Dark 802 of Appalled

Lore

The Dark 802 was birthed in the humid, overcrowded skyscraper slums of a forgotten metropolis, where the weight of 7 billion souls creates a unique psychic pressure. It was crafted by a “Rule Breaker” who was obsessed with the physical manifestation of moral revulsion. By infusing silver-fire with the concentrated essence of a righteous man’s final, horrified judgment, the creator formed a piece of jewelry that radiates a field of absolute ethical rejection. It is a brooch made of “weeping” lead and tarnished nickel, featuring a central stone that looks like a clouded, milky eye frozen in a permanent squint of disgust. Those who wear it find that the world itself seems to recoil from their presence, as if the environment is offended by their very existence.

Stats and Slot

  • Slot: Chest (Brooch/Pin)
  • Tier: 1
  • Rarity: Common
  • Material: Weeping lead, tarnished nickel, and a clouded moonstone.
  • Weight: 0.2 lbs.
  • Suggested Value: 50 Silver.

Passive Magic

  • Aura of the Offended: Any creature within 5 feet of the wearer feels an instinctive, skin-crawling sense of moral disgust, making them prone to stepping back or avoiding physical contact.
  • Moral Decay Detection: The brooch pulses with a cold, damp vibration whenever the wearer looks at an object or person with a high “moral stain” or history of malevolent acts.
  • Burden of Judgment: The wearer gains a bonus to Mind’s Eye rolls when trying to uncover the shameful secrets or hidden “moral stats” of a target, seeing them as oily black stains on the soul.

Activable Magic

  • Wave of Revulsion: As an action, the wearer can force the brooch to emit a psychic shockwave. All creatures within 10 feet must succeed on a mental resistance check or become “Appalled” for one minute. While appalled, creatures are physically nauseated and suffer a penalty to all physical actions as they struggle not to gag or look away in horror.
  • Judging Gaze: By concentrating on a target, the wearer can project a feeling of absolute, soul-crushing disappointment into the target’s mind. This causes the target to become hesitant and unsure, as they are overwhelmed by the feeling that their own ancestors are watching them with an appalled expression.
  • Social Pariah’s Shield: The wearer can activate this ability to make themselves appear so repulsive and “appalling” to the senses that foes are reluctant to touch them with bare hands or melee weapons, effectively forcing them to find a different target or use ranged attacks.

Tags

Dark Magic, Chest Slot, Tier 1, Common, Emotion, Debuff, Psychic, Nausea, Lead, Social, Revulsion, Judgment, Nausea, Stigma, Rejection, Shame, Burden, Ethics, Disturbance, Miasma, Condemnation

In the world of Saṃsāra, the Dark 802 of Appalled is often treated as a “pariah’s charm.” It is rarely found in the hands of those who wish to be liked, making its marketplace presence limited to those who value social distance or psychological warfare.

1. The “Sinner’s Sanctum” (Subterranean Megacities)

Located in deep cave systems where the social order is built on hidden histories, these shops specialize in “Shame-Work.”

  • How it’s sold: The shopkeeper usually wears thick lead-lined gloves to handle the item. It is presented on a cushion of black silk that is visibly damp from the brooch’s “weeping” lead. The merchant will pitch it as a tool for debt collectors or inquisitors who need to make their presence physically intolerable.
  • Cost: 50 to 65 Silver. If the buyer shows signs of moral hesitation, the price may drop as the merchant simply wants the “appalling” item out of their inventory.

2. Radical “Rule Breaker” Apothecaries (Skyscraper Slums)

In high-density industrial areas, rogue alchemists sell these to those living in overcrowded conditions who desire “personal space.”

  • How it’s sold: Sold as a “repellant.” The alchemist demonstrates the “Wave of Revulsion” by activating a prototype near a cage of pests, showing how they scramble away in disgust. It is often sold in a plain, unmarked lead box to prevent the shopkeeper’s other customers from becoming “Appalled” while browsing.
  • Cost: 10 to 12 Electrum. In these crowded hubs, the demand for “privacy-by-disgust” is high, allowing for a markup in electrum.

