Druze 841 of the Fractured Intellect

Lore: In the high peaks of Saṃsāra, where the air is thin and the mind must be sharp, the Druze 841 of the Fractured Intellect was forged. Druze mysticism teaches that the Universal Intellect is the first emanation of the Divine, a source of pure reason and light. However, this specific item was crafted by a frustrated initiate who believed that the road to spiritual growth was constantly blocked by the “idiocy of the uninitiated.” Rather than radiating calm, this item hums with a sharp, impatient energy. It seeks the truth but has no patience for those who move too slowly toward it. It is given to Tier 1 avatars who are known for their biting wit and low tolerance for nonsense, acting as a abrasive catalyst for “enlightenment through irritation.”

Detailed Stats

  • Slot: Neck (A heavy, dark iron torque engraved with microscopic geometric patterns that represent the five cosmic principles).
  • Tier: 1.
  • Rarity: Common.
  • Weight: 1.5 lbs.
  • Material: Cold iron, lapis lazuli inlays, and a single, sharp shard of obsidian.

Skills Gained

  • Piercing Insight: The avatar gains a bonus to detecting illusions or half-truths, fueled by their sheer annoyance at being deceived.
  • Intimidating Logic: Using complex, mystical jargon delivered with a snarl, the avatar can bully others into agreeing with a “logical” course of action.

Passive Magic

  • The Intellect’s Spite: While wearing the torque, the avatar’s mind is shielded against minor mental distractions. However, this manifests as a “Psychic Thorns” effect; anyone attempting to read the avatar’s mind without permission receives a sharp, stinging sensation of intellectual contempt.
  • Unveiling Glare: The obsidian shard catches “spiritual grime.” The avatar can see the faint shimmer of magical auras, though seeing them makes the avatar grit their teeth in agitation.
  • Weight of Reason: The avatar is physically harder to move or knock prone as long as they are standing their ground during an argument, as their “stubbornness” is magically anchored to the world’s foundations.

Activable Magic

  • Bellow of the Universal Truth (Normal Activation): The avatar shouts a single, indisputable fact with such bad-tempered conviction that it creates a localized shockwave. This can daze a single opponent for one round or blow back small, loose objects.
  • Spiritual Rebukal (Reaction Activation): When an ally makes a “stupid” mistake or misses an attack, the avatar can mutter a biting mystical insult. This magically forces the ally to reroll the failed check, though the ally suffers a minor penalty to their next social roll with the avatar due to the sting of the rebuke.
  • Gate of the Fifth Principle (Ritual Activation): By sketching a geometric seal in the dirt while complaining loudly about the necessity of doing so, the avatar can create a small zone of “True North.” Inside this zone, no one can get lost, and all maps become perfectly accurate for one hour.

Tags: Neck-Slot, Druze-Mysticism, Universal-Intellect, Bad-tempered, Cold-Iron, Geometry, Mental-Shield, Tier-1, Truth-Seeking, Spiteful, Saṃsāra-Tides, Abrasive, Crystalline, Impatient, Dogmatic, Sharp-Edged, Stern, Resonant, Unyielding, Skeptical, Grudging, Geometry-Bound

In the world of Saṃsāra, items resonating with Druze Mysticism are not found in common markets. Because the Druze 841 requires a certain level of “intellectual fortitude” (and the ability to ignore its constant, irritable humming), it is traded in locations where knowledge is guarded and tempers are short.

Where to Buy and Sell

  • The Archives of the Grumpy Scribe: These are semi-private shops located in the basement levels of great libraries or inside hollowed-out mountain peaks. The shopkeepers are usually elderly mystics who find customers “taxing.” To buy a Druze 841 here, you must first prove you aren’t an “intellectual tourist.” The item is usually kept in a lead-lined box to stop it from “shouting” psychically at the other artifacts.
  • The Iron-Mind Foundry: Located in industrial districts where sacred geometry is applied to metalworking. These shops are loud, hot, and filled with artisans who have no time for pleasantries. The Druze 841 is sold here as a “stabilizing tool” for those who work in chaotic magical environments. Selling to them is straightforward; if the iron is cold and the lapis is pure, they will buy it without a word of greeting.
  • The High-Altitude Hermitage: Reached only by climbing treacherous stairs or taking specialized sky-gondolas. These small outposts sell relics to pilgrims. Because the Druze 841 is “Bad-tempered,” the monks here are often eager to sell it just to restore peace to their meditation halls. Buying from them often feels like they are doing you a favor by letting you take the “problem” away.

