Tupilak 884 of the Quiet Gutwarden

Lore

  • First crafted by healers who worked among refugees, sailors, and caravan crews where sickness spread faster than fear.
  • Inspired by the tupilak’s role as a guardian against unseen enemies, this version was shaped to defend the body’s inner passages rather than the soul alone.
  • It is said the earliest Gutwardens were made by a cook-physician who believed most evil entered the world through hunger, thirst, and careless eating.
  • Among medics and apothecaries, the item is respected not for heroics, but for the quiet prevention of suffering.

Description

  • A smooth bone amulet shaped like a coiled intestinal knot, reinforced with subtle copper veins that trace looping paths.
  • Tiny vents and pores open and close slowly, mimicking breathing or digestion.
  • When worn, it is warm to the touch, never hot, never cold.

Rarity and Tier

  • Common
  • Tier 1

Slot

  • Trinket (neck-worn amulet or belt-hung charm near the abdomen)

Skills Gained While Openly Worn

  • +1 to Medicine, Healing, or Physiology-related checks involving digestion, poisoning, or disease
  • +1 to Survival or Cooking checks related to food safety, preparation, or water purification

Passive Magical Effects

  • Digestive Ward
    • Minor toxins, spoiled food, parasites, and weak diseases are resisted before symptoms fully manifest.
  • Balanced Intake
    • The avatar gains improved tolerance to unfamiliar foods, preventing nausea, cramps, or fatigue from sudden dietary changes.
  • Gut Sense
    • The wearer gains intuitive awareness when food, drink, or medicine would cause harm if consumed.

Activatable Magical Effects

  • Purging Comfort (2/day):
    • The idol gently accelerates natural cleansing, reducing the effects of poison, illness, or indigestion without pain or exhaustion.
  • Settling Pulse (2/day):
    • A soothing warmth spreads through the abdomen, suppressing cramps, nausea, or internal distress for a short time.
  • Healer’s Warning (1/day):
    • The tupilak tightens briefly, alerting the wearer that a nearby creature suffers from internal sickness, poisoning, or digestive injury.

Roleplay Notes

  • The idol hums faintly after meals, louder when the food was unsafe.
  • It grows slightly heavier when the wearer ignores hunger or overeats.
  • Some healers claim it “learns” the body it protects and becomes more responsive over time.

Tags
Tupilak, Gastroenterology, Healing, Defensive, Preventative, Medical, Trinket, Bonecraft, Bodyward, Common, Digestive, Detoxifying, Internal-Balance, Anti-Poison, Parasite-Resistant, Medicinal, Sustenance, Vitality, Caretaker, Preventive-Magic, Healer-Focused

How this item might be obtained

  • Issued by a healer’s guild or charitable infirmary after service treating outbreaks, food poisoning incidents, or caravan illnesses.
  • Gifted by an apothecary or cook-physician whose life or livelihood was saved through careful diagnosis and prevention of sickness.
  • Recovered from abandoned clinics, quarantine camps, or sunken ships where medical supplies were once stockpiled.
  • Crafted as part of an apprenticeship trial for a healer focused on internal medicine, nutrition, or toxin management.

Shops where it might be bought and sold

Apothecary Houses

  • Clean, herb-scented shops focused on remedies, tonics, and preventative care.
  • The item is sold as a long-term health charm rather than an emergency cure.
  • Buyers are often advised on diet and usage before purchase.
  • Typical cost ranges from 6 to 9 silver, reflecting its common rarity and steady demand.

Healers’ Guild Dispensaries

  • Semi-public halls attached to temples, infirmaries, or civic health offices.
  • Items are inspected for safety and ethical use.
  • Sometimes discounted for medical workers or caretakers.
  • Cost usually ranges from 7 to 11 silver due to guild oversight and quality assurance.

Ship Chandlers and Caravan Outfitters

  • Shops that cater to travelers, sailors, and long-haul merchants.
  • The item is marketed as protection against spoiled rations, bad water, and unfamiliar cuisines.
  • Often bundled with food storage charms or purification kits.
  • Cost commonly falls between 8 and 12 silver due to travel risk and demand.

