Lore: The 754 was first popularized by the “Zeppelin-Jumpers” of Andean, a subculture of thrill-seekers who thrive on the edge of discovery. In Saṃsāra, where the geography is constantly shifting and new islands appear like rising bubbles, the spirit of the “Adventurous” is a tangible energy that can be harvested. These amulets are often given to young avatars who have just inherited their first piece of gear, serving as both a compass and a catalyst for bravery. It is said that the amulet contains a fragment of a “Wandering Wind,” a minor elemental force that despises stillness and rewards those who cross thresholds into the unknown.
Appearance: A bronze compass housing that no longer contains a needle. Instead, the interior is filled with a swirling, translucent blue vapor that reacts to the wearer’s excitement. The exterior is wrapped in rugged, weather-beaten leather straps and studded with small bits of lapis lazuli. When the wearer moves toward an unexplored area or begins a daring feat, the bronze casing becomes warm to the touch and the blue vapor begins to glow with a flickering, electric intensity.
Stats
- Tier: 1
- Rarity: Common
- Weight: 0.2 lbs
- Durability: 15/15
Passives Magic
- Thirst for the New: While the wearer is in a location they have never visited before, they gain a minor bonus to all Agility-based skill checks. This represents the “Adventurous” spirit heightening the body’s reflexes in unfamiliar territory.
- Restless Momentum: The wearer gains a small, stacking increase to their movement speed for every ten minutes they spend traveling without stopping. This bonus resets if the wearer remains stationary for more than one minute.
Activated Magic
- Leap of Faith: As a reaction when performing a jump, climb, or acrobatic maneuver, the wearer can tap the bronze casing. The amulet releases a brief burst of pressurized steam and levitation magic, doubling the distance of the jump or granting an automatic success on a minor balance check.
- Pioneer’s Flare: As an action, the wearer can cause the blue vapor to erupt into a brilliant streak of light that shoots 50 feet into the air. This light lingers for several seconds and is specifically designed to be seen by allies through thick jungle canopy, heavy fog, or urban smog.
Gear Slot: Neck
Tags: Bronze, Leather, Lapis Lazuli, Elemental, Steam, Common, Tier 1, Adventurous, Kinetic, Navigation, Exploration, Agility, Levitation, Light, Weather-beaten, Momentum, Discovery, Andean, Resonant, Threshold
In the world of Saṃsāra, the Amulet 754 of the Uncharted Horizon is a favorite of cartographers, thrill-seekers, and young souls newly arrived from the multiverse. Because it thrives on the energy of exploration, it is found in places where the boundary between the known and the unknown is thinnest.
The Navigator’s Outpost and Chart-Rooms Found primarily in the bustling port districts of Andean or the launch docks of the Great Zeppelins, these shops are filled with the smell of old parchment, sea salt, and brass polish. The shopkeepers are often retired explorers who value the spirit of the buyer as much as their coin.
- How to Buy: The merchant will often ask the buyer to describe the most dangerous or beautiful place they have ever seen. If the story is genuine and full of “Adventurous” detail, the merchant may offer a discount. If the buyer seems timid or lacks a sense of wonder, the merchant may refuse the sale, claiming the amulet would “starve” in their possession.
- Cost: 20 Silver Coins. This is the standard price for a Tier 1 item of this caliber, reflecting the quality of the bronze and the stability of the vapor-capture.
Itinerant Tinker-Wagons and Frontier Stalls On the edges of the “back woods” or near the ruins of forgotten civilizations, wandering tinkers set up temporary stalls built from scrap wood and steam-powered pulleys. These merchants deal in gear that has “seen the world.”
- How to Buy: These amulets are often second-hand and carry the “scent” of previous adventures. Buying here involves heavy bartering. The tinker might trade the amulet for a piece of uncharted map or a rare mineral sample found in a nearby jungle.
- Cost: 14 to 16 Silver Coins. The lower price reflects the worn leather and the possibility that the bronze casing has minor dents, though the magical function remains intact.
The Guild of the Wandering Wind (Exclusive Exchange) This is a private clubhouse and shop located in the high-tier skyscrapers of the megacities, catering specifically to licensed explorers and racing teams.
- How to Buy: Entrance requires proof of at least one significant “Pioneer’s Feat.” The items here are pristine, often customized with local lapis lazuli from the Andean highlands. The transaction is formal and often recorded in a ledger of “Great Deeds.”
