Lore
In the smog-filled gambling dens of the floating metropolis of Neo-Aurelia, luck is often considered a tangible resource to be harvested. The Tupilak 819 was crafted by a disgraced priest of the God of Chance who sought to trap the “residue” of winning streaks left behind on discarded dice and card tables. Encased in a casing of polished, gold-leafed bone and wrapped in the silk of a velvet-pouch, the spirit within this amulet is a mischievous entity that feeds on the tension of a high-stakes game. It is often found hanging around the necks of street-smart grifters and high-rollers who believe that “fair play” is simply a lack of imagination.
Detail Stats
- Tier: 1
- Rarity: Common
- Item Slot: Neck (Pendant) or Wrist (Charm)
- Material: Gold-plated molar bone, green velvet, and enchanted copper wire.
- Weight: 0.2 lbs.
- Durability: Moderate (the gold leaf can scuff, but the bone is magically reinforced).
Skills Gained (Openly Worn)
- Cold Read: The avatar gains an intuitive knack for spotting “tells” and nervous tics in sentient beings during social interactions or games.
- Sleight of Hand (Games): A specific proficiency in manipulating small gaming components like cards, dice, or coins without drawing immediate suspicion.
Passive Magic
- The Grifter’s Aura: While worn, the avatar’s Mind’s Eye perception of social “stats” includes a “Risk/Reward” indicator, showing how likely an NPC is to take a bribe or a bet.
- Weight of Probability: The amulet subtly shifts its weight against the skin when the wearer is about to make a decision that has a statistically disastrous outcome (a “bad luck” warning).
- Resonant Bluff: The wearer’s voice carries a harmonic frequency that makes lies sound slightly more plausible to those without high-tier detection gear.
Activable Magic
- Loaded Fate: (Normal Activation) By flicking the amulet with a finger, the wearer can magically “weight” the next physical game of chance they participate in (such as a dice roll or card draw) within the next 60 seconds, granting a minor advantage to the outcome.
- Insightful Ante: (Active Activation – Concentration) The wearer concentrates on the amulet for several minutes while observing a game. The Mind’s Eye reveals the “Hidden Stats” of the game’s components—such as identifying a marked deck of cards or recognizing if a set of dice is magically weighted.
Tags
Amulet, Jewelry, Social, Gambling, Luck, Perception, Manipulation, Tier 1, Common, Deception, Identification, Tool, Charisma, Fortune, Probability, Stealth, Barter, Insight, Influence, Negotiation, Thievery, Mental, Cunning
In the high-magic, steampunk-integrated world of Saṃsāra, the Tupilak 819 of the Gilded Grin circulates primarily through urban centers where the flow of magic meets the flow of currency.
Methods of Acquisition
- Winning a Debt: In the skyscraper metropolises or dark cave gambling dens, these items are rarely bought with coin initially. They are often used as collateral in high-stakes games. An avatar might obtain one by winning a round against a desperate gambler who has run out of Rhodium and Platinum.
- Inheritance from a “Soul Snatcher”: When a Tier 1 avatar is possessed by a new character, they may find this item among the former host’s possessions. Since the character remembers the host’s instincts, they may “awaken” the Tupilak through a ritual chant to bind it to their new gestalt consciousness.
- Salvage from Vapors: When a possessed foe is killed and vaporizes into sparks, the Tupilak 819 is one of the “items left behind.” In these cases, the former attunement is broken, and the new owner can feel the faint, lingering resonance of the previous owner’s “luck” as they begin their own 1-minute attunement process.
Types of Shops and Market Dynamics
- Pawn Shops and “Luck-Brokers”:
- Description: Located in the back alleys of industrial districts, these shops feature magic-glass displays and iron bars. They utilize mechanical steam-safes to store items.
- Buying/Selling: Luck-brokers are the primary buyers of these items. They will use their own Mind’s Eye to verify the “Gilded Grin” is not a fake bone imitation. Because it is a “Sellers’ Market,” they will low-ball sellers by claiming the amulet’s “luck reservoir” is depleted.
