Druze 772 of the Radiant Emanation

Lore: In the luminous theology of Saṃsāra, the Druze 772 of the Radiant Emanation represents the “Tajalli”—the outward manifestation of divine light through the human vessel. While much of Druze mysticism focuses on the hidden (Batin), this item celebrates the Zahir, the manifest joy of spiritual certainty. It is a circular brooch made of sun-kissed electrum, etched with a thousand micro-fractals that catch even the dimmest light and amplify it into a brilliant, warm glow. It is given to Tier 1 avatars who serve as “Beaming” beacons of hope, those whose internal spiritual growth has become so pressurized by joy that it spills out as a literal and metaphorical light, warming the hearts of allies and dazzling the eyes of the cynical.

Detailed Stats

  • Slot: Chest (A heavy electrum brooch pinned over the heart or at the collar).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.3 lbs.
  • Material: Electrum (gold-silver alloy), polished citrine, and “fossilized sunlight” resin.

Skills Gained

  • Infectious Optimism: The avatar gains a bonus to social checks intended to rally morale or convince others that a “hopeless” situation is actually a blessing in disguise.
  • Illuminated Pathfinding: A bonus to navigation in dark or subterranean environments, as the brooch reveals subtle details in the terrain through high-contrast highlights.

Passive Magic

  • The Beaming Countenance: While the brooch is worn, the avatar’s face is always perfectly lit as if by a golden hour sunset. This grants an aura of trustworthiness; NPCs are less likely to believe the avatar is capable of deception.
  • Sun-Warmed Resolve: The avatar is immune to the effects of non-magical cold. The brooch keeps the wearer’s blood at a steady, “cheerful” temperature regardless of the environment.
  • Static Brilliance: In total darkness, the brooch emits a soft, 5-foot radius of golden light. This light is considered “Holy” and prevents low-level shadow-dwelling vermin from approaching the wearer.

Activable Magic

  • Glint of the Absolute (Normal Activation): The avatar flashes a wide, beaming smile, causing the brooch to flare with blinding intensity. One target within 15 feet must succeed on a reflex-based check or be “Dazzled,” suffering penalties to their next action as they see dancing golden spots.
  • Warmth of the Unitary Spirit (Reaction Activation): When an ally within 10 feet fails a check due to fear or despair, the avatar can beam a look of pure encouragement at them. The brooch pulses with heat, granting the ally an immediate second chance or a bonus to their next attempt to shake off the mental condition.
  • Halo of the Zahir (Ritual Activation): By polishing the brooch with a piece of yellow silk, the avatar creates a 20-foot sphere of “Daylight” for ten minutes. Within this sphere, all illusions are harder to maintain, and the “Hidden” (Batin) properties of objects begin to cast faint, logical shadows.

Tags: Chest-Slot, Druze-Mysticism, Beaming, Radiance, Electrum, Zahir, Tier-1, Moral-Support, Light-Magic, Saṃsāra-Tides, Sun-Kissed, Jubilant, Beacon, Fractal-Light, Heart-Pinned, Resplendent, Anti-Gloom, Vitality, Encouragement, Gold-Washed, Luminous-Truth

In the world of Saṃsāra, the Druze 772 of the Radiant Emanation is an item that refuses to be hidden. It is often found in shops that are intentionally loud, bright, and situated at high elevations where the sun’s influence is strongest. Because the item is “Beaming,” it acts as its own advertisement, often casting a golden glow from within its display case.


Where to Buy and Sell

  • The High-Peak Solarium: These upscale boutiques are located on the highest balconies of mountain cities. They feature glass ceilings and silver-mirrored walls designed to capture every stray photon. The merchants here are often “Solar-Priests” or master jewelers who believe that a piece of jewelry should be a spiritual statement. Selling here is easy if your item is polished; buying here is a premium experience.
  • The Festival of the Manifest (Zahir Market): This is a seasonal traveling caravan that follows the summer solstice across Saṃsāra. The tents are made of bright yellow and orange silks. The 772 is sold here amidst music and celebration. Buying a brooch at this market usually involves a public “unveiling” where the merchant makes a speech about the buyer’s inner light.
  • The Dawn-Watchers’ Exchange: Located at the gates of major cities, these shops cater to travelers who need “morale gear.” The 772 is sold as a practical tool for keeping the spirit high during long journeys through dark valleys or depressing ruins. The shops are cluttered but always smell of citrus and warm metal.

