Lore
In the bustling metropolises of Saṃsāra, where 7 billion souls seek meaning amidst magical smog and steam-gears, the Incanfu 732 serves as a bridge between the mortal and the divine. These talismans are not printed by machines but are calligraphed by monastic scholars in floating temples using “Heaven-Scented Ink.” The yellow cinnabar paper vibrates with a warm, golden frequency. It was designed for those who seek the “Mandate of Approval”—the spiritual confirmation that their path is righteous. When worn, the talisman does not merely protect; it radiates a comforting glow that signals to the world, and the gods, that the bearer’s actions are sanctioned by a higher power. It is said that when a Tier 1 avatar finally achieves a difficult task, the Incanfu pulses with a light so pure it feels like a physical pat on the back from the heavens.
Stats and Slot
- Slot: Head (Forehead or Hat-band)
- Tier: 1
- Rarity: Common
- Material: Cinnabar-infused mulberry paper, silk thread, and gold-dust ink.
- Weight: Negligible.
- Suggested Value: 60 Silver.
Skills Gained
- Calligraphy (Divine): The avatar gains the instinctual ability to recognize and replicate basic protective runes.
- Diplomacy (Celestial): The avatar learns the proper etiquette for addressing spirits and higher-tier beings to gain their favor.
Passive Magic
- The Harmonious Aura: The talisman emits a faint, pleasant hum. Domesticated animals and non-hostile creatures are naturally inclined to trust the wearer, sensing the “Approval” of the natural order.
- Guiding Light of Sanction: When the avatar is performing a task that aligns with their core morals, the talisman glows softly, providing enough light to read or work by in “Unsafe” dark areas.
- Linguistic Accord: The wearer can understand the basic intent and emotional “Approval” or “Disapproval” behind any spoken language, even if they do not know the specific words.
Activable Magic
- Seal of Divine Assent: Once per day, the avatar can press the talisman against a door, lock, or contract. If the action is not inherently malicious, the talisman glows brilliantly, and the object is “approved” to open or bind, granting a bonus to the success of the mechanical interaction.
- Chant of the Encouraged: By reciting the incantation written on the paper (Normal casting, < 6 seconds), the avatar restores a sense of confidence to an ally. This clears one minor mental debuff or fear effect, as the ally feels the overwhelming sensation of divine “Approval” for their continued struggle.
- Talismanic Shielding: As a reaction, the wearer can cause the paper to stiffen like steel. This provides a momentary burst of protection, adding a +2 bonus to AC for a single incoming attack, symbolizing the gods’ refusal to let a sanctioned servant fall.
Tags
Divine Magic, Talisman, Incantation, Head Slot, Tier 1, Common, Buff, Social, Celestial, Protection, Calligraphy, Sanctification, Resonance, Wisdom, Aura, Purity, Benevolence, Mandate, Spirit, Rune, Harmony, Restoration
In the world of Saṃsāra, the Incanfu 732 of Approval is a sought-after item for those traversing the complexities of social hierarchy and spiritual growth. Since it relies on “Divine Incantations and Talismans,” it is most commonly found in areas where tradition and the high-magic industry intersect.
1. High-City Monastic Scriptoriums (Skyscraper Metropolises)
In the upper tiers of skyscrapers, above the magic-smog, monks use mechanical brushes powered by steam-pistons to assist in the mass-calligraphy of these talismans.
- How it’s sold: The shops are serene, filled with the scent of sandalwood and the hiss of steam-valves. The talismans are displayed on rotating silk scrolls. A monk will use their “Mind’s Eye” to ensure the buyer’s intent aligns with the “Approval” mandate before finalizing the sale.
- Cost: 60 to 75 Silver. In these prestigious centers, the price is firm, reflecting the “divine certification” of the monks.
2. Alchemical Apothecaries (Renaissance Port Cities)
In coastal trade hubs where ships and airships depart, these are sold as “Traveler’s Insurance” for those entering “Unsafe” territories.
- How it’s sold: They are kept in airtight glass jars to prevent the sea salt from degrading the mulberry paper. They are often sold alongside protective incense. The merchant may try to upsell the buyer on a “Ritual” service to attune the item immediately.