- Casino Gift Shops and High-End Boutiques:
- Description: In the “somewhat safe” areas of walled cities, these shops are opulent, with velvet walls and brass fittings.
- Buying: These shops sell “new” Tupilaks that have never been attuned. They are sold as luxury jewelry. The transaction is formal, often requiring a record of the buyer’s primary language for the Mind’s Eye interface.
- Floating Black Markets:
- Description: On airships or secret docks, these markets cater to those who wish to avoid the eyes of the gods or local law enforcement.
- Buying/Selling: Here, “Buyer Beware” is at its peak. You might find a Tupilak 819 for a low price, but it may have a “Misdirection” curse that shows false stats to the user.
Cost of the Item
The cost varies significantly depending on the island nation and the current “ebb and flow” of magical energy in the region.
- Standard Suggested Value: 90 Silver.
- High-End Boutique Price: 15 Gold (or 30 Electrum). This reflects the “un-attuned” status and the gold-plating quality.
- Pawn Shop Price: 75 Silver to buy; they will offer 35 Silver to sell.
- Black Market Price: 100 Silver, though they may accept trade in “Mana Boost” crystals or rare alchemical gunpowder.
- Rhodium Conversion: While Tier 1 items are usually priced in Silver, in a metropolis, a merchant might accept 0.009 Rhodium (though most would laugh at the small change).
Trade Considerations
- Attunement Breakage: If buying a used item, the seller must be present to break their attunement, otherwise, the buyer will feel the former owner’s “ghostly presence” until they complete their own ritual.
- The “Buyer Beware” Rule: Sellers in Saṃsāra are not required to disclose if the item has triggered “Overwhelm” in previous owners. A buyer should use their own Mind’s Eye “Active Activation” to investigate the item for several minutes before handing over their Silver.
In the high-magic, industrialized world of Saṃsāra, the Tupilak 819 of the Gilded Grin serves as a tool for social manipulation and psychological warfare, rather than physical protection. Its roleplay application changes based on the safety level and density of the local environment.
Defensive Roleplay
- Social Shielding in Metropolises: In “Somewhat Safe” areas like walled cities or high-end casinos, defense is about preserving reputation and resources. A character uses the Weight of Probability passive to sense when a conversation or a deal is turning sour. In roleplay, the avatar might suddenly excuse themselves from a table or withdraw a business offer just before a “disastrous” shift occurs, effectively defending their wealth and status.
- Deception against the Mind’s Eye: Since many creatures in Saṃsāra possess the Mind’s Eye, defensive play involves using the Resonant Bluff to mask intentions. When an inquisitor or a rival uses their “Active Activation” to scan the avatar, the character roleplays a calm, unwavering demeanor, letting the amulet’s harmonic frequency smooth over the “stutter” of a lie, preventing the opponent from seeing the “True Stats” of the avatar’s intent.
- Predictive Evasion in Unsafe Areas: In “Unsafe” or “Deathly” areas where AC is halved or cut completely, physical defense is nearly impossible. The avatar relies on the Weight of Probability as an early warning system. Roleplay involves the character stopping dead in their tracks or diving for cover because the amulet “pulled” against their skin, signaling a trap or an impending ambush that their natural senses hadn’t yet detected.
Offensive Roleplay
- Psychological Dismantling: Offensively, the Cold Read skill allows the avatar to identify an opponent’s “tells.” In a negotiation or a tense standoff, the character describes how they notice the twitch of a foe’s finger or a shift in their breathing. They then use this information to “attack” the foe’s confidence, making demands or threats that hit exactly where the NPC is most vulnerable.
- Manipulating the Game: Using Loaded Fate, the avatar goes on the offensive during games of chance. This isn’t just about winning money; it is used to strip a rival of their gear or influence. The character roleplays flicking the amulet and then making an impossibly bold bet, knowing the “probability” has been magically weighted in their favor for that single, decisive moment.
