god given 412 of The Sifting Stillness

From: Amratianism The Faith of Zephara

Lore

The god given 412 of The Sifting Stillness is whispered to be a miracle born from the first breath Zephara gave to the desert. Legend says that during the Sand Awakening, a wanderer lost in a recursive sandstorm sat in perfect silence, accepting their end. In that moment of absolute Serenity, the sand beneath them stopped scouring and began to flow into this very hourglass. It is a piece of the desert’s heart, gifted to those who understand that true strength is not in resisting the storm, but in becoming the Stillness at its center.


Detailed Stats

  • Item Tier: 1
  • Rarity: Common
  • Weight: 0.5 lbs
  • Material: Sand-blasted glass, reinforced brass, and consecrated Amratian sand.

Passive Magic

  • Enduring Patience: The wearer receives a +2 bonus to saving throws against fear, panic, or magical confusion. The slow trickle of sand provides a rhythmic mental anchor.
  • Thermal Buffer: The enchanted grains absorb ambient heat, providing minor resistance to desert heat and preventing exhaustion from non-magical sun exposure.
  • Zephara’s Weight: The hourglass shifts its internal gravity to help the wearer stay balanced. You gain a +1 bonus to Acrobatics checks made to traverse shifting or difficult terrain like loose dunes.

Activable Magic

  • Grains of Clarity (1 Charge/Day): By turning the hourglass, the wearer can briefly see through physical obstructions made of sand or dust. This reveals hidden paths, traps, or doors buried within the dunes for 1 minute.
  • Serene Pulse (Action): The wearer taps the glass, releasing a silent ripple of tranquility. One ally within 30 feet gains a bonus to their next mental saving throw as their mind is briefly cleared of discord.
  • Dust Veil (Reaction): When targeted by a ranged attack, the wearer can cause a small puff of sand to erupt from the necklace, granting half-cover against that single attack.

Specific Slot

  • Neck Slot: Must be worn as a necklace or pendant to maintain its attunement to the wearer’s heartbeat.

Tags

High Magic, Steampunk, Geomancy, Sandcraft, Serenity, Desert Wisdom, Isekai Harmony, Ritual Sands, Rebirth Sands, Tier 1, Common, Amratianism, Zephara, Sand-Drifter, Mirage-Walker, Gilded-Horizon, Oasis-Guardian, Arid-Resilience, Dune-Stalker, Sifting-Prophecy, Sun-Bleached-Lore, Hadhramaut-Bound, Cinder-Silt, Glass-Blower-Grace

Markets of the Golden Sands: Acquiring the Sifting Stillness

Methods of Acquisition

The god given 412 of The Sifting Stillness is a testament to Zephara’s patient guidance. In the world of Saṃsāra, this item is typically obtained through acts of devotion or discovered in the deep, silent parts of the desert:

  • Sandshrine Consecration: Most commonly, an avatar receives this necklace after completing a period of Quiet Reflection within a subterranean Sandshrine. If the Sandwhisperers sense a soul has achieved a level of inner stillness that resonates with Zephara, they will present the necklace as a “miracle” of the dunes.
  • Dune Scavenging: Occasionally, travelers find these hourglasses half-buried in the shifting sands near the site of the Dustveil. These are often believed to be remnants of Kharveth, cleansed by the desert over centuries and left for those who walk the path of Resilience.
  • Isekai Introduction: In the subterranean hub of Sandhaven, newly arrived avatars are sometimes approached by Sandwhisperers who offer the necklace to help them adjust to the “magical weight” of Saṃsāra. This is viewed as a Harmonious integration into the desert’s tapestry.

Trade and Commerce in Saṃsāra

Pricing for religious and “god-given” artifacts is highly subjective and depends on the seller’s alignment with the Faith of Zephara.

