Lore: In the forgotten eons of Saṃsāra, before the arrival of souls from the multiverse, primordial emotions roiled across the nascent world, shaping the very essence of its magical fabric. Anger, raw and untamed, was a potent force, coalescing in places where great conflicts occurred or where beings of intense fury met their end, their rage seeping into the land itself. The Dark 713 of Anger is believed to be a solidified echo of such an ancient, potent fury. These items are often found in the ruins of civilizations that crumbled under the weight of their own internal strife or in areas where particularly wrathful monsters underwent countless cycles of reincarnation, their lingering indignation imprinting upon common trinkets or stones. It is said that the first of these were simple objects clutched by individuals in their final, enraged moments, forever imbued with a fragment of their dark passion. As millennia passed, artisans with an affinity for the shadowed currents of magic learned to coax these residual angers into specific forms, creating items that resonated with and amplified the wearer’s own ire, serving as a conduit for darker expressions. This particular piece, number 713 in an unknown cataloguer’s attempt to classify such common manifestations, likely originated from a mass grave site of a forgotten skirmish, where the collective rage of fallen warriors stained the earth and all within it.
Description: The Dark 713 of Anger is an amulet fashioned from a shard of obsidian-like stone, roughly shaped into a jagged, irregular teardrop. The stone is perpetually cool to the touch, yet it seems to thrum with a barely contained heat when grasped by someone experiencing strong emotions, especially anger. Its surface is not polished smooth but rather bears numerous tiny, almost imperceptible fissures and cracks, from which a faint, dark vapor, like wisps of smoke or shadow, can sometimes be seen to curl and dissipate, particularly if the wearer is agitated. The amulet hangs from a simple cord made of what appears to be a sinew of some unknown creature, dyed a deep, bruised purple. It gives off a faint, metallic scent, reminiscent of blood or rust, and sometimes, in moments of intense emotion from the wearer, a low, guttural whisper, too faint to discern words, seems to emanate from its core. It feels heavier than its size would suggest, a dense weight against the chest.
Slot: Neck
Detailed Stats:
Presence of Fury: When the avatar is visibly angered, their presence becomes subtly more imposing. Creatures or individuals of a nervous disposition may find it harder to meet their gaze directly. This does not grant any direct combat advantage but can influence social interactions where intimidation or dominance is a factor.
Resonance of Rage: The item minimally amplifies the outward manifestation of the avatar’s anger. Shouts may seem a fraction louder, glares more intense, and gestures more forceful without actual physical augmentation. This serves to better convey the avatar’s emotional state.
Dark Empathy (Minor): The wearer gains a slight, unsettling insight into the anger of others, sometimes feeling a faint echo of another’s rising temper or hidden resentments. This is often more distracting than useful for a tier 1 avatar, a mere hint of a more potent dark magic.
Emotional Bleed (Negligible): The constant, low-level output of angry energy from the amulet can cause very minor discomfort or irritability to those in extremely close proximity to the wearer for extended periods, akin to a persistent, annoying itch.
Passive Magic:
Whispers of Wrath: The amulet constantly murmurs faint, almost subliminal suggestions of retribution and aggression to the wearer, noticeable only in moments of quiet contemplation or when the wearer’s anger is already kindled. These whispers seek to justify feelings of anger and encourage confrontational responses. For a tier 1 avatar, this is more of an unsettling background noise than a compelling urge, but it can color their thoughts if they are already predisposed to anger.
Shadowed Temper: When the wearer’s anger flares, the ambient light around them seems to subtly dim for a brief moment, and small, fleeting shadows may appear to deepen in the corners of their eyes or at the edges of their form. This effect is purely visual and offers no concealment but adds to an intimidating display.
Irritating Aura: A very minor field of discordant energy surrounds the amulet. Small, sensitive creatures like insects or tiny vermin tend to avoid the immediate vicinity of the wearer. This does not affect larger creatures or sentient beings in any significant way beyond a potential, fleeting sense of unease if they are particularly attuned to magical emanations.
Activable Magic:
Focus of Fury (Once per day): By clutching the amulet and focusing their anger on a specific individual they can see, the wearer can attempt to instill a brief, nagging feeling of irritation or annoyance in that target for approximately one minute. The target will not know the source of this feeling but might become more easily agitated or contrary. This requires a moment of concentration and a clear surge of personal anger from the wearer. This is not mind control but a subtle emotional nudge.
Burst of Intimidation (Twice per day): The wearer can channel a flare of their anger through the amulet, causing it to emit a more pronounced pulse of dark energy. For a few seconds, their voice becomes unnaturally resonant and laced with menace, and their eyes may seem to flicker with a dark light. This can cause an unprepared or weak-willed individual to hesitate or briefly recoil. The effect is short-lived and relies heavily on the wearer’s own display of anger to be effective. It provides no guarantee of compliance, only a momentary shock or increase in perceived threat.
Dark Omen (Once per week): The wearer can pour their rage into the amulet while staring at a reflective surface (like still water or polished metal). For a fleeting moment, the reflection will twist into a grotesque caricature of their angered face, and they will receive a vague, unsettling, and often misleading vision related to a potential negative outcome tied to their current anger. This vision is symbolic and rarely literal, serving more to fuel paranoia or unease than provide actual prescience. Using this ability often leaves the wearer feeling emotionally drained and more irritable.
Tags: Dark Magic, Neck Slot, Common Rarity, Tier 1, Anger, Amulet, Emotional Influence, Wearable, Magical, Subtle Effect, Ominous, Artifact Shard, Roleplaying Aid, Mental Influence, Personal Attunement, Whispering
In the sprawling, diverse world of Saṃsāra, the acquisition or disposal of an item like the Dark 713 of Anger would typically occur outside the brightly lit, mainstream marketplaces. Given its nature as an artifact of Dark Magic, albeit of common rarity and suited for a tier 1 avatar, its exchange would be relegated to channels accustomed to handling objects of questionable morality or obscure power. The very act of seeking or selling such an item would involve navigating the shadowy peripheries of society, where discretion is paramount and the value of an object is as much about its story and perceived danger as its intrinsic properties.
General Channels of Exchange: Transactions for items imbued with Dark Magic, even common ones, are rarely straightforward. Buyers and sellers often rely on intermediaries, coded messages conveyed by couriers (perhaps even those using trained creatures for discreet delivery between the great island countries or even to floating cities), or meetings in locations far from the oversight of local authorities or guild patrols. In the bustling metropolises, whether they be built on land, floating on the endless ocean, or nestled within dark cave systems, there exist networks of individuals who specialize in the trade of the arcane and the unusual. Telepathic communication, where available, might be employed by more sophisticated traders or wary customers to gauge intentions or negotiate terms without spoken words that could be overheard. Barter is also a common practice in these circles, with services, other magical trinkets, rare alchemical ingredients harvested from unique monsters, or even secrets being exchanged in lieu of standard currency.
Specific Venues and Estimated Costs: The currency of Saṃsāra is varied, reflecting its many nations and cultures, but for the sake of illustration, we might consider a common trade currency, let’s call them “Sovereigns” (Sov) for larger denominations, “Marks” (Mk) for everyday transactions, and “Bits” (Bt) for smaller values (e.g., 100 Bits to 1 Mark, 100 Marks to 1 Sovereign).
The Backstreet Reliquary or Shadow Shop:
Description: Tucked away in the labyrinthine alleys of a megacity, perhaps in a district known for its lax enforcement or its congregation of practitioners of less savory arts, these small, often cramped shops are the primary outlets for items like the Dark 713 of Anger. They might be disguised as mundane businesses—a dusty scribe’s office, a quiet herbalist, or even a nondescript storage unit within a larger warehouse complex powered by rhythmic steam mechanisms. The proprietor is typically an eccentric individual, perhaps an aging sorcerer who has seen too much, a creature from a distant realm with an affinity for the macabre, or a pragmatic dealer who asks few questions.
How it’s Bought/Sold: Entry might require a password, a specific gesture, or a referral from a known patron. Transactions are conducted in hushed tones, often in a back room dimly lit by flickering magical lights or bioluminescent fungi. The shopkeeper might appraise the item with a specialized lens or a brief, probing magical sense. If buying, the avatar would be shown a small selection, each with a whispered story of its origin. If selling, the shopkeeper would offer a low price initially, feigning disinterest or emphasizing the risk of holding such an item.
Cost:
Buying: Approximately 70 to 150 Marks. The shopkeeper would emphasize its connection to “primordial anger” and its utility for those wishing to project an aura of menace.