- Cost: 12 to 15 Electrum. Merchants here prefer electrum for its portability and its association with Tier 2 trade.
3. Floating Temple Kiosks (Zeppelin Stations)
Small shrines located in the docking bays of Zeppelins and Airships sell these to passengers who fear “Deathly” atmospheric pockets or magic-ebbs.
- How it’s sold: The Incanfu is often packaged in a small, decorative wooden box with a clip designed for a hat-band. It is marketed as a “Blessing of the Winds,” ensuring that the gods approve of the flight path.
- Cost: 8 Gold. Convenience and the fear of travel drive the price up significantly in these transport hubs.
4. Underground “Ancestral” Markets (Dark Cave Systems)
In the cavernous cities, these are sold in stalls illuminated by glowing magic crystals, often near family shrines or ancestral burial grounds.
- How it’s sold: The “Incanfu 732” is sold as a way to gain the approval of one’s ancestors while living in the dark. It is pinned to the wall among hundreds of other slips of paper. Buyers often trade for these using “Rhodium” if they are high-tier characters looking for common items to gift to their lower-tier avatars.
- Cost: 1 Rhodium (Bulk/Bundle). In these deep markets, sellers rarely deal in single common items and prefer selling “protective bundles” to high-tier gestalts.
5. Rural “Shrine-Wagons” (Backwoods and Ruins)
Traveling priests or Rule Breakers who have trained their “Vocal Cords” as conduits wander the ruins of old civilizations, offering these to local villagers.
- How it’s sold: The talisman is pulled from a weathered leather satchel. It may be slightly faded, but the “Heaven-Scented Ink” remains potent. The seller might accept a trade of rare machine parts or mechanical gears instead of metal coins.
- Cost: 500 to 600 Copper. For the rural population, this is a significant investment in “Divine Approval” to protect their small communities from the encroaching monsters of the wilds.
6. Rule Breaker Workshops (Industrial Slums)
In the lower, grittier levels of the metropolises, rogue practitioners who defy established religious norms create “unlicensed” versions using their own body parts as magic conduits.
- How it’s sold: Sold in cramped rooms filled with gears and pulleys. The seller might use “Hand Gestures” to instantly activate a sample for the buyer. These lack the monastic seal but possess a “raw” power that some adventurers prefer.
- Cost: 40 Silver. These are cheaper because they are considered “unauthorized” by the priesthood, though they function identically for a Tier 1 avatar.
In the world of Saṃsāra, the Incanfu 732 of Approval functions as a beacon of social and spiritual legitimacy. Because magic flows like weather, the “Divine Mandate” within the cinnabar paper interacts with the environment to signal that the avatar is a sanctioned part of the world’s order.
Industrial Metropolises and Skyscraper Districts
- Offense: Within the high-tier boardrooms or steam-powered government offices, an avatar can use the Seal of Divine Assent to “approve” a deadlocked mechanical system or a locked filing cabinet. Roleplaying this involves pressing the glowing yellow paper against the cold brass gears and declaring the action righteous. The divine energy smooths the friction of the machine, allowing the avatar to bypass security or “sanctify” a document as if by official decree.
- Defense: When cornered by industrial enforcers or debt collectors, the wearer can use Talismanic Shielding. As the paper stiffens like steel upon the forehead, it deflects the blow of a steam-baton or a magical projectile. The avatar roleplays this as a moment of calm—the enforcer’s strike is literally “disapproved” by the heavens, causing the weapon to skid off an invisible, golden barrier.
The Dark Cave Systems and Subterranean Shrines
- Offense: In the pitch-black tunnels of a cave metropolis, the Guiding Light of Sanction becomes an offensive tool of navigation. By aligning their intent with the “Approval” of the ancestor spirits, the wearer’s talisman burns with a warm gold light that reveals hidden pressure plates or the “potential weaknesses” of cave-dwelling monsters. This light does not merely illuminate; it “judges” the shadows, making it easier for the avatar to strike at creatures that the light deems “unauthorized” by the natural order.
