Amulet of Acceptable Accord 217

Lore:
Among the 73 island nations, floating bazaars, and cavernous megacities of Saṃsāra, not all magical items are forged for battle. The Amulet of Acceptable Accord 217 is an unassuming talisman that originated from merchants who traveled long trade routes across the endless oceans. They claimed its design derived from older charms brought to the world by souls remembering traditions similar to Uzbekistan’s—simple but powerful objects crafted to deflect misfortune, preserve dignity, and harmonize relationships.
This particular amulet is strung with carved bone beads encircling a single polished copper disk etched with a spiral pattern. It radiates the energy of what is socially acceptable, guiding its wearer to avoid offense and align themselves in a manner that is tolerable to all but the most hostile.


Stats (Tier 1 – Common Rarity):

  • Gear Slot: Neck (Amulet)
  • Durability: 17/17
  • Resonance: Copper, bone, etched sigils of warding
  • Rarity: Common
  • Tier Requirement: 1

Passive Magics (always active while worn):

  1. Veil of Tolerability – Reduces chances of provoking hostility in neutral avatars, creatures, or spirits by subtly guiding speech and body language to acceptable forms.
  2. Balance in Discourse – The wearer finds it easier to mediate between parties in conflict; persuasion rolls (or equivalent checks) that rely on reasoned compromise gain a slight advantage.
  3. Resonant Calm – Provides a steadying aura that suppresses minor magical fluctuations; nearby familiars, pets, or summoned creatures are less likely to panic or act unpredictably.

Activated Magics (require focus through the amulet, 1–2 uses per day depending on avatar attunement):

  1. Ward Against Missteps – Once per day, the amulet shields the wearer from social embarrassment or a minor mistake, subtly altering memory or shifting attention so the moment passes unnoticed.
  2. Seal of Acceptance – Once per day, the wearer may invoke the spiral glyph to gain a temporary aura of social acceptability. For the next hour, they are perceived as a harmless or agreeable presence unless they take hostile action.

Tags: acceptable, charm, copper, bone, spiral, tolerance, social, neutral, trade, diplomacy, harmony, aura, passive, warding, common, tier1, neck, amulet, talisman, protection, luck, spiritual, resonance, mediation, persuasion, tranquility, tradition

Shops Where the Amulet of Acceptable Accord 217 is Found in Saṃsāra

The talisman is not a battlefield artifact, so it is rarely found in armories or guild vaults. Instead, it circulates through humble and modest markets. Its presence is most common in places where the value of social harmony outweighs raw martial might.


1. Street Charm-Sellers
In coastal markets and along caravan routes, small wooden stalls offer rows of bone charms, feather bundles, and etched copper coins. Here the Amulet of Acceptable Accord 217 would be strung casually among dozens of other trinkets. The cost is minimal—about 3 Silver—for most avatars, though the merchant may inflate prices if they sense desperation in their customer.


2. Herbalists and Folk-Healers
Some talismans are tied to the practice of binding herbs, roots, and resins to magical beads. In dimly lit apothecaries, one may find the amulet hanging from rafters above bundles of dried sage. A healer might sell it with a small ritual included, raising the cost to 1 Gold, as it is considered a combined curative and protective service.


3. Temple Courtyards
Shrines devoted to local gods of harmony and balance often sell amulets through officiants. The temple version is consecrated by ritual chanting, etched with prayers in glowing ink, and believed to carry stronger resonance. These are exchanged as “acceptable offerings” for 2 Electrum, the price covering both sanctification and the temple’s upkeep.


4. Diplomats’ Quarter Bazaars
In cities where embassies and merchant guilds cluster, amulet-stalls thrive. Buyers here are emissaries, scribes, or negotiators who wish to smooth their dealings. The talisman’s cost rises to 5 Gold, justified as a tool of diplomacy that may avert wars or failed treaties.


