Rarity: Common
Tier: 1
Roleplay Emphasis: • Berserk
Slot: Neck (counts as one worn magical item)
Tags: Karakia, Battlechant, Berserker, Sound-Magic, Spirit-Awakening, Neckwear, Rage-Aid, Common Relic, Warrior-Cry, Frenzy-Blessed, Boar-Spirit, Ragebound, Blood-Chanter, War-Relic, Beast-Scented, Fury-Talisman, Tusk-Mark, Tribal-Magic, Frenzy-Etched, Battle-Hum
Lore: In the days before the iron-hunters tamed their wrath with smoke and chains, there was the chant of Split-Tooth—half-man, half-beast, who wore his tusks shattered from clashing with stone-faced spirits. His roar was not one of chaos, but a binding karakia—a chant that loosed restraint only when it knew its own measure. Warriors carved his chant into boarbone and wore it until sweat and fury awakened it.
This relic echoes from those boarbone etchings, woven now into cord and fang, passed from blood-rites of clan-breakers to outcast guardians who know that rage, when spoken to properly, can shield as much as it rends.
Description: A necklace of thick hide cord bound with two curved fang fragments—one smooth, one broken jagged. Between them hangs a carved talisman of scorched wood, etched with spiral glyphs in charcoal ink. When activated, the glyphs flare red, and a guttural resonance vibrates the wearer’s ribs. The scent of old sweat, smoke, and iron-soaked soil clings to the talisman even when cleaned.
Detailed Stats
Passive Magic Effects:
• Spirit-Fused Ferocity: The wearer gains +1 to melee damage rolls when below half HP.
• Echo of the Chant: Once per short rest, after dropping to 0 HP and returning by any means, the wearer may choose to stand immediately without using an action.
• Beastblood Harmony: All attempts to track the wearer by scent have disadvantage; animals treat the wearer with wary respect.
Activable Magic Effects:
• Karakia of the Split-Tooth Roar (1/day): As a bonus action, the wearer unleashes a whispered karakia under breath. For 1 minute:
– The wearer gains advantage on Strength-based attack rolls and saving throws.
– If already raging, the first attack each round deals an additional 1d4 psychic damage as the roar rides the mind.
– If not raging, the wearer gains +2 temporary HP each time they reduce an enemy to 0 HP during this minute.
(Ends early if the wearer is silenced, unconscious, or chooses to stop.)
• Snarl Pulse (1/long rest): As a reaction when hit by a melee attack, the pendant releases a brief sonic jolt. The attacker must make a DC 12 Constitution save or be deafened for 1 round and pushed 5 feet away.
This item is revered by war-clans and taboo-fighters alike, often passed on with the blood still fresh. While not cursed, it cannot be worn idly—it expects rage. Those who fail to respond in combat may feel its carved teeth draw a line across their throat during sleep. It is not a threat—it is a reminder.
Shops & Commerce for Karakia 297 of the Split-Tooth Roar
1. Blood-Loomed Forge-Stalls (Warring Border Markets)
In war-torn marches between rival tribes or militarized zones, smiths operate out of half-sheltered forges known as Blood-Looms—often little more than anvil-hearths beside wagons or altar-stones. These forges specialize in warrior talismans traded for iron, hides, or meat.
- Acquisition Method: Trade for martial service, beast trophies, or raw tusk fragments.
- Cost: 65–80 gp equivalent in barter or raw beast materials.
- Notes: May come with tribal etchings or blood-right tattoos on purchase; refusal of ceremonial binding may insult the seller.
2. Roaring Driftbone Stalls (Mountain Clans & Raider Outposts)
Highland or cliff-dwelling clans sometimes operate driftbone stalls—market huts built from scavenged wood, bone, and hide, with hanging charms and throat-sung chants in the air. These stalls favor barter over coin.
- Acquisition Method: Exchange for rare fermented spirit, rage-etched war stories, or battle-sung chants.
