Druze 774 of the Radiating Alms

Lore: In the ethical landscapes of Saṃsāra, the Druze 774 of the Radiating Alms is a manifestation of “Ihsan”—the pursuit of perfecting one’s inner excellence through outward kindness. It is said that the first 774 was woven by a sage who gave away his own shadow to provide shade for a weary traveler. The item does not merely encourage “Benevolence”; it acts as a spiritual conduit that recycles the wearer’s positive intent into tangible, localized miracles. To wear the 774 is to become a living sanctuary, where the act of giving is not a loss of resources, but an expansion of the self.

Detailed Stats

  • Slot: Hands (A pair of fingerless gloves woven from white linen and reinforced with threads of spun “Sun-Gold”).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 0.1 lbs.
  • Material: Consecrated linen, Sun-Gold filament, and olive-wood buttons.

Skills Gained While Openly Worn

  • Altruistic Discernment: The avatar can instantly sense the specific physical needs of others (hunger, thirst, or minor injury) simply by looking at them.
  • Diplomatic Grace: A bonus to all social rolls intended to de-escalate violence or mediate a fair trade between two parties.

Passive Magic

  • The Shepherd’s Touch: Any mundane task performed to help another (tending a wound, fixing a tool, or preparing food) is performed with “Effortless Perfection,” ensuring the best possible outcome regardless of the avatar’s usual skill level.
  • Aura of Non-Aggression: Small, non-predatory animals are naturally drawn to the wearer and will often bring small “gifts” like berries or bright stones. Humanoids find it difficult to maintain a scowl or a clenched fist while within five feet of the Radiating Alms.
  • The Ever-Full Purse: When the wearer gives away their last coin or bit of food to someone truly in need, the 774 pulses. Within the next hour, the wearer will “accidentally” find a replacement for what was lost (a dropped coin in the street, a forgotten fruit on a branch).

Activable Magic

  • The Bread of Life (Normal Activation): The wearer touches a piece of food or a skin of water. For one hour, that item provides the nutritional value of a full feast and cures any non-magical fatigue for anyone who partakes.
  • The Healing Palm (Concentration Activation): By placing a hand on a living creature and focusing on their well-being, the wearer can transfer their own “vitality” to the target. This closes minor wounds and stops bleeding instantly, though the wearer feels a temporary, non-damaging tiredness.
  • The Mercy Veil (Reaction Activation): When an ally within 10 feet is about to take a blow, the wearer can snap their fingers. A shimmering golden barrier of “Benevolence” briefly manifests, absorbing the impact and converting the kinetic energy into a soft burst of floral-scented air.

Tags: Hands-Slot, Druze-Mysticism, Benevolence, Sun-Gold, Almsgiving, Tier-1, Healing, Social-Harmony, Saṃsāra-Tides, Altruism, Mercy-Magic, Ihsan, Compassion, Sun-Woven, Generosity, Peace-Bringer, Golden-Thread, Sanctuary, Selfless, Vitality, Meditative, Forgiveness

In the world of Saṃsāra, the Druze 774 of the Radiating Alms is rarely found in traditional, profit-driven weapon shops or sterile magic boutiques. Because the item is bound to the concept of Benevolence, it gravitates toward locations where the flow of resources is viewed as a spiritual cycle rather than a cold transaction.

Where to Buy and Sell

  • The Hospice of the Open Gate: These are charitable sanctuaries or infirmaries run by Druze mystics. They do not have “display cases”; instead, the gloves are kept in a simple wooden box near the entrance. To buy here, one must be judged as having a “heavy heart for others.” The mystics sell them to those they believe will act as wandering healers or providers. They buy them back from retiring avatars to ensure the magic is passed to a new generation of altruists.
  • The Bazaar of Ethical Exchange: In larger cities, there are specific stalls dedicated to “Virtuous Goods.” These shops are often colorful, smelling of incense and dried herbs. The merchants here do not haggle in the traditional sense; instead, they discuss the “merit” of the buyer. You do not buy the 774 with gold alone; you buy it with the promise of future acts of kindness.
  • The Altar of Surplus: Found in small agricultural villages, these are communal sheds where villagers leave items they no longer need. Occasionally, a 774 appears here, left by a traveler who felt their mission of mercy was complete. Buying here is a matter of “need”—if you can prove you require the gloves to help the village or the world, you may take them. Selling here is considered a high act of merit, often rewarded with the lifelong gratitude and protection of the village.