5. Traveling Carnival Tents
Circus caravans and fortune-tellers traveling through labyrinth races sometimes sell curiosities. Among the laughter of crowds, performers offer the amulet as a charm that makes “all who gaze upon you find you acceptable.” Here, the price is inconsistent—anywhere from 1 Silver to 1 Platinum, depending on the spectacle of the sale and the gullibility of the buyer.

How the Amulet of Acceptable Accord 217 plays out in roleplay terms across different environments in Saṃsāra, showing both defensive and offensive applications.


1. Urban Metropolises (Skyscrapers, Floating Cities, Cave-Megacities)

  • Defense: The wearer blends into vast crowds. Street toughs and guards are less likely to single them out for harassment. When confronted, the aura of “acceptability” gives them a chance to defuse trouble before it escalates.
  • Offense: A subtle offensive use is infiltrating restricted areas. Guards who should turn them away instead perceive the wearer as someone who belongs. This allows offensive positioning—sabotage, spying, or smuggling—without immediate confrontation.

2. Rural Villages and Backwoods Settlements

  • Defense: Local villagers are suspicious of outsiders. The amulet’s magic helps the avatar avoid accusations of witchcraft, foreign sorcery, or dishonor. Social rejection is deflected, preventing the wearer from being cast out or mobbed.
  • Offense: When negotiations turn sour, the wearer may twist acceptability into manipulation. By convincing leaders they are trustworthy, the avatar gains leverage to take resources, lodge false claims, or sow divisions within a community.

3. Trade Routes and Caravans

  • Defense: On long journeys, caravan guards and fellow travelers may argue, bicker, or threaten violence. The amulet suppresses conflicts before blades are drawn, ensuring safety for the wearer and those who travel with them.
  • Offense: Used offensively, the avatar can approach rival merchants under a veil of harmlessness, striking deals or stealing contracts while competitors underestimate them as “just another acceptable face.”

4. Political Courts and Diplomatic Chambers

  • Defense: In courts brimming with intrigue, the talisman prevents offensive remarks from being taken as slights. Nobles and emissaries are less likely to duel or exile the wearer over an unwise word.
  • Offense: The avatar may weaponize acceptability by subtly undermining others. Rivals’ words seem sharper, while the wearer’s words are always smoothed. Over time, this erodes the rival’s standing while building the wearer’s influence.

5. Wilderness and Monster-Haunted Ruins

  • Defense: Some beasts are sensitive to magical auras. The talisman calms familiars, mounts, and occasionally even lesser monsters, buying time for the avatar to escape or regroup instead of being mauled.
  • Offense: In a desperate strike, the wearer can activate the Seal of Acceptance aura. For a short span, even hostile creatures may hesitate, perceiving the avatar as part of the environment or “non-threatening.” This lets the wearer set up an ambush, reposition allies, or deliver the first strike.

6. Underwater Cities and Deep-Basin Nations

  • Defense: In the stratified societies beneath the waves, where etiquette and ritual are lifelines, the amulet prevents catastrophic breaches of protocol. Outsiders are tolerated, rather than punished, when they fumble courtly gestures.
  • Offense: Used aggressively, the wearer might slip into noble gatherings, speak out of turn, and still be perceived as acceptable. This allows them to steer conversations, plant misinformation, or gain status at the expense of others.

Perception of Activation:


User’s Perspective

  • Sight: The copper spiral faintly glows with a soft, amber sheen. Peripheral vision seems sharpened; edges of the world appear softened, reducing social friction.
  • Hearing: A subtle hum thrums in the ears, not unpleasant—like distant chanting in harmony with the heartbeat. Words spoken aloud sound smoother, more deliberate, less likely to stumble.
  • Touch: The amulet grows warm against the chest, radiating reassurance into the bones. The weight feels lighter, as though burdens are shared.
  • Mind’s Eye: A translucent veil overlays interactions, displaying faint glyphs of approval hovering above those nearby, as though marking their readiness to accept the wearer.