- Cost: Equivalent of 50–60 gp, though cash is frowned upon without a challenge duel.
- Notes: Many insist the buyer shout a personal oath into the stall’s windhorn before taking the item.
3. Hollow-Tusk Archives (Wandering War-Priests)
Traveling through Saṃsāra’s untamed lands are war-priests and spirit-chroniclers who carry packs filled with martial karakia artifacts. They sell only to those “proven in collapse” (e.g., visibly wounded, battle-worn, or unhealed).
- Acquisition Method: Direct from a war-priest; may require storytelling or memory sharing.
- Cost: 45–75 gp or a favor owed to the priest’s order.
- Notes: Occasionally offers enchanted variants marked with clan-scars that alter effects when used in tandem with tribal chants.
4. Arena-Market Charmer Rings (Urban Combat Arenas)
In major cities with organized pit-fighting or gladiatorial traditions, Charmers hawk minor enchantments and warrior-boon trinkets in the blood-drenched corridors beneath arenas.
- Acquisition Method: Open sale with license or proof of arena participation.
- Cost: 70 gp standard; 55 gp if the buyer is a ranked fighter.
- Notes: Often carries faint traces of previous owners’ sweat and wrath; some claim they scream faintly at night.
5. Spirit-Tongue Traders (Borderline Shamanic Huts)
Outposts near sacred grounds sometimes harbor wandering spirit-menders who chant over items before sale. They treat karakia items with reverence, considering them too sacred for mere warriors.
- Acquisition Method: Requires an offering (feathers, carved prayers, or old bone tools) and a confession of rage.
- Cost: 1–2 gp for materials, 40 gp in ritual offerings and time.
- Notes: Some buyers swear their dreams change after these transactions—either clarity or fever.
This item is not found in polished magical boutiques or Arcane Chambers—it lives where the air smells of blood, fire, and old songs.
Roleplay Use of Karakia 297 of the Split-Tooth Roar in Varied Environments
Common rarity • Tier 1 • Roleplay Emphasis: Berserk
Urban Environments (Crowded Markets, Back Alleys, Coliseums)
Offensive Use:
In the chaos of alley brawls or arena clashes, the karakia becomes a guttural murmur in the throat—unleashed just before a flurry of strikes. The whispered chant calls forth an inner tremor that sharpens reflexes and drives wild aggression. Street-fighters might growl half the chant while circling opponents, letting intimidation do half the work.
Defensive Use:
When surrounded by guards or thugs, the wearer mutters the karakia to bolster their frame. The glyphs on the fang fragment flare, and the user can take a hit with barely a flinch. In coliseum bouts, the pendant might vibrate in warning as a feint approaches, subtly guiding the wearer to duck or counter.
Roleplay Tone:
Short, clipped speech, growled words, explosive bursts of rage followed by eerie calm. Locals might call the wearer a “chant-breaker” or “howler-born.”
Wilderness (Forests, Mountains, Swamps)
Offensive Use:
While stalking prey or clashing with territorial beasts, the chant awakens the predator within. The pendant amplifies the user’s heartbeat like a war drum, and their strikes become fast and brutal. Against monstrous fauna, the chant invokes primal challenge—some creatures pause, unsettled, before engaging.
Defensive Use:
In ambush or cornered positions, activating the karakia causes animals to hesitate or flee, sensing the supernatural wrath building. It steadies the user’s panic and transforms fear into fury, making flight impossible but resistance probable.
Roleplay Tone:
Heavy breathing syncs with nature’s rhythm. The user may chant beneath their breath as they move—less a performance, more a heartbeat ritual. Animals may act strange in their presence—restless or too still.
Battlefields (Warzones, Skirmish Lines, Fort Raids)
Offensive Use:
Among warbands or berserker squads, the karakia is shouted in shared rhythm. When activated, it becomes a signal—charging as one, overwhelming enemies with synchronized fury. The additional psychic bite marks foes for others to finish off.