Buying and Selling Costs

The cost of the 774 is variable, reflecting the wearer’s commitment to benevolence.

  • The Hospice of the Open Gate (Spiritual/Altruistic):
    • To Buy: 15 Silver Pieces. This is a “maintenance fee” for the Hospice rather than a price for the item. If the buyer performs three days of service in the infirmary, the price is often waived entirely.
    • To Sell: The mystics do not pay in coin. They offer “Spiritual Credit,” which manifests as free healing, lodging, and information within their network across Saṃsāra.
  • The Bazaar of Ethical Exchange (Mercantile/Reputation-Based):
    • To Buy: 50 Silver Pieces. This is the “Standard Market Price” for those who wish to bypass the spiritual trials. However, if the buyer has a high “Honor” or “Benevolence” score in the game system, the price drops to 25 Silver Pieces.
    • To Sell: 30 Silver Pieces. The merchant will only buy it if the gloves are pristine and haven’t been “stained” by selfish use.
  • The Altar of Surplus (Communal/Sacrificial):
    • To Buy: A Tithing of One’s Best. The cost is not money, but the sacrifice of another Tier 1 item or a significant amount of the buyer’s own food and supplies to be distributed to the poor.
    • To Sell: 0 Silver Pieces. Selling here is a “Gift to the World.” While you receive no money, you gain a permanent +1 bonus to all social interactions within that specific region for the remainder of the campaign.

The Benevolence Transaction

To buy the Druze 774, the player must often participate in a “Trial of Intent.” The seller may ask, “If you had two loaves of bread and found three hungry men, what would you do?” If the player answers selfishly, the price triples or the item becomes “inert” (losing its magical properties) upon being touched. Selling the item is often treated as a “Passing of the Torch.” The avatar is expected to find a worthy successor or return it to a place of healing, rather than simply pawning it for gold to buy a better sword.

Roleplaying with the Druze 774 of the Radiating Alms requires a shift in mindset: you are not a combatant, but a “Restorer.” Your presence is meant to heal the friction of the world. In roleplay, you should describe your actions not as “attacks” or “blocks,” but as “extensions of grace.”


Defensive Roleplay

  • Safe Areas (Inns/Markets): Your defense is Social Preservation. When a tavern brawl breaks out or a merchant is being cheated, you roleplay the Aura of Non-Aggression. You don’t draw a weapon; you simply walk into the center of the conflict with open palms. Describe how the “Sun-Gold” threads on your gloves catch the light, making the angry participants feel a sudden, confusing sense of shame. You roleplay the role of the “Moral Anchor,” making it socially impossible for others to continue their violence without looking like monsters.
  • Normal Areas (Wilderness/Roads): Use Altruistic Discernment. If you are being tracked or ambushed by bandits, roleplay the realization of their “hunger.” Instead of bracing for an impact, you call out to the hidden attackers, offering the very thing they are trying to steal. “I see the hollow in your bellies; come, I have bread that satisfies.” By roleplaying proactive benevolence, you “defend” yourself by removing the motive for the attack, turning an encounter into a negotiation.
  • Unsafe/Deathly Areas: In active combat, your defense is the Mercy Veil. When an enemy swings a blade at your ally, you roleplay a “Reflex of Compassion.” You don’t just “use a mechanic”; you describe your hands snapping together as you shout a word of blessing. The golden barrier doesn’t just stop the sword; it smells like “fresh olives and home,” momentarily disorienting the attacker with the sheer unexpected kindness of the energy.