Curio and Wellness Shops

  • Stores that blend spiritual items with practical health tools.
  • Sellers emphasize the tupilak’s guardian spirit aspect over medical specifics.
  • Prices fluctuate with superstition and negotiation.
  • Cost typically ranges from 5 to 13 silver.

Frontier Clinics and Field Medics

  • Small, practical operations near borders, mining camps, or newly settled islands.
  • Stock is limited, and items are sold only when replacements are expected.
  • High demand during outbreaks or seasonal illness.
  • Cost generally ranges from 9 to 14 silver due to scarcity and urgency.

Roleplay use by environment

Urban streets and dense settlements

  • Defense:
    • The amulet tightens or warms when street food, shared water barrels, or communal meals carry hidden risk, prompting caution without open alarm.
    • During outbreaks, its steady warmth reassures the wearer and nearby patients, reinforcing calm and trust in crowded infirmaries.
  • Offense:
    • Healer’s Warning is used socially rather than violently, calling attention to contaminated vendors, poisoned wells, or intentional food tampering.
    • The wearer may publicly refuse food or drink, letting the idol’s reaction serve as a silent accusation that pressures wrongdoers.

Ships, ports, and long voyages

  • Defense:
    • Balanced Intake allows the avatar to endure preserved rations, strange seafood, and shifting water quality without debilitating sickness.
    • Purging Comfort quietly mitigates early symptoms before they spread among crew or passengers.
  • Offense:
    • Healer’s Warning can identify a sick or poisoned crew member before collapse, preventing sabotage or panic.
    • The wearer may use the idol’s response to confront negligent cooks or smugglers dealing in tainted supplies.

Wilderness travel and frontier camps

  • Defense:
    • Gut Sense warns against consuming unfamiliar plants, animals, or water sources that appear safe but are harmful.
    • Settling Pulse stabilizes the avatar during forced marches or scarcity, allowing them to function when others falter.
  • Offense:
    • The idol’s reactions guide the group away from poisoned game or deliberately trapped food sources left by enemies.
    • Identifying internal illness in hostile groups can give strategic advantage without direct confrontation.

Hospitals, infirmaries, and quarantine zones

  • Defense:
    • Digestive Ward protects the wearer from constant exposure to sickness, allowing sustained care without collapse.
    • The idol’s hum becomes a diagnostic cue, guiding attention to patients whose internal conditions are worsening.
  • Offense:
    • Healer’s Warning exposes hidden poisoning, neglect, or deliberate contamination, shifting blame and authority decisively.
    • The wearer may use the idol’s response to challenge corrupt officials or unethical healers.

Social gatherings and feasts

  • Defense:
    • Gut Sense alerts the avatar to spoiled dishes, allergenic ingredients, or intentional poisoning during banquets or negotiations.
    • Balanced Intake prevents embarrassment or weakness caused by unfamiliar cuisine.
  • Offense:
    • Publicly refusing food at the moment the idol reacts can disrupt assassination attempts or coercive hospitality.
    • The wearer’s calm explanation of internal danger can turn suspicion toward hostile hosts.

Underground cities and enclosed habitats

  • Defense:
    • The amulet adapts to recycled food systems and limited resources, reducing long-term digestive stress.
    • Settling Pulse suppresses nausea caused by poor air quality or fungal contamination.
  • Offense:
    • Identifying internal sickness linked to shared infrastructure helps pinpoint sabotage or failing systems.
    • The idol’s reactions justify decisive intervention in tightly controlled environments where proof is scarce.

