Lore
The Tunguska 777 consists of a set of seven smooth, sky-blue pebbles recovered from the belly of a Great Northern Salmon—a fish believed by the Nenets to swim between the rivers of earth and the rivers of the stars. Shamanic gamblers of the high tundra use these stones to commune with Lotto-Vark, the “Spirit of the Unseen Outcome.” Unlike ordinary dice, these stones are sensitive to the “winds of fate.” It is whispered that the stones do not predict the future, but rather nudge the spirits of the air to make one particular reality slightly “heavier” than the others. In the gambling dens of the megacity’s lower tiers, a set of 777s is both a badge of a master risk-taker and a warning to those who play against them.
Detail Stats
- Tier: 1
- Rarity: Common
- Item Slot: Pocket or Belt (Pouch)
- Material: River-polished celestial agate and etched silver inlay.
- Weight: 0.1 lbs.
- Durability: Standard (Indestructible by non-magical crushing).
Skills Gained (Openly Worn)
- Cold Read: The avatar gains an uncanny ability to detect micro-expressions and pulse changes in others, granting a bonus to detecting lies or bluffs.
- Probability Intuition: The wearer can instantly calculate the mathematical odds of any non-magical event (e.g., the chance of a structural collapse or a card draw).
Passive Magic
- The Spirit’s Tilt: When playing games of pure chance (dice, coins, or drawing lots), the spirits subtly vibrate the stones, giving the wearer a supernatural “hunch” about the outcome.
- Static Luck: The stones absorb minor “bad juju.” Once per day, the wearer automatically succeeds on a trivial luck-based check (like finding a dropped coin or catching a falling glass).
- Honest Edge: The stones hum with a low frequency if a magical cheat or illusion is being used within 10 feet of the gambling table.
Activable Magic
- The High-Roller’s Trance: (Active Activation – Concentration) The user enters a brief, 30-second shamanic trance while rattling the stones. During this time, they can “see” the next three possible outcomes of a specific action, allowing them to choose the most favorable path.
- Fate-Snap: (Normal Activation) By slamming a stone onto a flat surface, the user releases a burst of Tunguska static that causes a momentary “glitch” in the immediate vicinity—distracting guards, causing a minor mechanical failure, or forcing a reroll of a nearby person’s action.
Tags
Talisman, Gambling, Tunguska Magic, Fate, Probability, Tier 1, Common, Shamanism, Perception, Mental, Social, Luck, Divination, Risk, Agate, Silver-Inlay, Subterfuge, Intuition, Auditory, Synchronicity, Social-Engineering, Trinket, Fortune-Telling
In the world of Saṃsāra, obtaining the Tunguska 777 of the Seven-Sky Casting Stones usually requires venturing into the intersection of high-altitude shamanism and the gritty underworld of the city’s betting parlors.
Methods of Acquisition
- The Salmon’s Sacrifice: A traveler might find these stones by catching a Great Northern Salmon in the glacial rivers of the high tundra. If the fish is caught during a lunar eclipse, there is a chance the stones reside within its gullet, having been “swallowed from the stars.”
- Gambler’s Debt: An avatar might win the stones in a high-stakes game. Often, a desperate gambler will put up their “luck” (represented by the stones) as collateral when their currency runs dry.
- The Shaman’s Blessing: A Nenets “Luck-Talker” might gift the stones to an avatar who successfully navigates a “Spirit-Labyrinth” or performs a ritual to appease Lotto-Vark after a season of local misfortune.
Types of Shops and Market Dynamics
- Underground Gambling Dens and Bookies:
- Description: Located in windowless basements or secret backrooms of tea houses. They are filled with the sound of rattling dice, holographic betting boards, and thick synth-tobacco smoke.
- Buying/Selling: In these dens, the stones are bought and sold as “Pro-Tools.” The transactions are often hushed and done under the table. Dealers here value the stones for their ability to ensure the “house always wins,” but they are also wary of being caught with them by rival gangs.
