Curse 229 of the Acceptable Loss

Lore: In the bureaucracy of Saṃsāra’s floating cities and megastructures, not every soul is considered a priority. Curse 229 was originally an administrative hex used by callous governors to designate certain individuals as “expendable” for the sake of the greater population. The gear—a frayed, parchment-like ribbon that wraps around the limb—marks the wearer as someone whom the universe considers “Acceptable” to harm. However, in the high-magic flows of Saṃsāra, being designated as a sacrifice allows an Avatar to manipulate the “budget” of tragedy. By accepting their role as the one who takes the hit, the wearer gains the ability to mitigate the severity of that loss, turning a lethal blow into a mere statistic and ensuring that while they are hurt, the damage remains within “acceptable” parameters.

Stats

  • Tier: 1
  • Rarity: Common
  • Gear Slot: Wrist or Ankle (Wrap)
  • Durability: 12 (Tears slightly whenever a loss is “accepted”)
  • Weight: 0.1 lbs

Skills Gained

  • Expertise (Bureaucracy): You understand how to navigate systems of sacrifice and resource management.
  • Expertise (Medicine/First Aid): You have learned exactly how much damage a body can take before it stops being functional.

Passive Magics

  • Minimal Variance: When you take damage, any roll of the maximum possible value on the damage die is treated as a roll of one lower. The universe refuses to let your suffering exceed the “standard deviation.”
  • Designated Target: While you are within 5 feet of an ally, enemies have a subconscious urge to target you instead. You appear to be the most “efficient” target for their aggression.

Activated Magics

  • Budgetary Reallocation (Cost: 3 Mana): As a reaction when an ally within 10 feet takes damage, you “accept” a portion of that loss. You take half of the damage they would have received. This damage cannot be reduced, as it has already been “accounted for.”
  • Calculated Recovery (Cost: 5 Mana): You tap into the “Acceptable” nature of your status. For the next minute, if you are reduced to 0 HP, you instead drop to 1 HP. This ability can only be used once per day, as the administrative spirits of Saṃsāra only allow for one “statistical miracle” per cycle.

Tags: Acceptable-Focus, Sacrifice-Magic, Bureaucratic-Hex, Tier 1, Common, Limb-Wrap, Damage-Mitigation, Administrative-Blight, Saṃsāra-Metropolis, Expendable-Status, Logic-Curse, Statistical-Anomaly, Margin-of-Error, Sanctioned-Pain, Red-Tape-Resilience, Oversight-Aura, Ledger-Bound, Standard-Deviation

In the world of Saṃsāra, Curse 229 of the Acceptable Loss is distributed through channels that mirror the bureaucratic and industrial nature of the high-population island countries. Because it is a Tier 1 item with common rarity, it is found where social hierarchies are most rigid and safety is a managed resource.

The Bureau of Civil Compliance (Floating Cities)

  • Environment: These shops are found in the administrative wards of skyscraper metropolises or floating islands. They resemble austere government offices with long lines, steam-driven pneumatic tubes, and clerks behind thick glass partitions.
  • How it is Bought: Sold as “Public Safety Equipment” to low-tier avatars or indentured laborers. To purchase it here, an avatar must provide their “Mind’s Eye” identification and sign an “Indemnity of Sacrifice” form, officially accepting their status as a statistical secondary priority.
  • How it is Sold: The Bureau only buys back the ribbons if they are untorn (unused), offering only a fraction of the value in credit toward state-sanctioned housing or food nikels.
  • Cost: 60 to 80 Silver Pieces. The price is subsidized by the government to ensure a steady supply of “Acceptable” targets for city defense.

The Actuary’s Corner (Market Metropolises)

  • Environment: A tidy, cramped stall located in the shadow of massive steam-factories. The merchant is usually an “Audit-Mage” who wears spectacles and constantly updates a large chalkboard listing current “Safety Rates.”
  • How it is Bought: Often sold in “Safety Bundles” to caravan leaders or adventuring parties. The merchant emphasizes the “Logic-Curse” aspect, explaining that it is more cost-effective for one person to take a managed hit than for the whole team to risk a variable disaster.
  • How it is Sold: The merchant will buy used ribbons (even those with low durability) for the purpose of “Distilled Data Scrapping,” hoping to extract the residual memories of the damage taken.
  • Cost: 12 to 15 Gold Pieces. Prices are higher here due to the lack of state subsidies and the convenience of proximity to dangerous trade routes.

