Lore: Astrology 777 was charted during the “Year of the Golden Fire Horse,” a celestial event so radiant that it was said the sun did not set for three days across the 73 Islands. The item was forged to capture that singular moment of “First Light.” It is intended for Tier 1 characters who function as the “Heart” of a party—those who wish to inspire, to dazzle, and to remind the weary inhabitants of Saṃsāra that the world is still capable of wonder. Legend says the first 777 was given to a cynical poet who had lost his muse; upon touching it, he wept because the color of a common orange suddenly looked like a dying star.
Description: The item is a Sun-Gold Cloak Pin (or brooch) shaped like a rearing horse with a flowing mane of “Solar-Silk.” At the center of the horse’s chest is a “Prism-Core” diamond that does not merely reflect light but amplifies it into a kaleidoscope of dancing fractals. The gold is warm to the touch and vibrates with a faint, joyous hum, like a distant cheer. When the wearer moves, the pin leaves a faint trail of “After-Image” sparks in the air, making every gesture seem grander and more significant.
Detail Stats
- Tier: 1
- Rarity: Common
- Material: Sun-Gold (Fire-Element), Solar-Silk, Prism-Core Diamond
- Weight: 0.2 lbs
- Market Value: 20 Silver
- Conduit Type: Evocation-Zodiac Focus
Slot
- Shoulder/Chest Slot: Worn as a brooch to fasten a cloak or tunic. It acts as a beacon, drawing the eyes of all toward the wearer’s “Radiant Center.”
Passive Magic
- Breathtaking Presence: You radiate an aura of minor enchantment. You gain a +1 bonus to Performance and Persuasion checks. When you enter a room for the first time, NPCs must make a low-level Will save or be momentarily “Stunned by Beauty,” losing their train of thought for a split second.
- Spark of Inspiration: Your allies feel the “Heat of the Horse.” Once per rest, an ally within 30 feet who can see you can add a +2 bonus to a single roll, fueled by the sudden surge of “Amazement” they feel watching you in action.
Activable Magic
- Sudden Revelation (Action): The user taps the Prism-Core. A flash of “True-Color” light erupts in a 10-foot radius. All creatures must succeed on a Save or be Dazzled (disadvantage on their next attack) as they are overwhelmed by the sheer, impossible beauty of the light.
- Grandiosity (Bonus Action): For 1 minute, the wearer’s voice carries like a trumpet and their stature seems to increase by several inches. During this time, you have Advantage on any roll to inspire a crowd or snap an ally out of a “Fear” or “Despair” condition.
Tags
- Astrological, Amazement, Fire-Element, Horse, Tier-1, Gold, Chest-Slot, Inspiration, Light, Radiance, Performance, Wonder, Dazzle, Brooch, Celebration, Charisma, Prism, Solar, Magnificence, Enthusiasm, Clarity, Vitality
In the vibrant world of Saṃsāra, where the 73 Islands float upon celestial currents and destiny is woven into the stars, commerce is as much a spiritual act as it is a financial one. The Astrology 777 of Amazement—a common yet spiritually resonant artifact—is traded in distinct types of locales, each reflecting the “Bright Burst” energy of the Item.
Here are the primary shops where such an item is bought and sold:
1. The Solar Pavilions (High-End Curator Shops)
Located in the gilded districts of major island capitals, these permanent structures are built with glass ceilings to catch the maximum light of the local sun. The merchants here are “Light-Breathers” who treat their inventory as holy relics.
- The Experience: The shopkeeper will not simply show you the item; they will perform a ritual of “First Sight,” placing the Astrology 777 on a velvet cushion in a dark room and slowly opening the shutters to let the Prism-Core dazzle you.
- Buying Cost: 22 to 25 Silver. You pay a premium for the guaranteed “purity” of the gold and the pedigree of the jeweler.
- Selling Price: 12 Silver. They are picky about scratches on the Solar-Silk and will pay less if the “hum” of the gold has faded.
2. The Festival Caravans (Nomadic Wagons)
As the Astrology 777 is the essence of celebration and amazement, it is most commonly found in the traveling markets that follow the “Zodiac Festivals” from island to island. These are colorful, chaotic tents filled with the smell of incense and the sound of bells.
- The Experience: Transactions are loud and theatrical. The merchant might offer you a discount if you can tell a story that truly “amazes” the crowd gathered around the stall.
