Talisman 339 of the Braided Path

Lore: The Braided Path was first conceived by the nomadic guides of the Andean highlands, who believe that no soul is meant to traverse the cycles of Saṃsāra in isolation. It is an “Accompaniment” charm, designed to resonate with the frequency of shared footsteps and synchronized breathing. In the Faith of Intayra, this talisman represents the sacred bond between the shepherd and the flock, or the teacher and the student. It is traditionally gifted to those embarking on their first pilgrimage to ensure they remain tethered to the collective spirit of their caravan. The magic within does not grant individual power; rather, it creates a bridge of “Spiritual Presence,” ensuring that as long as one person stands, no one in the group truly falls alone.

Appearance: A rectangular piece of dark, polished walnut wood wrapped in a complex lattice of silver wire and turquoise beads. The center of the wood is hollowed out to hold a small, dried petal from a mountain wildflower, visible through a clear resin seal. Attached to the bottom are three long tassels of blue and white silk that dance in the wind. When an ally moves within the talisman’s range, the silver wires hum with a soft, melodic vibration, and the turquoise beads glow with a faint, pulsing azure light.

Stats

  • Tier: 1
  • Rarity: Common
  • Weight: 0.3 lbs
  • Durability: 8/8

Passives Magic

  • Synchronized Stride: While the wearer is within 10 feet of at least one conscious ally, both the wearer and the ally gain a minor increase to their movement speed on difficult terrain, as their steps instinctively find a shared rhythm.
  • Comfort of the Constant: The wearer is immune to the “Loneliness” or “Isolation” mental debuffs common in desolated or void-touched areas, provided they can see or hear an ally. This passive grants a small, constant bonus to mental stability rolls while in a group.

Activated Magic

  • The Unbroken Chain: As an action, the wearer may touch an ally and speak the word “Accompaniment.” For the next minute, any physical damage taken by the ally is reduced by a small amount, with that reduced portion being magically transferred to the wearer as a dull, harmless thud against their chest.
  • Echo of Presence: As a reaction when an ally within 20 feet must make a saving throw against fear or despair, the wearer can shake the talisman. The silver bells and wire emit a resonant chime that allows the ally to use the wearer’s mental stat bonus for the roll instead of their own.

Slot: Waist or Belt

Tags: Walnut, Silver, Turquoise, Silk, Spiritual, Common, Social, Supportive, Andean, Connectivity, Rhythmic, Resonant, Protective, Mental, Travel, Harmony, Tethered, Compassionate, Kinetic, Braided

In the world of Saṃsāra, the Talisman 339 of the Braided Path is a common sight among those who value community, safety in numbers, and the sacred bonds of travel. Because it is an item of “Accompaniment,” it is rarely sold in cold, sterile environments; it is found where people gather to begin journeys or settle for the night.

Caravan Outfitters and Roadside Waystations

Located at the edge of major cities like Andean or at the mouth of mountain passes, these shops are cluttered with bells, ropes, and tents. The Talisman 339 is often sold here as “essential insurance” for travelers.

  • How to Buy: The merchant typically insists on “testing the resonance.” You and a companion must stand together; if the turquoise beads pulse in harmony with your shared breathing, the merchant deems the sale auspicious.
  • Cost: 18 Copper Coins. The price is standard, reflecting its status as a vital piece of travel gear for commoners and low-tier avatars.

The Weaver’s Rows and Silk-Sellers

In the vibrant textile districts, specialized weavers who create the silk tassels for these talismans often sell the completed item. These shops are filled with the sound of looms and the scent of mountain wildflowers.

  • How to Buy: These artisans prefer to sell the item to those who show a commitment to their “flock.” Buying two talismans at once for you and a partner often results in a “Bonding Discount.”
  • Cost: 22 Copper Coins. The cost is higher here because the silk is of superior quality and the silver wire is hand-wrapped to the buyer’s specific group size.

Temple Tea Houses and Pilgrimage Squares

Within the Faith of Intayra, accompaniment is a virtue. Monks and lay-devotees sell these talismans outside tea houses where pilgrims gather to share stories before heading to the Western Pure Land.

  • How to Buy: Often, the “seller” will not accept coin until they have seen you perform an act of accompaniment—such as helping an elderly pilgrim or sharing a meal with a stranger.
  • Cost: 12 Copper Coins (Alms). This is the lowest price available, viewed as a religious service to ensure no one travels the sacred paths alone.

