Lore: In the crowded marketplaces of Saṃsāra’s coastal island nations, there exists a type of parasitic magic born from the loneliness of forgotten isekai souls. Curse 114 manifests as a pair of rusted, interlocking iron bells attached to a fraying hemp cord. Originally intended as a safety device for deep-cave miners to track one another, the magic curdled over centuries of isolation. It is now a “Clinging Hex.” When an avatar dons the bells, the magic forces a metaphysical tether between them and the nearest sentient being. The gear does not seek to harm through direct violence; instead, it enforces “Accompaniment” by ensuring the wearer is never truly alone, making their presence an inescapable reality for those nearby. It is often worn by those who take the role of the “Unshakable Shadow” or the “Relentless Squire.”
Stats
- Tier: 1
- Rarity: Common
- Gear Slot: Waist or Neck (Accessory)
- Durability: 14 (The iron is brittle but resonates with spiritual energy)
- Weight: 0.8 lbs
Skills Gained
- Expertise (Shadowing): You gain an instinctive understanding of how to pace yourself perfectly behind another person without tripping or losing step.
- Expertise (Social Intuition): You become hyper-aware of the micro-expressions of those you accompany, sensing their discomfort or intent.
Passive Magics
- The Sympathetic Pace: As long as you are within 10 feet of an ally or a designated “accompanied” target, your movement speed automatically matches theirs, regardless of terrain difficulties or encumbrance, provided their speed is higher than your base.
- Inescapable Resonance: The bells emit a low-frequency hum that only you and your chosen accompaniment can hear. This hum imposes a -1 penalty to the target’s Stealth checks, as your metaphysical presence “bleeds” into their surroundings.
Activated Magics
- Synchronized Heartbeat (Cost: 3 Mana): You ring the bells softly. For the next 10 minutes, any “Mind’s Eye” capability used by your accompanied target is partially shared with you. If they perceive a magical flow or a hidden trap, you perceive it simultaneously.
- Burden of the Unwanted (Cost: 5 Mana): You strike the bells sharply. For 1 minute, you become a “Metaphysical Anchor” for your target. If they attempt to move further than 15 feet away from you, they must succeed on a DC 13 Strength (Athletics) check or be pulled back toward you by a spectral cord of magical tension.
Tags: Accompaniment-Focus, Social-Hex, Tether-Magic, Tier 1, Common, Waist-Slot, Movement-Sync, Tracking-Blight, Saṃsāra-Coast, Parasitic-Presence, Auditory-Curse, Shadow-Bound, Resonance-Link, Unshakable-Step, Clinging-Iron, Sympathetic-Vibration, Proximity-Writ, Harmonic-Burden
In the island nations and trade hubs of Saṃsāra, Curse 114 of the Unwanted Accompaniment is treated as both a specialized security tool and a social nuisance. It is found in locations where the proximity of individuals is a logistical necessity or a professional requirement.
The Bell-Ringer’s Loft (Coastal Island Towns)
- Environment: Located at the highest point of seaside villages, often within the damp stone towers used to signal ships through the mist. The air is thick with the smell of salt and old iron.
- How it is Bought: Sold by retired signalmen as “Fog-Tethers.” It is marketed to families and small groups of travelers who fear being separated in the unpredictable coastal weather. The purchase involves a superstitious ritual where the buyer must ring the bells once to “introduce” their soul to the iron.
- How it is Sold: These shops will buy the bells back only if the cord is intact, but they often deduct value if the bells have “picked up” too much of a previous owner’s personality or lingering sadness.
- Cost: 70 to 95 Silver Pieces.
The Sentinel’s Provisioner (Metropolis Guard Districts)
- Environment: A clean, organized shop within a city’s military or private security sector. The walls are lined with handcuffs, chains, and steam-powered tracking devices.
- How it is Bought: Purchased by professional bodyguards or “Relentless Squires” who are contracted to never leave their client’s side. It is sold as a professional-grade “Proximity Maintenance Tool.” Here, the item is meticulously cleaned of rust to ensure a clear, authoritative ring.