- Buying Cost: 18 to 20 Silver. Prices fluctuate based on the mood of the festival; if the sun is high and the crowd is cheering, the price might even drop to 15 Silver as an act of “Good Karma.”
- Selling Price: 8 to 10 Silver. These merchants prefer trade-ins over cash, offering you a “bag of fireworks” or a “lucky horse-tail charm” in exchange.
3. The “Gray-Market” Curiosity Cabinets
Hidden in the humid, fog-drenched alleys of the lower docks, these shops are cluttered with junk and forgotten treasures. The shopkeepers often don’t fully understand the “Amazement” magic, viewing the item merely as a pretty piece of jewelry.
- The Experience: You have to dig through piles of rusted gears and tarnished brass to find a 777. The shop smells of old paper and ozone.
- Buying Cost: 12 to 15 Silver. A bargain, but the item might be “Spirit-Dirty,” requiring a brief cleansing in starlight before the passives fully activate.
- Selling Price: 5 Silver. They see many such trinkets from desperate sailors and won’t offer much for what they consider “shiny scrap.”
4. Temple Reliquaries (Zodiac Halls)
These are not shops in the traditional sense, but halls adjacent to Horse-Zodiac temples where pilgrims can buy blessed items to take home.
- The Experience: The transaction is handled by a monk who views the silver as a “donation” to the temple’s upkeep. There is no haggling here.
- Buying Cost: Fixed at 20 Silver. The price represents the “Balanced Middle Path.”
- Selling Price: Non-applicable. Temples rarely buy items back; instead, they accept them as “Offerings of Merit” (granting the player a permanent roleplay bond or favor within the temple rather than coin).
Roleplaying the Astrology 777 of Amazement requires the player to act as a “Lightning Rod” for attention. In Saṃsāra, amazement is not just a feeling; it is a disruptive force that breaks the mundane flow of reality.
Defensive Roleplay
In Hostile or Dangerous Areas (Combat Defense) Defense through amazement is based on the “Psychological Flinch.” You aren’t hiding; you are becoming so bright that the enemy cannot find their focus.
- Roleplay Hook: When an enemy lunges at you, the player roleplays the character standing perfectly still, a confident smile on their lips. As the blow nears, they trigger the Sudden Revelation. The player describes the Prism-Core diamond erupting in a silent explosion of “Impossible Colors.” The roleplay isn’t about dodging; it’s about watching the enemy’s eyes go wide and their weapon waver as they forget their murderous intent in a moment of pure, blinding awe.
- The Beacon of Calm: If the party is trapped in a dark, terrifying dungeon, the character roleplays the Horse-Zodiac’s warmth. The player describes the brooch glowing with a soft, sun-gold light that pushes back the shadows. By projecting “Amazement” at the architecture or the history of the ruins, the character roleplays “Infectious Bravery,” preventing allies from falling into the “Fear” state.
In Social or Political Environments (Diplomatic Defense) In these zones, the item is used for Atmospheric Dominance.
- Roleplay Hook: During a tense interrogation or a trial, the character roleplays their Breathtaking Presence. As an accuser speaks, the player describes the character merely adjusting their cloak, causing the solar-silk to shimmer. The goal is to make the accuser’s voice seem “small” and “dull” compared to the character’s radiant silence. The observer’s attention is constantly pulled away from the “facts” and toward the “wonder” of the character’s presence.
Offensive Roleplay
In Combat and Confrontation (Tactical Offense) Offense with the 777 is about Stunning Momentum. You use the “Shock of the Sublime” to create openings.
- Roleplay Hook: The character charges into the fray, but instead of a war cry, they use Grandiosity. The player describes the character’s voice booming like a celestial trumpet, shouting a single word of joy or a fragment of an ancient, beautiful poem. The “Shockwave of Amazement” is roleplayed as a physical weight that drops the enemy’s guard, leaving them “Dazzled” and vulnerable to a follow-up strike.
- The Kaleidoscope Feint: The character roleplays a flurry of movement. Because the pin leaves “After-Image” sparks, the player describes the character appearing to be in three places at once—a trail of golden ghosts. The enemy is forced to guess which “spark” is the real body, overwhelmed by the visual splendor.