The Resale and Trade Market (Selling)

Selling a Talisman 339 is an emotional transaction in Saṃsāra, as the item “remembers” the people it has accompanied.

  • To a General Merchant: Most shops will buy back a used talisman for 8 Copper Coins, provided the walnut is uncracked and the silver wire is intact. They will “neutralize” the floral petal inside before reselling it.
  • To a Fellow Traveler: If sold to someone you have actually accompanied on a journey, the item is considered a “Tethered Relic.” It can be traded for significantly more—up to 30 Copper Coins—or exchanged for a life-debt, as the item now carries the spiritual weight of your shared history.
  • Broken Talismans: If the silk tassels are torn or the turquoise is dull, the item is worth only 3 Copper Coins for its scrap silver and wood.

In the world of Saṃsāra, roleplaying with the Talisman 339 of the Braided Path is about constant awareness of one’s proximity to others. To use it effectively, the avatar must act as the “anchor” or “bridge” for the group, emphasizing the theme of Accompaniment.


Roleplay in Defense

In Safe or Somewhat Safe areas, defense is roleplayed as Social Solidarity. When a merchant tries to swindle a companion or a guard attempts to separate the party, the wearer of the Talisman 339 roleplays “The Standoff.” By stepping shoulder-to-shoulder with their ally, the Comfort of the Constant active resonance manifests. The roleplay describes the turquoise beads glowing a steady, calm azure, projecting a feeling of “We are one.” It becomes socially difficult for NPCs to intimidate a group that moves with such synchronized, calm confidence.

In Unsafe or Deathly areas, defense is roleplayed as The Living Shield. When an ally is struck by a heavy blow or a necrotic curse, the wearer activates The Unbroken Chain. The roleplay is physical: the wearer lets out a sharp breath as they “lean into” the connection. As the ally is hit, the wearer roleplays a sympathetic jolt in their own chest, as if they are literally bracing the ally’s soul from behind. The defense is roleplayed not as dodging, but as shared impact—the damage is softened because two spirits are bearing it instead of one.


Roleplay in Offense

The “offense” of the Braided Path is based on Synchronicity. It is the roleplay of the “Two-Person Tactic,” where the wearer turns a solo attack into a coordinated strike.

  • The Rhythmic Charge (Synchronized Stride): The wearer roleplays the offensive move as a mirrored action. When charging an enemy, the wearer matches their ally’s footfalls perfectly. The roleplay describes the “melodic vibration” of the silver wires rising in pitch. The offense isn’t just about the hit; it’s about the speed and terrifying precision of two people moving as a single organism, making it harder for the enemy to track which strike is the primary threat.
  • The Transference of Will (Echo of Presence): The avatar roleplays an offensive “Lead.” When an ally hesitates before a terrifying foe, the wearer shakes the talisman and shouts, “I am with you! Walk my path!” The roleplay describes the chime of the silver bells “shattering” the ally’s fear. This allows the ally to make an offensive move they would otherwise have been too shaken to attempt, with the wearer roleplaying the mental “backup” that gives the strike its lethal focus.
  • Tethered Pressure: The wearer roleplays an offense by “Shadowing” an enemy. By moving in sync with the opponent’s movements (as if “accompanying” them against their will), the wearer uses the talisman’s resonance to disrupt the enemy’s rhythm. The wearer roleplays this as a predatory mirroring that makes the enemy feel claustrophobic and out of step.

Environmental Impact on Usage

  • In the Highland Passes (Normal): The avatar roleplays as the Diligent Guide. They are constantly checking on the breathing and pace of their companions. Every “Accompaniment” activation is a soft word of encouragement. The roleplay focuses on the physical ease of the journey—how the group feels lighter and more coordinated despite the steep inclines.
  • In the Deep Voids or Cursed Forests (Deathly): The roleplay becomes Vital Connectivity. In environments designed to isolate and drive people mad, the wearer roleplays the talisman as their only tether to reality. They might hold the tassels of the talisman while holding an ally’s hand. The roleplay focuses on the blue glow of the turquoise as the only light in the darkness, emphasizing that as long as the pulse is steady, the “Void” cannot separate them. The wearer roleplays the “Echo of Presence” as a defiant roar against the silence of the environment.

The Talisman 339 of the Braided Path allows a character to turn the act of “being together” into a powerful defensive and offensive force, roleplaying the companion who ensures that no journey ends in a lonely defeat.