Buying and Selling Costs

The value of the Druze 841 is tied to its “Reason-Weight”—the purity of its geometric engravings and the sharpness of its obsidian shard.

  • Archives of the Scribe (Authenticated/High Quality): To buy, the cost is 15 to 20 Gold. The price includes a lecture on why you probably aren’t worthy of it. They will buy it from you for 8 Gold, but only if you can explain the “Third Principle” of the item’s geometry.
  • The Iron-Mind Foundry (Industrial/Raw): To buy, the price is 110 to 130 Silver. They value the material and the functional “Mental Shield” more than the mysticism. They will buy it for 55 Silver, likely intending to melt it down if the “Bad-tempered” aura is too disruptive.
  • High-Altitude Hermitage (Desperate/Relic): To buy, the price is 5 Gold and 50 Silver. The price is lower because the item is genuinely annoying to the monks. They will “buy” it back (trade) for Supplies and 20 Silver, mostly as an act of spiritual duty.

The Bad-Tempered Transaction

Buying the Druze 841 is a test of patience. The item often vibrates unpleasantly when a “slow-witted” person touches it, which can lead to a direct insult from the merchant or the item itself. Selling it is equally difficult; most merchants will try to low-ball the avatar, claiming the item’s “attitude” makes it hard to move. A successful sale usually involves the avatar being just as abrasive as the merchant, proving they have the “Fractured Intellect” required to have mastered the torque in the first place.

In the world of Saṃsāra, roleplaying with the Druze 841 of the Fractured Intellect requires the avatar to embody a “hostile scholar.” You aren’t just angry; you are intellectually insulted by the inefficiency and chaos of the world. Your magic doesn’t come from a place of rage, but from a place of supreme, irritable correctness.


Defensive Roleplay

  • Safe Areas (Diplomatic Courts/Grand Libraries): Defense here is the Psychic Thorns of the “Intellect’s Spite.” If a noble tries to charm you or a spy tries to read your mind, roleplay a sharp, physical flinch followed by a look of pure disgust. You might say, “Your mind is a cluttered mess of petty desires; stay out of my sight before I catch your mediocrity.” The magic makes the intruder feel a stinging headache, forcing them to break eye contact and abandon their mental prying out of sheer discomfort.
  • Normal Areas (Mountain Passes/Roadside Camps): You utilize the Weight of Reason. If someone tries to shove you aside or a gust of wind threatens to knock you off a ledge, you don’t just stand firm—you become a geometric absolute. Roleplay it by bracing your feet and reciting a mathematical principle under your breath. You aren’t “stronger”; you are simply “too stubborn to be moved by something as illogical as gravity.”
  • Unsafe/Deathly Areas: In the heat of combat, your defense is Piercing Insight. Roleplay your annoyance at enemy tactics. “A pincer movement? How derivative.” By spotting the “truth” behind their feints, you parry or dodge not with grace, but with a condescending snort, moving only as much as is strictly necessary to avoid the strike.