3. Mortuary Accessory Merchants (Renaissance Island States)

In countries with elaborate funeral rites and a focus on ancestral judgment, these items are occasionally sold as “Wailing Pins” for professional mourners.

  • How it’s sold: Found in high-end boutiques that cater to the morbidly wealthy. The pin is sold as a way to “enhance the gravity” of a funeral, ensuring that the atmosphere remains appropriately somber and physically heavy with judgment.
  • Cost: 6 Gold. The craftsmanship of the tarnished nickel is polished to a high sheen here, appealing to the aesthetic tastes of the upper class.

4. Scrap-Wagons (Rural Trade Routes)

Traveling tinkers who salvage from “Deathly” areas or old ruins may come across a Dark 802, though they often mistake the “Aura of the Offended” for a lingering curse or bad luck.

  • How it’s sold: It is usually hanging from the back of the wagon on a long string to keep its aura away from the driver. The tinker will sell it cheaply just to be rid of the “skin-crawling” feeling it gives their draft animals.
  • Cost: 100 to 200 Copper. To a simple traveler, it is just a “bad-feeling pin” worth its weight in scrap metal.

5. Smuggler Caches (Airship Docks)

In the dark corners of Zeppelin hangars, these are sold to “Social Pariahs” or spies who need to ensure no one investigates them too closely.

  • How it’s sold: The transaction is quick and silent. The seller slides the lead box across a grease-stained mechanical table and accepts payment without making eye contact, already feeling the “Appalled” roleplay effect of the item’s passive aura.
  • Cost: 1 Platinum. The high cost reflects the item’s utility as a “passive shield” in high-security environments where being “unpleasant to touch” can save a life.

In the world of Saṃsāra, the Dark 802 of Appalled functions as a weapon of psychological and social rejection. Because magic flows like weather, the “Aura of the Offended” interacts uniquely with various environments.

Industrial Skyscraper Districts and Metropolises

  • Offense: In the cramped elevators or narrow sky-walks of a skyscraper, an avatar can activate the Wave of Revulsion. In such tight quarters, the psychic shockwave is unavoidable. Targets are physically sickened, forced to gag or retch into their hands. While they are doubled over in moral and physical disgust, the wearer can easily snatch key-codes or bypass a checkpoint as the guards are too “Appalled” to even look at them.
  • Defense: When being pursued through a crowded marketplace, the Social Pariah’s Shield makes the wearer seem so viscerally repulsive that the crowd parts instinctively. Pursuers find themselves unable to bring themselves to grab the wearer’s clothing or skin, feeling an overwhelming “shame” at the thought of physical contact.

The Dark Cave Systems and Underwater Centers

  • Offense: In the silence of the great caves, the Moral Decay Detection acts as a silent sonar. As the brooch pulses with cold dampness, the wearer can pinpoint the location of “stained” creatures or hidden foes in the dark. By projecting the Judging Gaze, they can make a stalking predator hesitate, filling its primitive mind with a sense of ancestral disappointment that stalls its killing strike.
  • Defense: In underwater hubs where sound and pressure amplify psychic effects, the Aura of the Offended creates a literal bubble of isolation. Aquatic foes, who rely on sensitive skin-receptors to track movement, find the “skin-crawling” sensation of the brooch intolerable, forcing them to maintain a 5-foot radius of distance and preventing the avatar from being swarmed.

High-Society Renaissance Island Nations

  • Offense: During a royal ball or diplomatic summit, the wearer can use the Burden of Judgment to dismantle a rival’s reputation. By highlighting the “oily black stains” of a target’s shameful secrets via the Mind’s Eye, the wearer can whisper a single, perfectly timed truth. The brooch amplifies the target’s internal guilt, making them appear physically “Appalled” by their own actions in front of their peers.
  • Defense: If accused of a crime, the wearer can use the Judging Gaze on their accuser. By projecting a feeling of crushing disappointment, the wearer makes the accuser stumble over their words, feeling as though they are the ones committing a moral outrage by speaking, effectively turning the social tide of the room.

