Lore: In the fractured social hierarchies of Saṃsāra, there are those forced to exist as the lightning rods for the cruelty of others. Curse 414 is not a choice; it is a manifestation of systemic “Abuse” crystallized into a physical burden. This rusted, barbed collar or cuff vibrates with the residual echoes of every harsh word and strike ever directed at its lineage of owners. To wear it is to lean into the role of the victim so completely that the cruelty directed at you becomes a fuel source. The magic of the shackle allows an Avatar to internalize mistreatment, turning “Abuse” into a protective, albeit agonizing, shell that punishes the aggressor for their own malice.
Stats
- Tier: 1
- Rarity: Common
- Gear Slot: Neck or Wrist (Accessory)
- Durability: Indestructible (The curse only breaks when the cycle of abuse is spiritually severed)
- Weight: 3 lbs (Feels ten times heavier when the wearer is happy)
Skills Gained
- Expertise (Insight): You have a preternatural ability to sense the boiling anger or hidden cruelty in others before they act.
- Expertise (Survival): Your body has adapted to enduring what would break a “favored” soul.
Passive Magics
- The Sympathetic Wound: When an enemy deals damage to you with a melee attack, they feel a phantom sting of the same blow. They must succeed on a DC 10 Will save or take 1 point of Psychic damage as they “share” the sensation of their own cruelty.
- Thriving on Spite: Every time you are targeted by a hostile spell or a verbal insult (in roleplay), you gain a +1 bonus to your next physical attack roll (max +3). The “Abuse” fuels your desperate need to strike back.
Activated Magics
- Martyr’s Redirection (Cost: 3 Mana): You lean into a strike. As a reaction when hit, you can force the attacker to make a DC 12 Charisma save. On a failure, the damage you take is halved, and the attacker is Shaken for 1 round, overcome by a sudden, inexplicable wave of guilt.
- Echo of the Lash (Cost: 5 Mana): You release the stored energy of your mistreatment. You take 1d4 True Damage (which cannot be reduced), and all enemies within 10 feet must succeed on a DC 13 Strength save or be knocked prone by a physical shockwave of “Rejection.”
Tags: Abuse-Focus, Martyr-Magic, Reactive-Defense, Tier 1, Common, Shackle-Gear, Cycle-of-Pain, Spite-Driven, Survival-Instinct, Scapegoat-Lore, Saṃsāra-Underclass, Victim-Vindication, Barbed-Resilience, Trauma-Bonded, Cruelty-Mirror, Iron-Guilt, Endure-and-Enforce, Subjugation-Spark
In the world of Saṃsāra, Curse 414 of the Scapegoat’s Shackle is an item born of social friction and discarded dignity. It is rarely sold in “high” markets; instead, it circulates through places of desperation, punishment, and dark irony.
The Debt-Bond’s Scrapyard (Slum Districts)
- Environment: A chaotic pile of rusted metal and broken dreams. The air smells of ozone and unwashed laundry. The shopkeeper is usually a “Scav-Boss” who trades in the tools of forced labor and broken spirits.
- How it is Bought: Sold as “discarded industrial hardware.” The buyer is often someone who looks like they’ve already been beaten by life; the merchant views it as selling a mirror to a ghost.
- Cost: 5 to 8 Gold Pieces. It is cheap here because it is seen as “common trash” until an Avatar awakens the latent spite within the iron.
The Penitentiary Black Market (Dungeon Entrances)
- Environment: A shadow-drenched stall tucked behind a guard post or executioner’s block. The merchant is often a corrupt jailer or a “Chain-Breaker” who specializes in the tools of subjugation.
- How it is Bought: It is sold as a “Training Tool” for those learning to endure pain. The transaction is hushed, often accompanied by a warning that the iron “remembers” its previous masters.
- Cost: 12 to 15 Gold Pieces. The price is higher due to the proximity to actual centers of “Abuse,” which naturally charges the item’s magical resonance.
The Collector of Sorrows (The Gray Wards)
- Environment: A strangely quiet shop filled with items that have “witnessed” tragedy—chipped tea sets from burned homes, dolls from lost children, and rusted shackles. The shopkeeper is an “Empathy-Vampire” who values the item’s emotional weight.