Offensive Roleplay

  • Bellow of the Universal Truth: This is your primary “bad-tempered” attack. It isn’t a war cry; it is a loud, aggressive correction. If an enemy is hiding behind a wooden crate, you shout, “THAT WOOD IS ROTTEN!” with the torque’s power. The sheer, undeniable truth of the statement, backed by the Universal Intellect, causes the crate to splinter or the enemy to reel back, dazed by the sudden realization that you are right.
  • Spiritual Rebukal: This is used on your own allies. When a teammate fails, you don’t offer comfort; you offer a stinging critique. “Your footwork was three inches off! Try again, and this time, think!” Roleplay the torque glowing with a sharp lapis light as your ally rerolls. The “offensive” part of this is the psychological pressure you put on the battlefield—friends and foes alike start playing better just to avoid your biting commentary.
  • Gate of the Fifth Principle (Aggressive Navigation): In a shifting maze or a confusing forest, you use this to “force” the world to make sense. Roleplay your character slamming a staff or fist into the ground, shouting about the “illogical layout of this terrain.” As the zone of “True North” appears, you aggressively lead the party forward, using the perfect accuracy of your maps to bypass enemy traps and find the most “logical” (and therefore shortest) path to their throat.

Perception of Activation:

  • Auditory (The Hum of Certainty):
    • User’s Perspective: You hear a high-pitched, vibrating drone like a tuning fork struck against glass. It drowns out idle chatter, leaving only the “sounds that matter.”
    • Observer’s Perspective: A sharp, metallic buzzing sound, similar to a hornet trapped in a tin can, emits from the torque, causing listeners to feel a sudden, unexplained headache.
    • Positives: You can perfectly track the rhythm of a heartbeat or the ticking of a hidden clockwork mechanism.
    • Negatives: Background music or soft whispers become physically painful, sounding like scraping metal.
  • Visual (The Geometry of Essence):
    • User’s Perspective: The world is overlaid with glowing blue blueprints. Straight lines become sharper, and you see the mathematical centers of gravity for everything in sight.
    • Observer’s Perspective: The lapis lazuli inlays on the neckpiece flare with a harsh, strobe-like sapphire light that forces people to squint.
    • Positives: You can spot the exact structural weak point in a wall or the gap in an opponent’s armor instantly.
    • Negatives: You become momentarily “colorblind” to anything organic or irregular, seeing forests and people as mere blurred shapes.
  • Tactile (The Cold Constraint):
    • User’s Perspective: The torque tightens slightly, feeling like a block of ice against your throat. This cold “wakes up” your brain, stripping away fatigue.
    • Observer’s Perspective: The air around your neck shimmers with frost, even in the desert heat.
    • Positives: You are immune to the effects of extreme heat and cannot be choked or strangled while the torque is active.
    • Negatives: Your neck becomes stiff; you must turn your entire body to look at something, making your movements appear robotic.
  • Olfactory (The Scent of Ozone and Ink):
    • User’s Perspective: The air smells sharply of a lightning strike and freshly dried parchment. It is clean, sterile, and biting.
    • Observer’s Perspective: A faint smell of “old library” and burnt copper wafts from you, often causing people to sneeze.
    • Positives: You can smell the presence of ink or written records from rooms away.
    • Negatives: You lose the ability to smell danger, such as smoke or rotting meat, as the sterile scent overwhelms all others.
  • Gustatory (The Metallic Aftertaste):
    • User’s Perspective: Your mouth fills with the taste of a copper coin. It is bitter and persistent.
    • Observer’s Perspective: You frequently smack your lips or scowl as if you just drank sour milk.
    • Positives: This bitterness prevents you from being affected by ingested poisons that rely on sweetness or subtle flavors to hide.
    • Negatives: You cannot enjoy food; everything tastes like licked iron.
  • Extra-Sensory (The Psychic Wall):
    • User’s Perspective: You feel as though your mind is encased in a lead vault. Other people’s emotions feel like distant, meaningless static.
    • Observer’s Perspective: You appear completely “unreadable” and frighteningly calm, even in a crisis.
    • Positives: You are immune to “Fear” effects and magical charms.
    • Negatives: You lose all sense of empathy; it becomes impossible to care if your words hurt someone’s feelings.
  • Extra-Sensory (The Error-Sense):
    • User’s Perspective: Whenever someone tells a lie or makes a logical fallacy, you feel a sharp, “zap” at the base of your skull.
    • Observer’s Perspective: You twitch irritably every time someone speaks, as if you are being poked by an invisible needle.
    • Positives: You have an internal “lie detector” that never fails to trigger.
    • Negatives: The constant “zapping” in a social environment makes you extremely prone to sudden outbursts of temper.