- How it is Sold: Sold as used military surplus. The merchant requires proof that the “Accompaniment” contract was either fulfilled or legally terminated before they will accept the cursed item back.
- Cost: 11 to 14 Gold Pieces.
The Salvage Deck (Floating Trade Flotillas)
- Environment: A temporary market set up on the deck of a massive trade ship or a cluster of lashed-together barges. The shop is a chaotic mess of sea-drenched crates and rusted mechanical parts.
- How it is Bought: Sold as “Curio-Blight.” The merchant likely recovered the bells from a shipwreck or a drowned traveler. There is no guarantee of the item’s history, and the hemp cord may be replaced with cheaper, salt-worn rope.
- How it is Sold: Traded for essential supplies like steam-coal or fresh water. The merchant values the raw weight of the iron over the magical property.
- Cost: 6 Gold Pieces + 8 Nickel.
The Silent Exchange (Underground Cave Cities)
- Environment: A lightless stall in a “Dark Market” where transactions are done through touch and telepathy. The bells are kept muffled in thick velvet to prevent them from ringing prematurely.
- How it is Bought: Acquired by those who wish to “bind” themselves to a target for less honorable reasons, such as stalking or non-consensual tracking. It is sold as a “Leash of the Unseen.”
- How it is Sold: Handed over in exchange for silver or favors, with the understanding that once the bells are “attached,” the seller is no longer responsible for the social consequences.
- Cost: 2 Platinum Pieces (The high price reflects the “discretion” of the seller and the rarity of obtaining muffled sets).
Roleplaying with Curse 114 of the Unwanted Accompaniment focuses on the physical and metaphysical bond between you and your target. You are not just a companion; you are a rhythmic extension of their presence, using the bells to dictate the flow of the encounter.
Defensive Roleplay: The Unshakable Shadow
In defense, the bells are used to ensure that neither you nor your accompaniment can be isolated, pickpocketed, or bypassed by hostile forces.
- The Mirror Step: When your accompanied ally is being targeted, roleplay the Sympathetic Pace. Narrate how your body moves in perfect, eerie unison with theirs, positioning yourself to intercept blows before they even realize they are being attacked. You describe the bells ringing not as a warning, but as a confirmation of your shared position in space.
- Resonance Shielding: Use the Inescapable Resonance to roleplay a “Sonic Perimeter.” Describe the low hum of the bells vibrating in the floorboards or the stone beneath you. In the dark or mist, you roleplay that you can “hear” the distance between your ally and a hidden threat because the frequency of the bells shifts when someone enters the tethered space.
- Anchor Pointing: When an ally is threatened with being pushed back or dragged away (such as by a gust of wind magic or a grappling hook), roleplay the weight of the iron bells. Narrate how you dig your heels in, using the magical tension of the tether to act as a physical counterweight, preventing them from being displaced.
Offensive Roleplay: The Relentless Pursuer
In offense, the bells turn you into a hound that cannot be shaken, exhausting the target’s spirit and options through inescapable proximity.
- The Harmonic Harassment: Roleplay the -1 Stealth penalty as a psychological weapon. Narrate how the target tries to sneak away, but your bells emit a sudden, sharp jingle the moment they try to move. You describe the target’s growing frustration as your presence “bleeds” into their shadow, making it impossible for them to find a moment of peace or privacy.
- Synchronized Sabotage: Use Synchronized Heartbeat to roleplay “borrowed intent.” When your target prepares a strike or a spell, narrate how you feel the surge of mana or the tightening of their muscles through the bells. You use this stolen information to strike at the same moment they do, creating a “Dual Attack” that overwhelms the enemy’s defenses.