- Defense: If an avatar or their ally is paralyzed by the “fear of the dark” or a monster’s terrifying aura, the wearer uses the Chant of the Encouraged. The Normal-speed chant echoes through the stone chambers, filling the ally’s mind with the sensation of being watched and approved by their predecessors. This clears the mental debuff, allowing the party to maintain a defensive formation despite the crushing darkness.
High-Society Renaissance Island Nations
- Offense: During a public trial or a debate in a sun-drenched courtyard, the wearer utilizes Linguistic Accord and Diplomacy (Celestial). They can sense the exact moment an opponent’s argument loses the “Approval” of the crowd’s spirit. By interjecting at this moment with a divinely-sanctioned retort, the avatar forces the opponent into a social stumble, as if the gods themselves have just nodded in agreement with the wearer’s point.
- Defense: When facing social ostracization or “Appalled” looks from the elite, the Harmonious Aura acts as a passive defense. It subtly convinces onlookers that despite the avatar’s tier or species, their presence is “harmonious” with the local spirits. This prevents hostile social actions from escalating, as NPCs find it difficult to maintain anger against someone who feels spiritually “approved.”
Rural Ruins and “Deathly” Areas
- Offense: In a “Deathly” area where every attack lands, the avatar uses the Seal of Divine Assent to force open ancient, rusted blast-doors or magically-sealed crypts. Roleplaying the “Incanfu” here involves the mulberry paper turning a deep, fiery red as it burns through the entropy of the ruin, effectively “ordering” the environment to yield to a sanctioned explorer.
- Defense: Since AC is zero in these zones, survival depends on the Talismanic Shielding reaction. The wearer must perfectly time the activation to catch the single attack that would have been a killing blow. The roleplay emphasizes a desperate flick of the head or a shout of an incantation, as the yellow paper flashes brilliantly to absorb the impact of an ancient guardian’s strike.
Airships and Labyrinth Races
- Offense: During a race through a labyrinth, a pilot wearing the Incanfu can use Linguistic Accord to “hear” the emotional intent of the wind and the steam-engines of rivals. This allows them to anticipate a rival’s move—sensing the “Approval” or “Disapproval” of a dangerous maneuver—and adjusting their own flight path to cut them off with celestial precision.
- Defense: If an airship is hit by a magic-ebb that threatens to stall the levitation magic, the wearer can press the talisman onto the ship’s primary magic circuit. The Seal of Divine Assent “approves” the continued flow of magic even in a dead zone, buying the crew enough time to steer the vessel back into a “Normal” magic weather pattern.

Perception of Activation:
- User’s Perspective
- Visual: The world is suddenly bathed in a warm, golden-hour glow. The cinnabar ink on the talisman begins to swirl and flow like liquid gold, and a faint, shimmering trail of light connects the user’s eyes to the object of their focus.
- Auditory: The user hears a soft, rhythmic chanting in a language they don’t know but perfectly understand. It sounds like a choir of hundreds humming in perfect unison, drowning out harsh background noises.
- Tactile: A gentle, radiating warmth spreads from the forehead (or hat-band) down the spine. It feels like stepping into a patch of sunlight on a cold day; the muscles relax, and the pulse slows to a steady, confident rhythm.
- Olfactory/Gustatory: A sudden, strong scent of sandalwood and old parchment fills the air. A sweet, honey-like taste coats the back of the throat.
- Extra-Sensory: A profound sense of “correctness.” The user feels an invisible weight lift off their shoulders, replaced by a “Celestial Compass” that points toward the most righteous path. They sense the “nod” of distant, unseen entities.
- Observer’s Perspective
- Visual: The yellow paper flashes with a brilliant, non-blinding pulse of light. The black calligraphy turns into glowing embers. For a split second, the observer sees a faint, translucent halo behind the wearer’s head.
- Auditory: A sound like a resonant bell being struck once, the vibration of which lingers in the air and calms the listener’s nerves.
- Tactile: The air within five feet of the wearer becomes noticeably still and slightly warmer. Those nearby feel a sudden, inexplicable urge to be polite or to stop whatever aggressive action they were planning.