In Infiltration and Subversion (Social Offense)
- Roleplay Hook: To get past a guard, the character doesn’t sneak; they Dazzle. The player roleplays the character walking right up to the gate and showing the guard a “True-Color” refraction from the brooch. They describe the guard becoming “intoxicated” by the beauty of the light, their mind wandering to their happiest childhood memories. While the guard is “lost in amazement,” the character (or their allies) walks right past.
- The “Inspirational Strike”: Offensively, the character uses their Spark of Inspiration to “supercharge” a teammate. The player roleplays grabbing an ally by the shoulder and pointing out the “magnificence” of the coming victory. They roleplay the Fire-element transferring from the brooch to the ally, making the ally feel like a legendary hero for one glorious moment.
The Burden of the Sun
Being a source of constant amazement is exhausting for the spirit.
- The “Dimming” Effect: After a long day of “Grandiosity,” the character might roleplay a period of “Grey-Lethargy.” The world feels dull and tasteless. The player roleplays the character sitting in silence, staring at a simple candle, trying to find wonder in the small things because they’ve spent too much “Sun-Gold” energy.
- The “Targeted” Soul: Because you are always the center of attention, you can never truly hide. The player can roleplay the frustration of being “Too Memorable”—bounty hunters find them easily, and beggars always flock to them because they look “Blessed.”

(Note: the brooch looks larger when active.)
Perception of Activation:
User’s Perspective
- Sight: The world suddenly “sharpens.” Colors become impossibly deep—the sky isn’t just blue; it is a profound, aching sapphire. Every mundane object radiates a faint, golden geometric outline, as if the user is seeing the divine blueprint of reality.
- Hearing: A sound like a distant, triumphant brass fanfare echoes in the inner ear. The user’s own voice feels resonant and powerful, as if they are speaking into a cathedral even when whispering.
- Touch: A wave of dry, invigorating heat washes from the chest outward to the fingertips. It feels like stepping into the first rays of spring sunshine after a long winter—a sensation of “thawing” and absolute vitality.
- Extra-Sensory (Chrono-Dilation): Time appears to stretch. In the moment of amazement, the user perceives the world in “High-Frame-Rate.” They can see the individual ripples in a splash of water or the micro-expressions of a foe’s hesitation, making the world seem breathtakingly slow and manageable.
- Extra-Sensory (Emotional Tether): The user “feels” the hearts of those nearby. Not as complex thoughts, but as “lights.” They sense the dimming of sadness and the sudden brightening of wonder in others, like a conductor sensing the sections of an orchestra.
- Extra-Sensory (The Solar Gallop): A phantom sensation of rhythmic hooves thumping in time with the user’s heartbeat. This provides a sense of relentless forward momentum and the feeling that “nothing is impossible.”
Observer’s Perspective
- Visuals: The brooch erupts in a silent, kaleidoscopic pulse. The wearer’s silhouette is momentarily swallowed by a “halo” of fractals that make them look twice as large and ten times more significant.
- Auditory: Those nearby hear a faint “crackling” sound, like a fire starting, followed by a low-frequency hum that vibrates in the sternum.
- Presence: Observers experience a “Sudden Inhalation.” There is a physical compulsion to stop moving and stare. Even enemies feel a momentary, treacherous surge of admiration for the wearer, finding it difficult to maintain a hateful focus.
Positives
- Absolute Morale: The item is a perfect antidote to magical fear or despair. It is nearly impossible to remain demoralized while the “Bright Burst” is active.
- Social Gravity: It acts as a “Social Magnet,” drawing all eyes and ears to the wearer, ensuring their message is heard and felt by everyone in the vicinity.
- Clarity of Action: The sensory sharpening allows the user to act with total conviction, removing the “Stutter of Doubt” that plagues Tier 1 adventurers.
Negatives
- Subtlety Failure: While active, Stealth is impossible. The wearer is a “Lighthouse in a Fog,” visible to all sensors, both magical and mundane, for miles.
- The After-Image Hangover: Once the activation ends, the user’s vision is plagued by “static” and dark spots. For several minutes, the world feels grey, cold, and profoundly disappointing.
- Attention Exhaustion: The user becomes the primary target for any foe. In a group, the enemy will almost always strike the “Brightest Light” first to extinguish the source of the party’s hope.
The Forging of the Golden Revelation: Recipe for the Astrology 777
Materials Needed
- The Body: 1.5 ounces of Sun-Gold (Gold alloyed with phosphor and refined during a solar zenith to retain heat).