- The Snare of the Unwanted: When an enemy tries to flee, roleplay the activation of Burden of the Unwanted. Narrate the striking of the bells as a “Gavel of Judgment.” Describe the spectral indigo cord snapping taut, jerking the fleeing enemy backward toward you just as they think they have reached safety. You roleplay the cold satisfaction of knowing that they are “Accompanied” whether they wish to be or not.
Environmental Roleplay Nuances
- In High-Magic Coastal Areas: Roleplay the sea-mist as your ally. While others are lost and shouting for one another, you move with total confidence. You narrate how the bells “sing” through the moisture in the air, creating a private channel of sound that only you and your companion can follow, allowing you to navigate treacherous cliffs without looking down.
- In Industrial Megacities: Roleplay the bells against the backdrop of thrumming steam engines. Narrate how you “sync” the ringing of your iron bells to the rhythm of the city’s pistons. This allows you to hide your movements from outsiders while remaining perfectly tethered to your companion amidst the chaos of a crowded factory floor.
- In Political Metropolises: Use the bells to roleplay “Social Aggression.” When your companion is trying to have a private conversation or a secret meeting, roleplay the bells jingling at the most inconvenient times. You narrate the embarrassment of your companion as you remain “Unshakably Present,” making it clear to everyone in the room that your presence is a sanctioned, unavoidable part of the leader’s retinue.

Perception of Activation:
- User’s Perspective
- Sight: A thin, translucent indigo tether, resembling a vibrating piano wire, manifests between your solar plexus and the center of the person you are accompanying. The colors of the surrounding environment dim slightly, while your “accompaniment” begins to glow with a soft, guiding luminescence.
- Sound: External noise is muffled as if you are underwater, replaced by a rhythmic, crystalline chiming that pulses in time with your own heartbeat. You begin to hear a faint, harmonic resonance whenever your companion speaks or moves.
- Touch: You feel a gentle but persistent tugging sensation on your waist or neck, as if a spectral hand is leading you. There is a strange, phantom sensation of “double-weight”; you can feel the pressure of the ground beneath your companion’s feet as clearly as your own.
- Smell: The sharp, metallic scent of cold iron and wet hemp fills your senses, even in environments where these materials are absent.
- Extra-Sensory (Kinesthetic Mirroring): You perceive a “shadow-map” of your companion’s muscular tension. You know when they are about to sprint or jump a split-second before the physical action occurs, as the magical tether transmits their kinetic intent directly into your nervous system.
- Extra-Sensory (Positional Certainty): Even with your eyes closed, you possess a perfect, 360-degree awareness of your companion’s exact location relative to your own. You feel a “magnetic” pull that ensures your bodies remain oriented toward one another.
- Observer’s Perspective
- Sight: The wearer moves with an uncanny, puppet-like precision, matching the stride and posture of their companion so perfectly it appears choreographed. During high-tension moments, faint indigo sparks leap between the two interlocking bells.
- Sound: A persistent, haunting jingle that seems to vibrate in the listener’s inner ear rather than in the air. The sound is difficult to pinpoint, making the pair feel like a single, larger entity moving through the space.
- Positives
- Perfect Synchronization: The user can navigate complex obstacles or perform stealthy maneuvers in total tandem with their ally without verbal communication.
- Anti-Isolation: It is physically and magically impossible for the user to be “lost” or separated from the group in low-visibility environments like thick sea-mists or magical darkness.
- Threat Awareness: By sharing the companion’s “Mind’s Eye” perceptions, the user acts as a redundant sensory system, catching details the leader might miss.
- Negatives
- Loss of Autonomy: The “Sympathetic Pace” can be jarring; if the companion trips or falls, the user often experiences a sympathetic loss of balance or is physically jerked toward the hazard.
- Sensory Overload: In high-stress situations, the “Double-Weight” sensation and the harmonic chiming can become deafening, causing the user to suffer from headaches or temporary disorientation.
- Inescapable Proximity: The user cannot move away from the companion even for necessary tasks without deactivating the gear or fighting the magical tension of the cord.
