Lore: This charm was originally woven by the Weaver of Hearts, a legendary figure who believed that every soul in Saṃsāra was connected by a shimmering, invisible thread of affection. It is said that when the Weaver felt a surge of pure, unselfish love, they would capture a fragment of that warmth within a piece of rose-quartz silk. These items are often gifted during spring festivals or hidden in the dowries of star-crossed lovers to ensure that no matter how cold the world becomes, the heart remains an open, inviting hearth.
Description: A delicate, heart-shaped locket forged from “Blushing Copper” that seems to radiate a gentle, pulsing warmth. The metal is chased with intricate designs of entwined ivy and blooming jasmine. When held, it emits a very faint scent of crushed rose petals and rain. The locket does not open to reveal a portrait, but instead contains a tiny, dancing flame of pink light that glows brighter when the wearer is in the presence of someone they care for or when they witness an act of genuine kindness.
Stats
- Tier: 1
- Rarity: Common
- Armor Check (AC): 0
- Slot: Neck Slot
- Resilience: 3
- Health Points: 8
Skills Gained (Openly Worn)
- Performance: +1 temporary skill point. The wearer’s movements and voice take on a captivating, romantic grace.
- Persuasion: +1 temporary skill point. It is difficult to deny the requests of someone who radiates such earnest, warm affection.
Passive Magics
- Heart-Hearth: The wearer and any ally within 5 feet gain a +1 bonus to saving throws against magical Cold or effects that cause the “Despair” status, as the locket provides a constant source of internal emotional warmth.
- Empathic Resonance: The wearer can instantly sense the general “emotional temperature” of a room (e.g., hostile, joyful, mournful). This does not reveal specific thoughts, only the prevailing mood of the hearts nearby.
Active Magics
- Cupid’s Glance (Normal Casting): As an action, the wearer can touch the locket and catch the eye of a creature. The target must succeed on a Will Save or be “Charmed” for 1 minute. During this time, they view the wearer as a dear, trusted friend and are unwilling to take hostile actions against them unless provoked.
- Mending Affection (Ritual Casting): Over 10 minutes of shared conversation or a meal, the wearer can activate the locket to knit together a strained relationship. This grants two target creatures Advantage on their next social check made toward one another, provided the intent is reconciliation.
Tags: copper, rose, heart, warmth, charm, romance, empathy, tier 1, common, nectar, scent, pulse, glow, kindness, passion, infatuation, magnetism, floral, devotion, soft-light, allure, harmony, pulse, tender, radiance
The Discovery and Commerce of the Blushing Heart
In the vibrant world of Saṃsāra, the acquisition of Item 1414 of Amorous is rarely a matter of cold steel or coin; it is almost always an event of the heart. While some find these charms through chance, others receive them as pivotal markers of their personal journey. An avatar might obtain this locket through the following means:
- The Festival of Petals: During the lunar spring, these lockets are often hidden within the blooms of giant jasmine trees. It is said that the locket “chooses” the one who catches it as it falls, signaling a year of deep emotional connection.
- A Grateful Heirloom: An avatar might be gifted this item by an elderly NPC whom they helped reunite with a lost love or a long-estranged family member.
- Inheritance of the Devoted: Sometimes, these items are found in the soft earth of a grave where two lovers were buried together, the copper having absorbed the lingering warmth of their final embrace.
Merchant Venues and Specialized Shops
Because the item is deeply tied to social grace and emotion, it is traded in establishments that value beauty, connection, and the art of the “soft touch.”
- The Perfumer’s Atelier and Scentsmithy: These shops are filled with hanging dried flowers and bubbling vials of essential oils. The merchants here treat the locket as a sensory accessory. They sell it as a way to “enhance one’s natural musk with the scent of devotion.” In these fragrant boutiques, the item is considered a luxury for the young and hopeful, costing approximately 130 to 170 Silver (1.3 to 1.7 Gold).
- High-Society Tailors and Haberdasheries: Found in the affluent districts where diplomats and debutantes congregate, these shops sell the locket as a “Social Catalyst.” The merchants emphasize the Performance and Persuasion benefits for upcoming balls or negotiations. Because of the prestigious setting, the price is higher, ranging from 210 to 260 Silver (2.1 to 2.6 Gold).