- Sabotage via “Insightful Ante”: In a high-tech steam factory or a magical circuit hub, the avatar can use their active concentration to identify “Marked” or “Weighted” components. Offensively, they expose a corrupt official or a cheating merchant in public. By revealing the “Hidden Stats” of the merchant’s own tools, the avatar destroys the target’s social standing and power base without ever drawing a weapon.
Environmental Variations
- In “Safe Areas” (Guarded/Rentals): Defense is passive. The avatar uses the Grifter’s Aura to scan the room, identifying who is most “Risk-Averse” to ensure they are not bothered by aggressive salesmen or political spies.
- In “Normal Areas” (Wilderness/Trade Roads): Roleplay focuses on the Sleight of Hand skill. If the avatar is stopped by a bandit or a monster gestalt, they might use their skill to “disappear” a valuable item from their own belt into a container, making themselves look like a less profitable target.
- In Dark Cave Systems/Underwater Metropolises: In these low-visibility environments, the Cold Read and Resonant Bluff become even more potent. Since visual cues are harder to see, the avatar relies on the “vibrations” and “harmonics” of the amulet to navigate the social murky waters of the deep-world.

Perception of Activation:
User’s Perspective
- Tactile: The moment of activation begins with a sharp, cold prickle against the skin, similar to a static discharge. This is followed by a persistent, low-frequency vibration that feels like a purr originating from the gold-plated bone.
- Visual: The avatar’s vision undergoes a subtle “chromatic aberration” effect where the edges of the world seem to bleed into gold and emerald hues. When focusing on a target for Insightful Ante, the Mind’s Eye overlays shimmering, spectral numbers and percentages above objects of chance, representing the “hidden weight” of probability.
- Auditory: A faint, rhythmic clicking sound—reminiscent of a spinning roulette wheel or dice tumbling on felt—occupies the background of the user’s hearing, accelerating as a decision point approaches.
- Extra-Sensory (The Tingle of Fate): The user gains a “pre-cognitive itch” in their palms. When a favorable outcome is near, the itch is soothing; when disaster is imminent, it becomes a stinging sensation that compels the hand to withdraw.
- Extra-Sensory (Social Resonance): The avatar can “feel” the emotional density of a room. Deceptive intentions from others manifest as a sour, metallic taste in the back of the throat, while genuine trust feels like a warm, honey-like sensation.
Observer’s Perspective
- Visual: The gold leaf on the Tupilak flares with a brief, blinding glint, even in low light. The green velvet wrapping seems to darken, absorbing light rather than reflecting it. For a split second, the avatar’s pupils may appear as vertical slits or golden coins.
- Auditory: Those standing within a few feet might hear a sound like a single coin spinning on a marble tabletop, though no coin is present.
- Atmospheric: The air around the avatar becomes heavy with the scent of expensive tobacco, ozone, and old paper. Nearby small metal objects, like buttons or pins, may subtly lean toward the amulet as if attracted by a weak magnetic force.
Positives
- Unshakeable Calm: The activation suppresses the avatar’s physical tells, such as sweating or shaking hands, granting them a “poker face” that is nearly impossible to crack by non-magical means.
- Clarity of Risk: The overwhelming complexity of a high-stakes gamble is simplified into instinctual “yes/no” impulses, removing the paralysis of indecision.
- Environmental Awareness: The user becomes hyper-aware of the physical physics of the room—the tilt of a table, the breeze from a vent, or the friction of a card—allowing for masterful manipulation.
Negatives
- Compulsive Greed: While activated, the avatar may feel a nagging dissatisfaction with “safe” choices, feeling a psychological pull to increase the stakes or take unnecessary risks to keep the “Gilded Grin” fed.
- Paranoia: The extra-sensory perception of others’ “Risk/Reward” stats can lead the user to see every social interaction as a transactional gamble, making genuine connection difficult while the magic is active.
- Post-Activation Lethargy: Once the activation ends, the avatar often feels “drained of luck,” experiencing a period of minor clumsiness or a streak of trivial bad luck (e.g., tripping on a rug, spilling a drink) as the local probability field stabilizes.