- Cost: 25 Silver Coins. The premium price covers the cost of attunement and a certificate of authenticity from the Guild.
The Resale and Trade Market (Selling) Selling an Amulet 754 is a way for an adventurer to fund their next journey or upgrade to a Tier 2 device.
- To a Merchant: A standard gear-trader will offer 10 Silver Coins. They must spend time “resetting” the vapor, as the amulet often becomes stubbornly attuned to the previous owner’s favorite landmarks.
- To an Aspiring Novice: If sold directly to a Tier 0 avatar who is just starting their first journey, the item can be sold for 18 Silver Coins. In Saṃsāra, passing an amulet of exploration to a new soul is considered a virtuous act that “refreshes” the item’s magic.
- Broken or Dimmed Amulets: If the blue vapor has leaked or the bronze is cracked, the item is worth only 4 Silver Coins for the scrap value of the metal and the lapis lazuli studs.
In the world of Saṃsāra, roleplaying with the Amulet 754 of the Uncharted Horizon requires a character to embrace a mindset of proactive curiosity. The item functions as an extension of the “Adventurous” spirit, meaning its power waxes when the avatar takes risks and wanes when they play it safe.
Roleplay in Defense
In Safe or Somewhat Safe areas, defense is roleplayed as Fluid Evasion. When confronted by a local pickpocket in a crowded bazaar or a belligerent guard at a checkpoint, the wearer doesn’t stand their ground. Instead, they roleplay the “Restless Momentum” by constantly shifting their position, looking for the next exit or a higher vantage point. The roleplay describes the blue vapor spinning slowly, granting the wearer a preternatural awareness of their surroundings. This allows the avatar to “defend” by simply not being where the blow lands, turning a confrontation into a chase that favors the adventurer’s superior mobility.
In Unsafe or Deathly areas, defense is roleplayed as The Daring Escape. When cornered by a void-beast or trapped in a collapsing ruin, the wearer activates the Leap of Faith. The roleplay focuses on the physical sensation of the bronze casing burning with heat against the chest. The avatar shouts a defiant challenge or a vow of discovery, and the roleplay describes a sudden blast of steam that propels them upward or over the threat. The defense is roleplayed as “transcending the obstacle”—the wearer escapes the damage track by literally leaping out of the enemy’s reach, turning a moment of certain doom into a cinematic feat of acrobatics.
Roleplay in Offense
The “offense” of the Uncharted Horizon is characterized by High-Speed Aggression and Tactical Diversion. It is the roleplay of the “Pathfinder,” the one who creates openings through sheer audacity.
- The Momentum Strike (Restless Momentum): The wearer roleplays an offense that gains power from movement. They might run along a wall or swing from a steam-pipe before striking. The roleplay describes the electric-blue glow of the amulet bleeding into the wearer’s limbs. The “offense” is the sheer speed of the impact; the enemy isn’t hit by a stationary warrior, but by a “human projectile” fueled by miles of travel.
- The Pioneer’s Blind (Pioneer’s Flare): The avatar uses their action to fire a streak of light directly into the enemy’s eyes or into the dark canopy above. The roleplay is about Disorientation. By shouting, “Witness the horizon!” and triggering the flare, the wearer roleplays the flash as a sensory overload. This creates an offensive opening for allies to strike while the enemy is dazzled by the “Adventurous” light.
- The Threshold Breach: The wearer roleplays an offense by being the first to cross a dangerous line. When entering a room full of enemies, the avatar roleplays a “Leap of Faith” directly into the center of the fray. This sudden, aggressive entry forces the enemies to react to the intruder, drawing their fire and attention away from the rest of the party and allowing the “Adventurous” avatar to dictate the flow of the skirmish.
Environmental Impact on Usage
- In Uncharted Labyrinths (Normal): The avatar roleplays as the Relentless Scout. They are never still, touching every wall and peering into every dark corner. Every activation of “Thirst for the New” is roleplayed as a surge of adrenaline that makes the avatar’s hands steadier and their feet lighter. The roleplay focuses on how the amulet “vibrates” with excitement the deeper the party ventures into the unknown.
- In the Megacities and Skyscrapers (Normal): The roleplay becomes Vertical Navigation. The avatar treats the urban landscape like a jungle, using the “Leap of Faith” to jump between balcony railings or swing from hanging steam-cables. The offense here is roleplayed as “Death from Above,” using the city’s architecture to gain a momentum-based advantage over street-level foes.
