a small “gate” at the top for the crystal.
    • Phase 2: Preparing the Ember: Coat the Tier 1 violet crystal shard in the “Eternal Soot.” This creates a carbon-layer that will trap and amplify the internal heat.
    • Phase 3: The Binding Heat: Place the crystal inside the brass cage. Use the torch to heat the brass until it begins to glow a dull cherry red, then quickly use the tweezers to snap the “gate” shut.
    • Phase 4: The Scented Quench: Immediately plunge the glowing cage into a mixture of water and the Cedar/Cinnamon oils. The sudden cooling “locks” the scent into the microscopic pores of the brass.
    • Phase 5: Weaving the Tether: Loop the copper wire through the top of the heart-clasp and twist it into a sturdy chain. Ensure the wire is in direct contact with the brass of the cage.
    • Phase 6: The Heartbeat Wake: The crafter must hold the finished item in their closed fist for one hour while focusing on a memory of genuine affection. When the crystal shifts from violet to a pulsing orange, the item is bonded and ready for use.

Blood-Pump Cage and Trapping of Nest-Hug

In the turnings of the very-old, when the smoke-makers first began to vomit the black-clouds into the sky-ocean, the seventy-three swimming mountains were a place of the great loud-noises. The men of the dirt-clods were busy hitting the iron-sticks with the heavy-hammers. In the district of the soot-shadows lived a man known in the skin-scrolls as He-Who-Hits-Metal-With-Sadness.

He-Who-Hits-Metal-With-Sadness was possessed of the great not-having. His chest-meat was hollow like a drum with a hole in it. His nest-people, those who shared his blood-math and his sleeping-tent, lived upon a swimming mountain very far away, across the angry wind-rivers. When the sun-Helios hid his face and the sky-ocean turned the color of bruised flesh, the air of the soot-shadows became full of the biting-teeth. This was the cold-empty, a freeze that did not just bite the skin-wrapping, but bit the inside-fire until the smile-math was forgotten by all.

The men of the heavy-hammers began to walk like the stiff-wood. Their face-holes forgot the shape of the happy-noises. He-Who-Hits-Metal-With-Sadness sat by the fire-that-melts, but the fire-that-melts only warmed his hand-leathers. It did not warm the great not-having in his chest-meat.

He spoke to the fire-that-melts with mouth-words of great determination: “The biting-teeth are eating the inside-fire of my work-friends. The distance-sickness is making my thinking-jelly rot. I must build a tiny jail for the nest-hug. I must force the memory of the safe-tent into a rock-that-does-not-die.”

He-Who-Hits-Metal-With-Sadness began the great making. First, he went to the scrap-piles of the ancestor-things. He found a brass-kettle that had boiled the leaf-water for many grandmothers. Because it had seen the group-joy of the leaf-water sharing, the brass was heavy with the ghosts of the happy-mouths. He beat the brass-kettle with the tiny tap-taps. He pulled it into metal-strings, thinner than the hair of the cloud-sheep. He wove the metal-strings into the shape of the blood-pump, which the moderns call the heart-cage. He left a small door-hole in the metal-strings.

But the blood-pump cage was empty. It needed the purple hard-water that knows the heat.

He-Who-Hits-Metal-With-Sadness wrapped his walking-appendages in the thick leathers and walked into the deep-hot-holes, the forgotten-places where the earth-blood bubbles and spits. There, sleeping on a bed of the eternal-soot, was a fire-lizard of the first-step. The fire-lizard was crying the sad-water because its mate had flown to a higher dirt-clod. He-Who-Hits-Metal-With-Sadness understood the lizard’s great not-having. He spoke the bubble-tongue to the beast. He traded a piece of his own cooked-meat for the lizard’s sad-water, which had frozen in the heat into a purple crystal-stone.

He ran back to the fire-that-melts. He knew the purple hard-water was too sad. It needed the smell of the nest-hug to remember how to be happy. He took the bark of the sneeze-wood tree, which the moderns call cedar, and the sweet-dust-that-burns-the-tongue, which is the cinnamon. He rolled the purple hard-water in the dust until it sneezed the smell of the safe-tent.

With his heavy-hammers, he shoved the purple hard-water into the brass blood-pump cage. He clamped the door-hole shut. He tied it to a string of the orange-metal and hung it upon his neck-pillar.