Perception of Activation:

User’s Perspective

  • Sight:
    • The copper veins within the bone briefly glow with a soft green-gold light that moves in slow, looping patterns, like liquid tracing a digestive path.
    • The surface of the amulet subtly contracts and relaxes, almost imperceptibly, in a steady rhythm.
  • Sound:
    • A low, dampened hum is felt more than heard, similar to breath passing through a closed throat.
    • Occasional faint clicks occur, like tiny valves opening and sealing.
  • Touch:
    • Gentle warmth spreads outward from the abdomen, never sharp or burning, followed by a sensation of internal settling.
    • A sense of lightness replaces pressure, as if internal tension is being unwound.
  • Smell:
    • Clean mineral warmth mixed with a faint herbal note, reminiscent of steeped roots or medicinal teas.
  • Extrasensory (Mind’s Eye / bodily intuition):
    • A clear internal map of discomforts, toxins, or imbalance briefly presents itself as awareness rather than imagery.
    • The avatar senses whether the disturbance is external (food, poison, disease) or internal (stress, imbalance, injury).

Observer’s Perspective

  • Sight:
    • The amulet emits a steady inner glow that pulses slowly, illuminating nearby skin or clothing with a muted green hue.
    • Fine motes of light or vapor drift briefly from its surface before fading.
  • Sound:
    • A soft, rhythmic exhale can be heard at close range, like a controlled release of pressure.
  • Environmental reaction:
    • The wearer’s posture visibly relaxes, shoulders lowering and breathing evening out.
    • Subtle tension in nearby sick or poisoned creatures may lessen, as if responding sympathetically.

Positives

  • Provides immediate relief without shock or pain.
  • Reinforces calm, control, and trust during medical or stressful situations.
  • Makes internal threats understandable without invasive diagnosis.

Negatives

  • The warmth and glow may draw attention in dark or covert situations.
  • Overuse can cause temporary lethargy or drowsiness as the body recalibrates.
  • Sensitive avatars may feel emotionally exposed, as if their internal state is briefly visible to the world.

Recipe: Rite of the Quiet Gutwarden

Materials Needed

  • Smooth bone core taken from a creature associated with endurance, digestion, or long survival
  • Fine copper wire or veins suitable for delicate inlay
  • One softly luminescent crystal or resin bead attuned to restorative magic
  • Alchemical binding resin mixed with powdered charcoal and dried medicinal herbs
  • Small amount of purified water infused with restorative intent
  • Personal biological token from the intended wearer (hair, blood drop, saliva trace, or breath-condensed moisture)

Tools Required

  • Bone carving knives and rounded chisels for organic shaping
  • Fine engraving needle for tracing internal pathways
  • Small heating plate or controlled flame source
  • Alchemical bowl and stirring rod
  • Soft clamps or wraps to hold the piece during curing
  • Polishing stone or cloth for final smoothing

Skill Requirements

  • Basic medical or healing knowledge focused on internal health
  • Bonecraft or fine carving proficiency
  • Familiarity with alchemical preparation and cleansing rites
  • Minor magical manipulation or focused ritual discipline

Crafting Steps

  • Carve the bone core into a coiled, continuous form that mimics a closed digestive loop, ensuring there are no sharp internal edges.
  • Engrave shallow channels along the surface to represent balanced flow, then carefully inlay copper wire into these paths.
  • Set the luminescent crystal or resin bead at the center of the coil, sealing it so its light diffuses rather than flares.
  • Warm the alchemical resin and mix it with charcoal powder and crushed medicinal herbs, then use it to seal all joins and inlays.
  • Bathe the piece briefly in the purified infused water, allowing excess to evaporate naturally without wiping.
  • Bind the personal biological token to the item during a quiet focus period, attuning the charm to the wearer’s internal rhythms.
  • Allow the item to cure fully while resting near warmth, never cold or extreme heat.
  • Test the finished charm by placing it near spoiled food or tainted water; successful crafting is marked by a subtle warming and gentle hum rather than visible agitation.

One Who Guarded Inside

This account comes from fragments written on food bowls, healer’s walls, and the backs of recipe slates. The words were translated by those who knew letters but not bodies, and again by those who knew bodies but not letters. What remains is crooked, but it remains.