- Extra-Sensory: Observers feel a sense of “Awe” and “Rightness.” It becomes difficult to look at the wearer and believe they are a liar or a villain; the talisman projects a field of spiritual legitimacy that is hard for the mind to reject.
- Positives
- Social Cohesion: It is incredibly effective at de-escalating tense situations with non-hostile NPCs.
- Psychological Stability: The wearer becomes nearly immune to magical fear or self-doubt during the duration of the activation.
- Environmental Clarity: The “Guiding Light” cuts through magical darkness and illusions that are fueled by deceit.
- Negatives
- Subtlety Loss: The bright golden light and loud resonant “bell” sound make stealth impossible.
- Inflexible Path: If the user attempts to perform a truly malicious or dishonest act while the item is activated, the paper will burn out instantly, dealing minor fire damage to the wearer.
- Attraction of the Malicious: Just as it attracts the good, the light is a beacon for “Dark Magic” entities who are offended by divine approval and may seek to extinguish it.
Calligraphy of the Mandate: The Incanfu 732
- Materials Needed
- 9 Sheets of Sun-Dried Mulberry Paper: Harvested from trees grown on high-altitude slopes where the air is thin and the light is constant.
- 1 Ounce of Pure Cinnabar: Ground into a fine powder to provide the base for the resonant red ink.
- 3 Drops of Sovereign Honey: Produced by bees that feed on temple incense-flowers, used as a binding agent for the ink.
- Gold-Leaf Flakes: Scraped from the statues of “Approved” historical figures or benevolent deities.
- Distilled Spring Water: Collected during the hour of the Tiger, when the balance between light and dark is most harmonious.
- Tools Required
- The Brush of Ten Thousand Whispers: A calligraphy brush made from the whiskers of a mountain cat and a bamboo handle carved with sutras.
- Stone Ink-Slab: A flat stone taken from a sacred riverbed, used to grind the cinnabar and gold together.
- Incense Timer: To ensure the ink is ground and the characters are written during specific “Heavenly Windows” of time.
- Copper Drying Screen: Used to allow the talisman to breathe as the ink sets into the fibers.
- Skill Requirements
- Tier 1 Divine Inscription: The ability to channel spiritual intent through the hand without breaking the flow of the brush.
- Basic Alchemical Mixing: Knowledge of how to bind cinnabar and gold leaf without losing their magical conductivity.
- Rhythmic Breathing: Essential for maintaining the “Chant of the Encouraged” while the ink is still wet.
- Etiquette (Clerical): Understanding the specific runes that signify “Official Sanction” versus “General Blessing.”
- Crafting Steps
- Step 1: Purification of the Paper: Bathe the mulberry sheets in the steam of boiling spring water and sandalwood. This removes the “worldly dust” and prepares the paper to hold divine energy.
- Step 2: Grinding the Mandate Ink: Place the cinnabar and gold-leaf onto the stone slab. Add the Sovereign Honey and distilled water drop by drop. Grind in a clockwise motion for exactly one hour while humming a low, steady tone of “Approval.”
- Step 3: The First Stroke of Intent: Dip the Brush of Ten Thousand Whispers into the ink. At the exact moment the incense timer signals, draw the central rune of “Assent.” The hand must not shake; any hesitation will cause the paper to tear under the spiritual weight.
- Step 4: The Weaving of Incantations: Around the central rune, write the smaller script of the “Harmonious Aura.” As you write, you must speak the name of a deed you have done that was truly righteous, fueling the ink with your own history of “Approval.”
- Step 5: The Celestial Curing: Place the finished talisman on the copper screen. Leave it in a place where it can see both the rising sun and the setting moon in a single cycle. Once the ink turns from a liquid red to a shimmering, metallic gold-cinnabar, the Incanfu is ready to be pinned.
Upward-Nod and Great Light of Satisfied King
In the days when the clouds were the floorboards of the Great Ones and the dirt of Saṃsāra was yet thirsty for the first rain, there lived a Scribe of the Low-Valley named Han-Zu. He was a man of many ink-pots, but his soul was a quiet room. It is told in the moth-eaten silks of the old times that Han-Zu desired to know if his brush-strokes were pleasing to the “High Eyebrows” who sit above the thunder.