- Curio Stalls at Wedding Markets: In towns famous for their matrimonial temples, specialized stalls sell “Blessings of the Heart.” These vendors are often sentimental and may offer a discount to an avatar who can prove they are on a quest for true love. The cost here is more accessible for a Tier 1 adventurer, usually 90 to 120 Silver.
Trade Values and Economic Realities
The resale and purchase value of “Amorous” is highly sensitive to the social climate of the region.
- In Cold, Cynical Citadels (Tripled AC): In cities ruled by iron-fisted tyrants or cold logic where emotion is seen as a weakness, the locket is a contraband item of hope. A black-market dealer might charge upwards of 400 Silver for it, recognizing its power to keep a soul from freezing in the dark.
- In High-Romance Regions (Halved AC): In a valley where every citizen is a poet and love is the local currency, these lockets are common. A merchant might only offer 40 to 60 Silver to buy it from an avatar, as “everyone already has a warm heart here.”
- Damage and Dimming: If the internal pink flame dies out (Low Resilience), the item is considered “Heartbroken.” Its value drops significantly, and it must be reignited by a selfless act of love before it can be sold for its full price again.
The Pulse of the Devoted: Roleplaying the Amorous Heart
Roleplaying with Item 1414 of Amorous requires an avatar to embody a spirit of radical vulnerability and magnetic warmth. The “Amorous” state in Saṃsāra is not merely about romantic entanglement; it is a profound appreciation for the beauty in others and a refusal to meet the world with coldness. Roleplay is characterized by leaning into conversations, using soft and inviting body language, and speaking with a rhythmic, lyrical quality that makes even a simple greeting feel like a confidence shared between lovers.
Offensive Roleplay: The Disarming Affection
Offensively, the locket is used to dismantle hostility and erode an opponent’s will to fight by replacing their aggression with a sudden, overwhelming sense of kinship or infatuation.
- In Combat against Humanoid Foes: When faced with a snarling bandit or a stoic guard, the avatar roleplays Cupid’s Glance. Instead of drawing a sword, the player describes the avatar stepping into the opponent’s personal space, catching their eye with a look of genuine, heartbreaking tenderness. The offense is roleplayed as a “social stun”—the enemy finds their weapon hand trembling not with fear, but with a sudden, confusing desire to protect the very person they were meant to kill. The avatar might say, “There is too much fire in your eyes for a heart so weary; put down the steel and tell me what you truly long for.”
- In Tense Negotiations: The avatar uses the Persuasion and Empathic Resonance to “seduce” the room’s atmosphere. The player describes the locket pulsing in time with the heartbeat of their negotiator opponent. The roleplay centers on finding the “emotional soft spot” of the adversary—perhaps their secret pride or a hidden loneliness—and speaking directly to it. The offense is a surgical strike on the ego, making the target so enamored with the avatar’s presence that they concede points they would never have dreamt of giving to a “business partner.”
- Healing Social Rifts (Mending Affection): The avatar acts as an “Emotional Alchemist.” In a roleplay setting where two NPCs are at each other’s throats, the avatar uses the locket to project a field of shared warmth. The player describes the avatar orchestrating a moment of forced intimacy—sharing a rare wine or a childhood memory—while the locket glows like a hearth. The “offense” here is against the conflict itself, forcibly dissolving the barriers of spite through a calculated surge of empathy.
Defensive Roleplay: The Shield of Shared Warmth
Defensively, the locket acts as an emotional insulator, ensuring that neither the avatar nor their companions are consumed by the cold, the dark, or the spiritual void.
- Against the Chill of Despair: In environments that radiate “Cold” or “Necrotic” energy, the avatar roleplays Heart-Hearth. The player describes the avatar pulling their allies close, the locket radiating a heat that smells like summer jasmine. The defense is roleplayed as an internal fire; while the blizzard rages outside, the avatar maintains a bubble of “emotional summer.” They might lead a song or tell a humorous, warm-hearted story to keep the “Despair” status from taking root in the party’s souls.