Observer’s Perspective

  • Sight: The spiral glows faintly, but not with harsh light—rather, a shimmer like candle flame seen through silk. The wearer’s movements seem slightly more graceful, pauses less awkward, gestures unconsciously aligned with local norms.
  • Hearing: Listeners hear the avatar’s words as reasonable, even if blunt. Their voice resonates more clearly in crowded spaces, carrying authority without volume.
  • Aura Senses: Empaths or sensitives feel a smoothing presence, like rough cloth sanded down to silk. Beasts or familiars settle down when near the wearer.

Positives of Activation

  • Missteps vanish—slurred words, awkward pauses, or accidental insults are glossed over.
  • Hostility lowers; strangers perceive the wearer as tolerable, familiar, or socially aligned.
  • The avatar gains opportunity to mediate disputes, stall aggressors, or manipulate outcomes subtly.
  • Even in foreign cultures, offensive gestures or breaches of etiquette are dampened, preventing severe repercussions.

Negatives of Activation

  • Those with strong willpower or high-tier perception may detect the manipulation, interpreting it as deception. This can trigger mistrust once the effect ends.
  • Prolonged use may numb the wearer to genuine disapproval, making them overconfident in risky settings.
  • In certain cultures that value raw honesty or aggression, the aura of “acceptability” may be seen as weak, causing a loss of respect.
  • The amulet’s glow may reveal its activation to magical predators that hunt enchanted resonance, drawing unwanted attention.

Crafting Recipe: Spiral Accord Amulet 217


Materials Needed

  • 1 Polished Copper Disk – must be etched with a spiral sigil by hand.
  • 12–16 Bone Beads – carved from domesticated beast bone, smoothed with sand or coral grit.
  • 1 Strand of Braided Cord – woven from kelp fiber, spider-silk, or flax.
  • Powdered Sage and Ash Resin – to dust the copper spiral during consecration.
  • 1 Drop of Elemental Water and 1 Ember of Elemental Fire – bound together to awaken the spiral’s resonance.
  • A Whispered Inscription – spoken in a known magical tongue (Enthralon, Veritasan, or similar) to bind the effect of acceptability.

Tools Required

  • Engraving Awl – for inscribing the spiral pattern onto the copper disk.
  • Bead Drill or Awl Stone – to bore and smooth the bone beads.
  • Herbal Mortar – to grind sage and ash resin to dust.
  • Binding Tray – a shallow copper or clay dish for fusing materials under elemental heat.
  • Cloth of Silence – a fabric cover that muffles outside noise while the inscription is performed.

Skill Requirements

  • Novice Metalworking – ability to polish, etch, and shape copper without cracking it.
  • Basic Bonecraft – skill in carving beads and preventing splintering.
  • Elemental Binding – tier 1 grasp of combining elemental water and fire without violent release.
  • Ritual Speechcraft – knowledge of acceptable phrases in a magical language to consecrate the talisman.

Crafting Steps

  1. Shape the Disk: Heat the copper lightly with steam-forge bellows, then polish until reflective. Etch a continuous spiral into its face using the engraving awl.
  2. Prepare the Beads: Carve beast bone into smooth beads, drilling holes through their centers. Sand until they are warm to the touch when rubbed.
  3. Grind the Binding Powder: In the mortar, combine powdered sage with ash resin until a fine, aromatic dust is formed.
  4. Thread the Cord: Weave the beads onto the braided cord, leaving space at the center for the copper disk. Knot carefully to prevent loosening.
  5. Infuse the Spiral: Place the disk into the binding tray, sprinkle with sage-ash powder, then touch it with elemental water followed immediately by elemental fire. The sigil should glow faintly as the two bind.
  6. Whisper the Inscription: Cover the work with the Cloth of Silence. Speak the binding phrase in a chosen magical tongue, sealing the aura of acceptability into the spiral.
  7. Final Assembly: Attach the copper disk to the cord of beads. Wear it overnight under moonlight, allowing the talisman to attune fully to the world’s flow of magic.