Han-Zu took the bark of the Mulberry-Tree that grows toward the Noon-Star. He did soak the fibers in the steam of the “Perfect Tea” and ground the Red-Stone of the Earth with the Dust of the Sun. He spoke to the paper-slips, saying, “You shall be my ears. You shall listen to the wind of the Heavens. When I walk the path that is straight, you shall glow like the hearth-fire. When I stumble into the thorn-bushes of the heart, you shall be as the cold ash.”
One year of the Great Drought, Han-Zu walked through the City of Iron-Gears. The people there were weary; their machines were stuck with the rust of anger and their water-wells were dry. Han-Zu did pin the Yellow-Paper of Approval to his brow. He walked to the Great Gate which had been rusted shut for an age. He did not use the hammer or the lever. He simply placed his hand upon the brass and whispered the “Approved Word.”
The Talisman did shine with a light like ten-thousand gold-coins. The rust did fall away like dead skin, and the gate did open with a sound like a happy child. The people saw the light upon his face and their hearts became light-weight. They did not fight for the remaining water; instead, they did share it, for the Incanfu radiated the “Smell of Righteousness” and they desired to be under the “Upward-Nod” of the gods.
But a Greed-Merchant of the city saw the power. He did steal the Talisman while Han-Zu slept and pinned it to his own silk-hat. The Merchant went to the vault of the King, intending to “approve” the locks to steal the royal jewels. But the Merchant’s heart was a bag of snakes. As he touched the vault, the Paper did not glow gold. It turned into a Great Fire of Disapproval. It did not burn the vault, but it did burn the Merchant’s lies, turning his fine silks into rags and making his voice sound like the braying of a donkey.
The King found the Merchant, not in the gold-room, but weeping in the hall, for the Talisman had shown him the “Smallness” of his own greed. Han-Zu returned and took the paper back. He said to the King, “The gods do not approve of the lock-breaking, but they do approve of the confession.” And so, the city was saved, and the Incanfu remained a light for those whose feet do not stray into the mud of the Unseen.
The Moral of the Story: He who seeks the blessing of the heavens to hide a dark purpose shall find only a mirror of his own shame, for the light of the gods shines only upon those whose shadows do not carry the weight of hidden knives.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Fu of Celestial Sanction
- Item Type: Artifact / Talisman
- Sanity Gain: 1d3 Sanity points when first successfully using the Chant of the Encouraged to save an ally; no loss for use.
- Game Mechanics:
- Seal of Divine Assent: The user spends 5 Magic Points and makes a Luck roll. If successful, a single mechanical or social barrier is “Approved” to open or pass. This grants a Bonus Die to any one Locksmith, Mechanical Repair, or Persuade roll.
- Chant of the Encouraged: By spending 1d4 rounds chanting, the user can allow an ally to make a second Sanity roll to recover from Indefinite Insanity or a bout of madness, representing divine “Approval” of their resilience.
- Harmonious Aura: Animals will not attack the wearer unless provoked or magically controlled.
- Syntax: Magical Item. Costs MP to activate. Grants Bonus Dice or re-rolls for mental stability.
Blades in the Dark
Unique Name: The Spirit-Script of Radiant Approval
- Item Type: Arcane Implement (1 Load)
- Tier: 1 (Quality 1)
- Game Mechanics:
- Talismanic Shielding: You may expend 1 Special Armor or take 2 Stress to ignore a physical consequence from a blow or projectile. The talisman glows gold and “negates” the impact.
- Celestial Diplomacy: When you Consort with spirits, demons, or eccentric occultists, the Incanfu provides +1 Effect as your presence is marked with divine legitimacy.
- Guiding Light: You can ignore the “Pitch Black” or “Gloom” penalty in any district while the talisman is active on your person.
- Syntax: Use to negate Consequences or improve Effect level on social/occult actions.