  • Sandshrine Vestries: These temple shops are the most traditional places to “buy” the item. Rather than a standard transaction, the cost is often framed as a Donation of Harmony, typically valued at 115 Gold. For those who have performed service to the shrine, the price may drop to 90 Gold.
  • Sandhaven Antiquarians: In the subterranean megacity, high-end shops sell these as refined artifacts of Renaissance Ingenuity. These merchants are savvy; the cost here is often 180 Gold, justified by the high-quality brass and fine sand-blasted glass.
  • Oasis Bazaars: Independent traders at remote oasis stops might carry a “weathered” necklace. Due to the sellers’ market and the rarity of goods in the deep desert, they may ask for 220 Gold. Conversely, a merchant who fears the “judgment of the dunes” might sell a damaged version for a mere 75 Gold.
  • Foreign Trade Hubs: In far-off island nations, this item is an exotic curiosity. A merchant in a coastal metropolis might value it at 250 Gold purely for its aesthetic beauty, unaware of its Subtle geomantic properties.

Suggested Value and Resale

As a Tier 1 Common item, the suggested value for a standard exchange is 125 Gold.

  • Resale: If an avatar chooses to sell the necklace, they can expect roughly 60 Gold from a general merchant. However, a Sandwhisperer may offer up to 100 Gold in trade for Alchemical Potions or Sand-Crafted Goods, preferring the item remain in the hands of the faithful.

Tactical Stillness: Roleplaying the Sifting Stillness

The god given 412 of The Sifting Stillness is an extension of Zephara’s patient and resilient nature. In roleplay, using this item involves a shift toward inner quiet and deliberate action, allowing the avatar to find clarity where others find only chaos.

Defensive Roleplay: The Unmoving Dune

When used defensively, the roleplay emphasizes resilience and the ability to remain unaffected by external turmoil.

  • In Shifting Deserts or Sandstorms: As a sandstorm approaches, the avatar does not panic. The player narrates the avatar gripping the hourglass, their breathing slowing to match the rhythmic trickle of sand. By using Zephara’s Weight, they feel their center of gravity lower, their feet becoming one with the dunes. While others are blown off balance, the avatar stands firm, as unmoving as a buried mountain.
  • Against Mental Intrusion: If a foe attempts to strike fear into the avatar, the player describes a soothing warmth spreading from the neck slot. The roleplay focuses on Enduring Patience—the avatar views the threat with detached curiosity, the magical sand acting as a mental anchor that prevents the “grains” of their mind from being scattered by magical confusion.

Offensive Roleplay: The Precision of the Sift

Offensively, the item is used to execute calculated strikes by perceiving what is hidden and stabilizing the avatar for the perfect moment.

  • Revealing Hidden Weaknesses: The avatar uses Grains of Clarity to “sift” through the environment. The player describes the world turning to shades of sepia and gold, where hidden structural flaws in a wall or a concealed trapdoor beneath the sand glow with a soft, amber light. Instead of a wild assault, the avatar delivers a single, deliberate strike to a hidden pressure point they’ve discovered.
  • Strategic Support: In a group fight, the avatar acts as the Oasis of Clarity. Using Serene Pulse, the player narrates the avatar tapping the glass, sending a visible ripple of golden light toward an ally. This clears the ally’s vision of “dust,” allowing them to ignore a distraction and land a decisive blow. The roleplay here is about Subtle influence—not overpowering the enemy, but ensuring the “tapestry” of the battle folds in the avatar’s favor.

Perception of Activation:

User Perspective

The moment you engage the Sifting Stillness, the world’s volume seems to drop to a distant hum. You feel a cool, dry sensation spread from your chest to your fingertips, as if your blood has been replaced by fine, flowing sand. Your vision shifts into high-contrast sepia, where movement leaves faint, shimmering trails of gold. You feel perfectly anchored to the ground; the chaotic winds of Saṃsāra no longer pull at your clothes or spirit, leaving you in a state of unshakeable focus.

Observer Perspective

To those watching, the avatar’s eyes take on an amber glow, and their movements become unnaturally deliberate and smooth. A faint sound of shifting sand—like a desert breeze moving through a canyon—emanates from the hourglass. The air immediately around the avatar becomes notably still, as if a localized pocket of high pressure has formed. For a brief second, the avatar’s silhouette might appear to flicker or blur, momentarily resembling a statue carved from solid sandstone.