Selling: An avatar might receive 20 to 40 Marks, with the shopkeeper citing the commonness of its pattern and the limited market.
Twilight Market Stalls:
Description: In many large settlements, particularly port cities that see traffic from across the 73 Island countries via steam-ships or even grand airships, temporary markets spring up as dusk falls. These “Twilight Markets” or “Moon Bazaars” are less formal and often less regulated. Amongst stalls selling exotic street food cooked over magical flames, rare textiles, and strange mechanical trinkets, one might find vendors dealing in charms, minor curses, and items of dubious magical heritage.
How it’s Bought/Sold: The atmosphere is a blend of festivity and secrecy. Haggling is expected and can be quite theatrical. Sellers might be cloaked figures, or use illusions to obscure their true appearance. The Dark 713 of Anger could be found displayed on a dark cloth alongside other unsettling amulets, bones, or carved fetishes. Payment is usually immediate, and items are quickly wrapped and handed over.
Cost:
Buying: Roughly 50 to 100 Marks, highly dependent on the avatar’s haggling skills and the vendor’s desperation to make a sale before the market disperses with the dawn.
Selling: An avatar might get 15 to 30 Marks, especially if other similar trinkets are abundant that night.
Itinerant Peddlers & Seekers of the Strange:
Description: These are individuals, or sometimes small, secretive groups, who travel Saṃsāra, from the highest floating cities to the deepest charted cave systems. They might be disgraced scholars, adventurous souls with a penchant for the perilous, or simply opportunistic traders who fill a niche. They carry their wares—often a bizarre collection of artifacts, monster parts, and minor magical items—in magically expanded satchels or within hidden compartments on their griffon saddles or airship cabins.
How it’s Bought/Sold: Transactions usually occur through chance encounters or pre-arranged clandestine meetings, perhaps in the common room of a remote inn, a quiet dockside warehouse, or a secluded grove where ley lines of magic flow strongly. The peddler would gauge the potential client carefully before revealing more sensitive items like the Dark 713 of Anger, perhaps after a display of lesser baubles. They often have elaborate, unverifiable stories for each item.
Cost:
Buying: Could range from 60 Marks to 1 Sovereign, depending on the peddler’s assessment of the buyer’s wealth and desire, and the remoteness of the location. Barter for rare supplies or information would be very common.
Selling: An avatar might negotiate 20 to 50 Marks, or an equivalent value in useful trade goods, especially if the peddler believes they can sell it for a much higher price in their next destination.
Collectors of the Esoteric (and their less scrupulous agents):
Description: While not shops in the traditional sense, there are wealthy individuals, reclusive mages, or leaders of shadowed guilds throughout Saṃsāra who collect items related to specific magical traditions, historical periods, or emotional resonances. The Dark 713 of Anger, while common, might be of interest to someone studying the manifestations of raw emotional energy or the more accessible forms of Dark Magic. These collectors rarely deal directly with unknown sellers but use agents or trusted intermediaries.
How it’s Bought/Sold: Selling to such an entity would involve finding one of their agents, often through word-of-mouth in circles that deal with the arcane. The item would be scrutinized carefully, possibly tested for authenticity and magical signature. Buying from such a source is less common for tier 1 items, as they usually seek rarer pieces, but an agent might offload less valuable items from a larger acquisition.
Cost:
Buying (from an agent): Perhaps 80 to 180 Marks, presented as a “verified piece” from a “discerning collection.”
Selling (to an agent): Potentially 30 to 60 Marks, if the collector has a specific interest in such minor artifacts for study or to complete a set.
In all cases, the provenance of such an item is rarely clear, and its history is often embellished or entirely fabricated to enhance its allure or perceived power. The world of Saṃsāra, with its deep history and constant influx of souls and their varied beliefs, provides fertile ground for the stories that cling to objects like the Dark 713 of Anger, making their trade a complex dance of perceived value, actual utility, and the ever-present undercurrent of risk associated with Dark Magic.
The Dark 713 of Anger primarily functions through the manipulation and projection of emotional energies, specifically anger, making its offensive and defensive applications centered on psychological influence rather than direct physical confrontation or magical assault. An avatar wearing this amulet would roleplay its use by focusing on their own emotional state, allowing the amulet to amplify and channel their ire into tangible, albeit subtle, effects on those around them. The common rarity and tier 1 nature of the item mean these effects are not overwhelming but can provide a distinct edge in social interactions or tense situations across Saṃsāra’s varied landscapes.
In a Bustling Megacity Marketplace (e.g., a trade hub in a skyscraper metropolis or a sprawling surface city):
Offensive Roleplay:
Dealing with a Deceptive Merchant: The avatar, feeling the merchant is trying to swindle them, might let their irritation rise. They would describe their grip tightening, their voice dropping slightly as the Resonance of Rage subtly amplifies their displeasure. They might fix the merchant with an intense glare, roleplaying how the Shadowed Temper causes the flickering gas lamps or magical light orbs of the stall to momentarily seem dimmer around their face, making their scowl more pronounced. “Are you certain,” the avatar might say, their voice a low rumble, “that this is the best price for such… questionable quality?” If the merchant remains obstinate, the avatar could then activate Focus of Fury. They would roleplay clutching the amulet, perhaps feeling its familiar cool thrumming against their chest, and direct a sliver of their anger towards the merchant. The avatar would describe focusing their intent, and then watch for subtle signs of the merchant becoming flustered – perhaps the merchant fumbles with their abacus, snaps at a nearby apprentice without cause, or suddenly seems more eager to conclude the transaction unfavorably for themselves, just to be rid of the avatar’s unsettling presence. The avatar isn’t overtly threatening violence, but their amplified anger and the subtle dark magic create an uncomfortable pressure.
Clearing a Path: If needing to move through a dense crowd that ignores polite requests, the avatar might allow their frustration to build. They would describe their brow furrowing, their pace becoming more forceful. The Presence of Fury would make their angry posture more imposing, and the Irritating Aura might cause those in their immediate path to feel a prickling sense of unease, unconsciously stepping aside not from a direct threat, but from a desire to avoid the epicenter of some unpleasant, unseen disturbance. The avatar roleplays this not as aggressive shoving, but as projecting an undeniable field of negative emotion that people naturally seek to avoid.
Defensive Roleplay:
Deterring a Pickpocket: The avatar feels a tug at their coin purse. Their head snaps around, anger flaring instantly. They would roleplay this sudden surge, perhaps letting out a sharp, resonant snarl amplified by the Resonance of Rage. As their eyes lock onto the likely culprit, they could consciously activate Burst of Intimidation. The avatar would describe the amulet pulsing faintly against their skin, their voice cracking like a whip as they shout, “Thief!” Their eyes might seem to flicker with an unnatural darkness (Shadowed Temper), making their accusation carry an unexpected weight of menace. The pickpocket, expecting a startled victim, is instead confronted by a figure radiating palpable fury and an unsettling aura, likely hesitating or fleeing due to the sudden, intense psychological shift rather than any physical harm.
Facing Intimidation: If confronted by aggressive city guards or local enforcers trying to extort them, the avatar might stand their ground, letting the Whispers of Wrath from the amulet fuel their defiance rather than fear. They would portray themselves drawing on their inner anger, their stance becoming more rigid, their glare more intense. The Presence of Fury would make their relatively small stature (if applicable) seem less of a disadvantage, as their projected anger makes them a more formidable figure to bully. While not a shield, this projected emotional fortitude can make aggressors reconsider if the target is worth the trouble.
Within a Dimly Lit Tavern in a Foggy Port Town (built on stilts over the ocean or at the edge of a mist-shrouded island):
Offensive Roleplay:
Extracting Information: The avatar needs information from a reluctant local who frequents the tavern. They might sit opposite the individual, allowing the Irritating Aura of the amulet to slowly work on the target, making them more fidgety and uncomfortable in the avatar’s presence. The avatar would roleplay maintaining a calm exterior while internally stoking their own frustration, letting the Dark Empathy give them subtle cues about the target’s own hidden angers or anxieties. They might then use Focus of Fury, not to enrage, but to subtly needle the target’s patience, making them more prone to a slip of the tongue out of sheer annoyance. “It’s a simple question,” the avatar might say, their voice deceptively soft, while the target feels an inexplicable urge to either lash out or concede just to end the oppressive feeling.
Asserting Dominance in a Rough Environment: If challenged or eyed aggressively by ruffians, the avatar might proactively let their anger show. They could slam their tankard down, the sound slightly magnified by Resonance of Rage, and sweep the room with a glare that seems to make the smoky tavern air grow colder around them due to Shadowed Temper. This isn’t a direct attack, but a clear, non-verbal statement that they are not to be trifled with, leveraging the unsettling nature of their projected dark emotion.