Dungeons & Dragons (5th Edition)
Unique Name: Incanfu 732: The Talisman of Approval
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Head
- Game Mechanics:
- Talismanic Shielding: When a creature makes an attack roll against you, you can use your Reaction to add +2 to your AC against that attack. You can use this feature a number of times equal to your Proficiency Bonus per long rest.
- Chant of the Encouraged: As an action, you recite an incantation. One creature within 30 feet that can hear you gains Advantage on their next Wisdom saving throw against being Frightened or Charmed.
- Seal of Divine Assent: You can cast Knock or Identify once per long rest, but only if the DM determines the action is “Morally Upright.”
- Syntax: Uses Reaction for AC. Limited charges per Long Rest. Ritual-style casting for utility.
Knave (2nd Edition)
Unique Name: The Golden Assent Slip
- Item Type: Magical Gear (1 Slot)
- Game Mechanics:
- Activation: Once per day, touch the slip to a lock or obstacle. It automatically succeeds as if you rolled a 20, provided the intent is to help others.
- Passive (Harmonious Aura): You gain a +2 bonus to all CHA Saves and reaction rolls with NPCs who are not explicitly evil.
- Chant: Spend 1 turn chanting to heal an ally of the “Shaken” or “Scared” condition.
- Quality: 5 (If the wearer knowingly commits a sin, the Quality drops to 0 instantly as the paper turns to ash).
- Syntax: Automatic success once per day. Takes 1 Inventory Slot. High Quality but fragile moral requirements.
Fate (Core/Condensed)
Unique Name: Incanfu 732: The Spirit’s Nod
- Item Type: Extra / Stunt-Locked Gear
- Aspect: Divinely Sanctioned Path
- Game Mechanics:
- Seal of Divine Assent: Once per session, you may automatically succeed on a Burglary or Investigate roll to overcome a physical obstacle (like a lock or seal), provided the action serves a “righteous” goal.
- Chant of the Encouraged: You may use Provoke or Will to clear a “Fear-based” or “Doubt-based” mental consequence from an ally in your zone.
- Harmonious Aura: Gain a +2 bonus to Rapport rolls when interacting with animals or spirits who are not currently hostile.
- Syntax: Aspect-based interaction. Session-limited automatic success for “righteous” Overcome actions.
Numenera & Cypher System
Unique Name: Talisman of the Celestial Mandate
- Item Type: Artifact
- Level: 1d6 (Tier 1)
- Depletion: 1 in 20
- Game Mechanics:
- Effect (Active): When pressed against a locked or sealed portal, the portal opens if its level is equal to or lower than the artifact level. If used to protect an ally, it grants them an Asset on their next Intellect defense roll.
- Effect (Passive): The wearer is trained in tasks involving Diplomacy or Persuasion when speaking to entities of a “higher order” or supernatural nature.
- Guiding Light: In total darkness, the talisman provides dim illumination in an immediate radius, but only if the user is currently engaged in a task that helps another.
- Syntax: Artifact Level vs. Task Difficulty. Depletion check on active “Seal” use.
Pathfinder (2nd Edition)
Unique Name: Incanfu 732: Script of Sanctioned Deeds
- Item Type: Item 1 (Divination, Divine, Magical)
- Usage: Worn (Eyepiece/Headband); Bulk: —
- Game Mechanics:
- Activate [Reaction]: (Divine, Protection); Trigger: You are targeted by an attack. Effect: The talisman hardens. You gain a +1 circumstance bonus to AC against the triggering attack.
- Activate [One-Action]: (Divine, Auditory, Linguistic); Frequency: Once per day. Effect: You chant the name of an ally within 30 feet. That ally gains the effects of the Bless spell for 1 minute as they feel the divine approval of their actions.
- Passive (Linguistic Accord): You gain a +1 item bonus to Perception checks to Sense Motive. You can understand the “Diplomacy” intent of creatures even if you don’t share a language.
- Syntax: Level 1 Worn Item. Uses Reaction for AC and Action for Buff.