- The Prism-Core: 1 Uncut Aether-Diamond (A stone with high internal refraction, capable of splitting light into twelve distinct spectra).
- The Mane: 3 strands of Solar-Silk (Thread spun from silkworms raised in a glass garden and fed exclusively on sun-bleached mulberry leaves).
- The Binding Agent: 1 vial of Liquid Joy (Distilled from the laughter of a crowd or the breath of a horse after a victorious run).
- The Fuel: 1 pinch of Ember-Dust from a fire that was started by a lightning strike.
Tools Required
- Parabolic Forge: A furnace lined with mirrors that focuses natural sunlight into a singular point of extreme heat.
- Jeweler’s Loupe of Clarity: A magnifying lens etched with Horse-Zodiac glyphs to view the “fractal-heart” of the diamond.
- Silk-Weaving Needle (Gold-Tipped): To embroider the Solar-Silk into the gold “mane” without snagging the light-fibers.
- Bellows of the Great Gallop: Hand-carved bellows used to pump oxygen in a rhythmic “thump-thump” cadence, mimicking a horse’s stride.
Skill Requirements
- Solar Smithing (Tier 1): Mastery over Fire-elemental metals that react to the presence of light rather than just heat.
- Prismatic Setting: The ability to align a gemstone so that its facets create a specific pattern of “Amazement” rather than just simple reflection.
- Zodiac Attunement (Fire Horse): The crafter must possess a “Passionate Disposition”; crafting this item while depressed or bored will result in a “Dull-Brass” failure.
- Light-Bending: Basic knowledge of how to “trap” a moment of beauty within a physical object.
Crafting Steps
- The Dawn-Melt: Place the Sun-Gold into the Parabolic Forge exactly as the sun crests the horizon. The gold must be melted by pure sunlight to ensure the “Fire-Element” is dominant.
- The Rearing Casting: Pour the molten gold into a hand-carved mold of a stallion. While the metal is still glowing red, use the Bellows of the Great Gallop to “breathe” life into the form, keeping the rhythm steady and fast.
- The Prism-Setting: Use the Jeweler’s Loupe to find the “Soul-Facet” of the Aether-Diamond. Set the diamond into the horse’s chest using a “Tension-Grip,” ensuring that light can pass through the stone from all angles.
- The Mane-Weave: Thread the Solar-Silk through the microscopic holes in the golden mane. As you weave, chant a poem of “First Sight” or a song of triumph to anchor the concept of “Amazement” into the fabric.
- The Joy-Quench: Instead of water, plunge the finished brooch into the vial of Liquid Joy. The metal should not hiss; it should emit a clear, bell-like tone that resonates for at least ten seconds.
- The Ember-Dust Polishing: Rub the surface of the gold with the lightning-born Ember-Dust. This creates the “Spark-Trail” effect, allowing the item to leave traces of light in the air when moved.
- The Revelation Test: Hold the item up to a dull, gray object. If the object appears vibrant and “new” through the Prism-Core’s refraction, the Astrology 777 is successfully awakened.
Big-Shiny-Horse and Eye-Burst of Sad King
In the “Before-Now” of the “Time-Without-Shadow,” when the islands were yet “Baby-Islands” and the sun was “Very-Loud-and-Hot,” there lived a wanderer of the Fire-Horse-Cycle known as the “Bringer-of-Giggles.” In those days, the world was “Full-of-Grey-Fog” because a Great-Sadness-Beast had eaten all the “Wow-Moments” from the people’s hearts.
The ancient carvings of the “Blinking-Ones” (translated as “The Men Who Looked at the Sun Too Long”) say the wanderer climbed the “Ladder-of-Noons.” He spoke to the Great Solar Stallion, whose hooves make the “Thunder-of-Applause.” The wanderer said, “O, Hooved-Fire, the people are ‘Heavy-with-Boredom.’ Their eyes are ‘Dusty-Windows.’ Give me a ‘Spark-that-is-not-a-Match’ so they may remember that the world is ‘Super-Great’.”
The Solar Stallion kicked a “Mountain-of-Gold” and a “Mountain-of-Glass” until they became “One-Small-Thing.” He gave the wanderer the 777, saying, “When this ‘Horse-on-the-Chest’ bites the light, the fog will ‘Run-Away-Screaming.’ But beware, for a heart that ‘Drinks-Too-Much-Wow’ may forget how to ‘Eat-Simple-Rice’.”