In the age when hunger was more dangerous than blades, there lived one who watched people die without wounds. They fell after feasts, after voyages, after celebrations meant to bind families together. Their bellies betrayed them. Their strength fled inward. No enemy could be blamed, so none were fought.

The old words name this one many things: Soft-Hand, Listener-Below, Keeper-of-Warmth. No single name survived intact. What is known is that they were not a warrior, nor a priest, nor a cook alone, but all three poorly.

They noticed that evil rarely announced itself. It arrived as meat that smelled only slightly wrong. As water that looked clear. As gifts offered with smiles. The body knew first, but had no voice.

So the Listener carved a figure not of teeth or claws, but of winding paths. Bone was taken from one that survived long journeys with little food. Copper was added, for it remembers flow. The shape was wrong according to the idols of war, and so it was ignored by those who sought glory.

When the figure was worn, the Listener could feel the body speak. Heat became language. Pressure became warning. Relief became song. They could eat what others could not. They could drink where others fell ill. They could walk among sickness without becoming it.

Some said the figure healed. This was mistranslated. It did not heal. It refused harm entry.

When others wore it, it behaved differently. Some felt comfort. Some felt shame for ignoring their own hunger. One felt nothing at all, and soon learned why.

During a great gathering meant to end a long feud, the figure grew heavy and warm at once. The Listener said nothing loudly. They simply did not eat. Others mocked. Many did eat. When sickness struck, the figure pulsed like a heart and guided the Listener through the chaos, showing who could be saved and who must be isolated.

After that, the figure was copied badly. Some versions glowed too brightly. Some purged too harshly. Some mistook emptiness for poison and starved their wearers. These versions disappeared.

The true ones were passed quietly. From healer to cook. From cook to traveler. From traveler to parent. No temples claimed them. No armies wanted them.

The last lines of the tablets are damaged. They repeat the same phrase in three languages, none complete, all agreeing on one thing: the body is not silent. It is only ignored.

The Moral of the Story:
That the greatest dangers enter softly, and only those who listen inward learn how to refuse them.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)
Tupilak 884 of the Quiet Gutwarden: The Internal Sentinel Charm

Type

  • Enchanted Medical Talisman (worn; must be openly worn)

Attunement

  • Requires 1 minute of calm focus; only one owner at a time

Passive Effects

  • Gut Sense
    • Once per scene, when exposed to food, drink, medicine, or environmental contamination, the wearer may ask the Keeper: “Would this cause internal harm if consumed or absorbed?” The Keeper must answer yes/no truthfully.
  • Digestive Stability
    • Gain a bonus die on one First Aid or Medicine roll per scene when treating poisoning, illness, or internal distress.
  • Balanced Intake
    • Reduce penalties related to hunger, spoiled rations, unfamiliar food, or poor water quality by one step (Keeper adjudicates severity).

Active Effects

  • Purging Comfort (2/day)
    • When suffering from poison, disease, or severe indigestion, immediately reduce the severity by one stage (for example: extreme to serious, serious to minor).
  • Settling Pulse (2/day)
    • Suppress nausea, cramps, or internal pain for one hour, granting a bonus die to CON rolls during that time.
  • Healer’s Warning (1/day)
    • Sense the presence of a nearby creature (within line of sight) suffering from internal illness, poisoning, or parasitic harm.

Costs and Tone Hooks

  • The charm does not cure instantly; it prevents escalation.
  • In grim campaigns, the Keeper may call for a 0/1 SAN roll when the idol reveals invisible contamination or slow internal decay.

Blades in the Dark
Tupilak 884 of the Quiet Gutwarden: The Inner Watcher Idol

Type

  • Gear (Worn Charm)
    Load: 1

Passives

  • Gut Sense
    • Gain +1d to Study or Survey when assessing food, drink, medical supplies, or environments for internal harm.
  • Digestive Ward
    • Reduce the effect level of poisons, spoiled food, or sickness by one step when resisting consequences.