The Scavenged Ledger (Slum Districts & Cave Megacities)

  • Environment: A shop built from rusted boiler plates and discarded crates in the dark, damp underbelly of the city. The merchant is often an Isekai character who recognizes the “Corporate” feel of the item and sells it with a cynical sense of humor.
  • How it is Bought: Sold as a “Survivor’s Band.” The transaction is quick and informal, often involving bartering rather than pure coinage. The ribbons here are frequently stained with factory grease or soot.
  • How it is Sold: Sold for scrap or traded for Nickel-value food rations. The merchant cares little for the bureaucratic history, only the remaining magical charge.
  • Cost: 5 to 9 Gold Pieces. The price is negotiable depending on the “Buyer Beware” status of the ribbon’s remaining durability.

The Penitentiary Supply (Military & Prison Outposts)

  • Environment: A high-security dispensary located near barracks or “reeducation” centers. The air smells of ozone and harsh cleaning chemicals.
  • How it is Bought: Issued to “Penal Batallions” or frontline fodder. If an outside avatar wants one, they must bribe an officer or prove they are entering a zone where “Acceptable” losses are expected.
  • How it is Sold: Selling these items back to the military is considered “Desertion of Duty” unless the avatar has been officially discharged from their “Sacrifice Period.”
  • Cost: 100 Silver Pieces (standard issue fee) or 2 Electrum.

Roleplaying with Curse 229 of the Acceptable Loss requires a shift from heroic bravado to clinical, bureaucratic detachment. You are playing a character who treats their own safety as a managed resource and their injuries as mere entries in a ledger.

Defensive Roleplay: The Managed Target

In defensive scenarios, you do not dodge with flair or hide behind cover; you position yourself with the cold efficiency of a safety valve.

  • The “Calculated Stance”: When an enemy prepares a massive blow, roleplay your avatar checking their parchment wrap. Instead of flinching, you move just enough to ensure the strike hits a “non-essential” area. Narrate how the Minimal Variance magic manifests as a dulling of the impact, as if the universe itself refuses to allow the strike to be “exceptional.”
  • Designated Magnetism: Roleplay the Designated Target passive by being purposefully “uninteresting.” You do not taunt the enemy; you simply stand in their line of sight with such a lack of threat that their instinct tells them you are the most efficient obstacle to clear. You become the “default” choice in the enemy’s tactical mind.
  • Budgetary Reallocation (The Transfer): When an ally is about to be hit, roleplay a “Bureaucratic Intervention.” Narrate yourself stepping into the periphery of the strike or simply touching your ribbon. Describe the spectral red ink as it bleeds from your ally’s wound into your own wrap. You might say, “This loss has been accounted for in my department,” as you stoically absorb half the impact.

Offensive Roleplay: The Statistical Outlier

Offense with this item is about leveraging your “Expendable” status to create openings that high-priority avatars cannot afford to risk.

  • The “Suicidal” Gambit: Because of Calculated Recovery, you can play with a level of recklessness that terrifies enemies. Roleplay an avatar who walks directly into a flurry of blades or a steam-vent to land a single, precise strike. You know that even a “lethal” blow will leave you standing at 1 HP, allowing you to narrate your attack as a “fixed cost” for victory.
  • Aggressive Attrition: Roleplay your attacks as a series of “Necessary Adjustments.” You aren’t fighting for glory; you are fighting to balance the books. Every strike you land is narrated as a “deduction” from the enemy’s total value.
  • Statistical Pressure: Use your Expertise (Bureaucracy) to roleplay an understanding of the “rules” of the engagement. You might point out an enemy’s fatigue or a mechanical flaw in their steam-armor, treating the combat as an audit where you are the final, unmovable line of red ink.

Environmental Roleplay Nuances

  • In High-Society Metropolises: Roleplay the “Invisible Servant.” Use your status as an “Acceptable Loss” to be ignored by nobles and high-tier avatars. You are the person who “does not count,” allowing you to stand in the corner of a boardroom or a ballroom while using your Expertise (Bureaucracy) to listen for logistical secrets or political “debts” that can be exploited later.
  • In Steam-Factories and Under-Cities: In environments with high industrial risk, roleplay the “Safety Officer.” When a pipe is about to burst or a gear is about to snap, use your Expertise (Medicine/First Aid) to calculate exactly where the “Acceptable” point of failure is. You might place your hand (protected by the wrap) on a vibrating valve to stabilize it, narrating that your personal injury is a “fair trade” for the factory’s continued operation.
  • In Uncharted Labyrinths: When the party faces a trap, roleplay the “First Through the Door.” You are the one who triggers the pressure plates or the dart traps because you know your Minimal Variance and Calculated Recovery make you the most “cost-effective” tool for trap-clearing. You don’t do this out of bravery, but out of a dark, logical necessity.