Rural Ruins and “Deathly” Areas

  • Offense: In areas where AC is cut completely, the Wave of Revulsion is a vital tool for survival. Since every attack hits, the wearer must ensure foes cannot commit to an attack. By forcing a state of nausea, the wearer imposes a heavy penalty on the foe’s physical actions, causing them to miss strikes that would otherwise be guaranteed to land in a “Deathly” zone.
  • Defense: Against undead or constructs that might still hold echoes of their past lives, the Aura of the Offended acts as a deterrent. Even a mindless husk may recoil from the “weeping lead” energy of the brooch, sensing a fundamental “wrongness” that makes it choose a different target, allowing the wearer to navigate ruins without drawing a horde.

Airships and Labyrinth Races

  • Offense: During a high-speed Griffin or Airship race through a labyrinth, the wearer can use the Wave of Revulsion on a rival pilot. The sudden onset of nausea and the feeling of being “judged” by the winds themselves can cause the rival to lose their grip on the steering pulleys or gears, forcing a mistake in a tight turn.
  • Defense: If boarded by sky-pirates, the wearer stands at the center of the deck with the Social Pariah’s Shield active. Pirates who rely on melee intimidation find their courage failing; the “Appalled” sensation makes them feel small and shameful, preventing them from closing the distance for a boarding strike and allowing the wearer to maintain control of the vessel.

Perception of Activation:

  • User’s Perspective
    • Visual: The edges of the user’s vision darken and begin to “weep” with a grey, oily film. The central stone of the brooch—the milky eye—appears to snap open in the user’s mind, casting a harsh, judgmental light over the environment that highlights every flaw and blemish in the surroundings.
    • Auditory: A sound like a thousand distant, disapproving tongues clicking in unison fills the user’s ears. The air itself seems to sigh with a heavy, weary weight.
    • Tactile: The brooch becomes intensely heavy, pulling at the user’s clothing as if it were made of solid lead. A cold, damp moisture—the “tears” of the weeping lead—seeps through the fabric, creating a localized chill against the chest.
    • Extra-Sensory: The user feels a profound sense of moral superiority coupled with a sickening wave of second-hand shame. They can “taste” the bitterness of the target’s hidden regrets, manifesting as a metallic, copper-like flavor on the tongue.
  • Observer’s Perspective
    • Visual: The tarnished nickel of the brooch suddenly darkens to a charcoal black. Thick, viscous droplets of grey liquid begin to bead and trail from the bottom of the metal. The central moonstone turns a sickly, clouded yellow and seems to track the movement of anyone nearby.
    • Auditory: A faint, wet “drip… drip…” is audible even in noisy environments. Those nearby hear a subtle, high-pitched whine, like a distant scream that has been muffled by layers of earth.
    • Tactile: A sudden wave of nausea hits observers within the radius. Their skin crawls with a sensation of “uncleanliness,” and the air becomes thick and humid, making it difficult to take a full, refreshing breath.
    • Extra-Sensory: Even those without the Mind’s Eye feel an overwhelming urge to apologize for something they haven’t done. The avatar wearing the item appears to grow larger and more imposing, not in physical size, but in moral gravity.
  • Positives
    • The user becomes effectively “untouchable” to those with weak mental fortitude, as the physical revulsion acts as a perfect defensive barrier.
    • Information regarding a target’s failures or weaknesses becomes glaringly obvious, appearing as highlighted “moral stains” through the Mind’s Eye.
    • The nausea caused by the item is an excellent tool for non-lethal crowd control, as it incapacitates without leaving permanent physical scars.
  • Negatives
    • Social Isolation: The “Appalled” aura does not distinguish between friend and foe; allies within the radius suffer the same nausea and disgust, making teamwork difficult.
    • Physical Burden: The weeping lead can ruin expensive clothing and, if worn for too long, the damp chill can lead to minor respiratory discomfort or a temporary reduction in stamina.
    • Psychic Echo: After deactivating the item, the user often feels a lingering sense of self-loathing or a “mood debuff” as they carry the remnants of the target’s shame for several hours.