Actives

  • Purging Comfort (2 uses per score)
    • Clear a minor poison, sickness, or nausea-related consequence, or reduce a moderate one to minor.
  • Settling Pulse (2 uses per score)
    • Take +1 effect on actions taken despite illness, hunger, or internal pain for the remainder of the scene.
  • Healer’s Warning (1 use per score)
    • Ask the GM which nearby person is internally compromised by poison, disease, or contaminated intake.

Complication

  • The idol reacts visibly. Using it in secretive situations may create suspicion, clocks, or unwanted attention.

Dungeons & Dragons (5e, current)
Tupilak 884 of the Quiet Gutwarden
Wondrous item, common (requires attunement)

Worn Slot

  • Amulet or trinket (must be worn openly)

Passive Properties

  • Gut Sense
    • You have advantage on Wisdom (Medicine) and Wisdom (Survival) checks made to identify spoiled food, unsafe water, poisons, or diseases transmitted through ingestion.
  • Balanced Intake
    • You have advantage on saving throws against poison or disease caused by ingested substances.

Activated Properties

  • Purging Comfort (2/long rest)
    • As a bonus action, you end the poisoned condition on yourself, or reduce poison or disease damage you take for the next minute by 1d4 (minimum 0 per instance).
  • Settling Pulse (2/long rest)
    • As a bonus action, you gain advantage on Constitution saving throws and ability checks related to exhaustion, sickness, or internal pain for 10 minutes.
  • Healer’s Warning (1/long rest)
    • As an action, you learn whether any creature you can see within 30 feet is suffering from poison, disease, or internal injury affecting digestion.

Limitations

  • This item does not grant immunity and cannot cure magical diseases of higher rarity without additional intervention.

Knave (2nd Edition)
Tupilak 884 of the Quiet Gutwarden: Internal Sentinel Idol

Type

  • Magical Trinket (Worn)
    Slots: 1

Passives

  • Gut Sense
    • Once per exploration turn, when examining food, drink, or medicine, ask the GM: “Would this cause internal harm?” The GM answers yes/no truthfully.
  • Digestive Ward
    • Minor poisons, spoiled food, and weak diseases affect you one step less severely.

Actives

  • Purging Comfort (2/day)
    • Reduce poison, disease, or internal sickness effects by one severity tier.
  • Settling Pulse (2/day)
    • Ignore penalties from nausea, cramps, hunger, or sickness for the rest of the scene.
  • Healer’s Warning (1/day)
    • You sense which nearby creature is suffering from internal illness, poisoning, or digestive injury.

Drawback

  • Body Awareness
    • The idol makes discomfort impossible to ignore. When exposed to harmful intake, the GM may describe intense sensations that demand immediate response.

Fate (Condensed / Core)
Tupilak 884 of the Quiet Gutwarden: Aspect of the Inner Sentinel

Type

  • Medical–Protective Charm (worn trinket)

Aspects

  • High Concept: Tupilak That Guards the Body Within
  • Trouble: My Body Knows Before I Do

Stunts

  • Gut Sense
    • Gain +2 to Notice or Crafts when identifying spoiled food, tainted water, ingested poisons, parasites, or illness caused by consumption. Once per scene, this may be used without spending a Fate point.
  • Balanced Intake
    • Gain +2 to Physique when resisting consequences from hunger, sickness, poison, or digestive distress.
  • Healer’s Insight
    • Gain +2 to Empathy or Crafts when diagnosing or treating internal illness in yourself or others.

Invocations (Limited Uses)

  • Purging Comfort (2 per session)
    • Reduce the severity of a poison- or sickness-based consequence by one step, or immediately clear a mild consequence related to digestion or ingestion.
  • Settling Pulse (2 per session)
    • Ignore penalties from nausea, cramps, sickness, or exhaustion for the remainder of the scene.
  • Healer’s Warning (1 per session)
    • Ask the GM which nearby character is suffering from internal poisoning, disease, or parasitic harm; gain one free invoke on an aspect related to that condition.

Compels

  • The idol reacts strongly to contaminated food or drink, even when social pressure demands politeness.
  • Ignoring bodily warnings invites escalation.