Tale of Spiral Accord

Long before the seventy-three nations took shape upon the waters of Saṃsāra, when drifting souls still wandered half-lost among the ruins of forgotten peoples, there was a quarrel between two caravans. One caravan carried spices drawn from the jungles, their fragrance so potent that beasts would follow the scent for miles. The other caravan bore copper ingots, heavy and sharp-edged, hammered from mountains that no longer stand.

The quarrel began over a crossing: a narrow bridge woven from ropes of kelp stretched across a chasm. Neither caravan would yield, and both threatened to cast the other into the abyss. Spears were raised, insults shouted, curses spat. The air itself thickened with hatred, and the earth trembled, ready to swallow them both.

It was then that a wanderer appeared. No one knew from which world he had come—perhaps from a realm of harmony, perhaps from one of endless disputes. He carried no sword, no shield, no armor, only a copper disk etched with a spiral and strung upon beads of bone. When he stepped between the caravans, both sides stilled. His words were soft, yet they carried across the gorge as though the stones themselves lent him voice.

He did not command. He did not plead. He spoke only in tones that were acceptable. His speech neither flattered nor insulted, but smoothed jagged edges, dulled cruel barbs, and bound together the frayed cords of tolerance. Slowly, the spears lowered. Slowly, the curses faded. The caravans found themselves ashamed of their fury, ashamed of their haste.

Together they devised a new way across the chasm: one caravan passed first, the other waited, and both shared what they carried when they reached the far side. From their spices and their copper, they brewed a resin that bound fire and water in harmony, sealing the first Spiral Accord.

When the wanderer departed, he left behind his amulet. It was said that whoever bore it would never again be cast aside as unwanted, nor condemned as unworthy, so long as they did not wield it in cruelty. Many generations passed, and the amulet was remade again and again, until the number of its replications could not be counted. Yet always, the spiral marked its surface, a reminder of the moment when rage gave way to accord.

Moral of the Story: Those who seek only to conquer will fall into the abyss, but those who accept what is tolerable in others will always find a way across.

Suggested conversions to other systems:

Call of Cthulhu 7th Edition — Spiral Accord Charm 217
Item Type: Talisman (Neck). Rarity: Common. Attunement: None.
Appearance: A smooth copper disk etched with a spiral, strung on bone beads.

Passive Effect: While worn, the bearer projects an aura of social tolerability. Gain a bonus die on Charm and Persuade tests made to calm tempers, smooth over insults, or negotiate truces; Fast Talk that aims to de-escalate (not swindle) also gains a bonus die. Creatures or entities that can sense magic feel a faint, steadying resonance (Keeper adjudicates).

Activated Effect — Seal of Acceptance: Spend 1 Magic Point and make a POW vs. POW contest against the primary resisting target (or highest POW in a group). On success, for 1 hour the bearer is perceived as acceptable/harmless unless initiating violence or overtly breaking taboos. Effects: advantage-like circumstance on reaction/adjudicated attitude checks; penalty die to Spot Hidden or Psychology rolls to notice minor faux pas from the bearer. Opponents with equal or higher POW may oppose; on a hard success they ignore the effect.

Limits and Costs: 2 activations per day. Each activation risks a subtle backlash: roll Luck; on failure the wearer suffers a creeping self-assurance—next time the bearer attempts an obvious deception or breach of etiquette, impose a penalty die (Keeper discretion).

Backlash (Eldritch Sensitivity): On a fumble during activation, the charm briefly flares; entities that hunt for enchantments may notice (Keeper may start or advance an appropriate clock/encounter).

Keeper Notes: This item should never invalidate social play. Treat its bonuses as situational, strongest in tense but non-hostile scenes; reduce or negate them against fanatics, inhuman minds, and Mythos beings that are indifferent to “acceptability.”