- Sensing Hidden Threats: The avatar uses the Empathic Resonance as a “Vibe-Check” radar. When entering a supposedly friendly village that feels “off,” the player describes the avatar touching the locket and feeling a sudden, icy shiver that contradicts the villagers’ smiles. The defense is roleplayed as an intuitive warning; the avatar warns the party not by seeing a hidden dagger, but by sensing the “sour, curdled love” in the air, preventing the group from being blindsided by a betrayal.
- Passive De-escalation (Zero AC): In a crowd or when confronted by a mob, the avatar roleplays their presence as a “calming nectar.” The player describes the avatar walking with an open, defenseless posture, the locket glowing softly. This is “Soft Defense”—by being so visibly and authentically amorous toward the world, the avatar makes the idea of striking them feel like an act of sacrilege. The roleplay focuses on the avatar’s belief that they are safe because they love the world, and for a Tier 1 avatar, this pure conviction often acts as a more powerful shield than any plate armor.

Perception of Activation:
- User’s Perspective
- The user feels a sudden, fluttering “bloom” in the center of their chest, like the internal rush of a first kiss or the warmth of a long-awaited reunion.
- A soft, pink-tinted haze subtly filters their vision, softening the harsh edges of the world and making everyone’s features appear more symmetric and kind.
- They experience a sudden olfactory surge—the overwhelming, sweet scent of crushed jasmine and blooming roses, even in the middle of a stagnant dungeon.
- Their own voice sounds different to them: resonant, melodic, and layered with a comforting depth they didn’t know they possessed.
- Observer’s Perspective
- The “Blushing Copper” of the locket suddenly brightens, pulsating with a rhythmic, rose-colored light that mimics a calm human heartbeat.
- A gentle heat radiates from the user, noticeable within a few feet, making the air feel like a balmy spring afternoon regardless of the actual weather.
- The user’s pupils dilate slightly, and their skin takes on a healthy, vibrant glow as if they are standing in the “golden hour” of a sunset.
- Nearby observers find themselves subconsciously relaxing their shoulders and unclenching their jaws, lured in by the rhythmic humming sound the metal makes.
- Extra-Sensory Perceptions (Mind’s Eye and Beyond)
- The Thread of Attachment: The user briefly “sees” faint, glowing gossamer threads connecting the hearts of people in the vicinity; the brighter the thread, the stronger the bond.
- Emotional Thermography: The user perceives “cold spots” in the room—areas of indifference, hidden malice, or calculated cruelty—which manifest as grey, shivering vapors only visible to the mind’s eye.
- Soul-Humming: To those with psychic sensitivity, the activation sounds like a distant, harmonious choir singing a lullaby, drowning out the discordant “noise” of nearby ego and strife.
- Aura of Nectar: Spirits and astral entities perceive the user as a blooming flower in a desert, a source of “sweet” energy that feels nourishing and non-threatening.
- Positives
- The Cupid’s Glance provides a non-violent solution to many Tier 1 encounters, turning a potential death-match into a peaceful negotiation.
- The Heart-Hearth provides a passive shield against the most common mental debuff (Despair), keeping the party functional in the face of grim circumstances.
- The locket acts as a perfect lie detector for intent; it’s impossible to be “Amorous” and “Deceitful” simultaneously, allowing the user to spot a “fake” emotion instantly.
- Negatives
- The user becomes hyper-sensitive to emotional pain; witnessing a betrayal or an act of cruelty can cause physical nausea or a temporary -1 penalty to all actions due to “Heart-Sting.”
- The locket’s glow and scent make it impossible to use the Stealth skill effectively; you cannot hide when you radiate the warmth of a thousand roses.
- Proligous use can lead to Emotional Fatigue, where the user feels “hollowed out” or unable to feel basic irritation, leading them to be dangerously naive in the face of genuine, unrepentant evil.
The Smelting of Shared Hearts: A Recipe for the Blushing Locket
Materials Needed
- 3 Ounces of “Blushing Copper”: A unique alloy of pure copper and a pinch of rose-gold, specifically chosen for its ability to retain heat.
- 1 Vial of First-Love Tears: Water collected from a person experiencing the overwhelming joy of a new, pure connection.