The story-fragments tell of the wanderer entering the “City-of-Frowns.” The King of this place had a “Face-of-Lead” and had forgotten the “Color-of-Joy.” He sat on a throne made of “Old-Bones-and-Bills.” The wanderer walked to the center of the court and “Un-Covered-the-Flash.” The 777 did a “Big-Light-Dance.”
The King’s eyes, which were “Closed-Like-Fists,” suddenly became “Open-Like-Flowers.” He saw the dust in his hall and thought it was “Falling-Gold.” He saw a spider in the corner and thought it was a “Tapestry-of-Stars.” The King wept “Shiny-Water” because the world was “Too-Much-Beautiful.” The court became “Full-of-Gasping,” and the Sadness-Beast “Exploded-from-Too-Much-Bright.”
But the wanderer did not stay. He galloped away on “Feet-of-Sparkle,” leaving the city so “Amazed” that they forgot to work for three weeks, only staring at the “Pretty-Grass.” The item was lost when the wanderer “Dissolved-into-a-Sunrise,” leaving only the pin fastened to a “Cloud-that-Stayed-Still.”
The Moral of the Story: A single flash of “Wow” can burn away a mountain of “Gloom,” but he who lives only for the “Big-Bright” will find that the “Small-Dim” of real life feels like a “Dark-Prison.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Brooch of the Sublime Epiphany
Item Description: A radiant gold pin in the shape of a rearing stallion. In a world of cosmic horror and grey despair, it glows with a light that feels suspiciously… wholesome.
Game Mechanics:
- Cost: 20 Credit Rating.
- Breathtaking Presence (Passive): The Investigator gains a Bonus Die to Appraise (for art/beauty) and Charm rolls.
- Spark of Inspiration (Active): Once per session, the wearer may spend 5 Magic Points to bolster an ally. That ally immediately recovers 1d3 Sanity points as they are reminded of the beauty of the human spirit.
- Sudden Revelation (Active): Spend 10 Magic Points. The brooch emits a flash of celestial light. All nearby hostile entities (human or otherwise) must succeed in an Extreme POW Check or be Stunned for 1 round, overwhelmed by an alien sense of “wonder” that contradicts their dark nature.
- The Negative: The light is a beacon for the Mythos. Any “Luck” rolls made to avoid notice by supernatural entities are made with a Penalty Die.
Blades in the Dark
Unique Name: Spark-Soul Brooch
Item Description: A Tier I fine accessory. It hums with the trapped energy of a thousand sunrises, an anomaly in the dark streets of Doskvol.
Game Mechanics:
- Tier: I (Common Fine Item).
- Load: 0 (Worn).
- Passive – Radiant Center: When you Sway a crowd or an individual by appealing to their better nature or dreams, you gain Potency.
- Active – Sudden Revelation: Spend 1 Stress to create a “Flash of Awe.” This acts as a distraction that provides +1d to a teammate’s Prowl or Skirmish action as the enemies are momentarily mesmerized.
- Active – Grandiosity: Spend 2 Stress to ignore the “Terrified” or “Shaken” condition for yourself and your crew for the remainder of the current score.
- Flaw: The brooch is “Loud” in the Ghost Field. Spirit-wardens and Whispers can track your location easily if you use its active powers.
Dungeons & Dragons (5th Edition)
Unique Name: Brooch of the Golden Gallop
Item Description: Wondrous Item, Common (Requires Attunement). This pin is surprisingly warm and sheds dim light in a 5-foot radius when the wearer is happy.
Game Mechanics:
- Passive – Breathtaking Presence: You gain a +1 bonus to Charisma (Persuasion) and Charisma (Performance) checks.
- Passive – Spark of Inspiration: When you use the Help action to assist an ally’s ability check, that ally can add a d4 to the roll.
- Active – Sudden Revelation (1/Long Rest): As an action, you can cause the brooch to flare. Each creature of your choice within 10 feet must succeed on a DC 13 Constitution Saving Throw or be Blinded until the end of its next turn.
- Active – Grandiosity (Bonus Action): You gain the effects of the Thaumaturgy spell for 1 minute, specifically the ability to boom your voice and appear more imposing.