Perception of Activation:

  • User’s Perspective
    • Sight: The periphery of your vision flattens, losing depth and vibrant color as if the world is being rendered on a two-dimensional sheet of parchment. Hostile entities begin to glow with a faint, clinical red light, and you see “ghost numbers” or tally marks hovering over potential points of impact on your body.
    • Sound: Ambient noise—the roar of steam, the clashing of blades—is replaced by the rhythmic, dry scratching of a quill and the rhythmic “thump-hiss” of a pneumatic filing system.
    • Touch: A profound, cold numbness spreads from the limb-wrap. Physical sensation is replaced by a high-pressure “pinching” feeling. You do not feel the tearing of skin or the breaking of bone; you feel the “deduction” of a resource, like a weight being lifted from a scale.
    • Smell: A sharp, sterile scent of ozone and alkaline paper-dust fills your nostrils, masking the smell of blood or sweat.
    • Extra-Sensory (Statistical Weight): You perceive a “Balance of Fate” in your mind’s eye. You can feel the exact moment when a hit shifts from being “Catastrophic” to “Acceptable,” accompanied by a sense of dark relief that the quota has been met.
    • Extra-Sensory (The Oversight Link): You feel an invisible, cold tether connecting you to the “Administrative Spirits” of Saṃsāra. You sense their indifference to your pain, which perversely grants you a cold, unwavering focus.
  • Observer’s Perspective
    • Sight: The avatar’s movements become stiff and efficient, lacking the fluid grace of panic or adrenaline. When struck, the avatar does not reel or cry out; they absorb the blow with a mechanical dullness. The parchment wrap glows with a flickering, pale grey light as it “logs” the damage.
    • Sound: Impacts against the avatar sound unnaturally quiet—a muffled “thud” rather than the wet sound of a strike.
    • Extra-Sensory (The Mandatory Choice): Enemies feel an overwhelming, subconscious “correctness” in attacking the avatar. It feels as though striking anyone else would be a violation of the local laws or a waste of energy.
  • Positives
    • Emotional Resilience: The sensory dampening allows the avatar to maintain perfect focus in horrifying or high-pressure situations.
    • Clarity of Outcome: The extra-sensory perception of damage values allows for precise tactical decision-making, removing the fear of the unknown.
    • Mitigated Trauma: Because the pain is perceived as a “transaction,” the long-term psychological impact of “Abuse” or severe injury is lessened.
  • Negatives
    • Sensory Deprivation: The user becomes “flat,” losing the ability to feel pleasure or warmth while the item is active, leading to a state of clinical depression or apathy.
    • Biological Oversight: Because pain is muffled, the user may ignore internal injuries that aren’t immediately “Acceptable,” leading to sudden collapse once the activation ends.
    • Alienation: The Observer’s perspective of the user as an “efficient target” can lead allies to subconsciously treat the user with less empathy, reinforcing their status as a mere statistic.

The Transcription of the Sanctioned Martyr

Materials Needed

  • Shredded Ledger of a Defunct Colony: Parchment from a record book that once listed individuals lost to famine or industrial accidents; it must be brittle and dry.
  • Ink of a Blind Auditor: Ink used to sign off on mass casualties without viewing the victims; it has been magically treated to never fade.
  • Thread from a Burial Shroud: To stitch the parchment strips together, ensuring the concept of the “Final End” is woven into the material.
  • A Copper Penny from a Dead Man’s Eye: To provide the metallic weight of a “Final Accounting” and serve as a focal point for the curse.
  • Ashes of a Voided Contract: To be rubbed into the parchment to give it an indistinct, grey appearance and ground the “Logic” of the hex.
  • Distilled Tears of a Clerk: Collected during a mass layoff or audit; used to soften the parchment just enough to prevent it from snapping when wrapped.

Tools Required

  • A Precision Scale: To ensure the materials are perfectly balanced; the magic fails if the weight of the “Loss” is unevenly distributed.
  • A Bone Needle: For stitching the parchment; it must be harvested from a creature that died of natural causes to represent an “Expected” end.
  • A Cold-Press Stamp: To imprint the runes of Curse 229 without using heat, keeping the magic clinical and detached.
  • A Glass Stylus: For applying the ink without scratching the delicate surface of the brittle ledger paper.