Buying and Selling Costs

The “Beaming” nature of the item means its value is tied to its luster and the positive reputation of the previous owner.

  • High-Peak Solarium (Luxury/Artisanal):
    • To Buy: 35 to 45 Silver Pieces. You are paying for the flawless polish and the “pedigree” of the electrum.
    • To Sell: 15 Silver Pieces. These merchants only buy back items that show no scratches or “dulling of the spirit.”
  • Festival of the Manifest (Public/Emotional):
    • To Buy: 25 Silver Pieces. However, if the buyer performs a feat of joy or tells a truly heart-warming story, the price might drop to 15 Silver Pieces as a “spiritual discount.”
    • To Sell: 10 Silver Pieces. The merchants prefer to trade in stories or other radiant items rather than raw coin.
  • Dawn-Watchers’ Exchange (Utility/Reliable):
    • To Buy: 20 Silver Pieces. A fair price for a reliable Tier 1 ward.
    • To Sell: 8 Silver Pieces. They buy quickly because they know there is always a traveler heading into the dark who needs a bit of “Beaming” hope.

The Beaming Transaction

When selling this item, the negotiation is often a “Vibe-Check.” If the seller is grumpy, cynical, or tries to haggle with threats, the brooch will physically dim, turning a dull, leaden grey. This lowers the value instantly. To get the best price, the seller must be genuinely “Beaming”—smiling, enthusiastic, and radiating the very optimism the item represents.

Roleplaying with the Druze 772 of the Radiant Emanation requires you to be the “warmest soul in the room.” Your presence should feel like a sudden patch of sunlight on a cold floor. You do not cower or sneak; you face every challenge with a smile so genuine it becomes a weapon of its own.


Defensive Roleplay

  • Safe Areas (Public Plazas/Markets): Your defense here is Disarming Joy. When a guard tries to stop you for questioning or a merchant tries to overcharge you, you don’t get angry—you beam at them. “What a wonderful day for a patrol, officer! Your armor catches the light beautifully.” The brooch amplifies this warmth, making it socially “impossible” for the other person to maintain their hostility. They find themselves smiling back before they even realize why they’ve stopped being difficult.
  • Normal Areas (Dark Taverns/Dim Forests): Use the Static Brilliance. Roleplay your comfort in the dark. While your allies might be squinting and nervous, you are leaning against a tree, your brooch casting a cozy golden glow. Your defense is the “Anti-Ambush.” You make yourself so bright that shadows have nowhere to hide nearby. You roleplay as the “Safe Zone”—the person everyone else huddles around to feel brave.
  • Unsafe/Deathly Areas: In combat, defense is Sun-Warmed Resolve. When faced with a terrifying monster or a soul-chilling ghost, roleplay a total lack of fear. “Is that all you have? Even the deepest night must bow to the dawn!” As you beam with confidence, the brooch pulses with heat, shielding you from the “cold” of magical fear. You are the anchor that keeps the party’s morale from drifting into the abyss.

Offensive Roleplay

  • Glint of the Absolute: This is your “Blinding Smile.” Roleplay a moment of intense focus where your internal joy reaches a breaking point. You catch the eye of an enemy and flash a grin that says, “I see the light in you, even if you don’t.” At that exact moment, the brooch flares. You aren’t just blinding them; you are “overwhelming” them with presence. They aren’t just stunned; they are spiritually dazzled by your audacity.
  • Warmth of the Unitary Spirit: This is “Offensive Encouragement.” When an ally is suppressed or pinned down, you shout words of absolute certainty. “Stand up, brother! The sun is still high!” Roleplay the brooch glowing like a miniature star. You are effectively “attacking” the enemy’s psychological hold on your friend, burning away their despair with the heat of your own spirit.
  • Halo of the Zahir: In a dungeon or a place of dark illusions, you use this as a “Cleansing Beam.” Roleplay the ritual of polishing the electrum. As the light floods the room, you laugh at the shadows. “Look how the lies run away from the truth!” This isn’t just a light spell; it’s an offensive strike against the “Batin” (the hidden/dark), forcing secrets and traps to reveal themselves because they cannot stand the scrutiny of your “Beaming” gaze.