- 1 Handful of Sun-Dried Jasmine Blossoms: Must be picked at the height of noon on the first day of spring.
- 1 Length of Rose-Quartz Silk: Silk thread dyed with the dust of crushed rose quartz crystals.
- A Fragment of a Shared Memory: A small, personal trinket from two people who have remained devoted for decades (e.g., a dried flower or a lock of hair).
Tools Required
- A “Heart-Hearth” Forge: A small, delicate forge fueled by wood from a cherry blossom tree, maintaining a low, glowing ember rather than a roaring flame.
- Intricate Jewelry Pliers and Mandrels: For shaping the delicate vines and ivy designs.
- A Fine-Point Graver: For chasing the jasmine patterns into the metal.
- A Silk-Lined Cooling Tray: To prevent the metal from “shocking” when it leaves the heat.
Skill Requirements
- Jewelry Making (Trained): Minimum level 1. The crafter must be comfortable working with fine, soft metals and intricate detailing.
- Empathy or Social Grace (Trained): Minimum level 1. Necessary to infuse the item with the correct “emotional temperature” during the crafting process.
- Steady Hand: Required for the micro-engraving of the entwined ivy.
Crafting Steps
- The Gentle Melding: Place the Blushing Copper into the Heart-Hearth. The metal must not boil; it should merely soften until it glows with the hue of a summer sunset.
- The Infusion of Scents: Toss the dried jasmine blossoms into the coals. As the fragrant smoke rises, pass the softening copper through it seven times, allowing the metal to “breathe” the scent.
- Shaping the Vessel: Beat the copper into two symmetrical heart-halves. As you hammer, visualize a moment of profound kindness you have witnessed. The metal will respond to the rhythm of your own pulse.
- Chasing the Vines: Use the fine-point graver to etch the ivy and jasmine. The vines must be “entwined,” meaning the lines should never truly end, symbolizing an eternal connection.
- The Memory Seal: Place the fragment of a shared memory between the two halves. Instead of soldering it shut with fire, bind the edges with the Rose-Quartz Silk while dripping the First-Love Tears onto the seam.
- The Reigniting: Hold the finished locket close to your own chest and speak a vow of protection or affection. The tiny, dancing flame of pink light should ignite within the copper, visible through the filigree.
- The Cooling of Affection: Set the locket on the silk-lined tray. It must cool naturally in a room filled with music or soft conversation; silence will make the metal brittle.
Thread-Puller Who Cooked Red-Metal for Chest-Thumper
In the before-before times, when the sky-fire was still a baby and did not know how to properly share the heat-rays, the world was a place of the Big Shiver. The dirt-walkers of the Low-Valley did not just have the skin-shivering; they had the shivering of the inside-chest-meat.
In this time, there lived the Tall-Cold-One. He was a king made of sharp-water (ice) and angry-wind. He sat on a chair of frozen-hard-clouds and wore a head-circle of icicles. The Tall-Cold-One hated the smile-teeth. He hated the noise of the belly-laughs. He said to his Wind-Biters (his soldiers of the cold), “Go down to the mud-houses. Steal the warm-hug-magic from the dirt-walkers. Make their chest-thumpers as slow and hard as the river-rocks in winter.”
The Wind-Biters did the stealing. They blew the grey-fog of the “Who-Cares” down the chimneys. Soon, the great sad-sickness came. The husbands looked at the wives as if they were uninteresting trees. The mothers held their soft-babies like they were heavy sacks of wet dirt. The mouth-touching (kissing) stopped. The eye-water of joy became dried-up dust. The whole valley was infected with the disease of the empty-stares.
The Seeing of the Thread-Puller
High on the lonely mountain-rock, lived the Thread-Puller. She was the maker of the soft-skins (clothes). She had not lost the warm-hug-magic because she drank the morning-flower-water and spoke kind-words to the eight-legged-spinners (spiders) who shared her house.
She looked her eye-jellies down into the Low-Valley. She saw the grey-fog of the “Who-Cares.” Her chest-thumper did a painful squeeze. She spoke to her own ear-holes, saying, “This is the tragedy of the most-bad kind. If the dirt-walkers forget how to do the warm-feelings, they are just walking dead-flesh. I must build a trap to catch the hot-summer-emotions.”