Recipe: Forging the Torque of the Irritable Sage

To recreate the Druze 841, the artisan must work in absolute solitude. The presence of a “distracting” assistant or unnecessary chatter will cause the geometric patterns to misalign, ruining the item’s intellectual resonance. The crafting must occur during a cold, clear night when the stars are sharp and “logical.”

Materials Needed

  • 2 lbs of Star-Chilled Cold Iron: Iron that has been left atop a mountain peak for seven nights to absorb the “impartiality” of the heights.
  • 3 Handfuls of Crushed Lapis Lazuli: Must be ground into a fine, crystalline powder.
  • 1 Razor-Sharp Obsidian Shard: Sourced from a volcanic vein that cooled rapidly; it must be capable of slicing silk by weight alone.
  • A Vial of Alchemist’s Mercury: Used to facilitate the flow of the geometric etchings.
  • 1 Scroll of Failed Logic: A document containing a proven falsehood or a poorly constructed argument, used as a “negative fuel” for the forge.

Tools Required

  • An Obsidian Stylus: For etching the microscopic geometric patterns; steel is too “soft” for the cold iron’s spirit.
  • A Heavy Iron Anvil: Must be perfectly level to within a hair’s breadth.
  • A Bellows of Thin Air: Used to keep the forge fire focused and blue, rather than sprawling and orange.
  • A Precision Compass and Square: Made of brass, used to ensure the angles are mathematically absolute.

Skill Requirements

  • Sacred Smithing (Tier 1): The ability to work cold iron without breaking its brittle, anti-magical nature.
  • Geometric Mysticism: Knowledge of the “Five Principles” and how to represent them through interlocking shapes.
  • Stoic Tolerance: The crafter must be able to withstand the item’s increasing irritability and psychic humming during the assembly.

Crafting Steps

  1. The Tempering of the Iron: Heat the star-chilled iron until it glows a pale, angry violet. Hammer it into a thick circular torque, but do not join the ends; it must remain “fractured” to represent the seeker’s journey.
  2. The Etching of the Principles: While the metal is still warm but not hot, use the obsidian stylus to carve the microscopic geometric patterns. You must recite a series of indisputable mathematical proofs as you work. If you stumble on a calculation, the iron will “spit” sparks, and you must start over.
  3. The Lapis Inlay: Mix the crushed lapis lazuli with mercury and the Scroll of Failed Logic. Apply this paste into the etched grooves. As the mercury evaporates, the “Bad” logic is consumed, leaving only the pure blue weight of the stone behind.
  4. The Setting of the Shard: Press the Obsidian Shard into the center of the torque. This is the “eye” that catches the spiritual grime. It must be set at an exact 45-degree angle to the torque’s curvature.
  5. The Quenching of Contempt: Instead of water, quench the finished torque in a basin of freshly fallen mountain snow while loudly listing your most significant intellectual grievances. The sudden hiss of the snow traps your “Bad-temper” into the metal, finalizing the bond between the Universal Intellect and your own irritable spirit.

Sharp-Tongued Sage and Logic of Stone Wall

In the Time-of-the-First-Correction, when the world was full of Soft-Headed-Fog and the people spoke with Words-of-Empty-Air, there lived a Great Thinker named He-Who-Is-Never-Wrong. He was a man of High-Brow-and-Thin-Lips, and his heart was a Cold-Forge that only burned for the Straight-Line.

He walked up the Mountain-of-Frozen-Thoughts because he was Much-Agitated by the dancing and the singing in the valley below. “They are Calculating-with-Broken-Sticks!” he cried to the clouds. He took the Iron-of-the-Star-Fall and twisted it around his neck so that his head would not Float-Away-on-Nonsense.