Perception of Activation:

User’s Perspective

  • Sight: The turquoise beads ignite with a soft, bioluminescent azure glow. The silver wires appear to vibrate so rapidly they become a metallic blur, and the dried wildflower petal inside the resin seems to momentarily unfurl as if caught in a spring breeze.
  • Sound: A low-frequency hum vibrates through the user’s hip or waist, sounding like a dozen distant throat-singers holding a single, perfect chord. When Echo of Presence is triggered, a sharp, crystalline chime rings out that momentarily drowns out all ambient noise.
  • Touch: A phantom sensation of a warm hand resting on the shoulder or a steadying arm around the waist accompanies the activation. The user feels a sudden “tethering” sensation in their solar plexus, as if an invisible silken cord has connected them to their companions.
  • Extra-Sensory: The user experiences Rhythmic Synchrony. They become hyper-aware of the heartbeats and breathing patterns of everyone within 20 feet. It feels as though the group is sharing a single set of lungs, making individual panic feel distant and manageable.

Observer’s Perspective

  • Sight: Light-trails of faint blue energy begin to arc between the wearer of the talisman and their allies, creating a visible “web” of connection. The silk tassels of the item defy gravity, floating and swirling as if submerged in water.
  • Sound: Nearby allies hear the sound of rhythmic footsteps echoing their own, even when they are standing still. It creates a comforting “double-beat” that reinforces their presence.
  • Touch: Allies within the radius feel a sudden dissipation of “the chills” or cold sweats. A localized patch of warmth follows the wearer, making the air feel denser and more supportive.
  • Extra-Sensory: Enemies perceive a unified front. Instead of seeing four separate individuals, they subconsciously perceive a single, multi-limbed entity, which can be deeply disorienting and demoralizing.

Positives

  • Negation of Solitude: The item effectively neutralizes the “Separation Anxiety” or “Isolation Fear” mechanics often found in high-tier psychological horror encounters.
  • Predictable Movement: In combat, allies can move through the user’s space without penalty, as their “rhythm” is perfectly matched.
  • Damage Mitigation: The Unbroken Chain allows the party to keep a low-HP glass cannon in the fight longer by distributing lethal spikes of damage across the wearer’s more robust health pool.

Negatives

  • Feedback Loop: If an ally is affected by a powerful mental curse or psychic scream, the wearer may feel a “echo” of that pain through the talisman, causing minor mental strain.
  • Proximity Dependency: If the wearer is forcibly separated from the group (e.g., by a wall of force or teleportation), the sudden “snap” of the connection causes a brief moment of disorientation (Dazed) for the user.
  • Visual Beacon: The azure glow and silver hum make the party very easy to track in dark or quiet environments, effectively ending any attempts at group stealth once the magic is peaking.

Recipe: Weaving the Tether of the Braided Path

Materials Needed

  • One Block of Aged Andean Walnut: A piece roughly the size of a palm, seasoned in a dry cellar for at least three seasons to ensure its resonance is “hollow” and receptive.
  • Twelve Grams of Pure Silver Wire: Fine-gauge wire, annealed repeatedly to make it soft enough for intricate braiding without snapping.
  • Seven Raw Turquoise Beads: Sourced from the high-altitude veins of the Andean peaks; they must be porous enough to “breathe” the wearer’s intent.
  • One Wildflower Petal: Plucked from a mountain slope while two or more people are speaking in harmony; it must be dried between the pages of a travel log.
  • Four Ounces of Clear Amber Resin: To seal the petal and provide the protective lens for the talisman’s core.
  • Three Hanks of Andean Silk: One blue (for the sky), one white (for the clouds), and one indigo (for the deep path).
  • A Pinch of Magnetite Sand: To be mixed into the resin to help the turquoise beads “pull” toward the metal wires of allies.

Tools Required

  • Hollowing Chisel: A small, curved blade used to carve the “Heart Chamber” into the walnut block.
  • Wire-Drawing Plate: To ensure the silver wire is of a uniform thickness for harmonic vibration.
  • Small Silk Loom or Braiding Stand: Necessary for the complex “Tether-Pattern” weave of the tassels.
  • Agate Burnisher: For polishing the walnut to a mirror-sheen, allowing the magic to flow across the surface rather than sinking in.
  • Resin Crucible: A small heat-safe bowl used to melt and clarify the amber resin before the sealing process.