Defensive Use:
When wounded or surrounded, the roar becomes a wall. Even at death’s edge, the pendant pulses and allows the warrior to stand once more, bloodied but unbowed. Enemy lines might break, unnerved by the refusal to fall.
Roleplay Tone:
Loud, reverent rage. The wearer may clutch the talisman and chant their ancestors’ names before charging. Others may follow their chant, treating them as the embodiment of Split-Tooth’s return.
Sacred or Ritual Grounds (Shrines, Blood-Pits, Memory Circles)
Offensive Use:
Using the karakia in a holy place is dangerous—its roar may awaken spirits or violate taboos. But when sanctioned, the talisman’s glyphs may flare with extra intensity. Foes tied to the spirit world are more likely to be affected by the pendant’s psychic bite.
Defensive Use:
In the presence of ancestral echoes, the karakia stabilizes wounds or repels corrupted entities. It draws upon old boar-spirits or bone-guardians who still walk these places unseen.
Roleplay Tone:
Hushed intensity. Every syllable of the chant matters. The user might kneel before shrines, pressing the fang to stone before battle. Ghosts may whisper back.
Seafaring or Coastal (Whaling Vessels, Island Cliffs, Reef Wars)
Offensive Use:
Over crashing surf or ship deck duels, the chant cuts through the wind like a low thunderclap. Rage given voice over water becomes wild and rhythmic. When boarding enemy vessels, the first roar often disorients foes unused to the sound’s vibration across hulls.
Defensive Use:
The talisman responds oddly to storms—thumping against the chest with every thunderclap. In naval clashes, the karakia may provide balance and reflex, guiding the berserker through wind-lashed combat and slick decks.
Roleplay Tone:
Roaring laughter, defiance in the face of waves and lightning. Seafarers say the Split-Tooth’s voice is carried by storm gulls who scream before blood is spilled.

Perception of Activation:
User’s Perspective:
Sight: The spiral glyphs etched in charcoal ink ignite in pulsing crimson light, dancing in tight circular rhythm. Edges of the talisman glow faintly, as if stoked by unseen embers.
Sound: A low, bone-deep growl begins—not in the ears, but within the chest cavity. It matches the rhythm of a distant war drum felt more than heard.
Touch: The hide cord tightens briefly around the neck like a warning embrace, then steadies. The talisman vibrates against the sternum in time with rising adrenaline.
Smell: Sweat long soaked into old battlefield leathers, smoldering peat, and blood on rusted iron rises faintly from the wood.
Taste: A copper tang seeps into the back of the throat, unbidden. It stings like the edge of rage.
Extrasensory: The user becomes acutely aware of the distance between their heartbeat and enemy intent. Instinct narrows, as if time briefly flattens. The presence of ancestral spirits may be felt standing just beyond sight—silent, nodding, approving.
Observer’s Perspective:
Sight: The glyphs blaze briefly and flicker in red spirals, reflecting against the user’s chest and jawline. The smooth fang gleams, while the jagged one darkens. The wearer’s posture shifts subtly—shoulders rise, gaze narrows.
Sound: No noise emits from the talisman directly, yet a faint, echoing thrum is felt in the air, especially through metal or wood nearby. The wearer may begin muttering—quiet, rhythmic syllables in no known language.
Touch (if nearby): The air around the wearer grows dense and warm, as if preparing for a thunderclap.
Smell: A sudden sharpness—like charred bone, heated leather, and the dusty residue of dried sweat—catches in the nose.
Taste: A faint metallic bitterness on the tongue, as if after biting one’s lip in anticipation.
Extrasensory: Observers with magical sensitivity may hear discordant echoes behind the activation, like the footfalls of charging beasts or the cracking of old tusks. The pendant radiates an aura of “unwelcome invitation”—not malicious, but primal. Spirits of war may stir.
Positives:
- Heightened combat readiness and clarity.