She walked her walking-legs down into the deep earth-cracks. She found the “Blushing-Dirt” (copper)—the metal that looks like a face when it hears a beautiful song. She brought it back to her fire-box.
The Hammering of the Softness
The Thread-Puller did not use the heavy kill-stick (hammer) of the metal-pounders. She used a small, soft-wood-hitter. She hit the Blushing-Dirt while singing the song of the birds-who-mate-for-life. Tap-tap-swoon. Tap-tap-sigh. She did the hitting until the metal was flat like a flower petal.
She took the smell-flowers (jasmine) that she had dried in the sky-fire. She burned them so the smoke smelled like the memory of a good dream. She waved the Blushing-Dirt through the smoke seven-and-three times. Then, she opened her own chest-meat with a magic-word. She reached into her own inside-thumper and pulled out a tiny pink light—the memory of the day her mother told her she was a good-child. She put this pink light into the folded Blushing-Dirt and tied it shut with the string-of-crushed-pink-rocks (rose-quartz silk).
The item was born. It was the First Heart-Metal. It thumped. Thump-glow. Thump-glow. It smelled like the rain after a long dry-time.
The Long Walk to the Sharp-Water Chair
The Thread-Puller put the Heart-Metal on her neck-string. She walked the walking-legs to the mountain of the Tall-Cold-One. The wind tried to bite her skin-meat, but the Heart-Metal pushed out a invisible bubble of the summer-time. The sharp-water (snow) melted beneath her foot-paws, turning into happy little puddles that reflected the pink light.
She came to the big door of the frozen-hard-clouds. She pushed it open. The Tall-Cold-One looked from his chair. His eye-jellies were like dead fish frozen in a winter pond.
“Why do you bring the stupid-warmth to my quiet-place?” he made the loud throat-sounds. “The warm-hug-magic is messy. It makes the dirt-walkers cry the face-water. It makes them do the loud belly-laughs. I have given them the gift of the absolute-nothing. I will turn your blood-water to ice for this insult.”
He pointed his long freeze-finger at the Thread-Puller. But she did not do the running-away. She did not pull a sharp-stick to do the stabbing.
Instead, she stepped into his personal-breathing-space. She held out the Heart-Metal. She activated the Cupid’s Glance (translated as: The Eye-Look of the Sudden-Belly-Butterflies).
The Melting of the Big Sad
The pink light from the metal hit the Tall-Cold-One in his dead-fish-eyes. The smell of the sweet-plant violently punched his nose-holes.
Suddenly, the Tall-Cold-One’s chest-meat did a massive THUMP.
He remembered the time before he was cold. He remembered [translator’s note: text is damaged here, implies a small furry animal that he loved as a child]. The grey-fog in his brain-sponge burned away like the morning mist. His knees of sharp-water lost their stiffness. He fell to the ground-rock.
The face-water started to leak from his eyes. It was not the frozen face-water. It was the hot, salty face-water of the great-sorry.
“I have done the big mistake,” he cried, his voice trembling like a dying leaf. “I stole the warm-hug-magic because my own inside-thumper was empty, and I was jealous of the dirt-walkers.”
The Thread-Puller did the gentle-head-pat on the Tall-Cold-One. She used the Mending Affection (translated as: The Ritual of Sewing the Ripped-Friendship). The frozen-hard-cloud chair melted into a puddle of sorry-juice. The Wind-Biters turned into gentle spring-breezes.
The warm-hug-magic flew on the spring-breezes back down to the Low-Valley. Suddenly, husbands looked at wives and saw the beautiful-flowers again. Mothers squeezed their soft-babies. The dirt-walkers did the loud belly-laughs and the mouth-touching.
The Thread-Puller left the Heart-Metal with the Tall-Cold-One, who was now just a normal man who cried when he saw a pretty sunset. She walked back to her high-rock to spin more thread, knowing that the world was warm once more.