While he was sitting in the Cave-of-No-Echoes, a Demon-of-Lies came to him. The Demon was very Fat-with-Falsehoods and spoke with the Voice-of-Honey-and-Oil. The Demon said, “The sky is a blue carpet and the moon is a wheel of cheese.”

The Sage did not scream. He did not fight with the Edge-of-the-Sword. Instead, his Neck-Iron began to hum with the Buzzer-of-Truth. The Sage looked at the Demon and his eyes were like Obsidian-Knives. He said, “Your Premise-is-a-Rotten-Plank and your Conclusion-is-a-Falling-Brick.”

The Sage argued for Seven-Sleepless-Suns. He told the Demon that a circle cannot be a square and that One-plus-One-is-Always-Two, even if the Demon cried about it. The Demon became very Confused-in-the-Head. Because the Sage was so Bad-Tempered-and-Correct, the Demon began to Shrink-with-Shame. The Demon eventually became a Small-Pebble because it had no more lies to stand on.

The Sage was happy, but he was also Very-Annoyed that it took seven days to explain the obvious. He stayed on the mountain, for the people in the valley were still Singing-at-the-Wrong-Pitch, and the Iron-on-his-Neck would not let him rest until every Crooked-Line in the world was made straight.

The Moral of the Story

The man who smiles at every lie is soon drowned in a sea of illusions, but he who keeps his temper sharp and his logic cold may find himself lonely on a mountain, yet he is the only one who truly knows where the ground is.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Unique Name: Torque of the Sharp Rebuke Item Type: Wondrous Item, Common (Requires Attunement)

  • Slot: Neck
  • Psychic Thorns: While attuned, any creature that attempts to read your thoughts or charm you without your consent takes 1d4 psychic damage and must succeed on a DC 12 Charisma saving throw or have the effect end immediately as they are repelled by your intellectual contempt.
  • Unveiling Glare: You can use a bonus action to perceive the faint shimmer of magical auras (as per the Detect Magic spell) out to a range of 10 feet. This lasts until the start of your next turn.
  • Bellow of Universal Truth: As an action, you can shout an indisputable fact. One creature within 15 feet must succeed on a DC 12 Strength saving throw or be pushed 10 feet away and knocked Prone by the sheer force of your conviction. Once used, this cannot be used again until you finish a short or long rest.

Call of Cthulhu (7th Edition)

Unique Name: Iron Collar of Absolute Logic Item Type: Relic of the Universal Intellect

  • Slot: Neck
  • Mental Shielding: The wearer gains a +10% bonus to all Sanity (SAN) rolls made to resist mind-altering spells or the influence of mythos entities that rely on confusion or madness.
  • Piercing Insight: By spending 1D4 Sanity, the wearer can automatically succeed on a Psychology or Spot Hidden check to detect a lie or a visual illusion, as their mind rejects the irrationality of the falsehood.
  • Intimidating Logic: The wearer may use Hard Science or Library Use in place of Intimidate during social encounters, overwhelming opponents with a barrage of cold, irrefutable facts.

Blades in the Dark

Unique Name: The Sage’s Cold-Iron Torque Item Type: Fine Item (1 Load)

  • Slot: Neck
  • Quality: Fine (+1 Tier for effectiveness when Studying or Resisting mental manipulation).
  • Weight of Reason: You gain Potency when resisting any effect that would move you physically or influence your mind through supernatural means.
  • Spiritual Rebukal: When an ally within earshot fails an action roll, you may take 1 Stress to berate them. They may reroll one die from their pool, but you take -1d to your next social action with them due to the friction caused.
  • Gate of the Fifth Principle: During a Downtime Action, you may use this item to automatically succeed on a project related to navigation or map-making, provided you spend the entire time complaining about the inaccuracy of existing records.