Suddenly, a great and violent heat blossomed in his chest-meat. It was not the biting-fire of the forge; it was the soft-heavy heat of a grandmother’s arms. The purple hard-water turned the bright angry-orange of a refusing-to-die sun.

At that moment, the shadow-biters descended upon the foundry. The shadow-biters are the monsters of the cold-empty, the creeping-darks that eat the hope-math of the workers. They swarmed the work-friends of He-Who-Hits-Metal-With-Sadness. The work-friends fell to their knees, their inside-fires shivering into nothing.

He-Who-Hits-Metal-With-Sadness did not run. He stepped forward, and his neck-pillar glowed with the blinding-love-light. Through his seeing-orbs, he saw the invisible orange strings connecting his chest-meat to the chest-meats of his work-friends. He squeezed the blood-pump cage.

The smell of the sneeze-wood and the sweet-dust exploded into the air. A wave of the angry-orange light washed over the shadow-biters. Because the shadow-biters are made of the selfish-cold, the light of the shared-nest-hug was like a thousand sharp-sticks to their skin-wrappings. They screamed the scream of a boiling pot and melted into the soot-shadows.

He-Who-Hits-Metal-With-Sadness walked to his shivering work-friends. He touched the angry-orange rock to their shoulders. The cold-empty was pushed out of their blood-pipes. They stood up, their face-holes remembering the smile-math. They were no longer the stiff-wood.

From that turning of the seventy-three swimming mountains forward, He-Who-Hits-Metal-With-Sadness was never lonely in the great not-having. He made many blood-pump cages for the workers. They wore them upon their neck-pillars, and whenever the biting-teeth wind tried to freeze their thinking-jelly, the purple hard-water would turn orange, and they would smell the sweet-dust, knowing that the invisible strings of the group-joy cannot be broken by the cold-empty.

Moral of the Story: The outside-freeze can be blocked by the animal-skins, but only the tiny-jail of the smelling-rock can stop the inside-freeze of the lonely-meat.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Hearthstone Charm

  • Classification: Arcane Artifact / Protective Talisman
  • Sanity Loss: None (Provides comfort)
  • Stats: Psychology: Provides a +5% bonus to Psychology checks when comforting a traumatized ally.
  • Game Mechanics:
    • Emotional Anchor: The wearer gains a +10% bonus to Sanity rolls made to resist “Indefinite Insanity” or “Frightened” effects if an ally is within 5 yards.
    • Thermal Shield: The wearer ignores all penalty dice or CON checks associated with mundane freezing weather or icy environments.
    • Kindle Spirit: Once per day, the user may touch the charm to an ally. This allows the ally to immediately ignore any negative modifiers from a “Bout of Madness” for 1D10 minutes.
  • Syntax: +5% Psychology; +10% Sanity Defense; Immune to Cold; 1/Day: Negate Madness Penalties (1D10 mins).

Blades in the Dark

Unique Name: The Spark of Kinship

  • Item Type: Arcane Tool (1 Load)
  • Tier: I
  • Game Mechanics:
    • Sympathetic Pulse: When you perform a Consort action to gather information or influence a group, you gain +1 Effect if you are acting to protect your crew’s interests.
    • Inner Glow: You are immune to environmental harm or stress caused by extreme cold or “Gloom” weather in the Deathlands.
    • Flicker of Hope (Special): You may expend a use of the item (check a load box) to create a sudden burst of violet light. This grants Potency to any nearby allies (within reach) on their next Resistance Roll against a supernatural fear or mental burden.
  • Syntax: +1 Effect on Consort; Immune to Cold/Gloom Harm; 1 Load for AoE Resistance Potency.