Tags: acceptable, diplomacy, warding, subtle, social, nonviolent, common, talisman, neck, copper

Blades in the Dark — Acceptable Accord Charm (217)
Type: Fine Charm (Load 1). Quality: Fine (grants potency on relevant actions). Rarity: Common street item.

Always-On: While visible or touched, you exude a “belongs-here” vibe. You gain potency on Consort or Sway specifically to avoid offense, smooth misunderstandings, or pass casual scrutiny (not to coerce, intimidate, or lie brazenly).

Activate — Seal of Acceptance: When you take a social action to be tolerated in a space (Consort, Sway, or Finesse for blending in), you may either:
• Push yourself for this action at –1 stress (minimum 0), or
• Spend 1 stress to treat your Position as one step safer (Desperate→Risky, Risky→Controlled) if the danger is social fallout, or
• Mark 1 use on the charm to count as having potency versus “protocol/politeness defenses” (e.g., gatekeepers, ushers, stewards).
The charm has 2 uses; it replenishes when you indulge your vice in a convivial or communal setting.

Devil’s Bargain (optional): The charm’s aura leaves a trace. Take +1 Heat if authorities later review who “was allowed through.” Or start a 4-segment clock: Suspicions of Soft Manipulation.

Limits: No help against supernatural wards keyed to lineage, oaths, or true names. Does not assist overt lies under close interrogation.

Tags: fine, social, cover, tolerance, subtle aura, common

Dungeons & Dragons — Amulet of Acceptable Accord 217
Wondrous Item (amulet), common (requires attunement)

While attuned and worn, you carry an air of tolerable civility.

Passive: You have a +1 bonus to Charisma (Persuasion) checks made to avoid giving offense, smooth over faux pas, or de-escalate tension. This bonus doesn’t apply to bargaining for a better price, deception to plant false facts, or attempts to dominate a foe’s will.

Acceptable Aura (1/short rest): As a bonus action, you activate the spiral for 10 minutes. During this time:
• You have advantage on Charisma (Persuasion) checks made to be allowed into ordinary spaces, pass basic gatekeeping, or end a minor dispute without concessions.
• Hostile creatures that can understand a language have disadvantage on Wisdom (Insight) checks made solely to detect accidental rudeness or nervousness.
• The effect ends early if you make an attack, cast a spell that deals damage or forces a saving throw, or commit an obvious breach of local protocol.

Ward Against Missteps (1/long rest): When you fail a Charisma (Persuasion) or (Performance) check because of an accidental social blunder, you can reroll the check. You must use the new roll.

Complication: Creatures with truesight, proficiency in Insight + high Wisdom, or strong personal animus (DM discretion) are immune to the advantage from Acceptable Aura. If a creature succeeds on an opposed Charisma (Deception) vs. Wisdom (Insight) contest against you during the aura, it senses you are “smoothing the room” and becomes immune to the amulet’s features for 24 hours.

Tags: wondrous, common, neck, diplomacy, aura, de-escalation, copper spiral

Knave (latest rules) — Spiral Accord Beads #217
Type: Charm. Slot: 1 (neck). Rarity: Common.

Passive: While worn openly, you gain Edge (or advantage equivalent) on Reaction checks with strangers, provided you haven’t attacked or broken a clear taboo in that scene.

Activate — Seal of Acceptance: Once per watch, you may declare you “belong here” as you enter or linger in a guarded or formal space. For the next hour, tests to notice social missteps are made with the observer’s Disadvantage (GM adjudication). If you take hostile action, the effect ends.

Ward Against Missteps: Once per rest, after you botch a social test due to clumsiness or foreign custom, you may immediately test again; take the better result. On a tie, choose the less harmful outcome.

Limits and Usage: Track with a Usage Die d4 for the amulet’s enchantment. Each activation (Seal of Acceptance or Ward Against Missteps) tests the Usage Die; on a 1–2, step it down (d4→d3→expended or per your Knave edition’s progression). When expended, a night of ritual polishing with herbs and quiet recitation restores the die to its previous step.