The moral of the story: The fire that burns the wood-sticks leaves only the dead-ash, but the fire of the chest-meat that burns for another dirt-walker makes the whole dead-valley grow the green-plants of tomorrow.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Heart-Hearth Locket
- Item Type: Artifact (Enchanted Copper)
- Description: A warm, pulsing locket that smells of spring rain. It provides a tether to humanity when the cosmic void beckons.
- Game Mechanics:
- Emotional Anchor: Once per session, when an investigator fails a Sanity Roll, they may grasp the locket to regain 1D3 Sanity points as they are flooded with a memory of pure affection.
- Passive (Aura of Sincerity): The investigator gains a Bonus Die on Charm and Persuade rolls when their intent is genuinely helpful or kind.
- Active (Disarm Hostility): The user can spend 5 Magic Points to project a wave of warmth. Any human NPC within 10 feet must succeed in an Opposed POW Roll or find themselves unable to initiate violence for 1D6 rounds, viewing the investigator with sudden, inexplicable fondness.
- The Cost: The investigator suffers a Penalty Die on Intimidate rolls; the locket’s aura makes it impossible to appear truly threatening.
- Syntax: Must be worn around the neck to function.
Blades in the Dark
The Weaver’s Charm
- Item Type: Fine Relic (Social)
- Description: A locket of blushing copper that glows with a soft pink light when the wearer speaks from the heart.
- Game Mechanics:
- Tier: 1 (Fine Quality)
- Load: 0 (Worn)
- Passive (Shared Warmth): When you lead a Group Action for a social maneuver (Consort or Sway), you may ignore 1 stress cost for the group.
- Active (Kindred Spirit): During a score, spend 1 Stress to instantly sense the “vice” or “burning desire” of an NPC. This grants +1d to your next social roll against them.
- Active (Mending Factions): During downtime, if you use a downtime activity to reduce Heat or improve Status with a faction through social means, the locket grants +1 result level (1-3 becomes 4/5, etc.).
- Syntax: Occupies a “Utility” slot if tucked away, otherwise 0 load.
Dungeons & Dragons (5th Edition)
Item 1414: Locket of the Eternal Devotee
- Wondrous Item, Common
- Description: A heart-shaped copper locket that is always warm to the touch. It smells faintly of roses.
- Game Mechanics:
- Passive (Sympathetic Vibration): You have advantage on saving throws against the Frightened condition. Additionally, you have advantage on Wisdom (Insight) checks to determine a creature’s current emotional state.
- Passive (Lover’s Grace): You gain a +1 bonus to Charisma (Persuasion) and Charisma (Performance) checks.
- Active (Endearing Presence): As an action, you can cause the locket to flare. One creature within 30 feet that can see you must succeed on a DC 12 Wisdom saving throw or be Charmed by you for 1 minute. The effect ends if you or your companions do anything harmful to it.
- Active (Warmth of the Hearth): You can cast the Heroism spell (Level 1) once per Long Rest, but the target must be someone you have a positive relationship with.
- Syntax: No attunement required.
Knave (2nd Edition)
The Blushing Heart
- Item Type: Wondrous Item (1 Slot)
- Description: A copper locket that pulses like a heartbeat. It makes the wearer appear more trustworthy and vibrant.
- Game Mechanics:
- Armor: 0 (Occupies 1 item slot).
- Passive (Beloved): Reaction rolls from NPCs start one tier higher (e.g., “Neutral” becomes “Friendly”) unless the NPCs are mindless or inherently hateful.
- Passive (Internal Fire): You are immune to the effects of extreme mundane cold and gain a +2 bonus to saves against magical cold.
- Active (The Look): Once per day, you may look an enemy in the eye and force them to make a WIS Save. On a failure, they surrender or flee, unwilling to hurt someone they find so “precious.”
- Active (Soul-Soothe): By spending a turn comforting an ally, you allow them to recover 1d4 HP (once per day per ally) as the locket knits their spirit back together.
- Syntax: 1 slot. Must be worn openly to grant the Passive (Beloved) bonus.
Fate (Core/Condensed)
The Heart-Pulse Medallion
- Item Type: Extra / Personal Gear
- Description: A blushing copper heart that beats in time with the wearer’s own, projecting an aura of sincere warmth and magnetic grace.