Skill Requirements

  • Tier 1 Woodcarving: The precision required to hollow the wood without splitting the grain.
  • Tier 1 Silversmithing: The ability to wrap and knot wire in geometric patterns that serve as “Antennas” for spiritual presence.
  • Harmonic Attunement: A spiritual discipline in Saṃsāra used to match the vibrations of the silver and turquoise to a “Collective Pulse.”
  • Advanced Knot-Work: Knowledge of the “Unbroken Chain” knots used in the silk tassels.

Crafting Steps

  1. The Carving of the Heart: Shape the walnut into a smooth rectangle. Carefully hollow out the center to create a circular chamber. While carving, you must hum a low, steady tone—the “Base Note of the Group.”
  2. The Setting of the Petal: Place the dried wildflower petal into the heart chamber. Pour the clarified amber resin (mixed with magnetite sand) over it. The resin must be poured slowly to avoid bubbles, which would “fracture” the connection.
  3. The Turquoise Alignment: Before the resin fully cures, press the seven turquoise beads into the surface of the wood in a pattern that mimics a constellation known to guides. This anchors the “Synchronized Stride” magic.
  4. The Silver Lattice: Beginning at the top of the block, wrap the silver wire in a crisscross lattice. Every time the wire crosses itself, it must be pinched with pliers to create a “Node of Presence.” The wire must touch every turquoise bead to complete the circuit.
  5. The Braiding of the Tassels: Using the indigo, white, and blue silk, braid three long tassels. Each tassel must contain exactly nine knots, representing the nine stages of a journey. Secure these to the bottom of the walnut block with silver loops.
  6. The Burnishing of the Path: Use the agate burnisher to rub the wood until it glows. The friction-heat from the burnishing “wakes” the walnut and helps it bond with the silver wire.
  7. The Rite of the Shared Footfall: To activate the talisman, the crafter and at least one other person must hold the item together and walk a circle. As the silver begins to hum, the crafter speaks the name “Amitabha,” followed by the number “339.”
  8. The Azure Pulse: If the steps were followed correctly, the turquoise beads will flash blue, and the silk tassels will momentarily float as if weightless. The Talisman 339 of the Braided Path is now bound to the concept of the group.

Seven Strangers and Bridge of Blue Pulse

In the age when the mountain peaks of Andean still whispered the secrets of their birth, there was a valley swallowed by a Great Silence. Into this void stumbled seven travelers, each from a different shore, each carrying a heart heavy with the dust of their own lonely paths. The mists of the valley were not made of water, but of Forgetfulness; as they walked, the travelers forgot the faces of their mothers, the names of their gods, and finally, the purpose of their feet.

Among them was a weaver of shadows whose hands clutched a simple block of walnut and a handful of turquoise. As the Silence began to peel away her very soul, she realized that the mist could only consume what stood alone. With trembling fingers, she drew a silver wire from her robe and began to bind the stone to the wood, and then the wood to the spirit of the man walking beside her.

“I do not know your name,” she whispered into the freezing dark, “but I know the rhythm of your breath. Let it be mine.”

She passed the wire to the next, and the next, until all seven were tethered by a braided cord of silk and silver. As they moved, the turquoise beads ignited, fed by the collective warmth of their shared struggle. The Silence roared, trying to pull them apart, but the talisman hummed a defiant melody—the sound of seven heartbeats becoming one. They did not find their way out because they found a map; they found their way out because they refused to let the person beside them vanish into the gray. When they finally stepped into the sunlight of the Western Land, the talisman remained glowing, a permanent record of the path they had braided together.

The Moral of the Story: The longest road is not measured in miles, but in the distance between two souls; for he who walks only for himself is easily lost in the mist, but those who agree to carry the rhythm of their neighbor shall find that the earth itself rises to meet their shared stride.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Ward of the Shared Breath

  • Item Type: Enchanted Talisman
  • Sanity Loss: 0
  • Game Mechanics:
    • Synchronized Stride: When the wearer and at least one ally are fleeing a threat (Chases), both may add +1 to their Build for the purpose of calculating Movement Rate, provided they stay within 5 feet of each other.
    • Comfort of the Constant: While within sight of a conscious ally, the wearer gains a Bonus Die on Sanity rolls made to resist the “Insanity” effects of isolation or supernatural darkness.
    • Echo of Presence (Reaction): If an ally within 10 feet fails a Hard or Extreme POW check, the wearer may spend 5 Magic Points to allow the ally to reroll the check. The wearer must roleplay a sharp, sympathetic gasp as they “catch” the ally’s mental fall.
  • Syntax: This item requires the wearer to have spent at least one “Downtime” period in the company of their companions to establish the initial bond.