- Esoteric Relic Exchanges:
- Description: Shops that specialize in “Spirit-Tech” and shamanic curios. These are often cluttered with singing bowls, etched tusks, and jars of celestial silt.
- Buying/Selling: The merchant treats these as “Fate-Altering Artifacts.” They will test the stones by casting them onto a specialized velvet cloth to see if they form a “True-Sky” pattern. They sell to ambitious socialites and Tier 1 avatars looking to climb the social ladder through risky ventures.
- Pawn Shops (The Gutter-Rungs):
- Description: High-security stalls with heavy iron bars and neon “Buy/Sell” signs. They are located in the poorest districts where people trade their last possessions for a few credits.
- Buying/Selling: Here, the stones are often undervalued. A desperate person might pawn them for quick cash, and a merchant who doesn’t recognize the silver-inlaid agate might sell them as simple “lucky charms” or decorative jewelry.
Cost of the Item
The price of the Tunguska 777 is rarely fixed; it is often subject to a “haggle-roll” or a quick game of chance between the buyer and seller.
- Gambling Den Price: 25 Gold (or 50 Electrum). This includes a premium for the “competitive edge” the stones provide in professional play.
- Esoteric Exchange Price: 18 Gold. This usually includes a small silk pouch infused with incense to “reset” the stones’ energy.
- Pawn Shop “Lucky Charm” Price: 45 Silver. A bargain price for a buyer who can identify the true nature of the celestial agate.
- Nenets Barter Value: A “Story of Great Risk.” The Nenets may trade them for a rare item of equal spiritual weight, such as a tooth from a predator that was killed in self-defense.
Trade Considerations
- The Balance Test: When buying, a savvy gambler will balance each stone on the tip of a needle. Genuine Tunguska 777s will remain perfectly still, even in a draft, as they “grip” the air.
- The Silver Glow: If the etched silver inlay turns a dull grey, the stones are “Fate-Empty” and require a ritual recharge. If they glow a faint violet, they are “Hot” and likely to produce favorable results immediately.
In the world of Saṃsāra, roleplaying with the Tunguska 777 of the Seven-Sky Casting Stones is about manipulating the invisible “threads of probability.” You don’t fight with muscle; you fight by ensuring that when the universe flips a coin, it lands on the edge you choose.
Defensive Roleplay
- The Statistical Shield: In a High-Stakes Social Gala or Diplomatic Meeting, you use the stones to defend your reputation. Roleplay reaching into your pocket and rolling the stones between your fingers. Describe your character suddenly “knowing” which conversational path leads to a scandal and shifting their words just in time. You are defending against social collapse by sensing the “heaviest” probability of failure.
- The Kinetic Glitch: In Active Combat, you use the Fate-Snap defensively. As an enemy prepares a precise shot or a powerful swing, you slam a stone onto your belt or a nearby wall. Roleplay the Tunguska static causing a momentary ripple in the air—perhaps the enemy’s cybernetic eye flickers, or their boot slips on a pebble that wasn’t there a second ago. You aren’t parrying the blow; you are making the universe “miss.”
- The Bluff-Detect: In Hostile Interrogations, you use Cold Read. Describe your character watching the silver inlay on the stones. As the opponent speaks, the silver dims or brightens, giving you the defensive edge to know when you are being led into a trap or a lie, allowing you to sidestep the deception before it closes around you.
Offensive Roleplay
- The Probability Strike: In Tactical Environments, you use Probability Intuition to turn a simple attack into a lethal fluke. Roleplay checking the stones before firing a shot or throwing a blade. Describe how you aren’t aiming for the target, but for the one-in-a-million trajectory where a pipe bursts or a gust of wind carries your projectile exactly through a gap in the enemy’s armor.
- The High-Roller’s Gambit: During a Heist or Infiltration, you use The High-Roller’s Trance. Roleplay your character closing their eyes and rattling the stones in a cupped hand. Describe “seeing” three different ways the next room could play out—the guard turning left, the guard turning right, or the guard sneezing. You pick the “timeline” where the guard sneezes and walk through openly, exploiting the momentary lapse you foresaw.