Skill Requirements

  • Bureaucratic Occultism (Tier 1): The knowledge of how to manipulate the spiritual “Margins” and “Red Tape” of Saṃsāra.
  • Fine Motor Control: Required for the intricate stitching of brittle, aged parchment without causing structural failure.
  • Emotional Detachment: The crafter must view the intended wearer as a set of numbers; any empathy during the forge will corrupt the “Acceptable” logic.

Crafting Steps

  1. The Margin Audit: Place the ledger scraps on the scale and balance them exactly against the copper penny. The weight must be identical to represent a “Fair Exchange.”
  2. The Clinical Inscription: Use the glass stylus and the auditor’s ink to draw the symbols of “Standard Deviation” and “Managed Risk” onto the parchment strips.
  3. The Cold Press Binding: Use the stamp to lock the runes into the material. The parchment should turn a uniform, dull grey as the ink settles into the fibers.
  4. Stitching the Debt: Using the bone needle and shroud thread, stitch the scraps into a single, long ribbon. Each stitch must be perfectly spaced to avoid “Statistical Variance.”
  5. The Ash Infusion: Rub the ashes of the voided contract into the stitches and the surface of the parchment until the writing is barely legible, hiding the “Individual” under the “System.”
  6. Softening the Blow: Apply the distilled tears to the ribbon drop by drop. The material will become pliable and leathery, allowing it to be wrapped around a limb.
  7. The Final Audit: Recite the names of the individuals listed in the original ledger scraps. If the ribbon begins to emit a faint, rhythmic sound like a ticking clock or a scratching quill, the Curse 229 has been successfully recreated.

Song of Scribe Who Was Rounded Down

In the “Eon-of-Thousand-Calculations,” when the sky of Saṃsāra was yet a “Loom-of-Ink-and-Law,” there existed the High-Citadel-of-Avarice. It was a city of “Silver-Pillars” and “Steam-Clouds,” ruled by a Governor whose heart was a “Cold-Lead-Weight” and whose eyes saw only the “Geometry-of-Profit.”

The translation, etched upon the “Skin-of-a-Frozen-Contract” and preserved within the “Vat-of-Eternal-Oversight,” tells of a man known only as the Scribe-of-the-Low-Floor. He was the “First-Statistic,” a man of “Shadow-Face” and “Ink-Stained-Fingers.” To the Governor, the Scribe was not a soul, but a “Leak-in-the-System”—a minor expense that needed to be “Managed.”

The Governor commanded his “Audit-Mages” to forge a binding that would ensure the Scribe remained “Efficient.” They took the “Scraps-of-Voided-Petitions” and the “Red-Tape-of-Dead-Empires” to create the Curse 229. They wrapped it around the Scribe’s wrist and declared him an “Acceptable Loss.” They believed that by marking him thus, they could discard him whenever the “Budget-of-Fate” ran low.

The story tells of the Great-Collapse-of-the-Western-Pylon. A massive steam-pillar, the size of a “Mountain-of-Iron,” began to “Scream-and-Shatter” under the pressure of the city’s greed. A “Tide-of-Destruction” rushed toward the Governor’s kin. Seeing the “Cost-of-Survival” was too high, the Governor pushed the Scribe into the “Path-of-the-Falling-Sky.” He told the Scribe, “Your death is a debt already written off. It is an Acceptable Loss.”

But the translation reveals a “Numerical-Shift.” As the iron mountain fell, the Scribe did not “Turn-to-Dust.” He raised his hand, and the Ribbon-of-the-Sacrifice glowed with a dull, “Bureaucratic-Grey” light. The stone hit with the force of a “Crushing-Planet,” but because the Scribe was “Acceptable-to-Harm,” the Universe could not “Over-Spend” its violence upon him. The blow was “Rounded-Down” by the very laws of the Governor’s own ledger. The impact that should have “Erased-a-City” became merely a “Bruise-upon-a-Statistic.”

The Scribe stood amidst the “Broken-Teeth-of-the-Citadel,” bleeding only a “Measured-Amount.” Every “Lethal-Strike” intended for the innocent was “Budgeted-into-his-Marrow.” He became a “Statistical-Anomaly,” a man who could not be “Deleted” because he had already accepted his “Subtraction.” The Governor’s palace fell, for the Governor had not accounted for the “Cost-of-the-Small,” but the Scribe walked through the “Smoke-of-the-Audit,” his ribbon glowing with the “Light-of-the-Remaining-One.”