Knave (2nd Edition)

Unique Name: The Obsidian Logic-Gate Item Type: Magic Item (1 Slot)

  • Slot: Neck
  • Passive: You have Advantage on saves against magic that affects the mind or attempts to deceive the senses.
  • Bellow of Truth: Once per day, you may shout a command rooted in logic. All enemies of Level 1 or 2 within earshot must make a WIS Save or be Stunned for 1 round as they contemplate their own tactical errors.
  • Unveiling Glare: You can see invisible spirits or magical traps, but doing so is physically exhausting. After using this for more than a minute, you must make a CON Save or take 1 point of fatigue.
  • Bad-Tempered: You cannot use the Lead action or cooperate with others on checks unless you are the one in charge; your ego is too large to play a supporting role.

Pathfinder (2nd Edition)

Unique Name: Torque of the Fractured Intellect Item Type: Item 1, Invested, Divination, Magical, Occult

  • Slot: Neck
  • Usage: Worn; Bulk: 1
  • Intellect’s Spite: You gain a +1 item bonus to Will saves against mental effects. If you succeed at a saving throw against a mental effect from a creature, that creature takes 1d4 mental damage as they recoil from your abrasive thoughts.
  • Unveiling Glare: You gain a +1 item bonus to Perception checks to see through illusions and to Sense Motive.
  • Bellow of the Universal Truth [One-Action]:Frequency: Once per hour. You shout a harsh, logical absolute. One creature within 30 feet must attempt a DC 15 Fortitude save.
    • Success: The creature is unaffected.
    • Failure: The creature is Pushed 5 feet and becomes Deafened for 1 round.
    • Critical Failure: As failure, but the creature is also Prone.

Savage Worlds (Adventure Edition)

Unique Name: 841 Geometric Torque Item Type: Enchanted Item

  • The Intellect’s Spite: The wearer gains +2 to any rolls to resist Social or Arcane influences (such as Intimidation, Taunt, or the Puppet power).
  • Weight of Reason: You ignore 2 points of penalties from Difficult Terrain or environmental hazards that involve wind or slippery surfaces, as your stubborn logic anchors your feet.
  • Spiritual Rebukal: Once per turn, when an ally within 5″ (10 yards) fails a Trait roll, you may describe a biting insult to grant them a Reroll as if they spent a Bennie. This costs you 1 Fatigue as the intellectual strain of correcting them takes its toll.
  • Minor Hindrance: The wearer has the Mean Hindrance toward anyone who has a lower Smarts die than themselves.

Numenera & Cypher System

Unique Name: Universal Intellect Torque Item Type: Artifact (Level 1d6)

  • Form: A cold-iron collar etched with glowing sapphire lines.
  • Depletion: 1 in 1d20
  • Effect (Psychic Thorns): Your Intellect Edge is increased by +1 for the purpose of Defense tasks only. If a creature fails a task to mentally influence you, they suffer 2 points of Intellect damage.
  • Effect (Gate of the Fifth Principle): You spend 3 Intellect points to activate a field of absolute orientation. For one hour, you and any allies within immediate range cannot be lost, and any navigation-related task is eased by two steps.
  • Effect (Unveiling Glare): Tasks to perceive hidden dimensions, invisible creatures, or magical energy are eased by one step.
  • Hindrance: All Pleasant Social Interaction tasks are hindered by two steps.

Fate (Core/Condensed)

Unique Name: The Abrasive Iron Torque Item Type: Stunt/Extra

  • Aspect: Enlightened But Extremely Annoyed
  • Stunt (The Intellect’s Spite): Because I have no patience for mental manipulation, I gain a +2 to Defend with Will against any psychic or social attack that attempts to charm, deceive, or frighten me.
  • Stunt (Bellow of the Universal Truth): Because my logic is physically undeniable, once per scene I can use Lore instead of Physique to create an advantage or overcome an obstacle involving physical force (like pushing a door or shoving a foe).
  • Stunt (Piercing Insight): I gain a +2 to Empathy checks, but only to discern if someone is lying. I cannot use this to bond with or comfort others.
  • Cost: This item requires 1 Refresh. The GM may compel your aspect to make you blurt out a devastatingly rude correction at the worst possible political moment.