- Psychological Sabotage: In Gambling or Negotiation, you use the Honest Edge offensively. When you feel the stones hum, roleplay calling out your opponent’s cheat with such terrifying accuracy that they lose their “flow.” You use the stones to break their confidence, making their subsequent actions clumsy and desperate.
Environmental Variations
- In the Neon Gambling Districts (Megacity): Roleplay is about “The House.” You use the stones to navigate the massive crowds and rigged machines. Offensively, you use Fate-Snap to cause a nearby slot machine to “glitch” and pay out, creating a chaotic crowd of greedy bystanders that blocks security from reaching you.
- In the Howling Tundra (Nature): Here, the stones connect with the raw spirits of the air. Defensively, you use them to predict the exact moment a whiteout blizzard will break or where a hidden crevasse lies beneath the snow. You roleplay the stones becoming cold when you step toward danger and warm when you find the “lucky” path.
- In Ancient Spirit-Ruins: Roleplay is mystical and heavy. You use the stones to navigate traps designed by ancient shamans. You describe the pebbles vibrating in your pocket as they “argue” with the traps, seeking the one probability where the pressure plate fails to trigger or the arrow-trap jams.

Perception of Activation:
User’s Perspective
- Tactile: The stones lose their weight, feeling like hollow shells or bubbles of air in the palm. When rattled, they do not clatter; they emit a soft, magnetic resistance, as if they are trying to push away from one another.
- Visual: The silver etchings on the stones begin to bleed a neon-violet light that stains the user’s skin. The user’s vision shifts into “Outcome-Ghosting,” where they see faint, translucent echoes of objects and people moving a few seconds into the future.
- Auditory: All ambient noise—crowds, wind, machinery—fades into a singular, rhythmic ticking sound, similar to a clock or a spinning roulette wheel. When a stone is snapped, it sounds like a glass pane shattering in a vacuum.
- Extra-Sensory (Probability Weight): The user feels a literal “tug” in their gut toward the most favorable physical path. It is a gravitational pull toward “luck,” making the correct decision feel physically easier to perform than the wrong one.
- Extra-Sensory (Temporal Dilation): During the High-Roller’s Trance, the user perceives time as a frozen lake. They can walk through the stillness, inspecting the “ripples” of possible future actions as if they were physical sculptures before committing to one.
Observer’s Perspective
- Visual: The user’s eyes take on a metallic, silver sheen. The air immediately surrounding the user seems to “jitter” or “frame-skip,” as if the reality around them is struggling to render correctly.
- Auditory: A faint, crystalline chiming sound follows the user’s movements. If the user activates Fate-Snap, observers hear a localized “pop” that causes a momentary ringing in their ears and a brief flash of static in their vision.
- Atmospheric: The air smells sharply of ozone and cold river water. Those standing too close may feel their hair stand on end as the Tunguska static builds up around the stones.
Positives
- The Golden Path: The user experiences a total absence of doubt. Every movement feels “correct,” as if they are following a pre-written script where they are the hero.
- Cheat Immunity: The stones act as a spiritual compass; the user cannot be fooled by mundane sleight of hand or technological rigged systems while the stones are active.
- Social Dominance: The Cold Read ability provides a feeling of absolute predatory clarity, making the user feel ten steps ahead of everyone in the room.
Negatives
- Vertigo of the Possible: Seeing multiple futures simultaneously causes “Choice-Nausea.” After the activation ends, the user may feel disoriented or struggle to remember which “timeline” actually occurred.
- Gambler’s Fatigue: Using the stones to tilt fate drains the user’s natural luck. For several hours after a major activation, the user may experience “Minor Misfortunes”—stubbing toes, dropping items, or losing small amounts of pocket change.
- Static Burn: If Fate-Snap is used too frequently, the silver etchings can overheat, leaving small, star-shaped burns on the user’s palms or through their clothing.