The Forging of the Interlocked Shadow
Materials Needed
- Two Rusted Iron Slugs: Must be harvested from a decommissioned signal bell that served a coastal town for at least fifty years to ensure they possess a “memory” of constant vigilance.
- A Length of Salt-Worn Hemp Cord: Taken from a ship that successfully navigated a “Ghost-Fog” without losing a single crew member.
- Resonance-Infused Solder: A mixture of tin, lead, and the pulverized remains of a “Echo-Crystal” found in deep-sea trenches.
- Vial of Sympathetic Ink: Ink brewed from the crushed shells of barnacles that grew in pairs, used for etching the internal striker of the bells.
- A Lock of Hair from Two Devoted Companions: To be braided into the hemp cord to provide the “Social Anchor” for the hex.
- Magnetic Sand from a Volcanic Island: Used during the tempering process to ensure the bells possess a permanent “attraction” to one another.
Tools Required
- A Miniature Bellows and Hearth: For heating the iron to a dull cherry-red without melting the spiritual resonance away.
- An Indigo-Tipped Chisel: Specifically for carving the “Accompaniment” runes into the interior walls of the bells.
- A Braiding Frame: To ensure the hemp and hair are woven with consistent tension, which dictates the strength of the magical tether.
- A Tuning Fork Tuned to the “Frequency of Presence”: To test the pitch of the bells during the cooling process.
Skill Requirements
- Sympathetic Smithing (Tier 1): The ability to forge items that create a magical link between two distinct entities.
- Fine Ropework: Necessary for the complex braiding of the tether cord to ensure it can withstand the physical tension of the “Burden of the Unwanted.”
- Acoustic Attunement: The crafter must be able to hear the “Inner Ring” of the metal to ensure the bells vibrate in harmony rather than discord.
Crafting Steps
- The Purge of Isolation: Heat the iron slugs in the hearth until they glow. Hammer them into rough bell shapes while reciting the names of famous pairs or loyal servants from Saṃsāra’s history.
- The Indigo Etching: While the metal is still warm, use the indigo chisel to carve the runes of “The Inescapable Shadow” inside the bell mouth. Fill these carvings with the Sympathetic Ink.
- The Internal Striker: Forge two small strikers from the resonance-infused solder. These must be shaped like small, reaching hands to symbolize the “Clinging” nature of the curse.
- The Tempering of Attraction: Quench the hot bells in a bucket of water mixed with the magnetic volcanic sand. The sand will cling to the rust, creating a textured, dark finish that pulses when near other iron.
- The Tether Weave: Using the braiding frame, interweave the salt-worn hemp with the hair of companions. The weave must be tightest at the center point where the two bells will eventually meet.
- The Interlocking Ring: Attach the bells to the cord using a “Dead-Man’s Knot.” The bells must be positioned so they physically strike each other when the wearer moves, creating the “Harmonic Burden.”
- The Final Ring: Strike the bells against a stone floor. If the sound causes a momentary indigo flash and a feeling of “Weight” in the crafter’s chest, the Curse 114 is successfully seated.
Shadow-Walker and Twin-Tongued Iron
In the “Eon-of-Thousand-Mists,” when the islands of Saṃsāra were yet “Unanchored-Seeds” drifting upon the “Endless-Glass-Sea,” there lived a Wanderer known as Kaelo-the-Unseen. Kaelo was a “Soul-of-Thin-Smoke,” a man who walked the world but left no “Footprint-in-the-Dust.” He was so solitary that the wind forgot to blow against him, and the earth forgot the “Weight-of-his-Stride.”
The translation, etched upon the “Spiral-Shell-of-Lost-Voices” and kept in the “Deep-Salt-Archives,” tells of Kaelo’s despair. He grew weary of the “Silence-of-his-Own-Shadow.” He journeyed to the Forge-of-the-Lonesome-tide, where the “Goddess-of-Grief” sat weaving hemp from the “Hair-of-the-Drowned.” He begged her for a “Voice-that-Must-be-Heard” and a “Presence-that-Cannot-be-Shaken.”