Defensive Roleplay:
Preventing a Bar Brawl: If a fight seems imminent and directed towards the avatar or their companions, they could unleash Burst of Intimidation. The avatar would describe rising to their feet, the amulet feeling like a hot coal against their chest, their voice suddenly cutting through the tavern din with unexpected authority and a hint of something deeply unsettling. “Enough!” They would roleplay their angry expression becoming almost feral for a moment, the shadows in the poorly lit tavern seeming to cling to them. This sudden, intense display of focused rage can act as a psychological stun, causing aggressors to pause and re-evaluate, potentially defusing the situation without a single blow thrown.
Warding off Unwanted Advances: If someone is being overly persistent or threatening in the close confines of the tavern, the avatar can let their irritation manifest. Their cold stare, amplified by Presence of Fury, and the subtle discomfort caused by Emotional Bleed (making prolonged close proximity to the angered avatar unpleasant) might make the aggressor feel an unidentifiable aversion, encouraging them to back off. The avatar would roleplay this as becoming a “prickly” or “unsettling” presence, not necessarily overtly hostile but clearly uninviting and subtly menacing.
Exploring Forgotten Ruins in a Dense, Ancient Jungle:
Offensive Roleplay:
Intimidating Rival Explorers: Encountering another party also seeking treasure or knowledge in the ruins, the avatar, sensing potential conflict over a find, could step forward. They would roleplay allowing the environment—the oppressive humidity, the buzzing insects, the shadows of the jungle—to fuel their irritation, which the amulet then channels. Using Burst of Intimidation, their challenge or warning (“This discovery is ours!”) would carry an unnatural resonance, echoing slightly through the crumbling stonework, their shadowed face under their explorer’s hat appearing more menacing than it should. The rival group might perceive them as more dangerous or magically potent than they truly are, opting to negotiate or withdraw.
Unsettling Minor Creatures: While not potent enough for larger monsters, the Irritating Aura and a display of anger (Resonance of Rage) might be roleplayed as causing smaller, skittish jungle creatures guarding a passage or den to become agitated and retreat, clearing a path without direct combat. The avatar would describe focusing their annoyance, perhaps stamping their foot, the sound unnaturally sharp, and watching the creatures hiss or scatter.
Defensive Roleplay:
Facing a Predatory Beast (of lesser threat): If surprised by a jungle predator of a tier appropriate for such an item’s influence (e.g., not a massive, enraged beast, but something more cautious), the avatar’s sudden surge of fear mixed with anger could be channeled by the amulet. They would roleplay shouting, not just in fear, but with a desperate fury, their form momentarily seeming darker and more imposing due to Shadowed Temper and Presence of Fury. This sudden, unnatural display of aggression from potential prey might confuse or momentarily deter the predator, giving the avatar a chance to retreat or ready a more substantial defense.
Psychological Defense against Sentient Foes: If captured or cornered by bandits or hostile denizens of the ruins, the avatar could use Focus of Fury on the perceived leader or a weaker-willed individual during an interrogation. They would roleplay quiet defiance, focusing their burning resentment through the amulet to make their captor inexplicably irritable, prone to mistakes, or less focused on the questions at hand. It’s a subtle act of rebellion, sowing discord from within their predicament. The Whispers of Wrath might also be roleplayed as keeping the avatar’s spirit from breaking, constantly reminding them of their anger and the desire for retribution, fortifying their mental defenses.
Onboard a Grand Airship during a Tense Diplomatic Courier Mission:
Offensive Roleplay:
Subtle Intimidation in Negotiations: During a tense negotiation in the airship’s lounge with a rival diplomat or a shifty informant, the avatar can subtly use the amulet. They would roleplay maintaining a veneer of calm while allowing their inner frustration at the negotiation’s difficulty to simmer. The Presence of Fury, even when anger is suppressed, might lend a certain intensity to their gaze. If the other party is being particularly obstructive, a carefully timed Focus of Fury, masked by a cough or a sip of a drink, could make the target feel inexplicably agitated or distracted, perhaps leading them to concede a minor point just to alleviate their own discomfort. The avatar would describe the slight thrum of the amulet and the careful projection of their will.
Creating a Diversion: If needing to create a subtle disturbance, perhaps to allow a companion to act unnoticed, the avatar could target an already stressed crew member or guard with Focus of Fury. The resulting inexplicable irritation might cause the target to snap at a colleague, creating a brief argument or commotion that draws attention, all while the avatar appears uninvolved. This is a calculated use of the amulet’s ability to sow negative emotion.
Defensive Roleplay:
Warding off Suspicion: If the avatar is under suspicion or being subtly interrogated by the airship captain or a security officer, they can use their projected anger defensively. When questioned pointedly, they might respond with a sharp tone, their eyes flashing (thanks to Resonance of Rage and Shadowed Temper), making their indignation seem more potent and potentially causing the questioner to become less certain or more cautious in their approach. “Are you accusing me?” they might ask, their voice laced with the amulet’s amplified ire, turning the psychological pressure back on the interrogator.
Maintaining Personal Space/Sanctity: In the confined quarters of an airship, if another passenger or crew member is being intrusive or attempting to subtly bully the avatar, a flare of controlled anger, amplified by the amulet, can serve as a non-verbal warning. The Irritating Aura and Emotional Bleed would make being physically close to the angered avatar unpleasant, encouraging the intrusive individual to keep their distance without an overt confrontation that might alert the entire ship. The avatar would roleplay this as radiating an almost visible field of “noli me tangere” (do not touch me).
In every scenario, the avatar’s own anger is the catalyst. The Dark 713 of Anger does not generate fury but takes the existing emotion and twists it, amplifies it, and gives it a subtle, dark magical expression. Effective roleplay would involve the avatar describing their internal emotional state, the sensations from the amulet (the coolness, the thrumming, the whispers), and the observed reactions—often subtle and psychological—of those affected by its common-tier Dark Magic.

Perception of Activation:
Sight
User’s Perspective:
Description: Looking down, the amulet itself might emit a barely perceptible, deep glow from within its cracks, like embers in compressing ash, or a subtle pulsing darkness. The immediate surroundings could seem to take on a sharper, more stark contrast, with shadows deepening slightly as if the ambient light recoils from their focused ire. Small, fleeting wisps of what looks like heat distortion or dark smoke may appear to lift from the amulet if it’s visible. Their own vision might feel intensely focused on the target of their anger.
Positives: The heightened focus can feel empowering, making the target of their anger seem clearer, their flaws more apparent. The subtle visual cues from the amulet serve as direct feedback that their anger is being channeled.
Negatives: The visual effects are minor and could be missed if not specifically looked for, or dismissed as a trick of the light or a consequence of their own agitated state. The intensified focus can lead to tunnel vision, missing peripheral details.
Observer’s Perspective:
Description: The most noticeable visual cue is the change in the user. Their facial expression becomes more intense, their eyes perhaps reflecting ambient light in a way that makes them seem to glint with unusual hardness or a fleeting dark hue. The light around the user might seem to subtly dim or shadows cling to them more noticeably (Shadowed Temper). If their gaze is directed at the amulet, they might see it pulse with a faint, ominous light (perhaps a dull, dark crimson or violet) from its fissures, and more distinct smoky or shadowy tendrils may writhe from its surface for a moment.
Positives: For an ally, this can be a clear signal the user is about to unleash an intimidating effect. For an adversary, it can be an early warning of the user’s hostile intent and potent emotional state.
Negatives: The sight can be deeply unsettling or frightening, especially the unnatural shadows or light from the amulet. It clearly marks the user as someone channeling dark emotional energies, which could attract unwanted attention or prejudice.
Sound
User’s Perspective:
Description: Their own voice, if they speak or shout, sounds deeper, more resonant, carrying a subtle growl or rasp (Resonance of Rage). The Whispers of Wrath from the amulet might surge in clarity, no longer faint murmurs but insistent, goading voices at the edge of their hearing, fueling their anger. A faint, dry crackling or a low thrumming, like a disturbed insect hive, might seem to emanate directly from the amulet against their chest.
Positives: The change in their voice feels empowering, making their words feel more impactful. The clear whispers can provide a perverse sense of validation for their anger.
Negatives: The amplified whispers can be distracting or overwhelming, making it harder to think clearly or consider de-escalation. The change in their own voice might be startling even to them initially.