Blades in the Dark

Unique Name: The Tether-Pattern Charm

  • Item Type: Arcane Utility (1 Load)
  • Tier: 1
  • Game Mechanics:
    • Synchronized Stride: When you and an ally perform a Group Action, you may ignore the -1d penalty for any member of the group who is “Infiltrating” or “Prowling” in difficult terrain.
    • The Unbroken Chain: When you take Stress to protect an ally (Teamwork), you take -1 Stress than normally required (minimum 0). This represents the talisman absorbing the spiritual “kickback” of the protection.
    • Echo of Presence: You may spend 1 Stress to allow an ally within your zone to use your Resistance Track (Insight, Prowess, or Resolve) instead of their own for a single roll.
  • Syntax: This item provides +1 Scale to the crew’s “Connection” when operating in Andean-influenced territories.

Dungeons & Dragons (5th Edition)

Unique Name: Talisman of the Braided Path

  • Wondrous Item, Common
  • Item Slot: Waist or Belt (Requires Attunement)
  • Game Mechanics:
    • Synchronized Stride: While you are within 10 feet of a friendly creature, neither of you are affected by Non-Magical Difficult Terrain.
    • Comfort of the Constant: You have Advantage on saving throws against being Frightened or Charmed as long as you can see a conscious ally.
    • The Unbroken Chain (Reaction): When an ally within 10 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your Proficiency Bonus. You then take an equal amount of force damage that cannot be reduced in any way.
  • Syntax: If you move more than 30 feet away from all allies, the talisman’s azure glow fades and its properties are suppressed until you return to within 10 feet of a companion.

Knave (2nd Edition)

Unique Name: The Guide’s Braided Walnut

  • Item Type: Tool (1 Slot)
  • Quality: 8/8
  • Game Mechanics:
    • Synchronized Stride: When traveling in a group, the wearer and one chosen companion do not need to make Constitution Saves for the first 4 hours of travel in harsh weather.
    • Echo of Presence: The wearer may expend 1 point of Quality to grant an ally within 20 feet a “reroll” on a failed Save against Fear.
    • The Unbroken Chain: When an ally takes damage, the wearer can choose to lose 1 point of Quality from the talisman instead of the ally losing 1 HP. This represents the walnut absorbing the “social fracture” of the injury.
  • Syntax: If the talisman is destroyed (Quality 0), the wearer must immediately make a Morale Check at a -2 penalty.

Fate (Core/Condensed)

Unique Name: The Cord of Collective Presence

  • Item Type: Extra (1 Refresh)
  • Aspect: No One Walks Alone
  • Game Mechanics:
    • Synchronized Stride: You may use the Teamwork rules to provide a +2 bonus (instead of the usual +1) when you assist an ally in an Athletics or Physique challenge involving movement or endurance.
    • Comfort of the Constant: You gain a +2 bonus to Defend against mental attacks or social intimidation that aim to isolate you or make you feel abandoned, provided at least one ally is in your Zone.
    • The Unbroken Chain: Once per session, you can absorb a physical Hit intended for an ally in your Zone. You take the stress or consequence instead, and the talisman’s turquoise beads pulse with a protective blue light.
  • Syntax: When you use an invoke on the No One Walks Alone aspect, you may choose to pass the benefit of that roll to an ally instead of taking it yourself.

Numenera & Cypher System

Unique Name: Sympathetic Resonance Lattice

  • Level: 1d6 (Standardly Level 2)
  • Form: A walnut carving wrapped in silver wire and azure stones.
  • Depletion: 1 in 1d10
  • Game Mechanics:
    • Synchronized Stride (Enabler): Tasks for long-distance travel or navigating difficult terrain are eased for you and any ally within immediate range.
    • Echo of Presence (Action): You hum a harmonic tone. An ally within short range who is suffering from a mental condition (Fear, Dazed, etc.) can make an immediate recovery roll with an asset.
    • The Unbroken Chain (Enabler): When an ally within immediate range takes damage, you can choose to spend 2 points from your Might Pool to reduce the damage they take by 3 points.
  • Syntax: If used by a character who Works the Backlash or has a focus related to community, the level of the item is treated as +1.