Extra-Sensory Perceptions

  • Temporal Sift: You perceive time not as a line, but as grains falling in a glass; you can sense the exact “duration” of nearby magical effects.
  • Seismic Intuition: You feel the vibrations of every footstep and shifting grain of sand within 60 feet, mapping the terrain in total darkness.
  • Karmic Weight: You sense the “burden” on other souls, seeing those with heavy greed as dark, sluggish swirls within the golden sepia of your vision.
  • Subterranean Compass: You feel a constant, gentle tug toward the nearest subterranean water source or oasis, even through miles of solid rock.

Positives

  • Mental Fortitude: You gain total immunity to mundane fear and a significant advantage against magical charms or confusion.
  • Environmental Stability: You can stand perfectly still on vertical dunes or narrow ledges that would normally cause a fall.
  • Clarity of Intent: Your mind is stripped of doubt, allowing you to execute complex tasks with the precision of a master artisan.

Negatives

  • Emotional Muting: The profound stillness makes it difficult to feel or express empathy, which can hinder social interactions during activation.
  • Delayed Reflexes: Because you are moving with “deliberate flow,” you may be slightly slower to react to sudden, explosive events that require twitch-reflexes.
  • Desert Thirst: Following a long activation, you experience an intense, magical dehydration that requires immediate consumption of oasis water to fully recover.

Dune-Stitched Silence: Reconstruction of the Sifting Stillness


Materials Needed

  • Sand-Blasted Brass: Two ounces of industrial-grade brass, etched with acid to remove all luster and prepare the surface for geomantic bonding.
  • Consecrated Amratian Sand: A half-cup of fine, golden sand gathered from the shadow of a Tidetower at high noon, purified of all organic debris.
  • Reinforced Alchemical Glass: Two hand-blown glass bulbs, tempered with fire and cooled in an oasis to resist the abrasive nature of the magical sand.
  • Woven Palm-Silk Cord: A durable length of silk dyed to match the desert horizon, used to suspend the hourglass at the wearer’s heart.
  • Calking Resin: A small amount of heat-activated resin used to create an airtight seal between the brass frame and the glass bulbs.

Tools Required

  • Precision Lathe & Chisel: For turning the brass into the structural frame and engraving the intricate sand spiral and palm crest patterns.
  • Steam-Powered Bellows: To provide a steady, controlled heat source for setting the calking resin and tempering the metal.
  • Geomantic Tuning Fork: A specialized tool used to strike the glass and measure the resonance of the sand within, ensuring it flows with the correct “Stillness.”
  • Jeweler’s Loupe: For inspecting the minute seals and ensuring no air or moisture can interfere with the internal flow of the sand grains.

Skill Requirements

  • Trained Skill: Metalworking (Level 1): Necessary for shaping the brass frame and ensuring the structural integrity of the suspension system.
  • Trained Skill: Geomancy (Level 1): Required to “awaken” the sand grains, imbuing them with the Enduring Patience and Serene Pulse properties.
  • Trained Skill: Glassblowing (Level 1): Essential for crafting the airtight bulbs that house the consecrated grains without flaws or air bubbles.

Crafting Steps

  1. Casting the Frame: Melt the sand-blasted brass and cast the top and bottom plates. Once solidified, use the precision chisels to engrave the Sand Spiral on the base and the Palm Crest on the cap.
  2. Preparing the Grains: Place the Amratian sand into a geomantic infusion bowl. Use the Tuning Fork to vibrate the sand while reciting the Sandwhisper chants until the grains begin to glow with a faint, amber light.
  3. Blowing the Vessel: Fashion the glass bulbs into a traditional hourglass shape. Ensure the neck is wide enough for the magical grains to flow steadily but narrow enough to create the required temporal resistance.
  4. The Silent Pour: Fill the lower bulb with the consecrated sand. This must be done in a Still Chamber to prevent environmental “noise” from contaminating the serenity of the grains.
  5. Sealing the Tapestry: Apply the calking resin to the glass joints and fit the brass plates. Use the Steam-Powered Bellows to apply gentle, even heat until the resin fuses the glass and metal into a singular, airtight unit.
  6. Binding and Attunement: Thread the palm-silk cord through the top brass plate. To finalize the item, the crafter must sit in silence for one hour, holding the hourglass until the sand begins its first Serene Pulse, signaling that the item has successfully bonded to the desert’s ley lines.