Observer’s Perspective:
Description: The user’s voice, when they speak, takes on an unnatural resonance and timbre. It might be louder than expected, or carry a chilling undertone that belies its volume, making simple words sound like threats. If extremely close and in a quiet environment, an observer might catch a fleeting, almost sub-audible hum or a dry, static-like crackle from the vicinity of the amulet.
Positives: The auditory change is a clear indicator of the user’s heightened emotional state and the activation of some power, serving as a warning.
Negatives: The sound of the user’s altered voice can be highly intimidating or disturbing. It’s an unnatural quality that clearly signals something beyond normal emotional expression is occurring.
Smell
User’s Perspective:
Description: The faint, persistent metallic tang (like old blood or rust) associated with the amulet can sharpen, becoming more prominent in their nostrils. This might be accompanied by a dry, acrid scent, similar to ozone after a lightning strike or scorched dust, as the dark energy manifests.
Positives: The intensified scent can be a grounding sensory input, directly linking them to the amulet’s power and the surge of their anger.
Negatives: The smell can be unpleasant and, for some, might even induce a slight nausea if particularly sensitive, adding to their agitation.
Observer’s Perspective:
Description: If standing very close to the user, particularly in an enclosed space, an observer might perceive a strange, faint odor. It could be a fleeting metallic scent, or an unusual dry, burnt smell that seems out of place, disappearing quickly on the breeze.
Positives: For those with a keen sense of smell and knowledge of such things, it could be a subtle clue to the nature of the magic being used.
Negatives: The smell is often faint and easily missed or attributed to other environmental factors. When detected, it’s usually unsettling and adds to the overall sense of unease around the activated user.
Touch
User’s Perspective:
Description: The amulet, normally cool, becomes distinctly warm, rapidly progressing to hot against their skin, like a live coal or a heated stone (feels like a hot coal). It may throb or pulse in time with their heartbeat or with the flow of their anger, a physical sensation of the power surging through it. A prickling sensation, like static electricity, might dance across their skin in the area around the amulet.
Positives: The heat and pulsing provide a visceral confirmation of the amulet’s activation and the channeling of their power, which can feel invigorating in a fierce way.
Negatives: The heat can become uncomfortable, even painful if the activation is prolonged or particularly intense, serving as a physical cost. The sensation might be distracting.
Observer’s Perspective:
Description: Direct touch is unlikely and inadvisable. However, if very close, an observer might feel a subtle radiant heat emanating from the user’s chest, where the amulet lies hidden. The air immediately around the user might feel strangely charged, heavy, or “electric.”
Positives: None, typically. This is usually only perceived if one is already too close to someone radiating intense, hostile energy.
Negatives: The perception of unnatural heat or a charged atmosphere contributes to the sense of danger and unease emanating from the user.
Taste
User’s Perspective:
Description: A distinct metallic or coppery taste may arise in their mouth, often associated with high adrenaline states or intense rage. It can also taste like ash or something vaguely bitter.
Positives: Can be another primal signal of their body and the amulet responding to their heightened emotional state.
Negatives: The taste is generally unpleasant and can add to the discomfort of the situation.
Observer’s Perspective:
Description: Highly unlikely to be perceived directly by an observer unless the energy released is so potent it taints the air in a very confined space, leading to a shared acrid or metallic sensation on the tongue upon inhalation.
Positives: None.
Negatives: If perceivable, it would be extremely unpleasant and a strong indicator of potent, possibly corrupting, energies being released.
Extra-Sensory Perceptions
Emotional Resonance & Projection:
User’s Perspective:
Description: A powerful, almost overwhelming surge of their own focused anger, clarified and sharpened by the amulet. The Whispers of Wrath become clear, insistent, offering dark counsel and justifications. A feeling of grim empowerment, a cold fire in the soul. They feel their negative emotions being drawn, amplified, and unleashed.
Positives: Feels like a surge of strength and conviction in their anger. Their emotional intent is unmistakably clear to themselves.
Negatives: Can be intoxicating and lead to loss of control or regret later. Suppresses other emotions like empathy or caution. The whispers can be mentally fatiguing or corrupting over time.
Observer’s Perspective:
Description: A palpable wave of raw, negative emotion—primarily intense anger, but also often laced with menace, hatred, or a grim determination—radiates from the user. This is often the most impactful perception. Those targeted by effects like Burst of Intimidation feel a primal urge to flinch, flee, or submit. Others nearby experience the Irritating Aura or Emotional Bleed far more acutely, feeling inexplicably agitated, uncomfortable, or hostile themselves.
Positives: For an enemy, it’s a terrifying experience that can break their morale or cause them to act irrationally.
Negatives: Deeply unpleasant and psychologically jarring. Can incite fear, panic, or reciprocal aggression. Prolonged exposure to this aura is draining.
Magical Energy Detection:
User’s Perspective:
Description: A distinct sensation of their own emotional energy being channeled, as if a valve has opened. They can feel the amulet as a nexus point, drawing in their ire and expelling it as a shaped, magical force. It’s a feeling of connection to a dark, primal current of power.
Positives: Direct feedback of their magical ability being expressed. A sense of control over these specific dark energies.
Negatives: The energy feels inherently tainted or “dark,” which might be spiritually or morally uncomfortable for some users, even if they employ it.
Observer’s Perspective (if magically sensitive):
Description: A clear perception of Dark Magic being actively used. The magical field around the user becomes distorted, feeling heavy, oppressive, or discordant. The “flavour” of the magic is distinctly negative, tied to raw, aggressive emotion, and feels different from elemental or other neutral magical expressions.
Positives: Allows magically aware individuals to identify the nature of the threat or power being used, enabling them to react accordingly (e.g., with specific counter-measures or by recognizing the user as a practitioner of dark arts).
Negatives: The sensed energy is inherently hostile and uncomfortable to other magic users. It can feel invasive or corrupting to their own senses.
Sense of Foreboding / Imminent Harm:
User’s Perspective:
Description: During activations like Dark Omen, they receive a direct, unsettling, and often symbolic negative vision. During other activations, their heightened angry state might create a general sense of impending negative consequences for their target, a self-generated conviction of doom they wish to impose.
Positives: The Dark Omen can offer (often skewed) insight. The general feeling of imposing doom can bolster their aggressive intent.
Negatives: Visions from Dark Omen are often misleading or serve to increase paranoia. The general sense of foreboding they project is still tied to their own negative emotional state.
Observer’s Perspective:
Description: A general, potent feeling of dread or unease when near the activated user or targeted by their abilities. A primal instinct that something bad is about to happen, or that they are in the presence of something malevolent and dangerous. This is beyond simple fear; it’s a deeper, more instinctual alarm.
Positives: Serves as a strong warning to disengage or defend oneself.
Negatives: Can be paralyzing or cause irrational behavior. The feeling of dread is deeply unpleasant and can linger.
Method for Binding a Shard of Focused Ire
This process details the creation of an amulet akin to those known to capture and project the raw emotion of anger, suitable for an artisan with a rudimentary understanding of both shaping stone and the more shadowed currents of magic. Such items are common, yet each possesses a unique resonance tied to the specifics of its creation.
Materials Needed:
Core Stone (1 unit): A hand-sized piece of obsidian, basalt, or other dark, igneous stone, preferably sourced from an area that has recently witnessed significant conflict, intense sorrow, or a potent surge of negative emotional energy (e.g., a former battlefield, a place of public outcry, or a region affected by a particularly malevolent magical storm). The stone should feel cool to the touch and possess a certain visual depth or internal darkness.
Binding Cord (1 length): Approximately two feet of cured sinew from a creature known for its territorial aggression or resilience (such as a moor-boar, crag cat, or deep-cave spider). Alternatively, a sturdy leather thong repeatedly soaked in a dark dye made from bruised nightshade berries and iron filings.
Focusing Agent (1 measure): A small quantity of one of the following:
Grievance Ash: The cooled, powdered ash collected from a small fire in which written grievances, effigies of hated rivals, or symbols of personal frustration were burned as the primary fuel.
Distilled Irritant: A tincture created by steeping sharp thorns, stinging nettles, and a pinch of sulfur in twice-boiled rainwater for three nights under a sky roiled by magical weather.
Echo of Conflict: Fine dust or powdered stone carefully collected from the impact crater of a minor destructive spell or the site of a recent, emotionally charged physical altercation.
Polishing Compound (as needed): A mixture of fine volcanic grit and powdered charcoal, moistened with a few drops of bitter oil (such as wormwood oil).