Recipe: Fabrication of the Gilded Grin Luck-Catcher
Materials Needed
- The Root Element: A molar or knucklebone from a sentient being who died while in possession of great wealth (must be cleaned in a steam-distiller).
- Pure Gold Leaf: At least three sheets of hammered gold, used to gild the bone and provide a conductive surface for magic flow.
- Velvet of the High-Roller: A strip of emerald-green or deep-purple velvet, preferably cut from a used gambling table cover or a coin purse.
- Resonating Copper Filament: Three feet of fine copper wire to be wound into “Probability Coils” around the bone focal.
- Distilled Tension: A small vial of “Sweat of the Desperate,” collected from a high-stakes gambling hall, used to dampen the velvet and attract the spirit.
- Mercury Solder: A small amount of quicksilver to seal the copper connections, allowing the “weight” of the item to shift magically.
Tools Required
- Jeweler’s Loupe (Tier 1): To see the microscopic magic circuits being etched into the gold leaf.
- Precision Etching Needle: For carving the unique “Gilded Grin” sigils and the identifying number (e.g., 819).
- Soldering Iron (Steam-Powered): To fuse the copper filament with the mercury solder.
- Fine-Point Tweezers: For the delicate placement of the velvet wrapping and gold leaf.
Skill Requirements
- Basic Circuitry (Tier 1): Required to ensure the copper filament creates a closed loop, otherwise the item may cause “Overwhelm” to the wearer.
- Sleight of Hand: Essential for the “Binding Motion,” a specific hand-rolling technique used when wrapping the velvet to trap the luck-spirit inside.
- Appraisal: Necessary to determine the purity of the gold and the “age” of the bone focal.
- Linguistics: Ability to perform the activation chant in the crafter’s primary language without stuttering.
Crafting Steps
- Gilding the Focal: Apply the alchemical adhesive to the cleaned bone. Carefully lay the gold leaf over the surface, ensuring no bone is visible. The gold acts as the “net” for the luck-spirit.
- Etching the Sigils: Using the jeweler’s loupe and etching needle, carve the sigils of chance (dice, coins, and the “Grin” mouth) into the gold leaf. You must also etch the unique identifier 819 at this stage.
- Winding the Coils: Wrap the copper filament around the gilded bone exactly seven times. Each wrap represents a different face of a die. Secure the ends using the mercury solder and the steam-powered iron.
- The Saturation: Soak the velvet strip in the “Distilled Tension.” As the liquid evaporates, it leaves behind a psychic residue that acts as bait for the mischievous spirit required for the Tupilak.
- The Binding Wrap: Using the “Binding Motion” (a series of rapid, rhythmic finger movements), wrap the velvet around the copper coils. This must be done while whispering the “Liar’s Litany”—a rhythmic chant that confuses the spirit into entering the bone.
- The Final Activation: Hold the completed Tupilak over a steaming vent or an open flame for 6 seconds. Perform a “Normal” activation flourish, declaring the item’s purpose. If successful, the gold leaf will momentarily turn a vibrant emerald green before settling back into a dull, resonant glow.
Laughing Molar and Empty Hand of Fate
In the times when the sky-islands were yet but pebbles in the breath of the Great Engine, and the gods had not yet counted the slots of the mortals, there existed a city of glass known as High-Venture. In this place, the people did not trade in bread or steam-power, but in the “Maybe-So.” They wagered the color of the next morning and the number of scales on the world-serpent.
There lived a man of many-debts named Kaelo the Unlucky. It is written that Kaelo was so bereft of the “Gleam-of-Luck” that even the rain would move to miss him, leaving him dusty in a storm. He had lost his family’s steam-mill and the very memories of his youth to the Great Dealer, a shadow-gestalt that sat in the deepest basement of High-Venture.
Kaelo, having nothing left but his skin, went to the graveyard of the “First-Winners”—those who died with pockets so heavy they could not float to the afterlife. He unearthed the molar of a King-Grifter whose laugh was said to have cracked the moon. This bone he covered in the skin of a golden sun-beetle (which the ancient tongue calls “The Gilded”) and wrapped it in the cloth used to wipe the brows of the terrified.