Recipe: Etching the Seven-Sky Casting Stones
Materials Needed
- Celestial Agate: Seven stones retrieved from the stomach of a migratory salmon or found in a riverbed reflecting a meteor shower. They must be naturally rounded by water.
- Liquid Starlight (Silver Inlay): A blend of high-purity silver filings and a single drop of distilled “Sky-Water” gathered from the highest mountain peaks during a clear night.
- Salmon-Gall Pigment: A bitter, neon-green bile used to prime the stone’s pores so they may “swallow” the spirit of risk.
- Magnetized Sand: Fine iron dust from a lightning-struck desert, used to provide the stones their magnetic “push.”
- Spirit-Silk Pouch: A small bag woven from the hair of a thief and the wool of a sky-beast to house the stones without leaking their luck.
Tools Required
- Fine Diamond Scribe: For scratching the microscopic probability-runes into the hard agate.
- Copper Crucible: To melt the silver-inlay over a shamanic fire.
- Vibration Plate (Hand-Cranked): A small wooden board used to rattle the stones at specific frequencies to align their internal “tides.”
- Starlight Focusing Lens: A carved crystal used to harden the silver inlay using only the light of the stars.
Skill Requirements
- Micro-Etching (Tier 1): The steady hand required to carve runes that are nearly invisible to the naked eye.
- Probability Shamanism: Knowledge of the “Songs of the Great Salmon” and the behavior of the Lotto-Vark spirit.
- Metallurgical Binding: The ability to bond liquid silver to stone without the agate cracking from thermal shock.
- Fate-Tuning: A keen sense of “karmic balance” to ensure the stones do not bring more tragedy than fortune.
Crafting Steps
- The Cleansing Bath: Soak the seven agates in a mixture of mountain water and Salmon-Gall Pigment for three days. This removes any “land-heavy” memories from the stones and prepares them to sense the air.
- Scribing the Odds: Using the diamond scribe, etch a different “Outcome-Rune” into each stone. One stone represents “The Sudden Wind,” another “The Falling Coin,” and so on, until the seven facets of luck are represented.
- The Silver Inlay: Melt the Liquid Starlight in the copper crucible. While chanting a “Risk-Taking Mantra,” pour the silver into the etched grooves. Use the focusing lens to let the starlight “set” the metal.
- Magnetic Alignment: Place the stones on the vibration plate and cover them with magnetized sand. Crank the plate rhythmically to simulate the churning of a river. This forces the silver-inlay to become sensitive to the static energy of the air.
- The Salmon’s Breath: Trap a small amount of “High-Altitude Mist” in a jar and quickly submerge the hot stones. The sudden cooling locks the Lotto-Vark spirit into the marrow of the agate.
- The First Cast: Throw the stones onto a flat surface. If they land in a perfect circle or a straight line, they are “Tuned.” If they scatter randomly, they must be etched again with deeper runes.
Fisherman’s Debt and Fish that Swallowed Tomorrow
In the cycles before the Big-Wall was built and the world-meat was turned to metal-dust, there was a “Coin-Chaser” named Vano. Vano was a man of the “Empty-Bowl,” for he loved the “Rattle-Game” more than he loved his own breathing. The translation says his luck was so thin that even the sun would hide behind a cloud if he looked at it, for fear of being bet and lost.
Vano went to the “River of the Up-Down” (the Waterfall of the Spirits) and sat for seven sleeps. He caught a Salmon that was as blue as the “No-Sun-Time” (night). When he opened the fish’s belly with a stone, he did not find guts; he found seven pebbles that were “Vibrating like a frightened heart.” The translation is broken here; it says the stones were not stones, but “Hard-Pieces of Maybe.”
A spirit named Lotto-Vark (The One Who Laughs at the Count) spoke from the pebbles. The spirit said, “I will give you the ‘Heaviness of the Yes,’ but you must never count your gold while the moon is watching.” Vano took the stones and etched them with the silver from his own teeth, using a “Thief’s Whisper” to keep the metal soft.