Offensive Roleplay

  • The Healing Palm (Aggressive Mercy): This is used “offensively” against those suffering from internal pain or madness. You roleplay a “Grapple of Love.” You move in close to a frenzied enemy, not to strike, but to touch their forehead or chest. You describe the Sun-Gold threads glowing white-hot as you “force” your own vitality into them. This isn’t a strike, but a “System Shock” of wellness that can leave a corrupted or hateful enemy stunned as they are flooded with a physical sensation of purity they haven’t felt in years.
  • The Bread of Life: Use this for “Logistical Warfare.” When facing an entrenched enemy or a besieged city, you roleplay the act of “Abundance.” You take a handful of crumbs and, through the magic of the 774, feed a hundred starving people in sight of the enemy. You are “attacking” the enemy’s control over the population. By roleplaying the miracle of the feast, you break the enemy’s leverage, causing their soldiers to defect or the commoners to rise up in a wave of inspired gratitude.
  • The Shepherd’s Touch: Use this for “Environmental Offense.” If the party is blocked by a broken bridge or a collapsed tunnel, you roleplay the “Effortless Perfection.” You don’t just roll a check; you describe your hands moving with the grace of a master craftsman who has loved these materials for a thousand years. You “attack” the obstacle by treating it with such care that the wood and stone seem to “want” to mend themselves under your fingers.

Perception of Activation:

  • Visual (The Golden Aperture):
    • User’s Perspective: Your vision sharpens and becomes flooded with a warm, amber light. The “Sun-Gold” threads on your gloves appear to bleed light onto your skin. You see people not as physical bodies, but as a series of needs; a hungry person has a grey hollow in their chest, while a wounded person has a jagged red fracture in their aura.
    • Observer’s Perspective: Your palms begin to emit a soft, pulsing golden glow that illuminates the ground around you. Your eyes take on a metallic, sun-gold sheen, and your posture becomes unnaturally upright and serene.
    • Positives: You can see in total darkness as if it were high noon, specifically highlighting living creatures.
    • Negatives: The intensity of the light makes it impossible to see fine, non-living details (like text on a page or small mechanical traps).
  • Auditory (The Harmonic Resonance):
    • User’s Perspective: The sound of your own heartbeat slows and synchronizes with a low, choral hum that seems to emanate from the air itself. Every word you speak echoes slightly, sounding like a chorus of voices in agreement.
    • Observer’s Perspective: Those nearby hear the faint sound of distant bells or the rustle of olive leaves, even in a windowless room. The air around you vibrates with a frequency that induces a physical feeling of calm.
    • Positives: You can perfectly hear the whispers of anyone within 20 feet, provided they are speaking about their needs or pains.
    • Negatives: Sudden loud, violent noises (like a scream or an explosion) cause you physical pain and can momentarily daze you.
  • Tactile (The Weightless Palm):
    • User’s Perspective: Your hands feel as if they are made of light. The physical resistance of objects vanishes; when you touch a wounded person, their skin feels like soft silk rather than grit and blood. You feel a “magnetic pull” drawing your hands toward those who need help.
    • Observer’s Perspective: When you touch someone, they feel a warm, tingle-like sensation of pins and needles that quickly turns into a deep, numbing comfort.
    • Positives: You can perform delicate surgeries or repairs with zero chance of your hands shaking or slipping.
    • Negatives: You lose the ability to feel “warning pain.” If you touch something boiling or sharp, you will not feel it until the activation ends, potentially leading to unnoticed injury.
  • Olfactory (The Scent of the Sanctuary):
    • User’s Perspective: The air tastes of honey and toasted grain. You can “smell” the sickness or corruption in others as a bitter, vinegary scent that guides you toward what needs to be healed.
    • Observer’s Perspective: A powerful, cleansing aroma of wild lavender and fresh-pressed olive oil erupts from your person, masking the smell of decay, blood, or filth in the immediate area.
    • Positives: The scent acts as a natural antitoxin, granting you a bonus to resist inhaled poisons.
    • Negatives: The sweetness is overwhelming; you cannot smell subtle scents like a hidden enemy’s sweat or the ozone of an impending magical strike.
  • Extra-Sensory (The Empathetic Anchor):
    • User’s Perspective: You lose the sense of where your body ends and others begin. You feel the hunger of the beggar as a knot in your own stomach and the grief of a widow as a weight in your own chest.
    • Observer’s Perspective: You seem to know exactly what someone needs before they ask, moving with an eerie, preemptive grace to provide comfort.
    • Positives: You gain an intuitive understanding of a target’s “True Name” or core identity, making it impossible for them to lie to you about their feelings.
    • Negatives: You are vulnerable to “Empathic Overload.” If you are in a room with hundreds of suffering people, the collective pain can temporarily paralyze you.
  • Extra-Sensory (The Cycle of Ihsan):
    • User’s Perspective: You feel a golden tether connecting your heart to the world around you. Every time you give something away, you feel a physical “surge” of energy returning to you from the earth itself.
    • Observer’s Perspective: You look “larger than life,” as if you are standing at the center of a spiritual fountain where energy is constantly flowing in and out.
    • Positives: You are immune to magical effects that drain your “Life Force” or “Levels,” as the cycle of benevolence constantly replenishes you.
    • Negatives: If you take a purely selfish action while activated (like stealing or ignoring someone in dire need), the “Cycle” snaps, causing you to take immediate psychic damage and rendering the gloves inert for 24 hours.