- Deterrence through visible and sensory intimidation.
- Activation grants instinctual focus and limited precognition of danger.
- Enhances presence in war-rituals or sacred duels.
Negatives:
- May provoke spiritual discomfort in peaceful beings or places.
- Sensitive individuals may feel sickened by the aura of violence.
- Cannot be easily hidden once activated; the resonance is unmistakable.
- Prolonged use may draw the attention of wandering wrath-spirits or ancestral judges.
This activation is not loud, but it resonates—a presence felt beneath the skin and behind the eyes, reminding all nearby that fury, once named, walks alongside its bearer.
Crafting Recipe: Karakia 297 of the Split-Tooth Roar
Materials Needed:
- 1 Smooth Boar Fang (cleansed in stormwater)
- 1 Jagged Boar Fang (must be taken from a beast that died mid-roar)
- 1 Palm-sized piece of Scorched Ashwood (from a tree struck by lightning)
- 1 Vial of Charcoal Ink (prepared using bone ash and soot)
- 3 Feet of Thick Hide Cord (preferably dyed with warrior’s sweat or battlefield soil)
- 1 Pinch of Crushed Tuskroot (to bind glyphs during the chant-burn)
- 1 Drop of blood from a willing bearer (new or future user)
Tools Required:
- Engraver’s Awl or Bone Etcher
- Chant-Burn Bowl (ceramic or bronze with spiral carvings)
- Flame source (natural fire, not magical)
- Carving stone or spirit-forged anvil
- Ritual mask or rage-silencer (to prevent premature activation during crafting)
Skill Requirements:
- Artisan Skill (Bonecrafting or Woodburning) – Basic Competence Required
- Spirit-Tongue Familiarity – Must know the syllables of the karakia in chant form
- Naturecraft or Beastlore – Understanding of predator-beast behavior and fang preparation
- Ritual Binding – Ability to anchor glyphs through chant and binding medium
Crafting Steps:
- Cleanse the Fangs:
Bathe both fang fragments in stormwater while reciting the first verse of the karakia. The water must come from natural rainfall collected within the past moon. - Prepare the Ashwood:
Sand the scorched wood until its surface is smooth but still retains burn texture. It should feel “alive with heat” under touch. Avoid removing all the scorch—it is part of the memory. - Etch the Glyphs:
Use the bone etcher and charcoal ink to inscribe four spiraling glyphs onto the wood, invoking anger, memory, breath, and restraint. The ink must be freshly mixed and never reused. - Bind the Fangs:
Drill two small sockets at each side of the wood and insert the fang fragments. They should feel tightened by silence—any rattling indicates spiritual instability and requires the talisman to be re-etched. - Cord Wrapping and Knotting:
Thread the hide cord through the fang joins and secure tightly in a bone-weave pattern. While doing this, hum the karakia’s pulse-beat rhythm to resonate through the fibers. - Chant-Burning:
Place the full item into the chant-burn bowl with the tuskroot and drop of blood. Light a small flame beneath and chant the karakia continuously for eight breaths. The glyphs should flicker faintly—this marks successful attunement. - Cooling and Holding:
Let the pendant cool under open sky. Do not shield it from wind or rain. Once cooled, the talisman must be held in both hands in silence for one full minute to bind the spirit of the roar.
Optional Customization:
To tie the pendant to a specific avatar or clan, a fifth glyph (Name-of-Rage) may be added on the back after successful crafting, using soot from a fire started with the user’s own gear or breath.
Success yields a functional karakia talisman attuned to berserker instincts, usable by Tier 1 avatars. Improper crafting may result in muted glyphs, unstable resonance, or psychic backlash upon activation.
Broken-Fang Roarer and Last Shout of Sorrow
(Found in the Wet-Bark Recitation Leaves, mistranslated sixfold from a language older than spiral-speech, scratched with bone-shard upon leaf-pressed scrolls preserved in salt-sealed jars among the Howling Cliff Tombs.)