Glass-Trap That Holds Not-Moving-At-All

In the time of the first-hot, when the sky-fire was very angry and the ground was made of yellow-water-that-is-not-wet, the Guardian of Not-Moving slept under the big-dry. The world was only the loud-wind and the biting-dust. The sky-falling-meat, which are the ones who come from the Not-Here-Places, fell from the torn-sky and hit the ground very hard. Their memory-brains were full of loud-thoughts from the places of too-much-wet and green-wood. They did not know the path of the quiet. They did not know how to be the heavy-rock. They were always making loud-actions and running with their leg-bones.

One sky-falling-meat was known as the Man-Who-Walks-With-Much-Noise. He possessed a great lack of the wet-life inside his body-bag. He was walking across the big-dry, looking for the deep-holes-where-water-hides. He carried upon his meat-shoulders a box of clear-stones, which is the hard-air we call glass, and pieces of the yellow-heavy-metal, which is brass. He wished to trade these things for the wet-life. But his leg-bones were heavy-stones, and his tongue was dry-leather.

Then, the loud-wind became the angry-biting-sky. This is the great storm of invisible knives. The sun-eye was covered by the flying-yellow-dirt. The Man-Who-Walks-With-Much-Noise felt the shaking-sickness in his blood. He held his box of clear-stones, but the directions were all the same direction: the direction of the choking-dark. He ran with his leg-bones, but the flying-yellow-dirt ran faster. He pushed a loud-thought out of his face-hole, shouting at the loud-wind. He asked the loud-wind to stop its biting. But the loud-wind does not hear face-hole noises. The loud-wind only hears the Not-Moving.

The flying-yellow-dirt went into his breath-holes. He fell upon his knee-bones. He knew his body-bag was going to be empty of the life-heat. He was very sad in his blood. But then, a strange head-thought came to him. It was a thought from the Guardian of Not-Moving, who is the quiet-maker of all the yellow-dirt. The thought said: “If you run from the biting-sky, it will bite your back. If you fight the biting-sky, it will fill your mouth. If you become the Not-Moving, the sky will forget you are meat.”

The Man-Who-Walks-With-Much-Noise decided to stop his loud-actions. He folded his leg-bones under his meat. He placed his hands upon his knee-bones. He closed his seeing-holes. He made his head-thoughts completely empty, like a cracked pot that has lost its water. He did not shake. He did not cry the salt-water. He became the heavy-rock in the middle of the invisible knives. He breathed only the slow-breath, counting the moments as if they were dropping seeds.

Deep under the big-dry, the Guardian of Not-Moving heard the empty head-thoughts. The Guardian, who is made of the crawling-dunes and the quiet-peace, pushed a great face of gold-dirt through the surface of the world. The voice of the Guardian did not make mouth-noises. It spoke directly into the meat-brain of the man. It said: “You have found the center of the loud-wind. You are the stillness.”

The Guardian reached out a hand that was not a hand, but a shifting-pile-of-calm. The biting-wind was told to make a circle around the Man-Who-Walks-With-Much-Noise. The invisible knives could not touch the heavy-rock. Then, the Guardian took the yellow-heavy-metal from the man’s box. With the heat of the quiet-anger, the Guardian bent the metal into confused, never-ending circles. The Guardian took the clear-stones and blew the hard-air into two round-bellies connected by a tiny-throat.