Kaelo brought this “Bone-of-Grinning” to the Great Dealer. The shadow-gestalt laughed, a sound like grinding gears, and said, “What do you wager, Man-of-Dust?” Kaelo replied, “I wager the breath in my lungs against the return of all things lost.”
The game was played with the “Thirteen-Sided-Truth” (a die that no longer exists in the Tier-System). As the die spun, the Tupilak around Kaelo’s wrist began to huff and click. It did not change the die, but it “winked” at the Mind’s Eye of the Shadow. The Shadow saw a win where there was a loss; it saw a “Stat-of-Victory” where the numbers were zero.
The Great Dealer, confused by the “Gilded Grin” of the amulet, folded his hands and surrendered the mill, the memories, and the city itself. But as Kaelo reached for his winnings, the Tupilak bit his wrist, for it was hungry for the tension of the loss. Kaelo realized that while he had won the world, he had lost the “Peace-of-the-Poor.” He spent the rest of his cycles unable to sleep, for the amulet kept clicking in his ear, whispering the odds of his own death every minute.
It is said Kaelo cast the amulet into a steam-vent, where it was tumbled and smoothed for three thousand years until it was found by a Tier-1 scavenger who thought it was merely a pretty trinket.
The Moral of the Story: He who borrows the grin of a dead man to win a living man’s coin shall find that the debt is never settled, for Luck is a spirit that eats the winner as greedily as it starves the loser.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Fetish of the Smiling Molar
- Item Type: Enchanted Artifact
- Sanity Loss: 1/1d2 Sanity points to attune.
- Game Mechanics:
- Cold Read (Passive): Grants a +10% bonus to Psychology checks during face-to-face negotiations or games.
- The Grifter’s Aura (Passive): Grants a +15% bonus to Persuade or Fast Talk when the user is attempting to deceive or bluff an NPC.
- Loaded Fate (Active): Spend 2 Magic Points before rolling any Luck check. The player may “Extreme” the result (reducing the required roll to 1/5th) if the original roll was a success. If the roll is a fumble, the user loses 1d4 Sanity as the item “bites” back.
- Insightful Ante (Active): Spend 1 Magic Point to make an Appraisal roll with a +20% bonus to detect if a physical object (like dice or a contract) has been tampered with or contains hidden flaws.
- Syntax: Artifact. Requires Bonding. Magic Point cost for probability manipulation. Sanity risk on critical failure.
Blades in the Dark
Unique Name: The Gilded Grifter’s Charm
- Item Type: Rare Item (0 Load if worn as a ring/charm, 1 Load if a heavy pendant)
- Tier: I
- Game Mechanics:
- The Tell (Potency): You have Potency when you Sway or Consort with targets in a gambling or high-stakes social environment.
- Weight of Probability (Passive): When you take a Devils Bargain related to luck or chance, you gain +1d to the roll instead of the usual benefit, but the consequence must involve a “streak of bad luck” later in the score.
- Loaded Fate (Special Ability): Spend 1 Stress to turn a 1-3 result into a 4/5 (Partial Success) on a Fortune Roll specifically involving games of chance.
- Insightful Ante: When you Survey a scene to find hidden traps or rigged mechanisms, you gain +1 effect level.
- Syntax: Fine Quality. Stress cost for success adjustment. Narrative drawback on Devil’s Bargains.
Dungeons & Dragons (5th Edition)
Unique Name: Tupilak of the Golden Gambler
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Neck or Wrist
- Game Mechanics:
- Gilded Grin (Passive): You have advantage on Wisdom (Insight) checks made to determine if a creature is lying or hiding their true emotions during a game or negotiation.
- Lucky Streak (Passive): You gain proficiency with all Gaming Sets.
- Loaded Fate (Active): Once per long rest, when you roll a 1 on a d20 for an Ability Check or Saving Throw involving Charisma or Dexterity, you can reroll the die and must use the new roll.