Vano returned to the “Den of the Smoke-Eaters” (the Gambling House). He threw the stones. The text says the dice of his enemies “Turned to water” or “Became shy” and would not land on the bad numbers. Vano won the mountain. He won the river. He won the shoes off the Great Chief’s feet. He could see the “Ghost-Steps” of the next minute, knowing where the card hid before the hand moved. He was the “King of the Likely.”
But the “Itch of the Sure-Thing” grew a mouth. Vano became bored of winning because the “Maybe” was gone. He tried to bet against the Great Sila (the Sky Spirit) Himself. He threw the stones onto the clouds and said, “I bet my tomorrow that the wind will stop.” The stones hit the sky and made a sound like “Breaking Stars.”
The translation says the wind did not stop, but Vano’s “Time” stopped. He was frozen in a moment of “winning” while his friends grew old and turned to dirt. The stones fell back to earth, but Vano was left as a “Painting in the Air,” a man who won a bet but lost the “After-Part” of his life. The pebbles were found by a beggar who thought they were “Blue-Candies,” only to find that every time he threw them, the world changed its mind.
The Moral of the Story: He who forces the dice to always show his face will find that the game becomes a cage; for a life without the “Risk of the No” is a story that has already been told.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Agates of the Unseen Outcome
- Item Type: Enchanted Artifact / Divination Tool
- Sanity Loss: 1/1d4 Sanity points when using the High-Roller’s Trance, as the user’s mind fractures across multiple timelines.
- Game Mechanics:
- Probability Intuition (Passive): Grants a +10% bonus to Accounting, Appraise, and Gambling checks.
- Cold Read (Passive): Grants a +15% bonus to Psychology checks to detect lies or bluffs.
- Fate-Snap (Active): Spend 2 Magic Points. Force a reroll on any one non-combat skill check made by a character within 10 feet. The second result must be used.
- High-Roller’s Trance (Active): Spend 5 Magic Points. For the next 3 rounds, the user may roll twice for any action and choose the better result.
- Syntax: Artifact. Requires Magic Point expenditure and Sanity checks for active manipulation. Enhances social and numerical perception.
Blades in the Dark
Unique Name: The Dealer’s Celestial Set
- Item Type: Rare Item (0 Load)
- Tier: I
- Game Mechanics:
- The Spirit’s Tilt (Passive): You gain Potency when you Fortune Roll for games of chance or high-stakes social risks.
- Cold Read (Passive): You gain +1d to Sway or Consort when trying to determine if someone is lying.
- Fate-Snap (Special Ability): Spend 1 Stress to turn a Desperate position into a Risky one by causing a momentary environmental glitch (a distraction, a light flickering, etc.).
- The High-Roller’s Trance (Active): Spend 2 Stress to see the outcomes of a plan. The GM reveals one “hidden” consequence or obstacle that you would otherwise encounter blindly during the score.
- Syntax: Fine Quality. Reduces position severity via Stress. Provides Potency for gambling and social intuition.
Dungeons & Dragons (5th Edition)
Unique Name: Tunguska 777: The Gambler’s Pebbles
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Pocket/Pouch
- Game Mechanics:
- Calculated Risk (Passive): You gain proficiency in the Insight skill and with one type of gaming set. If you are already proficient, you add double your proficiency bonus to those checks.
- Honest Edge (Passive): While the stones are on your person, you have advantage on saving throws against being Charmed or deceived by illusions.
- Fate-Snap (Reaction): When a creature you can see within 30 feet makes an attack roll, an ability check, or a saving throw, you can use your reaction to snap a stone. The target must roll a d4 and subtract the number rolled from the total.
- The High-Roller’s Trance (Action): Once per Long Rest, you can cast the Augury spell without verbal or somatic components.
- Syntax: Wondrous Item, common. Requires Attunement. Grants Insight bonuses and a reaction-based debuff.