Recipe: The Weaving of the Perfected Hand

To recreate the Druze 774, the artisan must labor under the open sky during the “Hour of Mercy”—the time just after dawn when the light is gold but the heat has not yet begun. The item is not made through force, but through a meditative state of “Ihsan,” where the crafter treats every thread as if it were a living soul.

Materials Needed

  • Two hanks of Bleached Saint-Linen: Flax grown in a field that has never seen a drop of blood, bleached in the sun for forty days and forty nights.
  • Seven Spools of Sun-Gold Filament: Gold drawn into wire so thin it can be threaded through a needle, tempered in a crucible fueled by olive-wood embers.
  • Ten Buttons of Ancient Olive-Wood: Carved from a tree at least five hundred years old, symbolizing endurance and peace.
  • A Basin of Sanctified Morning Dew: Collected by hand from the leaves of fruit trees before the sun touches the ground.
  • A Pinch of “Sown Kindness”: A symbolic ingredient consisting of soil from a communal garden where the harvest is always shared with the poor.

Tools Required

  • The Loom of the Gentle Motion: A hand-loom made of cedar that does not creak or snap, ensuring the rhythm of the weave remains unbroken.
  • Bone Needles of the Healer: Needles carved from the bleached bones of a creature that died of natural old age, used to sew the Sun-Gold into the linen.
  • A Silver Thimble of Temperance: To protect the fingers and ensure no blood—not even a drop from a prick—stains the white linen.
  • A Ceramic Bowl of Reflection: Filled with the sanctified dew, used to dampen the threads so they remain pliable and cool.

Skill Requirements

  • Altruistic Needlework (Tier 1): The ability to stitch complex geometric patterns while maintaining a mental state of total selflessness.
  • Sacred Metallurgy: The knowledge required to handle Sun-Gold without snapping the delicate filaments.
  • The Vow of Silence: The crafter must remain silent throughout the assembly, allowing their intent to speak through the work rather than their mouth.

Crafting Steps

  1. The Purifying Soak: Submerge the Bleached Saint-Linen in the Basin of Sanctified Morning Dew. While the fabric soaks, the artisan must meditate on a time they were forgiven for a mistake, transferring that “Lightness” into the cloth.
  2. The Weaving of Intent: Warp the loom with the damp linen. As you weave the fingerless shape, alternate every third row with the Sun-Gold Filament. This creates the “conduit” that will eventually carry the wearer’s vitality.
  3. The Pattern of Alms: Using the Bone Needles, embroider the palms with a starburst pattern using the remaining Sun-Gold. This pattern must be symmetrical; any flaw in the geometry will cause the “Ever-Full Purse” magic to fail.
  4. The Setting of the Wood: Attach the Olive-Wood Buttons to the wrists. As each button is sewn, whisper (mentally) a blessing for a different type of suffering (hunger, thirst, sickness, etc.).
  5. The Curing of the Sown Kindness: Rub the Sown Kindness soil into the interior seams of the gloves, then clap them together to release the dust. This “roots” the gloves in the earth’s bounty.
  6. The Activation of the Mercy-Light: Place the completed gloves on an altar in the direct path of the rising sun. The moment the first beam hits the Sun-Gold, the gloves should pulse with a soft white light. If they remain dark, the artisan must give away a prized possession to a stranger and try the ritual again the next morning.