Complication: Those who prize bluntness or ferocity may treat your “softened presence” as weakness; impose Disadvantage on attempts to impress such audiences with boasts, threats, or dominance while the charm is active.

Tags: acceptable, charm, social, reaction, subtle, common, neck, copper, bone, harmony

Design Notes for All Systems
• The magic emphasizes acceptability, de-escalation, and “belonging,” not manipulation for profit or control.
• It should never override consent or compel belief; treat it as situational advantage, safer position, or reaction improvement.
• High-tier perception, fanatical conviction, or supernatural truth-sensing can blunt or negate its benefits at the referee’s discretion.

Fate Core — Spiral Accord Amulet 217
Aspect: “Always Acceptable, Never Offending”
Item Type: Talisman, Common.

Invoke: You may invoke this aspect when attempting to defuse tense situations, smooth over a faux pas, or gain entrance where you might otherwise be refused.

Passive Benefit: Gain +2 on Overcome rolls with Rapport when the goal is to calm hostilities or appear socially tolerable.

Activated Ability — Seal of Acceptance: Once per session, you may declare that the amulet activates. For the remainder of the scene, you cannot be perceived as overtly hostile or unacceptable unless you take violent action. NPCs are compelled to treat you as at least “tolerable.”

Compel: The GM may compel the amulet to create overconfidence: you believe you are more welcome than you are, walking into danger or overlooking suspicion.

Tags: charm, common, rapport, diplomacy, aura, neck, copper spiral

Numenera / Cypher System — Talisman of Accord (217)
Level: 2 (Common).
Form: Copper disk with bone beads, spiral engraving.

Passive Effect: While worn, you gain an asset on all positive social interactions (persuasion, diplomacy, or calming disputes).

Active Effect (Seal of Acceptance): Once per day, spend 2 Intellect points to activate. For one hour, others view you as acceptable, lowering their hostility. During this time, you may treat all interaction tasks as if they were eased by one step, provided you do not take hostile actions.

Ward Against Missteps: Once per rest, after failing an interaction task due to social error, you may reroll.

GM Intrusion: The aura can draw the attention of numenera-sensing predators or automatons; your aura is a beacon as much as a shield.

Tags: social, acceptable, diplomacy, artifact, common, talisman

Pathfinder (2nd Edition) — Amulet of Acceptable Accord #217
Worn Item, Neck, Common, Magical. Price: 2 gp. Bulk: L.

Usage: worn.
Activate (1/day, Envision, Interact); Effect: You gain a +1 item bonus to Diplomacy checks for 10 minutes, but only when smoothing over offenses, avoiding hostilities, or being tolerated in formal or guarded spaces.

Passive Benefit: While worn, you gain a +1 circumstance bonus to checks made to Recall Knowledge about etiquette or cultural norms.

Ward Against Missteps (1/day): Trigger: You critically fail a Diplomacy check due to social misstep. Effect: Reroll with a +1 circumstance bonus.

Special: If you commit hostile actions, the aura ends. Creatures with high Will save DCs (or immune to emotion effects) are unaffected by the activated aura.

Tags: neck, amulet, common, diplomacy, aura, acceptable, reroll

Savage Worlds (Adventure Edition) — Spiral Accord Charm 217
Gear Type: Amulet (Neck). Rarity: Common.

Passive Effect: The wearer gains +1 to Persuasion rolls specifically to calm tensions, negotiate truces, or avoid offense. This bonus doesn’t apply to bargaining or deception.

Active Ability — Seal of Acceptance: Once per session, as a free action, the wearer may activate the charm. For 1 hour, all Reaction rolls toward the wearer are one step more favorable (e.g., Hostile → Uncooperative, Uncooperative → Neutral). This ends immediately if the wearer takes hostile action.