- How it is Bought: By trading a “Heavy Memory.” The merchant may lower the price if the buyer recounts a genuine story of mistreatment, “feeding” the shop’s atmosphere with the required resonance.
- Cost: 10 Gold Pieces + A Story of Personal Betrayal.
The “Martyr’s Supply” (Underground Rebellion Cells)
- Environment: Hidden backrooms in tea shops or basements. Here, the item is repurposed as a tool of the oppressed. It is not sold for profit, but for the “Cause.”
- How it is Bought: You must prove you are “One of the Downtrodden.” The item is given as a rite of passage for those tasked with standing at the front lines to soak up the enemy’s cruelty.
- Cost: Donation of 5 Gold Pieces (to the Rebellion Fund).
Resale and Scarcity
- Resale Value: A “Cold” Shackle (one that hasn’t been worn in years) sells for the base price. However, a “Hot” Shackle—one currently vibrating with the recent “Abuse” of a powerful tyrant—can be sold to Hex-Smiths for 30+ Gold Pieces as a potent ingredient for vengeance-based spells.
- Scarcity: Common. Sadly, in a world as hierarchical as Saṃsāra, the raw materials of “Abuse” are never in short supply.
Roleplaying with Curse 414 of the Scapegoat’s Shackle requires a performance of “Defiant Vulnerability.” You are playing a character who has learned to weaponize the very thing intended to break them. In the world of Saṃsāra, you use the “Abuse” you receive as a kinetic and psychic battery, turning the aggressor’s momentum against their own ego.
Offensive Roleplay: The “Vindication of the Victim”
Offense with the Shackle is reactive and spiteful. You are not the initiator of violence; you are the inevitable consequence of it.
- The “Spite-Fueled Strike”: When you attack, narrate how the rusted barbs of the shackle glow with a dull, angry red light. Roleplay that your physical strength isn’t coming from muscle, but from the memory of every insult you’ve endured. “This isn’t my strength you’re feeling—it’s yours, returned with interest.”
- Echo of the Lash (The Outburst): Use this when surrounded. Roleplay a moment of “Total Rejection.” Describe your Avatar dropping their guard and letting out a guttural scream as the Shackle shatters the air around them. You aren’t just hitting them; you are physically manifesting the “breaking point” of a person who has been pushed too far.
- Provocation as Strategy: Use your Insight to find an enemy’s “Cruelty Trigger.” Roleplay a character who goads the enemy into attacking first. By inviting the “Abuse,” you charge the Shackle’s passive bonuses. You are the “bait” that bites back.
Defensive Roleplay: The “Endurance of the Unbroken”
Defense with the Shackle is about “Stoic Absorbtion.” You don’t dodge because you have nowhere to go; you absorb because you have nowhere to fall.
- Martyr’s Redirection (The Guilt-Trip): When an enemy strikes you, don’t roleplay a standard block. Instead, lock eyes with the attacker. Narrate the Shackle vibrating as it transmits your pain into their mind. Describe the attacker’s hesitation—not because you hit them, but because they suddenly feel the “Wrongness” of their own cruelty. You defend by making the cost of attacking you too high for their conscience.
- The Sympathetic Shield: Roleplay the Sympathetic Wound as a deterrent. Describe how, every time an enemy cuts you, a thin, phantom scratch appears on their own skin in the exact same place. You are a “Human Mirror.” Your defense is the literal reflection of the harm intended for you.
- Survival Instinct: Use your Expertise to roleplay a “Hardened Shell.” When taking heavy damage, narrate that your Avatar’s breathing remains steady and their eyes remain clear. You have been through worse; your defense is the psychological fact that you are harder to break than they are to tire.
Environmental Interaction Nuances
- In Hostile Military Camps: Roleplay as the “Invisible Laborer.” Use the Shackle to appear beneath the notice of the guards. When the inevitable mistreatment occurs, use that energy to fuel your escape. The more they belittle you, the more powerful your eventual “Echo of the Lash” becomes.
- In High-Stakes Interrogations: If your Avatar is captured, roleplay the Shackle as a secret weapon. Every strike from an interrogator is a “gift” of mana. You don’t beg for mercy; you “feed” on their frustration. Roleplay the confusion of the interrogator as they realize that the more they “Abuse” you, the more confident and “Charged” you become.