The Goddess took two slugs of “Weeping-Iron” from a sunken signal tower and forged them into the Curse 114. She bound them with a cord of “Sympathetic-Hemp” and told Kaelo, “Now, you shall never walk alone, but your path shall be the path of another, and your heartbeat shall be the hammer that strikes their peace.”
The story tells of Kaelo’s arrival at the Court-of-the-Silent-King. The King was a man of “Ice-and-Isolation,” who forbade any soul to stand within “Ten-Paces-of-his-Throne.” Kaelo, wearing the Interlocked-Bells, walked directly into the “Forbidden-Circle.” The King’s guards sought to “Cast-Him-Out,” but as they pulled at Kaelo, the “Indigo-Tether” snapped taut. The King was jerked from his throne, his own body “Mirrored” to Kaelo’s every movement.
The translation reveals a “Harmonic-Binding.” For forty days and forty nights, Kaelo and the King were “One-Motion.” When Kaelo ate, the King’s mouth moved. When Kaelo slept, the King’s eyes grew heavy. The King’s “Stony-Solitude” was shattered by the “Constant-Jingle” of the iron bells. He grew to loathe the “Accompaniment,” but in that loathing, he remembered the “Existence-of-Others.” The “Curse-of-the-Shadow” forced the King to see the “Weight-of-his-People,” for Kaelo had become a “Burden-that-Could-not-be-Put-Down.”
The ancient script, echoing like “Waves-in-a-Deep-Cave,” ends: “Kaelo vanished back into the mist, leaving the bells behind. They do not seek the popular or the loved; they seek the one who wishes to be invisible, for the bells ensure that every step taken is a step shared, and every silence is broken by the resonance of the Unwanted.”
Moral of the Story: To seek a connection through force is to turn a “Companion” into a “Captive,” yet sometimes the only way to find one’s own “Weight” is to become an “Inescapable-Burden” to another.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Clinging Bells of Kadath
Description: Two rusted, misshapen iron bells that emit a sound like a distant, mourning choir. Once donned, they create a psychic tether that prevents the wearer from wandering into the loneliness of the void.
Stat Block:
- Type: Artifact / Cursed Item
- Sanity Cost: 1D4 to attune to a companion.
- Skill: Track or Listen
Mechanics:
- Passive — The Sympathetic Pace: As long as the wearer is within 5 yards of their chosen companion, they gain a bonus die on any DEX checks made to navigate terrain or maintain balance.
- Passive — Inescapable Resonance: The companion suffers a penalty of -20% to all Stealth checks. The wearer can always determine the companion’s exact location by making a Listen roll (no penalty for distance or walls up to 10 yards).
- Active — Synchronized Heartbeat: The wearer may spend 1 Magic Point to focus on the bells. For the next hour, they may use the companion’s Spot Hidden or Track skill values instead of their own.
- Active — Burden of the Unwanted: If the companion attempts to move further than 5 yards away without the wearer’s consent, the companion must succeed in an Opposed STR Test against the wearer. On a failure, they are jerked back and lose their remaining movement for the round.
Blades in the Dark
Name: The Relentless Squire’s Tether
Description: A rusted set of bells favored by the “Leaches” of Doskvol to ensure their muscle never leaves their side in a ghost-fog.
Stat Block:
- Tier: I
- Quality: Fine
- Load: 1
Mechanics:
- Passive — Accompaniment: When you follow an ally’s lead in a Group Action, you do not count toward the total number of failures if you are within arm’s reach of the leader.
- Passive — Unshakable Step: You may ignore the “Difficult” or “Precise” movement requirements of a position if the person you are accompanying has already successfully navigated it.
- Active — Synchronized Heartbeat: You may take 1 Stress to share the “Mind’s Eye” of your companion. You gain the benefits of any Fine sensory gear they are currently using for the duration of the scene.