- Game Mechanics:
- Aspect: Radiant Emissary of Affection. This aspect can be invoked to bolster Persuasion, resist the chilling effects of fear or despair, or find common ground with a bitter enemy. It can be compelled to make the wearer overly trusting or to cause them to suffer when others are in pain.
- Stunt (Disarming Sincerity): Once per scene, you may use your Performance or Rapport to defend against a physical attack from a sentient opponent. By leaning into the danger with a look of pure kindness, you force the attacker to hesitate, using your social skill instead of Athletics or Physique.
- Passive Bonus: You gain a +2 to all Empathy rolls to discern the true emotional needs or “Heart-Hearth” of an NPC.
- Syntax: Occupies an Aspect slot or costs 1 Refresh as an Extra.
Numenera & Cypher System
Rose-Quartz Pulsator
- Item Type: Artifact (Level 1d6)
- Description: A delicate locket containing a trapped fragment of “living light” that feeds on and amplifies the affection of the wearer.
- Game Mechanics:
- Level: 1d6
- Form: Copper heart-shaped locket on a rose-quartz silk cord.
- Effect (Passive): All tasks involving Social Interaction (persuasion, deception, or negotiation) are eased by one step. Additionally, the wearer and all allies in immediate range gain +1 to their Armor against cold-based attacks or mental attacks that cause “Despair.”
- Effect (Active): By spending 2 points from your Intellect Pool, the locket flares with a soothing pink radiance. One creature of level 3 or lower within short range becomes your friend and will not attack you unless you attack it first. If the creature is higher than level 3, the task is hindered.
- Depletion: 1 in 1d20. (Upon depletion, the pink flame flickers out, and the copper turns to common green verdigris).
- Syntax: Counted toward your Artifact limit.
Pathfinder (2nd Edition)
Item 1414: Amulet of the Earnest Heart
- Item Type: Wondrous Item, Level 2
- Description: This blushing copper locket emits a faint scent of jasmine. It pulses with a gentle warmth that makes the wearer appear undeniably trustworthy and captivating.
- Game Mechanics:
- Usage: Worn (Neck); Bulk: L
- Traits: Magical, Invested, Emotion, Enchantment, Mental.
- Passive (Heart-Hearth): You gain a +1 item bonus to Will saves against Fear and Emotion effects. You and allies within a 5-foot aura gain Resistance 2 to Cold damage.
- Passive (Captivating Grace): You gain a +1 item bonus to Diplomacy checks and Performance checks to dance or sing.
- Activate (Single Action – Focus): You touch the locket and project an air of vulnerability. One creature within 30 feet must succeed at a DC 16 Will save or become Fascinated by you for 1 round.
- Activate (Two Actions – Interact): Once per day, you can cast Charm (Level 1, DC 16). The target views you as a cherished companion rather than just a friendly acquaintance.
- Syntax: Standard PF2e invested item formatting.
Savage Worlds (Adventure Edition)
The Paramour’s Charm
- Item Type: Arcane Device
- Description: A copper heart that feels like a warm ember against the skin. It highlights the beauty in the world and the goodness in others.
- Game Mechanics:
- Rank: Novice
- Passive (Charismatic): The wearer gains the Charismatic Edge. If they already have it, their Persuasion rolls gain an additional +1.
- Passive (Soul-Warmth): The wearer ignores -2 of penalties from cold weather and gains a +2 bonus to Vigor rolls to resist environmental hazards related to cold or magical exhaustion.
- Power (Empathy): The locket has 5 Power Points. The user can cast the Empathy or Charm powers using their Smarts as the arcane skill. Each use costs 2 PP.
- Syntax: Power Points recharge at a rate of 1 per hour. If the wearer is ever “Shaken” by a betrayal, the locket loses its pulse for 24 hours.
Shadowrun (6th Edition)
The Empath-Link Pendant
- Item Type: Qi Focus (Level 2) / Social Adept Tool
- Description: A heart-shaped copper locket that interfaces with the user’s nervous system. It filters the harsh, neon cynicism of the Matrix into a soft, romanticized “Sim-sense” overlay.