Perception of Activation:

  • Auditory (The Resonant Chord):
    • User’s Perspective: You hear a rising, golden hum that resonates in your chest. It sounds like a thousand distant bells ringing in harmony or the vibration of a massive, sun-warmed tuning fork.
    • Observer’s Perspective: Those nearby hear a sudden, pleasant chime followed by a low, comforting drone that masks the abrasive sounds of the environment.
    • Positives: This sound drowns out the whispers of madness or psychic static that often haunt dark places.
    • Negatives: It is difficult to hear stealthy movement or whispered secrets because your own “spiritual music” is so loud.
  • Visual (The Noon-Day Flare):
    • User’s Perspective: Your vision is washed in a warm, sepia tone. The shadows don’t just disappear; they seem to retreat as if they are afraid of you. Every ally you look at has a faint golden outline, making them easy to track in chaos.
    • Observer’s Perspective: The brooch becomes painful to look at directly, appearing as if a small piece of the sun has been pinned to your chest. Your face is lit from below by a fierce, joyful radiance.
    • Positives: You can see perfectly through natural and magical darkness within your light’s radius.
    • Negatives: You become the primary target for every enemy on the battlefield; you are a beacon that screams “attack me.”
  • Tactile (The Heart-Hearth):
    • User’s Perspective: A rush of warmth spreads from the brooch, flowing through your veins like hot tea. It feels as though you are standing in a beam of summer sunlight, even in the dead of winter.
    • Observer’s Perspective: The air within a few feet of you becomes noticeably warmer and drier, causing frost to melt and damp clothes to steam.
    • Positives: You are immune to the “Chilled” status and your fingers remain nimble in freezing temperatures.
    • Negatives: In already hot environments, you risk overheating or becoming dehydrated much faster than your companions.
  • Olfactory (The Scent of High Summer):
    • User’s Perspective: The smell of the environment is replaced by the scent of baked earth, wild jasmine, and hot metal. It is the scent of a perfect afternoon.
    • Observer’s Perspective: People near you smell a sudden, inexplicable waft of citrus and incense, which triggers memories of safety and home.
    • Positives: This scent can neutralize the nauseating stench of decay or swamp gas.
    • Negatives: You lose the ability to detect the scent of things that are “Hidden,” such as the smell of oil from a concealed trap.
  • Extra-Sensory (The Zahir Pulse):
    • User’s Perspective: You feel the “vibration” of truth. When someone speaks, their words either harmonize with the brooch’s hum (truth) or cause a jarring, dissonant “clank” in your mind (deception).
    • Observer’s Perspective: You seem to vibrate with an inner energy, your movements becoming slightly more exaggerated and confident.
    • Positives: You gain an intuitive sense of when someone is being dishonest, as their lies “dim” your inner light.
    • Negatives: You find it impossible to lie yourself; the brooch’s light flickers and dies the moment you attempt a deception, revealing your guilt instantly.
  • Extra-Sensory (The Gravity of Joy):
    • User’s Perspective: You feel a “pull” toward living things. The spirits of your allies feel like bright, warm embers that you want to keep fed and glowing.
    • Observer’s Perspective: People find themselves leaning toward you or stepping into your light without realizing it, drawn by a spiritual gravity.
    • Positives: You act as a psychic anchor; allies within your light cannot be moved by magical “Push” or “Fear” effects.
    • Negatives: You are spiritually “heavy”; it is harder for you to move quickly or react to sudden changes because you are so focused on projecting your presence.

Recipe: Forging the Heart of the Manifest Dawn

To recreate the Druze 772, the artisan must perform the work in an open-air forge atop a mountain peak, beginning at the first sighting of the morning star and finishing only when the sun reaches its zenith. The smith must maintain a “Beaming” disposition throughout the process; should a single thought of doubt or gloom enter the mind, the electrum will crack and the citrine will grow cold.

Materials Needed

  • Four Ounces of Pure Electrum: A natural alloy of gold and silver, representing the balance of the sun’s fire and the moon’s clarity.
  • One Large, “Sun-Starved” Citrine: A raw gemstone that has been kept in total darkness for a year, making it “hungry” for the light it will soon hold.
  • A Vial of Fossilized Sunlight Resin: Ancient amber found in sun-scorched deserts, ground into a bonding paste.
  • Seven Grains of Golden Sand: Sifted from the shores of a holy river at high noon.
  • A Thread of Saffron-Dyed Silk: Used to polish the final metal and serve as the backing for the pin.

Tools Required

  • A Mirror-Finished Anvil: To reflect the sky onto the underside of the brooch as it is hammered.
  • A Copper Hammer: Copper is the conductor of heat and vital energy; steel is too “cold” for this work.
  • A Solar Lens: A large magnifying glass used to focus the sun’s rays into a “needle of heat” for fine soldering.
  • A Basin of Warm Honey-Water: For quenching the metal without the “shock” of cold water.