Once, in the time when gods were smoke-shaped and people were not yet people, but beasts who stood crooked with song on their breath, there lived one called He-Who-Tasted-Thunder-Twice. He was no elder, no war-chief, no gifted dream-meater, but rather a runner between fires, keeper of ashes, a younger of no name and all names.
In the clan of Roarbone, all spoke the karakia of the boar-fathers—chants that told tusks to sharpen, chants that made rage bloom like blood-poppies. All knew the way of the Shout Dance. But this younger, Thunder-Twice, he stammered. When he tried to chant, his tongue knotted. When he tried to strike, his limbs forgot. When he tried to howl, the air shamed him.
So he left, as ash-leavers do. And the storm found him.
In the belly of the woods, where lightning roots itself in sleeping trees, he came upon a wild sow—giant, foaming, wounded from war with men or gods. She charged, and he, coward-flesh and wrong-tongue, stood not as a warrior, but sang—sang a stammered, half-broken karakia from memory and spit and fear.
The sow stopped.
Then bellowed.
Then died.
Not from wound, not from weakness, but from sorrow, they say—from hearing her own rage sung back as pity.
Thunder-Twice wept. From the sow’s mouth he took two fangs—one smooth and old, one jagged from years of grinding. He carved them to hold a piece of burnt tree that had once been struck by the very lightning he had fled. He etched upon it the glyphs he could remember, and those he could not, he felt. No war-chief blessed it. No priest burned incense. But it spoke. Not loud. Not proud. But deep. In ribs and knuckles.
He wore it back to the clan. They mocked, then feared. For when the howls began from the canyons, and the earth itself bucked with rage, it was Thunder-Twice whose heartbeat shaped the chant that calmed the bones.
The item came to be known as the Split-Tooth Roar, for it did not roar to frighten. It roared to remember. Those who wear it do not always win. But they never fall quietly.
And when the world ends, the echoes of its last battle will carry a rhythm—low, harsh, flawed, but true—and the spirits will rise not to a war-cry, but to a wounded voice that roared because silence could no longer hold.
Moral: It is not the perfect chant that awakens the spirit, but the broken one spoken when no one listens.
Suggested conversions to other systems:
CALL OF CTHULHU (7th Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Type: Talisman
Rarity: Common
Tier: 1
Description: A rugged necklace made of two boar tusks and a carved talisman of scorched ashwood. Etched with glyphs of wrath in charcoal ink. Emits a guttural internal resonance when activated.
Effects:
• When worn, the user gains +10% to Intimidate checks.
• Once per session, the wearer may activate the karakia by chanting its broken war-verse, granting them +1d4 to a single combat-related Strength or Constitution roll.
• If activated in the presence of spirits or unnatural entities, there is a 10% chance they are repelled for 1d6 rounds (resist with POW vs POW).
• Drawback: Activation causes 1 SAN loss due to ancestral wrath bleeding into the bearer’s mind.
Slot: Neck
Tags: Berserker, Folk Magic, Boar Spirit, Ancestral, Warding
BLADES IN THE DARK
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Arcane Implement
Load: 0 (small charm)
Description: An old warrior’s talisman made of tusk and burnt wood. When invoked with a chant, it awakens primal rage and spectral echoes of past battles.
Mechanics:
• Use 1 Charge (restored at downtime): Gain potency on all Skirmish and Wreck actions for one engagement.
• Gain +1 effect when intimidating or threatening during any social or combat scene involving violence.
• When invoked in the presence of spirits, they hesitate or become confused briefly (GM’s discretion).
Downside: Causes 1 stress upon activation.
Slot: Personal Item
Tags: Ritual, Spirit, Rage-Linked, Battle-Worn, Mythic
DUNGEONS & DRAGONS (5th Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Wondrous Item, common (requires attunement by a Barbarian or character proficient in Intimidation)
Description: This necklace, woven from hide and ancient tusks, bears glyphs that pulse when its chant is spoken.