Numenera / Cypher System (Discovery / Destiny)
Tupilak 884 of the Quiet Gutwarden: Gutwarden Tupilak Artifact

Artifact Type

  • Subtle Wearable Artifact (Medical Focus)

Level

  • Level 2

Wear Slot

  • Worn trinket

Passive Effects

  • Digestive Ward
    • The wearer gains an asset on tasks to resist poison, disease, parasites, or sickness caused by ingestion or internal imbalance.
  • Gut Sense
    • The wearer gains an asset on perception or knowledge tasks related to identifying unsafe food, water, medicine, or internal distress.

Usable Abilities

  • Purging Comfort (2 uses per day)
    • Reduce incoming damage or ongoing effects from poison or disease by 2 points for one minute, or immediately lessen a sickness-related condition by one step.
  • Settling Pulse (2 uses per day)
    • For one scene, ignore hindrances caused by nausea, cramps, hunger, or internal pain.
  • Healer’s Warning (1 use per day)
    • Sense all creatures within short range currently suffering from internal poisoning, disease, or parasitic harm.

Depletion

  • 1 in 20. On depletion, the artifact becomes inert until repaired or ritually cleansed.

Pathfinder (Second Edition)
Tupilak 884 of the Quiet Gutwarden: Quiet Gutwarden Tupilak
Item 1
Magical, Invested, Worn, Healing

Usage

  • Worn trinket; invested

Passive Effects

  • Gut Sense
    • Gain a +1 item bonus to Medicine checks to identify or treat poison, disease, or internal ailments.
  • Balanced Intake
    • Gain a +1 item bonus to saving throws against ingested poisons and diseases.

Activate

  • Purging Comfort (Reaction; Frequency twice per day)
    • Trigger: You fail a saving throw against poison or disease.
    • Effect: Treat the result as one degree of success better.
  • Settling Pulse (One Action; Frequency twice per day)
    • For 10 minutes, you gain a +1 status bonus to Fortitude saves and ignore penalties from nausea or sickened conditions (you may still gain the condition, but it does not impose penalties during this time).
  • Healer’s Warning (One Action; Frequency once per day)
    • You sense all creatures within 30 feet suffering from poison, disease, or internal injury affecting digestion.

Savage Worlds (Adventure Edition)
Tupilak 884 of the Quiet Gutwarden: The Inner Watch Charm

Type

  • Worn Magical Charm

Requirements

  • Must be worn openly to function

Passive Benefits

  • Gut Sense
    • Gain +1 to Notice or Healing rolls related to detecting poison, spoiled food, unsafe water, or internal illness.
  • Digestive Ward
    • Gain +1 to Vigor rolls made to resist poison, disease, or fatigue caused by ingestion.

Powers

  • Purging Comfort (2/day)
    • As a free action after failing a Vigor roll against poison or disease, gain +2 to the roll or immediately remove one level of Fatigue caused by sickness.
  • Settling Pulse (2/day)
    • Ignore penalties from nausea, sickness, or hunger for the rest of the scene.
  • Healer’s Warning (1/day)
    • Automatically detect all creatures within 6 inches currently suffering from internal poisoning, disease, or parasitic harm.

Drawback

  • Heightened Awareness
    • The charm makes internal discomfort impossible to ignore; exposure to tainted food or drink may provoke immediate narrative complications even before mechanical effects occur.

Shadowrun (Sixth World Edition)
Tupilak 884 of the Quiet Gutwarden: The Internal Sentinel Fetish

Type

  • Enchanted Medical Fetish (Worn Charm)

Bonding

  • Requires 10 minutes of calm, uninterrupted handling
  • Only one bonded owner at a time; bonding breaks immediately if another character attunes

Passive Effects

  • Gut Sense
    • Gain +1 die on Perception or Medicine tests to detect ingested toxins, spoiled food, unsafe water, or internal illness.
  • Digestive Ward
    • Gain +1 die on Body tests made to resist poison, disease, or fatigue caused by ingestion.
  • Balanced Intake
    • Reduce penalties from hunger, poor rations, or unfamiliar food by one step.