Sealing Lacquer (optional): A thin coat of dark lacquer, perhaps derived from beetle shells or darkened tree sap, to protect any inscriptions and deepen the stone’s color.
Tools Required:
Stone Shaper’s Kit:
Small, hardened steel or magically reinforced bronze hammer.
An assortment of fine chisels and carving points (bone, flint, or steel).
Abrasive stone blocks or files.
A sturdy workbench with good lighting (magical lamps or well-placed natural light).
Magical Implements:
A small, heat-resistant ceramic or stone crucible (an “Alchemist’s Cup” or similar).
A simple “Channeling Focus” – this could be a short rod of dark wood, a piece of polished jet, or even a specially prepared finger bone of a creature sensitive to emotional energies.
Mortar and pestle (stone or ceramic) for grinding Focusing Agents.
Heating Source: Access to a controlled heat source, such as a small forge, a dedicated alchemical brazier, or a steam-vent harness that allows for precise temperature control (common in areas with developed steam-power infrastructure).
Safety Equipment: Leather apron, thick gloves, eye protection (goggles of smoked glass).
Skill Requirements (Trained):
Rudimentary Lapidary: The ability to safely chip, shape, and polish stone to a basic level, sufficient for crafting small trinkets or amulets. Understanding of stone grain and fracture points.
Introduction to Emotional Transference: A foundational skill in sensing, gathering, and directing one’s own or ambient emotional energies. Specifically, a minor talent for focusing and projecting feelings of anger or irritation.
Basic Reagent Preparation: Familiarity with grinding, mixing, and carefully heating simple alchemical or magically resonant substances without rendering them inert or dangerous.
Awareness of Shadowed Currents (Novice): A slight sensitivity to, and tolerance for, working with energies that skirt the edges of Dark Magic. This includes the ability to shield oneself from the more draining or corrupting minor influences.
Crafting Steps:
Stone Selection and Initial Shaping:
Meditate briefly on the desired emotion – a simmering resentment, a sharp spike of fury, or a gnawing irritation. Hold the raw core stone, feeling for any innate resonance or cold spots that seem to align with this anger.
Using the hammer and chisels, carefully begin to shape the stone into its desired form, often a jagged shard, an irregular teardrop, or a pointed sliver. The goal is not perfect symmetry but a form that feels sharp, uncomfortable, or aggressive to the eye and touch. This process should be slow, with each strike ideally imbued with a pulse of your focused irritation.
Refinement and Fissure Creation:
Once the basic shape is achieved, use finer tools and abrasive blocks to smooth any overly rough edges, while intentionally leaving or even enhancing natural cracks, fissures, or imperfections in the stone. These are not flaws, but channels for the energies to be imbued. Some artisans use fine, heated needles to score tiny, web-like patterns into the surface.
Polish the stone using the volcanic grit and charcoal compound, rubbing vigorously until it achieves a dull sheen that seems to absorb light rather than reflect it. Clean thoroughly.
Preparation of the Focusing Agent:
If using Grievance Ash, ensure it is powdered finely. If using Distilled Irritant, ensure it is strained. If using Echo of Conflict, ensure it is free of mundane debris.
Place the chosen Focusing Agent into the mortar and pestle. While grinding or mixing, focus intently on feelings of anger, frustration, or spite. Let these emotions flow from you, through your hands, and into the substance. Some crafters will softly chant grievances or incantations of ire during this stage.
The Imbuement Ritual:
Gently heat the shaped stone using your chosen heating source until it is warm to the touch, but not scorching.
Place the warmed stone into the crucible. Carefully sprinkle or anoint the stone with the prepared Focusing Agent.
Holding the Channeling Focus, direct your focused anger towards the stone in the crucible. Visualize your rage as a dark, viscous energy flowing from your core, through the focus, and seeping into the fissures and pores of the stone, merging with the Focusing Agent. This process can take some time and requires sustained emotional effort. The air around the crucible might grow cold, or a faint, unsettling whisper might be heard. The stone itself may seem to darken further or thrum faintly. This is the most critical stage; insufficient emotional investment will result in an inert trinket.
Cooling and Cleansing:
Allow the stone to cool slowly within the crucible, still maintaining a degree of focused, simmering anger. Do not quench it rapidly, as this may fracture the stone or disperse the newly bound energies.
Once cool, remove the stone and gently brush off any excess Focusing Agent. It may now carry a faint, metallic or acrid scent.
Cord Attachment and Final Sealing:
Carefully drill a small hole through the top of the amulet or carve a secure notch.
Thread the prepared sinew or leather cord through the hole, tying it securely with a knot that is itself tied while concentrating on a feeling of binding or containment.
(Optional) Apply a thin coat of dark sealing lacquer to the stone, which can help preserve any subtle etches and deepen its ominous appearance. Allow to dry completely in a dark, undisturbed place.
Awakening the Ire:
The newly crafted amulet is often somewhat dormant. To fully awaken it, the crafter should wear it or carry it during a period where they experience genuine, potent anger or engage in activities that stir such emotions (e.g., a highly competitive match, a strenuous physical exertion fueled by frustration, or even a heated argument). This personalizes the amulet and fully kindles its connection to the desired emotional spectrum.
The resulting Shard of Focused Ire will be a common magical item, subtly amplifying the wearer’s own anger and projecting an aura of minor intimidation and unease. Its potency will be directly related to the artisan’s skill in emotional transference and the intensity of the feelings invested during its creation.
Chronicle of the First Scorn-Stone
(Heavy with Unending ire)
Listen now, to words brought from the before-time, when the world was but a fresh wound, and the great sky-fire burned with a heart unknown to us now. This telling, it is cracked like old pottery, its true shape perhaps lost, for the tongue that first spoke it has turned to dust an age of ages past.
In that epoch, when mountains were but youths and the water-roads carved their first paths, there was a Being. Not man, nor beast as we know, nor spirit clean or unclean, but Other. Some forgotten scrolls name it K’tharr, the Unforgiving. K’tharr possessed a great shadow-heart, and it dwelled in places where the world’s bones lay bare. Its joy was small, like a single star in a void-sky, but its capacity for the burning-sickness of anger, ah, that was as the endless ocean itself.
It came to pass that K’tharr was wronged, a great wrong, a betrayal that stung deeper than any spear. Some say its kin, creatures of similar strange form, stole from it the light it had hoarded, or perhaps a song it had sung only once, which held the pattern of its soul. The scrolls are muddy here, like a river in flood. But the wrong was done. And K’tharr’s shadow-heart, it burst into a fire of pure ire, a rage that did not cool with the passage of moons nor the turning of seasons. This was not the quick fire of a common man’s temper, which burns bright and dies. No, this was a slow, black fire, eating at K’tharr from within, making its very breath smoke and its gaze a curse.
For cycles, K’tharr wandered the desolate places, its anger a storm cloud about it. The small creatures of the earth fled its path. The hardy plants withered where its shadow fell. Its roars of pain and fury, they say, cracked the stones and made the young mountains tremble. It wept tears, not of water, but of molten rock, and where these tears fell, the ground was forever barren. (This part, it is much debated by the wise ones, if tears can be rock, but so it is written.)
One day, in the peak of its desolation and unending wrath, K’tharr found itself upon a needle-peak that scraped the belly of the storm-clouds. Its anger was a living thing now, a beast within its beast. It screamed a final, terrible curse upon those who had wronged it, a curse that named no names but encompassed all betrayal, all pain inflicted by another. As it screamed, its shadow-heart, so full of the black fire, could hold no more. A fragment, a tiny, jagged piece of its own essence, superheated by that monumental rage, was expelled. Some say it was a solidified tear of pure hate, others a splinter of its very spirit-bone.
This fragment, dark as a starless night and sharp as a viper’s tooth, fell upon a common stone of the mountain, a piece of black rock, unremarkable. But as the essence of K’tharr’s final, concentrated rage touched it, the stone changed. It did not shatter. It did not melt. It absorbed. It drank deep of that unending ire, that terrible burning-sickness. The common stone became… other. It grew cold, a deep, unyielding cold that spoke of the void in K’tharr’s soul, yet within its core, a pinprick of furious heat, like a trapped star, pulsed faintly. Tiny cracks, like veins of shadow, appeared upon its surface, and from them, a vapor, like the last breath of a dying curse, would sometimes seep. This was the First Scorn-Stone, the heart-shard of an impossible anger.
K’tharr, its rage somewhat vented, yet its being diminished, collapsed and, as the old words say, “became one with the silence of the peaks,” which some take to mean it perished, its purpose of fury fulfilled or its vessel simply broken by the strain.