Knave (2nd Edition)
Unique Name: The Sun-Horse Pin
Item Description: A heavy gold pin that smells like summer grass and ozone. It makes everyone look at you when you enter a room.
Game Mechanics:
- Inventory Slots: 1 Slot (Chest).
- Passive – Awe-Struck: Any NPC with a Morale of 7 or less will not attack you first unless provoked; they are too busy admiring your regal bearing.
- Passive – Glorious Herald: You gain a +2 bonus to all rolls made to recruit hirelings or convince a crowd to follow you.
- Active – Sudden Revelation: Once per day, you may produce a burst of light. All enemies in your presence must immediately make a Morale Check.
- Penalty: You cannot use Stealth while wearing this item. The gold “sings” and the diamond flashes even in total darkness.
Fate (Core/Condensed)
Unique Name: The Sun-Horse Pin of Awe
Item Description: A sun-gold brooch of a stallion that captures and magnifies light. It pulses with a joyous heat when its wearer stands at the center of attention.
Game Mechanics:
- Aspect: The Center of the Spectacle. You may invoke this aspect when performing before a crowd or when your sheer confidence could cow an opponent. You may compel this aspect to ensure you are the first person a guard or monster notices.
- Stunt – Sudden Revelation: Once per session, you can create a Prismatic Flash as an overcome action using Rapport or Provoke. This affects everyone in your current zone. On a success, you place a Dazzled by Beauty or Mesmerized aspect on the scene with free invokes.
- Stunt – Spark of Inspiration: When you succeed with style on a Rapport roll to encourage an ally, you may give that ally an additional +1 bonus to their next roll on top of any created advantages.
- Cost: 1 Refresh.
Numenera & Cypher System
Unique Name: Aetheric Brooch of the Radiant Gallop
Item Description: A cluster of golden filaments and a high-refraction crystal that vibrates with a low, harmonic frequency. It seems to feed on the positive attention of observers.
Game Mechanics:
- Level: 1d6 (Minimum 4).
- Form: Decorative Brooch.
- Effect (Passive): The wearer gains an Asset to all positive social interaction tasks (Persuasion, Inspiration, Performance).
- Effect (Active): By spending 2 points from your Intellect Pool, the brooch flares. Every creature within short range must succeed on an Intellect defense roll or be Dazed for one round as their mind is flooded with impossible, beautiful visions.
- Effect (Active): By spending 3 points from your Intellect Pool, you can “Grandiosize.” For one hour, your voice carries for up to a mile and your presence is so commanding that you gain an Asset to any task involving leadership or intimidation through majesty.
- Depletion: 1 in 1d20.
Pathfinder (2nd Edition)
Unique Name: Astrology 777: Brooch of the Dazzling Stallion
Item Description: This Tier 1 magical conduit is a Fire-elemental brooch of Sun-Gold and Solar-Silk, shaped like a rearing Horse-Zodiac.
Game Mechanics:
- Level: 2; Price: 35 gp.
- Usage: Worn (Shoulder/Brooch); Bulk: —.
- Breathtaking Presence (Passive): You gain a +1 item bonus to Diplomacy checks and Performance checks. If you have the Impressive Performance feat, you gain a +2 circumstance bonus to your Performance check when using it for the first time in an encounter.
- Activable Magic – Sudden Revelation (Action): [Two-Actions] (Evocation, Fire, Visual). The brooch emits a 10-foot emanation of prismatic light. Each creature in the area must attempt a Fortitude Save against your Class DC or Spell DC. On a failure, they are Dazzled for 1 minute. On a critical failure, they are also Stunned 1.
- Activable Magic – Grandiosity (Action): [One-Action] (Enchantment, Mental, Visual). For 1 minute, you gain a +1 status bonus to Intimidation checks and your voice is twice as loud as normal.
Savage Worlds (Adventure Edition)
Unique Name: The Prism-Stallion Brooch
Item Description: A golden horse pin that leaves trails of light. It inspires allies and blinds foes with the sheer “Amazement” of its presence.
Game Mechanics:
- Rank: Novice.
- Attributes: Spirit +1 (Die type) for the purpose of removing Shaken or Stunned conditions.
- Spark of Inspiration (Passive): Allies within a Command Range (5″) of the wearer receive a +1 bonus to their Spirit rolls to recover from being Shaken.