Stats and Abilities:
• While attuned, you gain advantage on Intimidation checks once per short rest.
• As a bonus action, you may activate the karakia once per long rest to enter a minor rage state for 1 minute:
– Gain temporary hit points equal to your level + Constitution modifier
– Once during the duration, you may add +1d6 force damage to a melee weapon attack
• When activated near undead or spirits, they must succeed on a DC 11 Wisdom saving throw or be Frightened until the start of their next turn.
Slot: Worn – Neck
Tags: Rage, Boar Spirit, Minor Enchantment, Tribal Magic
KNAVE (Updated Edition-Compatible)
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Magical Talisman
Encumbrance: 1 slot
Effects:
• Once per day, activate by chanting. Gain +1 bonus to STR for 10 minutes.
• You gain advantage on any roll involving intimidation or resisting fear while wearing the talisman.
• When encountered by spirits or creatures of emotion (e.g., specters, banshees), the talisman pulses. Once per day, you may repel such an entity for 1d6 rounds (no save).
Crafted from: Ashwood, boar tusk, burned hide cord, and warrior’s chant-thread
Tags: Berserk, Tribal, Spirit-Ward, Battle-Charm, Ragecraft
FATE CORE SYSTEM
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Arcane Trinket (Personal Stunt Item)
Aspect Granted: “Bearer of the Roaring Boar-Spirit”
Benefits:
• Once per session, you may invoke this item’s aspect for free to gain a +2 bonus on a Forceful or Flashy action when engaging in physical intimidation or berserker-style combat.
• You gain a situational aspect: “Fury Echoes in My Steps”, which can be invoked while raging, chanting, or when resisting fear.
• When used during a compel or overcome action against supernatural fear or spirit coercion, you gain an additional +1 bonus.
Drawback: After activation, your actions become more aggressive for the scene; you cannot take the “Careful” approach without a compel.
Tags: Spirit-Ward, Rage-Born, Chanter’s Echo, Boar-Blessed
NUMENERA / CYPHER SYSTEM
Item Name: Karakia 297 of the Split-Tooth Roar
Type: Artifact (Level 1d6)
Form: A talisman made of ashwood and beast fangs strung on a hide cord.
Effect:
• Passive Effect: While worn, the bearer gains +1 to Intimidation and resistance to fear effects.
• Active Effect (1 Intellect Point): Chanting activates the boar-spirit within for 10 minutes:
– You deal +1 damage on melee attacks.
– Once during that duration, you may add +2 Armor against a single physical attack.
– Nearby spirits or haunts within short range must make a Level 2 Intellect defense roll or become dazed for 1 round.
Depletion: 1 in 20 (check on each use)
Tags: Berserker, Spirit-Attuned, Savage Utility, Folk Magic
PATHFINDER (2nd Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Worn Item – Talisman
Rarity: Common
Level: 2
Price: 30 gp
Usage: Worn on neck; one talisman slot
Activation: Interact (1 action)
Effect:
• When activated, the user gains +1 status bonus to attack rolls and Intimidation checks for 1 minute.
• Once during that minute, you can cause a creature within 10 feet to become Frightened 1 (Will save DC 15 negates).
• You gain resistance 2 against mental damage or fear-based effects for the duration.
Traits: Magical, Evocation, Emotion, Spirit
Craft Requirements: Boar tusks, ashwood from a lightning-struck tree, druidic or shamanic guidance, karakia ritual engraving
SAVAGE WORLDS (Adventure Edition – SWADE)
Item Name: Karakia 297 of the Split-Tooth Roar
Type: Magical Relic – Worn (Necklace)
Rarity: Common
Tier: Novice
Effects:
• While worn, grants +1 to Intimidation and Spirit rolls when resisting fear.