Pathfinder (2nd Edition)

Unique Name: Talisman of the Tethered Soul

  • Item Level: 1
  • Traits: Invested, Magical, Enchanment, Andean
  • Usage: Worn (Belt); Bulk: L
  • Game Mechanics:
    • Synchronized Stride (Passive): You and any ally within a 10-foot emanation gain a +5-foot status bonus to Speed when taking the Travel activity or moving across difficult terrain.
    • Comfort of the Constant (Passive): You gain a +1 status bonus to Will saves against Fear effects as long as you can see a conscious ally within 30 feet.
    • Echo of Presence (Reaction): Trigger: An ally within 15 feet fails a saving throw against a Mental effect. Effect: You shake the talisman, creating a resonant chime. The ally can reroll the saving throw but must use the second result.
  • Syntax: This item can be used as a focus for spells with the Linguistic or Auditory traits.

Savage Worlds (Adventure Edition)

Unique Name: The Wayfinder’s Braided Walnut

  • Type: Relic (Worn)
  • Game Mechanics:
    • Synchronized Stride: The wearer and all adjacent allies gain a +1 bonus to Pace. Additionally, they ignore 1 point of negative modifiers for Difficult Terrain.
    • Comfort of the Constant: The wearer and any ally within 5″ (10 yards) gain a +2 bonus to Spirit rolls made to resist Fear or to recover from being Shaken.
    • The Unbroken Chain: As a reaction, the wearer may spend a Bennie to take the Wounds or Fatigue an ally just received, provided they are within a Small Burst Template centered on the wearer.
  • Syntax: This item counts as having the Common Bond Edge for the purpose of giving Bennies to others, even if the wearer does not meet the requirements.

Shadowrun (6th World Edition)

Unique Name: The Andean Group-Link

  • Type: Magical Gear / Spirit Anchor
  • Rating: 1
  • Game Mechanics:
    • Synchronized Stride: While within 5 meters of a teammate, both the wearer and the teammate gain +1 to their Tactical Communication threshold (if using specialized rules) or a +1 dice pool bonus to Athletics tests.
    • Comfort of the Constant: The wearer adds their Charisma to their Willpower for the purpose of resisting “Mana” spells that target the mind, as long as they are not alone.
    • Echo of Presence: The wearer can spend a Minor Action to grant an ally within 10 meters a +1 dice pool bonus on their next Composure or Judge Intentions test.
  • Syntax: This item provides a +1 bonus to the Social Limit when trying to negotiate as a unified group.

Starfinder (2nd Edition / Playtest)

Unique Name: Accompaniment Lattice

  • Level: 1; Price: 140 Credits
  • Bulk: L; Usage: Worn (Belt)
  • Game Mechanics:
    • Synchronized Stride (Passive): When you take the Stride action, an adjacent ally can move 5 feet as a reaction without triggering reactions from enemies.
    • Comfort of the Constant (Passive): You gain a +1 status bonus to Will Saves while you have at least one ally within your reach.
    • The Unbroken Chain (Reaction): Trigger: An ally within 15 feet takes damage. Effect: You reduce the damage they take by 2. You take 2 damage of the same type, which cannot be reduced.
  • Syntax: This item has the Technological and Magical traits.

Traveller (MgT2)

Unique Name: TL 11 Harmonic Team-Tether

  • Type: Electronics (Sensors)
  • Weight: 0.2 kg; Cost: Cr 1,200
  • Game Mechanics:
    • Synchronized Stride: When traveling on foot, a group using these tethers can maintain a “Marching Cadence,” granting a +1 DM to Endurance checks for long-distance travel.
    • Echo of Presence: The wearer can use a Significant Action to transmit a “Calming Pulse.” One ally within 20 meters can ignore the negative DMs from a Psychological trauma or shock for 1d6 rounds.
    • Comfort of the Constant: The wearer receives a +1 DM to all Leadership or Tactical rolls while they have at least three allies within visual range.
  • Syntax: Operates on a standard power cell for 100 hours of active “Link” time.

Warhammer (Age of Sigmar: Soulbound)

Unique Name: Tethers of the True Caravan

  • Type: Artefact
  • Rarity: Common
  • Game Mechanics:
    • Synchronized Stride: You and any allies in your Zone gain a +1 bonus to your Speed when moving between Zones, provided you move together.
    • Comfort of the Constant: You gain a +1d bonus to Soul (Determination) tests while you are in the same Zone as at least one ally.
    • The Unbroken Chain: As a Reaction when an ally in your Zone would take Damage, you can spend 1 Mettle to split the damage evenly between yourself and that ally (round up for the ally, round down for you).
  • Syntax: If you are part of a Binding, the Talisman also glows when a fellow Binding member is in danger, regardless of distance.