Blueprint for the Brooch of Final Condemnation

  • Materials Needed
    • 3 Ounces of Weeping Lead: A rare isotope of lead found near sites of mass betrayal, known for its permanent moisture and extreme weight.
    • 1 Ounce of Tarnished Nickel: Specifically sourced from industrial waste or coins discarded by those in absolute poverty.
    • 1 Clouded Moonstone: A stone with a natural interior fracture that resembles a cataract-filled eye.
    • 1 Vial of Bitter Regret: An alchemical tincture distilled from the sweat and breath of a man who has lost his honor.
    • 1 Length of Cold Iron Wire: To serve as the structural “veins” for the lead to weep along.
  • Tools Required
    • Pneumatic Press: A steam-powered device used to force the heavy lead into the nickel frame without the use of high heat.
    • Stone-Setter’s Burin: For carving the “squint” or eyelid shape around the moonstone.
    • Lead-Solderer’s Iron: A low-temperature tool used to guide the weeping droplets into specific channels.
    • Micro-Scale Calipers: To ensure the moral-resonant geometry is symmetrical, otherwise the aura will leak back onto the crafter.
  • Skill Requirements
    • Tier 1 Jewelry Crafting: Proficiency in setting stones and working with soft, heavy metals.
    • Apprentice Metallurgy: Knowledge of how to bind nickel to lead without causing structural crumbling.
    • Basic Dark Magic Theory: Understanding how to handle “negative resonance” materials without becoming “Appalled” during the process.
    • Mind’s Eye Calibration: The ability to see the “grey film” of magic as it begins to coat the item, indicating a successful bond.
  • Crafting Steps
    • Step 1: The Frame of Rejection: Hammer the tarnished nickel into a circular base. It must be jagged and uncomfortable to the touch. Use the pneumatic press to create a central housing for the moonstone.
    • Step 2: Stringing the Veins: Run the cold iron wire in a starburst pattern from the center to the edges. These wires act as the conduits for the lead’s moisture, ensuring the brooch “weeps” consistently in all directions.
    • Step 3: Casting the Weeping Lead: Use the soldering iron to melt the lead at the lowest possible temperature. Drip it slowly over the nickel frame, allowing it to pool and cool in thick, heavy layers. While the lead is still soft, chant a mantra of disappointment to set the “moral gravity.”
    • Step 4: Setting the Clouded Eye: Place the moonstone into the center. Use the burin to crimp the lead “eyelids” over the stone, leaving only a thin, judgmental squint visible. The stone must be set so that it appears to look “down” at anyone shorter than the wearer.
    • Step 5: The Bitter Baptism: Slowly pour the Vial of Bitter Regret over the completed brooch. The lead will react by turning charcoal black and beginning to emit its first grey droplets. The crafter must immediately place the item into a lead-lined box to prevent the shop or workshop from being overtaken by a permanent field of revulsion.

Heavy-Pin Which Drips and Man Who Was Made Smaller by Sight

In the age when the mountains were yet soft like mud and the first steam did rise from the belly of Saṃsāra, there lived a Judge of the High Walls named Kael-Tor. He was a man of many laws, but his heart was a stone that sat in a pool of vinegar. It is carved in the old clay-scrolls that Kael-Tor grew weary of the lies of the common-folk, who did smile with their mouths while their hands did steal the grain.

Kael-Tor went into the dark places where the lead-of-sorrow grows like fungus. He took the metal that weeps and he did hammer it into the shape of a Closing Eye. He told the metal, “You shall be the weight of the truth. You shall be the cold water upon the neck of the wicked. When you look upon them, they shall feel the sickness of their own rot.”