Shadowrun (6th World Edition)

Unique Name: Druze-Logic 841 “Mental Firewall” Item Type: Logic Focus (Rating 2)

  • Slot: Neck
  • The Intellect’s Spite: While the focus is active, the wearer gains a +2 dice pool bonus to all Resistance tests against Matrix-based biofeedback, Mana-based illusions, and mental manipulation spells.
  • Unveiling Glare: The wearer can perceive the “logic” of data trails. This grants a +1 dice pool bonus to Electronic Warfare or Tracking tests to identify the origin of a wireless signal or a hidden icon.
  • Bellow of the Universal Truth: By spending a Major Action, the wearer can release a “Linguistic Virus.” One target within 10 meters must resist a Logic + Willpower (3) test. Failure inflicts the Dazed status for one round as their brain struggles to process a paradoxical truth.
  • Social Flaw: The wearer’s Social Limit is reduced by 1 (minimum 1) when performing any task involving Etiquette or Diplomacy due to their condescending aura.

Starfinder (2nd Edition / Playtest)

Unique Name: 841 Geometric Reason-Weight Item Type: Level 1, Magic Item

  • Slot: Neck
  • Bulk: L
  • Weight of Reason [Reaction]: Trigger: You are targeted by a forced movement effect (like a push or a gravity well). Effect: You gain a +2 status bonus to your Fortitude save or your Reflex DC. If you succeed, you do not move a single inch.
  • Unveiling Glare [1-Action]: You gain Sense Through (Vision) against illusions and holographic disguises out to 30 feet. This lasts until the end of your next turn.
  • Bellow of Universal Truth [1-Action]: You shout a mathematical absolute. One creature within 30 feet must succeed at a Will save (DC 15) or take 1d6 sonic damage and be Off-Guard for 1 round.
  • Bad-Tempered: You take a -1 penalty to Diplomacy checks but gain a +1 bonus to Intimidate checks against creatures with an Intelligence score lower than yours.

Traveller (Mongoose 2nd Edition)

Unique Name: 841 Anti-Entropy Torque Item Type: TL 14 Psionic Suppressor/Enhancer

  • Weight: 0.5kg
  • Cost: Cr 12,000
  • Description: A cold-iron band that dampens chaotic psionic frequencies through geometric harmonics.
  • The Intellect’s Spite: The wearer receives a +2 DM to any check made to resist Telepathy or Psionic intrusion. If the intruder fails, they suffer 1D6 points of psychic Feedback damage.
  • Gate of the Fifth Principle: While wearing the torque, the Navigation skill is treated as being 1 level higher (to a maximum of Level 4) due to the item’s absolute sense of orientation.
  • Spiritual Rebukal: Once per encounter, when an ally within “Very Short” range fails a skill check, the wearer can intervene with a biting critique. The ally may re-roll the check with a +1 DM, but the wearer takes a -2 DM to all Social Standing interactions with that ally for the remainder of the day.

Warhammer (40,000 Roleplay: Wrath & Glory)

Unique Name: The Iron Torque of the Rationalist Item Type: Worn Curio

  • Value: 4 (Rare)
  • Keywords: [IMPERIUM], [INQUISITION], [LOGIC]
  • Passive (The Intellect’s Spite): You gain +2d6 to Resolve tests against any Psychic Power or effect with the [Fear] or [Corruption] keywords.
  • Unveiling Glare: You gain +1d6 to all Awareness (Int) tests. You can spend 1 Glory to automatically see through any non-daemonic illusion or hologram within 20 meters.
  • Bellow of the Universal Truth (Action): You bark a command of pure, cold logic. Target one enemy within 15 meters. They must pass a DN 3 Willpower Test. If they fail, they are Staggered and lose their next Move Action as they are paralyzed by the objective “wrongness” of their position.
  • Social Hindrance: You suffer a +2 DN penalty to any Persuasion (Fel) test made to comfort or inspire allies; your logic is too cold for the human heart.