- Active — Burden of the Unwanted: You may spend 2 Stress to initiate a “Physical Anchor.” For the next minute, your companion cannot move away from you unless they resist with Prowess.
Dungeons & Dragons (5th Edition)
Name: Curse 114 of the Unwanted Accompaniment
Description: Wondrous Item (Neck or Waist), Common (Requires Attunement) A pair of interlocked iron bells on a salt-crusted hemp rope. The bells ring with a tone that vibrates in the bones of nearby creatures.
Stat Block:
- Item Type: Accessory
- Weight: 0.8 lbs.
Mechanics:
- Passive — Sympathetic Pace: While you are within 10 feet of a willing ally, your walking speed becomes equal to theirs if it is higher than your own. You also ignore non-magical difficult terrain that your ally has already moved through this turn.
- Passive — Inescapable Resonance: A creature you are accompanying has disadvantage on Dexterity (Stealth) checks. You always know the direction and distance to the creature as long as you are on the same plane of existence.
- Active — Synchronized Heartbeat (1/Day): As an action, you ring the bells. For 10 minutes, you gain any special senses the creature you are accompanying possesses (such as Darkvision or Blindsight).
- Active — Burden of the Unwanted: When the creature you are accompanying moves to a space more than 15 feet away from you, you can use your reaction to force them to make a DC 13 Strength Saving Throw. On a failure, their speed becomes 0 until the start of their next turn and they are pulled 5 feet toward you.
Knave (2nd Edition)
Name: The Shadow-Bells
Description: Ancient iron bells that refuse to be silenced. They bind two fates together with a cord of spectral tension.
Stat Block:
- Slots: 1 (Worn)
- Armor: 0
- Quality: 14
Mechanics:
- Passive — Sympathetic Pace: You may use the DEX or MOV stats of a companion you are shadowing if they are higher than your own.
- Passive — Inescapable Resonance: You can never be surprised as long as your companion is not surprised. However, your companion cannot hide from enemies while you are within 10 feet.
- Active — Synchronized Heartbeat: Once per day, you may ask the referee for one piece of information your companion’s “Mind’s Eye” has perceived but they have failed to notice.
- Active — Burden of the Unwanted: If your companion moves away, you may make a STR Save. If successful, you pull them back, and they cannot move further away from you for the rest of the turn.
Fate Core System
Name: The Sympathetic Echo Bells
Description: These rusted iron bells function as a specialized Gear Stunt. They bind the wearer to another’s fate, ensuring that where one goes, the other must follow.
Stat Block:
- Type: Specialized Gear
- Cost: 1 Refresh (to own as a permanent Stunt)
Mechanics:
- Passive — Sympathetic Pace: You gain the Aspect “Glued to Your Side.” Whenever you are moving to keep up with a designated companion, you gain a +2 bonus to Athletics rolls made to overcome obstacles or navigate terrain.
- Passive — Inescapable Resonance: Because you “bleed” into your companion’s presence, any attempt by them to use Stealth while you are nearby creates a +2 active opposition.
- Active — Synchronized Heartbeat: Once per scene, you may spend a Fate Point to borrow a specialized Notice or Investigate stunt from your companion for a single roll.
- Active — Burden of the Unwanted: You may spend a Fate Point to invoke your “Glued to Your Side” aspect to prevent a target from moving to a different zone than you. They must overcome your Physique with their own to break the tether.
Numenera & Cypher System
Name: Hexe 114: The Clinging Shadow
Description: This Level 2 artifact manifests as two interlocked metallic nodules that emit a low-frequency harmonic hum. It is a tool of forced proximity.
Stat Block:
- Level: 1d6 (Minimum 2)
- Form: Necklace or belt attachment.
- Depletion: 1 in 1d20
Mechanics:
- Passive — Sympathetic Pace: When moving with a designated companion, the wearer treats the difficulty of all climbing, jumping, or balancing tasks as one step easier, provided the companion has already succeeded.