- In Deathly Jungles or Void-Zones (Deathly): The roleplay is Defiant Exploration. In an environment that wants to kill them, the wearer roleplays the amulet as a beacon of stubborn life. When the party is lost, the wearer roleplays the “Pioneer’s Flare” not just as a signal, but as a claim of ownership over the territory. The roleplay emphasizes that as long as they are moving forward, the “Void” cannot catch them.
The Amulet 754 of the Uncharted Horizon allows a character to turn the thrill of the unknown into a tangible tactical edge, roleplaying the adventurer who finds opportunity where others find only fear.

Perception of Activation:
User’s Perspective
- Sight: The translucent blue vapor inside the bronze casing begins to swirl violently, transforming from a calm mist into a miniature, crackling lightning storm. The lapis lazuli studs on the exterior emit a steady, pulsing glow that matches the user’s heartbeat.
- Sound: A sharp, metallic click resonates through the chest, followed by the sound of rushing wind and the high-pitched whistle of a pressure valve releasing steam.
- Touch: The bronze casing becomes intensely warm, though not scalding, vibrating against the skin with the frequency of a purring engine. During a Leap of Faith, the user feels a sudden weightlessness in their stomach, as if gravity has momentarily lost its grip.
- Smell: A crisp, ozonic scent fills the nose, reminiscent of the air immediately following a lightning strike or the high-altitude atmosphere of a zeppelin flight.
- Extra-Sensory: The user experiences Threshold Awareness. They perceive a mental “pull” toward unexplored doorways, hidden paths, or the highest point in their immediate environment. Their sense of distance becomes hyper-accurate, allowing them to calculate jumps and landings with effortless precision.
Observer’s Perspective
- Sight: The amulet flares with a brilliant azure light that bleeds through the gaps in the leather straps. During high-momentum travel, the wearer leaves behind faint, wispy blue “after-images” that linger for a fraction of a second.
- Sound: Those nearby hear a rhythmic, mechanical thrumming and the occasional crackle of static electricity. The Pioneer’s Flare produces a thunderous boom that echoes off surrounding surfaces.
- Touch: A sudden drop in air pressure is felt by anyone standing within five feet of the wearer, often accompanied by a light, cool breeze that blows outward from the amulet.
- Extra-Sensory: Observers feel a contagious sense of Urgency. The wearer appears more vibrant and “alive,” making it difficult for allies to remain idle and making it intimidating for enemies to predict the wearer’s erratic, high-speed movements.
Positives
- Inertia Mastery: The Restless Momentum allows the user to traverse vast distances with less physical exhaustion than a normal traveler, as the magic assists in maintaining their forward gait.
- Vertical Superiority: The Leap of Faith grants access to vantage points and escape routes that are inaccessible to most Tier 1 avatars, providing a significant tactical advantage in tiered environments.
- Psychological Morale: The Adventurous roleplay focus acts as a natural counter to fear-based environmental effects, as the wearer is mechanically rewarded for moving toward the source of their excitement.
Negatives
- Static Discharge: The electric nature of the vapor can cause minor, stinging shocks to allies who touch the wearer while the item is peaking in momentum.
- The “Stillness Penalty”: If the wearer is restrained or forced to remain stationary for too long, the blue vapor becomes dark and sluggish, temporarily disabling the passive bonuses until the wearer can find a “New” location to reset the attunement.
- Stealth Compromise: The ozonic smell and constant mechanical hum make the wearer very easy for monsters with keen senses (like Griffons or Cave-Stalkers) to track, even if the light of the amulet is hidden.
Recipe: Forging the Vessel of the Wandering Wind
Materials Needed
- Eight Ounces of Recycled Andean Bronze: Must be sourced from a retired navigation instrument or a decommissioned airship component to ensure the metal “understands” travel.
- Three Carats of Raw Lapis Lazuli: Seven small stones, uncut and unpolished, to serve as the conductive anchors for the elemental vapor.
- One Strip of Weather-Beaten Drake Leather: Sourced from the saddle of a long-distance griffon or a veteran explorer’s boots; the leather must have traveled at least one hundred miles.
- One Vial of Captured Highland Mist: Collected at an altitude of at least five thousand feet during a sunrise, then infused with a pinch of powdered electric-crystal.