Hands-That-Give and Empty-Belly King

In the Old-Before-Old-Sun, there was a Lady-of-Soft-Walk. She was a No-Sword-Person. She had the Sun-Glove-Hands (The Radiating Alms). These were made of Spirit-Grass and Bright-Metal-Hair. Her name is lost in the Great-Wind-of-Forgot, but she was the Mother-to-Every-Hungry.

The world was a Dry-Bone-Place because of the Empty-Belly King. This King was a Giant-Mouth-with-a-Crown. He ate all the Round-Yellow-Food (Grains) and drank the Blue-Running-Drink (The River). He told the people, “If you have a Soft-Heart, you have a Soft-Head. Die now, please.”

The Lady-of-Soft-Walk went to the Stone-House-of-Greed. She did not carry a Pointy-Sticking-Pole. She carried a Single-Dead-Grape. The King laughed with a Loud-Thunder-Face. He said, “One grape is a Tiny-Nothing. I will eat you and the grape for a Snack-Time.”

But the Lady touched the grape with her Sun-Glove-Hands. The Metal-Hair on her hands did a Glow-Dance. The grape did a Magic-Big. It became a Grape-Mountain. Then she touched the Dry-Dust-Ground. The ground turned into Flat-Brown-Bread. She touched the Crying-Children, and their Red-Hurt-Spots went into the Sky-Nothing.

The King tried to Do-a-Kill with his Great-Slicer. But the Lady did a Mercy-Snap. A Gold-Wall-of-Wait came out. The King’s sword hit the wall and became a Flock-of-Butterflies. The King was so Big-Surprised that he forgot to be Hate-Full. He tasted the Lavender-Air and his Mean-Brain turned into a Kind-Brain. He took off his Gold-Hat and used it to Carry-Water for the thirsty.

The Lady-of-Soft-Walk walked away into the Big-Light, leaving her gloves for the next Heart-of-Giving. The Kingdom of Empty-Belly became the Kingdom of Full-Table, and no one ever had a Lonely-Stomach again.

The Moral of the Story

The hand that closes into a fist holds only air and anger; the hand that opens in mercy becomes a fountain that never runs dry, for the world cannot starve a soul that feeds others.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Gloves of the Radiating Alms Item Type: Wondrous Item, Common

  • Slot: Hands
  • The Shepherd’s Touch: You have Advantage on Wisdom (Medicine) checks. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • Aura of Non-Aggression: While you are not holding a weapon or shield and have no hostile intent, beasts with an Intelligence of 3 or lower will not attack you unless provoked or magically compelled.
  • The Mercy Veil (Reaction): When a creature you can see within 10 feet is hit by an attack, you can use your reaction to grant them 1d4 + your Charisma modifier in temporary hit points, which last until the start of your next turn. Once used, this property cannot be used again until the next dawn.

Call of Cthulhu (7th Edition)

Unique Name: The Alms-Giver’s Wraps Item Type: Artifact of Purity

  • Slot: Hands
  • Altruistic Discernment: By spending 1 Magic Point, the wearer can determine if a person’s distress is mundane or caused by a Mythos entity.
  • The Healing Palm: The wearer can spend their own Hit Points to heal others at a 1-to-1 ratio. This does not require a First Aid or Medicine roll but can only be done outside of active combat.
  • The Mercy Veil: If an ally within 5 yards suffers a Sanity loss, the wearer may immediately spend 5 Luck points to reduce that loss by 1D3 (minimum 0), as the golden threads absorb the spiritual shock.
  • Positive: +10% to all First Aid and Medicine rolls.

Blades in the Dark

Unique Name: The Saint’s Stitching Item Type: Fine Item (0 Load / Worn)

  • Slot: Hands
  • Quality: Fine (+1 Tier for effectiveness when Tinkering to fix something for someone else or Doctoring an ally).
  • The Ever-Full Purse: When you perform a Downtime Activity to reduce the Heat of your crew through charity or community work, you gain +1d to the roll.
  • The Mercy Veil: You may take 2 Stress to “Armor” an ally within reach against a physical consequence. This counts as using armor but does not deplete your own armor use for the score.
  • Skill gained: You are considered to have the Physicker special ability while these gloves are worn, even if you are from a different playbook.