- Insightful Ante (Action): As an action, you can touch a gaming set or a merchant’s scale. You immediately know if the item is “weighted,” “marked,” or magically altered.
- Syntax: Wondrous Item, minor. Requires Attunement. Reroll mechanic limited to specific attributes.
Knave (2nd Edition)
Unique Name: The False-Luck Bone
- Item Type: Magical Treasure (1 Slot)
- Game Mechanics:
- Cheat’s Eye (Passive): You automatically detect if dice are weighted or cards are marked within 10 feet.
- Silver Tongue (Passive): You have a +2 bonus to Reaction Rolls when attempting to bluff or bribe your way past guards or officials.
- Loaded Fate (Active): Once per day, you may swap the digits of a d100 roll (e.g., a 91 becomes a 19). This can only be used on rolls involving gambling or social deception.
- Bad Omen (Negative): If you roll a natural 1 on any check while wearing this, the next meal you eat provides no HP recovery.
- Syntax: Occupies 1 Item Slot. Digit-swap mechanic for d100. Recovery penalty on critical failure.
Fate Core / Fate Accelerated
Unique Name: The Grifter’s Gilded Molar
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: “I Know A Tell When I See One”, The Devil’s Own Luck
- Game Mechanics:
- Calculated Risk: You may use Empathy instead of Notice when attempting to read an opponent’s “tells” or determine if a game is rigged.
- Loaded Fate: Once per scene, you may reroll a failure on a Deceive or Provoke roll if the stakes involve currency, bets, or personal collateral.
- Weight of Probability: You gain a +2 bonus to Create an Advantage when you are setting up a complex bluff or “long con.”
- Syntax: Function: Skill substitution and situational rerolls centered on deception and gambling.
Numenera & Cypher System
Unique Name: Probability-Warping Ossuary
- Item Type: Artifact
- Level: 1d6 + 1
- Form: A gold-plated bone fragment wrapped in emerald silk that pulses with rhythmic clicking.
- Game Mechanics:
- Insightful Ante (Activation): By spending 1 Intellect point, you gain Asset level 1 on tasks related to detecting deception, hidden mechanisms, or rigged systems for one hour.
- Loaded Fate (Activation): Spend 3 Intellect points to subtract the Artifact Level from the difficulty of a task involving high-stakes chance or social manipulation.
- Gilded Grin (Passive): You gain a +1 bonus to your Intellect Edge for the purposes of social interaction tasks only.
- Depletion: 1 in 1d20 (Check only when using Loaded Fate).
- Syntax: Artifact Level scales effectiveness. Intellect Pool spend required for active warping. High depletion risk for major fate shifts.
Pathfinder (2nd Edition)
Unique Name: Tupilak of the Loaded Die
- Item Type: Item 1; Invested, Magical, Divination
- Usage: Worn (Amulet or Bracelet); Bulk: —
- Game Mechanics:
- Gambler’s Proficiency (Passive): You are trained in Games Lore. If you are already trained, you gain a +1 item bonus to Games Lore checks.
- Insightful Ante (Action): (Concentrate) You spend 1 minute examining a social situation or a game in progress. You gain a +1 status bonus to your next Perception check to Sense Motive against a participant or to your next check to cheat at that game.
- Loaded Fate (Reaction): Frequency: Once per day. Trigger: You fail a Thievery check to palm a card/die or a Deception check to lie. Effect: You reroll the check with a +1 status bonus; you must use the second result.
- Syntax: Item Level 1. Requires Investment. Daily reaction for failure mitigation. Status bonuses for social investigation.
Savage Worlds (Adventure Edition)
Unique Name: The High-Roller’s Totem
- Item Type: Magic Item
- Rank: Novice
- Attributes:
- Poker Face (Passive): The wearer gains the Strong Willed Edge. If they already have it, they gain an additional +2 to resist Taunt or Intimidation.
- Cheat’s Eye (Passive): +2 to Notice rolls to spot hidden objects, rigged games, or Sleight of Hand.