- A Small Quantity of Alchemical Mercury: Used to coat the interior of the casing, ensuring the vapor remains in constant, frictionless motion.
- One Pressure-Release Valve (Micro-Scale): A precision-engineered steam component to prevent the casing from rupturing during high-momentum bursts.
Tools Required
- Miniature Arc-Forge: For melting and shaping the bronze into the hollow compass casing.
- Pneumatic Engraving Pen: Used to etch the interior flow-channels that guide the movement of the blue vapor.
- Alchemical Vacuum Pump: Essential for removing the air from the casing before injecting the Highland Mist.
- Precision Leather-Punch and Sinew-Needle: For binding the drake leather straps securely around the bronze housing.
- Tier 1 Steam-Calibration Gauge: To ensure the Leap of Faith pressure levels are safe for the wearer’s skeletal structure.
Skill Requirements
- Tier 1 Steam-Engineering: Knowledge of pressure-vessel integrity and valve regulation.
- Tier 1 Jewel-Smithing: The ability to set lapis lazuli into bronze without dampening its resonant properties.
- Elemental Distillation: The alchemical skill required to stabilize high-altitude mist into a permanent, glowing vapor.
- Threshold Attunement: A spiritual discipline in Saṃsāra that allows the crafter to bind the concept of “Discovery” to a physical object.
Crafting Steps
- The Casting of the Hollow: Melt the recycled bronze in the arc-forge and cast it into two hemispherical shells. The interior must be polished to a mirror sheen and then thinly coated with alchemical mercury.
- The Flow-Channel Etching: Using the pneumatic pen, scribe a continuous spiral pattern on the interior walls. This pattern must never cross itself, representing a path that always moves forward.
- The Setting of the Anchors: Bore seven small holes into the exterior shell and press the raw lapis lazuli stones into them. Each stone must be secured with a bronze lip to ensure it can withstand the vibrations of the “Restless Momentum.”
- The Leather Binding: Wrap the drake leather strip around the circumference of the shells. This act “grounds” the item in the physical world of travel and provides the necessary attachment points for the neck cord.
- The Vacuum Sealing: Join the two bronze halves and use the vacuum pump to evacuate all internal atmosphere. While the vacuum is held, solder the seams using a silver-bronze alloy.
- The Vapor Infusion: Inject the distilled Highland Mist through the valve port. As the mist enters the vacuum, it will expand and begin to swirl. The pinch of powdered electric-crystal will cause it to take on its characteristic blue luminescence.
- The Valve Calibration: Attach the micro-scale pressure-release valve. Test the Leap of Faith function by tapping the casing; the valve must whistle at exactly the correct frequency to signify a stable kinetic release.
- The First Threshold: To finalize the amulet, the crafter must take it to a door or archway they have never walked through. As they step across the threshold, they must speak the name “Amitabha,” followed by the number “754.” The vapor will flash electric-white, confirming the attunement to the “Adventurous” spirit.
Sky-Bound Wanderer and Breath of Blue Storm
In the epoch before the Seventy-Three Islands were named, when the Great Ocean was a mirror for gods and the winds obeyed no master, there lived a youth named Elian. While others in the mountain-holds of Andean were content to till the stony earth and watch the stars from the safety of their hearths, Elian’s eyes were forever fixed upon the jagged peaks that pierced the clouds. He possessed a heart that beat with the rhythm of a falling cataract, and his feet knew no rest.
“The world is a book,” Elian would say to the elders, “and those who stay in the valley read but a single page.”
One day, Elian climbed to the Summit of the Howling Gale, a place where the air is so thin it tastes of starlight. There, he found a dying wind—a minor spirit of the atmosphere that had been caught in a web of stagnant mountain fog. The spirit was a pale, flickering blue, its strength spent by the stillness of the rocks. Elian, moved by a kinship of spirit, did not trap the wind for power. Instead, he took his bronze water-flask, emptied it, and invited the spirit inside to shield it from the suffocating fog.
“I have no cage for you,” Elian whispered into the flask, “only a vessel that shall never be still. As long as my heart seeks the horizon, you shall breathe.”
To seal the flask, he tore the leather from his own traveling boots and used the blue stones he had found in the high caves to anchor the spirit’s light. As soon as the seal was set, the flask began to vibrate with a celestial heat. Elian felt a surge of vitality that defied the weariness of his limbs. He did not merely walk down the mountain; he danced upon the air, leaping across chasms that would have swallowed a hundred men.