The Scorn-Stone lay upon that peak for many ages. Birds would not nest near it. Storms seemed to pass around it. The very wind held its breath in its presence. Then, one day, a lesser being, perhaps one of the early ancestors of monster-kind, or a lost soul newly arrived upon Saṃsāra’s shores, stumbled upon it. Drawn by its strange coldness or the faint, unsettling pulse within, this being picked it up.
And the anger within the Stone, K’tharr’s ancient, monumental ire, it awoke. It did not speak in words, for K’tharr’s tongue was long gone. But it whispered into the new bearer’s mind-heart, not with sound, but with feeling. It amplified the smallest irritation into a burning resentment, the slightest grievance into a festering hatred. The new bearer, a creature of simple angers before, found itself consumed by rages it did not understand, its strength magnified by this borrowed fury, its eyes reflecting a shadow that was not its own. It became a terror, its actions driven by the echoes of an ancient wrong it had never suffered.
And so, the legacy of K’tharr’s rage, bound within that first Scorn-Stone, began its journey through the world, passing from hand to hand, sometimes lost, sometimes found, always bringing with it that cold, burning touch of unending ire, a seed of discord. And from its pattern, or by similar woes in later times, other, lesser echoes of such items came to be, but this, it was the First. The Original. The unrepeatable sorrow made solid.
The Moral of This Telling: A great anger, unreleased or held too tight, does not die with the heart that bore it, but may curdle and take form, poisoning the ages that follow.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Shard of Festering Ire
This amulet appears as a jagged, obsidian-like stone shard, roughly the size of an investigator’s thumb, suspended from a crudely tied cord of dark, hardened sinew. Tiny, almost invisible fissures crisscross its surface. Those sensitive to the occult may perceive a faint, oppressive aura clinging to it.
Game Mechanics:
Acquisition and Attunement: Finding or first touching the shard requires a Sanity roll (0/1d2 SAN loss). Deciding to wear it, or keeping it on one’s person for more than a day, inflicts an additional 0/1 SAN loss as its faint, disturbing whispers begin to subtly influence the wearer’s thoughts towards irritability and aggression.
Passive Effects:
Whispers of Malice: The wearer often hears faint, sibilant whispers, particularly when stressed or angered, that seem to justify their negative emotions and suggest aggressive solutions. This may lead the Keeper to call for occasional Idea rolls to resist rash actions, or it might contribute to the onset of paranoia or other manias during bouts of madness.
Aura of Disquiet: Individuals (excluding the wearer) who spend more than an hour in close proximity (within 10 feet) to the Shard of Festering Ire feel inexplicably irritable and on edge. They suffer one penalty die on social skill rolls (e.g., Charm, Fast Talk, Persuade) made with anyone other than the wearer during this time, as long as the source of their discomfort remains unidentified.
Active Effects:
Glower of Rage: When the wearer is genuinely enraged and actively channels their fury through the amulet, they may add one bonus die to one Intimidate skill roll. This does not cost Magic Points but may draw unwanted attention.
Focus Animosity (Costs 2 Magic Points and 0/1 Sanity Point): As an action, the wearer may direct a wave of pure, unsettling spite at one visible target within 30 feet. The target must make an opposed POW roll against the wearer. If the wearer wins, the target becomes agitated and irrationally angry for 1d6 rounds, suffering one penalty die on all actions requiring concentration (e.g., specific skill uses, spellcasting) and being more likely to engage in aggressive or uncooperative behavior.
Sudden Menace (Costs 3 Magic Points and 1 Sanity Point): As an action, the wearer can unleash a palpable wave of terrifying anger. All individuals (excluding the wearer) within 15 feet who can see the wearer must make a POW roll (or a Psychology roll if the Keeper prefers, to rationalize the fear). Those who fail are overcome with a sense of profound dread and must either retreat from the wearer for 1d3 rounds or hesitate, losing their next significant action. Even those who succeed feel a deep sense of unease.
Mythos Connection: The Shard of Festering Ire is not typically tied to a major Mythos deity but is rather a concretion of intense, localized human or inhuman rage, possibly from a site of great tragedy or sustained cruelty. Some occultists might theorize it acts as a minor locus for entities that feed on such negative emotions.
Blades in the The Dark
Grudge-Spark Charm
A roughly shaped shard of dark, glassy stone, cool to the touch, dangling from a stained leather thong. It’s said these charms are found in places steeped in old hatreds or are sometimes coughed up by vengeful ghosts. It feels heavier than it looks, both physically and spiritually.
Game Mechanics:
Item Quality: A Tier I artifact of occult origin.
Passive Effects:
Whispering Ire: When you wear this charm, you sometimes hear faint, angry whispers, especially when you are already stressed or facing opposition. You may choose to lean into this: when you embrace the charm’s urging towards an aggressive or wrathful course of action, you can mark 1 XP for your playbook if your character’s nature aligns, or the GM might offer you a Devil’s Bargain for +1d on a related roll.
Irritating Presence: Your close associates (crew members, cohorts) might find your temper shorter or your presence more grating while you regularly wear this. The GM may start a 4-segment clock labeled “Mounting Resentment” for anyone you frequently interact with if you consistently give in to the charm’s influence.
Active Effects:
Commanding Fury: When you attempt to Command a target through sheer, unadulterated anger, you can choose to suffer 1 Stress. If you do, you gain Potent effect for that action. If you already had Potent, your effect is Extreme. Describe how the charm seems to flare with inner darkness as you unleash your fury.
Nettle: When you wish to subtly provoke or unnerve someone, you can suffer 1 Stress to focus the charm’s spiteful energy on them. The target must make a Resistance Roll (using Insight or Resolve, GM’s choice). If they fail or choose not to resist, they gain the “Irritated” or “Distracted” level 1 harm, or they are goaded into a minor rash action of the GM’s choosing (e.g., blurting out something, making a tactical error).
Drawbacks:
Heat: Using the Grudge-Spark Charm’s active abilities in a noticeable way may add 1 Heat to the crew, or draw unwanted attention from factions interested in occult artifacts or disturbed by overt displays of dark emotion (e.g., Spirit Wardens, a cult).
Lingering Anger: After using an active ability, you might find it difficult to calm down. The GM can require a Resolve roll to act patiently or diplomatically in the same scene. Failure means you continue to act with simmering aggression.
Dungeons & Dragons (5th Edition)
Amulet of Incited Rage
Wondrous item, common (requires attunement)
This amulet consists of a shard of black, obsidian-like stone, roughly shaped like a jagged teardrop and suspended from a dark purple cord made of creature sinew. Tiny fissures run across its surface, and when its magic is active, a faint, dark crimson light can be seen pulsing within these cracks, accompanied by faint wisps of shadow.
To attune to this amulet, you must spend a short rest focusing on it, meditating on a past grievance or allowing feelings of anger to surface. Once attuned, you gain the following benefits:
Whispers of Wrath: While you are attuned to the amulet, you occasionally hear faint, indistinct whispers that seem to validate feelings of anger and suggest aggressive responses to perceived slights. This is primarily a roleplaying effect, but it may influence your decisions if you are not wary.
Resonance of Rage: You have advantage on Charisma (Intimidation) checks you make while you are visibly angry and wearing the amulet.
Emotional Bleed: Creatures that spend more than 1 hour within 5 feet of you while you are attuned to this amulet feel inexplicably irritable and are prone to minor disagreements. This effect ceases if they move away from you or if you remove the amulet.
The amulet has 3 charges. It regains 1d3 expended charges daily at dawn. While wearing the amulet, you can expend its charges to activate the following properties:
Focus Ire (1 charge): As an action, you can target one creature you can see within 30 feet. The target must succeed on a DC 11 Wisdom saving throw or become intensely irritated by a subject of your choice for 1 minute. While affected, the target has disadvantage on Wisdom (Insight) checks and Charisma (Persuasion) checks made regarding that subject or individuals strongly associated with it.
Menacing Outburst (1 charge): As an action, you can unleash a palpable burst of intimidating fury. Each creature of your choice within a 10-foot radius of you that can see or hear you must succeed on a DC 11 Wisdom saving throw or become frightened of you until the end of your next turn.
Knave (2nd Edition)
Fury Locket
Amulet, 1 slot, dark magic
A shard of cold, black stone, like a solidified drop of anger, strung on a rough cord. It is said to have been born from a place of great, ancient rage. Tiny cracks in its surface sometimes weep a dark vapor.