Knave (2nd Edition)

Unique Name: 774 Mercy-Mittens Item Type: Magic Item (1 Slot)

  • Slot: Hands
  • Passive: You may use WIS instead of CHA when attempting to peacefully parley with hostile NPCs.
  • The Bread of Life: Once per day, you may touch a ration. It now feeds 1d6 additional people and heals each consumer for 1 hit point.
  • The Healing Palm: You may spend a turn in prayer while touching a wounded ally. They heal 1d4 hit points, and you take a -1 penalty to all your rolls until you complete a rest due to fatigue.
  • Mercy Veil: If an ally is reduced to 0 HP within your reach, you may immediately expend this item’s daily “charge” to leave them at 1 HP instead.

Pathfinder (2nd Edition)

Unique Name: Gloves of the Radiating Alms Item Type: Item 1, Invested, Magical, Abjuration, Occult

  • Slot: Hands; Bulk:
  • The Shepherd’s Touch: You gain a +1 item bonus to Medicine checks to Administer First Aid or Treat Wounds. When you successfully Treat Wounds, the target recovers an additional 1d4 Hit Points.
  • Altruistic Discernment: You gain a +1 item bonus to Perception checks to Sense Motive, but only when determining if a creature is suffering from hunger, thirst, or disease.
  • The Mercy Veil [Reaction]: (Abjuration, Force, Occult) Frequency: Once per hour. Trigger: An ally within 15 feet is targeted by a physical attack. Effect: You manifest a golden barrier. The ally gains a +2 circumstance bonus to AC against the triggering attack. If the attack still hits, the ally gains Resistance 2 to all damage from that hit.

Savage Worlds (Adventure Edition)

Unique Name: 774 Druze Alms-Gloves Item Type: Enchanted Item

  • The Shepherd’s Touch: The wearer gains a +2 bonus to Healing rolls. Additionally, any “Natural Healing” rolls made by allies within the wearer’s company receive a +1 bonus.
  • Aura of Non-Aggression: Non-magical animals will not attack the wearer unless the wearer attacks them first. Against sapient foes, the wearer gains +2 Toughness against the first attack made by any enemy in an encounter, representing their hesitation to strike a benevolent figure.
  • The Healing Palm: The wearer may spend a Bennie to automatically remove one Wound from an adjacent ally without a roll. This takes a full action.
  • The Ever-Full Purse: Once per session, if the wearer gives away their last remaining currency or food, they gain a Bennie.

Numenera & Cypher System

Unique Name: 774 Sun-Gold Mercy Wraps Item Type: Artifact (Level 1d6)

  • Form: White linen fingerless gloves with glowing gold embroidery.
  • Depletion: 1 in 1d20
  • Effect (Altruistic Discernment): Any task involving Healing, Diagnosis, or Mediation is eased by one step.
  • Effect (The Healing Palm): By spending 3 Intellect points, the wearer can transfer up to 5 points from their own Might Pool to an ally’s Pool. This transfer is instantaneous and requires a touch.
  • Effect (The Mercy Veil): You spend 2 Intellect points to create a level 5 force shield around an ally within short range for one round. The shield absorbs damage equal to the artifact level.
  • Effect (The Ever-Full Purse): Whenever the wearer uses their action to help someone in need without seeking reward, they regain 1 Might point.

Fate (Core/Condensed)

Unique Name: Druze 774 Radiating Alms Item Type: Stunt/Extra

  • Aspect: Perfected Inner Excellence
  • Stunt (The Shepherd’s Touch): Because I possess a healer’s grace, I get a +2 to Crafts or Lore when used to provide medical aid or repair items for those who cannot pay.
  • Stunt (The Mercy Veil): Once per scene, I can spend a Fate Point to automatically “Defend” an ally in my zone using my Rapport or Will instead of their physical defense, describing the golden barrier manifest.
  • Stunt (Aura of Non-Aggression): I can use Rapport to create a Sanctuary advantage in a zone. While this advantage exists, enemies must overcome a Great (+4) difficulty to initiate a physical attack within that zone.
  • Cost: This item requires 1 Refresh.