The ancient script, dry as “Bone-Dust-on-a-Shelf,” ends: “The ribbon waits in the ruins of the high places. It does not seek the strong; it seeks the one the world has already forgotten, for only they can afford to lose what has already been taken.”

Moral of the Story: When the world marks you as “Expendable,” it loses the power to “Surprise” you with pain; for the one who becomes a “Statistic” can navigate the “Margins-of-Death” where the “Important” are crushed by their own weight.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Name: The Auditor’s Ribbon

Description: A fraying, parchment-like wrap inscribed with the tiny, cramped handwriting of a long-dead actuary. It allows the wearer to treat their own physical integrity as a line item in a cosmic ledger.

Stat Block:

  • Skill: Accounting or Law
  • Sanity Cost: 1D4 to activate
  • Armor: 0 (Special)

Mechanics:

  • Passive — Minimal Variance: Whenever the wearer takes damage from a physical source, if the damage die results in its maximum value (e.g., an 8 on a 1D8), the result is automatically reduced by 1.
  • Active — Budgetary Reallocation: By spending 1D4 Sanity, the wearer may designate an ally within 10 yards. For the remainder of the encounter, whenever that ally takes damage, the wearer may choose to take half of that damage (rounded up) instead.
  • Active — Calculated Recovery: If the wearer is reduced to 0 Hit Points, they do not fall unconscious or enter a dying state. Instead, they remain at 1 Hit Point and are functional for 1D4 rounds. At the end of this duration, they collapse and must make immediate Death Struggles as per the standard rules.

Blades in the Dark

Name: The Expendable Wrap

Description: A “Curse” item flavored by the bureaucracy of the Iron Hook Prison. It is a tool for those who have been processed, numbered, and deemed secondary.

Stat Block:

  • Tier: I
  • Quality: Fine
  • Load: 0 (Worn)

Mechanics:

  • Passive — Designated Target: While you are standing near a teammate, you may always act as the “Protector” for them without needing to spend Stress, provided the consequence is physical harm.
  • Passive — Minimal Variance: When you Resist physical harm, you gain +1d to your resistance roll. However, if you roll a Critical Success, it counts only as a regular success; the universe refuses to grant you an “exceptional” outcome.
  • Active — Calculated Recovery (Special): You may mark a Veteran Advance or a Special Ability slot to ignore a Level 3 Harm and stay functional for one scene. At the end of the scene, the harm returns with full effect.

Dungeons & Dragons (5th Edition)

Name: Curse 229 of the Acceptable Loss

Description: Wondrous Item (Wrist or Ankle), Common (Requires Attunement) This ribbon of brittle parchment feels cold against the skin and smells of old ink.

Stat Block:

  • Armor Class: +0
  • Weight: 0.1 lbs.

Mechanics:

  • Passive — Minimal Variance: When you take damage from an attack or spell, if any of the damage dice roll their maximum value, that die is treated as having rolled one lower (minimum of 1).
  • Passive — Designated Target: An enemy that starts its turn within 5 feet of you and one of your allies has disadvantage on any attack roll that does not target you.
  • Active — Budgetary Reallocation (Reaction): When an ally within 10 feet of you takes damage, you can use your reaction to take half of that damage. This damage cannot be reduced by any means.
  • Active — Calculated Recovery: If you drop to 0 hit points but aren’t killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Knave (2nd Edition)

Name: The Ledger-Wrap

Description: A strip of legal parchment that never fully tears. It marks the wearer as a “Margin Note” in the book of life.

Stat Block:

  • Slots: 1 (Worn)
  • Armor: 0 (Special)
  • Quality: 12

Mechanics:

  • Passive — Minimal Variance: All damage dice rolled against you have their results capped at one less than their maximum value (e.g., a d6 cannot roll higher than a 5).
  • Passive — Designated Target: Enemies must succeed on a CHA Save to attack your allies if you are within their melee range.
  • Active — Budgetary Reallocation: When an ally in your sight takes damage, you may choose to split the damage evenly with them.
  • Active — Calculated Recovery: Once per day, if an attack would kill you, your HP is set to 1 instead. The Ledger-Wrap loses 1 Quality point when this occurs.