He did pin the Heavy-Metal to his chest and walked into the Great Square. There was a merchant who had cheated the widows of their nickel-coins. When the merchant looked upon Kael-Tor, he did not see a man; he saw a Mirror of Disgust. The merchant’s stomach did turn like a wheel in the mud. He did gag upon his own tongue, and he fell upon the stones, crying out, “I am Appalled! I am a thing of filth!”

The square became a place of much retching. No man could stand near the Judge, for the air was thick with the scent of moral-vomit. But Kael-Tor grew proud in his isolation. He believed he was the only clean thing in a world of grease. He wore the Pin for many moons, until the Lead-That-Weeps had soaked into his very skin.

One evening, by the light of a dying magic-crystal, Kael-Tor’s own mother came to him to offer him bread. She saw the Pin, and she saw the son she had loved. Because she was a woman of pure heart, the Pin did not make her retch, but it did make her weep. She looked upon him with a face of such absolute, crushing disappointment that the Pin did pulse with a violet-black fire.

Kael-Tor felt the “Judging Gaze” turn inward. He realized that in his desire to judge the world, he had become the most repulsive thing of all—a man who loved the feeling of revulsion more than the souls of his people. The Lead-Pin grew so heavy it tore his cloak and pulled him to the floor. He could not rise, for he was Appalled by the weight of his own cold heart. He remained there, a man pinned to the earth by his own judgment, while the lead-tears did wash away his name from the memory of the living.

The Moral of the Story: He who wears a shield of disgust to keep the world away shall eventually find that he is trapped in a prison of his own making, where even the love of the pure cannot reach him through the mire of his own rejection.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Unique Name: The Brooch of Ethical Revulsion

  • Item Type: Artifact / Mythos Item
  • Sanity Loss: 1d6 Sanity points to attune; 1 Sanity point per activation of the Wave.
  • Game Mechanics:
    • Wave of Revulsion: The user spends 8 Magic Points. All humans within 3 yards must succeed on a Hard CON roll. On a failure, they suffer a Penalty Die to all actions for 1d10 minutes due to intense nausea and moral vertigo.
    • Moral Decay Detection: Grants a Bonus Die to Psychology rolls to determine if a person is lying or harboring malevolent intent.
    • Social Pariah: Any social interaction that isn’t Intimidation suffers a Penalty Die while the brooch is visible.
  • Syntax: Relic. Requires Hard CON check to resist. Costs MP and SAN.

Blades in the Dark

Unique Name: The Weeping Lead Badge of Condemnation

  • Item Type: Arcane Implement (1 Load)
  • Tier: 1 (Quality 1)
  • Game Mechanics:
    • Judging Gaze: You may expend 1 Special Armor or take 2 Stress to project a wave of moral shame. A target NPC is Reduced to a state of hesitation or cowardice (Limited Effect becomes Great for social coercion).
    • Aura of the Offended: When you use the Sway or Command actions to drive someone away or keep them at a distance, you gain +1d.
    • Consequence: Using the item always results in 1 tick on a “Social Pariah” clock; when filled, no one in the district will speak to you.
  • Syntax: Use for Effect level adjustment or as an Action Roll modifier.

Dungeons & Dragons (5th Edition)

Unique Name: Dark 802: The Brooch of the Appalled

  • Item Type: Wondrous Item, Common (Requires Attunement)
  • Slot: Chest
  • Game Mechanics:
    • Wave of Revulsion: As an action, you can pulse the brooch. Each creature within 10 feet must succeed on a DC 11 Constitution saving throw or be Poisoned until the end of its next turn. While poisoned this way, a creature is also incapacitated as it retches.
    • Social Pariah’s Shield: While wearing the brooch, you have a +2 bonus to Armor Class against melee attacks made by creatures with an Intelligence of 6 or higher, as they recoil from touching you.
    • Moral Decay Detection: You can cast Detect Evil and Good as a ritual, but it only detects “Humanoid” creatures with a history of malevolent acts.
  • Syntax: Requires Action. Constitution Save vs. Poisoned/Incapacitated.