Skill Requirements

  • Solar-Smithing (Tier 1): The ability to shape metal using concentrated light rather than just coal-fire.
  • Gem-Affinity: The spiritual skill required to convince a stone to “breathe” light.
  • Unending Cheer: The psychological endurance to maintain a genuine, beaming smile for the six hours of the forge-fire.

Crafting Steps

  1. The Melting of the Union: Place the electrum in a crucible at the moment of sunrise. As the metal melts, stir it with a golden rod while singing a song of praise. The metal must “hear” the joy of the world as it turns liquid.
  2. The Beating of the Fractal: Pour the electrum onto the mirror-anvil and hammer it into a circular disc. Use the copper hammer to etch a thousand tiny lines radiating from the center. Each strike must be rhythmic, like a laughing heartbeat.
  3. The Gem-Feeding: Take the “sun-starved” citrine and place it in the center of the disc. Use the solar lens to focus a beam of light directly into the heart of the stone. You will know it is “fed” when the citrine turns from pale yellow to a deep, burning orange.
  4. The Sealing of the Zahir: Apply the Fossilized Sunlight Resin around the base of the stone. Sprinkle the Seven Grains of Golden Sand into the resin before it sets; these act as “seeds” that keep the light bouncing within the metal forever.
  5. The Quenching of Joy: Drop the finished brooch into the Basin of Warm Honey-Water. If the water bubbles with a sweet-smelling steam, the item has accepted the blessing. Wipe the brooch clean with the Saffron-Dyed Silk until the metal is so bright you can see your own beaming reflection in every fractal line.

Un-Frowning Man and Cave of Eternal Grumble

In the Days-of-Heavy-Shadow, when the mountains were Sharp-and-Angry and the clouds were made of Gray-Spite, there lived a fellow named He-Who-Shows-All-Teeth. His spirit was a Big-Golden-Bucket that was always Spilling-Over, and his face was a Lantern-in-a-Thicket.

He walked to the Cave-of-the-Great-Gloom, where the Thieves-of-Hope lived. These men had Soured-Hearts and faces like Prunes-Left-in-the-Mud. They sat in the dark and chewed on Bitter-Roots, dreaming of Stealing-the-Colors from the world.

He-Who-Shows-All-Teeth entered their Black-Hole-House. He wore the Sun-Puck (The Radiant Emanation) upon his chest. The Thieves shouted, “Give us your Clinking-Metal and your Shiny-Rocks!” They waved their Rusty-Pointy-Things and made Scary-Noises-with-Their-Throats.

But the man did not Leak-Fear. Instead, he gave them a Smile-of-One-Thousand-Watts. The Sun-Puck began to Vomit-Brilliance. It was so Much-Bright that the Thieves forgot where their Hands-were-Put. The light touched the walls, and the Cave-Damp turned into Sweet-Mist. The light touched the Bitter-Roots, and they turned into Honey-Cakes.

The Thieves looked at each other and saw that their friends were not Ugly-Monsters, but just Sad-Bears. They began to Make-Laughing-Sounds for the first time in Seven-Lifetimes-of-Misery. They threw away their Rusty-Pointy-Things and used them to Stir-the-Soup instead. The Cave became a House-of-Singing, and the darkness ran away to hide under Small-Pebbles.

The man left them with the Emanation-of-Glints, and to this day, that Cave is the only place on Saṃsāra where the Sun-Never-Goes-to-Sleep.

The Moral of the Story

A single torch cannot kill the night, but a man who beams with the light of the divine makes the night forget why it was supposed to be dark in the first place.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Brooch of the Radiant Emanation Item Type: Wondrous Item, Common

  • Slot: Chest
  • Static Brilliance: While worn, the brooch sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light is sunlight.
  • The Beaming Countenance: You have Advantage on Charisma (Persuasion) checks made to inspire others or improve the mood of a non-hostile creature.
  • Glint of the Absolute: As an action, you can cause the brooch to flare. One creature within 15 feet must make a DC 12 Constitution saving throw or be Blinded until the start of your next turn. Once used, this property can’t be used again until you finish a short or long rest.