Then, the Guardian wept a single, dry tear of the special-magic-dirt. This dirt was not the biting-dirt. It was the sleeping-dirt from the very bottom of the big-dry. The sleeping-dirt flowed like slow-water into the clear-stone bellies. The Guardian sealed the glass-trap with the yellow-metal. The glass-trap was placed upon a string of twisted-dry-grass, and hung upon the neck of the Man-Who-Walks-With-Much-Noise.

When the time it takes the moon to open its eye had passed, the loud-wind went away to sleep. The Man-Who-Walks-With-Much-Noise opened his seeing-holes. He was not dead-meat. He was alive-meat. He felt the cold-peace in his chest. He looked at the glass-trap hanging on his chest. The sleeping-dirt was falling through the tiny-throat, one piece at a time, making a rhythm like a slow-heartbeat.

When he looked through the falling sleeping-dirt, his seeing-holes changed. He did not see the big-dry as a place of death. He saw the glowing-paths of the under-water. He saw the hidden-doors under the dunes. He felt the heavy-gravity-pull holding his feet perfectly to the shifting hills. He did not have the shaking-sickness anymore. His mind was the un-moving-water.

He walked with his leg-bones back to the deep-dark-houses, which are the cities under the dirt. He did not speak with loud-noises. He walked into the temple of the quiet-makers. He gave them the glass-trap of the falling-dirt. He told them the story of the heavy-rock and the invisible knives. He taught the other sky-falling-meat to wear the glass-traps, to count the falling-dirt, and to never run from the loud-wind, but to sit and make their head-thoughts empty. The glass-trap of the falling-dirt remained, a frozen piece of the trapped-quiet, bringing the Not-Moving to all who wear it near their life-pump.

The moral of the story is that the fast-legs will always be eaten by the hungry-wind, but the mind that becomes the heavy-rock will watch the storm die of old age.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Resonant Pneuma

Item Type: Occult Artifact / Enchanted Device Description: A brass-bound apparatus emitting a low, rhythmic thrum. It functions as a bridge between the physical and the “Higher Steam.”

  • Sanity Cost: 1/1D4 Sanity points to activate.
  • Aqueous Attunement: While wearing the item, the user gains a Bonus Die on Navigate and Spot Hidden rolls involving water or steam.
  • The Whispering Current: Spend 2 Magic Points to whisper into the device. The steam carries the message to a target within 1 mile who is near a source of water or steam. A Hard POW roll is required if the target is unwilling to hear.
  • The Steady Clang: When activated, the device emits a sharp metal-on-metal ring. All allies within 30 feet gain a +10% bonus to Psychology and Willpower rolls for 1D6 rounds as their focus is mechanically reinforced.

Blades in the Dark

Unique Name: The Hadhramaut Silt-Weld

Item Type: Fine Industrial Tool (1 Load) Description: A set of heavy, soot-stained leather gloves with brass internal clockwork that hums at a low frequency.

  • Quality: Fine (+1 Tier level for Wreck/Tinker).
  • Ember-Scribe’s Calking: You may spend 1 Stress to instantly weld two metal surfaces together with a touch. This creates a “Risky” situation for anyone trying to undo the work without heavy tools.
  • Steady Clang (Armor): You may check this item’s box to resist a consequence related to physical impact, fire, or being forcibly moved. This does not count toward your normal armor limit.
  • Flow Perception: When looking through the associated monocle, you have Increased Effect when Surveying mechanical weaknesses or Studying an NPC’s “rhythm” to detect lies.

Dungeons & Dragons (5th Edition)

Unique Name: Calking of the Eternal Forge

Wondrous Item, uncommon (requires attunement) Description: These heavy gauntlets are etched with glowing palm fronds and sand spirals, warm to the touch even in freezing temperatures.

  • Artificer’s Intuition: You have advantage on Ability Checks made to repair or identify the function of steam-powered machinery or metal constructs.
  • Korrath’s Grip (Reaction): When you are hit by an attack that would move you or knock you prone, you can use your reaction to anchor yourself to the ground. You are not moved and remain standing.
  • The Steady Clang: As an action, you can clash the gauntlets together. For the next minute, you and friendly creatures within 10 feet of you cannot be Charmed or Frightened. Once used, this property can’t be used again until the next dawn.
  • Calking Pressure: You can cast the Mending spell at will, but it can only target metal objects and leaves a visible, glowing weld mark.