Knave (2nd Edition)

Unique Name: The Sinner’s Pin

  • Item Type: Magical Gear (1 Slot)
  • Game Mechanics:
    • Activation: Once per day, force all nearby enemies to make a CON Save. On a failure, they are “Appalled” and suffer a -4 penalty to all rolls for 3 rounds due to nausea.
    • Passive: Any NPC attempting to grab or grapple the wearer must first succeed on a WIS Save or be unable to bring themselves to touch the wearer.
    • The Curse: The wearer cannot benefit from “Safe” area bonuses (like tripled AC) as the item’s aura makes them physically ill in holy or peaceful places.
    • Quality: 3 (If it breaks, the lead “melts” and permanently stains the wearer’s skin).
  • Syntax: Daily pulse. CON Save for debuff. WIS Save for physical contact.

Fate (Core/Condensed)

Unique Name: The Brooch of Ethical Revulsion

  • Item Type: Extra / Stunt-Locked Gear
  • Aspect: Physically Repulsive Moral Authority
  • Game Mechanics:
    • Wave of Revulsion: Once per scene, you may use your Will or Provoke skill to perform an area attack against all targets in your zone. Instead of physical shifts, successes apply the “Nauseated by Disgust” aspect with free invokes.
    • Social Pariah’s Shield: While this item is visible, you may use Provoke to defend against Close Combat (Athletics/Fight) attacks, as your sheer repulsiveness makes enemies hesitate to strike.
    • The Stigma of the Lead: You suffer a -2 penalty to all Rapport rolls aimed at making a positive or friendly impression.
  • Syntax: Aspect-driven. Replaces standard defense skills in specific contexts.

Numenera & Cypher System

Unique Name: Badge of the Moral Miasma

  • Item Type: Artifact
  • Level: 1d6 (Tier 1)
  • Depletion: 1 in 1d20
  • Game Mechanics:
    • Effect (Active): As an action, the brooch emits a psychic wave. All creatures within immediate range must make an Intellect defense roll against the artifact’s level. On a failure, they are incapacitated by nausea for one round and move one step down the damage track (temporary).
    • Effect (Passive): The wearer is trained in tasks involving the detection of lies or hidden malicious intent (Mind’s Eye interaction).
    • Side Effect: Any “Safe” or “Pleasant” environment becomes an Asset for enemies attempting to track the wearer, as the brooch’s “weeping” stench is more obvious.
  • Syntax: Artifact Level vs. Intellect. Depletion check on active pulse.

Pathfinder (2nd Edition)

Unique Name: Dark 802: Pin of the Appalled

  • Item Type: Item 1 (Magical, Necromancy)
  • Usage: Worn (Chest); Bulk:
  • Game Mechanics:
    • Activate [Two-Actions]: (Emotion, Mental, Necromancy, Visual); Frequency: Once per hour. Effect: You release a pulse of moral filth. Each creature in a 10-foot emanation must attempt a DC 14 Fortitude save.
      • Critical Success: The creature is unaffected.
      • Success: The creature is Sickened 1.
      • Failure: The creature is Sickened 2 and cannot move toward you for 1 round.
      • Critical Failure: The creature is Sickened 3 and is Fleeing for 1 round.
    • Passive (Social Pariah’s Shield): You gain a +1 status bonus to AC against melee attacks from living creatures that are not immune to mental effects.
  • Syntax: Level 1 Worn Item. Sickened condition mechanics.