Call of Cthulhu (7th Edition)

Unique Name: The Electrum Star of Zahir Item Type: Blessed Artifact

  • Slot: Chest
  • Sun-Warmed Resolve: The wearer gains a Bonus Die on Sanity rolls involving primal fear or environmental isolation (such as being lost in the dark or trapped in a tomb).
  • Warmth of the Unitary Spirit: Once per session, the wearer may spend 1d4 Sanity to beam a look of encouragement at a companion. That companion immediately recovers 1d6 Sanity points (up to their maximum).
  • Static Brilliance: The item acts as a light source that never requires fuel. Mythos entities sensitive to light suffer a Penalty Die on fighting maneuvers against the wearer.

Blades in the Dark

Unique Name: The Beaming Heart-Pin Item Type: Fine Item (0 Load / Worn)

  • Slot: Chest
  • Quality: Fine (+1 Tier for effectiveness when Consorting or Commanding through inspiration).
  • Infectious Optimism: When you lead a Group Action to resist the effects of fear or despair, you may take 1 Stress to grant everyone involved +1d to their roll.
  • Halo of the Zahir: You can spend 1 Stress to make the brooch flare brilliantly. This counts as a Potent effect for clearing “supernatural darkness” or exposing hidden Bluecoats or spirits in a scene.

Knave (2nd Edition)

Unique Name: 772 Radiant Brooch Item Type: Magic Item (1 Slot)

  • Slot: Chest
  • Passive: You are immune to the effects of non-magical cold and fear. The brooch illuminates a 20ft radius as a torch that cannot be extinguished by wind or water.
  • Glint of the Absolute: Once per day, you may force a target to make a CON Save. On a failure, they are stunned for 1 round.
  • Illuminated Pathfinding: You always have Advantage on checks to navigate or find your way out of dark mazes and caves.
  • The Beaming Countenance: Reaction rolls from NPCs start at one tier higher (e.g., Hostile becomes Wary, Neutral becomes Friendly) if you approach them openly and with a smile.

Pathfinder (2nd Edition)

Unique Name: Brooch of the Radiant Emanation Item Type: Item 1, Invested, Divination, Light, Magical, Occult

  • Slot: Chest; Bulk:
  • Static Brilliance: The brooch constantly sheds Bright Light in a 20-foot radius and Dim Light for the next 20 feet. This is a magical light effect.
  • Sun-Warmed Resolve: You gain a +1 item bonus to Will saving throws against [Fear] and [Emotion] effects.
  • Glint of the Absolute [One-Action]: (Interact, Light, Visual) Frequency: Once per hour. You adjust the brooch to catch the light perfectly. One creature within 20 feet must attempt a DC 15 Fortitude save.
    • Success: The creature is unaffected.
    • Failure: The creature is Dazzled for 1 round.
    • Critical Failure: The creature is Blinded for 1 round and Dazzled for 1 minute.

Savage Worlds (Adventure Edition)

Unique Name: 772 Beaming Star-Pin Item Type: Enchanted Item

  • The Beaming Countenance: The wearer adds +1 to all Persuasion rolls. NPCs start with an Initial Attitude one step more positive than normal (e.g., Neutral becomes Friendly).
  • Static Brilliance: The brooch acts as a permanent light source (Small Burst Template). It ignores all penalties for Dim or Dark lighting within that radius.
  • Sun-Warmed Resolve: The wearer is Immune to the effects of Environmental Cold and gains a +2 bonus to Spirit rolls to recover from being Shaken.
  • Glint of the Absolute: As a limited action, the wearer may flash the brooch at a target within 5″ (10 yards). This is an Agility or Notice test (target’s choice) to avoid being Distracted.

Numenera & Cypher System

Unique Name: Zahir Radiance Brooch Item Type: Artifact (Level 1d6)

  • Form: A gold-silver brooch that pulses with a steady, rhythmic light.
  • Depletion: 1 in 1d100
  • Effect (Static Brilliance): The brooch illuminates an area up to a long distance with golden light.
  • Effect (Warmth of the Unitary Spirit): You spend 2 Intellect points to encourage an ally within short range. The next task that ally performs is eased by two steps.
  • Effect (Glint of the Absolute): You spend 3 Intellect points to emit a flare of light. All enemies within immediate range must make an Intellect defense roll or be unable to take any action other than defense for one round.
  • Hindrance: Any task involving Stealth or Hiding is hindered by three steps. You cannot turn the light off while the item is worn.