Savage Worlds (Adventure Edition)
Unique Name: The Talisman of Heavenly Assent
- Item Type: Arcane / Blessed Gear
- Rank: Novice
- Game Mechanics:
- Talismanic Shielding: As a limited free action when targeted by an attack, the user may spend a Benny to automatically gain +4 Armor against that specific hit as the paper flashes gold.
- Seal of Divine Assent: Once per day, the user may add a d6 (or increase their existing Wild Die to a d10) to a single Thievery or Research roll if the goal is altruistic.
- The Harmonious Hum: Wild animals will not attack the wearer unless the wearer attacks first. This provides a +2 bonus to Persuasion rolls against neutral spirits or animals.
- Syntax: Benny-spend for reactive Armor. Daily Wild Die enhancement for specific skill tests.
Shadowrun (6th World Edition)
Unique Name: The Mandate-Scribe’s Incanfu
- Item Type: Health Focus (Restoration)
- Rating: 1
- Game Mechanics:
- Chant of the Encouraged: The user performs a Magic + Tradition (Health) [Force] Test. Each net hit allows an ally within Magic meters to ignore 1 point of Wound Modifiers for (Rating) Combat Turns, as they feel the “Approval” of the divine surging through their nerves.
- Talismanic Shielding (Passive): While the focus is active and worn on the head, the user gains +1 to their Defense Rating.
- Linguistic Accord: The user gains the Language Translation critter power, but only for perceiving the “Emotional Subtext” and “Honesty” of a speaker, regardless of the language used.
- Syntax: Health Focus. Requires Bonding. Active use ignores Wound penalties; passive use buffs Defense Rating.
Starfinder (2nd Edition / Playtest)
Unique Name: Incanfu 732: Aegis of Assent
- Item Type: Worn Magic Item (Head)
- Level: 1
- Price: 260 Credits / 60 Silver equivalent
- Game Mechanics:
- Seal of Divine Assent [One-Action]: (Divination, Divine). You touch a lock, computer terminal, or mechanical seal. You gain a +2 status bonus to your next Athletics (to force open) or Hacking check against that object, provided the action does not violate your alignment/moral code.
- Talismanic Shielding [Reaction]: Trigger: You are targeted by a physical attack. Effect: You gain a +1 circumstance bonus to AC and saves against the triggering attack.
- Harmonious Aura: You are considered “Trained” in Nature for the purpose of interacting with or calming non-hostile animals.
- Syntax: Standard Action Economy. Bonus to Skill Checks and Reaction-based AC buff.
Traveller (Mongoose 2nd Edition)
Unique Name: The Precursor Script of Social Accord
- Item Type: TL 15 Psionic Interface (Talisman)
- Game Mechanics:
- Celestial Diplomacy: The wearer gains a +1 DM to all Diplomacy and Investigate checks. If the wearer has a PSI rating, they may spend 1 PSI point to turn a “Success” into an “Exceptional Success” when dealing with an NPC of high moral standing.
- Chant of Resilience: The user may spend a Significant Action chanting. An ally who can hear them may immediately recover from the “Shaken” or “Stunned” status.
- The Weight of Truth: If the wearer attempts to tell a blatant lie while the talisman is active, they must pass an Average (8+) SOC check or the talisman will flare with heat, dealing 1 point of damage and deactivating for 1D hours.
- Syntax: Skill DM bonus. PSI-point expenditure for success enhancement. SOC check to prevent feedback during deception.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Blessed Parchment of the Upward-Nod
- Item Type: Divine Talisman (Sigmarite or Shallyan style)
- Encumbrance: 0
- Game Mechanics:
- Talismanic Shielding: The wearer may spend 1 Fortune point to automatically “Parry” a single incoming ranged or melee attack, as the paper glows and hardens. This does not use the wearer’s Action for the round.
- Chant of the Encouraged: As an action, make a Pray (Divine) test. Each SL (Success Level) allows one ally within 4 yards to remove one Broken or Fear condition.
- Approval of the Ancestors: The wearer gains +10 to Charm and Gossip tests when dealing with citizens of the Empire or those who respect religious authority.
- Syntax: Fortune point expenditure for automatic Parry. Pray test to remove mental conditions.