Dungeons & Dragons (2024 Edition)

Unique Name: Amulet of Affectionate Embers

  • Item Type: Wondrous Item, Common
  • Weight:
  • Attunement: Required
  • Game Mechanics:
    • Shared Hearth: While you are within 10 feet of at least one conscious ally, you have a +1 bonus to Saving Throws against being Frightened.
    • Inner Glow: You have Resistance to Cold damage.
    • Kindle Spirit (1 Charge): As an Action, you can touch the amulet to a creature. That creature gains 1d4 + 1 Temporary Hit Points. These hit points last for 1 hour. The amulet regains its charge daily at dawn.
    • Flicker of Hope (1 Charge): As a Bonus Action, you can cause the amulet to flare. Each ally within 15 feet of you has Advantage on their next Saving Throw against a Fear effect. This charge regains after a Short or Long Rest.
  • Syntax: +1 Fear Saves (AoE); Cold Resistance; 1/Day: 1d4+1 Temp HP (Action); 1/Rest: Advantage vs. Fear (Bonus Action).

Knave (2nd Edition)

Unique Name: The Heart-Cage Charm

  • Item Slots: 1 Slot
  • Durability: 3 (Resilience)
  • Value: 450gp
  • Game Mechanics:
    • Unyielding Warmth: The wearer never suffers damage or fatigue from cold weather or icy water.
    • Scent of Safety: Reaction rolls from NPCs are made with a +1 bonus if the wearer is acting with obvious kindness or selflessness.
    • Kindle Spirit: Once per day, the wearer may touch an ally. That ally immediately recovers 1d4 HP and is cured of any “Shaking” or “Chilled” conditions.
  • Syntax: Immune to Cold; +1 Social Reaction (Altruism); 1/Day: 1d4 Healing + Condition Cure.

Fate (Condensed/Core)

Unique Name: The Heart-Cage of Embers

  • Item Type: Extra (Cost: 1 Refresh or a Stunt)
  • Aspect: Warmth of the Shared Hearth
  • Game Mechanics:
    • Inner Glow: You gain a +2 bonus to Defend against any environmental hazards or attacks based on “Cold” or “Frost.”
    • Sympathetic Pulse: When you succeed on a Notice roll to detect an ally in trouble, you gain a boost called Tethered Awareness.
    • Flicker of Hope: Once per session, you can invoke the item to immediately clear a “Frightened” or “Hesitant” boost from all allies in your current zone.
  • Syntax: +2 Defense vs. Cold; Boost on Notice (Allies); 1/Session: Clear Morale Boosts (Zone).

Numenera & Cypher System

Unique Name: Resonant Warmth Locket

  • Level: 1d6 (Internal Level 2 recommended)
  • Form: A brass-caged violet crystal on a copper chain.
  • Effect:
    • Passive Asset: Tasks involving Persuasion or Diplomacy are eased by one step if the user is acting to help someone in genuine need.
    • Environmental Shield: The user treats all cold-based damage or environmental effects as being one level lower.
    • Depletion: 1 in 1d20 (Check upon using the Kindle Spirit effect).
    • Kindle Spirit (Active): The user spends 1 point from their Intellect Pool. A creature touched by the locket gains 3 temporary points to their Might Pool.
  • Syntax: Asset to Altruistic Persuasion; -1 Level to Cold Effects; 1 Intellect for +3 Might (Depletion 1 in 1d20).

Pathfinder (2nd Edition)

Unique Name: Amulet of the Bound Heart

  • Item Rank: 1
  • Usage: Worn (Neck); Bulk:
  • Traits: Invested, Magical, Emotion, Fire
  • Game Mechanics:
    • The Shared Hearth: You gain a +1 status bonus to Will saves against Fear effects as long as you are within 15 feet of at least one conscious ally.
    • Inner Glow: You gain Cold Resistance 2.
    • Activate [A]: Interact; Frequency: Once per day; Effect: You touch an ally and grant them 1d4 + 1 Temporary Hit Points that last for 1 minute.
    • Activate [R]: Envision; Trigger: An ally within 30 feet fails a save against a visual illusion or fear effect. Effect: The amulet pulses brightly; the ally may reroll the saving throw with a +1 circumstance bonus.
  • Syntax: +1 Will vs. Fear (15ft); Cold Resistance 2; 1/Day: 1d4+1 Temp HP (Action); 1/Day: Reroll vs. Fear (Reaction).