- Loaded Fate (Active): Once per session, the wearer may spend a Benny to reroll a Trait roll and add +2 to the final total, provided the action involves a gamble, bet, or social bluff.
- The Weight (Passive): The wearer is never surprised by an ambush in a social setting (like a barroom brawl or an assassination attempt during a meeting).
- Syntax: Grants or enhances Edges. Specific Benny interaction for high-stakes rerolls. Social combat defense.
Shadowrun (6th World Edition)
Unique Name: The Gilded Molar Manipulation Focus
- Item Type: Force 1 Manipulation Focus (Talisman)
- Game Mechanics:
- Social Net (Passive): When bonded, the focus provides a +1 dice pool bonus to Influence and Con tests during social encounters involving negotiation or gambling.
- The Tell-Tale Pulse (Passive): Adds +1 to the user’s Judge Intentions dice pool as the focus vibrates against the skin when an NPC is being deceptive.
- Probability Ripple (Active): Once per combat or social encounter, the user can spend a Minor Action to “anchor” their luck. This allows the user to ignore up to 1 point of Complication (glitch) on their next test.
- Insightful Ante (Active): As a Major Action, the user can perform an Astral Perception check to see if a physical object has a “manic aura,” indicating it has been magically tampered with or is “loaded.”
- Syntax: Requires Bonding (5 Karma). Availability 3R. Focus Category: Manipulation.
Starfinder (2nd Edition / Compatibility)
Unique Name: Probability-Vane Charm
- Item Type: Level 1 Magic Item (Worn)
- Usage: Wrist or Neck Slot; Bulk: L
- Game Mechanics:
- Grifter’s Calibration (Passive): You gain a +1 circumstance bonus to Perception checks to Sense Motive and Culture checks related to underworld hierarchies.
- Loaded Fate (Active): Once per day, as a Reaction when you fail a Deception or Sleight of Hand check, you can reroll the check. You must use the second result.
- Biometric Tell (Active): As a Move Action, you can target a creature within 30 feet. You gain a +2 bonus to your next Skill Test against that creature’s Will DC.
- Casino Shield (Passive): You gain a +1 circumstance bonus to AC against attacks made with “Hidden” weapons.
- Syntax: Level 1. Price: 300 Credits. Activation: Move Action for biometric analysis. Daily reroll reaction.
Traveller (Mongoose 2nd Edition)
Unique Name: The Ancient Weighted Amulet
- Item Type: TL 4 (Cultural Relic)
- Game Mechanics:
- The Gambler’s Gift (Passive): The wearer gains a +1 DM to all Gambler and Persuade checks.
- Mechanical Intuition (Passive): The wearer gains a +1 DM to Investigate checks when searching for rigged mechanisms or hidden compartments in low-tech machinery.
- Insight (Active): By spending 1D minutes observing a social gathering, the wearer makes a Social Standing (SOC) check. Success grants a +1 DM to the next Deception check made against someone in that group.
- Loaded Fate (Active): Once per day, the wearer may reroll any 2D check involving a game of chance. The second result stands even if it is worse.
- Syntax: Weight: Negligible. DM+1 to specific social skills. Once-per-day luck reroll.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Grifter’s Golden Totem
- Item Type: Magical Talisman (Common)
- Game Mechanics:
- Miser’s Intuition (Passive): Grants the user the Gamble and Bribery skills if they do not have them. If they do, they receive a +10 bonus to these tests.
- The Gilded Grin (Passive): You gain a +10 bonus to Charm or Gossip tests when in a tavern, inn, or gambling hall.
- Probability Warp (Active): You may spend 1 Fortune Point to force an opponent to reroll a successful Intuition or Perception test made against you during a social exchange.
- Insightful Ante (Active): On a successful Evaluate test, you can identify if a non-magical item has been “weighted,” “shaved,” or otherwise altered to cheat.
- Twist of Fate (Passive): When you lose a wager of at least 1 Silver, you gain +1 Advantage as the item feeds on your frustration.
- Syntax: Traits: Magical. Fortune Point interaction for social defense. Advantage generation on monetary loss.