Ward Against Missteps: Once per session, reroll a failed Persuasion roll related to etiquette, social offense, or calming aggression. Must take the second result.

Backlash: On a roll of 1 on the Persuasion die (regardless of Wild Die), the amulet’s aura backfires. Social opponents feel manipulated and become Suspicious (GM’s call).

Tags: amulet, common, neck, persuasion, aura, tolerance, social

Shadowrun (6th Edition) — Accord Talisman #217
Type: Magical Talisman (Neck). Availability: 2. Cost: 200¥.
Description: A bone-beaded necklace centered on a copper spiral disk, faintly glowing when attuned.

Game Effects:
• Passive Aura: Grants +1 dice pool bonus on Etiquette tests to avoid offense or maintain composure in tense situations.
• Activated Effect — Seal of Acceptance: As a Minor Action, once per Scene, the wearer projects an aura of acceptability for 1 hour. This grants +2 dice pool bonus to Social Tests when trying to be tolerated, allowed access, or defusing potential conflict.
• Limitations: Does not apply when lying, intimidating, or haggling. Aura ends if the wearer takes hostile action.
• Drain: If the wearer critically glitches a Social Test while the amulet is active, they suffer 1 Stun damage as backlash from magical resonance.

Tags: common, magical gear, talisman, aura, diplomacy, etiquette

Starfinder — Amulet of Accord 217
Item Level: 2. Price: 750 credits. Slot: Neck. Bulk: L.

Passive Effect: Grants a +1 item bonus to Diplomacy checks made to smooth over faux pas, avoid offense, or reduce hostility.

Activated Effect — Seal of Acceptance: Once per day, you may activate the amulet as a standard action. For 10 minutes, NPCs regard you as one step more favorable in attitude (e.g., Unfriendly → Indifferent, Indifferent → Friendly), unless you take hostile action.

Ward Against Missteps: Once per day, when you fail a Diplomacy check due to social blunder, reroll with a +1 circumstance bonus.

Special: Creatures immune to emotion or mind-affecting effects are unaffected.

Tags: common, diplomacy, neck, aura, talisman

Traveller (Mongoose 2nd Edition) — Talisman of Acceptable Accord
Item Type: Personal Adornment, Magical Relic. Tech Level: Equivalent TL3 with magical overlay. Cost: Cr2,000.

Game Effects:
• Passive: Provides DM+1 to Social Standing (SOC) checks when attempting to calm disputes or maintain acceptable etiquette.
• Seal of Acceptance: Once per day, the wearer may activate the talisman before entering negotiations. For the next 1D hours, NPCs treat the Traveller as socially acceptable unless overt hostility is shown. This grants a DM+2 bonus to Persuade or Diplomat checks to prevent escalation.
• Limitation: Ineffective against creatures or intelligences without cultural norms, or those with immunity to charm/emotion.
• Risk: On a natural 2, the talisman’s aura falters, causing observers to sense manipulation. Apply –2 DM on related checks for the rest of the encounter.

Tags: charm, neck, acceptable, diplomacy, aura, common

Warhammer Fantasy Roleplay (4th Edition) — Charm of Spiral Accord 217
Type: Amulet (Trinket). Rarity: Common. Availability: Common Market or Shrine.

Game Effects:
• Passive: Provides +10 bonus to Charm Tests when smoothing over offense, avoiding insult, or calming tensions.
• Seal of Acceptance: Once per day, the wearer may activate the talisman. For 1 hour, all NPCs default to treating the wearer as socially tolerable (at least Indifferent), unless the wearer performs hostile or openly blasphemous actions.
• Ward Against Missteps: Once per day, the wearer may reroll a failed Charm Test caused by etiquette errors or social missteps.
• Corruption Risk: On a Critical Fumble while using the talisman, dark forces may exploit the aura. Gain 1 Corruption Point, as whispers of manipulation attract unwanted powers.

Tags: amulet, charm, social, diplomacy, common, trinket, acceptable