- In Crowded Markets: Roleplay the “Public Scapegoat.” If a merchant or noble harasses you, use the Sympathetic Wound to make them trip or fumble their goods in front of everyone. Use the “Social Abuse” to create “Accidental” justice.

Perception of Activation:
User’s Perspective
- Sight: The world dims at the edges, as if a heavy shroud is falling. The rusted iron of the Shackle begins to glow with a dull, “bruised” purple-red light. You see thin, ghostly tethers of smoke connecting your heart to the person mistreating you.
- Sound: External noises become muffled, replaced by the “rhythmic clinking” of phantom chains. When you are struck or insulted, you hear an echoing lash—a sharp, stinging crack that resonates in your skull rather than your ears.
- Touch: A sudden, biting cold grips your neck or wrist where the iron meets skin. Paradoxically, as you take damage, a “surge of hot adrenaline” pours from the metal into your veins, numbing the physical pain and replacing it with a focused, vibrating rage.
- Smell: The sharp, metallic tang of blood mixed with the scent of wet, rusted iron and ozone.
- Taste: A bitter, copper-like flavor coats the tongue, as if you have been chewing on a coin.
- Extra-Sensory (Empathic Backlash): You feel the “shape” of your attacker’s malice. It feels like a jagged stone pressing against your mind. You can sense exactly where their guilt is hidden, like a soft spot in armor.
- Extra-Sensory (Temporal Anchor): You feel “heavy” in time. It becomes difficult to move quickly, but you feel as though you are an immovable object; the more the world pushes, the more “solid” you feel in space.
Observer’s Perspective
- Sight: The wearer seems to shrink slightly, their posture instinctively hunching as if under a great weight. The Shackle pulses with a sickening, rhythmic light that makes the air around it shimmer with heat haze.
- Sound: A low, metallic thrumming emanates from the iron, sounding like a distant, angry beehive or a vibrating wire.
- Extra-Sensory (Instinctive Guilt): Observers—especially those with hostile intent—feel a sudden “prickling” on their own skin. They may feel an inexplicable urge to look away or stop their actions, overcome by a sudden “chill of shame” that has no logical source.
Positives
- Unyielding Resolve: The item converts “Abuse” into “Certainty.” You are immune to being intimidated by those you perceive as “oppressors.”
- Damage Reflection: It forces the aggressor to experience the “physical reality” of their choices, making it a powerful deterrent against casual cruelty.
- Resource Generation: In the world of Saṃsāra, being a “victim” usually drains you; the Shackle flips this, making you more dangerous the more you are targeted.
Negatives
- Emotional Stagnation: The Shackle thrives on “Abuse.” If you are treated with genuine kindness, the iron becomes heavy and inert, potentially encumbering you.
- Psychic Bleed: Prolonged use can make the Avatar “addicted” to conflict, as they begin to rely on the power boost that comes from being mistreated.
- Physical Scarring: The “The Sympathetic Wound” is literal. While the damage is reflected, the user still takes the initial hit; it is a path of survival, not total protection.
The Forging of the Martyr’s Harness
Materials Needed
- Chain of a False Accusation: Iron links from a shackle that held an innocent person for no less than a year; the metal must be “soaked” in the silence of the unheard.
- Salt from Wept Tears (1 oz): Collected from the cheeks of the downtrodden; used to temper the iron and bind the “Abuse” to the physical form.
- Shard of a Broken Mirror: A piece of glass that has seen a face distorted by grief; this facilitates the “Sympathetic Wound” reflection magic.
- Thistle-Vine Fiber: To weave into the inner lining, ensuring the wearer feels a constant, low-level “Sting” to keep the curse active.
- Vial of Oppressor’s Sweat: Taken from someone who exerted unjust authority; this acts as the “Bait” that draws malice toward the wearer.
- Lead-Black Pigment: Ground from the soot of a burned courthouse or gallows-tree.
Tools Required
- The Anvil of Grievances: A stone or iron anvil that has been struck in anger rather than for creation.