- Game Mechanics:
- Passive (Bio-Warmth): The wearer gains a +2 dice pool bonus to resist any “Social Stress” or effects that cause the Confused or Terrified status.
- Passive (Charming Frequency): When performing a social test (Influence or Con) where the goal is to befriend or persuade through kindness, the wearer gains a +1 dice pool bonus.
- Active (Emotional Surge): As a Minor Action, the user can pulse the locket. One target within 10 meters must succeed on a Willpower + Intuition (3) test or suffer a -2 penalty to their next Attack Rating against the user, as they are struck by a sudden, protective fondness for them.
- The Cost: While active, the user suffers a -1 penalty to all Intimidation tests; the locket’s aura is too earnest to be frightening.
- Syntax: Must be bonded (10 Karma). Occupies the “Neck” slot.
Starfinder (2nd Edition / Playtest)
Item 1414: Pulsing Heart-Drive
- Item Type: Wondrous Item / Tech-Magic Hybrid (Level 2)
- Description: A copper-cased drive that emits a sub-audible frequency tuned to the heartbeat of a species’ most peaceful state. It glows with a soft, pink LED-like light.
- Game Mechanics:
- Usage: Worn (Neck); Bulk: L
- Passive (Atmospheric Harmony): You gain a +1 item bonus to Diplomacy and Culture checks. You are immune to the Sicken condition caused by witnessing gore or horrific scenes, as the item maintains your internal emotional equilibrium.
- Passive (Thermal Core): You gain Resistance 2 to Cold damage. You ignore the first level of environmental cold effects.
- Active (Magnetic Allure – Reaction): Trigger: An enemy begins a move action that would put them adjacent to you. Effect: The enemy must succeed at a Will Save (DC 15) or be Fascinated by you until the end of their turn, ending their movement immediately.
- Syntax: Requires the Invested, Magical, and Emotion traits.
Traveller (2nd Edition – Mongoose)
Standard Diplomatic Heart-Focus
- Item Type: TL 14 Psionic / Social Augmentation
- Description: A refined copper medallion used by high-ranking mediators to prevent escalating violence in high-tension summits.
- Game Mechanics:
- Tech Level (TL): 14
- Passive (Calm Negotiator): The wearer gains a +1 DM to all Persuade and Diplomacy checks. In a social confrontation, the wearer is treated as having +1 Social Standing (SOC) for the purpose of being heard or respected.
- Passive (Biological Shield): The wearer gains a +2 DM to resist any gas-based or psionic effects that induce fear or rage.
- Active (Sub-Vocal Peace): By activating the focus (Significant Action), the wearer emits a soothing frequency. All intelligent creatures within 6 meters must succeed on an END check (DM-2) or find themselves unable to draw a weapon for 1D3 rounds.
- Syntax: Powered by a standard TL14 battery (100 hours of use).
Warhammer (Fantasy Roleplay 4th Edition / 40k Imperium Maledictum)
The Saint’s Amorous Reliquary
- Item Type: Minor Holy Relic / Curio
- Description: A locket of “Blushing Copper” containing a fragment of a martyr’s heart. In a universe of grim darkness, it is a dangerous and beautiful spark of forbidden hope.
- Game Mechanics:
- Traits: Radiant, Fragile, Holy.
- Passive (Beacon of Love): The wearer gains a +10 bonus to all Charm or Entertain tests. Additionally, any ally within 5 yards gains a +10 bonus to Cool tests made to resist Fear or Terror.
- Passive (Nurturing Warmth): When the wearer performs First Aid on an ally, that ally recovers an additional +1 Wounds as the locket knits the spirit alongside the flesh.
- Active (Moment of Sanctity): Once per day, the wearer may present the locket to a hostile NPC. The NPC must pass an Extreme Willpower Test (-20) or immediately stop their attack, becoming Stunned for 1 round by the sheer, unadulterated goodness radiating from the relic.
- The Price: The wearer takes a -10 penalty to all Stealth tests. In the 41st Millennium, such a pure heart attracts both the desperate and the predatory.
- Syntax: Must be worn openly. Use of this item in the presence of Witch Hunters may lead to questioning regarding “unauthorized emotional manipulation.”