Knave (2nd Edition)

Unique Name: Zephara’s Hourglass Eye

Item Slots: 1 Description: A translucent orb filled with swirling sand, believed to hold the Guardian’s stillness.

  • Serene Vision: Once per day, you may ignore all Disadvantage on sensory-related rolls for 10 minutes by peering through the orb.
  • The Sifting Stillness: You cannot be moved against your will by any creature of your size or smaller. This effect is passive while the item is in an active slot.
  • Sand-Shaping: You may spend an exploration turn to repair any metal item (recovering 1 point of Quality) without a forge, provided you have a heat source.
  • Quality: 5. If the Quality reaches 0, the sand within turns to lead, and the item becomes a mundane heavy weight until reconsecrated at a Sandshrine.

Fate Core

Unique Name: The Hourglass of Zephara’s Breath

Item Type: Extra (Gadget)

  • Aspect: Blessed Sands of the Southern Belt
  • Stunt (Enduring Patience): Because I possess the Hourglass of Zephara’s Breath, I gain a +2 to defend against mental attacks or situational aspects meant to cause fear or panic.
  • Stunt (Grains of Clarity): Once per session, I can use the hourglass to Discover a hidden feature or path in a desert or ruins environment, even if it is completely obscured by sand.
  • Stunt (Serene Pulse): Once per scene, I can use Will to provide a +2 bonus to an ally’s next roll by projecting a calming ripple that clears their mind of distractions.

Numenera / Cypher System

Unique Name: Sifting Chronometer of the Deep Dune

Item Type: Artifact (Level 1d6 + 1)

  • Form: A brass-encased hourglass containing glowing, ultra-fine golden particles.
  • Effect: The wearer is Trained in tasks related to concentration, resisting mental influence, and navigating desert terrain.
  • Depletion: 1 in 1d20 (Check only when using an Active Power).
  • Active Power (2 Intellect): The user activates a Dust Veil. For 10 minutes, the user gains an Asset to Speed defense as a faint blur of sand obscures their exact position.
  • Active Power (1 Intellect): The user peer through the glass to gain a “Vision of Stillness.” This grants an Asset to their next task involving perception or finding hidden objects.

Pathfinder (2nd Edition)

Unique Name: god given 412 of The Sifting Stillness

Item 2 Usage: Worn (Neck); Bulk: L Traits: Abjuration, Earth, Invested, Magical

  • Enduring Patience: You gain a +1 item bonus to Will saves against effects with the Emotion or Fear traits.
  • Thermal Buffer: You gain Cold Resistance 2 and Fire Resistance 2. This resistance increases to 5 against non-magical environmental heat or cold.
  • Activate [One-Action] (Envision): Frequency once per day; Effect You turn the hourglass. For 1 minute, you gain the effects of See Invisibility, but only for objects or creatures partially or fully buried in earth, sand, or stone.
  • Activate [Reaction] (Focus): Trigger An ally within 30 feet fails a saving throw against a Mental effect. Effect You release a Serene Pulse. The ally can reroll the saving throw with a +1 circumstance bonus; they must use the second result.

Savage Worlds (Adventure Edition)

Unique Name: Zephara’s Still-Heart Pendant

Item Type: Enchanted Gear

  • Enduring Patience: The wearer adds +2 to Spirit rolls made to recover from Shaken status or to resist Fear.
  • Zephara’s Weight: You gain a +2 bonus to Athletics rolls made to maintain balance or navigate difficult, shifting terrain.
  • Power (Serene Pulse): As an action, the wearer may spend a Bennie to cast the Relief power using Spirit as the arcane skill.
  • Power (Grains of Clarity): Once per day, the wearer can cast the Detect Path (with the Find modifier) power, but only in desert or sandy subterranean environments.