- Passive — Inescapable Resonance: The wearer and the companion take a -1 penalty to all tasks involving stealth or remaining unnoticed.
- Active — Synchronized Heartbeat (2 Intellect points): For one hour, the wearer gains any sensory assets possessed by the companion (such as seeing in low light or hearing high frequencies).
- Active — Burden of the Unwanted (3 Might points): As an action, the wearer creates a kinetic anchor. A target within immediate range cannot move further than immediate range away for 1 minute. Each round the target attempts to move away, they must succeed on a Might-based task against the artifact’s level.
Pathfinder (2nd Edition)
Name: Curse 114 of the Unwanted Accompaniment
Description: Item 2; Uncommon, Abjuration, Invested, Occult The bells vibrate with the rhythm of two hearts beating as one. The magic ensures that no matter how hard one tries to flee, the shadow remains attached.
Stat Block:
- Usage: worn (waist or neck); Bulk: L
- Skills: Expertise in Shadowing (Stealth) and Social Intuition (Perception).
Mechanics:
- Passive — Sympathetic Pace: You gain a +5-foot status bonus to your Speed as long as you are moving toward or following a designated ally. You ignore non-magical difficult terrain that your ally has already successfully traversed this turn.
- Passive — Inescapable Resonance: The creature you are accompanying takes a -2 status penalty to Stealth checks. You gain a +2 status bonus to Perception checks to locate that creature.
- Active — Synchronized Heartbeat [Two-Actions] (Frequency: once per day): You ring the bells. For 10 minutes, you gain any special senses the accompanied creature has, such as darkvision or scent.
- Active — Burden of the Unwanted [Reaction] (Trigger: The accompanied creature moves to a space more than 15 feet away from you): Effect: You anchor yourself. The creature must attempt a DC 16 Fortitude save. On a failure, their movement ends immediately, and they are pulled 5 feet toward you.
Savage Worlds (Adventure Edition)
Name: The Relentless Squire’s Bells
Description: These rusted iron bells ensure a squire or bodyguard is never separated from their ward, regardless of the chaos of battle.
Stat Block:
- Rank: Novice
- Attributes: Spirit d6+, Vigor d6+
- Weight: 1
Mechanics:
- Passive — Sympathetic Pace: The wearer gains the Fleet-Footed Edge, but only when moving to stay within 2″ (4 yards) of a designated ally.
- Passive — Inescapable Resonance: Anyone attempting to remain stealthy while within 2″ of the wearer suffers a -2 penalty to their Stealth rolls.
- Active — Synchronized Heartbeat: By spending a Benny, the wearer can automatically succeed on a Notice roll if their companion has already successfully spotted the threat.
- Active — Burden of the Unwanted: As an action, the wearer can force a target within 2″ to make an Opposed Strength roll. If the wearer wins, the target is “Bound” to a 2″ radius around the wearer for 1d6 rounds.
Shadowrun (6th Edition)
Name: The “Stalker” Astral Tether
Description: A pair of rusted iron bells that have been dual-natured through a botched enchantment. In the sprawl, they are often used by low-level “talismongers” to ensure corporate assets don’t vanish in the crowds of the Neo-Tokyo or Seattle sectors.
Stat Block:
- Type: Alchemical Focus (External)
- Rating: 2
- Availability: 4 (Legal)
- Cost: 4,500¥
Mechanics:
- Passive — Sympathetic Pace: The wearer gains a +1 bonus to Athletics tests when following or chasing a designated target. In a chase scene, the wearer automatically gains 1 Edge at the start of the pursuit if they are within 10 meters of their target.
- Passive — Inescapable Resonance: The companion takes a -2 penalty to Stealth tests. Additionally, the bells emit a faint astral signature, giving any Mage or Spirit a +2 bonus to Assensing tests to find the pair.