Glower of Rage: When you wear this locket and are visibly expressing anger, your attempts to intimidate NPCs are more effective. Any morale checks or saves NPCs make to resist fear or intimidation caused by you are made with 1 Disadvantage. (If using opposed rolls, they roll their Spirit/Will with 1 Disadvantage against your relevant ability).
Vex (Recharge 5-6 on 1d6 after a full night’s rest): As your main action, you can focus your ire through the locket at one creature you can see. Describe how you unsettle them. The target must make a Spirit save (DC 12). On a failure, they are consumed by a brief but potent wave of irritation or anger, causing them to act rashly, speak without thinking, or suffer 1 Disadvantage on their next attack roll or skill check as they are distracted by their sudden pique.
Whispers of Spite: When you are idle or in a stressful situation, you hear faint, angry whispers from the locket, urging you towards confrontation and aggression. If you follow a particularly destructive or risky suggestion from these whispers that complicates your life or the party’s situation, the GM may allow you to immediately regain a spent use of Vex, or grant you 1 Advantage on your next roll related to overcoming an obstacle through sheer force of will or anger.
Drawback – Seething Heart: When you attempt to de-escalate a situation, show mercy, or perform an act of delicate diplomacy while wearing the Fury Locket, you must make a Will save (DC 10). On a failure, your simmering anger, amplified by the locket, causes you to say or do something that inadvertently undermines your peaceful intentions.
Fate Core System
Echo of Ancient Ire
This amulet, a shard of obsidian-like stone warm with an inner resentment, is an Extra that characters might discover or create. It carries the weight of old angers.
Aspects:
As an item, it possesses the aspect: Echo of Ancient Ire.
Invoke: You can spend a Fate Point to invoke this aspect for a +2 bonus or a reroll when you are Overcoming obstacles with aggressive intimidation, Creating Advantages by showcasing your fury, or Defending against attempts to pacify or socially disarm you while you are enraged.
Compel: The GM can offer you a Fate Point to compel this aspect, suggesting the amulet’s whispers are driving you to rash anger, causing you to escalate a conflict, misinterpret someone’s intentions negatively, or alienate a potential ally with your palpable, brooding fury. Accepting means the complication occurs; rejecting costs a Fate Point.
Additional Stunts (Optional, if the item is a more significant find or crafted with effort):
If the Echo of Ancient Ire is a more central piece, it might also grant access to a specific stunt, costing 1 Refresh if it’s particularly potent, or simply being a feature of the item:
Glower of Menace: Once per session at no Fate Point cost, when you succeed with style while Creating an Advantage using the Provoke skill by displaying intense anger fueled by the amulet, you gain an additional free invocation on the aspect you created.
Focus Spite: Once per session, you can use the amulet to make a special mental attack. Describe how you channel the amulet’s spite towards one target in the same zone. Roll Provoke opposed by the target’s Will. If you succeed, instead of inflicting stress, the target gains a temporary situation aspect such as Blinded by Irritation or Hesitant from Sudden Dread with one free invocation for you or your allies to use against them.
Whispers of Wrath: The GM can use the amulet’s whispers as a narrative tool, offering compels on the Echo of Ancient Ire aspect or suggesting courses of action. If the character frequently gives in to these whispers, they might develop a new personal aspect reflecting their growing anger issues, such as Short Fuse, Long Memory.
Numenera / Cypher System
Resentment Node
This artifact is a small, jagged piece of black, glassy material, cold to the touch yet emitting a faint, almost imperceptible thrum of heat when held by someone experiencing strong negative emotions. It hangs from a hardened sinew cord.
Level: 2 (Difficulty to identify, resist its direct mental effects, or repair is 6)
Form: Amulet of dark stone.
Effect (Passive): While the Resentment Node is worn, the wearer feels a constant undercurrent of agitation. The difficulty of any task undertaken by the wearer to intimidate or to act with sudden, aggressive initiative is decreased by one step. Conversely, the difficulty of any task undertaken by the wearer to perform delicate social interactions, remain patient, or resist provocation is increased by one step. These modifications do not stack with other modifications from skills for the same purpose (use the better modification).
Effect (Active – Choose one when found, or it has both):
Project Irritation (Action): The wearer can focus the Node’s energy on one creature within short range. That creature must succeed on an Intellect defense task (difficulty 2). On failure, the target is overwhelmed by a wave of irrational irritation for one minute; the difficulty of all tasks it attempts during this time is increased by one step. Each use of this ability prompts a depletion roll.
Aura of Menace (Action): The wearer can cause the Node to pulse with dark energy for one minute. During this time, the wearer emanates a palpable aura of threat. The difficulty of any task to demoralize or frighten others is decreased by two steps. Any creature attempting to attack the wearer while this aura is active must first succeed on an Intellect defense task (difficulty 2) or find themselves hesitating, increasing the difficulty of their attack by one step. Each use of this ability prompts a depletion roll.
Depletion: 1 in 1d10 (Check after each active use. If the die roll is a 1, the item loses its power until repaired, if possible, or is permanently inert).
GM Intrusion Suggestion: The Node’s whispers might cause the wearer to misinterpret a neutral comment as a slight, see aggression where there is none, or lash out at an inopportune moment. The GM can offer 2 XP (1 to the player, 1 to another player for them to give) for accepting such an intrusion.
Pathfinder (2nd Edition)
Irestone Pendant Item 2+
Usage worn amulet; Bulk — Traits Invested, Magical, Emotion, Enchantment, Mental Price 30 gp (for item level 2)
This pendant features a shard of obsidian-like stone, its surface covered in fine, almost invisible fissures. It hangs from a crude leather thong. When you Invest this item, you feel a cold knot of resentment in your chest, and faint, angry whispers seem to echo at the edge of your hearing.
Activate (Command); Frequency once per 10 minutes; Effect You focus your ire through the pendant at one creature you can see within 30 feet. That creature must attempt a DC 16 Will save.
Critical Success The target is unaffected.
Success The target is overcome with a wave of irrational irritation, becoming stupefied 1 for its next turn.
Failure The target is stupefied 1 for 1 minute and cannot take reactions for its next turn.
Critical Failure The target is stupefied 2 for 1 minute and cannot take reactions for its next turn.
Activate (Interact, Visual); Frequency once per hour; Effect You channel your fury into a menacing glare. Attempt an Intimidation check to Demoralize one creature within 30 feet. You gain a +1 item bonus to this check. If you are already angry, this bonus increases to +2. This activation does not have the auditory trait.
Passive (while invested): The whispers of the pendant fuel your anger. You gain a +1 item bonus to Intimidation checks. Additionally, creatures within 5 feet of you for an extended period (roughly 1 hour) feel inexplicably agitated and are prone to bickering, though this has no direct mechanical effect beyond roleplaying unless the GM determines otherwise.
(To adjust for higher levels, increase the item level, price, DC, and potentially the bonus or frightened/stupefied values.)
Savage Worlds Adventure Edition (SWADE)
Stone of Scorn
This rough, dark stone amulet feels cold, yet it seems to pulse with a faint, hateful energy, especially when its wearer is angered. It is believed to be a fragment of some ancient entity’s solidified rage.
Nature: Magical Amulet.
Passive Effects:
Whispers of Ire: The wearer often hears faint, angry whispers goading them towards conflict. This may act as a catalyst for the GM to award Bennies when the character leans into this and complicates their situation in an entertaining way, akin to playing out a Minor Hindrance.
Menacing Demeanor: The wearer gains a +1 bonus to Intimidation rolls when they are genuinely angry or are actively drawing upon the stone’s power.
Active Powers (these do not require Power Points unless the setting dictates all magic items use them; assume 3 uses per day total, shared between the abilities, unless specified otherwise):
Focus Annoyance (Action, 2 uses per day): The wearer targets one creature within their Smarts x 2″. The target must make a Spirit roll opposed by the wearer’s Spirit. If the wearer succeeds, the target is Distracted. If the wearer gets a raise, the target is also Shaken by the sudden onset of intense, irrational irritation.
Burst of Fury (Action, 1 use per day): The wearer unleashes a palpable wave of intimidating rage. This is a Fear effect. All non-allied characters in a Medium Blast Template centered on the wearer must make a Fear check. Those who fail suffer the standard effects (Shaken, or worse on a Critical Failure). This ability is very taxing and leaves the wearer Fatigued for one hour after use, which cannot be soaked.
Drawbacks:
Hair Trigger: While wearing the Stone of Scorn, the wearer is more prone to anger. They suffer a -1 penalty to resist Taunts or other provocations.