Shadowrun (Sixth World)

Unique Name: The Dust-Anchor Focus (Force 2)

Item Type: Sustaining Focus (Health)

  • Availability: 6(R)
  • Cost: 8,000¥
  • The Steady Clang (Passive): While the focus is active, the wearer gains a +1 bonus to their Defense Rating. Additionally, the user gains a +2 dice pool bonus to resist any effect that would cause the Prone or Confused status.
  • Serene Buffer (Passive): The focus provides 2 levels of Fire Resistance and 2 levels of Cold Resistance as it magically stabilizes the user’s internal temperature.
  • Grains of Clarity (Active): By spending a Minor Action to focus on the shifting sands, the user ignores modifiers for Visibility (Dust, Fog, or Sand) for the remainder of the round.
  • Serene Pulse (Active): As a Major Action, the user can grant 1 point of Edge to a single ally within 10 meters, representing a moment of absolute mental clarity. This Edge must be spent on the ally’s next action or it is lost.

Starfinder (2nd Edition Playtest)

Unique Name: Zephara’s Chronometer

Level: 2; Price: 450 Credits; Bulk: L Traits: Abjuration, Earth, Invested, Magical

  • Usage: Worn (Neck)
  • Enduring Patience (Passive): You gain a +1 item bonus to Will saving throws against effects with the Emotion or Fear traits.
  • Zephara’s Weight (Passive): You gain a +1 item bonus to Athletics checks to Balance.
  • Thermal Buffer (Passive): You gain Resistance 2 to Fire and Resistance 2 to Cold. This resistance increases to 5 against non-magical environmental hazards (like extreme desert heat).
  • Grains of Clarity [One-Action] (Envision): Frequency: Once per day. For 1 minute, you can see through 1 foot of non-magical sand, dust, or loose earth as if it were clear glass.
  • Serene Pulse [Reaction] (Focus): Trigger: An ally within 30 feet fails a saving throw against a Mental effect. Effect: You grant that ally a +1 circumstance bonus to their saving throw. The ally must use the new result.

Traveller (Mongoose 2nd Edition)

Unique Name: The Still-Dune Pendant

TL: 12; Weight: —; Cost: Cr 1,500

  • Protection: Provides Armor +1 against fire and cold environmental damage.
  • Enduring Patience (Passive): The user receives a DM+1 to all Average (8+) Willpower or Leadership checks made to resist fear or panic.
  • Magnetic Anchor (Passive): While wearing the pendant, the user gains a DM+1 to all Dexterity (Athletics) checks made to maintain footing on unstable or shifting surfaces (such as sand or low-gravity environments).
  • Grains of Clarity (Action): Once per day, the user can use the pendant to analyze a mechanical or structural failure. This grants a DM+2 to the next Mechanic or Engineer check made on that specific object within 10 minutes.
  • Serene Pulse (Action): The user can expend a small internal charge to instantly remove the Shaken or Fatigued condition from one ally within Close range. This charge recharges after 24 hours of exposure to a high-magic ley line or solar energy.

Warhammer Fantasy Roleplay (4th Edition)

Unique Name: Zephara’s Sifting Glass

Price: 12 Gold Crowns; Enc: 0; Availability: Rare

  • Traits: Durable, Religious (Zephara)
  • Enduring Patience (Passive): The wearer gains a +10 bonus to all Cool Tests made to resist the Fear or Terror Traits.
  • The Steady Clang (Passive): The wearer is considered to have the Sturdy Talent. If they already have it, they gain +1 Toughness Bonus for the purpose of calculating Wounds.
  • Thermal Buffer (Passive): The wearer gains a +10 bonus to Endurance Tests made to resist the effects of heat or cold.
  • Grains of Clarity (Active): Once per day, the wearer may make a Challenging (+0) Perception Test. On a success, they can see through any sand, dust, or smoke for a number of rounds equal to their Intelligence Bonus.
  • Serene Pulse (Active): By spending 1 Fortune Point, the wearer can allow an ally within 5 yards to ignore all penalties from Conditions for their next Turn.