Savage Worlds (Adventure Edition)

Unique Name: The Weeping Lead Brooch

  • Item Type: Weird Science / Enchanted Gear
  • Rank: Novice
  • Game Mechanics:
    • Wave of Revulsion: As an action, the wearer makes a Spirit roll. On a success, all creatures in a Small Burst Template are Distracted. On a Raise, they are also Vulnerable as they retch in disgust.
    • Judging Gaze: The wearer gains a +2 bonus to Intimidation rolls and Notice rolls made to detect if someone is “hiding something.”
    • The Cold Damp: Any “Critical Failure” on a Vigor roll while wearing this item causes the wearer to gain a level of Fatigue that can only be removed by cleaning the “lead-tears” off during a Long Rest.
  • Syntax: Spirit-based area effect. Applies Distracted and Vulnerable states.

Shadowrun (6th World Edition)

Unique Name: The Sin-Eater’s Weeping Brooch

  • Item Type: Mana Focus (Manipulation)
  • Rating: 1
  • Game Mechanics:
    • Wave of Revulsion: The user performs a Magic + Tradition (Manipulation) [Force] Test against the Willpower + Intuition of all targets within a 5-meter radius. Each net hit applies a -1 dice pool penalty to the target’s physical actions for their next two combat turns due to intense nausea.
    • Moral Decay Detection (Passive): When using the Assensing skill, the wearer gains a +1 dice pool bonus to identify “Dark” magic signatures or corrupted auras.
    • Social Stigma: The wearer suffers a -2 dice pool penalty on all Social Tests (Influence, Con) with non-Awakened individuals, as the brooch’s aura creates a visceral, “appalling” first impression.
  • Syntax: Manipulation Focus. Requires a Magic-based Test against a 5m radius.

Starfinder (2nd Edition / Playtest)

Unique Name: Dark 802: Bio-Feedback Condemnation Pin

  • Item Type: Worn Magic Item (Chest)
  • Level: 1
  • Price: 240 Credits / 50 Silver equivalent
  • Game Mechanics:
    • Wave of Revulsion (Two-Actions): (Emotive, Necromancy). Each living creature within a 10-foot emanation must attempt a Fortitude saving throw (DC 14).
      • Success: The target is unaffected.
      • Failure: The target is Sickened 1 for 1 minute.
      • Critical Failure: The target is Sickened 2 and is Off-Guard until the end of its next turn.
    • Judging Gaze: The wearer gains a +1 item bonus to Perception checks to discern lies or identify hostile intent in sentient lifeforms.
  • Syntax: Standard Action Economy. Fortitude Save vs. Sickened condition.

Traveller (Mongoose 2nd Edition)

Unique Name: The Ancient Morality Inhibitor (Lead Badge)

  • Item Type: TL 15 Xeno-Artifact
  • Game Mechanics:
    • Psychic Rejection: Any biological entity attempting to move into a “Close” range (2 meters) of the wearer must succeed at an Easy (+2) END check. If they fail, they are physically nauseated and must spend their next Significant Action moving away from the wearer.
    • Moral Insight: The wearer gains a +1 DM to Insight (INT) checks when determining if a person has committed a crime or acts of betrayal.
    • The Weeping Cost: At the end of every week of continuous wear, the user must succeed at a Routine (+0) END check or suffer 1D damage to their STR characteristic from the localized lead-chill and dampness.
  • Syntax: Passive area-of-effect. END check for proximity. Weekly characteristic degradation.

Warhammer (Fantasy Roleplay 4th Edition)

Unique Name: The Badge of Unbearable Judgement

  • Item Type: Cursed Talisman
  • Encumbrance: 0
  • Game Mechanics:
    • Wave of Revulsion: As an action, the wearer makes an Opposed Channelling (Dhar) / Cool Test against all creatures within 4 yards. Any target that loses the test gains 1 Poisoned Condition (representing nausea) and must move at least their half-Move away from the wearer on their next turn.
    • Aura of the Offended: Any creature attempting a Melee Attack against the wearer must first pass a Challenging (+0) Cool Test. If they fail, the attack is aborted as they recoil in “Appalled” disgust.
    • Social Pariah: The wearer suffers -10 to all Fellowship-based Tests except for Intimidation.
  • Syntax: Opposed Test vs. Poisoned Condition. Cool Test required for melee engagement.