- Sudden Revelation (Active): As a Limited Action, the wearer makes a Spirit roll. On a success, they create a Large Blast Template centered on themselves. All enemies within the template must make a Vigor roll or be Distracted. On a Raise, they are also Stunned.
- The “Bright” Clause: The wearer suffers a -2 penalty to all Stealth rolls. The brooch glints and hums even when hidden under clothing.
Shadowrun (6th World Edition)
Unique Name: Zodiac-Focus: The Horse’s Flare
Item Description: This gold-plated brooch functions as a Qi Focus, though its internal circuitry is etched in patterns that mimic ancient star charts. It pulses with a warm, amber light that syncs with the user’s adrenaline levels.
Game Mechanics:
- Focus Category: Qi Focus (Requires Adept or Mystic Adept).
- Bonding Cost: 4 Karma.
- Passive – Breathtaking Presence: While active, the user gains a +1 dice pool bonus to Influence and Performance tests. The focus emits a subtle “glamour” that makes the user appear higher-status or more trustworthy to observers.
- Active – Sudden Revelation: As a Major Action, the user can spend a point of Edge to flare the focus. All enemies within 5 meters must succeed in a Reaction + Intuition test or suffer a -2 dice pool penalty to all actions for (Magic Rating) Combat Rounds due to visual overstimulation.
- Social Signature: The focus leaves a distinct astral trail of “joy” and “excitement.” Any astral tracking of the user gains a +2 dice pool bonus.
Starfinder (2nd Edition / Playtest)
Unique Name: Astrology 777: Nova-Stallion Brooch
Item Description: A piece of “Solarian-adjacent” tech, this brooch uses a micro-prism to draw energy from the nearest star, manifesting it as an aura of pure, inspiring awe.
Game Mechanics:
- Level: 2; Price: 450 Credits.
- Usage: Worn (Chest/Neck); Bulk: L.
- Passive – Spark of Inspiration: When you use the Aid action for an ally’s skill check or attack roll, you grant a +2 circumstance bonus instead of +1.
- Active – Sudden Revelation (Action): [Two-Actions] (Light, Visual). You spend 1 Focus Point. Prismatic light flares from your chest. Each foe within a 15-foot cone must succeed on a Reflex Save against your Class DC or be Dazzled for 1d4 rounds.
- Active – Grandiosity (Action): [One-Action]. You activate a voice-modulating field. For 10 minutes, your voice can be heard clearly up to 500 feet away, and you gain a +1 status bonus to Intimidate checks to Demoralize.
Traveller (Mongoose 2nd Edition)
Unique Name: Saṃsāran “Awe-Inducer” Pin (TL-12)
Item Description: A high-tech jewelry piece utilizing microscopic gravity-lens arrays to distort light into beautiful patterns. It is often used by diplomats to ensure they remain the focal point of any meeting.
Game Mechanics:
- TL (Tech Level): 12.
- Weight: —.
- Passive – Social Magnetism: The wearer receives a DM+1 to all Persuade and Carouse checks. The device subtly highlights the wearer’s best features using pinpoint lighting.
- Active – Flash Blind: As a Minor Action, the user can overload the gravity-lenses. Any person looking at the user must make a Difficulty 8 END check (DM+DEX) or be blinded for 1D rounds. This drains the internal power cell, requiring 1 hour of sunlight or a standard power pack to recharge.
- Negative: The pin’s power signature is “Very High” on electronic sensors, providing a DM+2 to anyone trying to detect the user with a sensor suite.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Stallion’s Radiant Favor
Item Description: A heavy gold pin found in the southern reaches of the Celestial Mountains. It glows with the golden wind of Chamon, turning the wearer into a figure of legend.
Game Mechanics:
- Price: 2 Gold Crowns.
- Encumbrance: 0.
- Passive – Radiant Aura: The wearer gains the Public Speaking Talent. If they already have it, they gain +10 to Entertainment (Speeches) tests. Additionally, the wearer gains +1 Fortune point at the start of each session that can only be spent on social tests.
- Active – Sudden Revelation (Action): Once per day, the wearer may spend a Fortune point to emit a blinding light. All targets within 4 yards must pass a Challenging (+0) Cool Test or suffer 1 Blinded Condition.
- Active – Grandiosity: The wearer can make a Challenging (+0) Leadership Test. On a success, all allies within 10 yards gain the Fearless trait against a single specific source of Terror for the duration of the encounter.