Fate Core System

Name: The Statistical Martyr’s Wrap

Description: A jagged ribbon of bureaucratic parchment that marks the wearer as the primary point of failure for a group, ensuring that when tragedy strikes, it does so within predictable margins.

Stat Block:

  • Type: Gear / Stunt
  • Cost: 1 Refresh (to own as a Permanent Stunt) or an Aspect Invoke.

Mechanics:

  • Passive — Minimal Variance: While wearing the wrap, you gain the Aspect “The Predictable Victim.” When an opponent uses a Boost or invokes an Aspect against you to increase their damage shifts, the bonus is reduced by 1.
  • Active — Budgetary Reallocation: Once per scene, when an ally in your zone takes Stress, you may take a Consequence in their place. This Consequence must be at least one level lower than the Stress shifts would have caused for the ally.
  • Active — Calculated Recovery: Once per session, when you would be Taken Out, you may spend a Fate Point to remain in the scene with 1 Stress box filled and a new Mild Consequence titled “Statistically Negligible.”

Numenera & Cypher System

Name: Ledger of the Sanitized Sacrifice

Description: This Level 2 artifact consists of a thin, translucent band that appears to be made of compressed data-fibers. It constantly scrolls through the biological vitals of the wearer and their nearby companions.

Stat Block:

  • Level: 1d6 + 1
  • Form: Wristband or Ankle-wrap.
  • Depletion: 1 in 1d20

Mechanics:

  • Passive — Minimal Variance: Whenever the wearer takes damage from an attack, the total damage is reduced by 1 (minimum 1).
  • Passive — Designated Target: The difficulty of Speed Defense rolls for allies within immediate range of the wearer is decreased by one step. Conversely, the difficulty of Speed Defense rolls for the wearer is increased by one step.
  • Active — Budgetary Reallocation (2 Intellect points): As a reaction, when an ally within immediate range takes damage, the wearer takes half of that damage (rounded up) instead.
  • Active — Calculated Recovery: If an attack would move the wearer down the damage track to “Dead,” they instead remain at “Debilitated.” This effect automatically triggers a Depletion roll.

Pathfinder (2nd Edition)

Name: Curse 229 of the Acceptable Loss

Description: Item 2; Uncommon, Abjuration, Invested, Occult This frayed ribbon is inscribed with thousands of tiny names in indigo ink. It forces the wearer to become a focal point for misfortune to prevent greater catastrophes.

Stat Block:

  • Usage: worn (wrist or ankle); Bulk:
  • Skills: Expertise in Bureaucracy (Lore) and Medicine.

Mechanics:

  • Passive — Minimal Variance: You gain Resistance 1 to all damage. This resistance increases to 3 against any damage resulting from a Critical Hit.
  • Passive — Designated Target: You gain a +1 status bonus to AC, but allies within 5 feet of you take a -1 status penalty to AC as enemies are subconsciously drawn to strike you instead.
  • Active — Budgetary Reallocation [Reaction] (Requirements: You are within 10 feet of the target): Trigger: An ally takes damage from a physical attack. Effect: You intercept the trauma. The ally takes half damage, and you take the other half. This damage ignores your Resistance.
  • Active — Calculated Recovery [Reaction]: Trigger: You would be reduced to 0 Hit Points. Effect: You are reduced to 1 Hit Point instead. You gain the Wounded 1 condition (or increase your Wounded value by 1). You cannot use this ability again for 24 hours.

Savage Worlds (Adventure Edition)

Name: The Auditor’s Tally

Description: A strip of legalistic parchment that pulses with a faint grey light whenever the wearer is struck.

Stat Block:

  • Rank: Novice
  • Attributes: Vigor d6+, Smarts d6+
  • Weight:

Mechanics:

  • Passive — Minimal Variance: Attackers do not gain the benefit of “Aces” (exploding dice) on damage rolls directed at the wearer.
  • Passive — Designated Target: Enemies must pass a Spirit roll to target anyone other than the wearer if the wearer is within their reach or range.
  • Active — Budgetary Reallocation: The wearer may spend a Benny to take the Wounds or Shaken status meant for an adjacent ally.
  • Active — Calculated Recovery: If the wearer fails a Incapacitation Roll, they may choose to succeed with a raise instead. This immediately results in 3 Wounds and the ribbon losing its magical properties until the wearer spends 24 hours in meditation or repair.