Knave (2nd Edition)
Unique Name: The Seven-Sky Lots
- Item Type: Magical Treasure (1 Slot)
- Game Mechanics:
- Probability Intuition (Passive): You gain a +2 bonus to all INT saves related to logic, math, or games of chance.
- Cold Read (Passive): You gain a +2 bonus to WIS saves when trying to discern a person’s true intentions.
- Fate-Snap (Active): Once per day, you may force any creature to reroll a d20 result of the GM’s choice.
- Static Luck (Active): Once per day, if you roll a 1 on a d20, you may treat it as a 20 instead.
- Syntax: Occupies 1 Item Slot. Provides passive mental bonuses and limited daily “luck” overrides.
Fate Core / Fate Accelerated
Unique Name: The Seven-Sky Probability Tokens
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: “The Wind of Fate at My Back”, Lotto-Vark’s Shifting Luck
- Game Mechanics:
- Cold Read (Passive): You gain a +2 bonus to Empathy rolls when trying to determine if a target is being dishonest or hiding a tell.
- The High-Roller’s Trance: Once per scene, you may spend a Fate Point to “consult the stones.” When you do, you can roll your next three actions and record the results. You may assign these three results to your next three actions in any order you choose.
- Fate-Snap: You can invoke the Lotto-Vark’s Shifting Luck aspect to create a sudden environmental “glitch.” This can be used to justify an Overcome action against a mechanical or social obstacle that shouldn’t normally be moveable.
- Syntax: Function: Grants mechanical foresight and enhances social intuition. Fate Point cost for multi-action probability control.
Numenera & Cypher System
Unique Name: Sky-Blue Chance Manipulators
- Item Type: Artifact
- Level: 1d6 + 1
- Form: Seven polished agates that hum with a violet static when rattled.
- Game Mechanics:
- Probability Intuition (Passive): The user gains an Asset on all tasks involving mathematical calculation, gambling, or logical deduction.
- Cold Read (Activation): Spend 2 Intellect points to gain an Asset on Perception and Insight tasks for one hour, specifically for detecting micro-expressions.
- The High-Roller’s Trance (Activation): Spend 3 Intellect points. The next time you make a d20 roll, you roll three times and take the result of your choice.
- Fate-Snap (Activation): Spend 2 Speed points. You slam a stone to distract a nearby foe. The target’s next action increases in difficulty by one step.
- Depletion: 1 in 1d20 (Check only when using High-Roller’s Trance or Fate-Snap).
- Syntax: Artifact Level affects the maximum complexity of logic tasks. Intellect and Speed spend for active probability manipulation.
Pathfinder (2nd Edition)
Unique Name: Tunguska 777 Casting Stones
- Item Type: Item 1; Invested, Magical, Divination
- Usage: Held in 1 hand; Bulk: —
- Game Mechanics:
- Gambler’s Intuition (Passive): You gain a +1 item bonus to Perception checks to Sense Motive and Lore (Gambling) checks.
- Honest Edge (Passive): You gain a +1 item bonus to Will saves against illusions.
- Fate-Snap (Reaction): Frequency: Once per hour. Trigger: A creature within 30 feet succeeds at a check. Effect: You release a burst of static. The creature must roll again and take the lower of the two results. This is a misfortune effect.
- The High-Roller’s Trance (Action): Frequency: Once per day. You enter a trance for 1 minute. During this time, the first time you fail a check each turn, you can reroll it and take the second result. This is a fortune effect.
- Syntax: Item Level 1. Requires Investment. Provides Sense Motive bonuses and hourly misfortune-based interference.
Savage Worlds (Adventure Edition)
Unique Name: Lotto-Vark’s Lucky Pebbles
- Item Type: Magic Item
- Rank: Novice
- Attributes:
- Cold Read (Passive): The user gains a +2 bonus to Notice rolls when trying to determine if a person is lying or bluffing.
- Static Luck (Passive): The character gains the Luck Edge. If they already have it, they gain Great Luck instead.