- Quenching Barrel of Vinegar: The acidity ensures the metal remains “Bitter” and prevents it from becoming “Soft” or “Kind.”
- Barbed Pincers: To handle the materials without allowing the crafter’s own warmth to neutralize the spite.
- A Heavy Hammer with a Cracked Face: The defect in the tool imprints the “Fractured” nature of the abuse into the gear.
Skill Requirements
- Malefic Smithing (Tier 1): The knowledge of how to hammer “Intention” into cold iron without snapping the metal.
- Empathic Resonance: The ability to hold a feeling of “Unfairness” in the mind for the duration of the forge.
- Scar-Tissue Endurance: Physical resilience to handle the thorns and caustic vapors produced during the binding process.
Crafting Steps
- The Heating of the Wrong: Place the Chain of False Accusation into the coals. Fan the flames with a bellows while reciting the names of those who were never vindicated. The iron must glow a “Bruised Purple” rather than cherry red.
- The Folding of Spite: Hammer the Lead-Black Pigment into the links. Each strike must be heavy and rhythmic, echoing the sound of a closing cell door.
- The Mirror Inlay: Using the Barbed Pincers, carefully press the Shard of a Broken Mirror into the “Eye” of the shackle. The metal must shrink around the glass as it cools, “Trapping” the reflection.
- The Salt Tempering: Sprinkle the Salt of Wept Tears over the hot iron. It will hiss and produce a white vapor that smells of the sea and old sorrows.
- The Thistle Lining: While the metal is still warm enough to be pliable, weave the Thistle-Vine Fiber through the inner ring. This ensures the shackle is never comfortable, grounding the “Abuse” roleplay in constant physical feedback.
- The Bitter Quench: Submerge the entire assembly into the Vinegar barrel. Do not look away from the rising bubbles. The “Scream” of the metal as it hits the liquid is the sound of the curse taking root.
- The Naming of the Debt: Once cold, coat the shackle in the Vial of Oppressor’s Sweat. If the iron begins to vibrate with a low, angry hum, the Curse 414 has accepted its new host.
Unbowed Stone and Tyrant’s Shadow
In the “Epoch-of-the-Lesser-Sun” (the ancient dawn), when the world was yet “Soft-and-Malleable-as-Clay,” there lived the One-Who-Is-Named-Last. He was a man of “Bent-Shoulders” and “Quiet-Tongue,” a laborer in the Quarries of the Great Despot. The Despot was a king whose heart was a “Cold-Flint-Stone” and whose scepter was a “Rod-of-Broken-Promises.”
The translation, etched into the “Skin-of-a-Stone-Serpent” and darkened with “Soot-from-a-Hate-Fire,” says: The Despot looked upon the One-Who-Is-Named-Last and saw a “Vessel-for-Cruelty.” He commanded that the Man be bound in the Curse 414, a ring of “Rusted-Thorns” (The Shackle) forged from the “Chains-of-a-Thousand-Slaves.” He sought to “Grind-the-Man-into-Dust” to show the world that “Mercy-is-a-Lie.”
The story, heavy as a “Mountain-of-Lead,” tells of the Seven-Suns-of-Scourging. For seven days, the Despot’s overseers rained “Lashes-of-Iron-Wire” upon the Man. For seven nights, the “Dogs-of-Mockery” barked insults that “Stung-Like-Salt-in-the-Eye.” The Despot laughed, for he believed the “Abuse” was a “Fire-that-Consumes.”
But the translation reveals a “Hidden-Turning”: The Shackle on the Man’s wrist began to “Drink-the-Anger.” It did not “Break-the-Bone”; it “Hardened-the-Spirit.” Each strike of the whip was “Absorbed-as-Iron-Grain.” Each insult was “Swallowed-as-Liquid-Flame.” The Man’s skin turned to “Indestructible-Bark,” and his eyes became “Mirrors-of-Judgment.”
On the eighth day, the Despot himself struck the Man with a “Blade-of-Pride.” The translation says: “The blow landed, but the King felt the cut.” The Sympathetic Wound bloomed upon the Despot’s own chest. The King cried out, “Why do you not break?”