Fate (Core/Condensed)

Unique Name: The 772 Radiant Emanation Item Type: Stunt/Extra

  • Aspect: Beaming With Spiritual Certainty
  • Stunt (The Beaming Countenance): Because I radiate an aura of trustworthiness, I gain a +2 to Rapport checks when I am honestly trying to help or inspire someone.
  • Stunt (Halo of the Zahir): I can use Rapport to “attack” shadows, illusions, or fear-based supernatural effects. On a success, I clear the zone of the negative aspect and replace it with Bathed in Golden Truth.
  • Stunt (Sun-Warmed Resolve): Once per scene, I may spend a Fate Point to ignore a mental consequence or a “Fear” based obstacle by forcefully projecting my own internal joy.
  • Cost: This item requires 1 Refresh. The item’s light is always on; you can never claim the benefit of darkness for Stealth.

Shadowrun (6th World Edition)

Unique Name: Druze-Sol 772 “The Flare-Point” Item Type: Sustaining Focus (Health or Illusion) or Mystical Brooch

  • Slot: Chest (Clothing Accessory)
  • Static Brilliance: The brooch emits high-intensity light. Any attempt to use Thermal Imaging or Low-Light Vision to observe the wearer within 10 meters suffers a -3 dice pool penalty due to “flare compensation” lag in the sensors.
  • The Beaming Countenance: The wearer adds the Focus Rating (+2) to all Influence tests when the goal is to inspire, rally, or honestly negotiate.
  • Glint of the Absolute (Minor Action): The wearer may spend 1 point of Edge to “Overload” the light. All digital recording devices (cameras, drones) within 10 meters suffer a Complication and produce unusable, “blown-out” footage for the remainder of the scene.
  • Beacon Liability: The wearer cannot benefit from Cover bonuses provided by darkness or smoke, and they suffer a -4 dice pool penalty to all Sneaking tests.

Starfinder (2nd Edition / Playtest)

Unique Name: 772 Solar-Flare Brooch Item Type: Level 1, Magic Item

  • Slot: Chest
  • Bulk:
  • Static Brilliance: The brooch provides Bright Light in a 20-foot radius and Dim Light for another 20 feet. This light counts as natural sunlight for the purposes of creature weaknesses (such as sunlight sensitivity).
  • Warmth of the Unitary Spirit [Reaction]: Trigger: An ally within 30 feet fails a saving throw against a [Fear] or [Emotion] effect. Effect: You shout words of beaming encouragement. The ally may reroll the saving throw with a +1 status bonus.
  • Glint of the Absolute [1-Action]: You direct the brooch’s focus toward a foe within 30 feet. The target must succeed at a Fortitude Save (DC 15) or be Dazzled for 1 minute.
  • Light-Bound: You take a -2 status penalty to Stealth checks while the brooch is pinned to your chest.

Traveller (Mongoose 2nd Edition)

Unique Name: 772 Radiant Beacon Brooch Item Type: TL 12 Morale-Inducing Relic

  • Weight: 0.1kg
  • Cost: Cr 12,000
  • Description: An electrum-plated device that emits a calibrated “joy-frequency” light spectrum.
  • The Beaming Countenance: The wearer gains a +1 DM to all Persuasion, Leadership, and Carouse checks.
  • Sun-Warmed Resolve: The wearer is considered to have a permanent Environmental Suit (Cold) effect for temperatures as low as -50°C, as the brooch maintains the wearer’s core temperature.
  • Glint of the Absolute: In a boarding action or personal combat, the wearer may use an action to “Flash” the brooch. All enemies in the same interior zone/room must pass an Average (8+) Athletics (Dexterity) check or suffer a -2 DM to their next attack.
  • Negative: The wearer is incredibly easy to track via optical sensors. Any ship or drone sensor check to find the wearer gains a +4 DM.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: The Saint’s Radiant Sigil Item Type: Worn Relic

  • Value: 4 (Rare)
  • Keywords: [LIGHT], [IMPERIUM], [MORALE]
  • Passive (Static Brilliance): You shed Light (20m). Creatures with the [DAEMON] or [ABERRATION] keywords within this radius suffer a +1 DN penalty to all Defense tests as the holy light irritates their unholy forms.
  • The Beaming Countenance: You gain +1d6 to all Leadership (Wil) and Persuasion (Fel) tests to interact with [IMPERIUM] or [AELDARI] characters.
  • Halo of the Zahir (Spend 1 Glory): As an action, you pulse with divine joy. All allies within 15 meters who can see you immediately recover 1d3 Shock.
  • Beacon of the Warp: While the light is active, any [PSYKER] within 50 meters can sense your presence automatically. You cannot use Stealth actions against targets that have line of sight to you.