- Active — Synchronized Heartbeat: The wearer may spend 1 Edge to share the sensory data of their companion. This includes visual, auditory, and any cybernetic vision enhancements (like Thermographic or Vision Magnification) the companion possesses.
- Active — Burden of the Unwanted: As a Major Action, the wearer can force a target to make a Strength + Willpower (4) test. On a failure, the target is magically tethered and cannot move further than 5 meters from the wearer for (Rating) minutes.
Starfinder (2nd Edition Playtest)
Name: Hexe 114: The Grav-Linked Chimes
Description: Level 2; Price: 600 Credits; Bulk: L These bells utilize localized gravity-anchor technology fused with Saṃsāra’s traditional hex-work to create a tether that is as much physical as it is magical.
Stat Block:
- Usage: worn (neck or waist); Capacity: 20 (Charges)
- Category: Hybrid Item (Abjuration)
Mechanics:
- Passive — Sympathetic Pace: You gain a +10-foot status bonus to your Speed when moving toward an ally. You ignore the effects of Greater Difficult Terrain if an ally has already moved through that space during the same round.
- Passive — Inescapable Resonance: Your companion takes a -1 status penalty to Stealth checks. You are never Flat-footed against attacks if your companion is aware of the attacker.
- Active — Synchronized Heartbeat (1 Action, 2 Charges): For 10 minutes, you gain the benefits of any Sense (such as Blindsight or Low-light vision) that your companion possesses.
- Active — Burden of the Unwanted (Reaction, 5 Charges): Trigger: A creature you are tethered to moves away from you. Effect: The creature must succeed on a Fortitude Save (DC 15) or be Grabbed by the gravitational tension of the bells until the start of their next turn.
Traveller (Mongoose 2nd Edition)
Name: TL 10 Proximity Maintenance Array
Description: A jagged, industrial-looking pair of bells attached to a smart-fiber cord. Used by EVA teams in the Saṃsāra debris belts to ensure tethered pairs don’t drift apart during high-velocity maneuvers.
Stat Block:
- TL: 10
- Weight: —
- Cost: Cr 5,500
- Skill: Athletics (Dexterity) or Vacc Suit
Mechanics:
- Passive — Sympathetic Pace: When performing a task that requires coordinated movement (such as a zero-G EVA or climbing), the wearer may use the Athletics skill level of their companion if it is higher than their own.
- Passive — Inescapable Resonance: The companion suffers a -1 DM to all Stealth or Recon checks. The wearer gains a +2 DM to any Sensor or Listen checks to track the companion.
- Active — Synchronized Heartbeat: By linking their comms to the bells, the wearer can view the companion’s HUD and biometric data as if it were their own.
- Active — Burden of the Unwanted: The smart-fiber cord can be locked. If the companion moves more than 3 meters away, they must make a STR check (8+) to move further. If they fail, they are halted and may be pulled back by the wearer as a Significant Action.
Warhammer (Wrath & Glory)
Name: The Bell-Ringer’s Penitent Chain
Description: Two heavy, rusted bells blessed by a blind deacon. They are used to bind a Penitent to their Guard, ensuring the path to redemption is walked together.
Stat Block:
- Value: 4 (Common); Tier: 1
- Keywords: [Imperium], [Penitent], [Hexe], [Curse]
Mechanics:
- Passive — Sympathetic Pace: The wearer adds +1 to their Speed when moving to stay within 5 meters of their designated companion. They gain +1 bonus die to any Athletics tests involving movement.
- Passive — Inescapable Resonance: The companion suffers a +1 DN penalty to all Stealth tests. The wearer gains +2 bonus dice to Insight tests against the companion.
- Active — Synchronized Heartbeat (1 Glory): The wearer tunes their senses to the bells. For the duration of the scene, they may use the companion’s Awareness attribute instead of their own.
- Active — Burden of the Unwanted (Action): The wearer strikes the bells. The target must make a Strength (DN 3) test. On a failure, they are Restrained within a 5-meter radius of the wearer.