- Fate-Snap (Active): As a reaction, the user may spend a Benny to force any opponent to reroll a successful trait roll.
- High-Roller’s Trance (Active): Once per session, the user may shake the stones to see the future. For the next three rounds, they may discard their Action Card and draw two new ones, choosing whichever they prefer.
- Syntax: Luck-Edge granting passive. Benny-driven rerolls. Session-limited initiative and action manipulation.
Shadowrun (6th World Edition)
Unique Name: The Lotto-Vark Probability Anchor
- Item Type: Force 1 Manipulation Focus (Talisman)
- Game Mechanics:
- Cold Read (Passive): While bonded, the focus provides a +1 dice pool bonus to Judge Intentions tests and Con tests when gambling.
- Static Luck (Passive): Once per day, the user may ignore a single glitch (but not a critical glitch) caused by a rolling a 1.
- Fate-Snap (Active): As a Minor Action, the user can spend 1 Edge to force a target within 10 meters to lose 1 Edge from their current pool as the stones “bleed” the target’s luck.
- High-Roller’s Trance (Active): As a Major Action, the user performs a Manipulation Focus test. For every net hit, they gain 1 temporary Edge that must be spent on their very next action or it is lost.
- Syntax: Requires Bonding (5 Karma). Availability 3. Focus Category: Manipulation.
Starfinder (2nd Edition / Compatibility)
Unique Name: Tunguska 777 Chance-Warpers
- Item Type: Level 1 Magic Item (Worn or Held)
- Usage: Hand or Slotted; Bulk: L
- Game Mechanics:
- Probability Intuition (Passive): You gain a +1 circumstance bonus to Computers checks for data encryption and Perception checks to Sense Motive.
- Honest Edge (Passive): You gain a +2 bonus to saving throws against the Confusion spell or effects that scramble sensory input.
- Fate-Snap (Reaction): Once per day, when an enemy scores a critical hit against you, you can use your reaction to force them to reroll the attack. They must use the second result.
- High-Roller’s Trance (Active): As a Standard Action, you cast Augury as a magic innate spell. Once used, this cannot be used again until you have rested for 8 hours.
- Syntax: Level 1. Price: 240 Credits. Daily critical hit mitigation and divination utility.
Traveller (Mongoose 2nd Edition)
Unique Name: The Seven-Sky Logic Stones
- Item Type: TL 4 (Psionic-Adjacent Tool)
- Game Mechanics:
- Cold Read (Passive): The user gains a +1 DM to Broker, Carouse, or Persuade checks when involved in negotiations or games of chance.
- Static Luck (Passive): If the user fails a check by exactly 1, they may choose to succeed instead. Once this is used, the stones lose their silver glow and cannot be used for 24 hours.
- Fate-Snap (Active): The user can intentionally “short-circuit” a stone. This causes an immediate, minor malfunction in a piece of electronic equipment within 5 meters (e.g., a door lock jams, a screen flickers).
- High-Roller’s Trance (Active): By spending 1D minutes in meditation, the user may apply a +2 DM to their next Gambler or Investigate check.
- Syntax: Weight: 0.1kg. Provides circumstantial DMs for social and logic-based tasks. Single-use success override.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Gambler’s Tunguska Tokens
- Item Type: Magical Talisman (Common)
- Game Mechanics:
- Probability Intuition (Passive): Grants the user the Gamble skill if they do not have it. If they do, they gain +1 SL to all successful Gamble Tests.
- Cold Read (Passive): You gain a +10 bonus to Intuition Tests when attempting to detect if a person is lying during a game or trade.
- Fate-Snap (Active): Once per session, you may spend a Fortune Point to force an NPC to reroll a successful test of your choice.
- High-Roller’s Trance (Active): As an Action, make a Channelling Test. If successful, for the next 1d5 rounds, you may swap the units and tens digit of any one of your d100 rolls to achieve a better result.
- Syntax: Traits: Magical. Skill-granting. Fortune-based interference and dice manipulation.