Shadowrun (6th Edition)

Name: “Expendable” Bio-Logic Focus

Description: An “Awakened” parchment wrap traditionally used by low-level corporate mages in the Saṃsāra sprawl. It interfaces with the wearer’s bio-signature to manage physical trauma as a statistical variable.

Stat Block:

  • Type: Alchemical Focus (External)
  • Rating: 2
  • Availability: 3 (Legal)
  • Cost: 3,500¥

Mechanics:

  • Passive — Minimal Variance: Whenever the wearer is struck by a physical attack, the attacker’s Edge gain from that specific attack is reduced by 1. Additionally, the maximum damage value from any single bullet or blade is capped at (Rating x 4).
  • Active — Budgetary Reallocation: As a Reaction, the user may spend 1 Edge to intercept the damage intended for a teammate within 5 meters. The user takes the damage as Stun damage instead of Physical, but this damage cannot be resisted.
  • Active — Calculated Recovery: If the user’s Condition Monitor is filled, they may make a Body + Willpower (3) Test. On a success, they stay upright and functional with 1 box remaining on their monitor for a number of rounds equal to their Rating.

Starfinder (2nd Edition Playtest)

Name: Scapegoat’s Bureaucratic Wrap

Description: Level 2; Price: 550 Credits; Bulk: L This hybrid item uses a combination of ancient hex-binding and modern bio-reactive fibers to ensure the wearer remains the primary target in any tactical engagement.

Stat Block:

  • Usage: worn (wrist or ankle); Capacity: 10 (Charges)
  • Category: Hybrid Item (Abjuration)

Mechanics:

  • Passive — The Sympathetic Wound: While active, the wearer provides a +1 Circumstance bonus to AC and Saving Throws for all allies within 15 feet. However, the wearer takes a -1 penalty to their own AC.
  • Active — Budgetary Reallocation (1 Action, 2 Charges): Until the start of your next turn, you can use a Reaction to take half the damage from an attack targeting an ally within your reach.
  • Active — Calculated Recovery (2 Charges): If you would be reduced to 0 Hit Points, you can spend 2 charges to be reduced to 1 Hit Point instead. You gain the Sickened 1 condition for 1 minute as your body struggles to process the sudden kinetic audit.

Traveller (Mongoose 2nd Edition)

Name: TL 11 “Margin” Suppression Cuff

Description: A jagged, reinforced parchment band used in the deep-space mining colonies of Saṃsāra. It is designed to allow “Dispensable” workers to survive catastrophic industrial failures.

Stat Block:

  • TL: 11
  • Weight:
  • Cost: Cr 4,000
  • Skill: Medic or Admin

Mechanics:

  • Passive — Standard Deviation: Any damage roll of 6 against the wearer is automatically treated as a 4. This reflects the cuff’s ability to dampen the peak energy of any strike.
  • Active — Budgetary Reallocation: If an ally within 3 meters is hit by an attack, the wearer may make an Admin (INT) check. If successful, the wearer may step into the line of fire, splitting the damage dice evenly between themselves and the ally.
  • Active — Calculated Recovery: If the wearer takes damage that would reduce a characteristic to 0, they may make an END check (10+). If successful, the characteristic is set to 1 instead. The cuff then becomes “Brittle” and requires TL 11 repairs (Cr 500) before this can be used again.

Warhammer (Wrath & Glory)

Name: The Penitent’s Ledger Wrap

Description: A rusted, parchment-like strip often found on the limbs of those serving a “Life-Debt” in the industrial pits. It vibrates with the psychic resonance of a billion processed souls.

Stat Block:

  • Value: 4 (Common); Tier: 1
  • Keywords: [Imperium], [Penitent], [Logic], [Curse]

Mechanics:

  • Passive — Minimal Variance: Enemies cannot spend Glory to increase damage against the wearer. The universe enforces a strict cap on the violence allowed to be visited upon the “Acceptable.”
  • Passive — Designated Target: All enemies within 10 meters of the wearer gain +1 bonus die to attack tests against the wearer, but suffer a -1 penalty to attack anyone else.
  • Active — Budgetary Reallocation (Reaction): Spend 1 Glory. You take half the Wounds meant for an ally within 5 meters. This damage cannot be reduced by Determination.
  • Active — Calculated Recovery: Once per session, if you are reduced to 0 Wounds, you may spend 1 Wrath to stay at 1 Wound instead. You gain 1 point of Corruption as the bureaucratic spirits demand their final due.