For seven years, Elian and the Amulet 754 traversed the world of Saṃsāra. They crossed the Burning Labyrinths where the walls shift like sand; they stood upon the floating docks of cities that sailed the clouds; they dove into the dark cave systems where the sun is but a myth. Every time Elian faced a wall he could not climb or a gap he could not span, the spirit inside the bronze would scream with a whistle of steam, and Elian would find himself propelled by the force of a thousand storms.
The legend tells of the day Elian reached the Edge of the World, where the ocean falls into the Great Void. His companions begged him to turn back, for the path ahead was not merely unknown—it was non-existent. But Elian only smiled, his thumb pressing the warm bronze of his amulet. He took a running start, his momentum building until he was a blur of azure light. At the very lip of the abyss, he triggered the Leap of Faith.
The sky erupted in a streak of blue flare that could be seen from every island in Saṃsāra. Elian did not fall. The spirit of the Wandering Wind, fueled by seven years of pure discovery, expanded until it carried him across the void to a land that had not yet been dreamed of. When the blue light finally faded, a new island had appeared where there was once only empty air—an island born from the sheer audacity of a soul that refused to stop.
Elian was never seen again, but his amulet was found washed ashore on the beaches of Andean, still warm, still humming, and still filled with the restless blue vapor that yearns for the next horizon.
The Moral of the Story: The world does not reveal its secrets to the cautious, nor does the wind carry those who fear the heights; for the path only appears beneath the feet of those brave enough to leap, and the horizon is not a boundary, but a beckoning.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Chronometer of the Veiled Path
- Item Type: Enchanted Artifact
- Sanity Loss: 0 (1/1D3 to activate the Flare in the presence of an Elder God).
- Game Mechanics:
- Thirst for the New: While in a location the Investigator has never entered before, they receive a Bonus Die on Spot Hidden and Navigate checks.
- Leap of Faith: By spending 4 Magic Points, the wearer can add a Bonus Die to a Jump or Climb roll. If the roll is an Extreme Success, the wearer lands with such grace they gain 1D4 Temporary Sanity from the thrill of the feat.
- Pioneer’s Flare: By spending 1 Magic Point, the user triggers a brilliant light. This forces any creature sensitive to light to make a CON check or be blinded for 1 round, but it also alerts every hostile entity within a mile to the Investigator’s position.
- Syntax: The blue vapor turns gray and stagnant if the Investigator stays in the same town for more than one week; it requires a successful Navigate check to a new region to “recharge” the vapor.
Blades in the Dark
Unique Name: The Jumper’s Vapor-Case
- Item Type: Arcane Gadget (1 Load)
- Tier: 1
- Game Mechanics:
- Restless Momentum: When you are in a Chase or a high-speed getaway, you may take +1d to your Prowl or Finesse rolls.
- Leap of Faith: You may spend 1 Stress to perform a “Desperate” athletic feat (like jumping between rooftops or swinging from a crane) with Increased Effect. On a Critical Success, you clear 1 Stress due to the rush of adrenaline.
- Pioneer’s Flare: You can expend a Special Armor use to create a distraction. A blinding blue light erupts, allowing you and your crew to immediately disengage from a fight or bypass a sentry without rolling.
- Syntax: This item is considered Fine quality for any Gather Information actions regarding uncharted tunnels or rooftops in the city.
Dungeons & Dragons (5th Edition)
Unique Name: Amulet of the Uncharted Horizon
- Wondrous Item, Common
- Item Slot: Neck (Requires Attunement)
- Game Mechanics:
- Thirst for the New: You gain a +2 bonus to Initiative rolls while you are in a dungeon, forest, or plane of existence you have never visited before.
- Restless Momentum: If you move at least 20 feet in a straight line during your turn, your Walking Speed increases by 10 feet until the start of your next turn.
- Leap of Faith (Reaction): When you make a Long or High Jump, or when you fail a Dexterity (Acrobatics) check to maintain your balance, you can use your reaction to trigger the amulet. You gain a flying speed of 30 feet until the end of your current turn.
- Syntax: Once the Leap of Faith is used, it cannot be used again until you move at least 100 feet from the spot where you activated it, as the elemental wind requires “new air” to refuel.