Active Effects

  • Purging Comfort (2/day)
    • When suffering ongoing effects from poison or disease, immediately reduce the damage or penalty by 2 for the remainder of the scene.
  • Settling Pulse (2/day)
    • Ignore penalties from nausea, cramps, or internal pain for one scene.
  • Healer’s Warning (1/day)
    • Automatically sense which visible creatures within close range are suffering from internal poisoning, disease, or parasitic harm.

Drawback

  • Heightened Sensitivity
    • Strong reactions to tainted substances may trigger noticeable physical responses, complicating stealth or social situations.

Starfinder
Tupilak 884 of the Quiet Gutwarden: Gutwarden Tupilak

Item Level

  • 1

Type

  • Hybrid Technomagical Trinket (Worn)

Slot

  • Accessory

Passive Effects

  • Gut Sense
    • Gain a +1 circumstance bonus to Medicine and Perception checks to identify poison, disease, or unsafe food and water.
  • Digestive Ward
    • Gain a +1 circumstance bonus to Fortitude saves against ingested poisons and diseases.

Activated Abilities

  • Purging Comfort (Reaction; 2/day)
    • Trigger: You fail a Fortitude save against poison or disease.
    • Effect: Treat the result as one step better.
  • Settling Pulse (Standard Action; 2/day)
    • For 10 minutes, you ignore penalties from nausea, sickened, or fatigue caused by illness or ingestion.
  • Healer’s Warning (Standard Action; 1/day)
    • You detect all creatures within 30 feet suffering from poison, disease, or internal injury related to digestion.

Special

  • Counts as both magical and technological for detection effects.

Traveller (Mongoose Traveller, 2nd Edition)
Tupilak 884 of the Quiet Gutwarden: Internal Balance Charm

Type

  • Exotic Medical Charm (Adapted TL Equivalent)

Slot

  • Worn accessory

Passive Effects

  • Gut Sense
    • Gain DM+1 to Medic or Recon checks to identify unsafe food, water, toxins, or internal illness.
  • Digestive Ward
    • Gain DM+1 to END checks made to resist poison, disease, or fatigue from ingestion.
  • Balanced Intake
    • Reduce negative DMs from hunger, poor rations, or alien food by 1.

Active Effects

  • Purging Comfort (2/day)
    • Reduce damage or penalties from poison or disease by 2 for the remainder of the scene.
  • Settling Pulse (2/day)
    • Ignore penalties from nausea, cramps, or sickness for one scene.
  • Healer’s Warning (1/day)
    • Automatically identify any creatures within short range suffering from internal poisoning, disease, or parasitic harm.

Limitations

  • The charm does not function if sealed in a container or removed from the body.

Warhammer Fantasy Roleplay (4th Edition)
Tupilak 884 of the Quiet Gutwarden: The Gutwarden Idol

Type

  • Enchanted Trinket (Worn)

Availability

  • Rare in the Old World; known among healers, apothecaries, and travelers

Passive Effects

  • Gut Sense
    • Gain +10 to Perception or Heal tests to detect poison, disease, spoiled food, or unsafe water.
  • Digestive Ward
    • Gain +10 to Endurance tests made to resist poison, disease, or fatigue caused by ingestion.
  • Balanced Intake
    • Reduce the severity of hunger or poor rations by one step (GM adjudication).

Activated Effects

  • Purging Comfort (2/day)
    • When affected by poison or disease, immediately reduce its effects by one level or remove one Sickened condition.
  • Settling Pulse (2/day)
    • Ignore penalties from nausea, sickness, or internal pain for the remainder of the scene.
  • Healer’s Warning (1/day)
    • Sense all creatures within nearby range currently suffering from internal poisoning, disease, or parasitic infestation.

Side Effects

  • Heightened Bodily Awareness
    • The wearer becomes acutely aware of internal discomfort in themselves and others, which may cause unease or distraction in tense social settings.