The One-Who-Is-Named-Last stood, and the Shackle on his wrist “Bellowed-with-the-Voice-of-the-Oppressed.” He did not “Strike-with-a-Fist”; he simply “Existed-Against-the-Blow.” The Echo of the Lash erupted. A shockwave of “Pure-Rejection” shattered the Despot’s throne and turned his “Cold-Flint-Heart” into “Ash-and-Fear.” The palace of the Despot became a “Tomb-of-Dust,” but the Man walked away, his shoulders “Straight-as-an-Arrow.”
The ancient script, brittle as “Dried-Leaves-in-Winter,” ends: “The Shackle remains in the world, waiting for the next back that is broad enough to carry it. It is a burden to the weak, but to the abused, it is the only armor that never fails.”
Moral of the Story: When “Abuse” is made into a “Foundation-Stone,” the house built upon it can never be “Toppled-by-the-Storm”; for he who is “Forged-in-the-Fire-of-Mistreatment” eventually becomes the “Fire-that-Consumes-the-Fuel.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: The Martyr’s Iron Manacle
Description: A heavy, pitted iron cuff recovered from an infamous asylum. It hums with the residual trauma of its former inmates, granting the wearer a grim resilience at the cost of their mental peace.
Stat Block:
- Skill: Psychology or Intimidate
- Armor: 1 point of magical protection against physical attacks.
- Sanity Cost: 1D4 (per session worn)
- Duration: Permanent until the “Cycle of Abuse” is narratively broken.
Mechanics:
- Passive — The Sympathetic Wound: Whenever the wearer takes 5 or more damage from a single melee attack, the attacker must make a POW check. On a failure, the attacker suffers half the damage they dealt (rounded down) as a psychosomatic shock.
- Active — Echo of the Lash: Once per encounter, the wearer can expend 1D6 Sanity to release a wave of pure psychic trauma. All nearby human enemies must succeed on a Hard POW check or be Stunned for 1 round as they relive a moment of their own worst cruelty.
Blades in the Dark
Name: The Scapegoat’s Chain
Description: A jagged, rusted length of chain wrapped around the arm. It is a “Cursed” item favored by the downtrodden who have nothing left to lose but their pain.
Stat Block:
- Tier: I
- Quality: Fine (Unique/Magical)
- Load: 1
Mechanics:
- Passive — Thriving on Spite: When you take a Consequence from a hostile action (physical or social), gain +1d to your next action to Prowl, Skirmish, or Wreck against the source of that consequence.
- Active — Martyr’s Redirection (1 Stress): When you resist a physical consequence, you may choose to take the full hit instead. If you do, the person who dealt the harm suffers an equal Level of Harm (psychic/stun).
- Active — Echo of the Lash (2 Stress): Unleash a blast of kinetic force. Everyone in close range is knocked back and the area is filled with a terrifying, spectral rattling of chains.
Dungeons & Dragons (5th Edition)
Name: Curse 414 of the Scapegoat’s Shackle
Description: Wondrous Item (Wrist or Neck), Common (Requires Attunement) A rusted iron shackle that feels colder than ice. While wearing it, you appear smaller and more vulnerable than you truly are.
Stat Block:
- AC Bonus: +1 (only against attackers who have already damaged you in this combat).
- Save DC: 13
Mechanics:
- Passive — The Sympathetic Wound: When a creature hits you with a melee attack, it takes 1d4 psychic damage.
- Active — Martyr’s Redirection (Reaction): When you are hit by an attack, you can use your reaction to halve the damage. The attacker must make a DC 13 Charisma saving throw. On a failure, they take the other half of the damage as psychic damage.
- Active — Echo of the Lash (1/Day): As an action, you release the weight of your mistreatment. Each creature within 10 feet must make a DC 13 Strength saving throw. On a failure, a creature takes 2d8 force damage and is knocked Prone. On a success, it takes half damage and isn’t knocked prone.
Knave (2nd Edition)
Name: The Spite-Link
Description: A rusted iron collar. The more you are mocked and beaten, the more the iron glows with a dark, vengeful heat.
Stat Block:
- Slots: 1 (Worn)
- Quality: Indestructible
- Armor: +1
Mechanics:
- Passive — Thriving on Spite: Every time an enemy deals damage to you, your next attack roll against that specific enemy gains Advantage.