Shadowrun (6th World Edition)

Unique Name: Druze-Alms 774 “The Giver’s Grips” Item Type: Mystical Adornment / Health Focus

  • Slot: Hands
  • Altruistic Discernment: The gloves interface with the wearer’s natural or cybernetic vision. You gain a +2 Dice Pool bonus to Biotech and Perception tests when diagnosing a living subject’s physical trauma or nutritional deficiencies.
  • The Shepherd’s Touch: When using the First Aid skill, the wearer may ignore up to 2 points of environmental penalties (darkness, smoke, or clutter).
  • The Mercy Veil (Minor Action): Spend 1 Edge to create a localized mana-distortion. An ally within 5 meters gains +2 Defense Rating against the next physical attack targeting them this round. The attack’s impact is dampened by a sudden burst of golden particles.
  • The Ever-Full Purse: If the wearer spends their last Nuyen or gives away their last clip of ammunition to a person in need, they receive 1 point of Edge that must be used for a non-hostile action within the next hour.

Starfinder (2nd Edition / Playtest)

Unique Name: 774 Alms-Woven Gauntlets Item Type: Level 1, Magic Item

  • Slot: Hands
  • Bulk:
  • The Shepherd’s Touch: You gain a +1 status bonus to Medicine checks. When you successfully use Medicine to Treat Wounds, the target regains an additional 1d4 Stamina Points.
  • The Healing Palm [2-Actions]: (Healing, Magic) You touch a living creature. You take 1d4 damage that cannot be reduced by any means, and the target restores an equal amount of Hit Points.
  • The Mercy Veil [Reaction]: Trigger: An ally within 30 feet takes damage from a kinetic or energy attack. Effect: You reduce the damage taken by that ally by an amount equal to your Level + Charisma modifier.
  • Aura of Non-Aggression: You gain a +1 status bonus to Diplomacy checks to Request or Negotiate with creatures who have a disposition of Unfriendly or better.

Traveller (Mongoose 2nd Edition)

Unique Name: 774 Benevolence Wraps Item Type: TL 12 Psionic/Medical Aid

  • Weight:
  • Cost: Cr 15,000
  • Altruistic Discernment: The wearer gains a +1 DM to all Medic checks. If the wearer has the Psionic talent, they may sense the “Life-Force” of hidden biological entities within 10 meters without spending PSI points.
  • The Bread of Life: Once per day, the wearer can treat one “Survival Ration” as a “High-Quality Meal” for up to four people, restoring 1 point of lost characteristic (Strength, Dexterity, or Endurance) caused by fatigue or hunger.
  • The Mercy Veil: When an ally within the same “Personal” range (2 meters) is attacked, the wearer may attempt a Difficult (10+) Medic (DEX) check. If successful, the ally’s Armor value is treated as being 2 points higher for that specific attack.
  • The Ever-Full Purse: In starports and trade hubs, the wearer receives a +2 DM to Broker or Diplomacy rolls when trying to secure basic necessities (fuel, food, air) for a ship in distress.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: 774 Wraps of the Martyred Saint Item Type: Worn Relic

  • Value: 4 (Rare)
  • Keywords: [AESTHETIC], [IMPERIUM], [SANCTIFIED]
  • Passive (The Shepherd’s Touch): You gain +1d6 to all Medicae (Int) tests. If you spend a point of Glory, any healing provided by your Medicae test restores an additional 1d3 Shock.
  • The Healing Palm: You may spend a Combat Action to touch an ally. You take 1d3 Mortal Wounds that cannot be resisted, and the ally restores 1d3 + Rank in Wounds.
  • The Mercy Veil (Spend 1 Glory): As a reaction to an ally taking damage within 10m, you manifest a shimmering aegis of Ihsan. The ally gains +3 Resilience against that specific attack.
  • Aura of Non-Aggression: Any enemy attempting to target the wearer with a Melee Attack must first pass a Resolve (Wil) Test (DN 3). If they fail, they must choose a different target or lose the action as their conscience wavers.