Savage Worlds (Adventure Edition)

Unique Name: The Empath’s Ember

  • Item Type: Minor Artifact
  • Game Mechanics:
    • Warmth and Light: The charm acts as a light source (5″ radius). The wearer ignores all penalties for “Cold” environmental Hazards.
    • Sympathetic Pulse: The wearer gains a +2 bonus to Notice rolls to detect the location or status of their allies.
    • Kindle Spirit (Active): As an Action, the wearer may touch an ally. The ally may immediately remove one level of Fatigue or make a roll to recover from being Shaken with a +2 bonus.
    • Flicker of Hope (Active): Once per session, the wearer may roll Spirit. On a success, all allies in a Medium Template centered on the wearer are no longer Shaken.
  • Syntax: Light (5″ radius); Immune to Cold Hazards; +2 Notice (Allies); Action: Fatigue/Shaken Recovery; 1/Session: AoE Shaken Clear.

Shadowrun (6th Edition)

Unique Name: Hearth-Link Charm

  • Item Type: Rating 1 Health Focus (Talisman)
  • Object Resistance: 9
  • Astral Signature: Pulsing Amber (Warm and Inviting)
  • Game Mechanics:
    • Inner Glow: The focus provides its Rating (+1) as a bonus to any Damage Compensation tests against Cold-based elemental damage or environmental exposure.
    • Shared Hearth: While active, if the wearer is within 5 meters of a person they share a “Loyalty” rating of 3 or higher with, they gain a +1 bonus to Willpower-based Defense tests.
    • Kindle Spirit: As a Complex Action, the wearer can touch an ally to provide a +1 die bonus to that ally’s next Recovery test to heal Stun damage.
  • Syntax: Rating 1 Focus; +1 Cold Comp; +1 Willpower Defense (near Loyal allies); +1 Die Recovery (Stun).

Starfinder (2nd Edition / Playtest)

Unique Name: Ember of the Solace-Cell

  • Item Level: 1; Price: 425 Credits
  • Bulk: —; Slot: Neck
  • Traits: Magical, Fire, Emotion
  • Game Mechanics:
    • Thermal Buffer: You gain Cold Resistance 2. This stacks with the environmental protections of basic suits but not with other magical resistances.
    • Sympathetic Pulse: You gain a +1 item bonus to Perception checks to locate or sense the condition of conscious allies within 30 feet.
    • Kindle Spirit (1/Day): As an Action, you touch a creature. They gain Temporary Hit Points equal to 1d4 + your Charisma modifier.
    • Flicker of Hope [R]: Trigger: An ally within 15 feet fails a save against a Fear effect. Effect: You flare the Ember; the ally may reroll the save with a +1 circumstance bonus.
  • Syntax: Cold Resistance 2; +1 Perception (Allies); 1/Day: 1d4+Cha Temp HP (Action); 1/Day: Reroll vs. Fear (Reaction).

Traveller (MgT2)

Unique Name: TL-12 Thermal Empathy Bead

  • Item Type: Electronics (Sensors/Medical)
  • Weight:
  • Cost: Cr 1,200
  • Game Mechanics:
    • Bio-Monitor: The bead tracks the heart rates of synced crew members. The wearer receives DM+1 to Investigate or Medic checks when determining the physical state of their team.
    • Heated Mesh: Provides a +2 bonus to any END checks made to resist the effects of “Cold” or “Freezing” environments.
    • Morale Flare: Once per encounter, if an ally has suffered a mishap or failed a significant check, the wearer may spend a Minor Action to give that ally DM+1 on their next check by broadcasting a calming, bio-feedback pulse.
  • Syntax: DM+1 Team Medic; +2 END vs. Cold; 1/Encounter: DM+1 to Ally (Minor Action).

Warhammer (4th Edition)

Unique Name: The Kin-Fire Locket

  • Item Type: Trinket
  • Availability: Rare
  • Encumbrance: 0
  • Game Mechanics:
    • Against the Chill: The wearer gains the Sturdy Talent specifically for tests involving cold weather or icy terrain.
    • Empathic Warmth: The wearer gains a +10 bonus to Charm or Leadership Tests when the goal is to calm a panicked ally or de-escalate a conflict within the party.
    • Kindle Spirit (Active): Once per session, the wearer may touch a “Broken” ally. The ally may immediately make a Cool Test with a +20 bonus to remove the Broken Condition.
  • Syntax: +10 Charm/Leadership (Party); Sturdy (Cold only); 1/Session: +20 Cool to remove Broken Condition.