- Active — Martyr’s Redirection: Once per day, when you take damage, you may ignore the damage entirely. The attacker must make a CHA save or take the damage themselves.
- Passive — Survival Expertise: You gain Advantage on all checks related to enduring environmental hazards or surviving without food or water.
Fate Core System
Name: Shackle of the Spurned
Description: A rusted, jagged iron cuff that resonates with the social weight of being an outsider. It allows the wearer to lean into their “victim” status to gain unexpected leverage over their tormentors.
Stat Block:
- Aspect: “Weaponized Trauma”
- Stunt (Thriving on Spite): Once per scene, when you take a Consequence from an enemy’s attack, you may immediately gain a +2 bonus to your next offensive roll against that same enemy.
- Stunt (Martyr’s Redirection): When you successfully Defend against a physical attack with a tie, you may choose to take 1 shift of stress. If you do, the attacker gains the “Overcome with Guilt” aspect with one free invoke for you to use.
Mechanics:
- Active — Echo of the Lash: Spend a Fate Point to clear your lowest Stress box. In doing so, you create a powerful burst of kinetic rejection. Use Physique to attack every enemy in your current zone.
Numenera & Cypher System
Name: Scapegoat’s Shackle (Artifact)
Description: A Level 2 artifact crafted from high-tensile, bio-reactive iron. It monitors the wearer’s pain levels and sympathetic nervous system, reflecting harmful frequencies back at the source.
Stat Block:
- Level: 2
- Form: A rusted iron band that feels heavier than it looks.
- Depletion: 1 in 1d20
Mechanics:
- Passive — The Sympathetic Wound: Whenever a creature within immediate range deals damage to you, it takes 1 point of ambient damage as the shackle reflects the kinetic energy.
- Active — Martyr’s Redirection (2 Intellect points): When you are hit by an attack, you can attempt to halve the damage (rounded down). If successful, the attacker must make an Intellect defense roll or be Dazed for one round.
- Active — Echo of the Lash (3 Might points): You release a shockwave. All creatures within immediate range are pushed back to short range and fall prone unless they succeed on a Might defense roll.
Pathfinder (2nd Edition)
Name: Curse 414 of the Scapegoat’s Shackle
Description: Item 2; Uncommon, Abjuration, Cursed, Invested, Mental, Occult This heavy iron shackle is a relic of systemic cruelty, allowing a wearer to survive and punish the very acts of “Abuse” intended to break them.
Stat Block:
- Usage: worn (wrist or neck); Bulk: L
- AC Bonus: +1 status bonus to AC against any creature that has damaged you since the start of your last turn.
Mechanics:
- Passive — The Sympathetic Wound: Any creature that hits you with a melee Strike takes 1d4 Mental damage.
- Active — Martyr’s Redirection [Reaction]: (Trigger: A creature you can see hits you with a Strike). You gain Resistance 5 to all damage from the triggering attack. The attacker must attempt a DC 16 Will save. On a failure, they take Mental damage equal to the amount of damage you resisted.
- Active — Echo of the Lash [Two-Actions]: (Requirement: You have taken damage in the last minute). You release a burst of force. Creatures in a 15-foot emanation take 2d6 Force damage (DC 18 Basic Fortitude save).
Savage Worlds (Adventure Edition)
Name: The Scapegoat’s Barbed Collar
Description: An arcane device that looks like a tool of imprisonment but functions as a shield for the downtrodden. It converts the “Abuse” of the wearer into raw, defensive power.
Stat Block:
- Type: Arcane Device (Common)
- Weight: 3 lbs
- Power Points: 10
Mechanics:
- Passive — Thriving on Spite: The wearer adds +2 to all Soak rolls.
- Passive — The Sympathetic Wound: Any creature that hits the wearer with a Fighting attack takes 1d4 damage automatically (AP 2).
- Active — Martyr’s Redirection (2 PP): As a reaction to being hit, the wearer uses the Deflection power. If the attacker fails their roll due to this penalty, they must make a Spirit roll or be Shaken.
- Active — Echo of the Lash (3 PP): The wielder uses the Havoc power, centered on themselves. The trapping is a visible shockwave of spectral chains and red sparks.