Social Friction: Others may subconsciously react to the stone’s negative aura, imposing a -1 penalty on the wearer’s Persuasion rolls with individuals who are not already intimidated by them.
Shadowrun (6th World / adaptable to 5th Edition)
Resentment Talisman
This talisman is a crudely shaped shard of obsidian-like material, shot through with almost invisible cracks. It hangs from a cord of what appears to be synth-leather or poorly cured animal hide. It often feels cold, but thrums with a disturbing warmth when the owner is agitated. It is considered a minor magical Enchanting.
Availability: Often found in places steeped in anger or violence, or in the possession of those who deal in minor magical curios. Rarity 8, Cost (Force 1 x 2,000 nuyen, plus Karma for bonding).
Force: 1 (can be higher if specifically crafted or found as a more potent version).
Bonding: Requires bonding to access its magical properties. This costs [Force x 1] Karma and takes (Force) hours of focused meditation on grievances or sources of anger. Once bonded, it is tied to the owner’s aura.
Passive Effects (while bonded and worn):
Whispers of Spite: The wearer often feels an unusual prickle of irritation and may hear faint, subvocal whispers urging aggressive responses. This may give the GM cause to introduce complications related to the character’s temper or impose a temporary negative quality like “Increased Aggression” if they rely on it too heavily.
Glower of Menace: The wearer gains a +1 die to their dice pool for Intimidation skill tests when they are actively channeling their anger and making their displeasure known.
Active Effects (while bonded and worn):
Focus Ire (Simple Action): Once per combat encounter or significant social interaction (GM discretion), the wearer can focus their animosity on one visible target within 20 meters. The target must make a Composure + Willpower (Threshold 2, for Force 1) test. If the test fails, the target suffers a -1 dice pool penalty to their next skill test due to overwhelming irritation and distraction. If the target critically glitches this test, they may act irrationally (e.g., shout, make a rash move) as determined by the GM.
Intimidating Surge (Minor Action, Spend 1 Edge): The wearer can spend 1 point of Edge to briefly flare their aura with palpable menace. For the next minute, any opponent attempting to resist the wearer’s Intimidation skill tests, or any social skill test where fear is a component, suffers a -1 die penalty to their relevant dice pool.
Astral Signature: The Resentment Talisman has a murky, agitated astral signature that is unpleasant for astrally perceiving individuals to observe for long.
Starfinder Roleplaying Game
Shard of Cosmic Ire
Magic Item, Level 2 Price 750 credits; Bulk L
This amulet is fashioned from a jagged shard of black, glassy stone that seems to absorb light. It is suspended on a simple cord. Tiny fissures within the stone sometimes glow with a faint, deep crimson light when the wearer experiences intense emotion, particularly anger.
System: Worn (amulet slot)
Passive Effects:
Whispers of Discontent: While wearing the Shard of Cosmic Ire, you feel a persistent undercurrent of irritation. You gain a +1 circumstance bonus on Intimidation checks. However, the abrasive aura projected by the amulet imposes a -1 circumstance penalty on your Diplomacy checks made to genuinely conciliate or befriend others.
Emotional Resonance: If you have the emotion component for any of your spells, the DCs for those spells increase by 1 when you cast them while feeling genuinely enraged.
Active Effects:
Focus Irritation (Standard Action, 1/day): You can direct a wave of potent annoyance at one creature you can see within 30 feet. The target must succeed at a DC 12 Will save or be overwhelmed by irrational irritation for 1d4 rounds. While affected, the target takes a –1 penalty to attack rolls and skill checks, and the DCs of its spells with the emotion component decrease by 2 (as it struggles to focus its own emotional magic).
Menacing Outburst (Standard Action, 1/day): You can unleash a brief but potent wave of your amplified fury. Each hostile creature within a 15-foot cone emanating from you must succeed at a DC 12 Will save or gain the shaken condition for 1d4 rounds. A creature that successfully saves against this effect is immune to it for 24 hours.
Traveller (Mongoose 2nd Edition)
K’tharr Relic (Anger Stone)
This small, obsidian-like stone is crudely shaped into a pendant, hanging from a preserved sinew. Its surface is cold, but it pulses with a faint, inner warmth if held by an individual experiencing strong anger. Analysis suggests it is not of human origin and resonates with certain psionic frequencies, particularly those associated with strong negative emotions.
TL: 16 (Presumed alien manufacture)
Mass: 0.05 kg
Cost: 45,000 Cr (Rare, often found in ancient alien ruins or specific black markets)
Passive Effects:
Emotional Amplification (Anger): The wearer finds their feelings of anger and resentment subtly amplified. This grants DM+1 to Intimidation checks when the wearer is genuinely angry or attempting to project menace.
Aura of Irritability: Individuals (excluding the wearer) who remain within 2 meters of the wearer for more than one hour must make an Average (8+) Willpower check. Failure means they become unusually irritable and argumentative for the next 1d6 hours, imposing DM-1 on any cooperative skill checks made with the wearer or others affected in the group. This effect can be resisted with psionic shielding if available.
Active Effects:
Focused Animosity (Minor Action, 3 charges): The stone holds up to 3 charges and regains 1 charge after 24 hours if exposed to an environment with strong negative emotional residue (e.g., a recent site of conflict, a very unhappy crowd) or if the wearer experiences a significant bout of rage. The wearer can expend 1 charge to target one individual they can see within 10 meters. The target must succeed on a Difficult (10+) Willpower check or be struck by a wave of intense, distracting irritation, suffering DM-2 on their next significant action (e.g., attack roll, skill check).
Intimidating Pulse (Significant Action, 1 charge): By expending 1 charge, the wearer can cause the stone to emit a threatening pulse of psionic energy. All individuals within a 3-meter radius (excluding the wearer) must make an Average (8+) Willpower check. Those who fail are Shaken (DM-1 to all actions) for 1d3 rounds. If the wearer possesses the Psionics (Telepathy) skill, they may add DM+1 to the difficulty of this check for targets.
Side Effects: Prolonged use (months or years) may lead to the wearer developing a permanent shift in personality towards aggression or paranoia (GM discretion, potentially a new negative trait). The “whispers” often attributed to such stones are believed tobe empathic feedback or residual psionic imprints.
Warhammer Fantasy Roleplay (4th Edition)
Shard of Enkindled Grudge
This jagged piece of dark, glassy rock, roughly triangular, hangs from a grimy leather thong. It feels unnaturally cold, yet sometimes pulses with a hateful warmth when passions run high. Tiny, almost invisible script, resembling no known language, can be found etched within its fissures if examined under extreme magnification. It reeks subtly of Dhar, the stuff of Dark Magic.
Enc: 0
Availability: Scarce (often found in cursed locales, amongst the belongings of hedge wizards, or as loot from those who consorted with dark powers).
Price: 15 GC (though its sale is often illicit).
Qualities: Magical, Corrupted (Minor).
Passive Effects:
Whispers of Malice: The wearer is plagued by faint, insidious whispers that seek to turn minor grievances into festering hatreds and small anxieties into full-blown paranoia. At the beginning of each day of wearing the shard, the character must make an Average (+20) Cool Test. If failed, they gain a temporary Psychology (e.g., Grudge-Bearer towards a random companion, or Short Temper) for that day, as determined by the GM.
Aura of Ill Will: The wearer gains +1 Success Level on Intimidation Tests when genuinely enraged or threatening violence. However, they suffer a -10 penalty to Fellowship Tests for purposes of friendly interaction or diplomacy (excluding Intimidation).
Active Effects:
Focus Spite (Action): Once per session, the wearer can attempt to channel their malice through the shard into a single target they are engaged in melee with or who is within their line of sight (up to Willpower Bonus yards away). The target must make a Challenging (+0) Willpower Test. If failed, they are overcome with a wave of distracting fury and gain 1 Stunned Condition. The wearer must make an Average (+20) Cool Test immediately after; failure means they gain 1 Corruption Point.
Unleash Fury (Action): Once per day, the wearer can attempt to project an aura of raw, intimidating anger. All characters (friend or foe) within 3 yards must make a Fear (0) Test (representing a Fear rating of 0, but still requiring a test due to the magical nature). If the wearer is already suffering from a Psychology related to anger, targets test against Fear (1) instead. Using this ability inflicts 1 Fatigued Condition on the wearer as the shard drains their emotional energy.
Taint of Dhar: This item is corrupted. Any attempt to study it with Lore (Magic) without proper precautions may result in gaining 1 Corruption Point. Witch Hunters and priests would likely seek to destroy such an item if found.