Knave (2nd Edition)
Unique Name: The Bronze Wind-Box
- Item Type: Tool (1 Slot)
- Quality: 15/15
- Game Mechanics:
- Thirst for the New: The wearer gains a +1 bonus to all checks made to search for secret doors or hidden paths in unexplored rooms.
- Leap of Faith: When making a Save to avoid falling or to jump over a pit, the wearer may choose to lose 1 point of Quality from the amulet to automatically succeed.
- Pioneer’s Flare: The wearer may spend an action to fire a flare. Any allies who can see the flare gain a +2 bonus to their next Morale Check.
- Syntax: If the item’s Quality reaches 0, the blue vapor escapes. To repair it, the wearer must find a high-altitude peak and spend an hour “catching the wind” in a location they have never been before.
Fate (Core/Condensed)
Unique Name: The Horizon-Bound Engine
- Item Type: Extra (1 Refresh)
- Aspect: The Next Hill Beckons
- Game Mechanics:
- Thirst for the New: You gain a +2 bonus to Create an Advantage using Investigate or Burglary when exploring a room or area that is being described for the first time in the session.
- Restless Momentum: Once you have moved at least one Zone in a conflict, you may add your Athletics rating to your Physique for the purpose of determining turn order or breaking ties.
- Leap of Faith: You may spend a Fate Point to automatically succeed on an Athletics roll to overcome a physical obstacle (like a chasm or wall) regardless of the difficulty, provided you describe the spectacular blue-steam propulsion.
- Syntax: If you spend an entire scene being stationary or hiding, the The Next Hill Beckons aspect can be compelled against you to represent “Restless Lethargy.”
Numenera & Cypher System
Unique Name: Kinetic Explorer’s Core
- Level: 1d6 (Standardly Level 3)
- Form: A bronze casing containing a swirling, bio-reactive blue storm.
- Depletion: 1 in 1d20
- Game Mechanics:
- Thirst for the New (Enabler): Any task related to identifying strange landmarks, navigating uncharted terrain, or finding a path through ruins is eased by one step.
- Leap of Faith (Action): You activate the compressed elemental vapor to perform a feat of movement. For this action, you are treated as having an asset in Jumping and Climbing, and your jump distance is tripled.
- Restless Momentum (Enabler): If you spend your action moving, your next physical action on the following turn is eased by one step as the amulet’s kinetic energy transfers to your limbs.
- Syntax: When the depletion roll fails, the vapor vents entirely. To recharge, the user must spend ten minutes at an altitude of 500 feet or higher in a location they have never visited.
Pathfinder (2nd Edition)
Unique Name: Amulet of the Pioneer’s Path
- Item Level: 1
- Traits: Invested, Magical, Evocation, Andean
- Usage: Worn (Amulet); Bulk: L
- Game Mechanics:
- Thirst for the New (Passive): You gain a +1 status bonus to Perception checks and Initiative rolls while in a location you have not previously explored within the current hex or city district.
- Restless Momentum (Passive): When you use the Stride action, you gain a +5-foot status bonus to your Speed for any subsequent Stride actions taken during the same turn.
- Leap of Faith (Reaction): Trigger: You are about to fall or you take a Leap, High Jump, or Long Jump action. Effect: You release a burst of steam. You are treated as having a success on the check (if a roll was required), and you increase the distance of the jump by 10 feet.
- Pioneer’s Flare (Single Action): (Visual, Light) You trigger a brilliant blue flare. Creatures in a 15-foot cone must succeed at a Fortitude Save (DC 15) or become Dazzled for 1 round.
- Syntax: This item is powered by a “Wandering Wind” spirit; using it in a subterranean environment with no air circulation increases the Pioneer’s Flare DC to 17 but risks a 1 in 10 chance of the item becoming inert for 1 hour.
Savage Worlds (Adventure Edition)
Unique Name: The Daredevil’s Blue-Steam Compass
- Type: Relic (Worn)
- Game Mechanics:
- Thirst for the New: The wearer gains a +2 bonus to Notice and Survival rolls when in “Uncharted” or “Wilderness” territories.
- Restless Momentum: For every 2″ (4 yards) moved in a straight line during their turn, the wearer gains a +1 bonus to their next Fighting or Athletics roll made before the end of the turn (max +4).