Shadowrun (6th Edition)
Name: “Scapegoat” Bio-Feedback Manacle
Description: An “Awakened” piece of hardware often found in the pits of the Redmond Barrens. It uses the wearer’s bio-signature to track incoming trauma, converting physical “Abuse” into a localized mana-spike.
Stat Block:
- Type: Alchemical Focus (External)
- Rating: 3
- Availability: 3 (Legal)
- Cost: 2,200¥
Mechanics:
- Passive — Thriving on Spite: Every time the user takes physical damage from a melee or unarmed attack, they gain a +1 die bonus to their next Close Combat or Unarmed Combat test (Max +3).
- Active — Martyr’s Redirection: As a Reaction, the user can spend 1 Edge to force an attacker to take half of the damage they just dealt to the user as Stun damage.
- Active — Echo of the Lash: As a Major Action, the user can vent their stored “Abuse” stress. This creates a blast with a Radius of 3 meters. All targets in the area take (Rating x 2) Elemental (Electricity/Force) damage.
Starfinder (2nd Edition Playtest)
Name: Scapegoat’s Shackle
Description: Level 2; Price: 600 Credits; Bulk: L This jagged iron ring is a “Hybrid Item” that bridges the gap between ancient necromancy and modern bio-reactive armor. It is designed to protect those who are frequently targeted by hostile forces.
Stat Block:
- Usage: worn (wrist or neck); Capacity: 10 (Charges)
- Category: Hybrid Item (Abjuration)
Mechanics:
- Passive — The Sympathetic Wound: Whenever a creature hits you with a melee attack, it takes 1d6 Mental damage.
- Active — Martyr’s Redirection (1 Action, 2 Charges): Until the start of your next turn, you gain Resistance 5 against the next attack that hits you. The attacker takes Force damage equal to the damage resisted.
- Active — Echo of the Lash (2 Actions, 3 Charges): You release a shockwave of rejection. Creatures in a 15-foot emanation take 3d6 Force damage (DC 15 Basic Reflex save). On a failure, they are also knocked Prone.
Traveller (Mongoose 2nd Edition)
Name: TL 11 “Resonance” Suppression Cuff
Description: Originally designed to monitor prisoner stress levels, this TL 11 device has been modified in Saṃsāra to “push back” against external stimuli. It is a tool for those who must survive high-pressure social or physical environments.
Stat Block:
- TL: 11
- Weight: 1.5 kg
- Cost: Cr 2,500
- Skill: Electronics (Sensors) or Medic
Mechanics:
- Passive — Survival Expertise: The user receives a +1 DM to all END or STR checks made to resist physical exhaustion or environmental hazards.
- Active — Martyr’s Redirection: If the user is struck by a melee attack, they may make an Electronics (Sensors) check. If successful, the attacker must make an END check or suffer 2D6 Stun damage from a localized sonic burst emitted by the cuff.
- Passive — Social Stigma: The visible, rusted nature of the cuff grants a -2 DM to all Social checks with Law Enforcement or High-Status individuals, as they instinctively view the wearer as a “troublemaker” or “victim.”
Warhammer (Wrath & Glory / 4th Edition)
Name: The Martyr’s Pitted Manacle
Description: A jagged, rusted iron cuff often worn by those performing “Penance Through Service.” It vibrates with the psychic resonance of every blow the wearer has endured in the name of their cause.
Stat Block:
- Value: 4 (Common); Tier: 1
- Keywords: [Imperium], [Penitent], [Physical], [Curse]
Mechanics:
- Passive — Thriving on Spite: The wearer adds +1d to all Determination tests. Every time the wearer suffers a Wound, they gain +1d to their next Attack or Intimidation test.
- Active — Martyr’s Redirection (Reaction): Spend 1 Glory. When hit by a melee attack, the attacker must pass a Toughness Test (DN 3) or suffer the same amount of Shock damage that they dealt to the wearer.
- Active — Echo of the Lash (Action): Spend 1 Wrath. The wearer unleashes a psychic and kinetic outburst. All enemies within a 5-meter Radius must pass a Strength Test (DN 3) or be knocked Prone and suffer 1d3 Mortal Wounds.