• Once per session, the wearer may activate the karakia with a spoken chant. For 3 rounds:
– Gains the Frenzy Edge regardless of prerequisites
– Deals +1 melee damage
– All adjacent spirits, undead, or summoned beings must make a Spirit roll at −2 or be Shaken
Drawback: After activation ends, the wearer suffers a level of Fatigue for 10 minutes due to psychic echo.
Slots: 1 worn item
Tags: Rage-Blessed, Totemic, Spirit-Charm, Tribal Invocation, Fear-Bane
SHADOWRUN (6th Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Awakened Talisman
Availability: 2R
Cost: 750¥
Essence Cost: 0
Description: A crude but powerful talisman constructed of boar fangs and scorched wood inscribed with ancestral glyphs. It channels berserker spirits through karakia chants.
Game Mechanics:
• Passive: +1 to Intimidation and Willpower-based defense tests against fear or intimidation.
• Active (Complex Action, Free once per session):
– Enter a spirit-linked frenzy for 1 minute (6 Combat Rounds). While active:
▸ +1 to melee attack dice pools
▸ +1 DV on unarmed or melee attacks
▸ Spirits within 10 meters must resist with Willpower + Logic (Threshold 3) or suffer Confusion (−2 to all actions for 1 Round)
• Drain Value: 2 (Resist with Willpower + Charisma)
Tags: Awakened, Fetish, Combat Utility, Spirit-Linked, Folk Tradition
STARFINDER (2nd Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Hybrid Item – Worn
Level: 2
Price: 275 credits
Usage: Worn; 1 slot
Capacity: 2 charges
Recharge: 1 charge per long rest
Description: Crafted by primal world shamans, this talisman channels feral rage through ancient chants, resonating with hybrid tech–magic energy.
Effects:
• Passive: +1 morale bonus to Intimidate checks
• Activation (1 charge, Standard Action):
– For 1 minute, gain +1 to melee damage and temporary +2 bonus to saving throws against fear and emotion effects
– Once during duration, you may activate a sonic burst (10 ft. radius) forcing all enemies to succeed on Fortitude save (DC 12) or become off-target for 1 round
Traits: Hybrid, Emotion, Technomystic, Ancestral
TRAVELLER (Mongoose 2nd Edition)
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Cultural Artifact (Minor TL 0 Relic)
Mass: Negligible
Value: 2000 Credits (Collectors), 150 Credits (Functional)
Description: A relic of ancestral significance worn by ritual warriors. The boar fang-talisman channels a primal psychic pulse when the karakia chant is spoken.
Game Mechanics:
• Passive: Grants DM+1 on Social or Leadership checks when using threats, intimidation, or asserting dominance.
• Active: Once per session, the bearer may enter a Battle Chant Mode (Standard Action):
– Gain +1 melee damage and +1 END resistance checks for 10 minutes
– Psychic creatures must test against 8+ (average Willpower) or be unsettled, granting them DM−1 on all offensive actions for 1d3 rounds
Traits: Primitive, Psychic Resonance, Warrior Culture, Rare Trade
WARHAMMER 40,000: WRATH & GLORY
Item Name: Karakia 297 of the Split-Tooth Roar
Item Type: Wargear – Relic Talisman
Rarity: Common
Tier: 1
Keywords: Primitive, Artifact, Spirit
Description: A fetid, tooth-bound chant charm from a lost feral world, rumored to pulse with the war-hymns of its long-dead ancestors.
Game Effects:
• Passive: Grants +1 to Intimidation (Interaction skill) and Conviction tests when resisting fear
• Activable (1 Use per Session):
– As a Free Action, enter a feral trance for the rest of the Scene:
▸ +1 dice to melee attacks
▸ Enemies within 3 meters must pass a DN 3 Resolve test or become Staggered
• Complication: After use, the bearer gains 1 point of Shock due to mental strain from ancestral memory surge
Slot: Talisman (Worn)
Value: 100 Thrones (Feral Market), 400 Thrones (Relic Collector)