- Leap of Faith: The wearer may spend a Bennie to automatically succeed at an Athletics check for jumping or climbing, with a “Raise” result, regardless of the die roll.
- Pioneer’s Flare: As an action, the wearer may place a Large Burst Template centered on themselves. Everyone inside must make an Agility roll at -2 or be Distracted by the brilliant azure flash.
- Syntax: The wearer gains the Fleet-Footed Edge while the amulet is active; if they already possess it, their Pace increases by an additional +2 and their running die increases by one die type.
Shadowrun (6th World Edition)
Unique Name: The Andean Sky-Jumper Focus
- Item Type: Qi Focus (Level 1)
- Game Mechanics:
- Thirst for the New: While the wearer is in a physical location or host they have never entered before, they receive a +1 dice pool bonus to Perception and Tracking tests.
- Restless Momentum: For every consecutive Combat Round the user spends moving at least 10 meters, they gain 1 temporary Tactical Edge, which must be spent on a movement or evasion-related Edge action before the end of their turn.
- Leap of Faith: As a Minor Action, the user can trigger the steam-vent. This grants a +2 dice pool bonus to any Athletics test involving jumping or climbing and increases the vertical or horizontal distance of the jump by 50%.
- Syntax: This item is often “Dual-Natured” in Saṃsāra; in the Astral Plane, the blue vapor appears as a miniature swirling vortex that draws in ambient mana.
Starfinder (2nd Edition / Playtest)
Unique Name: Horizon-Seeker Amulet
- Level: 1; Price: 155 Credits
- Bulk: L; Usage: Worn (Neck)
- Game Mechanics:
- Thirst for the New (Passive): You gain a +1 status bonus to Initiative rolls and Perception checks while in a starship, planet, or structure you have never visited.
- Restless Momentum (Passive): If you use at least two actions on your turn to move, you gain a +1 status bonus to your Armor Class against reactions triggered by your movement until the start of your next turn.
- Leap of Faith (Reaction): Trigger: You make an Athletics check to Jump or Climb. Effect: You release a burst of pressurized blue vapor. You gain a +2 circumstance bonus to the check, and you treat any “Failure” result as a “Success” (but not a Critical Success).
- Pioneer’s Flare (One-Action): (Magical, Visual) You fire a blue flare. All creatures in a 15-foot cone must succeed at a Reflex Save (DC 15) or be Dazzled for 1 round.
- Syntax: This item has the Magical and Andean traits.
Traveller (MgT2)
Unique Name: TL 12 Kinetic Reconnaissance Talisman
- Type: Specialized Exploration Gear (TL 12)
- Weight: 0.1 kg; Cost: Cr 2,500
- Game Mechanics:
- Thirst for the New: The wearer receives a +1 DM to all Recon and Survival checks when exploring a world or hex that has not been previously surveyed by their current group.
- Restless Momentum: If the wearer has traveled at least 5 kilometers on foot during the day, they receive a +1 DM to all Athletics (Dexterity) checks for the remainder of that day as the device’s kinetic battery is fully charged.
- Leap of Faith: The wearer may activate the built-in micro-thrusters to grant a +2 DM to a single Athletics check involving a jump. This consumes a “Charge” (the device has 3 charges, which regenerate after a night of travel).
- Syntax: Requires a standard TL 12 energy cell. If the cell is depleted, the “Pioneer’s Flare” cannot be used.
Warhammer (Age of Sigmar: Soulbound)
Unique Name: Amulet of the Wandering Gale
- Type: Artefact
- Rarity: Common
- Game Mechanics:
- Thirst for the New: While you are in a Zone you have never entered before, you gain a +1d bonus to Mind (Awareness) and Mind (Survival) tests.
- Restless Momentum: If you use your Move to enter a new Zone, you gain a +1d bonus to any Body (Might) or Body (Dexterity) test made as part of an Action in that same turn.
- Leap of Faith: As a Free Action, you can trigger a burst of elemental wind. You can move to an overhead Zone or across a chasm as part of your normal movement without requiring an Athletics test.
- Pioneer’s Flare: As an Action, you can fire a flare into the sky. Every ally in your Zone and all adjacent Zones regains 1 point of Soul as their spirits are lifted by the signal of discovery.
- Syntax: If the wearer is an Aether-Khemist or Sky-Rigger, they can spend 1 unit of Aether-Gold to allow the Amulet to function even in stagnant or airless environments.
